New Character Creation

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dmw71
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New Character Creation

#1 Post by dmw71 »

All characters begin their careers at first level.

Non-weapon proficiencies are not being used in this game.

Additional advantages will be granted to player characters so this will tend to play as a more "powerful" campaign.

As detailed in the '02. Races' topic, there are no class/race restrictions in this game. If you've always wanted to play a Dwarf Ranger or Halfling Paladin, here is your chance.

The only level limits in this game are those enforced by the class (e.g. assassin, druid or monk), see the '03. Classes' topic. Non-human characters can advance as high in level as their class allows. Because this significant limitation has been lifted (especially for multi-classed characters), but be aware that non-human characters will occasionally find themselves facing potential obstacles in-game such as general distrust from human merchants resulting in increased prices, fewer opportunities, etc...


***

During the initial player creation phase, I will ask that all players provide me with an accurate background for their characters. Again, this background can be as plain or as elaborate as the player elects, but in the event a player goes absent and their character needs to be NPC'd, I want to have a good idea how to best respond for them. Your character's choosen alignment will obviously be a big factor, but what are the tendencies of your character? What are their beliefs?

Additionally, please include the default actions for your characters in various situations:
* If engaged (or threatened to become engaged) in melee combat, how would your character react?
* What weapon(s) would they use?
* What would cause them to withdraw from combat?
* Same for any ranged combat situations (if applicable).
* If a spell caster, what are their go-to spells?

***

Steps:
01. Ability Scores
02. Races
03. Classes
- 03a. Cavalier
- 03b. Cleric
- 03c. Druid
- 03d. Fighter
- 03e. Barbarian
- 03f. Paladin
- 03g. Ranger
- 03h. Magic-User
- 03i. Illusionist
- 03j. Thief
- 03k. Acrobat
- 03l. Assassin (Per DM approval)
- 03m. Monk
- 03n. Bard
- 03o. Multi-Class
04. Alignment
05. Hit Points
06. Languages
07. Money
08. Equipment
09. Spells
- 09a. Clerics & Druids
- 09b. Magic-User & Illusionist
- 09c. Spell Components (1st Level)
- 09d. Spell Components (2nd Level)
10. Advancement
11. Character Details

The above list is still tentative and subject to change.

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01. Ability Scores

#2 Post by dmw71 »

Ability Score Generation
All character ability scores will be generated using a slightly modified version of 'Method VI' presented in the 2E PHB:
2E PHB, pg. 19 wrote:Method VI
This method can be used if you want to create a specific type of character. It does not guarantee that you will get the character you want, but it will improve your chances.

Each ability starts with a score of 8. Then roll seven dice. These dice can be added to your character's abilities as you wish. All the points on a die must be added to the same ability score. For example, if a 6 is rolled on one die, all 6 points must be assigned to one ability. You can add as many dice as you want to an ability, but no ability score can exceed 18 points. If you cannot make an 18 by exact count on the dice, you cannot have an 18 score.
All players will use the method outlined above with the following exceptions:
- Each ability score will start with a score of 9, not an 8.
- Each ability score must be increased at least once.
- You will roll 10d4 instead of 7d6 to add to your character's abilities (Note: human characters will roll 11d4).

Note: Any 'Racial Ability Adjustments' (2E PHB, page 27) will be factored in after the above process has taken place, and all scores are subject to the 'Racial Ability Requirements' noting that
2E PHB, page 27 wrote:"[racial] adjustments can also raise a score to 19 or lower it to 2."

Die Roller Macros
As we're looking for the individual results (not the sum) of the rolls, please roll the following three macros in the Unseen Servant Dice Roller:

Code: Select all

Non-Human: [1d4] [1d4] [1d4] [1d4] [1d4]
Non-Human: [1d4] [1d4] [1d4] [1d4] [1d4]
Human: [1d4]
Note: If you end up playing a non-human character, the 'Human' macro will simply be ignored.


Ability Score Modifiers
Ability score modifiers will adhere to the tables found within the 2E PHB (pages 19-25) with the following exception(s):

Strength

Code: Select all

Ability   Hit          Damage 
Score     Probability  Adjustment
    1     -4           -5
  2-3     -3           -4
  4-5     -2           -3
  6-7     -1           -2
  8-9      0           -1
10-11      0            0
12-13      0           +1
14-15     +1           +2
16-17     +2           +3
18-19     +3           +4
20-21     +4           +5
Etc...

Notes: 
1. All Fighter (and sub-classes) are still eligibile to roll for their exceptional strength percentage which will be used for the other three categories: Weight Allowance, Open Doors, Bend Bars/Lift Gates.
2. Any limitations based upon the gender of a character have been lifted.
Intelligence

Code: Select all

No changes.
Wisdom

Code: Select all

Ability        Magical Attack
Score          Adjustment
    1          -5
  2-3          -4
  4-5          -3
  6-7          -2
  8-9          -1
10-11           0
12-13          +1
14-15          +2
16-17          +3
18-19          +4
20-21          +5
Etc...
Dexterity

Code: Select all

            Range          (Barbarian)
Ability     Attack     --- Armor Type ---      Thief Skill
Score       Adjust.  Light   Medium   Heavy    Bonus Adjustment*
    1       -5      +5 (--)  +5 (--) +5 (--)      --
  2-3       -4      +4 (--)  +4 (--) +4 (--)      --
  4-5       -3      +3 (--)  +3 (--) +3 (--)      --
  6-7       -2      +2 (--)  +2 (--) +2 (--)      --
  8-9       -1      +1 (--)  +1 (--) +1 (--)      --
10-11        0       0 (--)   0 (--)  0 (--)      0%
12-13       +1      -1 (-2)  -1 (-1)  0 (--)    + 5%
14-15       +2      -2 (-4)  -1 (-2)  0 (--)    +10%
16-17       +3      -3 (-6)  -2 (-3) -1 (-1)    +15%
18-19       +4      -4 (-8)  -2 (-4) -1 (-2)    +20%
20-21       +5      -5 (-10) -3 (-5) -2 (-3)    +25%
Etc...

*: All thieves with a high Dexterity receive a bonus allotment of skill points at 1st level in addition to the bonuses already granted in the 'Thieving Skill Racial Adjustments' table (2E PHB, page 54).  These discretionary percentage poings can be added to the base score of the thieving skill(s) of the players choice, however no more than 10 percentage points can be added to any single skill.  This is a one time bonus.
Constitution

Code: Select all

Ability   Hit Point
Score     Adjustment*   Alive
           (Barbarian)  Until
    1     -5             0
  2-3     -4            -1
  4-5     -3            -2
  6-7     -2            -3
  8-9     -1            -4
10-11      0 (--)       -5
12-13     +1 (+2)       -6
14-15     +2 (+4)       -7
16-17     +3 (+6)       -8
18-19     +4 (+8)       -9
20-21     +5 (+10)      -10
Etc...

*Notes: 
1. All classes benefit from the full 'Hit Point Adjustment' value for a high Constitution score, not just Fighter (and sub-classes).
2. There have been some fantastic debates on this subject, but in this game, the 'Hit Point Adjustment' is tied to the character level, not hit dice.   This is an important distinction as characters that begin the game with two hit dice (e.g. Ranger) will only receive one 'Hit Point Adjustment' bonus.  It also means that the 'Hit Point Adjustment' bonuses will continue beyond 'name' level for a character (when characters continue to add levels but no longer gain hit dice).
Charisma

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Ability        Loyalty   Reaction   Thief Haggling
Score          Base      Adjustment Adjustment*
    1          -40%      -30%       -20%
  2-3          -30%      -20%       -10%
  4-5          -20%      -10%       -5%
  6-7          -10%      -5%         0
  8-9          -5%        0          0
10-11           0        +5%        +5%
12-13          +10%      +10%       +10%
14-15          +20%      +20%       +15%
16-17          +30%      +30%       +20%
18-19          +40%      +40%       +25%
20-21          +50%      +50%       +30%
Etc...

*: All thieves will have a new 'Bartering' ability which is tied to their Charisma score.  The bonuses listed on the above chart will be applied to the base scores, detailed in the 'Classes' thread under the Thief class.

The 'Maximum Number of Henchmen' results have not changed from what is listed in the 2E PHB, page 25.
Last edited by dmw71 on Wed Aug 29, 2012 2:57 pm, edited 1 time in total.

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02. Races

#3 Post by dmw71 »

Races
The following races are allowed:

Code: Select all

                    Base
Race       Size    Move   Notes: 
Dwarf      Medium    6"    A Dwarf can be of the Hill or Mountain variety, but both are functionally identical.
Elf        Medium   12"    All elven characters are considered to be either high or dark* elves (1E UA, pages 10-11).
Gnome      Small     6"    As a small creature, Gnomes cannot use Heavy weapons.
Half-Elf   Medium   12"    
Half-Orc   Medium   12"    
Halfling   Small     6"    As a small creature, Gnomes cannot use Heavy weapons.
---
Human      Medium   12"    See 'Human' below.

*: Dark elf (drow) characters still do not gain the combat bonuses of the surface elves with regard to sword and bow, but do add the +1 "to hit" when using a hand crossbow.
***

Racial Level Limits
There are no level limits in force for non-human characters in this game, allowing them the ability to advance as high in level as their class allows. However, because this significant limitation has been lifted (especially as multi-classed characters become high levels), be aware that non-human characters will occasionally find themselves facing potential obstacles in-game such as increased prices, scarcity of appropriately sized magical items, fewer job opportunities, etc...

Racial Abilities
In addition to all the racial abilities found in the 1E PHB (pages 15-18), each player will get to choose one extra racial ability from a secret list the DM possess. Please notify the DM if you select a non-human race for your character and the two of you can discuss the appropriate options.


***

Human
Human characters may not multi-class. However, since non-human characters have had the level limit restriction lifted as well as the benefit of an extra racial ability, all human characters will been supplemented with the following three enhancements:
1. Ability Score Generation: Human characters roll 11d4 (not 10d4) to add to their character's abilities during initial character creation.
2. Class Prerequisites: Any class-specific ability score requirements are reduced by 2 for human characters. This does not lower the ability score requirements for determining experience point bonuses, however. For example:
"To become a paladin a character must be human, have a strength of not less than 12 10, a minimum intelligence of 9 7, a wisdom of 13 11 or more, a minimum constitution of 9 7, and not less than 17 15 charisma." ... "If a paladin has both strength and wisdom in excess of 15, he or she gains the benefit of adding 10% to the experience points awarded by the Dungeon Master."

"A human ranger must have strength of not less than 13 11, intelligence of not less than 13 11, wisdom of not less than 14 12, and a 14 12 or greater constitution." ... "If the ranger has ability scores of greater than 15 in strength, intelligence and wisdom, he or she gains the benefit of adding 10% to experience points awarded to him or her by the Dungeon Master."
3. Experience Points: All human characters earn experience-and-a-half for all experience points awarded (e.g. (xp * 1.5)). Any experience point bonuses due to high ability scores are not subject to this multiplier. If a human character has a class that is also set to receive a bonus due to having high ability scores, the multiplier for that class increases from 1.5 to 1.6 (thank you, onlyme).

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03. Classes

#4 Post by dmw71 »

Classes
The following classes are allowed:
Cavalier
- Paladin (Note: The Paladin remains a sub-class of the Fighter.)
Cleric
- Druid
Fighter
- Barbarian
- Paladin
- Ranger
Magic-User
- Illusionist
Thief
- Acrobat
- Assassin (Per DM approval)
Monk
Bard
- 03o. Multi-Class


Class Level Limits
The only level limits in this game are those enforced by the class. The following classes have a maximum level:

Assassin: 14th level (1E PHB, pages 19, 30)
Druid: 23 (1E UA, pages 16-17)
Monk: 17 (1E PHB, pages 19, 31)


Notes:
There are no class/race restrictions in this game. If you've always wanted to play a Dwarf Ranger or Halfling Paladin, here is your chance.

There will also be almost unrestricted multi-class opportunities as well, guided by the following principles:
* The Barbarian, Cavalier and Paladin characters must always remain single-classed
* A 'parent' class (e.g. Cleric) cannot multi-class with their 'child' class (e.g. Druid)
* Any violation preventing a particular combination will result in the inability to form that combination (e.g. A 'parent' class (e.g. Cleric) can multi-class with the 'child' class from another parent (e.g. Ranger), but cannot also multi-class with that childs' parent (e.g. 'Fighter')).

Obvious class parings that don't make sense (e.g. Assassin/Paladin or Barbarian/Magic User) will not be allowed, but you are no longer limited to what is stated in the rulebooks.

In all cases, the DM will be the final arbiter on what is allowed, but do expect a great deal of freedom in this game.

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04. Alignment

#5 Post by dmw71 »

Player's can choose to play any non-evil alignment:

Lawful Good
Lawful Neutral
Neutral Good
True Neutral
Chaotic Good
Chaotic Neutral
2E PHB, page 66 wrote:Don't choose an alignment that will be hard to role play or that won't be fun. A player who chooses an unappealing alignment probably will wind up playing a different alignment anyway. In that case, he might as well have chosen the second alignment to begin with.
With the exception of the Paladin class (which must remain lawful good), I will be willing to discuss any non-evil alignment for any class with a player. In other words, an Assassin character doesn't necessarily have to be evil. Nor does a Ranger necessarily have to be of good alignment. If a compelling case can be made by the player to support an otherwise disallowed class/alignment combination, it will be allowed.

For the most part, the alignment of a character will only be loosely tracked. If the behavior of your character is consistent, you should be fine (so long as that behavior matches the selected alignment in the first place). It will require something extreme for the DM to force an alignment change (which would come with stiff penalties) but advanced notice will be provided well before a character would fall victim to that consequence.

***

The OSRIC manual provides a good explanation of the various alignments. The non-evil alignments are copied below:
OSRIC, pages 26-27 wrote:
THE NINE ALIGNMENTS
Nine distinct alignments define all the possible combinations of the law–chaos axis with the good–evil axis. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his or her alignment from day to day. Use these descriptions as guidelines, not as scripts.

Lawful Good, “crusader”: A lawful good character acts as a good person is expected or required to act. He or she combines a commitment to oppose evil with the discipline to fight relentlessly. He or she normally tells the truth, keeps his or her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Generally, lawful good characters seek to combine the values of both honour and compassion.

Neutral Good, “Benefactor”: A neutral good character does the best that a good person can do. He or she is devoted to helping others. He or she might work with or on behalf of kings and magistrates, but does not feel beholden to them if he or she feels that they are not serving the cause of good. Neutral good characters value doing what is good without a particular bias for or against order (or laws).

