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Arena Rules

The Games of Saberhaven
House Rules

Clarification of Advanced Dungeons & Dragons rules.

General

Initiative:
       Weapons: 1d10 - Dexterity reaction adjustment + weapon speed - weapon plusses (note: weapon speed - weapon plusses may not be less than 0)
       Spells: 1d10 + casting time
       Psionics: 1d10 + prep time (usually is 0, sometimes 1 round or more) (note: psionic defence modes may be inititated in the same round as another power and always goes at the beginning of the round, before all initiative.)
       Other: +0 modifier to innate abilities (
does count as action), +1 Breath Weapon, +3 Misc Magic, +4 Potion, +3 Ring, +1 Rods, +2 Staves, +3 Wands.

Disrupting Spells/Psionics:
       If a spell caster is struck before he starts to cast the spell (the 1d10 init roll) then he is disrupted but doesn't lose the spell form memory. If he is hit after he starts casting, but befroe he is finished casting, he is disrupted and loses the spell from memory. In either case, he may not take another action that round (except for 1/2 movement distance).
       For psionicists, if he is struck before his init for the round, his attempt is disrupted and he loses PSPs equal to half the initial cost.
       Item activation may not be disrupted.

Magic Resistance:
       MR makes the possessor immune to the effects of magical energy directed at it or directly effecting the creature. Magic Missile and Fireball type spells are since they both directly effect the possessor. Earthquake is not since it effects the ground. You can even walk through a Wall of Force is you make the check, though the wall stays in place.

Strength Bows
       Compound Long Bows (otherwise known as Strength Bows) are not limited to hit and damage bonuses at 18/00 as stated in the DMG. Girdle/Gauntlets can be used in conjunction with Strength Bows (making maximum +9/+18).

Armor Class
       The lowest armor class you can have is -10.

Saving Throws
       All saving throws miss on a roll of 1 or 2 no matter what. The only exception are gods (not allowed in the Arena) who always save on a 2.

Movement:
       Movement is divided into 10 6-second segments. Depending on your rate of movement, you can move a certain number of feet per segemtn, as seen on the following chart.

Movement per 6-second Segment (in feet)

Move Type

Ratio

Movement rate

Min
Seg

Max
Seg

Special Adjustments

6

9

12

15

18

20

24

Outdoor Non-combat

3

18

27

36

45

54

60

72

0

10

-2 to surprise others, +2 to be surprised, -2 to saves, no Dex adjustment to AC.
Indoor / Outdoor Combat

1

6

9

12

15

18

20

24

0

10

None
Move & Fire Missiles

0.5

3

5

6

8

9

10

12

10

10

1/2 rate of fire, weapon speed factor starts at beginning of movement, no initiative penalty for movement
Charge

4.5

27

41

54

68

81

90

108

1

9

+2 attack, weapon speed factor ignored; one attack per weapon, -2 AC, plus all penalties of Outdoor Non-combat move
Withdraw

0.333

2

3

4

5

6

7

8

0

10

Opponent does not get extra attacks for disengagement
Jog

6

36

54

72

90

108

120

144

0

10

Exhaustion, plus all penalties of Outdoor Non-combat move
Run

9

54

81

108

135

162

180

216

0

10

Exhaustion, plus all penalties of Outdoor Non-combat move
Sprint

15

90

135

180

225

270

300

360

0

10

Exhaustion, plus all penalties of Outdoor Non-combat move

       Any movement before other actions in that round results in a penalty to initiative of one point per segment of movement. The only exception is Move & Fire Missiles, which by definition allows simultaneous movement and attack.
       Note that the maximum movement in a round is ten segments, so to get the full move per round, just multiply the above figure by ten.

Gunpowder
       Gunpowder and gunpowder weapons exist in no form or fashion in Terra Dyne. Characters from other planes cannot possess gunpowder or powder weapons. Giff characters do not possess the gunpowder weapons typical of that race.

Quality Weapons
       Quality weapons are available in Terra Dyne. Typical quality weapons are +1 to or +1 to damage, not both. They cost 10 times normal price. Select vendors (notably Urora's Weapons and Armor) carry exceptional quality weapons, which are +1 to hit and damage, or in even more rare cases, +2 to hit and damage. These weapons are 20 times the normal price, which the vendors easily get.


Combat

Parries
       At the beginning of the round you can declare how many of your shots will be parries (blocks). You then roll attacks for each parry. Your opponent rolls attacks as normal. Compare the AC the attacker hit (based on his THAC0) to the AC the defender hit (based on
his THAC0). Whoever struck the better AC is the winner. Ties go to the attacker.

