Tag: Rules

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  • Character Creation

    p. *Unique Characters* p. Characters in my Forgotten Realms game must have _at least_ one thing exceptional about their character, or at least something unusual or unique about them. Such things my include playing an unusual race, or having a unique …

  • Class Rule Modifications

    *Wizards and Clerics Using Spell Focus Items* Spell Focus Items are usually in the form of wands, rings, staves, talismans, necklaces, holy symbol, or whatever form is approved by the Dungeon Master, that a Wizard or Cleric casts all of his or her …

  • Combat Rule Modifications

    The basic information for Combat may be found here. To cut down on clutter, some links to related pages have been made. h3. The Melee Round _-Each *Melee Round* or *"Round"* is 6 seconds long_ _-Each second of a *Melee Round* is called a *"Segment …

  • Armor Rule Modifications

    h3. Armor and Shields These are advanced rules for armor. The following link is for a simplified version of the armor rules: [[Simplified Armor Rules | Simplified Armor Rules]] -Penalties are halved (rounded up) if the wearer is proficient with …

  • Weapon Rule Modifications

    There are three sets of rules available for Weapons: [[Advanced Weapon Rules]] : If Weapon Speeds and Weapon Variants are being used. [[Weapon Rules]] If only Weapon Variants are being used (but no Weapon Speeds) [[Simplified Weapon Rules]] Basic …

  • Spell Rule Modifications

    h3. Spell Rule Basics *Spell Points* _-Spells are no longer memorized using a particular number of spells/spell level per day. Instead, the character receives a pool of Class Spell Points (sometimes called mana in other systems) to spend until able …

  • Simplified Armor Rules

    Penalties are halved (rounded up) if proficient in the armor type, with the exception of Arcan Spell Failure. Optionally, the Dungeon Master may simplify the armor rules even further by eliminating defense class penalties. h3. Armor and Shields …

  • Advanced Weapon Rules

    Many of the weapons have various sizes and weights, although they may sometimes share the same root names. This represents the multitudes of the varieties of the same weapons, and the preferences of those who use them. For example, two fighters may both …

  • Weapon Rules

    h3. Small Blades |*_Weapon_* |*_Size_ / _Weight_*|*_Cost_*|*_Damage_*|*_Critical_*|*_Notes:_*||||| |||||||||||| |*Dagger* |Small / Light ||1d4|17-20 / x2|||||| |*Knife* |Small / Light ||1d4|17-20 / x2|||||| |*Kukri Knife* |Small / Medium||1d6|18-20 …

  • Simplified Weapon Rules

    h3. Small Blades |*_Weapon_* |*_Size_ / _Weight_*|*_Cost_*|*_Damage_*|*_Critical_*|*_Notes:_*||||| |||||||||||| |*Dagger* |Small / Light ||1d4|17-20 / x2|||||| |*Short Sword* |Small / Medium||1d6|18-20 / x2|||||| |*Long Sword* |Medium / Medium||1d8 …

  • Number of Attacks Per Round

    [[Number of Attacks Per Round Using Weapon Speed and BAB]] [[Simplified Rules for Number of Attacks Per Round]] *Default Initiative Option* As an option for the Dungeon Master and Players alike, default initiative may be used, instead of …

  • Initiative

    *Weapon Initiative and Weaponless Initiative* _-Determined by rolling a d6 for every attack that can be made during the round, or by using the optional Default Initiative Chart. The Default Initiative Chart is always used for Ranged Missile Weapons, …

  • Locked in Combat

    _- If an attacker and defender rolls tie, they are "Locked in Combat" (or a similar situation) and may be entitled to another free attack in the upcoming segments. *Maintaining the Lock* _-If the attacker wishes to maintain the Lock, the NEXT …

  • Charging and Rushing

    _-This section describes Charging, its benefits, drawbacks, and what takes place. Some information here is redundant, but restated here to keep all of the Charging information together: Charging and Rushing take place often during combat. In the game …

  • Two Weapon Fighting

    _-Characters with NO specific training in handling two weapons at once:_ 1) Deliver *one* attack per round with the secondary weapon. 2) Attack is at HALF *Base Attack Bonus (BAB)* with the secondary weapon. 3) Attack is at HALF *Strength and …

  • Movement

    _The movement system has been completely changed._ _-Movement takes place *every* segment, and every creature that wishes to move, may do so._ _Although movement is taking place simultaneously across the board, the Dungeon Master may optionally set up …

  • Attacks of Opportunity

    Attacks of Opportunity are spontaneous attacks that occur when an opponent is suddenly vulnerable, or when a charge attack takes place. The Attack of Opportunity does not give the attacker a free attack, but instead allows them to attack sooner in the …

  • Spell List Change Information

    h3. Spell Buffs and Maintainable Spells _-Certain spells will be classified as Spell Buffs or "Buffs". Spell Buffs are spells which are maintained on an individual or group, that usually have some protective value or constant effect. Spells that are …

  • Cleric Spells

    *0-Level Cleric Spells (Orisons)* Create Water: Creates 2 gallons/level of pure water. Cure Minor Wounds: Cures 1 point of damage. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. …

  • Wizard-Magus Spells

    *0-Level Sorcerer/Wizard Spells (Cantrips)* *Abjur* Resistance (Buff): Subject gains +1 on saving throws. *Conj* Acid Splash: Orb deals 1d3 acid damage. *Div* Detect Poison: Detects poison in one creature or small object. Detect Magic: Detects …