Chaotic Good, “Rebel”: A chaotic good character acts as his or her conscience directs, with little regard for what others might expect. He or she makes his or her own way, but is generally kind and benevolent. He or she believes in goodness and personal honour, but has little use for laws and regulations.

Such a character disdains those who seek to intimidate others and tell them what to do. He or she follows his or her own moral compass, which, although good, may not agree with that of society. Chaotic good characters value the combination of a good heart with a free spirit.

Lawful Neutral, “Judge”: A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organisation are paramount. He or she may believe in personal order and live by a code or standard, or might believe in order for all, favouring a strong, organised government. Lawful neutral characters value reliability and honour, and some can be quite zealous about forcing these attributes onto society or other individuals.

Neutral: A neutral character has no allegiance to either good vs evil or law vs chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. These normally think of good as preferable to evil—after all, they would rather have good neighbours and rulers than evil ones.

Still, such characters are not personally committed to upholding good in any abstract or universal way, especially when there is treasure to be had. Some neutral characters, on the other hand, are morally committed to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes, advocating and supporting neutrality as the best, most balanced road in the long run.

Chaotic Neutral, “Free Spirit”: A chaotic neutral character follows his or her whims. He or she is an individualist first and last. He or she values his or her own liberty but does not strive to protect others’ freedom. He or she avoids authority, resents restrictions, and challenges traditions.

A chaotic neutral character does not normally intentionally disrupt organisations as part of a campaign of anarchy. To do so, he or she would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from him- or herself suffer). A chaotic neutral character may be unpredictable, but his or her behaviour is not normally totally random.


***

Additionally, the 2E PHB also has a guideline outlining how the various alignments should be played, below:
2E PHB, pages 66-69 wrote:
Playing the Character's Alignment
Aside from a few minimal restrictions required for some character classes, a player is free to choose whatever alignment he wants for his character. However, before rushing off and selecting an alignment, there are a few things to consider:

First, alignment is an aid to role-playing and should be used that way. Don't choose an alignment that will be hard to role play or that won't be fun. A player who chooses an unappealing alignment probably will wind up playing a different alignment anyway. In that case, he might as well have chosen the second alignment to begin with. A player who thinks that lawful good characters are boring goody-two-shoes who don't get to have any fun should play a chaotic good character instead. On the other hand, a player who thinks that properly role-playing a heroic, lawful good fighter would be an interesting challenge is encouraged to try it. No one should be afraid to stretch his imagination. Remember, selecting an alignment is a way of saying, “My character is going to act like a person who believes this.”

Second, the game revolves around cooperation among everyone in the group. The character who tries to go it alone or gets everyone angry at him is likely to have a short career. Always consider the alignments of other characters in the group. Certain combinations, particularly lawful good and any sort of evil, are explosive. Sooner or later the group will find itself spending more time arguing than adventuring. Some of this is unavoidable (and occasionally amusing), but too much is ultimately destructive. As the players argue, they get angry. As they get angry, their characters begin fighting among themselves. As the characters fight, the players continue to get more angry. Once anger and hostility take over a game, no one has fun. And what's the point of playing a game if the players don't have fun?

Third, some people choose to play evil alignments. Although there is no specific prohibition against this, there are several reasons why it is not a good idea. First, the AD&D game is a game of heroic fantasy. What is heroic about being a villain? If an evilly aligned group plays its alignment correctly, it is as much a battle for the characters to work together as it is to take on the outside world. Neutral evil individuals would be paranoid (with some justification) that the others would betray them for profit or self-aggrandizement. Chaotic evil characters would try to get someone else to take all the risks so that they could become (or remain) strong and take over. Although lawful evil characters might have some code of conduct that governed their party, each member would look for ways to twist the rules to his own favor. A group of players who play a harmonious party of evil characters simply are not playing their alignments correctly. By its nature, evil alignments call for disharmony and squabbling, which destroys the fun.

Imagine how groups of different alignments might seek to divide a treasure trove. Suppose the adventuring party contains one character of each alignment (a virtually impossible situation, but useful for illustration). Each is then allowed to present his argument:

The Lawful Good character says, “Before we went on this adventure, we agreed to split the treasure equally, and that's what we're going to do. First, we'll deduct the costs of the adventure and pay for the resurrection of those who have fallen, since we're sharing all this equally. If someone can't be raised, then his share goes to his family.”

“Since we agreed to split equally, that's fine,” replies the Lawful Evil character thoughtfully.” But there was nothing in this deal about paying for anyone else's expenses. It's not my fault if you spent a lot on equipment! Furthermore, this deal applies only to the surviving partners; I don't remember anything about dead partners. I'm not setting aside any money to raise that klutz. He's someone else's problem.”

Flourishing a sheet of paper, the Lawful Neutral character breaks in. “It's a good thing for you two that I've got things together, nice and organized. I had the foresight to write down the exact terms of our agreement, and we're all going to follow them.”

The Neutral Good character balances the issues and decides, “I'm in favor of equal shares--that keeps everybody happy. I feel that expenses are each adventurer's own business: If someone spent too much, then he should be more careful next time. But raising fallen comrades seems like a good idea, so I say we set aside money to do that.”

After listening to the above arguments, the True Neutral character decides not to say anything yet. He's not particularly concerned with any choice. If the issue can be solved without his becoming involved, great. But if it looks like one person is going to get everything, that's when he'll step in and cast his vote for a more balanced distribution.

The Neutral Evil character died during the adventure, so he doesn't have anything to say. However, if he could make his opinion known, he would gladly argue that the group ought to pay for raising him and set aside a share for him. The neutral evil character would also hope that the group doesn't discover the big gem he secretly pocketed during one of the encounters.

The Chaotic Good character objects to the whole business. “Look, it's obvious that the original agreement is messed up. I say we scrap it and reward people for what they did. I saw some of you hiding in the background when the rest of us were doing all the real fighting. I don't see why anyone should be rewarded for being a coward! As far as raising dead partners, I say that's a matter of personal choice. I don't mind chipping in for some of them, but I don't think I want everyone back in the group.”

Outraged at the totally true but tactless accusation of cowardice, the Chaotic Evil character snaps back, “Look, I was doing an important job, guarding the rear! Can I help it if nothing tried to sneak up behind us? Now, it seems to me that all of you are pretty beat up--and I'm not. So, I don't think there's going to be too much objection if I take all the jewelry and that wand. And I'll take anything interesting those two dead guys have. Now, you can either work with me and do what I say or get lost--permanently!”

The Chaotic Neutral character is also dead (after he tried to charge a gorgon), so he doesn't contribute to the argument. However, if he were alive, he would join forces with whichever side appealed to him the most at the moment. If he couldn't decide he'd flip a coin.

Clearly, widely diverse alignments in a group can make even the simplest task impossible. It is almost certain that the group in the example would come to blows before they could reach a decision. But dividing cash is not the only instance in which this group would have problems. Consider the battle in which they gained the treasure in the first place.

Upon penetrating the heart of the ruined castle, the party met its foe, a powerful gorgon commanded by a mad warrior. There, chained behind the two, was a helpless peasant kidnapped from a nearby village.

The Lawful Good character unhesitatingly (but not foolishly) entered the battle; it was the right thing to do. He considered it his duty to protect the villagers. Besides, he could not abandon an innocent hostage to such fiends. He was willing to fight until he won or was dragged off by his friends. He had no intention of fighting to his own death, but he would not give up until he had tried his utmost to defeat the evil creatures.

The Lawful Evil character also entered the battle willingly. Although he cared nothing for the peasant, he could not allow the two fiends to mock him. Still, there was no reason for him to risk all for one peasant. If forced to retreat, he could return with a stronger force, capture the criminals, and execute them publicly. If the peasant died in the meantime, their punishment would be that much more horrible.

The Lawful Neutral character was willing to fight, because the villains threatened public order. However, he was not willing to risk his own life. He would have preferred to come back later with reinforcements. If the peasant could be saved, that is good, because he is part of the community. If not, it would be unfortunate but unavoidable.

The Neutral Good character did not fight the gorgon or the warrior, but he tried to rescue the peasant. Saving the peasant was worthwhile, but there was no need to risk injury and death along the way. Thus, while the enemy was distracted in combat, he tried to slip past and free the peasant.

The True Neutral character weighed the situation carefully. Although it looked like the forces working for order would have the upper hand in the battle, he knew there had been a general trend toward chaos and destruction in the region that must be combatted. He tried to help, but if the group failed, he could work to restore the balance of law and chaos elsewhere in the kingdom.

The Neutral Evil character cared nothing about law, order, or the poor peasant. He figured that there had to be some treasure around somewhere. After all, the villain's lair had once been a powerful temple. He could poke around for cash while the others did the real work. If the group got into real trouble and it looked like the villains would attack him, then he would fight. Unfortunately, a stray magical arrow killed him just after he found a large gem.

The Chaotic Good character joined the fight for several reasons. Several people in the group were his friends, and he wanted to fight at their sides. Furthermore, the poor, kidnapped peasant deserved to be rescued. Thus, the chaotic good character fought to aid his companions and save the peasant. He didn't care if the villains were killed, captured, or just driven away. Their attacks against the village didn't concern him.

The Chaotic Neutral character decided to charge, screaming bloodthirsty cries, straight for the gorgon. Who knows? He might have broken its nerve and thrown it off guard. He discovered that his plan was a bad one when the gorgon's breath killed him.

The Chaotic Evil character saw no point in risking his hide for the villagers, the peasant, or the rest of the party. In fact, he thought of several good reasons not to. If the party was weakened, he might be able to take over. If the villains won, he could probably make a deal with them and join their side. If everyone was killed, he could take everything he wanted and leave. All these sounded a lot better than getting hurt for little or no gain. So he stayed near the back of the battle, watching. If anyone asked, he could say he was watching the rear, making sure no one came to aid the enemy.

The two preceding examples of alignment are extreme situations. It's not very likely that a player will ever play in a group of alignments as varied as those given here. If such a group ever does form, players should seriously reconsider the alignments of the different members of the party! More often, the adventuring party will consist of characters with relatively compatible alignments. Even then, players who role-play their characters' alignment will discover small issues of disagreement.

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05. Hit Points

#6 Post by dmw71 »

Starting Hit Points
The following rules detail how the starting hit points for player characters are determined.

Single Class Characters
All single class characters begin the game with the maximum number of hit points possible for their class. This initial hit-point number is subject to bonuses or penalties for high or low Constitution.

Multi-Class Characters
All multi-class characters will roll hit points normally, subject to the following minimums:
1E UA, page 74 wrote:If the initial roll of the die (or dice, for rangers and monks) is lower than the number given below, then the character is granted this number of hit points to begin his or her adventuring career:

Cleric 5
- Druid 5
Fighter 6
- Barbarian 7
- Paladin 6
- Ranger 9
Magic-user 3
- Illusionist 3
Thief 4
- Assassin 4

Note: A multi-classed character uses the average of the minimums for each applicable class, rounded up; e.g., a 1st-level fighter/magic-user will have at least (6 + 3)/2 = 5 hit points. This initial hit-point number is subject to bonuses or penalties for high or low Constitution.
Hit Points Beyond First Level
Each roll for hit points is guaranteed a minimum amount, where the minimum number of hit points a character is guaranteed equals the fixed number of hit points that class receives per level after its last hit die:
1E PHB, pages 20-30 and 1E UA, pages 15-23 wrote: Clerics gain 2 h.p. per level after the 9th.
Fighters gain 3 h.p. per level after the 9th
Paladins gain 3 h.p. per level after the 9th.
Rangers gain 2 h.p. per level after the 10th.
Magic-Users gain 1 h.p. per level after the 11th.
Illusionists gain 1 h.p. per level after the 10th.
Thieves gain 2 h.p. per level after the 10th
---
Cavaliers gain 3 h.p. per level after the 10th.
Barbarians gain 4 h.p. per level after the 8th.
Acrobats gain 2 h.p. per level after the 10th (as Thief)
For example, Fighters gain 3 h.p. per level after the 9th, therefore the minimum hit points a Fighter character will receive per level will be 3, plus any Constitution bonus.

Notes:
1. Assassin or Druid characters minimum hit points per level is 2.
2. Negative modifiers will never reduce any hit die roll below 1.


Constitution 'Hit Point Adjustment' Bonus (see: '01. Ability Scores')
There have been some fantastic debates on this subject, but in this game, the 'Hit Point Adjustment' is tied to the character level, not hit dice. This is an important distinction as characters that begin the game with two hit dice (e.g. Ranger) will only receive one 'Hit Point Adjustment' bonus. It also means that the 'Hit Point Adjustment' bonuses will continue beyond 'name' level for a character (when they continue to add levels but no longer gain hit dice).

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06. Languages

#7 Post by dmw71 »

Starting Languages
All characters start their adventuring career knowing the 'Common' language plus any language(s) know by their race. Alignment languages are not used.

---

Additional Languages
Note that characters do not begin the game with the 'Possible Number of Additional Languages' due to high Intelligence. These languages must be learned:
1E PHB, page 34 wrote:A character can learn additional languages. Even the rather slow (80 I.Q.) can learn one additional language. However, his vocabulary, usage, and ability to translate must, perforce, be limited. The very bright can learn five, six, or even seven. (For details of the number of tongues which can be learned see CHARACTER ABILITIES, Intelligence.) Here is how a new language is learned:

The character must find a person (human, semi-human, or non-human) or talking creature who speaks the language which is to be learned. The character must then be in close proximity to his or her instructor for up to one year, and prior to that period the language can be learned one month early for each point of intelligence above 12. Thus, a character with 13 intelligence learns the new language in 11 months, 14 intelligence learns in 10 months, all the way to 18 intelligence which requires but six months to learn. Only one new language can be studied at any given time.
I will be pretty lenient here, but figure it will allow for some extra role playing opportunities. Yes, non-human player characters will be able to serve as instructors for fellow party members.

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07. Money

#8 Post by dmw71 »

Starting Money
I do not subscribe the following rule:
"The possible number of gold pieces with which a player begins depends upon the character class"

Class is certainly a factor, but is hardly the sole determinant. The exact method of determining starting money will not be known to the player, but the DM will inform each player in private how much money they have available to them at the beginning of play.

Players may not lend any of their initial funds to other player characters.

Starting characters can feel free to freely exchange currencies before play begins. Once the game has started, this can only be accomplished by locating a money changer (or other willing party).

