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Argennian
Rider of Rohan
Rider of Rohan
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Rules & Requests

#1 Post by Argennian »

** Latest Update: 01-08-14 **
** Update Reason: grammaticals! **


(Note: this will include rules/requests for character generation, posting guidelines, rules clarifications, house rules, etc.)


Character Generation

** Note: Please list all links for rolls below and place them at the bottom of your character sheet! **


Character Stat Rolls*: we'll do 4d6, drop the lowest die & arrange as desired. (* or DM can roll for you). If your rolls are dreadful (meaning below average), you can reroll. If your rolls do not qualify you for a class that you'd really, really like to play, send a PM to your DM!

Base Starting Hit Points : Your 1st level starting HP roll must be at least half your hit die, not including any Con bonuses. (ie - minimum 8hp for ranger, 5hp for fighter or paladin, 4hp for cleric or druid, 3 for thief or assassin, 2 mage or illusionist, etc. + Con bonus), so if you don't make it to at least this number, you reroll until you do. Track all roll attempts on your character sheet!

Starting Gold: As per OSRIC pg28.
~ Every PC will start out with: adventurer's clothes, jacket or cloak, and shoes or boots in good condition. Most weapons & equipment from the OSRIC table will be available.


Family History Roll: roll 1d100 here on the dice roller and link roll. DM will give you this information via pm. You can keep this secret and do not have to post it on your character sheet.

Starting Disposition Roll: roll 1d100 here on the dice roller and link roll. DM will give you this information via pm. You can keep this secret and do not have to post it on your character sheet.

Mystery/Future Roll 1: roll 1d20 first and then a 1d100 on the dice roller here and link rolls. DM will keep this number for use in game at a later time.

Mystery/Future Roll 2: roll 1d20 first and then a 1d100 on the dice roller here and link rolls. DM will keep this number for use in game at a later time.

Mystery/Future Roll 3: roll 1d20 first and then a 1d100 on the dice roller here and link roll. DM will keep this number for use in game at a later time.

Chance to start with a Magic Item!: Everyone gets a base 10% chance to roll for a magic item on Sub-Table One in the OSRIC manual on page 167. If you roll 10 or under on percentile then you make another roll on Sub-Table One. What you get is yours, no re-rolling. Loaning, swapping, trading or selling of any item is at the discretion of its owner! (Please link these rolls on your character sheet!)


Races: only those allowed for PCs in OSRIC. Demi-Human level limits will be OSRIC BtB.
(Note: various sub-races of demi-humans, such as high elves, wood elves, wild elves or hill dwarves, mountain dwarves or duergar, or even stout or tallfellow halflings are allowed for campaign distinctions and flavor, but will not differentiate in terms of racial attribute bonuses/penalties. As per OSRIC, we'll be using the same racial rules and modifiers for each major race allowed.)


Classes: only those allowable in OSRIC.


XP: each character will start with a base 500xp. This total will be divided by the number of classes for multi-class PCs. All fractions are rounded up for multi-class characters.
Note: if your PC gets the 10% bonus to XP from high attribute(s), you start with 550xp


Alignments: Go with OSRIC BtB (By the Book) here. All good and neutral alignments are allowed for PCs. If you want to play an evil-aligned PC*, you'll have to contact me about it and get it okayed before moving forward.
* ~ Nuetral Evil and Chaotic Evil alignments are not allowed for starting PCs

(Note: I think that it's worth stating that as a DM, I am fairly liberal with how these are applied and really only think of the major aspects of Good, Neutrality and Evil. The various offshoots of Lawful, Neutral and Chaotic mearly encompass the addition detail of the differences of each major alignment. that being said, if your character does something that goes directly against their alignment and "code of conduct", if you will, there will be repercussions. I'll be sure to immediately notify a player if they're dancing a fine line or have crossed it. I want to be 100% clear and on the same page with this, so as to avoid having to be put in retcon situations unnecessarily.)



Languages: Go OSRIC BtB on these to start. PCs with high INT scores can possibly start with an additional language (contact your DM via pm about this) If a PC wants to learn a new language during the game and has the INT score to support it, they can do so.


Starting Age: All PCs will use starting age guidelines (OSRIC pgs3-7) but do not have to roll the die variance described. In other words, you can pick any age between the minimum and maximum starting age for your race/class.


Height/Weight: All PCs will use the tables from OSRIC pg31 but can pick anywhere within the listed range for their PC's race/gender.


Hair/Eyes/Distinguishing appearance/features/scars: Player's choice here.


