Post by TempestFennac on Oct 9, 2015 5:34:34 GMT
House Rules:
General:
All classes use the Thief Experience Point table.
No max level limits exist for any races. Humans get a +10% Exp. bonus which is applied after prime requisite bonuses to compensate.
All full-casters take 1 hour to prepare spell slots, Paladins and Rangers need 15 minutes (this is the same for everyone regardless of level). Prepared spells can also be swapped at the rate of 1 per 10 minutes of meditating or studying their spellbook.
Elves reach adulthood at 25 because needing over 100 years to become one just seems silly.
Stat checks are often used to determine success when trying to do things with a chance of failure. When these are requested, roll 1d20 while making any additions or deductions which will depend on circumstances and your character's skills: getting equal to or less than the relevant stat will mean you succeed (eg: if you want to talk an NPC into helping you, roll 1d20. If your Cha is 15, you need to get a 15 or lower to pass. Annoying the NPC in this scenario would result in a +2 penalty to the roll while offering them something valuable would give a -2 bonus).
Alternative skills:
Each class has a number of proficiencies automatically which are modified by their race and stats. Characters can also take 1 bonus skill proficiency which
is relevant to their background (eg: Paladins normally wouldn't have Hide in Shadows but if they work as an undercover operative, they would be able to
pick this as their bonus). Start this bonus skill at 20 before stat bonuses/penalties are applied and add 3 every level. After level 10, no skills get boosted by levelling up (1d100 is used for all of them and the player must roll equal to or less than the listed percentage to pass skill checks). If characters are multiclassed, they get a number of proficiencies equal to the number which the class which gives the most grants but the skills can be chosen from each class (eg: Thieves get 8 skills while Fighters get 5 skills, so a Thief/Fighter multiclass would get 8 proficiencies taken from both the Thief and Fighter lists plus one bonus proficiency). Ignore racial changes to skills. Regardless of bonuses, no skill can be higher than 99%.
Stat changes:
Stat changes:
7: -15.
8: -10.
9: -5.
10-16: 0.
17: +5.
18: +10.
19: +15.
Str:
Climb Walls.
Swimming.
Dex:
Hide in Shadows.
Move Quietly.
Open Locks.
Pick Pockets.
Acrobatics and Jumping.
Int:
Find Traps.
Read Langauges.
Arcana (used for knowing about magic and abberations).
Planes (covers other planes of existence and beings that live in them).
Religion.
Nature (covers animals, plants and magical beasts).
History (includes the aristocracy and architecture).
Wis:
Survival.
Perception.
Handle Animals.
Cha:
Diplomacy.
Intimidation.
Bluff.
Wearing armour which reduces max movement bestows penalties on Move Quietly, Climb Walls, Swimming and Acrobatics and Jumping checks:
90' max movement: -5.
60' max movement: -10.
Class skills:
Assassin:
Climb Walls: 70 at level 1, gain +2 every level.
Find Traps: 20 at level 1, gain +4 every level.
Perception: 20 at level 1, gain +3 every level.
Hide in Shadows: 25 at level 1, +5 every level.
Move Quietly: same as Hide in Shadows.
Open Locks: 30 at level 1, +4 every level.
Acrobatics and Jumping: 30 at level 1, +4 every level.
Read Languages: 1 at level 1, +5 every level.
Cleric:
Religion: 40 at level 1, +4 every level.
Planes: 30 at level 1, +4 every level.
Diplomacy, Intimidation or Bluff (choose one which suits deity/cause best): 20 at level 1, +5 every level.
Read Languages: 25 at level 1, +2 every level.
Druid:
Survival: 30 at level 1, +5 every level.
Nature: 50 at level 1, +4 every level.
Swimming: 20 at level 1, +3 every level.
Handle Animals: 30 at level 1, +5 every level.
Move Quietly: 15 at level 1, +3 every level.
Perception: 30 at level 1, +3 every level.
Fighter:
Climb Walls: 70 at level 1, +2 every level.
Swim: 70 at level 1, +2 every level.
Intimitation: 20 at level 1, +5 every level.
Handle Animals: 10 at level 1, +4 every level.
Acrobatics and Jumping: 30 at level 1, +4 every level.
Illusionist:
Arcana: 30 at level 1, +5 every level.
Planes: 20 at level 1, +5 every level.
Religion: 20 at level 1, +5 every level.
History: 40 at level 1, +5 every level.
Read Languages: 30 at level 1, +5 every level.
Perception: 20 at level 1, +3 every level.
Magic-User:
Arcana: 30 at level 1, +5 every level.
Planes: 20 at level 1, +5 every level.
Religion: 20 at level 1, +5 every level.
History: 40 at level 1, +5 every level.
