Role-playing design notes

Random notes on the design of Gods & Monsters, and maybe even Men & Supermen if I can remember what I was drinking when I wrote it.

Gods & Monsters Fantasy Role-Playing

Beyond here lie dragons

Skill Resolution, Sorcerors, Surprise, Experience

Jerry Stratton, April 19, 2004

We are winding up towards the next printing! This should be the last rules update before uploading the new PDFs to and making the 2004 print version of Gods & Monsters available for purchase.

Multiple Attempts

Multiple attempts at skill resolution bring penalties, but if the task in question is archetype-related these penalties are reset to zero each time the character reaches a new level.

For example, thieves have always had their penalties for trying to, say break into the same lock, disappear when the thief reaches a new level. The same now applies to warriors trying to break down a door, or sorcerors trying to decipher a magical script.

Magic Specialization

The rules on memorization costs for the Magic Specialization specialty reflected older sorceror rules.

When casting spells within their specialty, sorcerors cast the spell as if they were two levels higher. For classical sorcerors, the spell’s effects are all as if the caster had chosen a level two levels higher than they paid mental fatigue for, up to two levels higher than the sorceror’s level.

The specialist may impress or learn spells outside of their specialty only at a memorization slot cost of one greater than the spell’s normal memorization cost.

Classical sorcerors learning spells

One week, especially given the low saving roll required, was too long to learn first level spells. A classical sorceror would take forever to learn even a few new spells. So now it takes spell level days to learn one spell. At the end of the study time, a Learning roll is required to successfully learn the spell, at a penalty of the spell’s level. This means that a first level spell could be learned in one day, although for a low-level caster it will take longer on average.

Classical sorcerors may still attempt to cast spells that they have studied but failed to learn; on a failure, however, they lose half the mental fatigue that they would have lost if the spell were cast successfully.

Warriors throw off surprise more easily

Warriors may also use their combat bonus to throw off surprise: one point of combat bonus buys a bonus of one on the Willpower or (more likely) Fortitude roll to throw off surprise. This means that a fifth level warrior need not be surprised for more than two rounds, and an eighth level warrior by more than one round.

Adjusted competitive experience

The suggested competitive experience awards for defeating enemies has been modified upwards. If the creature has a special ability, this increases the experience point award by level times a hundred instead of just 10%. I think this will more accurately reflect the danger of creatures with poison and similar special abilities.

  1. <- Combat Bonus
  2. Open Source ->