Core Ruleset Mods

Antman9
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Antman9
Ranger Lord
Ranger Lord
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Core Ruleset Mods

#1 Post by Antman9 »

Introduction
The 0e dungeon crawl is not AD&D, D&D 3.5, 4.0, or any other D20 RPG for that matter. You will not have traditional "skills" to use during combat. You will not be relying on stats and skills so much as your and your character's actions. Notice I used the words “your and your character’s actions.” This game is as much about your own personal wits and will as it is your character’s. We won’t be using rules, but rather rulings. What does that mean you ask? It means when you post your actions, you will be giving the DM a detailed description of your intended actions. Be precise, as the DM will adjudicate accordingly. Think of you and your character as the same person. (Read "Success Vs. Failure" below for more on this)

Deviations from the core ruleset:
- Max HP
- Roll 4 cut lowest for stats, arrange stats as you like just keep in mind the prime req(s) for your class
- Max starting money (180 gp)
- We will not typically use surprise
- Everyone rolls Initiative
- Not using Morale unless a majority of players complain
- Not using Encumbrance
- Not using Skills
- Not using Rations

Initiative
- Everyone (each player, NPC, etc.) rolls for initiative during combat rounds.
- Actions are adjudicated in order of initiative
- Some circumstances may add or subtract to/from your initiative.

Ruleset:
Always default to the D&D Rules Cyclopedia if in question
Dice Roller Campaign ID: 330

PBP Policies:
Even though this will be a Classic D&D game it will also include heavy roleplaying. I know some of you are aware how mechanical/strict Classic D&D can be, but I want everyone to exercise their creative juices to the fullest extent.

Acceptable Race/Class
Any Classic D&D race or class that appeared up to and including the D&D Rules Cyclopedia, including those found in Dragon Magazine, will be acceptable. If you dig something up that isn't in the Rules Cyclopedia please shoot me a PM and let me know so we can discuss it.

Non-Combat Post:
DM makes “Summary” post
PC’s make “Action” posts based on the “Summary” post or interact with other PC’s and NPC’s

In-Combat Post:
- DM makes “Summary” post
- PC’s make “Actions” post based only on the “Summary” post or actions taken prior to the “Summary” post by other PC’s, NPC’s, or Villains. (NOTE: Do not base your PC’s actions on the actions of another PC in the same round unless previously agreed upon prior to the “Summary” post.)


Post Format:
1) Please begin each post you make, as your character, with the following information: [Character Name – Race - Class & Lvl] (HP: Current/Total Avail) (AC: Total)

2) Follow this with any actions you may wish to perform such as hold, charge, grapple, defensive stance, retreat, etc. Just a few basic words about your intent that round.

3) Next should come the actions your character will take, along with any dialog. Try not to be too precise here, such as Harold chops the Giant Slug's antenna off. If you want to attempt this type of action that is fine (may require a difficulty check), just have your post reflect Harold is trying to do so, not that he does it. The DM will do the doing. The key is to relay what your character is attempting to do.

4) Follow this with any Dice Roller links. I would like your Dice Rolls formatted as follows: Initiative, Attack (includes ability modifiers), Damage (includes ability modifiers)

Combat Roll:
Initiative [1d6], Shortsword [1d20±2], Damage [1d6]

Opposed Check:
Initiative [1d6], Opposed STR-DC [3d6±x] (x) represents your appropriate attribute modifier.

Ability Check:
STR Check [1d20±x] (x) represents your appropriate attribute modifier.

Saving Throw:
Breath Attack [1d20]

Example Posts:

Zee
[Zee – Kender – Rogue 0] (HP: 10/10) (AC: 14)
Actions: GET 'EM!

Not being one to lay back when his friends are facing danger and with little concern for his own well-being, Zee springs to action!

He flings the little figure towards the blood sucking devils and yells "Impeeeeeetummmmm!!!" He continues to run forward leaping in to the air and springing off of the stout looking Mumble's shoulder towards the closest skeeter, pulling both ax's from his belt, and with the green scarf trailing around him, he becomes a flying blender ready to make a bug smoothie.

Dexterity [3d6+2] = 13+2 = 15
Initiative [1d6] = 7, Attack [1d20] = 16, Hand Axe Damage [1d6] = 3
Initiative [1d6] = 6, Attack [1d20] = 4, Hand Axe Damage [1d6] = 4
Harold Doorman
[Harold – Human (Anglo Saxon) – Fighter 0] (HP: 5/6) (AC: 12)
Actions: Attack!

