White Box (revised presentation) here
ATTRIBUTES
1. Roll Attributes best 3 of 4d6 in order STR DEX CON INT WIS CHA. May reroll if attribute modifiers total sum is +0 or lower.
2. Human PCs get +1 to any three attributes.
3. All PCs may add +1 to one attribute every even level, to a maximum of 18.
4. Attribute Modifiers
3: -2
4-6: -1
7-14: 0
15-17: +1
18: +2
Attribute Modifiers affect d20 Save checks and d6 ability checks such as Thievery (INT, DEX), breaking doors (STR), etc. STR and DEX affect attack rolls. INT affects number of spells known by a Magic-User.
Race & Class
All races may advance to 10th level in any permitted class.
The Permitted classes are:
Dwarf: (1) Fighter (2) Magic-User (3) Thief
Elf: (1) Fighter (2) Magic-User (3) Fighter-Mage
Halfling: (1) Fighter (2) Thief
Human: (1) Cleric (2) Fighter (3) Magic-User (4) Thief
Human Magic-Users (only) may potentially advance to 12th level at the following XP costs:
11th: 1,280,000 XP
12th: 2,560,000 XP
Hit Points
PCs receive 6 hp on their first hit die, and 4 hp on each subsequent hit die.
Weapons
Melee weapons wielded two-handed receive +1 to-hit.
Shields
Shields (not bucklers) receive an additional +2 AC bonus vs missile attacks from the front.
Spells Known
A Magic-User normally knows and has mastered a number of spells equal to their Level + INT modifier. One spell known may be swapped out on each level-up. Spellcasters gain spells from study of their Spell Book. Many Magic-Users are religious 'Wise Men' or 'Wise Women' such as Priests, Shamans et al. Thus, Magic-Users may potentially learn spells from the Cleric spell list (but not vice-versa). They may learn additional spells from Scrolls, destroying the Scroll in the process.
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