Weapons Allowed: Going OSRIC BtB on these at start.


Weapon Proficiencies: Allowed number of starting WPs will be OSRIC BtB*.

*Note: If you want to save a Weapon Proficiency "slot" at chargen, it's allowed under a few conditions:
1. If a WP slot is being saved by a fighter-class PC for future specialization, it must be declared at the start of the game and cannot be changed once we begin play. This is due to the fact that the character will be focusing and practicing with said weapon more than any others he/she might have or find later.
2. If a WP slot is being saved for the purpose of say finding a magical weapon in the future or wanting to learn a common weapon of a different race/new region/whatever, it can be applied at any later time to that weapon but actual full proficiency will not occur immediately. The character will have to use the weapon in combat or receive training by another PC (or NPC). The actual length of time In Game it takes to fully earn/learn a new proficiency will have to be handled between the player and DM on a case by case basis.



Weapon Specialization: We'll be going OSRIC BtB (pg13) this for single-class fighters only at game start (not including fighter sub-classes of ranger and paladin). Specialization will only be allowed for one weapon.

Multi-class demi-human fighters, as well as rangers and paladins, will be able to specialize at 3rd level. (Note: If a player of a demi-human fighter multi-class wants to "bank" one of their starting 4 Weapon Proficiency slots in bow at 1st level, they can achieve bow specialization at 3rd level.)

Double Specialization: A single specialized fighter can only become double specialized if trained by a higher level fighter that is currently double specialized themselves. (Note: double specialization cannot be accomplished by self-training for characters under 7th level.)
Note: there is no double specialization for ranged weapons, only melee weapons that are not pole arms and two-handed swords OSRIC BtB (pg13)

Ranged Weapon Specialists
ROF (Rate of Fire): - Characters that are specialized with a ranged weapon will start with a ROF of 5/2 (3 arrows on odd rounds) until they reach their next weapon proficiency level, at which time they will become 6/2, or rather 3/1 for game mechanic purposes.
(Note: In order for a ranged specialist to increase the ROF from 5/2 to 3/1, they will need to spend one of their gained Weapon Proficiencies to do so!)

(So, a 1st level straight fighter class specialized in the bow will start with a ROF 5/2 and will move to a ROF 3/1 at 3rd level after applying their gained weapon proficiency slot. A fighter class that becomes specialized at a higher level will start with 5/2 (3 shots on odd rounds) and move to a ROF of 3/1 at the next weapon proficiency slot gained if applied, i.e. in 2 more levels.)


Firing towards/into a Group: If the target is not engaged, huddled near other potential targets, or running fast (in most cases), then:

- A specialized archer can select a target when firing towards/into a group. A specialized archer will not suffer a penalty to hit any targets not traveling over 120’ per round, regardless of range.
- For a non-specialized but proficient archer, a target can be selected if no further than medium range limits. A running target can be declared at short ranges only.
- A character that is non-proficient with the ranged weapon will not be able to declare targets in such manner and will be at an additional situational penalty if trying to hit moving targets.


Dual-Wielding: allowable as per OSRIC, pg123


Backstab while Dual-Wielding:
-A thief or assassin character can make a backstab attempt while dual-wielding.
- The primary weapon will always strike first in the round, (+4 to hit/x damage multiplier) and can be the only weapon used for a traditional backstab attempt while dual-wielding.
- If the secondary weapon is the one of choice to be used in the backstab attempt, the primary weapon attack must be forgone and will not be allowed to follow the secondary.
- While dual-wielding, the secondary weapon will strike at +2 to hit/no damage multiplier in combat and +4 to hit/no damage for complete surprise scenarios.
- Regardless of the character’s attack routine or # of attacks, only 1 backstab attempt can be made per round.



Encumbrance: Yeah, I'm one of those spartan DMs that makes their players track this at all times. If you notice on the sample character sheet format, encumbrance is broken down by armor, weapons, equipment, magic, and coin carried. This will affect not only a character's movement rate & surprise bonuses but their ability to function in certain conditional situations, ie -extreme temperatures, running, forced march, swimming, climbing, etc. Although this is something that some folks might not use or enjoy, I find it a necessary element in my games. It makes the amount of what a character can pick up and carry very easy to figure out when listed and kept current.



Default Actions: (more detail on this to come in the ACTION-TOP/SOP thread) This will simply cover off on some default actions for your character in the event that you are AFK or AWOL. It can be listed on your character sheet and also on your Battle Sheets (which will be in the ACTION-TOP/SOP thread).





