This page is for new rules or formal approved rules changes. Rules discussed in game and on the threads will be moved here as a sign of formal adoption. I'll then move them into the Guide.
Rule Revision: Run
Presumed base speed is a 5 minute mile. This means a 105.6 feet / melee as an average. Based on this, we use the following chart.
To calculate run, roll 3d6 (natural speed). Then (2x"Natural Speed" + height)/3 for effective run.
Speed can be increased by 50% each round (not cumulative) with a successful 4d6 saving throw verus Fitness. Difficulty of the roll increase by two after the first melee.
A character can start running at 10 initiative even if their initiative roll is lower than that, but they can not attack or act until their initiative roll.
Encumbrance will modify run speed, but it will be a thumb on the scale at the discretion of the GM and based on reminders from the players.
Rule Revision: Spell Initiative
Fast Spells +5 initiative
Medium Spells +0 initiative
Slow Spells -5 initiative
Unless a Monk, someone using a bow, or an individual with a trait that allows more than 2 actions/melee, a PC gets no more than two actions, i.e., 2 fast spells; 1 fast 1 slow; 1 fast 1 medium; 1 fast 1 attack (obviously depending on initiative).
No action can be within 5 initiative of the fast action, e.g.,
PC rolls init of 9 and with bonuses has an initiative of 11 Casts a fast spell and will then attack with a sword Fast spell initiative is 15 (11 + 5 = 16, but initiative can't be higher than 15 except for monks). So, he casts the spell at 15. Normally his hand to hand attack would be at 11, but since it can't be closer than 5 to the fast spell, the hand to hand attack would be at 10 (15-5=10), leaving no further attack.After his attack at 10.
Rule Revision: Mage Spell Initiative
Mages only get experience for any specific spell once per combat.
Rule Revision: Expanded Dexterity Table