Read Languages: 30 at level 1, +5 every level.
Nature: 20 at level 1, +5 every level.
Paladin:
Climb Walls: 60 at level 1, +2 every level.
Swim: 60 at level 1, gain +2 every level.
Intimitation: 20 at level 1, +5 every level.
Handle Animals: 10 at level 1, +4 every level.
Diplomacy: 30 at level 1, +5 every level.
Religion: 35 at level 1, +4 every level.
Ranger:
Climb Walls: 70 at level 1, +2 every level.
Swim: 70 at level 1, gain +2 every level.
Survival: 45 at level 1, +5 every level.
Handle Animals: 30 at level 1, +5 every level.
Acrobatics and Jumping: 30 at level 1, +4 every level.
Perception: 40 at level 1, +5 every level.
Thief:
Climb Walls: 70 at level 1, gain +2 every level.
Find Traps: 25 at level 1, gain +4 every level.
Perception: 10 at level 1, gain +3 every level.
Hide in Shadows: 20 at level 1, +5 every level.
Move Quietly: same as Hide in Shadows.
Open Locks: 30 at level 1, +4 every level.
Pick Pockets: 35 at level 1, +4 every level.
Bluff: 20 at level 1, +5 every level.
Classes:
Fighters are the only class which can take Weapon Specialisation (Rangers and Paladins get other abilities so this is intended to make
Fighters more unique).
Rangers can be evil and the damage bonus vs. Humanoids they get can also be added to ranged weapons instead of melee (this is decided
at character creation). The Humanoid damage bonus applies to Good creatures if the Ranger is evil.
Paladins can be alignments other than LG but new abilities will need to be chosen (discuss as and when needed based on what player wants).
Magic-Users and Illusionists gain bonus spells using the same table as Clerics (they both use Int rather than Wis though). Multiclass Magic-Users and Illusionists can also cast spells without difficulty while wearing armour which doesn't reduce the wearer's movement as long as the other class gives proficiency with that armour.
Clerics can swap Turn/Control Undead for a more unique ability which is related to their deity or cause. They also need to pick 1 spell
for each spell level which is relevant to their deity/cause: these spells can be used in place of another stored spell of the corresponding
level without being prepared (eg: if a Cleric who follows a trickery god picked Invisibility, they could use a stored Hold Person to cast
Invisibility instead). The Druid, Magic-User and Illusionist spell lists can be used in addition to the Cleric list. Clerics can also
use any weapons rather than being limited to blunt ones.
Assassins, Thieves and Druids lose their alignment restrictions (Druids still have to respect nature so needlessly killing animals or
despoiling natural environments will cause a loss of powers). Cleric alignments and actions have to be in-line with their deity/cause
(eg: Pelor followers would have to be within 1 step of Neutral Good and a Cleric whose dedicated to freeing slaves would have to actively
fight slavery in some way).
Spells:
Haste bestows a -2 penalty to all rolls involving Str, Dex and Con on all targets until they rest for half an hour once its duration ends
instead of aging all targets by 1 year (I hate the aging effect but the new penalties seem significant enough to prevent spam).
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For the benefit of everyone (especially me), I'll be posting the combat rules here for easy referencing. So everyone knows, I'll be rolling both Surprise and Initative for the party and enemies to save time being as this is something which could really slow the game down (unless anyone objects to me doing this). When combat inevitably happens, please could everyone include relevant rolls with the actions they post (use coyotecode.net/ and post both the link to the roll and the number you got itself). Regarding spell recovery, would you guys prefer to use the rules in the book, have it as just being a case of resting and then spending 1 hour studying a spellbook/meditating to get all your spells back or trying an idea I just thought up which involves spending 1 minute of studying/meditating per spell level for each separate spell used? (Eg: each level 3 spell would need 3 minutes, level 5 spells each need 5, etc).
Combat Rules:
When the party of adventurers comes into contact with enemies,
game-time no longer follows a sequence of turns (representing
10 minutes), but is measured in rounds (representing
1 minute), subdivided into six-second long “segments.” The
order of events is as follows:
1. Determine Surprise (d6)
2. Declare Spells and General Actions
3. Determine Initiative (d6, highest result is the winner, each
party acts in the segment indicated by the other party’s die
roll)
4. Party with initiative acts first (casting spells, attacking,
etc.), and results take effect (other than spells, which have
casting times to complete before they take effect). Note:
Some actions may allow the other side to “interrupt” with
an action such as a fl eeing attack or attacking charging
opponents with spears set against a charge.
5. Party that lost initiative acts, and results take effect (other
than spells, which take effect when casting time is
completed)
6. The round is complete; declare spells and general actions
for the next round if the battle has not been resolved.