***

The Monetary System
2E PHB, page 88 wrote:The basic coins are the copper piece (cp) and the silver piece (sp). These form the backbone of the monetary system and are the coins most frequently found in the hands of the common folk. Above these two coins are the much rarer gold piece (gp). Electrum pieces (ep) and platinum pieces (pp) are failed currencies and are viewed with skepticism due to their rare circulation.
50 coins = 1 pound

Standard Exchange Rates

Code: Select all

    CP   SP    EP    GP     PP
CP  1    1/10  1/50  1/100  1/500
SP  10   1     1/5   1/10   1/50
EP  50   5     1     1/2    1/10
GP  100  10    2     1      1/5
PP  500  50    10    5      1
Note: The above is the "standard" exchange rates. The valuation of coins may vary from location to location.

***

Character Expenses
Above and beyond any extra purchases a character makes, plan on spending an amount of money each month to cover incidentals.
1E DMG, page 25 wrote:Each player character will automatically expend not less than 100 gold pieces per level of experience per month. This is simply support, upkeep, equipment, and entertainment expense. These costs are to be deducted by the Dungeon Master automatically, and any further spending by the PC is to be added to these costs.

Finally, any taxation or other levies must be taken into consideration, along with contributions to the player character's religious organization.
The actual monthly amount for a given character will be provided to the player by the DM at the appropriate time.

***

Training Costs
The cost to pay for training upon level advancement will be calculated as follows:

[Current Level] * [Class Cost] * [1d4]

Code: Select all

              Class
Class          Cost
Cavalier      1,250 
Cleric          750
Druid         1,000
Fighter       1,000
Barbarian         0
Paladin       1,375
Ranger        1,125
Magic-User    1,250
Illusionist   1,125
Thief           625
Acrobat       1,250
Assassin        750
For example, a 1st-level Fighter earns enough experience points to reach 2nd-level. Their training costs would be as follows:

[Current Level] (1) * [Class Cost] (1,000) * [1d4] = (1) * (1,000) * (1d4)

When that same Fighter has earned enough experience points to qualify for 3rd-level, their training costs would now be:

[Current Level] (2) * [Class Cost] (1,000) * [1d4] = (2) * (1,000) * (1d4)


Notes:
1. Multi-class characters will need to train for each class they advance in.
2. A character may seek a discount from their trainer, equal to the 'Reaction Adjustment' bonus from their charisma ability score.
3. While members of the Paladin class will still be required to adhere to the following restrictions, "keeping only sufficient treasures to support themselves" is definitely extended to include their projected costs to train.
1E PHB, page 24 wrote: 2. They will never retain wealth, keeping only sufficient treasures to support themselves in a modest manner, pay henchmen, men-at-arms, and servitors, and to construct or maintain a small castle. (Your DM will give details of this as necessary.) Excess is given away, as is the tithe (see 3. below).
3. An immediate tithe (10%) of all income - be it treasure, wages, or whatever - must be given to whatever charitable religious institution (not a clerical player character) of lawful good alignment the paladin selects.
Last edited by dmw71 on Wed Apr 03, 2013 3:15 pm, edited 1 time in total.
Reason: Training discount.

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08. Equipment

#9 Post by dmw71 »

Initial Purchases
The following lists are to be used during the initial player creation phase only. Once the game begins, while some shops may have incomplete lists posted, expect for roleplaying to be necessary in order to determine what items are available and how much those items cost.

---

Armor

Code: Select all

Armor             AC      Cost  Weight    Category
Banded Mail        4    200 gp  40 lbs.   Heavy
Brigandine         6    120 gp  35 lbs.   Medium
Bronze Plate Mail  4    400 gp  45 lbs.   Heavy
Chain Mail         5     75 gp  40 lbs.   Heavy
Field Plate Mail   2  2,000 gp  60 lbs.   Heavy
Full Plate Mail    1  8,000 gp  70 lbs.   Heavy
Helmet             -        --      --    --
 Light Helm*       6      1 gp   1 lbs.** --
 Medium Helm*      4      5 gp   5 lbs.** --
 Heavy Helm*       1     10 gp  10 lbs.** --
Hide               6     15 gp  30 lbs.   Medium
Leather            8      5 gp  15 lbs.   Light
Padded             8      4 gp  10 lbs.   Light
Plate Mail         3    600 gp  50 lbs.   Heavy
Ring Mail          7    100 gp  30 lbs.   Medium
Scale Mail         6    120 gp  30 lbs.   Medium  (Note: Reduced from 40 lbs.)
Shield             -        --      --    --
 Buckler           -      1 gp   3 lbs.   -- (Note: Protects against only one attack per melee round.)
 Small             -      3 gp   5 lbs.   -- (Note: Protects against two frontal attacks per melee round.)
 Medium            -      7 gp  10 lbs.   -- (Note: Protects against any frontal or flank attacks.)
 Body              -     10 gp  15 lbs.   -- (Note: Protects (-1 melee | -2 ranged) against any frontal or flank attacks.)
 Wooden (Small)    -      1 gp   2 lbs.   -- (Note: Protects against two frontal attacks per melee round.)
Splint Mail        4     80 gp  40 lbs.   Heavy
Studded Leather    7     20 gp  25 lbs.   Light

*: A helm will not need to be purchased if wearing armor, as each suit of armor purchased will come with the appropriate helm of roughly the same design (e.g. a leather helmet for leather armor, a chain mesh helmet for chain mail, etc...).   The cost listed is if a characters is looking to purchase an extra or replacement helm separately.

**: The weight listed for each helm is only if worn separately; if worn with the corresponding type of armor, the weight of the helm will be factored into the overall weight of the armor.
---

Weapons

Code: Select all

                               Weight             Speed  
Item                    Cost   (lb.)  Size  Fin*  Factor  Damage   Type (6)   Ranges (in yards)   ROF
Battle axe               5 gp     7    M     -       7     1d8     S 
Blowgun                  5 gp     2    L     -       5     --      --
  Barbed Dart            1 sp     *    S     r      --     1d3     P 	      10 |  20 |  30      2/1
  Needle                 2 cp     *    S     r      --     1       --         10 |  20 |  30      2/1
Bow                        --    --   --     -      --     --      --
  Short bow             30 gp     2    M     r       7     --      --
  - Flight arrow         3 sp/12  *    S     r      --     1d6     P          60 | 120 | 210      2/1
  - Sheaf arrow          3 sp/6   *    S     r      --     1d8     P          40 |  80 | 170      2/1
  Long bow              75 gp     3    L     r       8     --      --	      
  - Flight arrow         3 sp/12  *    S     r      --     1d6     P          70 | 140 | 210      2/1
  - Sheaf arrow          3 sp/6   *    S     r      --     1d8     P	       50 | 100 | 170      2/1
  Composite short bow   75 gp     2    M     r       6     --      --
  - Flight arrow         3 sp/12  *    S     r      --     1d6     P          50 | 100 | 180      2/1
  - Sheaf arrow          3 sp/6   *    S     r      --     1d8     P	       40 |  80 | 150      2/1
  Composite long bow   100 gp     3    L     r       7     --      --
  - Flight arrow         3 sp/12  *    S     r      --     1d6     P          60 | 120 | 210      2/1
  - Sheaf arrow          3 sp/6   *    S     r      --     1d8     P	       40 |  80 | 170      2/1
Club                       --     3    M     -       4     1d4     B          10 |  20 |  30      1
Crossbow                   --    --   --     -      --     --      --
  Hand crossbow        300 gp     3    S     r       5     --      --
  Light crossbow        35 gp     7    M     r       7     --      --         
  Heavy crossbow        50 gp    14    M     r      10     --      --
  Hand quarrel          1 gp      *    S     r      --     1d3     P 	      20 |  40 |  60      1
  Light quarrel         1 sp      *    S     r      --     1d4     P 	      60 | 120 | 180      1
  Heavy quarrel         2 sp      *    S     r      --     1d4+1   P 	      80 | 160 | 240      0.5
Dagger or dirk          2 gp      1    S     +       2     1d4     P          10 |  20 |  30      2/1
Dart                    5 sp    0.5    S     r       2     1d3     P          10 |  20 |  40      3/1
Flail, Footman's       15 gp     15    M     -       7     1d6+1   B
Flail, Horseman's       8 gp      5    M     -       6     1d4+1   B
Hand or throwing axe    1 gp      5    M     -       4     1d6     S          10 |  20 |  30      1
Harpoon                20 gp      6    L     -       7     2d4     P          10 |  20 |  30      1
Javelin                 5 sp      2    M     r       4     1d6     P          20 |  40 |  60      1
Knife                   5 sp    0.5    S     +       2     1d3     P/S        10 |  20 |  30      2/1
Lance (4)                 --     --   --     -      --     --      --
  Light Horse           6 gp      5    L     -       6     1d6+1   P
  Medium Horse         10 gp     10    L     -       7     1d10+1  P
  Heavy Horse          15 gp     15    L     -       8     1d12+2  P
  Jousting lance       20 gp     20    L     -      10     1d3+1   P
Mace, Footman's         8 gp     10    M     -       7     1d6+1   B
Mace, Horseman's        5 gp      6    M     -       6     1d6     B
Mancatcher (2)         30 gp      8    L     -       7     1d2     --
Morning star           10 gp     12    M     -       7     2d4     B
Pick, Footman's         8 gp      6    M     -       7     1d6+1   P
Pick, Horseman's        7 gp      4    M     -       5     1d4+1   P
Polearm                   --     --   --     -      --     --      --
  Awl pike (5)          5 gp     12    L     -      13     1d8     P
  Bardiche              7 gp     12    L     -       9     2d4     S
  Bec de corbin         8 gp     10    L     -       9     1d8     P/B
  Bill-guisarme         7 gp     15    L     -      10     2d4     P/S
  Fauchard              5 gp      7    L     -       8     1d6     P/S
  Fauchard-fork         8 gp      9    L     -       8     1d8     P/S
  Glaive (1)            6 gp      8    L     -       8     1d8     S
  Glaive-guisarme (1)  10 gp     10    L     -       9     2d6     P/S
  Guisarme              5 gp      8    L     -       8     2d4     S
  Guisarme-voulge       8 gp     15    L     -      10     2d4     P/S
  Halberd              10 gp     15    L     -       9     1d10    P/S
  Hook Fauchard        10 gp      8    L     -       9     1d4     P/S
  Hammer, Lucern (5)    7 gp     15    L     -       9     2d4     P/B
  Military Fork (1)     5 gp      7    L     -       7     1d8     P
  Partisan (5)         10 gp      8    L     -       9     1d6     P
  Ranseur (5)           6 gp      7    L     -       8     2d4     P
  Spetum (5)            5 gp      7    L     -       8     2d4     P
  Voulge                5 gp     12    L     -      10     2d4     P
Quarterstaff              --      4    L     +       4     1d6     S
Scourge                 1 gp      2    S     -       5     1d4     B
Sickle                  6 sp      3    S     -       4     1d4+1   S
Sling                   5 cp.     *    S     r       6     --      --
  Sling bullet          1 cp.     *    S     r      --     1d4+1   B          50 | 100 | 200      1
  Sling stone             --      *    S     r      --     1d4     B          40 |  80 | 160      1
Spear                   8 sp      5    M     -       6     1d6     P          10 |  20 |  30      1
Staff sling             2 sp      2    M     r      11     --      --
  Sling bullet          1 cp.     *    S     r      --     1d4+1   B          30 |  60 |  90      1
  Sling stone             --      *    S     r      --     1d4     B          30 |  60 |  90      1
Sword                     --     --   --     -      --     --      --
  Bastard sword           --     --   --     -      --     --      --
 - One-handed          25 gp     10    M     -       6     2d4     S
 - Two-handed          25 gp     10    M     -       8     2d8     S
  Broad sword          10 gp      4    M     -       5     2d4     S
  Khopesh              10 gp      7    M     +       9     1d6+1   S
  Long sword           15 gp      4    M     -       5     1d8     S
  Scimitar             15 gp      4    M     +       5     1d8     S
  Short sword          10 gp      3    S     +       3     1d6     P
  Two-hand. sword      50 gp     15    L     -      10     2d8+1   S
Trident                15 gp      5    L     -       7     1d6+1   P
Warhammer               2 gp      6    M     -       4     1d4+1   B
Whip                    1 sp      2    M     +       8     1d2     --

* These items weigh little individually.  Ten of these weigh one pound.

(1) This weapon inflicts double damage against charging creatures of L or greater size.
(2) This weapon can dismount a rider on a successful hit.
(3) ---
(4) This weapon inflicts double damage when used from the back of a charging mount.
(5) This weapon inflicts double damage when firmly set to receive a charge.
(6) The “Type” category is divided into Bludgeoning (B), Piercing (P), and Slashing (S).
Finesse Weapons
A '+' in the Fin* category means that the weapon in question is considered a 'finesse' weapon. A character using a 'finesse' weapon is able to substitue their 'Dexterity' modifier in place of their 'Strength' modifier for to-hit rolls (the 'Strength' modifier is still used for any damage rolls).

An 'r' in the Fin* category means that the weapon is ranged and the 'Dexterity' modifier would already apply.

