MISC RULES ---------- * All characters use the Fighter XP table to level up. * Alignments are not really used in this version of D&D, but, for academic curiosity, the original alignments and their meanings are explained here: The multiverse is divided in an eternal struggle between LAW and CHAOS. These are diametrically opposed forces, neither truly benevolent nor malevolent. As such, they cannot be equated with "good" and "evil" (although most creatures that are insane and evil - Cthulhu for example - fall on the Chaos side of the spectrum). The known multiverse was created by imposing order on the primal maelstrom of Chaos. LAW - Order, Stability, Natural Laws, Cities/Civilization, Reason, Reliability, Structure/Conformity, Stagnation CHAOS - Change, Spontaneity, Randomness, The Wilds/Nature, Imagination, Capriciousness, Freedom/Individuality, Entropy NEUTRAL - One who, for whatever reason, has not chosen a side. OR one who fights for either side depending upon which side's goals they agree with/affect them the most at that time. Or one who espouses the philosophy of Balance. * Players who wish to learn a new class (dual class) begin at level 0. After some amount of training - depending on the situation - and after also gaining 1000xp, they become 1st level in the new class. * Character movement rates imply a fair degree of caution and inspection of the surroundings. If there is something that wouldn't be detected by reasonable caution, like a trap of some kind, there should be a sign or other indication described by the DM. For example, "there are cobwebs on the ceiling in this room", or "this section of corridor floor looks like wet, gray cement". Cues should generally be given for magical items and artifacts as well, such as an apparently rusted sword set in an elaborate plaque. Some things require closer inspection. For example, a room might be described as having a row of divots at about knee height along the walls on each side. Upon closer inspection, it may be found that they are in fact small holes...and have a faint, lingering odor of gas about them (if the character gets down to inspect them even more closely). Characters should test things. A 10' pole may be used to prod a suspicious area of floor. The aforementioned cobwebby ceiling may be revealed by burning off the webbing. Marbles dropped will show that a passage which appears level is actually descending gradually. Water poured on a floor can show raised or recessed areas or the edges of a pit trap as it leaks down between the tile joints, etc. * The DM should make all rolls for finding secret doors, searches, Perception Checks, springing traps, stealth/Hide In Shadows/Hear Noise, and the like. * Common is the language that was spoken and refined in The Great Kingdom of Avalon. It was derived from Old Common which came down from The Ancient Days. It is spoken throughout the region, though the Blue Men speak an older dialect mixed with various other obscure idioms and phrases. The citizens of Marid have their own language, from another continent, but speak Common as a trade language. * A natural 1 always fails a Save or Skill Roll. A natural 20 always succeeds except in extenuating circumstances. * Most staves and some wands and rods may only be used by Magic-Users. These types will typically not function at all when their use is attempted by another class. Wands have a 2 in 6 chance of behaving as Anything Wands in these cases. All will typically have a word or command phrase to activate the device. Staves are considered to cast spells as a 9th level mage. Rods and wands cast at 6th level. Charges remaining will not be known but anyone holding a staff/wand/ rod that they can use will instinctively know how to use it. Charges Held When Found ----------------------- rods: 50 charges minus O to 9 (d10-1) staves: 25 charges minus O to 5 (d6-1) wands: 100 charges minus O to 19 (d20-1) * At Zero Hit Points: Characters(and important NPC's) are unconscious at 0 hp and still alive up to 0hp minus their level. For example, a 3rd level PC would still be alive at -3hp. At -4, they would be dead. If the character is unconscious they must make a CON roll at the beginning of each new round if they are not given first aid(first aid can be given by anyone and stabilizes the character at zero hit points so that they can begin to heal naturally). Each failed CON roll means that the unconscious character loses another point that round and moves closer to eventual death. * A good torch will burn for six turns, while a flask of oil in a lantern will last 24 turns. Either allow the bearer to see in a 30 feet radius(although dimly at 30'). * Creatures that can see in the dark see in pitch darkness as if it were a moonless night. To do something like read a scroll, they would need a light source, albeit a dimmer one than those who cannot see in the dark. Most humanoid creatures will use light of some kind in common areas and in places where it would be hazardous not to. * Oil(whale oil, alchemist's oil), high proof alcohol or kerosene burns for 3 rounds causing 1d6 damage per round. * Secret doors typically have a 2 in 6 chance of being found if being searched for in the correct location. It takes 1 turn to search a 10' section of wall. Some demi-humans and thieves have better chances. The secret door can be opened if the activating mechanism is on/beside the door, otherwise the mechanism must be searched for. This entails pulling on wall sconces in the vicinity, removing books from bookshelves, moving furniture items, etc. This is not usually rolled for, player investigation being the key. * Hear Noise/Listen at Door: 1 in 6 chance for most Humans. 