Posting Guidelines (updated)

We'll use colors to designated text for such things as when different characters are speaking to each other or if an OOC clarification/question arises in the thread.

BLUE - PC speaking out loud or to another; players can use the dialog button (or any color of blue desired).
RED - OOC questions/comments in Action thread; players can use the ooc button (or any color of red desired).
GREEN - NPC speaking out loud or to another; this will be used to more easily differentiate between PC and NPC speech.


Posting Pace (updated again)

I'm going to set the official post rate at: 2 to 3 posts per week minimum* Weekends are still optional for players and DM both.

As DM, you always hope and wish that you're able to post daily, or at least 3 times a week when you can. RL can and does get busy, and doesn't always comply. I have the kind of job that can get stupid busy for days in a row, so I know what that's like. It sucks and it's those times that folks have to try and be more patient. I will continue trying to drop a quick update at times like these and simply hope others can do the same.

If anyone knows they're going to be gone for 3 to 4 days or more, they should do their best to make a quick post in the AFK/MIA Thread or OOC/Questions? Thread. I realize that absences aren't always predictable, so this isn't something that's going to be considered a hard rule, per se. If a player repeatedly goes for long times without posting, especially during an active part of the game (like roll playing versus role playing, for instance), I usually reach out to them via pm or may at times post a "need a declared action from so and so" in the OOC section of the action post.

In combat or critical/important situations, I would like us to observe and do our best to maintain a 48-hour maximum waiting period between posts. If folks can't, I want them to realize that I may need to NPC their character & adjudicate the action for that character based upon details posted for that PC's Default Actions.

(Note: As a point of order, I've never really been one of those "if you don't post, your PC is just standing there with their thumb up their ass and not getting XP" kind of DMs, so it'll likely be that PC at least taking an action and backing up the party. Conversely, absent player's characters aren't going to be used to kick in every door, trip traps for the party, take more/unrealistic chances than other PCs do, etc.)


*
Overall, I'd like to give everyone a chance to respond and weigh in, especially when important In Game stuff is going on, so I'm willing to take it a bit slower at certain times, if needed. Some folks are more prolific posters while others have trouble keeping the pace. I must take that into account and try to maintain a compromise. Conversely, I'm also looking to observe the maintenance of game flow, which happens to be rather important for a PbP, and maintain a consistent understanding of the game pace with everyone involved. After all, it's a team effort and we all want to have fun with it. I encourage folks players to reach out to me if the pace speeds up or slows down too much for them. PMs stay private and I'd rather someone express their concerns and speak their mind rather than just getting frustrated and walking away.



~ I'll also be utilizing an AFK (Away From Keyboard) thread in the game forum and would ask that if players will be gone for any extended period, that they let the rest of the game group know. (And yes, this applies to the DM, too!) I also realize that RL happens and that sometimes we might have family or work emergencies, decide to take a Friday or Monday off with the weekend, etc. etc.

When someone is AFK, I will npc their character until they return. If someone goes AWOL, I will npc their character for awhile. Afterwards, with input of the players, I'll make the call about that PC being "parked", staying with the party as an npc, or being exited from the game altogether.





Rule Clarifications / House Rules


Skills and Non-Weapon Proficiencies

In 1E AD&D, non-weapon proficiencies were first introduced in the Oriental Adventures rules and then in both the Dungeoneer’s and Wilderness Survival Guides. Secondary skills were also listed in the 1E DMG. These include limited number of particular proficiencies (based on class and level) that a player can pick for his/her character, in order to allow them to focus on a specific or specialized skill. There are craftsman and adventuring proficiencies in the Dungeoneer’s Survival Guide and wilderness ones in the Wilderness Survival Guide.

There are, however, no secondary skills or non-weapon proficiencies used in OSRIC. In fact, it’s been argued that the use of such mechanics restricts the free-flow nature and spirit of “old-school” D&D and other games in general. There are also some of the 1E NWP skills that include such simple and normal things for the time like swimming, riding a horse or pony, building a fire, cooking, hunting, fishing, etc.

For game purposes, it will be assumed that all characters will be able to know enough about most normal and menial things to be able to accomplish them in most circumstances, save for either extremely specialized skill sets or situational scenarios. For other, more specialized and difficult attempts to do, say, create something, whatever, some extra or specialized knowledge and personal background experience might be required. We’ll have to handle some of this stuff on a case by case basis, and as DM I will arrive at a mechanic, most likely a d20 ability check or a percentile roll, to adjudicate success or failure.