---

Equipment

Code: Select all

Backpack                 2 gp    2 lbs. 
Barrel, small            2 gp   30 lbs. 
Basket                     --      -- 
 Large                   3 sp    1 lbs. 
 Small                   5 cp    * 
Bell                     1 gp      -- 
Belt pouch                 --      -- 
 Large                   1 gp    1 lbs. 
 Small                   7 sp  0.5 lbs. 
Block and tackle         5 gp    5 lbs. 
Bolt case                1 gp    1 lbs. 
Bucket                   5 sp    3 lbs. 
Chain (per ft.)            --      -- 
 Heavy                   4 gp    3 lbs. 
 Light                   3 gp    1 lbs. 
Chest                      --      -- 
 Large                   2 gp   25 lbs. 
 Small                   1 gp   10 lbs. 
Cloth (per 10 sq. yds.)    --      -- 
 Common                  7 gp   10 lbs. 
 Fine                   50 gp   10 lbs. 
 Rich                  100 gp   10 lbs. 
Candle                   1 cp    * 
Canvas (per sq. yard)    4 sp    1 lbs. 
Chalk                    1 cp    * 
Crampons                 4 gp    2 lbs. 
Fishhook                 1 sp    ** 
Fishing net, 10 ft. sq.  4 gp    5 lbs. 
Flint and steel          5 sp    *  
Glass bottle            10 gp    *  
Grappling hook           8 sp    4 lbs. 
Holy Item (Other)       25 gp    * 
Holy Symbol             25 gp    * 
Holy Water (Vial)       25 gp    * 
Hourglass               25 gp    1 lbs. 
Iron pot                 5 sp    2 lbs. 
Ladder, 10 ft.           5 cp   20 lbs. 
Lantern                    --      -- 
 Beacon                150 gp   50 lbs. 
 Bullseye               12 gp    3 lbs. 
 Hooded                  7 gp    2 lbs. 
Lock                       --      -- 
 Good                  100 gp    1 lbs. 
 Poor                   20 gp    1 lbs. 
Magnifying glass       100 gp    * 
Map or scroll case       8 sp  0.5 lbs. 
Merchant's scale         2 gp    1 lbs. 
Mirror, small metal     10 gp    * 
Musical instrument   5-100 gp  1-3 lbs. 
Oil (Lamp)               6 cp    1 lbs. 
Paper (per sheet)        2 gp    ** 
Papyrus (per sheet)      8 sp    ** 
Parchment (per sheet)    1 gp    ** 
Perfume (per vial)       5 gp    * 
Personal Seal            5 gp    *
Piton                    3 cp  0.5 lbs. 
Quiver                   8 sp    1 lbs. 
Rope (per 50 ft.)          --      -- 
 Hemp                    1 gp   20 lbs. 
 Silk                   10 gp    8 lbs. 
Sack                       --      -- 
 Small                   5 cp    * lbs. 
 Large                   2 sp  0.5 lbs. 
Sealing/candle wax (lb.) 1 gp    1 lbs. 
Sewing needle            5 sp*   * 
Signal whistle           8 sp    * 
Signet ring              5 gp    * 
Soap (per lb.)           5 sp    1 lbs. 
Spyglass             1,000 gp    1 lbs. 
Tent                       --      -- 
 Small                   5 gp   10 lbs. 
 Large                  25 gp   20 lbs. 
 Pavilion              100 gp   50 lbs. 
Thieves' picks          30 gp    1 lbs. 
Torch                    1 cp    1 lbs. 
Water clock          1,000 gp  200 lbs. 
Whetstone                2 cp    1 lbs. 
Wineskin                 8 sp    1 lbs. 
Winter blanket           5 sp    3 lbs. 
Writing ink (per vial)   8 gp    * 

* These items weigh little individually. Ten of these items weigh one pound.
** These items have no appreciable weight and should not be considered for encumbrance unless hundreds are carried.
---

Food Items

Code: Select all

Rations (per Day)           --      --    
 Dry (per day)            3 gp    1 lbs.
 Iron (per day)           1 gp    2 lbs.
 Standard (per day)       5 sp    2 lbs.
Rations (per Week)          --      --    
 Dry (per week)          10 gp    5 lbs.
 Iron (per week)          5 gp   10 lbs. 
 Standard (per week)      3 gp   10 lbs.
---                                
Butter (per pound)        2 sp    1 lbs.
Eggs (per two dozen)      2 sp    5 lbs.
Figs (per pound)          3 sp    1 lbs.
Herbs (per pound)         5 cp    1 lbs.
Nuts (per pound)          1 gp    1 lbs.
Raisins (per pound)       2 sp    1 lbs.
Rice (per pound)          2 sp    1 lbs.
Salt (per pound)          1 sp    1 lbs.
Sugar, Coarse (per pound) 1 gp    1 lbs.
Spice (per pound)           --      --
 Exotic (saffron, clove) 15 gp    1 lbs.    
 Rare (pepper, ginger)    2 gp    1 lbs.
 Uncommon (cinnamon)      1 gp    1 lbs.
---

Clothing

Code: Select all

Baldric         4 gp
Belt            3 sp 
Boots             -- 
 Riding         3 gp 
 Soft           1 gp 
Breeches        2 gp 
Cap, hat        1 sp 
Cloak             -- 
 Good cloth     8 sp 
 Fine fur      50 gp 
Girdle          3 gp 
Gloves          1 gp 
Gown, common   12 sp 
Hose            2 gp 
Knife sheath    3 cp 
Mittens         3 sp 
Pin             6 gp 
Plain brooch   10 gp 
Robe              -- 
 Common         9 sp 
 Embroidered   20 gp 
Sandals         5 cp 
Sash            2 sp 
Shoes           1 gp 
Silk jacket    80 gp 
Surcoat         6 sp 
Sword scabbard  4 gp 
Tabard          6 sp 
Toga, coarse    8 cp 
Tunic           8 sp 
Vest            6 sp 

Note: No weight is listed for clothing items.  Each player will add a flat 5-pounds to their total encumbrance to cover the associated weight of any clothing or footwear items worn.
***

In Game Purchases
Costs will vary from location-to-location and from shop-to-shop. If an item is needed, expect to roleplay a bit in order to locate it. Once located, additional roleplaying may be necessary in order to determine its availability, the length of time to create/obtain if the item isn't available as well as the price of the item itself.

Negotiations
Once the game begins, all prices are open to negotiation (but expect for there to be very little room for reduction in lower priced items). The prices above can be used as guidelines. Items that are quoted much higher than the listed prices may have extra wiggle room... but not always. Too many haggling attempts (or requests for too significant a discount) may very well offend or upset the vendor resulting in their refusal to deal with that character again at that time (though, future transactions may be possible).

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09. Spells

#10 Post by dmw71 »

Jumps:
Cleric & Druids
Magic-Users & Illusionists
Spell Components


**********************************
* GENERAL SPELLCASTING *
**********************************

Spell Memorization
1E PHB, page 40 wrote:Spells of any sort must therefore be selected prior to setting out on an adventure, for memorization requires considerable time.... As a rule of thumb, allow 15 minutes of game time for memorization of one spell level, i.e. a 1st level spell or half of a 2nd level spell. Such activity requires a mind rested by a good sleep and nourished by the body.
The amount of time required to re-memorize spells will closely follow the guidelines presented in the 1E DMG (page 40), shown below:

Code: Select all

Spell Level    1-2    3-4     5-6    7-8      9
Rest Time     4 hrs  6 hrs   8 hrs  10 hrs  12 hours
The DM reserves the right to modify the above rest time requirements as dictated by the situation.

It is important that the player provide the DM with the list of spells their spell-casting character has memorized for the given day. A default list of memorized spells can (and should) be listed on the character sheet, but if such a list is not provided, the spells available to the character for that day will the same as the previous day.

---

Spell Reversals
Some spells are reversible (they can be cast for an effect opposite to that of the standard spell). This is noted after the spell name. Priests with reversible spells must memorize the desired version. For example, a priest who desires a cause light wounds spell must petition for this form of the spell when meditating and praying.

Reversible wizard spells operate similarly. When the spell is learned, both forms are recorded in the wizard's spell books. However, the wizard must decide which version of the spell he desires to cast when memorizing the spell, unless the spell description specifically states otherwise.

---

Casting Time
When casting a spell, the casting time of that spell will be added to the characters initiative roll.

---

Interrupted Spells
Be aware that spell disruption is a distinct possiblity.
1E PHB, page 100 wrote:Casting a spell requires certain actions, and if these are interrupted, the spell cannot be cast and it is lost from memory...
As each spell is cost, it is crossed off the character's list of spells memorized for that porticular expedition. The same is true for any material components which are required for the spell cast; the component(s) must be reody and then crossed off as expended.
Intelligent monsters able to identify a character as being a spell-caster may make effort to target such an individual.

---

"Broken" Spells
The DM has not read each individual spell in the preparation for this game. If a player finds that the requirements of the spell (e.g. material component) is illogical or doesn't make sense, feel free to raise this concern with the DM and the complaint will be considered.

---

Spell Tracking
All players must have the following sections listed on their character sheet for Magic-User characters:

Spells Memorized
1st Level:
2nd Level:
3rd Level:
Etc...

Spells Cast / Remaining
1st Level:
2nd Level:
3rd Level:
Etc...

These sections must be kept up-to-date at all times.
Last edited by dmw71 on Wed May 08, 2013 3:21 pm, edited 1 time in total.
Reason: Edit 1: Spell Reversals

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10. Advancement

#11 Post by dmw71 »

Class Level Limits
The only level limits in this game are those enforced by the class. The following classes have a maximum level:

Assassin: 14th level (1E PHB, pages 19, 30)
Druid: 23 (1E UA, pages 16-17)
Monk: 17 (1E PHB, pages 19, 31)

Note: There are no class/race restrictions in this game. If you've always wanted to play a Dwarf Ranger or Halfling Paladin, here is your chance.

---

Training
When a character earns enough experience poings to gain a new level, that character is granted an “untrained level.” An untrained level provides an increase in hit points only. All other abilities and skills will be gained only upon return to a safe area and payment of training costs.

Notes:
1. The actual time spent training will be ignored.
2. Multi-classed characters who gain enough experience points to simultaneously level-up in more than one class can only train for one at a time; an adventure must be undertaken between each training session. The player gets to choose which class gets trained for first.


Training Costs
The cost to pay for training upon level advancement will be calculated as follows:

[Current Level] * [Class Cost] * [1d4]

Code: Select all

              Class
Class          Cost
Cavalier      1,250 
Cleric          750
Druid         1,000
Fighter       1,000
Barbarian         0
Paladin       1,375
Ranger        1,125
Magic-User    1,250
Illusionist   1,125
Thief           625
Acrobat       1,250
Assassin        750
For example, a 1st-level Fighter earns enough experience points to reach 2nd-level. Their training costs would be as follows:

[Current Level] (1) * [Class Cost] (1,000) * [1d4] = (1) * (1,000) * (1d4)

When that same Fighter has earned enough experience points to qualify for 3rd-level, their training costs would now be:

[Current Level] (2) * [Class Cost] (1,000) * [1d4] = (2) * (1,000) * (1d4)


Note:
1. Multi-class characters will need to train for each class they advance in.
2. While members of the Paladin class will still be required to adhere to the following restrictions, "keeping only sufficient treasures to support themselves" is definitely extended to include their projected costs to train.
1E PHB, page 24 wrote: 2. They will never retain wealth, keeping only sufficient treasures to support themselves in a modest manner, pay henchmen, men-at-arms, and servitors, and to construct or maintain a small castle. (Your DM will give details of this as necessary.) Excess is given away, as is the tithe (see 3. below).
3. An immediate tithe (10%) of all income - be it treasure, wages, or whatever - must be given to whatever charitable religious institution (not a clerical player character) of lawful good alignment the paladin selects.
---

Hit Points Beyond First Level
Each roll for hit points is guaranteed a minimum amount, where the minimum number of hit points a character is guaranteed equals the fixed number of hit points that class receives per level after its last hit die:
1E PHB, pages 20-30 and 1E UA, pages 15-23 wrote: Clerics gain 2 h.p. per level after the 9th.
Fighters gain 3 h.p. per level after the 9th
Paladins gain 3 h.p. per level after the 9th.
Rangers gain 2 h.p. per level after the 10th.
Magic-Users gain 1 h.p. per level after the 11th.
Illusionists gain 1 h.p. per level after the 10th.
Thieves gain 2 h.p. per level after the 10th
---
Cavaliers gain 3 h.p. per level after the 10th.
Barbarians gain 4 h.p. per level after the 8th.
Acrobats gain 2 h.p. per level after the 10th (as Thief)
For example, Fighters gain 3 h.p. per level after the 9th, therefore the minimum hit points a Fighter character will receive per level will be 3, plus any Constitution bonus.

Notes:
1. Assassin or Druid characters minimum hit points per level is 2.
2. Negative modifiers will never reduce any hit die roll below 1.


Constitution 'Hit Point Adjustment' Bonus (see: '01. Ability Scores')
There have been some fantastic debates on this subject, but in this game, the 'Hit Point Adjustment' is tied to the character level, not hit dice. This is an important distinction as characters that begin the game with two hit dice (e.g. Ranger) will only receive one 'Hit Point Adjustment' bonus. It also means that the 'Hit Point Adjustment' bonuses will continue beyond 'name' level for a character (when they continue to add levels but no longer gain hit dice).

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03a: Cavalier

#12 Post by dmw71 »

Cavalier
A slightly toned-down version of the Cavalier class, as introduced in the 1E UA (pages 14-16), will be used in this game. (Note: The Paladin remains a sub-class of a Fighter).

---

Armor and Weapons Permitted (Per 1E UA, page 13)
Armor Permitted
Any

Shield Permitted
Any

Weapons Permitted
Any

---

The Cavalier character must always remain single-classed.