1. determine Surprise: If a group of combatants is surprised,
its members are basically caught fl at-footed and unable to act
during the fi rst few seconds of a battle.
Surprise is checked only once per combat, at the beginning
of an encounter. Each side rolls a d6. If the result is a 1, the
group is surprised for one segment. If the result is a 2, the
group is surprised for two segments. If the result is a 3-6, the
group is not surprised. In some cases, monsters or particular
character classes may have special rules for surprise (e.g. some
monsters cannot be surprised, others are stealthy enough that
the party may be surprised on a roll of higher than 2). If a party
of adventurers has alerted monsters to its presence (by hammering
away at a door for a round or two, for example), the
monsters will not need to make a surprise roll at all; however,
merely being alert to the possibility of danger is not enough to
avoid making a surprise roll. If neither of the opposing forces
is surprised, play moves on to the regular combat round, described
below.
If one side is surprised while another is not, the unsurprised
party may act for a number of “surprise” segments. For example,
if the party rolls a 1 and the monsters roll a 2, the party
is surprised for one segment, the monsters are surprised for
two segments, and thus the party has one surprise segment
in which to act. If the party rolls a 2 and the monsters roll a 5,
the party is surprised for 2 segments and the monsters (who,
having rolled a 5 were not surprised at all) have both of those
2 surprise segments in which to act. Actions that would normally
happen over the course of a round may be completed
in one surprise segment: talking, attacking, charging, closing
to melee, beginning a spell, etc., provided that it is possible
for the action to take place during a single segment. In other
words, a character cannot make a minute-long speech during
that six seconds, nor can a spell be fully cast unless it is a onesegment
spell.
A character’s surprise bonus (see “Dexterity”) acts to negate
surprise segments if the character is surprised (or to create
them, if the number is a penalty). Thus, a character with a +2
surprise bonus whose side rolled a 2 for surprise (normally a
situation in which the character would be surprised for two
segments) is not surprised. This can lead to a situation in which
a party of adventurers is surprised with the exception of one
member. For example, if the monsters rolled a 1, the party
rolled a 2, and one party member had a +2 surprise bonus, the
situation will resolve as follows:
• The party member is not surprised at all, because two segments
of surprise are negated by his +2 bonus.
• The monsters are surprised for one segment, so the unsurprised
party member may act during that fi rst surprise
segment.
• In the second surprise segment, the monsters are no longer
surprised, but the rest of the party is still surprised (having
rolled a 2), so both the monsters and the one unsurprised
character can all take action during the second surprise
segment.
Dexterity cannot create surprise, only alter the number of segments
for which surprise lasts.
If a monster surprises on more than a 2 in 6 (some monster
descriptions may contain text such as “surprises on 1-3”), it is
possible for the monster to gain more than two segments of
surprise. Against a monster that surprises on 1-3, if the party
rolls a 3 and the monster is not surprised, the monster would
have three surprise segments in which to act.
2. declare Spells and General actions: Before the two sides
roll initiative, spell casters must state what spells (if any) they
will be casting in that round. As the round proceeds, the spell
caster may elect not to cast the spell, but may not substitute
another action. This is simply because the mental preparations
for casting a spell are so arduous that the caster cannot switch
focus quickly enough to change actions. Non-spell casters
should also tell the GM, in general terms, what they will be
doing: “attacking with a sword,” “using my bow,” “climbing
the wall,” etc.
Before the players do this, the GM should already have formed
a similar outline of the monsters’ strategy; the GM should not
base the monsters’ actions on what he or she already knows
the players will be doing.
3. determine Initiative: After any surprise segments are resolved
and spell casting is declared, the fi rst combat round
begins. At the beginning of a combat round, each side rolls
initiative on a d6. The roll represents the six second segment
of the round in which the OTHER group will be able to act;
hence, the higher roll is the better roll (as the other party will
act later). If the party rolls a 6 for initiative, and the monsters
roll a 1, this means that the party will be acting in segment 1,
and the monsters will not act until the sixth segment of the
10-segment round. Since a combat round is 10 segments long,
and the initiative roll only covers the fi rst six segments of the
round, there are four remaining segments in the round after
the two sides have already taken their actions: these remaining
four segments are still important because spells may take effect
during this time, and some combatants might “hold” (choose to
delay) their actions, waiting to act until these later segments.
The dexterity bonus for surprise is not added to an individual’s
initiative for melee attacks, but if a character has a missile weapon
in hand, he or she applies his or her missile attack bonus as
a bonus to his or her initiative (as well as to the attack roll).
Initiative rolls may result in a tie. When this happens, both sides
are considered to be acting simultaneously. The GM may handle
this situation in any way he or she chooses—with one caveat.