Retreat and Disengaging Shots
       There are two methods of retreat: fleeing and withdrawing. If you turn and flee, your opponent gets one entire attack routine of free shots at no cost to initiative or actions for the round. So if your opponent normally takes 3 attacks per round, he gets three free shots when you disengage.
       If you withdraw (at 1/3 your normal movement rate), your opponent does NOT get an attack sequence.

Weapon Specialization and Expertise
       Fighters (single or multi-classed) may specialize in as many weapons as they like, provided they have enough proficiency slots. They may double specialize (or persue the Mastery options) in a single weapon, but then may not specialize in any other weapons at all. Any warrior class (fighters, paladins, rangers, etc.) may apply their bonus language slots for high Intelligence scores to any kind of weapon proficiency.
       Weapon expertise is a form of specialization that is available to nonfighters. Weapon expertise allows a character to gain extra attacks as if he or she were a weapon specialist. At 1st level, an expert with the long sword gets to attack three times per two rounds. Weapon expertise also allows the use of any unusual weapon properties reserved for specialist use. Weapon expertise does not grant the character extra attack or damage bonuses, as weapon specialization does.

Called Shots:
       Called shots are allowed on items or against unarmored parts of an opponent's body. So if someone is wearing a helm, you cannot do a called shot to the head. If they are wearing bracers of defence, you can try a called shot on their arms or legs.
You must inflict the percent of your opponent's total maximum hit points to do the desired effect. (For example, if you're fighting someone with 150 hit points, you have to do at least 38 damage on one blow to get the 25% effect.)

Target:

Penalty to hit:

Effect: % total hit points:
Head

-6

Deaf, Dazed, Dizzy or Knockdown 25%/50%
Face

-8

Scarred or Blinded 25%/50%
Neck

-8

Severed 70%
Ribs

-4

Cracked 40%
Stun Points

-6

Winded 25%
Arm

-4

Numbed/Useless 25%/50%
Hand

-6

Numbed/Useless 20%/40%
Leg

-4

Numbed/Useless 25%/50%
Knee

-6

Numbed/Useless 20%/40%
Foot

-8

Numbed/Useless 20%/40%

Head Shots - always inflict double damage

Winded - 1/2 move and +2 to be hit on the following round

Cracked - 1/2 move, -2 to hit from pain until magically healed or long term rested.

Numbed - (arm) -2 to hit & +2 to init next round, or (leg) dex check to remian standing, move 1/2 next round.

Useless - (arm) drop item, arm limp until healed, or (leg) 1/4 move, side and back shots at +4, dex check to remain standing on one leg, check again after every 5+ points damage taken, lasts until healed.

Equal chance for each on face shot:

  1. Scarred - lose CHA, (25% lose 1 point, 50% lose 2 points), makeup, magic or various medical practices can allow regain of 1 point.

  2. Blinded - -4 to hit (unless you have blind fighting then only -2), missile attacks on character at +4 to hit. (25% lasts 1 round, 50% lasts 2d6 rounds)

Equal chance for each on head shot:

  1. Deafened - -2 to AC and -2 to hit (25% for 1 round, 50% for 1d10 rounds)

  2. Dazed - Dex checks at -4, loss of Dex AC bonus, attacks for more than 5 points of damage cause a dex check or fall over (25% for 1 round, 50% for 1d12 rounds)

  3. Dizzy - dex checks at -4, attcks for more than 2 points of damamge cause a dex check or fall over (25% for 1 round, 50% until healed or 8 hours rest)

  4. Knockdown - The character is knocked flat on his backside by the blow, but does not suffer any additional ill effect.

  5. Deaf & Dizzy

  6. Dazed & Knocked Down

    Items receive a save versus Crushing Blow with magical bonuses added in to the save. Called shots to items are made at -4 penalty to hit.

Critical Hits and Fumbles        
       Any time a 20 is rolled on a 'to hit' roll, the critical chart is consulted. Any time a 1 is rolled on a 'to hit' roll, the fuble chart is consulted. To view the charts themselves,
click here. Note that fighters of 13th level or higher cannot fumble. If a 1 is rolled, their attacks end for that round, but no fumble percentage is rolled.