Harold looks at Taran and says, “I don’t know about you, but I hate slugs.” With a large smile he hefts his greataxe with both hands and charges at the Giant Slug with a great yell, “Aaaaaaaaah!”

Initiative [1d6] = 1, Greataxe [1d20+3] = 16+3 = 19, Damage [1d8+3] = 3+3 = 6
NOTE: Some players may find this annoying, but in the end it is really quite simple and allows everyone, including the DM who has to compile all of the PC’s actions into one post, to comprehend basic actions quickly.


Success vs. Failure
Let’s approach this from a different point of view. A perspective that will free you and your character from the chains that typically bind players and their actions. A player should describe the actions of their PC as if they were a character in a book.

What does that really mean?
Try to imagine your PC in a living, breathing world, then describe what actions your PC will take for any given round. Don’t limit yourself to placing your PC’s actions into a “skill” or “feat,” because those don’t exist here. Doing so just turns that living breathing world into a clunky broken robot with one arm, and will keep you from coming up with complex plans combine several actions and/or considering any action that doesn’t easily or obviously fit into a single skill. I want you to have the ability to employ creative freedom, not limit you to B&W robotic actions. Describe you’re the actions your character will take based on what you think it can actually accomplish. I would like to use the word “realistically” at the end of that last sentence, but you would most likely take it the wrong way. This is a high fantasy world, not the real world, and your characters may be able to perform actions they wouldn’t normally do in the real world. So I will use it like this: Think about what your character can realistically accomplish by asking the following questions.

Ask yourself these basic questions:
What outcome do I hope to accomplish?
What are my intentions?
What approach will I take to achieve my intensions or expectations?
Is the approach even possible (based on your character’s level, race, class, persona, the situation, etc.).

Now describe, in as much detail as you see fit, using dialog and description in literary style, your character’s actions. In some cases more is better, but not always. You want to make sure the DM understands your intensions. He will be analyzing the various elements of the given round, and there are many.

When doing so consider the following:
1) Actions vs. Outcome: What possible outcomes can your actions produce?
2) Approaches vs. Intension: Does your approach move the PC and/or the group toward an intended goal(s)?
3) Success & Failure vs. Consequence: What consequences will the success or failure of your character’s actions produce? (This is a tough one, because you don’t know what might be around the next corner, and you don’t know what action right now will hinder or help a subsequent encounter later on, and resources are a premium here.

So let’s restate. Post your character’s actions, being as specific as you think the situation warrants. One of three outcomes will happen in or before the “Summary Round.”

1) You will succeed
2) You will fail, because the action had no hope whatsoever of success (in which case the DM will most likely suggest you modify your actions prior to the summary round).
3) The DM will ask you to make a specific roll/check because the action(s) you have taken border on the success/failure line, which means there will be consequences of some sort.
4) Consequences: Folks tend to see this word in a bad light. But that isn’t always the case. So keep an even keel when you read this word.

The DM’s Turn
This is where the DM picks things up. The DM has to analyze the environment and everything happening therein to determine if a PC's actions are possible. If they are, do they straddle the pass/fail line? If they are easily or moderately accomplished…Whoooohoooo! Success! If they straddle the line, the DM will ask for a specific attribute roll based on the specific circumstances (see the attribute descriptions below). The DM will only ask you to roll when there is a consequence tied to a given action. Additionally the degree of success or failure of any given action will typically be based on your initial roll.

Here is where it gets fun and I use a scaled system. In a sliding scale system a roll of 1 is something like, “Oh no, somethin’ bad is about to happen!” and a roll of 20 is a “Whoohoo, I nailed that sucker!” and everything in between is scaled form 1 to 20. You get the idea.

Depending on the various circumstances in the environment and your character’s specific actions, initiative, and attack rolls, and any checks the DM has you make, the outcome of your character’s specific actions may fall anywhere along the lines of success or failure: little to nothing happens; something really bad happens to someone or something in the vicinity—could be a PC, could be a creature, could be something physical, it all depends on the circumstances.

