SubAbility scores:
Each ability score is divided in to two sub-abilities.
Each sub-ability determines some of the characteristics which are normally
determined by the main ability. They are divided like so:
STR:
Muscle: attack adjustment, damage adjustment, max. press, open
doors, bend bars/lift gates
Stamina: weight allowance, move adj.
DEX:
Aim: missile adj., thief skill modifiers to pick pockets and
open locks
Balance: reaction adj., def. adj, thief skill modifiers to move
silently and climb walls
CON:
Fitness: HP adj., Ressurection %
Health: sys. shock, poison save
WIS:
Intuition: bonus spells, (priests only) % spell failure (priests
only), perception (I use intuition checks for perception)
Willpower: magic def. adj., spell immunity
INT:
Reason: max. spell level (wizards only), max # spells (wizards
only), illusion immunity
Knowlege: # of languages, % to learn spells
CHA:
Leadership: loyalty base, # henchmen
Appearance: reaction adj.
Sub-abilities must be 2 or less ability points off of the main
ability, so if a character's CON is 12 his Fitness and Health must be from
10 to 14. For each point one subability from a main ability is higher
than the main ability the other sub-ability must be a point higher.
So if a character has CON 12 and a fitness of 11, they have a health of
13.
Wizard Magic:
Running out of spell points prevents further spellcasting,
unless the caster wishes to use their reserve power, which can be dangerous,
or even fatal. Each spell has a spell point cost based on its level,
summarized in the following table:
TABLE 1
spell lvl: Cantrip 1 2 3 4 5 6 7
8 9
Spell pts: 1 2 4 7
10 14 17 21 25 30
Each wizard character begins with 6 spell points.
They then gain SP as they gain levels. Their max. SP total is listed
on this table:
TABLE 2
wizard lvl: 1 2 3 4 5 6 7 8
9 10 11 12 13 14 15 16
Spell pts : 6 9 11 14 20 26 35 ... i'll finish this later
Bonus* : 2 2 4 6 9 12 16
...
( * the "bonus" above is for school specialization; those SP must be
spent on spells from the specialist's school. It is a total, not
cumulative.)
Wizards may learn spells whose total spell point costs add up to the
total spell points they have. Cantrip is not counted against this
total; all wizards know it. They may only learn spells of levels
which would be allowed for wizards of their level in the players' handbook.
They spend spell points equal to the cost of the spell from their spell
point pool, which is i listed in table 2. They recharge a sixth of their
spell point maximum per hour, until they are at full again. This
system is designed to allow the characters to cast one spell more than
once without having to learn it more than once.
I have tried to offset the fact that low-level wizards
are weaker than other classes and that high-level wizards are more powerful.
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Dwarf wizards:
Dwarves may be Earth elementalists but have some restrictions on their
spell use. I will at some point make specific rules on this.
Gnome Wizards: In addition
to being illusionists, gnomes may also become earth elementalists or artificers,
although they are rare.
I don't like bothering with material spell components,
so in my game they will not be used unless I specifically say otherwise,
or magical items are being created. (They will always require material
components.)
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Priest magic:
The DM chooses whether the god wants to allow the
PC to cast a spell based on the god's personality and temperament, whether
the PC has prayed a lot and/or worked toward the god's aims recently, and
whether the spell itself works for or against the deity's aims. All priests
must be specialty priests. Priests can cast any spell their god will
allow them to, though it puts them at serious risk to cast a spell with
level above what is allowed by the normal rules for priests. They
must roll a constitution check or fall to the ground, unconscious.
If they fail their Constitution check they roll a ressurection survival
roll, and if that fails they die.
Druids: Druids cast Speak
With Animals as a first level spell, Neutralize Poison as a third level
spell, and Cure Light Wounds as a second level spell.
Priest Thaco: Priests get a -1 bonus to their thaco when their level
is a multiple of 3. Basically this means that the THAC0 advancement
goes as follows:
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Strength:
Old Value
New Value
18 or less
Remains the Same
18 / 01 - 50 19
18 / 51 - 75 20
18 / 76 - 90 21
18 / 91 - 99 22
18 / 00
23
19 or more 5
more than before
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Level limits:
I don't like level limits. They make it so
that someone can't continue playing a demihuman for as long as a Human,
so that the player is kind of removed from the game, unless the DM has
them make a new high-level character.
Movement adjustment for strength (stamina) and Dexterity
(balance):
STR:1-3 4 5
MV :-3 -2 -1
DEX:1-3 4-5 6-7
MV :-3 -2 -1
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Multiclassing/Dual-classing:
Humans may be multiclass. Non-humans may be
dual-class.
These requirements make most multiclass characters
advance significantly faster than by the normal rules. This should
make it more fair to play multiclass characters. For an explanation
of why these rules are like this, go here.
fighter/mage
x1.6
ranger/mage
x1.7
fighter/thief
x1.4
mage/thief
x2.0 (no break here)
fighter/cleric
x1.4
cleric/mage
x1.9
fighhter/mage/cleric x2.4 (as opposed
to 3x by normal rules)
Low hit points effect on combat
(5% means the character is at 5% of max hit points, etc.)
5% ** -3 hit,damage,intitive, no dexderity. armor bonus
10% ** -2 hit,damage, intitive
25% ** -1 damage, intitive