Character Creation Notes
Class Restrictions.
No character may be a single-classed mage or specialist wizard. No human may be a dual-classed wizard. Only elves and gribblets may be multi-classed wizards. Elves and gribblets may only advance to level 10 in their wizard class after which they are treated as dual classed characters and may only advance in their other class.Available Races.
No player may be a halfling or a gnome because these races to do not exist on Pangea. Players may chose from the other Player's option races and gribblet or dryad. On Pangea, dryad does not work per the published AD&D rules, so you must create a Third Earth Dryad instead. Humans are rare (see above for details).Specialty Priests.
At this time, all priests are standard clerics or race specialty priests per the Complete Race Handbooks. When Third Earth specialty priests become available, players can choose from these specialties as well.Skills and Powers.
Characters are created with the character point system that is presented in the Player's Option books. You may choose race abilities, class abilities, weapon proficiencies, non-weapon proficiencies, traits and disadvantages with your character points.Excess Character Points.
Excess character points can be used to re-roll failing die rolls. You may choose to spend as many character points as you wish to re-roll dice, and you may announce your intention after you have failed the die roll. This loosens the rules that are outlined in Skills and Powers for using excess character points.House Rules
Magic.
Magic is cast using the magic points rules from Spells and Magic. All magic is considered free magick. Wizards must only have their spell books with them and Priests must have their holy symbol to cast spells or prayers. After adequate rest, spell points are returned to characters. Characters must expend and keep track of spell components to cast spells. Wizards may elect to temporarily use their Constitution points as spell points (system shock rolled normally). A character must retain 1 Constitution Point or die. Each expended Constitution point will require a week of complete bed rest to regain. Hit points and modifiers are reduced accordingly to reflect the characters new, non-permanent low Constitution. This house rule reflects the ability of the Wizard or Priest to draw on energies deep within him to cast a last ditch spell or group of spells.Experience Points.
Group and individual experience points are awarded for combat. No experience points are awarded for the recovery of treasure. Experience points are also freely awarded for good role-play and for accomplishing story goals. Role-play and story goal awards can range from 100-500 experience points time the level of the character. Combat points are awarded to individual fighters for defeating enemies and to the group. A group combat award for an individual character is (monster xp x number of monsters) / 2. The result is awarded to each player character.Critical Hits.
A critical hit will occur 5% of the time (a roll of a 20 on a d20). All critical hits cause double damage with modifiers added before the damage is multiplied. The DM can chose to inflict specific and incapacitating wounds as a result of a critical hit at his discretion.Critical Fumbles.
A critical fumble will occur 5% of the time (a 1 on a d20). When a critical fumble occurs, your weapon will normally break or be thrown. Other affects can also be simulated, such as slipping or tripping.