And round and round we go…The End
What Your Stats Mean:
Strength
1 (–5): Morbidly weak, has significant trouble lifting own limbs
2-3 (–4): Needs help to stand, can be knocked over by strong breezes
4-5 (–3): Knocked off balance by swinging something dense
6-7 (–2): Difficulty pushing an object of their weight
8-9 (–1): Has trouble even lifting heavy objects
10-11 (0): Can literally pull their own weight
12-13 (1): Carries heavy objects for short distances
14-15 (2): Visibly toned, throws small objects for long distances
16-17 (3): Carries heavy objects with one arm
18-19 (4): Can break objects like wood with bare hands
20-21 (5): Able to out-wrestle a work animal or catch a falling person
22-23 (6): Can pull very heavy objects at appreciable speeds
24-25 (7): Pinnacle of brawn, able to out-lift several people

Dexterity
1 (–5): Barely mobile, probably significantly paralyzed
2-3 (–4): Incapable of moving without noticeable effort or pain
4-5 (–3): Visible paralysis or physical difficulty
6-7 (–2): Significant klutz or very slow to react
8-9 (–1): Somewhat slow, occasionally trips over own feet
10-11 (0): Capable of usually catching a small tossed object
12-13 (1): Able to often hit large targets
14-15 (2): Can catch or dodge a medium-speed surprise projectile
16-17 (3): Able to often hit small targets
18-19 (4): Light on feet, able to often hit small moving targets
20-21 (5): Graceful, able to flow from one action into another easily
22-23 (6): Very graceful, capable of dodging a number of thrown objects
24-25 (7): Moves like water, reacting to all situations with almost no effort

Constitution
1 (–5): Minimal immune system, body reacts violently to anything foreign
2-3 (–4): Frail, suffers frequent broken bones
4-5 (–3): Bruises very easily, knocked out by a light punch
6-7 (–2): Unusually prone to disease and infection
8-9 (–1): Easily winded, incapable of a full day’s hard labor
10-11 (0): Occasionally contracts mild sicknesses
12-13 (1): Can take a few hits before being knocked unconscious
14-15 (2): Able to labor for twelve hours most days
16-17 (3): Easily shrugs off most illnesses
18-19 (4): Able to stay awake for days on end
20-21 (5): Very difficult to wear down, almost never feels fatigue
22-23 (6): Never gets sick, even to the most virulent diseases
24-25 (7): Tireless paragon of physical endurance

Intelligence
1 (–5): Animalistic, no longer capable of logic or reason
2-3 (–4): Barely able to function, very limited speech and knowledge
4-5 (–3): Often resorts to charades to express thoughts
6-7 (–2): Often misuses and mispronounces words
8-9 (–1): Has trouble following trains of thought, forgets most unimportant things
10-11 (0): Knows what they need to know to get by
12-13 (1): Knows a bit more than is necessary, fairly logical
14-15 (2): Able to do math or solve logic puzzles mentally with reasonable accuracy
16-17 (3): Fairly intelligent, able to understand new tasks quickly
18-19 (4): Very intelligent, may invent new processes or uses for knowledge
20-21 (5): Highly knowledgeable, probably the smartest person many people know
22-23 (6): Able to make Holmesian leaps of logic
24-25 (7): Famous as a sage and genius

Wisdom
1 (–5): Seemingly incapable of thought, barely aware
2-3 (–4): Rarely notices important or prominent items, people, or occurrences
4-5 (–3): Seemingly incapable of forethought
6-7 (–2): Often fails to exert common sense
8-9 (–1): Forgets or opts not to consider options before taking action
10-11 (0): Makes reasoned decisions most of the time
12-13 (1): Able to tell when a person is upset
14-15 (2): Can get hunches about a situation that doesn’t feel right
16-17 (3): Reads people and situations fairly well
18-19 (4): Often used as a source of wisdom or decider of actions
20-21 (5): Reads people and situations very well, almost unconsciously
22-23 (6): Can tell minute differences among many situations
24-25 (7): Nearly prescient, able to reason far beyond logic