Fighting with Two Weapons
       Characters who specialize in two-weapon style and are ambidextrous (naturally, through a weapon proficiency, or by class ability) have no penalties to attack rolls, and may use their full number of attacks with each hand.
       Characters who are ambidextrous but do not specialize in two-weapon style have a -2 penalty to attack rolls for both primary and secondary hands (which may be negated by reaction adjustment for Dexterity). The secondary weapon must be smaller than the primary weapon (unless both weapons are daggers or knives), and the character only gets one attack per round with the secondary weapon, regardless of specialization, class, or level. Such a character could choose to get full attack routines with either one hand or the other, and one attack with the alternate (switching hands round by round if desired).
       Characters who specialize in two-weapon style but are not ambidextrous have no penalty to attack rolls with their primary weapon, but a -2 penalty to attack rolls with their secondary weapon, which can be offset by high Dexterity. The secondary weapon can be the same size as the primary weapon, as long as both are weapons that can be wielded by a single hand. The character only receives one attack per round with the secondary weapon.
       Characters who are neither ambidextrous nor specialists in two weapon style suffer a -2 penalty to attack with the primary weapon and -4 to the secondary weapon, modified by reaction adjustment. The secondary weapon must be smaller than the primary weapon unless both weapons are daggers or knives. The character only makes one attack per round with the secondary weapon.

Martial Arts
       We use the martial arts rules from the Complete Fighter's Handbook (and for Dark Sun characters, the Complete Gladiator's Handbook that builds on the CFHB). Characters will not be allowed to use 1st edition Oriental Adventures rules nor the Player's Options rules for martial arts. Some of the NPCs developed with 1st edition rules use the Oriental Adventures system and are considered "grandfathered" into the Arena.

Spells

Banned Spells
       Prohibited spell include:

  • Dwoemerbanish (9th level wizard spell)
  • Enhance (8th level wizard spell)
  • Lifeproof (7th level wizard spell)
  • Mordenkainen's Disjunction (9th level wizard spell)
  • Mystra's Unraveling (9th level wizard spell)
  • Reflection - Witch (9th level wizard spell)
  • Vaporise (9th level wizard spell)
  • Wish (9th level wizard spell)
  • All spells that conjure, summon, or create other creatures.

Spell Damage Limits:
       Damage dealing spells will be judged by the 1st edition rules, So, Firball and Lightning Bolt spells will do 1d6 damage per level, not limited to 10. Magic missile is not limited as per 2nd edition rules. As a rule of thumb, if it was not limited in 1st edition, it is not limited now.

Spell Turning:
       Some spells are immune from the effects of spell turning:

  1. Spells that affect an area, and which are not cast directly at the ring wearer, are not turned by the ring.
  2. Spells that are delivered by touch are not turned.
  3. Magic contained in devices (rods, staves, wands, rings, and other items) that are triggered without spellcasting are not turned. A scroll spell is not considered a device.

       When a spell is cast at an individual wearing a ring of spell turning, 1d10 is rolled and the result is multiplied by 10. This score indicates what percentage of the spell has been turned back upon its caster.
       Once the spell is turned, the effects must be determined. If the spell normally allows a saving throw, the intended target (the one wearing the ring) gains an automatic plus equal to the number rolled on the turning die. The caster receives a bonus equal to the number rolled on this die subtracted from 10.

Shape Change and Polymorph
       Since several people are using these powers I want to clarify how they can be used. Polymorph simply changes the shape of the person to another shape. No special powers are gained. Shape Change is different: "The spellcaster becomes the creature he wishes, and has all of its abilities
save those dependent upon Intelligence, innate magical abilities, and magic resistance."
       Furthermore, Shape Change from an item differs from that from a spell. The spell allows the recipient to shape change in a single second as many times as he wishes. This changing does not count as an action. When an item is used (not a spell from a ring of spell storing) to shape change, the item must be activated each time a different form is assumed (and subject to initiative rules). Since an item can only be activated once per round, the user could only change once per round. That activation would be counted as an action for that round, so the person may not take another action that same round (some natural abilities are not actions and neither is movement). The user would be allowed to drop that shape shift and revert to his natural form without taking an action.

Invisibility/Improved Invisibilty and Detection
       Characters of 10th or higher level and 13 or higher Intelligence have a chance to notice invisible opponents. This is not the same as Detect Invisibility or True Seeing which allow to you to see position, but instead simply give the character an awareness of the presence of the invisible opponent via methods other than sight. "A strange odor, small noise, an object that disappeared when it shouldn't have, or a strange reaction from another person (who has been pushed, kicked, poked, etc., by the invisible character.)" Against Improved Invisibility, the character saves as if they are two levels lower.
       Characters who miss their save or do not get one must wait until attacked to respond. They do not get Dex or shield bonus to AC. If the invisible creature remains invisible after attacking (for instance from Improved Invisibility, Dust of Disappearance, innate invisibility, etc.), the character can then make attacks at -4 as long as the invisible creature stays within melee range. As soon as it leaves melee range, it is safe until it attacks again (or the character makes a save).

