A. Race and Class
Players can elect to play Fighters
, or Clerics
, as per the DD V5
are allowed (per Appendix B of the DD V5
rules), as are the usual "replacement killers", being: Rangers
, Rat Catchers
, and Illusionists
A magical- or clerical-type will almost certainly want to be literate (see also: The Tongues of Hinterlands
Players can be Men, Elves, Dwarfs, or Hobbets
(which are intentionally spelled this way) per DD V5. The standard level limits apply.
B. Ability Rolls
This is how we're rolling in 2017:
1. The referee will throw three SET
s of scores for each new player. Each SET comprises seven
throws of 3d6, in order.
2. The player picks one SET
, and the other two sets vanish forever.
3. The player pulls out any one of the seven SCORES in his SET as his starting purse (purse = score x10 sp).
4. The remaining six SCORES, in the remaining order, are the ability scores:
Strength, intelligence, wisdom, constitution
C. Considerations Due to Race
Ability scores are descriptive, not prescriptive.
Men can be Lawful
, or Chaotic
Elves must not have 16+ strength.
Elves can be Lawful
Dwarfs must not have 16+ strength.
Dwarfs can be Lawful
Hobbets must not have 14+ strength.
Hobbets can be Lawful
D. The Evil Twin Rule
Where the ability scores prove "uninspired" the player may---with referee agreement---choose to play the "inverse" scores. Notionally being the alter-ego, nemesis, "evil twin", or similar relationship to the originally diced character. The procedure is as follows:
1. Invert all scores (inverted score = 21 minus real score),
2. Remove the one score for your purse,
3. The character will bear some kind of "encumbrance" associated with the inversion, as determined by the referee. This will likely be a social stigma such as a humanoid or half-breed race, chaotic alignment, charisma 3, or similar.
E. Ability Considerations for Spell Casters
Intelligence determines the number of starting spells
for magic-using-types. These will begin with a spell book containing as many spells as the number of languages they are allowed due to intelligence.
will always be present. One spell must be invented by the player
. The remainder are determined randomly from the stock list, with any duplicate results being granted as spell scrolls
Wisdom determines the number of starting spells for clerical-types. These will begin with a spell book as per the magical-types, but will use their wisdom score -2 to determine the number of starting spells
F. Starting Languages
All PCs can speak their native racial or cultural tongue
, and Illiberal
(also known as the Common Tongue). Any additional languages are determined as follows:
1. A magical- or clerical-type may
opt to be literate
--expending one allowed "language".
2. A clerical (or anti-clerical) type may
opt to speak the Lawful
) tongue--expending one allowed language.
3. Any player may
select any one language option from the Tongues of the Hinterlands
--expending one allowed language. The only restriction is that counter-alignment tongues cannot be selected.
4. Remaining languages are determined randomly, within the character's alignment (see: Tongues of the Hinterlands
* Magical-types must be literate
in order to read
) magical spell scrolls without further recourse to magic.
* Clerical-types must be literate and fluent in the lawful tongue
in order to read
) clerical spell scrolls without further recourse to magic.
G. Starting Hit Points
Your first Hit Die will always yield 4, 5, or 6 hit points
; any throw below 4 will yield 4
. This rule always applies.
All HD are re-rolled after an uninterrupted night of safe bed rest at an inn, or similar (i.e., between adventures).
H. Starting Purse
The Silver Piece
is the basic unit of trade and also the basic unit of earning XP.
As explained above, the player will select his starting purse throw from seven throws of 3d6 (see: Ability Rolls). The player will therefore begin with 3d6 x10 Silver Piece
1 gp = 6 sp = 36 cp
Note especially that 1 Gold Piece
is worth 6 experience points
All PCs will begin with ordinary clothing, a backpack, a bedroll, ordinary supplies (not rations) for one week, a water skin, and a coin purse. Additional equipment
can be purchased.
I. Dual- and Treble-Classed Characters
Certain dual- and treble-classed non-humans combinations are allowed per Greyhawk
--including the non-player combinations. Note, however, that Greyhawk extends the original non-human level limits somewhat. Hinterlands reduces Greyhawk's limits by two levels
to bring them back in line with 3LBBs.
A combination character must be dual- or treble-class from the outset
and must always remain so. XP is always divided evenly between his classes even when he can no longer advance in a class
Men (and women) can be dual- or treble-classed so long as they meet the pre-requisites for humans changing class
for all but their first class.
Dual- and treble-classed characters may have multiple prime-requisites; XP adjustments for all these are summed. Otherwise, a dual- or treble- classed character uses the most advantaged statistics across his classes.
Dual/Treble-classed Magic-Users and Armour
A dual/treble-classed M-U can act as a M-U while wearing magical
While wearing non-magical armour any attempt to invoke a spell from memory will fail on a throw of 1-2 on a six-sided die. Scrolls, however, can be read while wearing non-magical armour without any chance of failure.