As I stated in another forum, any character can attempt to do anything they wish. It will be incumbent upon me as DM to make sure the player is aware of whatever mechanic will be used and to be sure to give at least a general idea of the chances of success for said attempt. I’m also going to add a house rule here that I’ve used previously and will mention below*.

In addition to characters starting with a general knowledge of most things, they will also have a few certain skills and proficiencies, if you will. These include skills that are class-specific, such as endurance for fighters, trading/haggling for thieves, history/religion for clerics, etc. There are also “secondary” skills that can be handed down from parents or kin or even learned/trained in at a very young age. Much of these particular skills were rolled for during character creation.


Class skills

Class skills are those that are intended to encompass the profession of a particular class. These are similar to secondary skills in a sense that are specialized to a particular profession or background and allow for something that the other classes don’t have. These are actually built into the game system already, as evidenced in the differences in thac0 progression, saving throws, weapon proficiencies/penalties, etc. between the various classes.

For example, fighters go through extensive physical training and conditioning to be able to use a variety of weapons more effectively, fight and move in armor, and do so for extended periods of time. As stated in the class descriptions, this intensive training gives the fighter the ability to fight in any armor and use any weapon, have the best thac0 progression and the lowest non-proficient weapon penalty of all the other classes. Therefore, the fighter already gets a class “skill set”, per se. For classification, this training is considered to the physical art of Endurance. Each class has a name for the class skill set, which is basically a secondary skill of class comparison. A multi-class character will have the “skill sets” for each class they possess. They are the following:


Class: / Class Skill

Cleric: History/Religion (This skill encompasses a detailed knowledge of one’s racial history and particular religion/pantheon/deity of worship. A general knowledge of other races’ history and their religions/pantheons/deities can also be known. The cleric not only trains as a fighter with armor and blunt weapons, but spends a good amount of time learning to interpret omens and portents and in the study of the divine and divination magics. This allows them to be able to identify and at times read clerical magic in the form of scrolls, glyphs, etc.)

Druid: Forester/Naturalist (This skill includes a variety of proficiencies in things such as woodland lore, fire starting, setting small snares, hunting, fishing, farming, distinct knowledge of local and common regional flora and fauna, etc. Druids spend extended durations of time living off and with the land and maintain a magical connection to mother nature, or a particular deity that represents nature in some way.)

Fighter: Physical Arts: Endurance (This skill is the summation of all the constant training in the use of weapons and armor and learning to better mastering combat. Fighters are the most powerful characters in melee or missile combat, whether on offence or defense. The fortitude, or endurance, that it takes to master these facets tends to give fighters a superior endurance and conditioning, in both mind and body.

Magic User: Ars Magica (This skill is described as all of the various minor and major disciplines that any student of the Acane need be familiar with. The full underlying principles of magic are beyond mortal comprehension and only those characters who possess formidable intelligence and a certain intuitive gift, and are willing to devote themselves to a lifetime of study, may in time sufficiently master these arts. This study allows the character to learn and understand some principles of different types of magic, such as Witchcraft, Occult, Numerology, Demonology, etc., as well as becoming better able to interpret and utilize it.)

Thief: Trader/Haggler/Awareness (These skills allow for a good understanding in the buying, the selling, and the trading of many items or even services. One also understands the “science” behind being able to accomplish these things in a way that will be beneficial, or at least minimizing loss. This is the art of haggling. Other aspects of the thief class allow for extremely specialized physical and dexterous feats. The undertaking of these skills requires a special awareness of all the factors involved, and gives the thief a basic understanding of their chances to accomplish it.)



*House Rule: Acquiring skills/Proficiency
As characters adventure and do stuff, they learn and get better. They figure out how to do things that they haven’t done before and get better at the ones they have. They could even choose to study or train in things other than a class-related subjects, like fighters swinging swords, thieves picking locks, and mages studying magic. When this happens, the character will become more knowledgeable, and therefore more proficient, than they were previous in a given subject. The more one trains in something, the better they will eventually become and the better the chances they’ll have to do or accomplish it. With this system, a percentile is usually calculated and rolled to adjudicate an attempt to do something, like when making an ability check, when applicable. As a general rule, no amount of training in something not class specific will ever surpass another character’s class-given skill. For example: a fighter character can be trained to climb walls or pick locks by a thief but regardless of the amount of time he/she invests, will never be able to surpass the thief’s ability to climb walls, pick locks, etc.

In addition, as characters gain levels and become more experienced overall, they also gain a kind of generic bonus to their chances to attempt something, utilize a skill or make an ability check. They might choose the option to make time In Game to train or become better skilled in something they already know/know how to do.