1-2 for most Demi-Humans. - * Find Traps: 2 TYPES: 1) Room traps, sliding walls/floors, portcullis, pits, scythes, spear traps, statues that shoot gas, trip wires, poison darts from walls, collapsing ceilings/tunnels, etc: Many of these traps can be found by careful investigation and noticing clues and telltale signs which will usually be obvious to those looking in the right place. For traps which are too well disguised to be noticed as traps even after investigation, if the player has specifically stated that he is searching for traps in the right area, a D6 is rolled. PER bonuses may be added to rolls. Most PC's have a 2 in 6 chance to find the trap. Dwarves, Gnomes and Thieves have a 4 in 6 chance to find. 2) Small traps/traps on objects like doors(crossbow set to fire when door opens), trapped or poisoned door handles, locks, chests(poison needles): Some of these types of traps can be found by careful investigation and noticing clues and telltale signs. Some may not. Some of these traps may only be disarmed, jammed, or repurposed by Thieves, Dwarves, and Gnomes (particularly small, complex lock traps and the like). * Falling Damage: Those falling must make a saving throw. One chance out of six (on a D6) for every level fallen that damage will be sustained, i.e. if one falls 20 feet, damage will be sustained on a roll of 2 or higher (a fall of 60 feet will automatically result in damage). If damage is sustained, roll a D4 for every 10 feet fallen to see how much damage was taken. If the fall is broken by water or some yielding substance, roll a D4 for every 30 feet fallen. Note that anyone struck by a falling figure must also make a saving throw and is subject to damage just as if they had themselves fallen. * Characters with an Intelligence above 10 may learn additional languages, one language for every point above 10 intelligence factors. Thus, a man with an intelligence level of 15 could speak 5 additional languages(COMMON and any native tongues are free). ** COMMON is the Great Kingdom Standard Tongue * Ability Rolls or Skill Rolls - whether common or professional skills/abilities - are typically rolled on a D6 or 2D6. Ability bonuses or other modifiers are added to/subtracted from the roll if applicable. Rolls may often be interpreted in degrees of success, failure, or complication instead of the usual binary (completely)succeed/(completely)fail. Character level should also play a large part in this. The success/failure results should be dramatically different for a 1st-level character, a 4h-level character(hero), and an 8th-level character (superhero). Note that skill rolls are only used when performing a skill under adverse conditions or where failure could result in possibly dire(or interesting) consequences. A carpenter building a house wouldn't make a skill roll under normal circumstances, for example. Any difficulty rating can be set and any die/dice may be used for resolution. Something like the Reaction Rolls Table is good to use when rolling 2D6. (For many skill rolls, a straight 8 might be what is needed for a standard success instead of using the table below.) 12 Amazing Success - more than you could've ever hoped for 9-11 Success - it worked perfectly 6-8 Partial Success - success but with complication/unwanted cost 3-5 Failure - well that didn't work...but all is not lost ** 2 Spectacular Failure - it couldn't get any worse ** A failure of this kind on a climb, for instance, might mean inability to find a way up - progress is halted. Or it might mean a slip and a short fall, or becoming stuck, or tool breakage, etc. Opposed rolls only happen when two opponents are using the same skill or attribute against one another - Pilot Skill vs Pilot Skill or STR vs STR. In that case, have each opponent roll, including modifiers or penalties. Highest score wins the contest. Or have each roll multiple times and see who gets the most successes first. * Traps(if not being searched for) are tripped on 1-2 on D6 * Picking Locks: Non-thief-y characterscan can attempt to pick simple locks with a dagger or other small implement. Add DEX bonus to attempt. (This also applies to climbing, acrobatics checks, etc) * Sneaking: Any character can attempt to be stealthy. * Wandering Monster checks every 1-3 turns depending upon circumstances. A 6 rolled on a D6 indicates an encounter. * Poison: Some require a Save vs Death, some do damage over time -> Roll a D6 to see how much damage/turn or round the poison will do, then roll a D6 to see how many turns/rounds it will be in affect. ** CON bonuses affect poison saving throws and reduce damage per turn/round by the bonus amount. * Radiation works similarly to poisons. Very high radiation levels or lower levels experienced for a prolonged period of time may cause mutation instead of death. * Undead: Remove Curse(or Remove Disease, depending) cast on a body prevents it from rising as an Undead later(if the person was bitten/ infected). The spell must be cast before the next evening in order to be effective. Clerics of Bonz also have a special serum which may be injected into the corpse to prevent it from becoming Undead. * Lycanthropes: Belladonna deals 4D6 damage if ingested by a lycanthrope (the entire bunch must be consumed). Wolfsbane causes werewolves to make a morale check at -1(cumulative) each round. Failure means it flees the area. Other "banes" exist for different lycanthropes. Remove Disease(or Curse) or Heal may cure lycanthropy. * Hand-To-Hand Combat: Does D4 damage per each successful strike. Much of the damage is temporary/non-killing damage. For each hit, "real damage" is 1/2 of the damage done, rounded down. For example, If a successful to-hit roll does 3 points of damage, only 1 point is actual damage. The othet 2 points are temporary. When an opponent reaches zero hit points, they are unconscious or otherwise incapacitated and out of the fight. Temporary points lost are regained at a rate of D4/Turn.