Time - Eight hours of sleep is expected, and there will be six day turns, and then most characters will sleep. Your character cannot go more than 20 hours since sleeping before experiencing a -1 penalty to all actions, meaning you can take 1 turn into the night before needing to sleep, but then you will sleep for 8 hours, meaning you will sleep through the first turn of the next day. If you sleep in unprotected place you will have a chance to be attacked or have a similar bad thing happen to you. Going to an inn or somewhere else to sleep does not count as an action, so your sixth turn of the day can be
Work for the blacksmith, and then sleep in the inn.
Weather – At the beginning of each game day I will use
Weather Generator to set the weather for the day, which can effect characters in many ways. The parameters for this will be determined by where you are. For example, the Aethellian Coast is a temperate region, you will begin in spring time, and it is an enchanted forest so the chance for something magical to happen is uncommon, not rare. Seasonal changes are something I’ll deal with if this is successful/goes long enough.
Combat - Combat rolled in two parts: hitting and doing damage. d20 + AGI (Attacker) vs. d20 + AGI (Defender) determines whether or not the attack is within the area of the target's body. A natural 1 or 20 from either party results in critical table being referenced (in progress). 20! vs 20! negates critical effect, as does 1! vs 1!, whereas 20! vs 1! or 1! vs 20! results in extreme versions of the original critical effects. Damage is rolled based off of the weapon, and compared to the armor. This value determines the magnitude of the effect, which will appear as status modifiers (1 may give no status, or amplify a previous status slightly, higher values will result in bleeding, pain, bruising, broken bones, and other unfortunate things you'd rather avoid.) All of this may be avoided by spending Life Points. A Life Point may be spent before a round of combat to avoid the outcome of an opponent's attack, after an effect has taken place to delay an effect until after battle or otherwise diminish it, or after a would-be-lethal attack to hang on to life, and gain one round of bonuses to get out of or end combat. Think of these as last ditch efforts, since every good story has near death experiences that are miraculously avoided. Replenishing these points will not be easy, but will be possible. Combat is rolled in the middle of turns.
Conversations with NPCs - You roll at the start of dialogue to determine the NPC's attitude towards you. This is semi-static throughout the dialogue, changing in response to actions which would garner or lose favor, and the validity of arguments you make. For the most part this makes them generally helpful or not, but there is a check against this value if you ask for something that could be considered a gift or a favor to see if the NPC will do it for you.
"Regular" Actions - If its not talking or fighting, its this. I'll roll a d20, apply relevant skill/attribute bonuses, and compare with a difficulty check value. If you're higher, you succeed. If you're lower, you fail. Natural 1 is a critical fail, natural 20 is an overshot.