---
1E UA, page 14 wrote:"In order to become a cavalier, a character must be in service to some deity, noble, order, or special cause."
If a Cavalier class is qualified for and selected, the player will work with the DM to discuss how to incorporate the above into the character background. It is worth mentioning that this is not a "set once and forget" requirement, and it is within the rights of the DM to invoke aspects of this background at various times to draw a Cavalier into other duties as deemed functional or necessary.
1E UA, page 82 wrote:"The Dungeon Master should determine the social class of each character he or she has in the campaign... For player characters, initial social status has no effect on starting money and equipment, with the exception of cavaliers and paladins."
Social class generation will be rolled for twice -- once by the player, once by the DM. (Note: The players social class roll will be final, but any social class roll made by the DM which would place the prospective Cavalier into a "lower" class (01-20, d100) will be re-rolled). The average of these two rolls is what will be used, decreasing the odds of a character lucking into the uber powerful Upper Upper Class from 1:100 to 1:10,000. If a player defies those odds, more power to them!
1E UA, page 14 wrote:"Only those characters of Upper Class social status may immediately enter into the cavalier class"
I am extending this to include Cavaliers from the Upper Middle social class (56-87) well, with a proviso.
1E UA, page 14 wrote:Only those characters of Upper Middle Class social status may immediately enter into the cavalier class. Those of lower social standing are generally excluded from becoming cavaliers, but certain members of lower social classes may be so honored. Such a character must be sponsored by a higher authority of greater status, and begins first as a 0-level Horseman (a retainer for a Knight), then a 0-level Lancer, and finally becomes a 1st-level Armiger of the cavalier class. The 0-level Horseman starts at -1500 experience points and has 1d4 + 1 initial hit points. The Horseman becomes a Lancer at -500 experience points and gains another d4 roll for cumulative hit points. The Lancer becomes a 1st-level cavalier at 0 experience points, and gains another d4 in hit points. In contrast, a character whose social standing qualifies him or her for immediate entrance into the cavalier class begins as a 1st-level Armiger with 1d10 + 3 hit points. The character’s hit-point bonus for high constitution (if applicable) is first received at either Horseman or Armiger level, and is then applied to each additional hit die from second level on as normal.
Social Class

Code: Select all

Ave.   Social                                   Starting    Starting  Starting 
Roll*  Class                     Lvl  Title     Experience  Hit Pts   Money
     // Starting Equipment
01-04  Lower Lower Class (LLC)   0    Horseman  -1,500      1d4+1     20-80 gp (+ d10)
     // shield, sword (any type), and a riding horse
05-10  Middle Lower Class (MLC)  0    Horseman  -1,500      1d4+1     20-80 gp (+ d10)
     // shield, sword (any type), and a riding horse
11-20  Upper Lower Class (ULC)   0    Horseman  -1,500      1d4+1     20-80 gp (+ d10)
     // shield, sword (any type), and a riding horse
21-35  Lower Middle Class (LMC)  0    Lancer      -500      2d4+1     20-80 gp (+ d10)
     // shield, sword (any type), and a riding horse
36-55  Middle Middle Class (MMC) 0    Lancer      -500      2d4+1     20-80 gp (+ d10) 
     // shield, dagger, sword (broad or long), and a light warhorse
56-87  Upper Middle Class (UMC)  1    Armiger     -500      1d10+3    20-80 gp (+ d10)
     // chain mail, sword (broad or long), lance, and light warhorse
88-96  Lower Upper Class (LUC)   1    Armiger        0      1d10+3    70-180 gp ((ld12 + 6) + d10)
     // shield, plate mail, dagger, sword (long or broad), lance, and medium warhorse
97-99  Middle Upper Class (MUC)  1    Armiger        0      1d10+3    70-180 gp (+ d10)
     // shield, field plate armor, dagger, sword (long or broad), lance, and heavy warhorse
00     Upper Upper Class (UUC)   1    Armiger        0      1d10+3    130-180 gp ((ld6 + 12) + d10)
     // shield, full plate armor, dagger, sword (long or broad), mace, lance, and heavy warhorse with leather barding
1E UA, page 25 wrote:Horses are assumed to be complete with tack, harness, saddle and saddlebags appropriate to the station of the cavalier.
The Cavaliers' horse, at least to begin the campaign, will be assumed to be stabled (free of charge) at a family stable or the stable of a previous knight or family with which the character trained with. The retrieval of the horse, once it becomes logical in the course of the game, will be worked into the campaign.

The chart above reflects a few subtle changes, primarily with those characters born into Upper Middle social class. In this game, they will begin as a 1st-level Armiger when technically they should be considered a 0th-level Lancer. They will be generated as if a typical starting 1st-level character in all regards except, in exchange for skipping the 'Lancer' level compeltely, a character of the UMC will begin with -500 experience points. As the UMC character is already set to begin at 1st-level and receive the full hit points at the beginning of play, there is no level gain once the character reaches 0 experience points. It is a completely transparent transition.

Horseman
If the averaged social class rolls place a Cavalier character into a "lower" social class (01-20), expect the character to begin their career as a 0th level 'Horseman' and need to reach 'Lancer' level prior to joining an existing group of player characters.

This 'Horseman' level will require separate, individual role playing between the DM and the player until the character reaches 'Lancer' level.

Lancer
A Cavalier born into the Lower Middle or Middle Middle social class (21-55) will begin their careers as 0th level characters with the 'Lancer' title. 'Horsemen' level characters will graduate into this 'Lancer' level. A 'Lancer' does not require the sponsorship of a higher authority of greater status and, in affect, may begin their careers with a group of "regular" player characters.

---
1E UA, page 14 wrote:"Humans, elves, and half-elves may become cavaliers."
Any race may become a Cavalier.
1E UA, page 14 wrote:"Cavaliers are not limited in which weapons they can use, but certain weapons are preferred over others, such that a cavalier will seek proficiency in these weapons before learning other weapons. These weapons are the lance (required of the 1st-level Armiger), long sword,
broad sword, bastard sword, short sword, horseman’s mace, horseman’s flail, horseman’s military pick, dagger, scimitar, and javelin.
The equivalent footman's version of the above listed horseman's weapons may be also be selected as a preferred weapon.
1E UA, page 15 wrote:"When the cavalier is dismounted and using a lance, damage is + 1. A heavy lance used while dismounted is treated as an awl pike, with respect to all specifications except length, weight, and speed factor. A medium or light lance used while dismounted is treated as a spear."
1E UA, page 15 wrote:"A cavalier undergoes continual training and practice in arms and warfare, such that part of any day not spent adventuring must be spent in mounted arms drill or combat practice on foot. As a result of this constant training, the cavalier can increase his or her strength, dexterity, and constitution scores."
The Cavalier does not gain this benefit. The Cavalier is not unique in this regard as the above quote should be true of any class. While the specific training exercises performed by a Cavalier may be strenuous, characters of all classes should be constantly working on maintaining or improving their skills during their down time.
1E UA, page 15 wrote:"Cavaliers of good alignment radiate aprotection from fear aura in a 1 ” radius, so that all allied creatures within the radius are similarly immune."
This aura does not project immunity, but will entitle all those qualified to a +2 towards the appropriate saving throw, if applicable.
1E UA, page 16 wrote:"Cavaliers of good alignment are able to function at negative hit point totals, unlike members of other classes, or cavaliers of neutral or evil alignments. The number of negative hit points the cavalier can function at is determined by the cavalier’s hit points at 1st level (4-13). When a negative number of hit points is reached, the cavalier does not become unconscious, but cannot further attack and must rest, bind wounds, and seek further healing.
This rule was close to being eliminated outright, but a modified version of it will be offered to Cavalier characters instead. Instead of "The number of negative hit points the cavalier can function at is determined by the cavalier’s hit points at 1st level (4-13)," the actual number of negative hit points a Cavalier character will be able to function until will equal their 'Hit Point Adjustment' bonus from their Constitution ability score:

Code: Select all

Constituion    Function Until
Score          Negative HP
14-15          -2
16-17          -3
18-19          -4
20-21          -5
Etc...
1E UA, page 16 wrote:Cavaliers heal as other characters, but those of good alignment gain an additional 1-4 points for each full week of normal healing."
This rule does not make sense to me will not be used.
1E UA, page 16 wrote:"A cavalier who retreats from battle, even to save fellow party members, would receive half experience for the beasts slain in his or her retreat"
I do not agree with this.
1E UA, page 16 wrote:"Similarly, a cavalier who dons leather armor to infiltrate a thieves guild to effect a rescue will gain no experience, since the rescue would be done in means not approved of by the code."
I do agree with this, except the Cavalier would receive half (not 'no') experience points for the feat.
1E UA, page 16 wrote:"As a result of the code and desire for battle, cavaliers cannot be controlled in battle situations. They will charge any enemy in sight"
Cavalier characters may be resistant to fear, but they're not stupid. A Cavalier character will not be expected to foolishly charge off into battle against an opponent that is significantly (~4+ Hit Dice) more powerful than they are. A first level Cavalier probably should not cower away from an Ogre (Hit Dice: 4+1), but are certainly within their rights to not engage a Hill Giant (Hit Dice: 8+1). As always, DM discretion will guide the resolution in such manners but feel free to discuss potential actions ahead of time if you have concerns as a player.
Last edited by dmw71 on Fri Mar 01, 2013 5:04 pm, edited 1 time in total.
Reason: Added information about dismounted lance use. [03/01/2013]

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- 03b. Cleric

#13 Post by dmw71 »

Cleric
The Cleric class, as introduced in the 1E PHB (page 20), will remain highly unchanged. They will be played by-the-book with the following exceptions:

---

Armor and Weapons Permitted (Per 1E UA, page 13)
Armor Permitted
Any

Shield Permitted
Any

Weapons Permitted
Club, Flail, Hammer, Mace, Staff, Lasso, Sap, Staff Sling

---

Multi-Classed Clerics
Due to the strength of their beliefs, even multi-classed Clerics remain forbidden from using edged and/or pointed weapons.

---

A 5th level Cleric goes by the title of Prefect.

---
1E PHB, page 20 wrote:All are likewise forbidden to use edged and/or pointed weapons which shed blood.
This rule will be enforced, even if the selected deity weilds a weapon that circumvents this rule. I imagine, once your character becomes immortal they can choose whatever weapon they want.

---

Acquiring Spells
1E PHB, page 40 wrote:Clerical spells, including the druidic, are bestowed by the gods, so that the cleric need but pray for a few hours and the desired verbal and somatic spell components will be placed properly in his or her mind.
Unless the behavior of a Cleric significantly goes against their alignment or the beliefs of their deity, a Cleric can expect to receive the spells they pray for on a daily basis.

---

Starting Spells
The Cleric begins play with the number of spells found on the 'SPELLS USABLE BY CLASS AND LEVEL - CLERICS' table (1E PHB, page 20) plus any bonus spells available to them as found on the 'WISDOM TABLE 11: ADJUSTMENTS FOR CLERICS' (1E PHB, page 11).

---
Spell Progression
Table: http://www.purpleworm.org/rules/PHB/DD01479.htm

Code: Select all

          Spell Level 
Level  1  2  3  4  5  6* 7** 
1      1  -- -- -- -- -- -- 
2      2  -- -- -- -- -- -- 
3      2  1  -- -- -- -- -- 
4      3  2  -- -- -- -- -- 
5      3  3  1  -- -- -- -- 
6      3  3  2  -- -- -- -- 
7      3  3  2  1  -- -- -- 
8      3  3  3  2  -- -- -- 
9      4  4  3  2  1  -- -- 
10     4  4  3  3  2  -- -- 
11     5  4  4  3  2  1  -- 
12     6  5  5  3  2  2  -- 
13     6  6  6  4  2  2  -- 
14     6  6  6  5  3  2  1 
15     6  6  6  6  4  2  1 
16     7  7  7  6  4  3  1 
17     7  7  7  7  5  3  2 
18     8  8  8  8  6  4  2 
19     9  9  8  8  6  4  2 
20     9  9  9  8  7  5  2 
* Usable only by priests with 17 or greater Wisdom.
** Usable only by priests with 18 or greater Wisdom.
---

Spells Beyond First Level
1E PHB, page 40 wrote:First, second, third, and even fourth level spells are granted to the cleric through meditation and devout prayer. This spell giving is accomplished by the lesser servants of the cleric's deity.
1E PHB, page 40 wrote:Fifth, sixth, and seventh level spells can be given to the cleric ONLY by the cleric's deity directly, not through some intermediary source.
---

Spell Components
1E PHB, page 43 wrote:All material components required for the various spells are used by completion of the spell in question with the notable exceptions of standard religious items, i.e. religious symbols and prayer beads or similar devices.
Unless specifically stated otherwise in the spell description, the Clerics' holy symbol will be sufficient to satisfy the material component necessary to cast any Clerical spell.

---

Healing Spells (Cleric)
While the function of the Cleric is certainly not limited to healing, it is important that they improve upon that ability each time they attain a new level of spells. With the exception of the new 2nd-level 'Cure Moderate Wounds' spell, the list should be largely familiar:

1st Level: Cure Light Wounds: Cures 1d8 damage (minimum: 1 damage healed)
2nd Level: Cure Moderate Wounds: Cures 2d8 damage (minimum: 3 damage healed)
3rd Level: Cure Blindness and Cure Disease
4th Level: Cure Serious Wounds: Cures 3d8 damage (minimum: 7 damage healed)
5th Level: Cure Critical Wounds: Cures 4d8 damage (minimum: 9 damage healed)
6th Level: Heal
7th Level: Resurrection

Notes:
1. All "Cure [severity] Wounds" spells will heal a minimum of 1 damage per level of the caster (You will roll results normally and raise any rolled amount up to the casters level if the rolled amount is lower.)
2. Clerics may pray for and memorize any spell available to them, but may swap any memorized spell(s) for a 'Cure [severity] Wounds' spells of the same level on a one-for-one basis.

---

Spell Memorization
1E PHB, page 40 wrote:Spells of any sort must therefore be selected prior to setting out on an adventure, for memorization requires considerable time.... As a rule of thumb, allow 15 minutes of game time for memorization of one spell level, i.e. a 1st level spell or half of a 2nd level spell. Such activity requires a mind rested by a good sleep and nourished by the body.
The amount of time required to re-memorize spells will closely follow the guidelines presented in the 1E DMG (page 40), shown below:

Code: Select all

Spell Level    1-2    3-4     5-6    7-8      9
Rest Time     4 hrs  6 hrs   8 hrs  10 hrs  12 hours
The DM reserves the right to modify the above rest time requirements as dictated by the situation.

It is important that the player provide the DM with the list of spells their spell-casting character has memorized for the given day. A default list of memorized spells can (and should) be listed on the character sheet, but if such a list is not provided, the spells available to the character for that day will the same as the previous day.

---

Casting Time
When casting a spell, the casting time of that spell will be added to the characters initiative roll.

---

Interrupted Spells
Be aware that spell disruption is a distinct possiblity.
1E PHB, page 100 wrote:Casting a spell requires certain actions, and if these are interrupted, the spell cannot be cast and it is lost from memory...
As each spell is cost, it is crossed off the character's list of spells memorized for that porticular expedition. The same is true for any material components which are required for the spell cast; the component(s) must be reody and then crossed off as expended.
Intelligent monsters able to identify a character as being a spell-caster may make effort to target such an individual.

---

"Broken" Spells
The DM has not read each individual spell in the preparation for this game. If a player finds that the requirements of the spell (e.g. material component) is illogical or doesn't make sense, feel free to raise this concern with the DM and the complaint will be considered.

---

Spell Tracking
All players must have the following sections listed on their character sheet for Cleric characters:

Spells Memorized
1st Level:
2nd Level:
3rd Level:
Etc...

Spells Cast / Remaining
1st Level:
2nd Level:
3rd Level:
Etc...

These sections must be kept up-to-date at all times.

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- 03c. Druid

#14 Post by dmw71 »

Druid
The Druid class, as introduced in the 1E PHB (pages 20-22), will will remain largely unchanged.

---

Armor and Weapons Permitted (Per 1E UA, page 13)
Armor Permitted
Leather or Padded Armor

Shield Permitted
Wooden

Weapons Permitted
Aklys, Club, Dagger, Dart, Garrot, Hammer, Lasso, Sap, Sling, Scimitar, Spear, Staff, Staff Sling, Sword (Khopesh), Whip

---

Multi-Classed Druids
Multi-classed Druid characters are still limited to simple leather armor and plain wooden shields.

---

Class Level Limit
1E UA, page 17 wrote:The druid is now known as a 16th level Hierophant Druid and may rise to as high as 23rd level in this new category (usually through self-training).
While unlikely to occur, I will allow a Druid character to advance up to 23rd-level.