Ability Checks

Anytime an ability check is needed or called for, we'll follow the general 1E guidelines listed below. Remember that for any given roll, there could be modifiers (bonuses/penalties) that are unknown to the players. In some of these instances, so as not to give away a particular modifier, the player will be asked to just make a d20 roll, or even a d100 roll. In extreme situations, the DM may need to make rolls for the player or have all the players roll a series of d20/d100 rolls.



Ability Checks (from DSG,pg12)
On many occasions throughout these rules, characters will be
called upon to roll Ability Checks against one or another of their
seven attributes: Strength, Intelligence, Wisdom, Dexterity, Constitution,
Charisma, and Comeliness. The check will be termed a
Dexterity Check, Constitution Check, etc., as appropriate to the
case at hand.
An Ability Check is rolled on ld20. The check is successful if
the roll is equal to or less than the ability in question.
For example, a character with a Strength of 12 is called upon to
make a Strength Check. He rolls a 14 on the d20, so the check is
unsuccessful and the attempted feat of Strength is a failure.
Occasionally an Ability Check calls for a certain number or
combination of dice, as in a 4d6 Dexterity Check. In this case,
substitute the listed dice for the d20. The purpose is still to roll the
attribute score or less. Modifiers to the ability score might apply in
some instances.



1E WILDERNESS SURVIVAL GUIDE (pages 12,13)

SWIMMING
Waves, underground lakes, and flooded dungeons all present
serious problems to air-breathing creatures. Movement through
these areas is covered by the following swimming rules.
Swimming rules cover two different skills: the length of time a
character can hold his breath, and the character’s ability to move
through the water.

All of these rules assume that the character is using no magical
assistance in the form of potions of water breathing or other such
amenities. The effects of such devices, when they are used,
always take precedence over a character’s innate swimming abilities.

Holding One’s Breath
If a character has a chance to take a large breath of air, and
does not perform strenuous exercise while holding his breath, he
can hold his breath for a number of rounds equal to 1/3 his Constitution
Score, rounded up. Non strenuous exercise includes
such activities as normal movement, searching for secret doors,
trying to pick a lock, or other such activities. A character cannot
be fully encumbered while performing any of these functions.
If the character is performing strenuous exercise, the number
of rounds he can remain underwater is cut in half (rounded up).
Strenuous exercise includes fighting, attempting to subdue or
move an uncooperative character or creature, trying to lift or
move a heavy weight, or moving at high speed. Fully encumbered
characters underwater are always considered to be performing
strenuous exercise.

If a character does not have a chance to take a deep breath
before submerging, the amount of time he can remain underwater
is halved (rounded up). This halving is cumulative with that for
strenuous exercise. Note that a character is always able to hold
his breath for at least one round.

A character does not immediately die when his breath runs out.
Each round after his breath runs out, the character makes a Constitution
Check to stay alive. The first check has no modifiers, but
there is a -2 cumulative modifier each round thereafter. This continues
until the character leaves the water or the player fails a
check and the character dies.
Example: A character with a 16 Constitution can hold his
breath underwater for six rounds. On the 7th round the player
makes an unmodified Constitution Check; the 8th-round check is
at -2, the 9th-round check is at -4, the 10th-round check is at -6,
etc.

Holding Breath in Non-swimming Situations
In certain situations, characters might wish to hold their breath
to avoid breathing the surrounding air. In order to calculate the
duration of such an attempt, use the formula explained for swimming,
but add one round.

Characters cannot use this ability to avoid the effects of a gas
unless they suspect that a gas is about to be released. For example,
if party members must make a saving throw, and some characters
become paralyzed as a result, the other characters may
decide to hold their breath to avoid breathing the threatening gas.

Moving in Water Speed
Characters with swimming proficiency can perform many
actions in the water. Characters without this proficiency are
unable to remain afloat in water and drown in deep water unless
they are aided. A character does not need swimming proficiency
to be able to hold his breath, as explained above.

For humanoid monsters, assume a 1/3 chance that the creatures
are able to swim.

Almost all animals can swim, if forced to. Wolves and other
canines willingly follow prey into water, while most felines swim
only in desperation. Certain creatures (fire- and stone-based
monsters in particular) never enter the water.

The swimming ability is divided into three functions:

- Endurance reflects how long a character can continue to swim
without resting. This assumes that the character can breathe
while swimming-i.e., is not swimming through a completely
water-filled passage.
- Speed reflects how many feet per round a character can travel
in the water. If the character is swimming completely underwater,
his speed is reduced to 2/3 of the maximum.
- Diving determines how deep a character can go in a single
round when he is already in the water. Obviously, the character
must hold his breath or utilize magical aid in order to fully use this
ability.

