Post by Danny on Apr 7, 2012 10:34:00 GMT -7
Here are the most noteworthy changes to the rules that are used for Sweetgrove.
He's Not Quite Dead Yet - A character becomes unconscious and bleeding at 0 hit points or less and will take 1 hp per round until his wounds are treated. When a character reaches -10 hit points, he is dead, but the immediate use(within one round) of healing magic from a spell, potion or magical device can prevent death if the character is healed to above -10.
The Big D30 Rule - Once per session each player may opt to roll the DM's big d30 instead of whatever dice would normally be rolled. The choice to roll the big D30 must be made before any roll, and cannot be rolled for generating character statistics or hit points
Experience for Session Summaries - Any in-character report(journal, letter to a loved one, dictated tales in a tavern, etc) of the previous session written before the next session and either handed to the DM at the beginning of the next session or posted on the message board will earn the player a bonus of either 100 xp or 10% of their current experience, whichever is higher.
Shields Shall be Splintered - Shields provide a standard +1 to AC, However, any time you take damage, you can opt instead to say your shield absorbed the force of the blow. The shield is shattered and must be discarded, but you don't take any damage from that hit. Against magic spells that allow for half damage on a successful save, such as fireball and lightning bolt, you can sacrifice the shield in exchange for an automatic save. For magical shields, each +1 gives the shield a 10% chance to survive the blow.
Non-Vancian Spell Casting - Clerics, Elves, and Magic Users do not need to memorize their spells. Clerics can cast any spell on their spell list up to their daily allotment of spells per day, while Elves and Magic Users can cast anything in their spell books up to their daily allotment of spells per day.
Simple Crits and Fumbles - On an attack roll, a natural roll of 20 does either maximum damage or a fancy maneuver(player's choice) and a natural roll of 1 causes the character to either drop their weapon or "something else."(DM's choice)
AD&D-style Multiclassing - You can take two(or three) classes, as long as it makes sense to do so. This will be handled the same way as AD&D, so all experience is distributed between your two or three classes evenly, and you can do everything all your classes allow you to do. Restrictions on certain thief skills and spellcasting still apply, so even if you can use every kind of armor as a Fi/Th/M-U, you still can't cast spells in armor.
Researching New Spells
*Magic Users and Elves can research a spell for free once per level.
Adding Spells to the Spellbook
He's Not Quite Dead Yet - A character becomes unconscious and bleeding at 0 hit points or less and will take 1 hp per round until his wounds are treated. When a character reaches -10 hit points, he is dead, but the immediate use(within one round) of healing magic from a spell, potion or magical device can prevent death if the character is healed to above -10.
The Big D30 Rule - Once per session each player may opt to roll the DM's big d30 instead of whatever dice would normally be rolled. The choice to roll the big D30 must be made before any roll, and cannot be rolled for generating character statistics or hit points
Experience for Session Summaries - Any in-character report(journal, letter to a loved one, dictated tales in a tavern, etc) of the previous session written before the next session and either handed to the DM at the beginning of the next session or posted on the message board will earn the player a bonus of either 100 xp or 10% of their current experience, whichever is higher.
Shields Shall be Splintered - Shields provide a standard +1 to AC, However, any time you take damage, you can opt instead to say your shield absorbed the force of the blow. The shield is shattered and must be discarded, but you don't take any damage from that hit. Against magic spells that allow for half damage on a successful save, such as fireball and lightning bolt, you can sacrifice the shield in exchange for an automatic save. For magical shields, each +1 gives the shield a 10% chance to survive the blow.
Non-Vancian Spell Casting - Clerics, Elves, and Magic Users do not need to memorize their spells. Clerics can cast any spell on their spell list up to their daily allotment of spells per day, while Elves and Magic Users can cast anything in their spell books up to their daily allotment of spells per day.
Simple Crits and Fumbles - On an attack roll, a natural roll of 20 does either maximum damage or a fancy maneuver(player's choice) and a natural roll of 1 causes the character to either drop their weapon or "something else."(DM's choice)
AD&D-style Multiclassing - You can take two(or three) classes, as long as it makes sense to do so. This will be handled the same way as AD&D, so all experience is distributed between your two or three classes evenly, and you can do everything all your classes allow you to do. Restrictions on certain thief skills and spellcasting still apply, so even if you can use every kind of armor as a Fi/Th/M-U, you still can't cast spells in armor.
Researching New Spells
Activity | Time | Material Cost |
Researching a Spell(On a List Already) | 1 week | 500gp*/Level |
Researching a Spell(Wholly Original) | 2 weeks | 1,000gp*/Level |
*Magic Users and Elves can research a spell for free once per level.
Adding Spells to the Spellbook
Spell Level | Time | Writing Cost |
1st | 1 hour | 10gp |
2nd | 2 hours | 40gp |
3rd | 3 hours | 90gp |
4th | 4 hours | 160gp |
5th | 5 hours | 250gp |
6th | 6 hours | 360gp |
7th | 7 hours | 490gp |