MISC RULES ---------- * All characters use the Fighter XP table to level up. * Skill Checks: 1) Are only rolled when the outcome of the action is in doubt. 2) Are usually rolled on a D20 against a target DC number. Roll the target number or higher to succeed: Moderate = 10 Challenging = 15 Difficult = 20 Extremely Difficult = 25 Nigh Impossible = 30 3) Relevant ability modifiers are added to the roll(+1 to +3). 4) Top out at 16th level of XP. 5) The target number will sometimes be different for different characters attempting the same thing. For someone skilled in the operation of a complex mechanical device may be a trivial thing or require a low roll for success. For someone completely untrained in that skill, it will be a much more difficult roll...perhaps almost impossible to succeed at. 6) Opposed Skill Rolls: D10 + Level Bonus + Attribute Bonus. 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. 7) Saving Throws can be used to mitigate a failed Skill Roll, such as when leaping a bottomless pit or jumping onto a moving vehicle. 8) Skill Rolls may often be interpreted in degrees of success, failure, or complication instead of the usual binary succeed/ fail, depending upon how much the roll was made or missed by. 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) conse- quences. An adventurer climbing a rope or riding a horse wouldn't make a skill roll under normal circumstances, for example. * Alignments are not really important and are only occasionally used in my D&D game. There are no alignment languages and only a handful of deities representing a particular alignment(a few Chaos lords and 1 or 2 gods of Law). But, just for academic curiosity, the original alignments and their meanings are exp- lained below: The multiverse is divided in an eternal struggle between LAW and CHAOS. These are diametrically opposed cosmic forces, neither fully benevolent nor malevolent. As such, they cannot be equated with "good" and "evil" (although most creatures that are evil - the horrid things that crawl from the deep dungeons, for example - fall on the Chaos side of the spectrum). The known multiverse was/is established, shaped, and maintained by the Order which was originally born from the primal maelstrom of Chaos. LAW - Order, Stability, 'Natural Laws', Cities/Civilization, Reason, Predictability, Structure/Conformity, Stagnation. Stasis, Law was created from the primal Chaos maelstrom. Law seeks to maintain its structures and spread its Order throughout the multiverse. LAWFUL creatures act according to a highly regulated code of behavior. They follow the rules because it is the "right thing to do". Lawful creatures will help strangers, even if risk is involved, without need for reward. Lawful societies are often very stratified and predictable. Upward advancement and transition of power from one regime to another is usually highly ritualized and relatively "peaceful". Legally elected leaders will be followed even if they make poor decisions, because to do otherwise would lead to chaos and instability. (though Lawful creatures may try and find a lawful way to remove a poor leader). CHAOS - Change, Spontaneity, Randomness, The Wilds/Nature, Imagination, Capriciousness, Freedom, Anarchy, Entropy, Unconstrained Growth/Movement. Chaos seeks to erode and reclaim the structures that are created by Law/Order. Chaos seeps back into the world of Order through the Underworld(dungeons)...the realm of dreams and nightmares. CHAOTIC creatures are often unpredictable and cannot be depended upon(though this may just be the way they act with "outsiders"). Chaotic groups or societies may have laws, customs, or traditions in place, but the rules are typically written to favor the powerful and don't necess- arily need to be followed if they are not of benefit in the moment. Might makes right and the weak follow the strong because that's the only thing that makes sense. Chaotic creatures will usually not help strangers unless a reward is involved. Sometimes this even applies to other members of their own group. Upward advancement may be by coup, trial by combat, or assassination. Chaotic societies are often found where living conditions are harsh, or among peoples where physical, magical, or intellectual power is repected above all else. NEUTRAL - One who, for whatever reason, has not chosen a side, or is ambivalent about the conflict between Law and Chaos, or believes that both are necessary for the multiverse to exist and must remain in balance, or one who serves either side depending upon which side's goals they agree with or deem to be most beneficial to themselves