Joined: Thu Sep 05, 2013 1:17 am
Location: San Diego, Ca
Thank yous go out to Simon Bull, Cameron Dubeers, and John Adams for all their efforts to make this possible.
Racial Rules: High Prime Ability raises the level limit as follows
15-17: +1 Level
18: +2 Levels
An Elf with an 18 Intelligence could rise as high as 10th level as a Magic-User
Hobbits are able to count either their Con or Dex score instead of Str for this.
Allowed Classes: Fighter, Cleric, Magic-User
Stats: 4d6 drop 1, arrange. Humans get to trade any single 1 for a 6.
Hit Points: All Player Character start with Max. HP at first level. For each level thereafter they roll a new total, based on all HD, then take the higher of the two. That is new roll versus the old total. This includes Elves with their dual classes, whatever total is higher from either class they get. In application that means an Elf of 4th/8th gets four shots to get a high total on 4 or 5 dice. 4th level Fighter 4d6, 6th M-U 4d6, 7th M-U 5d6, 8th level M-U 5d6+1.
Alignments: Lawful, Neutral, Chaotic
Players are encouraged to consider Lawful and Neutral as playable alignments. A Chaotic would require a very delicate rational as to why he/she is involved with a party of Lawful heroes who seek to drive back the forces of chaos.
Shields: Shields may be sacrificed to prevent a blow from landing. This destroys the shield. Only magical shields can turn a blow from a magic weapon of greater then +2, or a blow from a monster with more then 10HD or greater.
Binding and Treating Wounds restores 1hp after any combat and requires 1 Turn.
Binding and Treating Wounds when done by a trained healer restores 2hp but requires 3 Turns.
Untreated wounds do not begin to heal until the next day at the rate of 1hp per day
Treated Wounds begin to heal the same day at the rate of 1hp per day.
Spellbooks: Read Magic is not required to read spells books or scrolls in this game, although it can be used to understand each. Instead spellbooks are written in normal languages which are known by the Wizard creating the text. Often times Wizard choose to use uncommon or archaic language by choice. Examples might Draconic, Elven, Druidic, or one of the tongues of the outer spheres.
Identifying Magic: Other then simple trial and error, the more scholarly can employ Detect Magic and Read Magic to gain insights into the possible powers. Experienced dweonmercrafters can recognize certain types of items which they are familiar with detect magic alone.
Languages: PLAYERS will start with no more then 6 Languages. Those with high Int/Wis will pick up more in the course of play.
Aquan, Auran, Common, Draconic, Druidic, Dwarven, Elven, Giant, Gnome, Goblin, Gnollish, Halfling, Ignan, Orcish, Sylvan, Terran, Undercommon, Ancient Elwhen, Arborlian, Hadetan, Chosian, Ordiac, Nilyssian, Coravenian, Norvinic, Axiybolim, Vilahelian, Xaltiac
Boons: At 4th Level all PC will gain a single boon based on the direction their character has taken. Examples might be Swordmaster +1 to hit, or Stealthy +1 to any roll dealing with stealth. The boon should be minor but can take on almost any form.
Normal Types: By the Book this is defined as "Normal-types include all man-types of less than heroic status and all other creatures of similar stature. Collectively these are all creatures with fewer than 3 hit dice." . In this game we add a small adjustment that is Normal-Types are defined in relationship to the PC/NPC/Monster's level at a 4to1 ratio. So from 1st to 7th level Normals are up to 1+1HD, at 8th to 11th they are up to 2HD, and above 12th they are 3HD. This applies to anywhere the "Normal Type" is used in the rules.