Charisma
1 (–5): Barely conscious, probably acts heavily autistic
2-3 (–4): Minimal independent thought, relies heavily on others to think instead
4-5 (–3): Has trouble thinking of others as people
6-7 (–2): Terribly reticent, uninteresting, or rude
8-9 (–1): Something of a bore or makes people mildly uncomfortable
10-11 (0): Capable of polite conversation
12-13 (1): Mildly interesting, knows what to say to the right people
14-15 (2): Interesting, knows what to say to most people
16-17 (3): Popular, receives greetings and conversations on the street
18-19 (4): Immediately likeable by many people, subject of favorable talk
20-21 (5): Life of the party, able to keep people entertained for hours
22-23 (6): Immediately likeable by almost everybody
24-25 (7): Renowned for wit, personality, and/or looks
Hand-to-Hand Combat
General Hand-To-Hand Moves
Move (Damage)
Combination (2)
Elbow Smash (2)
Glancing Blow (1)
Gouge (1)
Haymaker (2)
Headbutt (2)
Hook (2)
Jab (1)
Kick (1)
Kidney Punch (1)
Rabbit Punch (1)
Uppercut (2)
Wild Swing (1)

Grapple Moves
Move (Damage)
Arm Lock* (n/a)
Arm Twist (n/a)
Bear Hug* (n/a)
Headlock* (n/a)
Leg Lock* (n/a)
Leg Twist (n/a)
Throw (n/a)
Trip (n/a)
* Hold can be held for extended period of time or until broken. Requires apposed check.

Martial Arts Moves
Move (Damage)
Armor Piercer Chi Thrust (1d6)
Avenging Strike (1d6)
Coiled Serpent (1d4+2)
Coiling Strike (1d4+2)
Cording Strike (1d4)
Dashing Chimaera (1d6+1)
Endless Strikes (1d8)
Flying Kick (1d6)
Folding Thrust (1d4)
Great-Beast Palm (1d6)
Ground Tornado (1d6+1)
Lensing Palm (1d4)
Merciful Palm (1d4+2)
Meridian Touch (1d4)
Morning Peacock (1d6)
Mountain Crushing Fist (1d6)
Oscillatory Strike (1d4+2)
Piercing Palm (1d4)
Renal Concussive Palm (1d4)
Stance of the Red Dragon (1d8)
Swift Repose (1d4)
Thunder Step (1d6+1)
Usurping Palm (1d4+2)
Winding Strike (1d4+2)
Wounding Strike (1d4)
Expanded Ruleset: D&D Rules Cyclopedia

Combat Sequence
The combat sequence will go as follows:

1) DM introduces the combat scenario
2) Players post their characters actions (one post only) based on the Introduction, NOT other players actions/posts. If you want to coordinate actions ahead of time that is fine but it must be done in the OOC thread prior to making your post in the adventure thread.
3) DM posts NPC/Villain actions along with PC’s
4) DM makes a Summary post (one post only) for that Combat round.
5) Steps 1-5 above continue until combat is no longer an option.

PBP affords us a greater range of possibilities when it comes to adjudicating the combat round. Instead of using the standard D&D Combat Sequence Checklist we will be using Initiative vs. action posts. By doing so we get a greater range of excitement and possibilities during combat. This also adds and element of the unknown. One characters attempted action(s), what that player has their PC doing in their combat post, may affect another’s in good or bad ways, as well as those of the villains. This will become clearer as we begin to play.
Each PC can move up to their Encounter Speed and perform one action per combat round.
Combat Maneuvers: Throw, fire, cast spell, use magical item, attack, fighting withdrawal, retreat, lance attack, set spear vs. charge, multiple attacks (see Fighter Combat Options & two-Weapon Combat), smash, parry, disarm, striking, and wrestling

Non-Combat Sequence
This type of posting is fairly loose. Players will post their PC’s actions/dialog as needed. This will include interactions with other PC’s. NPC’s, and their environment. Multiple posts are allowed. The DM will make occasional Summary Posts as needed.

Initiative
Roll 1d6 ± modifiers
Highest result acts first

Rolling the Dice
Players will be rolling their own dice in this campaign.

Time
- I will be tracking game time and weather. You will see this at the bottom of each summary post. These conditions will apply to gameplay.
- Round – Combat – 10 seconds
- Turn – Less intense situations – 10 minutes

Movement
- Indoors: Normal movement speed, missile ranges, and spell ranges are measured in feet (90' means ninety feet indoors).
- Outdoors: Normal movement speed, missile ranges, and spell ranges are measured in yards (120' actually means 120 yards outdoors).
- Everywhere: Spell effects are always measured in feet.
- Dungeon maps: 1 square = 10’
- Terrain maps: 1 square/hex = # miles (per map)
- Character Movement: MV 120’ (40’) for all characters (not using encumbrance)
- Normal Speed: 120', is the number of feet the character moves per turn at a very cautious walking pace indoors; outdoors, the unit of measurement is tripled so that 120' becomes 120 yards per turn.
- Encounter Speed: (40’), is the movement rate per round in feet; the number used during combat. Outdoors, the encounter speed would be 40 yards as opposed to 40' in this instance.
- Overland Movement: Ranges from 1 to 3 mi/hr on foot, other modes of transportation will be given as needed.