---

Wisdom Spell Bonus
A Druid character with a Wisdom score above 12 gains bonus spells as does a Cleric (1E PHB, page 11).

Code: Select all

Ability  Spell
Score    Bonus
13       One 1st level
14       One 1st level
15       One 2nd level
16       One 2nd level
17       One 3rd level
18       One 4th level
---

Changed Form
Please note the added section 2D, below:
1E PHB, page 21 wrote:At 7th level (Initiate of the 5th Circle), the following additional powers are gained:

1. Immunity from charm spells cast by any creature basically associated with the woodlands, i.e. dryads, nixies, sylphs, etc.
2. Ability to change form up to three times per day, actually becoming, in all respects save the mind, a reptile, bird or mammal.
- A. Each type of creature form can be assumed but once per day.
- B. The size of creature form assumed con vary from as small as a bullfrog, bluejay or bat to as large as a large snake, an eagle, or o black bear (about double the weight of the druid).
- C. Each assumption of a new form removes from 10% to 60% (d6, multiply by 10) of the hit points of damage, if any, the druid has sustained prior to changing form.
- D. Aside from retaining the ability to return to their natural form, a Druid character is unable to cast additional spells while in their assumed form.
---

Acquiring Spells
1E PHB, page 40 wrote:Clerical spells, including the druidic, are bestowed by the gods, so that the cleric need but pray for a few hours and the desired verbal and somatic spell components will be placed properly in his or her mind.
Unless the behavior of a Cleric significantly goes against their alignment or the beliefs of their deity, a Cleric can expect to receive the spells they pray for on a daily basis. Druids, which remain True Neutral, must also remain faithful to their alignment or risk having their requests modified in some way or outright ignored.

---

Starting Spells
The Druid begins play with the number of spells found on the 'SPELLS USABLE BY CLASS AND LEVEL - DRUIDS (CLERICS)' table (1E PHB, page 21) plus any bonus spells available to them as found on the 'WISDOM TABLE 11: ADJUSTMENTS FOR CLERICS' (1E PHB, page 11).

---
Spell Progression

Code: Select all

          Spell Level 
Level  1  2  3  4  5  6* 7** 
1      2  -- -- -- -- -- -- 
2      2  1- -- -- -- -- -- 
3      3  1  -- -- -- -- -- 
4      3  2  -- -- -- -- -- 
5      3  3  1  -- -- -- -- 
6      3  3  2  -- -- -- -- 
7      3  3  2  1  -- -- -- 
8      3  3  3  2  -- -- -- 
9      4  4  3  2  1  -- -- 
10     4  4  3  3  2  -- -- 
11     5  4  4  3  2  1  -- 
12     6  5  5  3  2  2  -- 
13     6  6  6  4  2  2  -- 
14     6  6  6  5  3  2  1 
15     6  6  6  6  4  2  1 
16     7  7  7  6  4  3  1 
17     7  7  7  7  5  3  2 
18     8  8  8  8  6  4  2 
19     9  9  8  8  6  4  2 
20     9  9  9  8  7  5  2 
* Usable only by a druid with 17 or greater Wisdom.
** Usable only by a druid with 18 or greater Wisdom.
---
Spells Beyond First Level
1E PHB, page 40 wrote:First, second, third, and even fourth level spells are granted to the cleric through meditation and devout prayer. This spell giving is accomplished by the lesser servants of the cleric's deity.
1E PHB, page 40 wrote:Fifth, sixth, and seventh level spells can be given to the cleric ONLY by the cleric's deity directly, not through some intermediary source.
---

Spell Components
Druid characters will be required to expend material spell components upon casting a spell which requires it. The amount of material spell components must be accurately tracked on the Druids character sheet.

At the beginning of their adventuring career, a Druid character will have an amount of material spell components enabling them to cast a random number of spells; determined as follows:

* Greater Mistletoe: 24 + 2d4
* Lesser Mistletoe: 2d6
* Holy Leaves: 2d6
* Oak Leaves: 2d6

The player can feel to determine the total number of material components they begin with by using the following macros:

Code: Select all

Greater Mistletoe: [2d4+24]
Lesser Mistletoe: [2d6]
Holy Leaves: [2d6]
Oak Leaves: [2d6]
The rules regarding the use of material components will be by the book, as detailed below:
1E PHB, page 54 wrote:Notes Regarding Druid (Cleric) Spells:
The religious symbol of druids is mistletoe. Of lesser importance is holly. Some magical power resides in oak leaves. All of the druidic spells with a material component assume the use of mistletoe, as gathered by the druid character in the manner described hereafter. Lesser mistletoe, as well as holly and oak leaves, will reduce spell effectiveness as follows:

Code: Select all

                    Spell   Spell      Area of Effect
Item                Range   Duration   Effect
Lesser mistletoe    100%    75%*       100%
Borrowed mistletoe  75%*    50%**      100%
Holly               75%*    50%**      75%*
Oak leaves          50%**   50%        50%**

 * Or +1 on saving throw, if any, if category is not applicable
** Or +2 on saving throw, if any, if category is not applicable

Notes (per 1E PHB, page 54):
* Greater mistletoe, that is, mistletoe which is properly harvested by the druid, must be gathered by the druid as follows. On Midsummer's Eve, the druid must locate his mistletoe, cut it with a gold or silver sickle and catch it in a bowl before it touches the ground.
* Lesser mistletoe is that which is not harvested on the eve of midsummer, or that which the druid takes in a way which is not prescribed (such as picking by hand).
* Borrowed mistletoe is any mistletoe which is not personally harvested by the druid.
* Holly and oak leaves must be gathered by the druid, but these may be picked or gathered in any manner 
---

Spell Memorization
1E PHB, page 40 wrote:Spells of any sort must therefore be selected prior to setting out on an adventure, for memorization requires considerable time.... As a rule of thumb, allow 15 minutes of game time for memorization of one spell level, i.e. a 1st level spell or half of a 2nd level spell. Such activity requires a mind rested by a good sleep and nourished by the body.
The amount of time required to re-memorize spells will closely follow the guidelines presented in the 1E DMG (page 40), shown below:

Code: Select all

Spell Level    1-2    3-4     5-6    7-8      9
Rest Time     4 hrs  6 hrs   8 hrs  10 hrs  12 hours
The DM reserves the right to modify the above rest time requirements as dictated by the situation.

It is important that the player provide the DM with the list of spells their spell-casting character has memorized for the given day. A default list of memorized spells can (and should) be listed on the character sheet, but if such a list is not provided, the spells available to the character for that day will the same as the previous day.

---

Casting Time
When casting a spell, the casting time of that spell will be added to the characters initiative roll.

---

Interrupted Spells
Be aware that spell disruption is a distinct possiblity.
1E PHB, page 100 wrote:Casting a spell requires certain actions, and if these are interrupted, the spell cannot be cast and it is lost from memory...
As each spell is cost, it is crossed off the character's list of spells memorized for that porticular expedition. The same is true for any material components which are required for the spell cast; the component(s) must be reody and then crossed off as expended.
Intelligent monsters able to identify a character as being a spell-caster may make effort to target such an individual.

---

"Broken" Spells
The DM has not read each individual spell in the preparation for this game. If a player finds that the requirements of the spell (e.g. material component) is illogical or doesn't make sense, feel free to raise this concern with the DM and the complaint will be considered.

---

Spell Tracking
All players must have the following sections listed on their character sheet for Druid characters:

Spells Memorized
1st Level:
2nd Level:
3rd Level:
Etc...

Spells Cast / Remaining
1st Level:
2nd Level:
3rd Level:
Etc...

These sections must be kept up-to-date at all times.

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- 03d. Fighter

#15 Post by dmw71 »

Fighter
The Fighter class, as it appears in the 1E PHB (page 22), will be played by-the-book. Weapon Specialization is introduced for Fighters in the 1E UA (page 18) and a modified version of this optional rule will be allowed.

---

Armor and Weapons Permitted (Per 1E UA, page 13)
Armor Permitted
Any

Shield Permitted
Any

Weapons Permitted
Any

---

Multi-Classed Fighters
Multi-classed Fighter characters are unrestricted in their use of armor or weapons.

---

Weapon Specialization
1E UA, page 18 wrote:Only members of the fighter class and the ranger sub-class can make use of weapon specialization.
This rule will be enforced. The Cavalier, Paladin and Barbarian classes are not eligible to specialize.
1E UA, page 18 wrote:If weapon specialization is to be practiced by the fighter or ranger, that decision must be made when the character is initially created.
The above is true, with the following exceptions:
1. A character does not begin the game specialized in a weapon (with one exception, see step 7).
2. The players must indicate their intent to specialize.
3. The character will fill all its initial weapon proficiencies as normal (with one exception, see step 6).
4. If a character wishes to specialize, that player must indicate which of their selected starting weapons will be their intended weapon.
5. The specialization will take place once the character qualifies for a new weapon (4th level), and the process of specialization will absorb that new weapon proficiency (e.g. no new weapon will actually be added).
---
6. If the intended weapons is of the ranged variety, it will still cost three total slots in order to achieve this. In this situation, a character must leave one of their initial slots left open. This vacated slot and the newly gained proficiency slot gained once reaching 4th level will both be used in order to become specialized in the intended ranged weapon.
---
7. A single-class Fighter (not Ranger) of any race can begin specialized in the weapon of their choosing; using two or three (for a ranged weapon) of their initial weapon proficiency slots on their intended weapon.
1E UA, page 18 wrote:Double specialization is taken instead of a proficiency “slot” whenever the character qualifies for a new weapon, and can only be taken in the weapon type that the character is already specialized in.
Double specialization is available and will be played by the book. A specialized character must elect to become double specialized once they gain a new weapon proficiency slot (7th level).
---
Specializing in more than a single weapon is not possible.

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- 03e. Barbarian (Updated)

#16 Post by dmw71 »

Barbarian
The Barbarian class, as introduced in the 1E UA (pages 18-21), will be played by-the-book with the following exceptions:

---

Armor and Weapons Permitted (Per 1E UA, page 13)
Armor Permitted
Any

Shield Permitted
Any

Weapons Permitted
Any

---

The Barbarian character must always remain single-classed.

---

Original Rule:
A Barbarian character does not require training when gaining a level, needing only a night of rest, detailed as follows:

As experience points will normally be distributed once the party has returned to a location of safety or established camp in a new area they hope to be safe, if the Barbarian receives enough experience points to go up a level, they will be granted their new hit points immediately as part of their untrained level increase. Any new skills the character would add as a result of their level increase (e.g. 'May use magic potions' at level 3) will become available to them after the character has had a night of rest.
Barbarian Advancement
The requirement for the barbarian class will be double that of a ranger or a paladin, as found on the 'Warrior Experience Levels' table:

Code: Select all

Level	Needed
1       0
2       4,501
3       9,001
4       18,001
5       36,001
6       72,001
7       150,001
8       300,001
9       600,001
10      1,200,001
11      1,800,001

600,000 xp/level beyond the 11th.
---
1E UA, page 18 wrote:Barbarians gain a bonus to their armor class of 2 steps for every point of dexterity over 14, but only if the armor worn is not of the fairly bulky or bulky type... In addition, barbarians gain + 2 hit points per point of constitution over 14, as opposed to the normal constitution bonus for other classes.
The spirit of this rule still applies. As the ability score modifiers for this game have been modified, the affects of the 'Defensive Adjustment' result and 'Hit Point Adjustment' are doubled for the Barbarian character. I have modified the table found in the '01. Ability Scores' topic, but the Barbarian specific modifiers are shown below:

Code: Select all

            Dexterity    Constitution
Ability     Defensive    Hit Point
Score       Adjustment   Adjustment
... 
14-15       -4           +4
16-17       -6           +6
18-19       -8           +8
20-21       -10          +10
Etc...
1E UA, page 18 wrote:Barbarians can be of any non-lawful alignment, but must be human. They do not use alignment language of any sort, however, and initially the barbarian knows only how to speak his tribal tongue and the common tongue.
The Barbarian is not limited to the Human race, and the Barbarian character will be able to speak their tribal tongue in addition to common.
1E UA, page 18 wrote:The initial number of weapons the barbarian uses must include the hand axe, knife, and spear. Additional weapons based upon the barbarian’s native area may be chosen by the DM.
A Barbarian character remains bound to this requirement and must be proficient with the weapons listed above. The player may select the three remaining weapons they wish for their Barbarian to be proficient with, but the DM will have final approval.
1E UA, page 19 wrote:Barbarians in general detest magic and those who use it. They will, at low levels of experience, refuse to employ any sort of magic item if they recognize it as such. They will often seek to destroy magic items, and if successful they receive an experience-point award as if they possessed the destroyed items. While magic-users will be shunned initially, and always viewed with suspicion, clerical spells of the type used by shamans and witch doctors are not so viewed, though highlevel clerical spells are suspect.
While Barbarian characters do continue to detest magic, the restrictions regarding their unwillingness to associate with those that use magic will be relaxed. There will be continue to be general mistrust and suspicion, and it is unlikely a Barbarian and Magic-User would ever become friends, but a Barbarian character in this game will be more of the exception in its willingness to accept users of magic. This "relationship" can quickly deteriorate and is to be considered fragile at best, and a Barbarian will not come to the aid of a spell-caster until they would normally be able to freely associate with the magic using class (Cleric: 2nd level, Magic-User: 6th level).