or the multiverse at that particular moment. A Neutral personality would follow their own guidelines, and whose actions would sometimes be seen as Lawful, and at other times, Chaotic. They will help others based on their own whims, needs, or personal codes of behavior. Each alignment has its own language which is spoken by its supernatural representatives, monstrous servants, and clerics. Philosophical and religious works pertaining to each alignment as well as magical tomes from aligned supernatural sources will also be written in the specific alignment language of its origin. Alignment language may possibly be used to communicate with intelligent artifacts, as a magical ward(if written), as words of power against a diametrically aligned creature, and to magi- cally call upon the forces of your alignment in times of trouble. Sometimes a 5-point alignment is shown(or even a 9-point): LAWFUL GOOD CHAOTIC GOOD NEUTRAL CHAOTIC EVIL LAWFUL EVIL Creatures which are LAWFUL may be GOOD(Unicorn) or EVIL(Arch-Devil). Creatures which are CHAOTIC may be GOOD(Elves*) or EVIL(Manticora). * Elves are sometimes considered Lawful or Neutral when the only alignments used are L, N, C. In this case, the second descriptor(Good, Evil, etc) concerns the moral/ ethical methods of the creature's alignment, not actual "alignment". The only "true alignments" are LAWFUL, NEUTRAL, CHAOTIC, as Law and Chaos are actual COSMIC FORCES which compose and shape the multiverse. While civilization itself is a Lawful structure, many(or most) humans will tend to hover around the Neutral alignment. Barbarian cultures are often more aligned with Chaos. Hobbits and Dwarves may tend toward the Lawful side. NOTE: LAW and CHAOS were often considered synonymous with 'GOOD' and 'EVIL' or 'WEAL' and 'WOE', in older editions of D&D, while NEUTRAL creatures were considered see the world as a balance and to be motivated by self interest. LAWFUL, in this case, means a character who will try to tell the truth, will try and keep their promises, will obey all laws that are fair and just, will care about all living things, and will put the needs of the group ahead of their own needs. CHAOTIC, in this case, means a character who believes that laws are made to be broken, that lying and telling the truth are both useful, that selfishness is the normal way of life, and the group is not important except as a means to serve their own desires. Neutral char- acters believe that both the individual and the group are important and must work together. They tend to rely on their own wits and abil- ities, will return the treatment they receive from others, and will join a party if they think it is in their own best interest. * 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 elab- orate 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. * Searching: General statements like, "I search the room", "I search the chest", "I search the passage for traps", yields either a high DC rating to find anything or a 1 or 2 in 6 chance to find something. More specific statements like, "I search the bottom of the chest for a secret compartment" gives a high(or automatic) chance of success. * Room Traps(pit traps, scything blades, snares, etc) have a 2 in 6 chance to be triggered when passing over them. * Traps such as deadfalls, falling rocks/stone weights, or a dropping portcullis will usually require a REFLEX saving throw in order to avoid damaged by them or being trapped by them. A flock of poison darts shooting from the wall will require a to-hit roll to see if the PC is struck. Scything Blades and Shooting Spear Traps, etc, will usually require a to-hit roll to be struck OR a REFLEX save to be avoided. * Finding Traps: Many traps can be found and avoided by careful investigation of suspicious areas and objects, and acting on clues and telltale signs given by the DM. Pressure plates in front of treasure chests or ceiling traps above same may be found or assumed and then intentionally triggered or a rope may be tied to the chest to pull it away from the potentially trapped area from a safe distance, etc. TINY MECHANICAL TRAPS(like a poisoned needle INSIDE of a chest or door lock) may ONLY BE FOUND AND DISARMED(OR REPURPOSED) by Thieves, Pirates, Gnomes, Dwarves, or Raccoonfolk, as this requires skill and specific training. FINDING small lock traps such as these is automatic if the character types above are searching in the right area, as they know exactly what to look for(though something like a chest lock decorated with a tiny fanged cobra should give non-thief-y character types a clue that death awaits for the