Encumbrance
Encumbrance is perhaps the most important factor in determining
a character’s success at swimming. The following table
shows the effects of encumbrance on the categories of endurance,
speed, and diving.
The encumbrance categories match those described in the
Players Handbook, page 101.

Table 1: SWIMMING EFFECTS OF ENCUMBRANCE
Character’s Effects
Encumbrance / Endurance / Speed / Diving / Surfacing
Unencumbered: Double / Doubled / Normal / Doubled
Normal Gear: Normal / Normal / Normal / Normal
Heavy Gear: Halved / Halved / Doubled / Halved
Very Heavy Gear: Quartered / Quartered / Tripled / Quartered
Encumbered*: None / None / Tripled / None
* An encumbered character cannot move through the water under his
own power. If he enters the water, he will sink.


Endurance
A character’s swimming endurance is calculated by adding the
character’s total experience levels to his Constitution score. This
is the number of turns the character can swim without rest. Thus,
a fighter/magic user of levels 6/5 with a CON score of 12 could
swim 23 turns when carrying normal gear. If the character were
completely unencumbered, he could swim for 46 turns!

A character who is only attempting to stay afloat by treading
water doubles the number of turns of his swimming endurance.
When a character runs out of endurance, he will drown unless he
can get out of deep water or find some means of staying afloat.

A character can elect to swim at high speed, with the effect of
doubling his swimming rate at a severe penalty to endurance.
The endurance of a character swimming at high speed is
reduced to 1/10 of its original value. In addition, immediately
upon exiting the water, the character must spend as much time
resting as he spent swimming at high speed.

Speed
The speed with which a character can swim begins at a base
4”/round for humans, and 3”/round for demi-humans and humanoids.
This speed is then modified as shown on Table 1. A character
can elect to swim at high speed, doubling his rate of
movement with the endurance penalty described above. In addition,
a character’s Strength bonus for damage can be added to
his swimming speed. For example, a human character with a
Strength of 16 has a damage bonus of + 1, and thus could swim
at 5” per round. This bonus can never exceed +3”, even if the
character’s damage bonus is greater.

Diving and Surfacing
A character trying to retrieve an object underwater, or investigate
something deep in the water, must use the diving function to
get to the object and then must return to the surface.
A character can normally swim downward 20 feet in a game
round. This depth can be modified by encumbrance, as
explained above. The initial round of diving can be increased if
the character uses momentum to carry him downward. A character
jumping or diving into the water from a place within a few feet
of the water’s surface can add 10 feet to the depth achieved on
the first round. For each 10 feet of height above the water surface,
an additional 5 feet of depth can be added, to a maximum of
a 40-foot-high jump.

The additions for diving into water are not modified by encumbrance,
so a character jumping into the water can dive an extra
10 feet regardless of whether he is completely unencumbered or
carrying heavy gear.
Diving Example: A group of characters wish to examine a
glowing spot of light underneath the surface of a vast subterranean
pool. Two characters jump into the water and immediately
start downward. One of them is carrying heavy gear, while the
other carries normal gear.

Each character gets a bonus of 10 feet in depth because he
jumped into the water. The character with normal gear can swim
the normal distance of 20 feet/round, thus achieving a depth of 30
feet after the first round. The heavily laden character can sink 60
additional feet after the jump, since his encumbrance triples his
diving rate; thus, this character’s depth is 70 feet after the first
round.

The rate at which a character can surface from a dive is 20 feet
per round with normal encumbrance. This is modified by unusual
encumbrance as shown on Table 1 and assumes that the character
is actively working to return to the surface. A character who is
simply floating upward (an unconscious character, for example)
moves five feet per round slower. A character who is encumbered
with heavy gear or greater must actively swim for the surface or
he does not rise at all.

A character can intentionally load himself down (with rocks,
etc.) to aid a dive, and then release the added weight when he
wants to surface. The DM must decide how heavily a character
must load himself to reach a certain encumbrance category.
Armor and backpacks can also be used to weigh a character
down, but these are much harder to release than a bag of rocks. It
takes one round to remove a backpack under water, while removing
armor usually takes several rounds. Subtract the Armor Class
of the armor (not including magical bonuses or shield) from 10 to
determine the rounds required to remove it while under water. For
example, a sinking character in chain mail (AC 5) can remove the
armor in five (10-5) rounds.