Code: Select all

Level  Actions and Abilities
2      May freely associate with Clerics
3      May use magic potions
4      May use magic weapons
       May strike creatures hit only by + 1 weapons
       Gains + 1 on saving throws versus spell
5      May use magic armor
6      May freely associate with Magic-Users
       May strike creatures hit only by + 2 weapons
7      May use weapon-like miscellaneous magic items
8      May strike creatures hit only by + 3 weapons
       Gains + 2 on saving throws versus spell
       May summon a Barbarian Horde
9      May use protection scrolls
10     May use most magic items available to fighters
       May strike creatures hit only by + 4 weapons
12     Gains + 3 on saving throws versus spell
       May strike creatures hit only by + 5 weapons
1E UA, page 20 wrote:In addition to the primary skills, every barbarian possesses all of the following secondary abilities. These secondary abilities are generally not usable (certainly not to their fullest potential) in areas which are unfamiliar to the barbarian...
The only secondary ability the Barbarian class will be able to use outside of their tribal region is 'First Aid,' with the exception of the treatment of poison:
1E UA, page 20: First Aid wrote:This skill allows the barbarian to bind wounds, set sprains or broken bones, and concoct natural antidotes and natural cures for diseases. This means the barbarian immediately regains 1 hit point, and thereafter he or she regains hit points at twice the normal rate, regaining 2 hit points per day if resting, and 1 hit point per day even if active and adventuring. The barbarian can also bind wounds to prevent further loss in hit points of other characters. Such “first aid” restores 1, hit point immediately, and then increases hit-point recovery by 100% if the barbarian continues to administer aid and cures. When dealing with natural poison and illness, the barbarian has a 10% chance of effecting a cure. If the poison or disease is known, this chance of success rises to a percentage equal to 50 plus the victim’s constitution score.
If the Barbarian should return to their tribal home, the treatment of poison ability and remaining secondary skills will be available to them, by the book.
1E UA, page 20 wrote:Finally, a barbarian will have one or more of the following tertiary skills depending on the locale or culture from which he or she originates. Which skills are applicable are determined by the DM according to the nature of the campaign."
The only tertiary skill the Barbarian class will posses is 'Running.'
1E UA, page 20: Running wrote:This skill enables the barbarian to move at full speed (twice normal movement rate) for no less than three full days before having to “rest” by spending a day moving at normal rate. Similarly, endurance will be twice normal for movement situations.
1E UA, page 20 wrote:Native territory: Many of a barbarian’s abilities depend on the native territory of the character. It is mandatory that barbarian characters come from some out-of-the-way barbaric state or area within the campaign.
The player and DM can discuss and agree upon the native territory or tribal home for the Barbarian character. This home will be some far-off, out-of-the-way location and will require significant travel in order to reach should the character decide to return to their homeland.
Last edited by dmw71 on Thu Oct 17, 2013 8:13 pm, edited 2 times in total.
Reason: Edit 1: Added revised level advancement table

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- 03f. Paladin

#17 Post by dmw71 »

Paladin
The Paladin class, as introduced in the 1E PHB (pages 22-24), is still a sub-class of the Fighter (not the Cavalier) and will remain unchanged except as follows:

---

Armor and Weapons Permitted (Per 1E UA, page 13)
Armor Permitted
Any

Shield Permitted
Any

Weapons Permitted
Any

---

The Paladin character must always remain single-classed.

---
1E UA, page 13 wrote:a paladin will not use pole arms, missile weapons, or other types of arms that are commonly associated with the lower social classes.
While this rule technically applies to the Paladin class when it was a sub-class of the Cavalier, the ranged weapon restriction will apply in this game as well and a Paladin characters is unable to spend a weapon proficiency on a ranged weapon. A Paladin can use a ranged weapon in a bind, suffering the non-proficient weapon penalty, but they will not lose the "status of paladinhood immediately and irrevocably" as if it performed an evil act either.

---

Training Costs
The cost for a member of the Paladin class to pay for training upon level advancement will be calculated as follows:

[Current Level] * [1,375] * [1d4]

For example, a 1st-level Paladin earns enough experience points to reach 2nd-level. Their training costs would be as follows:

[Current Level] (1) * [1,375] * [1d4] = (1) * (1,375) * (1d4)

When that same Paladin has earned enough experience points to qualify for 3rd-level, their training costs would now be:

[Current Level] (2) * [1,375] * [1d4] = (2) * (1,375) * (1d4)


While members of the Paladin class will still be required to adhere to the following restrictions, "keeping only sufficient treasures to support themselves" is definitely extended to include their projected costs to train.
1E PHB, page 24 wrote: 2. They will never retain wealth, keeping only sufficient treasures to support themselves in a modest manner, pay henchmen, men-at-arms, and servitors, and to construct or maintain a small castle. (Your DM will give details of this as necessary.) Excess is given away, as is the tithe (see 3. below).
3. An immediate tithe (10%) of all income - be it treasure, wages, or whatever - must be given to whatever charitable religious institution (not a clerical player character) of lawful good alignment the paladin selects.

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- 03g. Ranger

#18 Post by dmw71 »

Ranger
The Ranger class, as introduced in the 1E PHB (pages 24-25), will be played by-the-book, however, the rules covering the Ranger class in the 1E UA, pages 21-22, will be the default source of information where the details overlap.

---

Armor and Weapons Permitted (Per 1E UA, page 13)
Armor Permitted
Any

Shield Permitted
Any

Weapons Permitted
Any

---

Multi-Classed Rangers
Multi-classed Ranger characters are unrestricted in their use of armor or weapons.

---

Constitution 'Hit Point Adjustment' Bonus (see: '01. Ability Scores')
The 'Hit Point Adjustment' from a high Constitution ability score is tied to the character level, not hit dice. This is an important distinction as Rangers, whom begin the game with two hit dice instead of one, will only receive one 'Hit Point Adjustment' bonus, not two.

---

Tracking
1E UA, page 21 wrote: Outdoor tracking: The base chance to successfully track outdoors is 10% per level of the ranger, plus an additional 10% - for example, 20% for a 1st-level ranger or 70% for a 6th-level ranger
This base percentage is subject to the following 'Terrain' and 'Other' modifiers:

Code: Select all

Terrain Modifiers:
* Soft enough to hold impressions (footprints, pawprints, etc.) 
     of creature being tracked:                                     +20%
* Allows occasional marks or obvious signs of passage 
     (broken twigs, bent grass, etc.):                              +10%
* Allows only infrequent signs of passage due to rock, water, wind, 
     other creatures crossing or overtracking, etc...):               O%
* Prevents all but the minutest traces of passage:                  -50%

Other Modifiers:
* For each creature beyond the first in the group being tracked:    +02%
* For every 12 hours elapsed since the trail was made:              -05%
* For every hour of precipitation that has fallen on the trail
     between tracker and quarry:                                    -25%

If intelligent efforts are made to hide the trail, consider the terrain modifier to be of the next lower category (e.g., down from + 20% to + 10%). If the terrain modifier was already of the -50% category, then tracking is impossible.
1E UA, page 21 wrote: lndoor tracking: Base chance is the same as that for outdoor tracking.
This base percentage is subject to the following 'Surface Condition' and 'Other' modifiers:

Code: Select all

Surface Condition Modifiers:
* Dirt floor, or unused and dusty area:                             +20%
* Wooden floor, or area which allows some occasional 
     indication of passage:                                           0%
* Stone floor which prevents all but the minutest traces
     of passage:                                                    -50%


Other modifiers:
* For each creature beyond the first in the group being tracked:    +02%
* For passing over an area where other creatures cross 
     or overtrack trail:                                            -50%

If intelligent efforts are made to hide the trail, including passing through a secret door, consider the surface condition modifier to be of the next lower category. If the surface condition modifier was already of the -50% category, then tracking is impossible.

Notes:
1. The rules for 'Light Conditions,' 'Movement Rates While Tracking,' and 'Identification of Tracks' (1E UA, pages 21-2) will also be used.
2. The DM will perform all tracking rolls.

Special Note: Tracking indoors is impossible if the ranger desiring to do so has never observed some distinguishing feature about the tracks of the creature to be tracked, or if the ranger does not observe the quarry making the trail and then follow the tracks within a reasonable period of time (typically 10-30 minutes) thereafter. In all cases,
the DM must use common sense as to whether or not it will be possible to follow a creature by tracking. For instance, creatures which leave obvious trails can almost always be tracked - worms, slimes, jellies, and the like are obvious examples of this. Conversely, creatures which do not normally leave any sign of passage are almost always impossible to track - flying creatures, ghosts, wraiths, and spiders, for example. However, since tracking is a combination of visual, audio, and olfactory abilities, tracking might sometimes be possible by unusual means - the disturbance of things left by a flying creature’s passage, the sound of its passage, the trail of odor left, and so forth.



Humanoid / “Giant Class” Opponents (1E UA, page 21)
Following is an expanded list of those humanoid creatures that are considered “giant class,” qualifying the ranger for a damage bonus (+1 point per level of the ranger) when such a creature is engaged in combat:

Code: Select all

Bugbear       Cyclopskin 
Dune Stalker  Ettin 
Flind         Giant 
Gibberling    Gnoll
Goblin        Grimlock 
Hobgoblin     Kobold 
Meazel        Norker 
Ogre          Ogre Mage
Ogrillon      Orc
Quaggoth      Tasloi
Troll         Xvart
The Ranger’s Weapons (1E UA, page 21)
Of the ranger’s three initial weapons of proficiency, one must be either a bow (any sort) or a light crossbow. However, the ranger cannot have both a bow and a light crossbow as weapons of proficiency until attaining 7th level (at least), when the weapon type not already taken could be counted as the fifth weapon of proficiency. If the Ranger elects to double specialize, the earliest level they would be able to be proficient with both a bow and a light crossbow would be 10th level.

The first four weapons a Ranger possess must be the following:
* Either a bow or a light crossbow,
* A dagger or a knife,
* A spear or an axe, and
* A sword (of any type).

If double-specializing and one one of the initial weapon proficiency slots must be banked (see 'Weapon Specialization,' below), the weapon group skipped above must be first weapon selected once a new proficiency slot is achieved (and not used for specialization purposes).


Weapon Specialization
1E UA, page 18 wrote:Only members of the fighter class and the ranger sub-class can make use of weapon specialization.
This rule will be enforced. The Cavalier, Paladin and Barbarian classes are not eligible to specialize.
1E UA, page 18 wrote:If weapon specialization is to be practiced by the fighter or ranger, that decision must be made when the character is initially created.
The above is true, with the following exceptions:
1. A character does not begin the game specialized in a weapon.
2. The players must indicate their intent to specialize.
3. The character will fill all its initial weapon proficiencies as normal (with one exception, see step 6).
4. If a character wishes to specialize, that player must indicate which of their selected starting weapons will be their intended weapon.
5. The specialization will take place once the character qualifies for a new weapon (4th level), and the process of specialization will absorb that new weapon proficiency (e.g. no new weapon will actually be added).
---
6. If the intended weapons is of the ranged variety, it will still cost three total slots in order to achieve this. In this situation, a character must leave one of their initial slots left open. This vacated slot and the newly gained proficiency slot gained once reaching 4th level will both be used in order to become specialized in the intended ranged weapon.
1E UA, page 18 wrote:Double specialization is taken instead of a proficiency “slot” whenever the character qualifies for a new weapon, and can only be taken in the weapon type that the character is already specialized in.
Double specialization is available and will be played by the book. A specialized character must elect to become double specialized once they gain a new weapon proficiency slot (7th level).
---
Specializing in more than a single weapon is not possible.

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- 03h. Magic User

#19 Post by dmw71 »

Magic-User
The Magic-User class, as detailed in the 1E PHB (pages 25-26), will be played by-the-book except as follows:

---

Armor and Weapons Permitted (Per 1E UA, page 13)
Armor Permitted
None

Shield Permitted
None

Weapons Permitted
Caltrop, Dagger, Dart, Knife, Sling, Staff

---

Multi-Classed Magic-Users
A multi-class Magic-User character may use any weapon available to their most favorable class and is able to wear any type of armor, but any armor worn will affect the casting time of the spell.

The casting time penalty for casting Magic-User spells while wearing armor will equal the following:

10 - [armor class]

For example, leather armor, which provides an AC of 8, will have a casting time penalty of 2 (10-8 = 2). Meanwhile, the casting time penalty for wearing full plate mail will be 9 (10-1 = 9).

---

Acquiring Spells
1E PHB, page 25 wrote:When a magic-user begins his or her profession, the character is usually assumed to possess a strange tome in which he or she has scribed the formulae for some of the spells known to the character.
Magic-User characters will begin the game with a spell book provided to them as a gift from their mentor or tutor.

---

Starting Spells
Each Magic-User character will begin the game with a spell book containing either five spells 1st-level spells, or four 1st-level spells plus cantrips. The DM will assign three of these spells to the player (automatically known). The remaining two will be spells of the players' choosing, but these chosen spells are subject to the 'Chance to Know Each Listed Spell' percentage for the characters Intelligence.

Note: 'Read Magic' is not a spell (1E PHB, page 68), but an ability, and all Magic-User characters have the ability to read magical writing, per the spell, at will.

---

Spell Progression
Table: http://www.purpleworm.org/rules/PHB/DD01471.htm

Code: Select all

          Spell Level 
Level  1  2  3  4  5  6  7  8  9 
1      1  -- -- -- -- -- -- -- -- 
2      2  -- -- -- -- -- -- -- -- 
3      2  1  -- -- -- -- -- -- -- 
4      3  2  -- -- -- -- -- -- -- 
5      4  2  1  -- -- -- -- -- -- 
6      4  2  2  -- -- -- -- -- -- 
7      4  3  2  1  -- -- -- -- -- 
8      4  3  3  2  -- -- -- -- -- 
9      4  3  3  2  1  -- -- -- -- 
10     4  4  3  2  2  -- -- -- -- 
11     4  4  4  3  3  -- -- -- -- 
12     4  4  4  4  4  1  -- -- -- 
13     5  5  5  4  4  2  -- -- -- 
14     5  5  5  4  4  2  1  -- -- 
15     5  5  5  5  5  2  1  -- -- 
16     5  5  5  5  5  3  2  1  -- 
17     5  5  5  5  5  3  3  2  -- 
18     5  5  5  5  5  3  3  2  1 
19     5  5  5  5  5  3  3  3  1 
20     5  5  5  5  5  4  3  3  2 
---

Spells Beyond First Level
Magic-User characters will need to acquire books of spells and scrolls in order to gain additional spells and complete their own spell books.

---

Spell Components
Magic-User characters will be required to expend material spell components upon casting a spell which requires it. The amount of material spell components must be accurately tracked on their character sheet.
1E PHB, page 64 wrote:Magic-Users employ a greater variety of material components than do other character classes employing spells, i.e. clerics and druids. Some of the required components will be difficult to find and/or expensive, but alternative spells can always be chosen.
At the beginning of their adventuring career, a Magic-User character will have an amount of material spell components enabling them to cast a random number of spells; as determined as follows:

* Common Material Components: 35 + 3d4
* Rare or Expensive Material Components: 5d4

The player can feel to determine the total number of material components they begin with by using the following macros:

Code: Select all

Common Material Components: [3d4+35]
Rare or Expensive Material Components:  [5d4]
Once the starting spells have been decided upon, the player should create a list of all components needed for each spell. The DM will decide whether or not each component is 'common' or 'rare' and will notify the player.

It will not be necessary to role play the replenishment of 'common' spell components. It is, however, the responsibility of the player to notify the DM that they are actually doing so. 'Rare' spell components be must acquired, either by purchase or located during the course of adventure. In either case, the player and the DM will work out the necessary details.