Money
Starting Money: 180 gp
1 pp = 5 gp = 10 ep = 50 sp = 500 cp

Weapons
- Players will not be restricted to weapons that only appear in the D&D Rules Cyclopedia. If you can find a Classic D&D document (official publication) that lists a weapon, and I can verify it, I will allow it.
- Nonstandard Weapon Use (Optional): Sometimes a character may want to use a one-handed weapon with two hands. This inflicts more damage, but has the following limitations: 1) Any one-handed weapon (except "Other Weapons") can be used for this option. 2) The character loses individual initiative. 3) The character cannot effectively use a shield for defense while wielding a weapon two-handed (no AC bonus). 4) When used two-handed, weapons gain an additional +1 point of damage to their attacks. This bonus applies to any one-handed weapons used with both hands, regardless of the original damage of the weapon. Therefore, a dagger used in this way inflicts Id4 +1 (2-5) points of damage, and a spear does Id6 + 1 (2-7) points of damage when wielded with both hands.
- Players may use “Weapon Mastery” if they like. (We will not implement training though)

Equipment
- Players will not be restricted to equipment that only appears in the D&D Rules Cyclopedia. If you can find a Classic D&D document (official publication) that lists a piece of equipment, and I can verify it, I will allow it.
- We will not be tracking Rations or Encumbrance
- We will most likely be using Land, Aerial, Water, and Siege transportation/equipment from time to time.

Services
- You may want/need to hire or purchase services to be rendered form time to time, such as Retainers, Mercenaries, and Specialists.

Skills
- We will not be using skills.
- Skills will be inherently tied to you race, class, and character background/personality.
- We will use Ability Checks for this (read the “Success vs. Failure” section for more on this).

Attacking
Roll 1d20 ± modifiers
If your THAC0 ± Opponents AC ≤ your THAC0 = successful hit

Ability Modifiers
STR - Attack Rolls (Melee Weapons and Unarmed Combat), Damage Rolls (Melee and Thrown Weapons), Opening Doors
INT – Languages
WIS - Saving Throws vs. Spells
DEX - Attack Rolls (Thrown and Missile Weapons), Armor Class
CON - Hit Points per Experience Level
CHA - Reactions from NPCs

Ability Checks
Roll 1d20 ± Modifiers
Result ≤ ability score is successful

Turn Undead
Roll 2d6: Result ≥ 7, 9, or 11 = number needed to turn successfully
T = automatic turn, 2d6 Hit Dice of undead
D = automatic Destroy, 2d6 Hit Dice of undead
D + = automatic Destroy, 3d6 Hit Dice of undead
D# = automatic Destroy, 4d6 Hit Dice of undead

Thieves Abilities
Roll 1d100
Result ≤ table % = Success

Spellcasting
- When casting a spell please include its full description in a spoiler within your post (if you are posting on a mobile device I will forgive you, but please try your best). Like so:
Detect Evil
Range: 120'
Duration: 6 turns
Effect: Everything within 120'
Description here…
- Multiples of the Same Spell
- Damage: Unless otherwise noted in a spell description, damage caused by spells is always rolled on six-sided dice.
- Number of Spells Known: The "Spells/Level" columns on the experience charts shows how many spells can be memorized at any one time, not how many spells the spellcaster has access to.
- When a magic-user or elf begins play at first level, he starts with a spell book, given to him by his teacher. The spell book will contain two 1st level spells. (You may choose your own spells)
- Scrolls: A magic-user can use the scroll by casting the spell from it—in which case the written spell disappears as soon as it is cast. Or, he can transfer it to his spell book (during this process, the spell disappears from the scroll), and he will have gained a new spell.


More to follow...
DM - Dragons Belch: A New Beginning (Custom D&D)
DM - Ying Huo Chóng – The Way of Things (Cortex Plus - Firefly)

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