NOTE: Every character will be assumed as knowing how to swim unless the player tells me different! So in other words, all PCs start with the Swimming Proficiency it details above. Please be aware of these limitations and feel free to pm me or post any questions in the OOC/Questions? thread.

Above all, I really want to emphasize these facts so that no one gets caught out attempting to do something that could drown their PC. Knowing what will happen if you try and go trying to swimming in plate armor is important to know beforehand!)
:)



Spell Components

Each spell caster will start with enough spell components to cast most (if not all) of their starting spells, at least a minimum number of times. Most components are easily enough acquired as they are cheap, common or mundane in nature. These are assumed to be acquired or gathered during game play, when stated. Other spell components are rare and/or very expensive and so will be a bit more restrictive/too expensive at start. Noted below are numbers of spells worth of components and details about what you'll start with.

Spell components, and their encumbrance, will need be tracked and listed on your character sheet, and will have to be acquired, gathered, purchased, traded, etc. during the course of gameplay. It is incumbent on the player to state when they are doing so and track these on the main character sheet. Components will also need to kept safe and be protected from all bad elements and other things, such as fire, water, heat, cold, dragon's breath, etc. or otherwise might need to be subjected to a saving throw. (Note: When you make a saving throw, everything you carry/possess saves. If you fail, then the container/item makes a save.)



Starting components:
All 1st level Illusionists and Magic-Users will start out with easily available/mundane spell components, in quantity enough for at least 6 spell uses each, plus 2d4 worth per spell known (rolled by DM) . Casters with expensive spell components such as pearls, gold dust, anything @ 100gp, etc will be allowed to have 1 spell use worth at start. If your PC has more than one of these spells known (such as both Identify and Find Familiar), you only get one or the other but get to pick which one.

Clerics will start with 1 vial of holy water (12 spells worth of component per vial) and any/all mundane spell components for 6 of each spell on the available spell list.

Druids will start with a bit more of their prime spell components (Greater Mistletoe) as their ability to gather/obtain it will be much more restrictive than the other classes. Druids start with 24 spells worth of Greater Mistletoe/Holly, plus 2d4 worth (rolled by DM). Lesser mistletoe, holly and oak leaves gathered (1/2 power for spells) start with at least 20 spells worth.



SPELL BOOKS *
( * The following is text taken from the 1E Unearthed Arcana and modified to fit game parameters)

Magic-User Spell Books
General note: Most of the information in this section applies equally to spell books for illusionists as well as for magic-users. See the following section on illusionist spell books for those areas where particular differences exist. When a magic-user completes his or her apprenticeship, it is assumed that he or she has one, or possibly two, spell books. A Book of First Level Spells will certainly be possessed. The following applies to all spell books.


Types of spell books
There are two kinds of spell books:
1. Standard Spell books contain up to 24 spells of 1st-3rd level, up to 16 spells of 4th-6th level, or up to 8 spells of 7th-9th level.
2. Travelling Spell books contain at most one-fourth of the number of spells possible to be contained in a standard spell book - either nine cantrips; six spells of lst, 2nd, and/or 3rd level; four spells of 4th, 5th, and/or 6th level; or two spells of 7th, 8th, and/or 9th level.


Cost of spell books
A standard spell book costs 1,000 gp for materials, plus an additional 100 gp per spell level for each spell contained therein. The cost of a new magic-user’s or illusionist’s initial book or books is assumed to be borne by the new spell caster’s former master, so the fledgling spell caster will have one or two spell books at no cost to him or her. Books which are prepared later in a magic-user’s career (having higher spell-level capacity than “beginning” books) are not supplied by the character’s master, but must be composed by the character in question as part of his or her training when the spell caster is trying to rise to a higher experience level. This composition will take from 4-7 weeks for each new standard book; the book is composed during and after the time when other training exercises are taking place. These same costs/prices apply when such a book is being manufactured and composed: Any standard spell book requires a 1,000 gp investment for materials, plus 100 gp per level for each spell entered within the book, payable when a magic-user adds a new spell to his or her repertoire. (Entering a 1st-level spell costs 100 gp, a 2nd-level spell costs 200 gp, etc.) A travelling spell book costs 500 gold pieces for materials. The cost of each spell contained within such a book is the same as the cost for entering a spell in astandard book. All travelling spellbooks must be fabricated by the magic-user, or otherwise discovered as treasure by the magic-user or his or her associates. A player character cannot automatically possess a travelling spell book at the beginning of his or her career.


