So I have digested the rules for the most part and it all makes sense for the most part. I find with Runehammer that I have to break my 5E mindset. “There is a rule for this in the book, just give me a tic, which may or may end up what does Crawford say on the matter”. Nothing wrong with that but I like Runehammer games loosey goosey take: “What works for your table”. See I was fortunate enough to start playing D&D back in 1979. The basic ruleset was 50? pages and probably left a lot of questions. But I was lucky in that my fellow players had 18 INT and answered those questions before I even asked - Ha Ha. So here is my take on what is no so much questions on the rulings of C&S but simply my thoughts (yet to play a game mind):
- Armourer - “On a failure the armour is destroyed”. I will go with if they roll 20 (critical failure) it’s destroyed. If they simply “fail” they can’t try again (unless they improve their skill, but someone else can have a go.
- Evade - I need to think on this one a bit more.
- Gambling - One of several skills that in other systems gains the player wealth but in C&S what to do? Just story it and say the character(s) live like royalty that night? Probably.
- Pickpocket - As above.
- Repair - Same as Armourer.
- Skinning - Similar thoughts as per Gambling. Do they gain wealth (hero points) if they sell the hide(s)? I’m thinking they can barter the hides for equipment.
- Spell Research - As read this seems very powerful - Gain a HP per day for spells? My take for now is if they find a spell in an item and say said spell is worth 6 HPs. They can use this skill to understand/learn the spell but it will take 6 successful Spell Research rolls, 1 attempt per day.
- Trading - Similar thoughts as per Gambling. Do they gain wealth (hero points) if they succeed?
So for the most part I am confident to run it as per my above thoughts. My biggest concern (where I may be way off the track) is Spell Research and Trading.
Your thoughts?