The damage infl icted by combatants during simultaneous initiative
is infl icted even if one of the combatants dies during the
round. It is possible for two combatants to kill each other during
a simultaneous initiative round! Under any other circumstance,
of course, the effects of damage infl icted during that segment
will take effect immediately—a goblin killed in the fi rst segment
of the round will be dead (and thus unable to attack) by the time
the fi fth segment of the round arrives.
Some characters (and creatures) may have more than one attack
routine. This does not refer to a monster that normally
makes multiple attacks in a round—all of these attacks are
considered to be part of one attack routine. However,
a fi ghter whose level grants him an additional attack is
considered to be making a second entire attack routine.
This is perhaps most clearly seen if the reader envisions
a fi ghter who uses a sword in one hand and a dagger
in the other. These two attacks are part of an attack
routine—and if the fi ghter is of high enough level
or under the infl uence of a haste spell, he or
she may also gain an entire additional attack
routine. A creature or character with multiple
attack routines cannot use the second attack
routine until after the other side’s initiative
segment has been resolved.
Once the party with initiative has acted, the party that
lost initiative may then take action.
note about spells: Spells have a casting time, the
number of segments (or rounds, turns, etc.) required
to cast the spell. The spell caster does not actually
begin casting the spell until his or her initiative segment.
That segment is the fi rst segment of the casting
time. The spell does not “go off” until the casting has
been completed.
Example: Halvaine the Arcane’s party is in battle with a
group of orcs. At the beginning of the round, Halvaine’s
player declares that the magic user will cast a spell with
a 2 segment casting time. The party rolls a 5 for initiative,
and the GM rolls a 4 for the orcs. Halvaine thus begins
casting in the fourth segment of the round (as the ORCS
rolled a 4, so Halvaine’s party is acting in segment 4).
The orcs attack in the fi fth segment (as Halvaine’s party
rolled a 5), and Halvaine’s spell will go off in the sixth
segment (as his initiative segment is 4, and he adds the
casting time of 2)—provided, of course, that the orcish
attack in the fi fth segment does not interrupt and thus
spoil his casting.
cOmBat actIOnS
Combat actions normally should be declared by the players,
and decided by the GM, prior to the initiative die being
rolled. Certain actions, of course, are so integral to the
game that methods for their resolution are set forth as rules.
These actions are: fl eeing, negotiating, holding initiative, fi ring
missiles, setting weapons against a charge, attacking, casting
spells, and engaging in unarmed combat. Each of these common
actions is described below.
charge: Charging into combat allows the attacker to move
and then attack in the same round. A charge is made at twice
the normal movement rate (and must terminate within the
10 ft melee range of the target). If the defender has a longer
weapon than the attacker, the defender attacks fi rst (unless
the defender has already acted in this round). The attacker
gains no dexterity bonus against such an attack (and characters
with no Dex bonus receive a +1 AC penalty). Additionally, if
the defender has a weapon set against the charge (see below),
he or she will infl ict additional damage with a successful hit
against the charging attacker.
Assuming that the charging character survives, he or she
gains +2 “to hit” on his or her attack. Characters may
only perform a charge once every 10 rounds (i.e. once
per turn). Characters who are at the maximum encumbrance
category may not charge unless they are
mounted and the mount is below the maximum encumbrance
category.
An attacker riding a warhorse or other combat-trained
mount and equipped with a lance infl icts double
the damage rolled on the charge round.
(Although the weapon damage is doubled,
any bonus for strength, magic, specialisation
or other such modifi er is not.)
closing into combat: When two groups of
combatants are not within the 10 ft melee range, the
attackers may choose either to charge into combat
or to advance more cautiously, closing into combat.
Closing into combat does not allow the character to
make an attack roll that round; the cautious advance
does not generate the opening to make a signifi cant
attack. However, neither may the character’s opponent
attack until the round after closing. When
closing into combat, the character may advance the
full amount of his or her movement.
fighting Retreat: A character may retreat backward
out of combat, maintaining his or her defence, although
the attacker may follow if not otherwise engaged. It is
possible to parry while doing so, but not to attack. This
manoeuvre may be used to “switch places” with another
party member who is in combat, the fi rst party member
joining battle with the enemy to prevent the enemy’s
pursuit while the second character makes a fighting
retreat.
fleeing from combat: Often, discretion is the better
part of valour, and the characters will choose to exercise
the said discretion at top speed. If a character is in melee
combat and runs away, his or her opponent(s) may make
an immediate additional attack at +4 to hit.
hold Initiative: Holding initiative is simply waiting until
the other side has acted before doing anything.
www.knights-n-knaves.com/osric/downloads/OSRIC.pdf