Physical aspects of standard books
A standard spell book is approximately 16 inches in height, 12 inches wide, and 6 inches thick. (The DM has leeway to reduce or enlarge this general size, although nothing smaller than 12x12~6 inches or larger than 18x12~9 inches is recommended.) The weight of a standard book of median size is 150 gold pieces (adjusted upward or downward for varying sizes). The encumbrance value of such a book is equal to three times its weight (450 gp or thereabouts), although it is correct to assume that a volume will fit within an otherwise empty backpack or large sack. The cover of a standard book is typically heavy leather - dragon hide or something similar - inlaid with metal so as to provide both extra durability and a means to close and secure the book. Vellum pages are sewn together and secured to a fine, supple leather spine backing. Pages are secured additionally by fine leather front and back pieces. It is also usual for such a tome to have vellum stubs at intervals for insertion of additional pages, although this by no means allows for any increase or change in the number and types of spells the book can contain. Notwithstanding any specid protections placed thereon, a standard spell book has a saving throw equal to that of “leather or book,” and with +2 to dice rolls made to save against acid, fireball, disintegration, and lightning attacks. ’

Physical aspects of travelling books
A travelling spell book is approximately 12 inches tall, 6 inches wide, and 1 inch thick; 9x9x1 is likewise a good working size. The weight of such a book is approximately 30 gold pieces, and encumbrance roughly 60 gp. Five such books will fit within a backpack, twice that number in a large sack. The cover of a travelling spell book is strong, supple leather, such as that from a giant cobra. The hand-sewn leaves of parchment are carefully secured to a fine leather backing and glued to the spine. The whole is further secured by front and back pieces of vellum. A small lock or leather ties are typically used to secure the whole. Pages are very thin and fragile, so great care must be taken to protect the book when it is in use. Notwithstanding any special protections placed thereon, a travelling spell book has a saving throw equal to that of “leather or book,” with no bonuses (as a standard book has) against certain forms of attack. Value of spell books A standard spell book has an Experience Point Value of 500 points per spell level contained therein, and a Gold Piece Sale Value of 1,000 gp per spell level (applies to all spells). As with any other magical items acquired, spell books must either be sold immediately or else the x.p. value taken. This holds true regardless of whether or not any tome is eventually sold. Thus, a spell book cannot be kept while a particular spell or spells are transcribed, and then the work sold for the Gold Piece Sale Value and the proceeds taken toward experience points.


Illusionist spell books are the same as those of regular magic-users, with the following exceptions:
1. Standard spell books contain either 24 spells of 1st or 2nd level, 16 spells of 3rd or 4th level, or 8 spells of 5th, 6th, or 7th level. If 1st-level magic-user spells are known and used by the illusionist, he or she must have a new spell book for such spells; this tome is essentially a standard work for first level containing up to 24 spells.
2. Travelling spell books hold 6 spells of 1st or 2nd level, 4 spells of 3rd or 4th level, or but 2 spells of 5th, 6th, or 7th level. For additional security, illusionists may opt to do their spell books using illusionary script, which would only be recognizable as such by another illusionist. A magic-user may not learn a spell from an illusionist spell book (and vice versa) even if the illusionist spell in question is the same in name (and perhaps other respects) as a magic-user spell. The magical forces released by the casting of “namesake” spells are similar to one another, but the way in which that magic is triggered differs from class to class.



Casting spells directly from books
In extremis, the DM may allow a magic-user to cast a spell directly from any sort of spell book just as if the book were a scroll. The book must be of appropriate sort so that the spell matches the profession of the caster, Le. magic-user spell, magic-user spell book. The caster must be able to know and use the spell in question. (Note that in this regard, reading directly from a spell book differs from the use of scroll spells.) Direct casting of a spell from a spell book automatically destroys that spell. There is also a 1% chance per level of the spell that the spells immediately preceding and following the spell cast will likewise be destroyed. There is an additional 1% chance that the casting of a spell directly from a spell book will destroy the entire book. A permanency spell, for instance, would not prevent a spell from “disappearing” when cast in this manner; even though writing might remain on the page, that writing will no longer be magical in nature. These strictures apply whether a spell caster is using his or her personal book or the book of another. Read magic is required for one magic-user to read another magic-user’s spell book, and a magic-user can learn a spell by reading it from another’s book. This learning process requires 2-8 hours of study per level of the spell, after which time the spell is learned and thereby immediately usable by the magic-user who did
the studying.
Last edited by Argennian on Wed Jan 08, 2014 11:20 am, edited 19 times in total.
Reason: Spelling/Grammar corrections / Updates

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