As a general rule, substitute components are not allowed. Exceptions may be made on a case-by-case basis upon player request.

---

Spell Books
Magic-User characters will have their choice of either a standard or a travelling starting spell book. Note that encumbrance is definitely a factor in this game and lugging around one of the available standard spell books will limit how much additional gear (not to mention treasure) the character will be able to carry, but it does provide them the greatest amount of flexibility when it comes to adding future spells.

Standard Spell Book
1E UA, page 79 wrote:Standard books, each of which contains up to 36 cantrips or up to 24 low-level (1-3) spells or some combination thereof.
(Disclosure: Minor revisions were made to the above quote.)

There are two options when it comes to standard spell books, detailed as follows:

Option #1: No Cantrips
The DM will assign three of these spells to the player (automatically known). The remaining two will be spells of the players' choosing, but these chosen spells are subject to the 'Chance to Know Each Listed Spell' percentage for the characters Intelligence. This starting spell book can hold 25 total levels of spells (19 remaining):

Code: Select all

-----------------------------
1.  Low-level (1-3) spells: 25
    Cantrips: 0
-----------------------------
Option #2: Cantrips
If the player is electing to have their character retain the ability to cast cantrips, they will begin with four 1st-level spells: Two assigned by the DM (automatically known) and the remaining two will be spells of the players' choosing, but these chosen spells are subject to the 'Chance to Know Each Listed Spell' percentage for the characters Intelligence. They will have their choice of starting spell books:

Code: Select all

-----------------------------
2.  Low-level (1-3) spells: 20   
    Cantrips: 5
-----------------------------
3.  Low-level (1-3) spells: 15
    Cantrips: 10
-----------------------------
Spell book (#2) will hold 20 low-level (1-3) spells plus five cantrips. With this option, four 1st-level spells will be known so there is room for 16 additional low-level spells. The five cantrips can be hand-picked by the player and are automatically known.

Spell book (#3) will hold 15 low-level spells plus ten cantrips. With this option, four 1st-level spells will be known so there is room for 11 additional low-level spells. The ten cantrips can be hand-picked by the player and are automatically known.

Note:
1E UA, page 79 wrote: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.
---

Travelling Spell Book
There are three options when it comes to travelling spell books, detailed as follows:

Option #1: No Cantrips
The DM will assign three of these spells to the player (automatically known). The remaining two will be spells of the players' choosing, but these chosen spells are subject to the 'Chance to Know Each Listed Spell' percentage for the characters Intelligence. Their starting spell book will hold six low-level spells so they will have room to add one more spell of levels 1-3.

Code: Select all

-----------------------------
1.  Low-level (1-3) spells: 6
    Cantrips: 0
-----------------------------
Option #2: Cantrips
If the player is electing to have their character retain the ability to cast cantrips, they will begin with four 1st-level spells: Two assigned by the DM (automatically known) and two of the players' choosing. They will have their choice of starting spell books:

Code: Select all

-----------------------------
2.  Low-level (1-3) spells: 5   
    Cantrips: 5
-----------------------------
3.  Low-level (1-3) spells: 4
    Cantrips: 10
-----------------------------
Spell book (#2) will hold five low-level spells and five cantrips. With this option, four 1st-level spells will be known so there is room for one more low-level (1-3) spell. The five cantrips can be hand-picked by the player and are automatically known.

Spell book (#3) will hold four low-level spells and ten cantrips. This spell book will begin completely filled: Two 1st-level spells assigned by the DM along with the two 1st-level spells and ten cantrips the player selects. The 1st-level spells are subject to the 'Chance to Know Each Listed Spell' percentage for the characters Intelligence, but the ten cantrips can be hand-picked by the player and are automatically known.

Note:
1E UA, page 79 wrote: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.
---

Spell Memorization
1E PHB, page 40 wrote:Spells of any sort must therefore be selected prior to setting out on an adventure, for memorization requires considerable time.... As a rule of thumb, allow 15 minutes of game time for memorization of one spell level, i.e. a 1st level spell or half of a 2nd level spell. Such activity requires a mind rested by a good sleep and nourished by the body.
The amount of time required to re-memorize spells will closely follow the guidelines presented in the 1E DMG (page 40), shown below:

Code: Select all

Spell Level    1-2    3-4     5-6    7-8      9
Rest Time     4 hrs  6 hrs   8 hrs  10 hrs  12 hours
The DM reserves the right to modify the above rest time requirements as dictated by the situation.

It is important that the player provide the DM with the list of spells their spell-casting character has memorized for the given day. A default list of memorized spells can (and should) be listed on the character sheet, but if such a list is not provided, the spells available to the character for that day will the same as the previous day.

---

Casting Time
When casting a spell, the casting time of that spell will be added to the characters initiative roll.

---

Interrupted Spells
Be aware that spell disruption is a distinct possiblity.
1E PHB, page 100 wrote:Casting a spell requires certain actions, and if these are interrupted, the spell cannot be cast and it is lost from memory...
As each spell is cost, it is crossed off the character's list of spells memorized for that porticular expedition. The same is true for any material components which are required for the spell cast; the component(s) must be reody and then crossed off as expended.
Intelligent monsters able to identify a character as being a spell-caster may make effort to target such an individual.

---

"Broken" Spells
The DM has not read each individual spell in the preparation for this game. If a player finds that the requirements of the spell (e.g. material component) is illogical or doesn't make sense, feel free to raise this concern with the DM and the complaint will be considered.

---

Spell Tracking
All players must have the following sections listed on their character sheet for Magic-User characters:

Spells Memorized
1st Level:
2nd Level:
3rd Level:
Etc...

Spells Cast / Remaining
1st Level:
2nd Level:
3rd Level:
Etc...

These sections must be kept up-to-date at all times.

-- Games --
- DM: In Development

-- 2025 --
Unseen Servant Con!
.
.
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

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dmw71
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- 03i. Illusionist

#20 Post by dmw71 »

Illusionist
The Illusionist class, as introduced in the 1E PHB (page 26), will be played by-the-book with the following exceptions:

---

Armor and Weapons Permitted (Per 1E UA, page 13)
Armor Permitted
None

Shield Permitted
None

Weapons Permitted
Caltrop, Dagger, Dart, Knife, Sling, Staff

---

Multi-Classed Illusionists
A multi-class Illusionist character may use any weapon available to their most favorable class and is able to wear any type of armor, but any armor worn will affect the casting time of the spell.

The casting time penalty for casting Illusionist spells while wearing armor will equal the following:

10 - [armor class]

For example, leather armor, which provides an AC of 8, will have a casting time penalty of 2 (10-8 = 2). Meanwhile, the casting time penalty for wearing full plate mail will be 9 (10-1 = 9).

---

Acquiring Spells
1E PHB, page 25 wrote:When a magic-user begins his or her profession, the character is usually assumed to possess a strange tome in which he or she has scribed the formulae for some of the spells known to the character.
Illusionist characters will begin the game with a spell book provided to them as a gift from their mentor or tutor.

---

Starting Spells
Each Illusionist character will begin the game with a spell book containing either five spells 1st-level spells, or four 1st-level spells plus cantrips. The DM will assign three of these spells to the player (automatically known). The remaining two will be spells of the players' choosing, but these chosen spells are subject to the 'Chance to Know Each Listed Spell' percentage for the characters Intelligence.

Note: 'Read Magic' is not a spell (1E PHB, page 68), but an ability, and all Illusionist characters will gain this ability at 14th-level when they normally would have gained the spell.

---

Spells Beyond First Level
Illusionist characters will need to acquire books of spells and scrolls in order to gain additional spells and complete their own spell books.

---

Spell Components
Illusionist characters will be required to expend material spell components upon casting a spell which requires it. The amount of material spell components must be accurately tracked on their character sheet.
1E PHB, page 64 wrote:Magic-Users employ a greater variety of material components than do other character classes employing spells, i.e. clerics and druids. Some of the required components will be difficult to find and/or expensive, but alternative spells can always be chosen.
At the beginning of their adventuring career, an Illusionist character will have an amount of material spell components enabling them to cast a random number of spells; as determined as follows:

* Common Material Components: 35 + 3d4
* Rare or Expensive Material Components: 5d4

The player can feel to determine the total number of material components they begin with by using the following macros:

Code: Select all

Common Material Components: [3d4+35]
Rare or Expensive Material Components:  [5d4]
Once the starting spells have been decided upon, the player should create a list of all components needed for each spell. The DM will decide whether or not each component is 'common' or 'rare' and will notify the player.

It will not be necessary to role play the replenishment of 'common' spell components. It is, however, the responsibility of the player to notify the DM that they are actually doing so. 'Rare' spell components be must acquired, either by purchase or located during the course of adventure. In either case, the player and the DM will work out the necessary details.

As a general rule, substitute components are not allowed. Exceptions may be made on a case-by-case basis upon player request.

---

Spell Books
Illusionist characters will have their choice of either a standard or a travelling starting spell book. Note that encumbrance is definitely a factor in this game and lugging around one of the available standard spell books will limit how much additional gear (not to mention treasure) the character will be able to carry, but it does provide them the greatest amount of flexibility when it comes to adding future spells.

Standard Spell Book
1E UA, page 79 wrote:Standard books, each of which contains up to 36 cantrips or up to 24 low-level (1-3) spells or some combination thereof.
(Disclosure: Minor revisions were made to the above quote.)

There are two options when it comes to standard spell books, detailed as follows:

Option #1: No Cantrips
The DM will assign three of these spells to the player (automatically known). The remaining two will be spells of the players' choosing, but these chosen spells are subject to the 'Chance to Know Each Listed Spell' percentage for the characters Intelligence. This starting spell book can hold 25 total levels of spells (19 remaining):

Code: Select all

-----------------------------
1.  Low-level (1-3) spells: 25
    Cantrips: 0
-----------------------------
Option #2: Cantrips
If the player is electing to have their character retain the ability to cast cantrips, they will begin with four 1st-level spells: Two assigned by the DM (automatically known) and the remaining two will be spells of the players' choosing, but these chosen spells are subject to the 'Chance to Know Each Listed Spell' percentage for the characters Intelligence. They will have their choice of starting spell books:

Code: Select all

-----------------------------
2.  Low-level (1-3) spells: 20   
    Cantrips: 5
-----------------------------
3.  Low-level (1-3) spells: 15
    Cantrips: 10
-----------------------------
Spell book (#2) will hold 20 low-level (1-3) spells plus five cantrips. With this option, four 1st-level spells will be known so there is room for 16 additional low-level spells. The five cantrips can be hand-picked by the player and are automatically known.

Spell book (#3) will hold 15 low-level spells plus ten cantrips. With this option, four 1st-level spells will be known so there is room for 11 additional low-level spells. The ten cantrips can be hand-picked by the player and are automatically known.

Note:
1E UA, page 79 wrote: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.
---

Travelling Spell Book
There are three options when it comes to travelling spell books, detailed as follows:

Option #1: No Cantrips
The DM will assign three of these spells to the player (automatically known). The remaining two will be spells of the players' choosing, but these chosen spells are subject to the 'Chance to Know Each Listed Spell' percentage for the characters Intelligence. Their starting spell book will hold six low-level spells so they will have room to add one more spell of levels 1-3.

Code: Select all

-----------------------------
1.  Low-level (1-3) spells: 6
    Cantrips: 0
-----------------------------
Option #2: Cantrips
If the player is electing to have their character retain the ability to cast cantrips, they will begin with four 1st-level spells: Two assigned by the DM (automatically known) and two of the players' choosing. They will have their choice of starting spell books:

Code: Select all

-----------------------------
2.  Low-level (1-3) spells: 5   
    Cantrips: 5
-----------------------------
3.  Low-level (1-3) spells: 4
    Cantrips: 10
-----------------------------
Spell book (#2) will hold five low-level spells and five cantrips. With this option, four 1st-level spells will be known so there is room for one more low-level (1-3) spell. The five cantrips can be hand-picked by the player and are automatically known.

Spell book (#3) will hold four low-level spells and ten cantrips. This spell book will begin completely filled: Two 1st-level spells assigned by the DM along with the two 1st-level spells and ten cantrips the player selects. The 1st-level spells are subject to the 'Chance to Know Each Listed Spell' percentage for the characters Intelligence, but the ten cantrips can be hand-picked by the player and are automatically known.

Note:
1E UA, page 79 wrote: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.
---

Spell Memorization
1E PHB, page 40 wrote:Spells of any sort must therefore be selected prior to setting out on an adventure, for memorization requires considerable time.... As a rule of thumb, allow 15 minutes of game time for memorization of one spell level, i.e. a 1st level spell or half of a 2nd level spell. Such activity requires a mind rested by a good sleep and nourished by the body.
The amount of time required to re-memorize spells will closely follow the guidelines presented in the 1E DMG (page 40), shown below:

Code: Select all

Spell Level    1-2    3-4     5-6    7-8      9
Rest Time     4 hrs  6 hrs   8 hrs  10 hrs  12 hours
The DM reserves the right to modify the above rest time requirements as dictated by the situation.

It is important that the player provide the DM with the list of spells their spell-casting character has memorized for the given day. A default list of memorized spells can (and should) be listed on the character sheet, but if such a list is not provided, the spells available to the character for that day will the same as the previous day.

---

Casting Time
When casting a spell, the casting time of that spell will be added to the characters initiative roll.

---

Interrupted Spells
Be aware that spell disruption is a distinct possiblity.
1E PHB, page 100 wrote:Casting a spell requires certain actions, and if these are interrupted, the spell cannot be cast and it is lost from memory...
As each spell is cost, it is crossed off the character's list of spells memorized for that porticular expedition. The same is true for any material components which are required for the spell cast; the component(s) must be reody and then crossed off as expended.
Intelligent monsters able to identify a character as being a spell-caster may make effort to target such an individual.

---

"Broken" Spells
The DM has not read each individual spell in the preparation for this game. If a player finds that the requirements of the spell (e.g. material component) is illogical or doesn't make sense, feel free to raise this concern with the DM and the complaint will be considered.

---

Spell Tracking
All players must have the following sections listed on their character sheet for Magic-User characters:

Spells Memorized
1st Level:
2nd Level:
3rd Level:
Etc...

Spells Cast / Remaining
1st Level:
2nd Level:
3rd Level:
Etc...

These sections must be kept up-to-date at all times.

-- Games --
- DM: In Development

-- 2025 --
Unseen Servant Con!
.
.
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

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