Post by The Dungeon Master on Mar 1, 2010 21:13:55 GMT -5
General
General Concepts
- Charisma: The table is incorrect
- Climb Walls: Rate of speed is 2d10' per round
- Elves: Can find secret and hidden doors on a 1 or 2 on a d6. Elven spells per level table is incorrect
- Halflings: The +1 to individual initiative also apples to a group composed of only halflings
- Initiative: Individual initiative will only be used to determine relative ordeer within the party (if necessary) or if an opponent is an NPC with a DEX score
- Languages: Dwarves and Elves can speak their indicated bonus lanuages, but not read and write them unless they expend skill slots
Alignment languages have no written form - Magic-Users: Spells per level table is incorrect
- Natural Healing: A full day of complete rest (no fighting or travelling) wil restore 1d3 hit points
- Remove Traps: Failure to remove a trap does not automatically trigger the trap
- Spellcasting: If a caster loses initiative and takes damage or fails a saving throw, the spell is interrupted and lost
- Starting Hit Points: You may re-roll a 1, once
- Turn Undead: Turned undead stay away 1d10 rounds. At the end of that time the DM wil make a reaction roll. If 8 or higher the undead will return. A Holy Symbol IS required to Turn Undead.
General Concepts
- To attack, roll a d20 and add any potential modifers. Compare to your THAC0 chart to determine the AC you hit
- Lower AC is better
- To make a save roll a d20 and add any modifiers as allowed by the DM. You must roll equal to or greater than your target number to successfully make the save.
- Rounds are 10 seconds of game time
- Turns are 10 minutes of game time. in a dungeon environment you can move your speed in a turn (this assumes careful progress, mapping, etc.) Also a combat is assumed to last 1 turn (for catching breath, bandaging, looting, etc.)
- distances are in feet indoors and in yards outdoors (accept for area of effect of spells - that is always in feet)