  • Druid Spells

    0-Level Druid Spells (Orisons) Create Water: Creates 2 gallons/level of pure water. Cure Minor Wounds: Cures 1 point of damage. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. …

  • Bard Spells

    0-Level Bard Spells (Cantrips) Dancing Lights: Creates torches or other lights. Daze: Humanoid creature of 4 HD or less loses next action. Detect Magic: Detects spells and magic items within 60 ft. Flare: Dazzles one creature (-1 on attack rolls). …

  • Ranger Spells

    1st-Level Ranger Spells Alarm: Wards an area for 2 hours/level. Animal Messenger: Sends a Tiny animal to a specific place. Calm Animals: Calms (2d4 + level) HD of animals. Charm Animal: Makes one animal your friend. Delay Poison: Stops poison from …

  • Paladin Spells

    1st-Level Paladin Spells Bless (Self Buff): Allies gain +1 on attack rolls and +1 on saves against fear. Bless Water: Makes holy water. Bless Weapon (Buff): Weapon strikes true against evil foes. Create Water: Creates 2 gallons/level of pure water. …

  • Non Weapon Proficiency Rules Modifications

    *Healing* -Binding Wounds require a successful Healing Proficiency Check (DC20) applied within 1 hour of the wounding. This will mend 1-2 hit points of damage per new wound if done prior to magical healing; none may be repaired if done after magical …

  • Spell Speeds by Class and Level

    To calculate how many spells of each Spell Level that a spellcaster may cast in a round, the two following items are needed for cross referencing on the [[Number of Attacks Per Round Using Weapon Speed and BAB | Number of Attacks Per Round Using Weapon …

  • Charts

    [[Armor | Armor]] [[Attacks Per Round | Attacks Per Round]] [[Default Initiative | Default Initiative]] [[Experience Awards by CR | Experience Awards by CR]] [[Level Advancement | Level Advancement]] [[Quick Exp Reward Method | Quick Exp …

  • Spell Speeds By Level and Class

    |||||||||||||||*SPELL LEVEL*|||||||||||||| |*CLASS* | *0* | *1st*|*2nd* |*3rd* |*4th* |*5th* |*6th* |*7th* |*8th* |*9th* | |BARD|Bl.Fst.(-4)|Fst.(1)|Qu.(3)|Stan.(4)|V.Sl.(6)|Ex.Sl.(7)|Sp.Sl.(9)| |CLERIC|Bl.Fst.(-2)|Qu.(3)|Stan.(4)|Slow(5)|V.Sl …

  • Default Initiative

    p. _______________ *Segment* _______________ |*# of*|*1*|*2*|*3*|*4*|*5*|*6*||||||||||| |*Attacks*||||||||||||| |*1*|-|-|-|4|-|-| |*2*|-|-|3|-|-|6| |*3*|-|2|-|4|-|6| |*4*|-|2|3|-|5|6| |*5*|1|2|3|-|5|6| |*6*|1|2|3|4|5|6| |*7*|1|2|3|4,4|5|6| |*8 …

  • Attacks Per Round

    h3. *Number of Attacks Per 6 Second/Segment Melee Round* ||*(Bl.Fst.)*|*(Bl.Fst.)*|*(Bl.Fst)*|*(Ex.Fst)*|*(V.Fst)*|*(Fst)*|*(V.Qu.)*|*(Qu)*|*(Stan.)*|*(Slow)*|*(V.Sl.)*|*(Ex.Sl.)*|*(Sp.Sl.)*|*(Sp.Sl.)*|*(Sp.Sl.)*|*(Sp.Sl.)*|*Sp.Sl.*||||||| ||*Delay (- …

  • Weapons

    h3. Small Blades |*_Weapon_* |*_Size_ / _Weight_*|*_Cost_*|*_Damage_*|*_Speed_*|*_Critical_*|*_Notes:_*||||| |||||||||||| |*Dagger* |Small / Light ||1d4|Very Quick (2)|17-20 / x2|||||| |*Knife* |Small / Light ||1d4|Very Quick (2)|17-20 / x2|||||| …

  • Armor

    h3. Armor and Shields These are advanced rules for armor. The following link is for a simplified version of the armor rules: [[Simplified Armor Rules | Simplified Armor Rules]] -Penalties are halved (rounded up) if the wearer is proficient with …

  • Level Advancement

    |*Level*|*Experience Points*| |1| - | |2||||2,000| |3||||5,000| |4||||9,000| |5||||15,000| |6||||23,000| |7||||35,000| |8||||51,000| |9||||75,000| |10|||107,000| |11|||155,000| |12|||219,000| |13|||303,000| |14||| …

  • Quick Exp Reward Method

    The following method can be used to quickly determine XP awards given to players for roleplaying: -Rate each Player from 1 to 10 on roleplaying. -Look up the number on the following chart, and multiply the resulting Score by their level, to …

  • Quick Exp Reward Method Extended

    To award XP to players for roleplaying, do the following: -*Rate* each player from *1 to 10* in the following 9 categories, and *multiply the Rating by the number in parenthesis*, if any. -*Add* the numbers from the categories. *Multiply the …

  • Experience Awards by CR

    |*CR*|||*Experience Points*| _______________________________ |1/8|||12| |1/4|||25| |1/2|||50| |1||||75| |2||||100| |3||||142| |4||||201| |5||||282| |6||||400| |7||||569| |8||||808| |9||||1,147| |10|||1,629| |11 …

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