Goals:
] all character creation information
] at least 3 races
] at least 3 classes, at least one of which is a spell caster
] full spell list for casters
] equipment list
] full exploration rules
] full combat rules
] full treasure and magic items
] enough monsters to populate 3 dungeon levels' worth of encounters
] enough monsters to populate 3 biomes' worth of encounters
Character Creation
To create a character one must generate abilities, select a race, select a class, determine spells, and purchase equipment.
Ability Scores
Ability scores represent general physical and mental aptitudes in numerical fashion. Roll 3d6 6 times, assigning each number in order to the following abilities:
Strength: Represents muscle power. It is most important to fighting-men.
Scores | Fighting-manXP | Force doors/objects
3-6 | -10% | 1-in-6
7-14 | - | 2-in-6
15-18 | +10% | 4-in-6
Intelligence: Represents intellect, logic, and memory. It is most important to magic-users.
Scores | Magic-User XP | Languages | Literacy | Chance to learn spell (Magic-Users)
3-6 | -10% | Alignment and racial | Illiterate* | 60**
7-14 | - | Alignment and racial | Literate | 70**
15-18 | +10% | Alignment, racial, plus one extra language | Literate | 80%**
*illiterate magic-user require the aid of a literate magic-user to teach them spells
**modified by spell level
Wisdom: Represents insight, senses, and reflection. It is most important to clerics, shamans, and anti-clerics.
Scores | Cleric XP | Modifier on saves vs mental/emotional/spiritual effectsConstitution: Represents endurance and general health. It is important for all characters.
3-6 | -10% | -2
7-14 | - | -
15-18 | +10% | +2
Scores | Hit point modifier per hit die | System shock survival chanceDexterity: Represents reflexes and coordination.
3-4 | -1 | 45%
5-14 | - | 70%
17-18 | +1 | 95%
Scores | Modifier on ranged attacks
3-8 | -1
9-12 | -
13-18 | +1
Charisma: Represents personal magnetism and self-confidence.
Scores | Reaction modifier | Maximum henchmen | Base loyalty
3-4 | -2 | 2 | 8
6-8 | -1 | 2 | 10
9-12 | - | 3 | 12
13-16 | +1 | 4 | 14
17-18 | +2 | 4 | 16
Alignment
All of creation is involved in the cosmic struggle between Law and Chaos; even those who refrain from the battle unknowingly side with Neutrality. Mortals (and many immortals) are not perfect representations of their alignments but their attitudes and actions convey their allegiances. All characters must select an alignment, and some alignments cannot pursue certain classes. All characters know their alignment language (Lawful, Neutral, or Chaotic); a character whose alignment changes lose access to the alignment language until his alignment reverts or someone from his new alignment teaches him the new language.
Law can be roughly equated to "Good"; Even at their worst, Lawful people act with noble intentions and try to help others.
Chaos can be roughly equated to "Evil"; Even at their best, Chaotic people act with corrupt intentions and try to hinder others.
Neutrality often represents a lack of commitment or a desire to avoid trouble but for some it is a philosophy of "Balance" in the cosmos.
Selected creatures' typical alignments
LAW========NEUTRALITY========CHAOS
Men Men Men
Dwarves Halflings Goblins
Cavemen Orcs Hobgoblins
Treants Ogres Trolls
Judicators Elementals Balors
Dragons Dragons Dragons
Underlined creatures are equally likely to be Neutral or Chaotic
Italic creatures are equally likely to be Lawful or Neutral
Interesting endeavor! I think I'd be like 80% close to B/X until I had to remember all the spells and monsters.
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