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HEALINGspells, potions, and various magical devices will quickly restore many losthit points. A wish spell can be used to restore lost hit points to severalcharacters at once. Hit points can never exceed the total rolled for thecharacter, plus bonuses.OBEDIENCEThis aspect of play has three facets. The leader and caller of a party mightorder one course of action while various <strong>players</strong> state that their charactersdo otherwise. Your DM will treat such situations as confused and muddled,being certain to penalize the group accordingly.Obedience also applies to hirelings and henchmen. Loyalty and moraleare factors here, as is the existing situation where obedience is called for.Finally, certain magic items, particularly magic swords, tend to beargumentative and may refuse to obey uncertain, demanding, weak, orfoolish masters.If in doubt regarding obedience, the sure test is the one where you askyourself if your character would do it. This test applies only to creatures,not magically endowed items. If you ask a henchman to try on a cloak, it isprobdble that he and all of your other henchmen and hirelings will expectthat the garment will be<strong>com</strong>e his. Likewise, if a servitor is asked to samplethe contents of a potion bottle, the item is then regarded as the servitor'sproperty by all onlookers. Obedience is based on such considerations, i.e.fairness, justness, rewards, hazards, love, respect, fear, and similar reputeand emotion.MORALEMorale properly refers to the stote of mind of "troops" during <strong>com</strong>bat orstress situations. Stupid creatures tend to fight to the death. So do creatureswith a set purpose in mind - elite, guards, and fanatical creatures. Yourcharacter will never have to check morale status, nor will any other playercharacter, for each player provides this personally. Some are brave, somefoolish, some cautious, some cowardly. Your character's henchmen willprobably have to check morale, so too will hirelings. Powerful monsterswill never check morale, and even weak ones will probably not do so aslong as they have leadership.When you require your henchmen and/or hirelings to take risks whichyour character is not personally taking, or when in hazardous situationswith or without your character, or when faced with a defeated and fleeingenemy just over<strong>com</strong>e, or when given the prospect of rich loot, these aretimes when the campaign referee will usually require morale checks.Obedience, actions, reactions, etc. will be decided by such morale checks.In addition to the influence your charocter's charisma has, the loyaltyrating of henchmen and hirelings will be influenced by past treatment,current situation, and the behavior of any of their fellows nearby. Yo<strong>url</strong>ieutenants, if any, will provide a steadying influence. Higher levelcharacters are unlikely to have poor morale unless they are faced with onobviously hopeless situation (ot least as far as they can see it) and/orwhen they are low in hit points.If you treat your henchmen and hirelings fairly, pay them well, and givethem arms and equipment which allow them to effectively engage in<strong>com</strong>bat by maximizing their protection and offensive potential, theirmorale base will be good. Furthermore, if you do not require them to takerisks which your character does not take, if their mortality is not high, andtheir "master" does not abandon them to their fote os long as anothercourse is possible, the "troops" will be likely to be firm in the face ofnearly any threat. Lack of action, setbacks, and similar things reducemorole. A good player pays strict attention to these considerations.MAPPINGOne player must keep a map of the expedition's trek, and if two <strong>players</strong>make maps the chances for the success of the expedition improve. Graphpaper with 5 or 6 lines to the inch is suggested for underground mapmaking. A sheet of small size hex grid is usual for outdoors maps. Bothsorts of paper should always be on hand.Never be<strong>com</strong>e concerned if your map is not exact, if it is off 10' here or 20'there. As long as it gives your party an idea as to where they are and howto get back, it is serving its purpose. Always make notes on the map toshow danger- traps, tricks, monsters.ORGANIZATIONEXPERIENCEOrganize your party by showing which characters are where. Showmarching order for a 10' passage, a 20' passage, door openings, etc.Always prepare for rear actions as well as frontal <strong>com</strong>bats. Assign oneindividual as leader. This character will "call", i.e. tell the referee wherethe party will go and what they will do. Miniature figures ore o great aidhere. The DM will usually require a marching order to be drawn on a pieceof paper if figures are not at hand.EXPERIENCEExperience is the measure of a character's ability in his or her chosenprofession, the character's class. Each player chorocter begins thecampaign at 1st level with no experience points accumulated. Thereafter,as he or she <strong>com</strong>pletes adventures and returns to an established base ofoperations, the Dungeon Master will aword experience points to thecharacter for treasure gained and opponents captured or slain and forsolving or over<strong>com</strong>ing problems through professional means. Characterswith high scores in their major characteristic ability area might be entitledto an experience points bonus (see CHARACTER ABILITIES). When asufficient number of experience points have been gained, the choracterwill gain an experience level (see CHARACTER CLASSES). It is important tokeep in mind that most humans and demi-humans are "0 level". They donot have the ability to gain experience levels. Player characters areunusual and superior.Gaining experience points through the acquisition of gold pieces and byslaying monsters might be questioned by some individuals os nonrepresentativeof how an actual character would be<strong>com</strong>e more able in hisor her class. Admittedly, this is so, if the existence of spell costing clerics,druids, magic-users, and illusionists is (unrealistically) granted; likewise,dwarven superheroes, paladins, elven thieves, half-orc assassins, and thelike might gain real experience from altogether different sorts of activities.This is a game, however, a fantasy game, and suspension of disbelief isrequired. If one can accept the existence of 12' tall giants, why not therewarding of experience points for treasure gained? While praying andreligious-oriented acts are more properly the activities for which a clericwould gain experience points, this is not the stuff of exciting swords &sorcery adventure. So too, fighters need physical training and weaponspractice, magic-users long hours of study in tomes of arcane lore, andthieves the repetition of their manual skills and discernitory prowess; butnone of this is suitable to gaming. It is, therefore, discarded and subsumedas taking place on a character's "off hours".As a rule, one point of experience will be awarded for one gold piecegained by a character, with copper pieces, silver pieces, electrum pieces,platinum pieces, gems, jewelry, and like treasure being converted to agold piece value. Magic items gained and retained have only a lowexperience point value, for they benefit the character through their use.Magic items gained and sold immediately are treated as gold pieces, theselling price bringing an aword in experience on the stated one for onebasis. Experience points awarded for treasure gained - monetary ormagical - are modified downward if the guardian of the treasure(whether a monster, device, or obstacle, such as a secret door or maze)was generally weaker than the character who overcame it. A 4th levelcharacter versus a single orc is an overmatch, and only about 10% of thetreasure value gained could count towards experience points; but if nineor ten orcs were involved, the experience points awarded would generallybe on the one for one bosis.Monsters captured or slain always bring a full experience point award.Captured monsters ransomed or sold bring a gold piece: experience pointratio award. Monsters slain gain a set point award. Low hit point/dicemonsters have a low experience point amount. Monsters with high hitpoint/dice have large experience point awards. Special abilities such asmagic resistance, spell capability, gaze or breoth weapons, regeneration,and the like also increase experience points amounts.Finally, clerics' major aims are to use their spell abilities to aid during onygiven encounter, fighters aim to engage in <strong>com</strong>bat, magic-users aim tocast spells, thieves aim to make gain by stealth, and monks aim to use theirunusual talents to <strong>com</strong>e to successful ends. If characters gain treasure bypursuit of their major aims, then they are generally entitled to a full shareof earned experience points aworded by the DM.Your DM will award your character(s) experience points as explained. He106

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