incautious). Disarming these traps, if this is desired, will still require a skill roll. When actively searching for a trap, the player states where and how they are searching. Often, especially for room traps, success is automatic if the player is searching in the correct location (spotting a tripwire or finding a pit trap hidden beneath a heavy carpet, for example). Traps which are craftily hidden may require a roll on a D6 to find. Searching a 20' x 20' room for traps, a 20' long section of corridor, or an object takes 1 Turn. * Finding Secret Doors = Players may describe how they are searching an area - tapping on walls to see if they sound hollow, feeling for cracks or hidden mechanisms in the wall, etc. It takes 1 turn to search a 10' x 10' x 10' room. The secret door can be opened if the activating mechanism is on/beside the door, otherwise the mechanism must be searched for. If the activating mechanism is found first, and used, the secret door will be obvious to the players if it is close by. The activating mechanism may be found by pulling on wall sconces in the chamber or hallway, removing books from bookshelves, moving furniture items, etc. This is not usually rolled for, player investigation being the key. Finding Secret Doors when searching in the right location: * 1-2(D6) for most characters. * 1-4(D6) for Thieves, Monks, Elves, and Gnomes. Hidden compartments, false bottoms in chests, and the like are found automatically by anyone searching for them. * Hear Noise/Listen at Door: * 1-2(D6) for most characters. * 1-4(D6) for Thieves, Monks, Elves, Barbarians, and Raccoonfolk. * Notice: * 1(D6) + PER Bonus. So, a character with a PER of 17(+2 bonus) has a 1-3 chance on a D6 to notice something unusual, like the glint of light off of a spyglass from a high tower window, someone spying on the party through the eyes of a portrait on the wall of a haunted house, and similar things. * Stealth roll bonuses depend on such things as moving at half speed, wearing dark clothes, wearing lighter armor, removing boots, using camouflage, inattentive guards, etc. Anybody can attempt to sneak or be stealthy. Thieves, Monks, and some others have special abilities to hide or move silently. * The DM should make all rolls for finding secret doors, searches, Perception Checks, springing traps, stealth, Hide In Shadows, Hear Noise, Move Silently, 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. * Hit Points are an abstract representation of the PCs their increasing experience, skill, physical health, outright luck, and their ability to dodge that final, fatal blow. Losing hit points in combat represents physical batterment(cuts and bruises), increasing fatigue, loss of morale or resolve, slowing reaction time, and other forms of mental and physical attrition. * Spellcasters can have/create special affects around themselves, at no spell point cost, depending on the spells that they know. One who knows fire spells might use his thumb like a BIC lighter to light a pipe with or pour smoke out of their ears when angry. Another might have their hair always softly blowing in a breeze that can't be felt by anyone else. Others might have it so that any dirt or soil from the road never sticks to their clothing, or be able to turn their eyes different colors to suit their mood or apparel. * Magic Items used for scrying as well as those used for summoning and controlling of enchanted or fantastic creatures are usable only by magic-users. Magic Items for protection, ability augmentation, size alteration, travel and many other such things(Flying Carpet, Bag of Holding, Boots of Levitation, Elven Cloak and Boots, Efreet Bottle, Displacer Cloak, Amulet vs. Crystal Balls and ESP, Gauntlets of Ogre Power, Girdle of Giant Strength, Horn of Blasting, Helm of Reading - Magic and Languages, Medallion of ESP, 9" Range, Eyes of Charming, Rope of Climbing, Robe of Blending, etc) are generally usable by all classes. * Magical Scrolls and magical inscriptions on magic items, objects, or walls, etc, are written with MAGIC RUNES. These will need Read Magic cast upon them in order to be understood(and used, if scrolls or items such as wands). The magical runes on scrolls will tell the type of spell and the magical word or phrase to release the power from the parchment. Magical items may have runes which identify the item and give the command words needed to activate them. There are magical items which confer the ability to the user to Read Magic so that scrolls and items may be used by a character even if they are not a spellcaster. Some magic swords are known to grant this ability. Scroll