Number of Spells Cast
       A Mage may have as many copies of a single spell in memory as he can hold. If he can normally memorize five first level spells, they can all be Magic Missile is he so chooses. Similarly, Priests can cast a spell as many times a day as they choose, as long as they have the open slots. A priest with the ability to cast seven first level spells per day could use them all for Cure Light Wounds if he so desired.

Priest Spells
       Priestly magic does not have to be memorized like wizardly magic. A priest can choose his spell at the time of casting since there is no studying to be done. (Although he does have to spend the beginning of his day praying for spells to gain access to them throughout the day.)

Specialty Priests' Experience
       All specialty priests hailing from the Forgotten Realms setting use the Specialty priest expereince tables in the back of the Faiths and Avatars supplement. All other specialty priests use the standard DMG rules which state that specialty priests use normal priest tables for expereince unless they are limited in a way similar to Druids (determined by the DM) in whcih case they use the druid tables.

Spell Duration
       The duration begins on the initiative of the current round that the spell/power is completed, and ends on that same initiative x rounds later.

Magic Items

Magical Arrows
       Normal magical arrows are not single use items (i.e. Arrow +1, +2, etc.) but special arrows (Fireseed arrows, arrows of force, etc.) are single use items. Typical magical arrows have their + bonus to hit and damage.

Girdles of Giant Strength and Gauntlets of Ogre Power
       These items will work in combination with each other for all purposes. However, this magical strength takes the place of the normal strength. It is only when using a magical hammer that the person's natural strength is added in.

Spell Storing Items
       A Ring or Ioun Stone of Spell Storing can be recharged only with the spells it was originally created with. For example, if a character had a ring with Stoneskin, Fireshield, Haste and Continual Light, after using one or all of these spells, the ring could be recharged by a mage of sufficient power casting the same spell into the ring.
       The spell will be released as per the level of the caster who charged the ring, not by the caster who originally created it. For example, if an 18th level mage created a ring with Blur in it, but after it was used, it was recharged by a 12th level mage, the spell would now be releases at 12th level effect.


Magical Weapon Light Radiation
       All magical bladed weapons glow when unsheathed. They start very dim (+1) and go to bright (+5/+6, but not so bright they hinder opponents).
Other weapons only start to glow after they reach +3 or higher. This includes blunt weapons (mace, flail) and pole arms (lance, bardiche) but does not include any bows, crossbows, arrows, bolts, slings or bullets/stones.

Items That Raise Stats
       Only one of a single type of item can be functional. For example, two Pearls of Wisdom are no cumulative, but a Pearl of Wisdom and an Ioun Stone +1 WIS would be cumulative. These items can take you over racial maximums, and over the limits given in the item descriptions.

Holy Swords
       We will use the rules for paladins' holy swords from the PHB and not the optional rules from the Complete Book of Paladins. A paladin who draws his holy sword has the option to dispel all magic with a 30 foot radius. If the magic was cast by a spellcaster of equal or lower level than the paladin's level, the magic it automatically dispelled.


Psionics

Power Manipulation (Non-Weapon Proficiency)
       The Power Manipulation psionic non-weapon proficiency is only good in the round it is used, but can be used at any point during the initiation or maintenance of a power. For example, a psionicist could use the telepathic devotion Invisibility as normal most of the time, but boost it to cover sound and scent for a round when he wanted to by using the Power Manipulation proficiency.
       A successful Power Manipulation check can be maintained through sequential rounds if the psionicist desires, at a cost of 5 PSP per round. In this case, the psionicist doesn't have to make the check every round, until he drops the manipulation or the power. If he wants to reinstate it at a later time, he must make another proficiency check. Power manipulation can only be initiated on one power per round (but one or more powers may have PM maintained on them while another is initiated).

Subjective Reality (The Will and The Way psionic power)
       Categories for the purpose of exclusion can be categorized by the examples or any smaller group than the examples. (Wizardly Magic is an example. All Magic cannot be chosen, but Defiler Magic or Necromantic Magic, or even Fireball Spells, could be chosen.) No exclusionary groups may be created. (Wizardly Magic is an example. All Magic cannot be chosen, but Necromantic Magic, or even Fireball Spells, could be chosen.)