spells are of the 6th level unless necessarily higher, in which case they are of the minimum level necessary to generate such a spell. Scrolls can have from 1-7 spells written on them. * Cursed Scrolls: The curse will be activated upon reading the scroll. Read Magic/Read Languages is not needed to activate the curse even if the language is unknown to the reader. The curse will NOT disappear from the scroll parchment when read. * Clerical Scrolls will be written in a 'normal' language - which may still require Read Languages in order to understand and use them. * Magic Spellbooks contain many arcane symbols, concepts, codes, and charts, and cannot normally be understood by non-wizards. * MOST STAVES, ALL WANDS, and SOME 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 magic-user and Rods and Wands cast at 6th level (unless necessarily higher, in which case they are of the minimum level necessary to generate such a spell). 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) * All potions come in a quantity sufficient to perform whatever their end is, although a small sample can be taken without effecting the whole. For those with limited effect the time will be six turns plus the number of pips rolled on a six-sided die. Potions are usable by anyone. * A ring must be worn to be employed, and only one ring may be worn on each hand if the ring is to be operable by the wearer. Rings are usable by any type of character. * The base value for gems is determined by percentile dice: 01-10 10 Gold Pieces 11-25 50 26-75 100 76-90 500 91-00 1000 Roll a six-sided die for every gem (or group of 5 or 10 gems where large numbers are involved); each roll of 6 indicates the gem is of the next higher category. Categories above 1000 are: 5000; 10,000; 25,000; 50,000; 100,000; 500,000 * The base value of Jewelry is also determined by percentile dice: 01-20 3 six-sided dice x 100 Gold Pieces 21-80 1 six-sided die x 1000 81-00 1 ten-sided die x 1000 * Metal is melted into solid lumps by fire or lightning. Fire will not destroy Gems but lightning will. Both will devalue Jewelry by 25%. * 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. At the edge of the circle of light, no detail is possible, so the general size and shape of a figure may be observed, but little else. A Bullseye Lantern can be made to shine a cone of light in one direction, giving more detail at the boundary of the light. * SEE IN THE DARK: Creatures that can see in the dark see in pitch darkness as if it were a cloudy, moonless night. Warmer objects will radiate at a brighter frequency than cooler ones. Recent tracks left by a passing creature are easily seen and features that radiate in the ultraviolet spectrum will be bright and colorful. Warmer and cooler air currents may be easily distinguished. Featureless, underground rooms and corridors will appear black but doors will be outlined and openings in the walls will be easily seen. When outside on a very dark night, creatures that can see in the dark will view the landscape as if it were twilight. Darkvision is not useful for noticing detail, however. To do some- thing like read a scroll, a creature would need a light source, albeit a dimmer one than those who cannot see in the dark. Most humanoids or demi-humans who can see in the dark will use light of some kind in common areas and in places where it would be hazardous not to. The glare of light sources, like lanterns and torches, will spoil the ability to see in the dark for any standing within the circle of light they cast. * Flasks of oil(whale oil, alchemist's oil, high proof alcohol, kerosene, etc), when thrown as a weapon, burns for 2 rounds, causing 1d6 damage per round. - * Falling Damage: Those falling must make a saving throw. One chance out of six (on a D6) for every 10 feet fallen that damage will be sustained, i.e. if one falls 20 feet, damage will be sustained on a roll of 2 or less(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 20 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). * Tracking chances may be greatly reduced if the quarry crosses running water, if it is raining/snowing heavily, or if the trail is many days old. * 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. * Jumping: Standing Long Jump = (STR + DEX)/3 is maximum feet for an unencum- bered human. Example: (18+18)/3 = 12 feet. Running Long Jump = Standing Long Jump x 2 1/3 is maximum feet for an unencumbered human. High Jump = (STR + DEX)/4 is maximum feet for an unencumbered human. 1-4 on a D6 is the average chance for success. * 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.