Character Creation.   Posted by Narrator.Group: 0
Narrator
 GM, 2 posts
 Teller of Tales
Sun 11 Jan 2015
at 23:52
Character Creation
This game will be using the AD&D 1st Edition rules (without Unearthed Arcana or any other book). If you do not have a copy of these rules (print or PDF), then you may utilize the OSRIC ruleset. However, note that the AD&D 1st Edition rules supersede the OSRIC rules.

Rules Updates
Updated section on spellbooks (02/21/15)

This message was last edited by the GM at 18:20, Sat 21 Feb 2015.

Narrator
 GM, 3 posts
 Teller of Tales
Mon 12 Jan 2015
at 15:43
Stats & Wealth
Players choose one of the following options for Stats /  Starting Experience / Starting Wealth:

Stat RollsExperienceWealth
6d6 drop lowest 32,501Starting Gold per PHB + (1 permanent magic item + 1 single use magic item OR 3 single use magic items)
5d6 drop lowest 25,0012x(Starting Gold per PHB) + [(2 permanent magic items) OR (1 permanent magic item + 2 single use magic item) OR (4 single use magic items)]
4d6 drop lowest 110,0013x(Starting Gold per PHB) + [(2 permanent magic items + 1 single use magic item) OR (1 permanent magic item + 3 single use magic items)]
3d6 20,0014x(Starting Gold per PHB) + [(3 permanent magic items) OR (2 permanent magic items + 2 single use magic item) OR (1 permanent magic item + 4 single use magic items) OR (5 single use magic items)]

Note: All PCs may take the next lesser level of Experience to obtain the next greater level of Wealth. Players who choose the 6d6 drop lowest 3 option for attributes may start with 0 experience to get greater Wealth.

The Wealth option above the 3d6 attribute selection is: 5x(Starting Gold per PHB) + ((3 permanent magic items + 1 single use magic item) OR (2 permanent magic items + 2 single use magic items) OR (1 permanent magic item + 4 single use magic items))

Permanent magic items are those without charges or are not consumed after use (e.g. armor, weapons, most miscellaneous items). Single use items are those that are consumed after a few uses (e.g. wands, scrolls, potions, miscellaneous items with charges).

Re-rolling Attributes

Players unhappy with their stats may opt to roll using a different method. However, they must use the new set of rolls. Optionally, they may choose to keep the dice rolls and add to them to generate new stats (see examples below).

Character Creation Example 1:
Oldskooler decides to generate a PC using the 3d6 method. His attribute rolls are as follows: 9,7,11,9,13,6. Realizing that AD&D is less forgiving and recommends at least two stats greater than 15, Oldskooler elects to reroll his stats using 4d6, dropping the lowest die. His new rolls are 15,17,9,13,11,14. Satisfied with this set, Oldskooler sets about to finishing his character.


Character Creation Example 2:
MinMaxer also opts to use the 3d6 method, thinking that he can persuade the DM to bump his stats if he rolls poorly. MinMaxer generates the following ability scores 13 (6,6,1), 8 (5,2,1), 12 (6,5,1), 11 (5,4,2), 13 (6,5,2), and 9 (5,3,1).

His whining gets him no where and MinMaxer realizes he must reroll his scores. However, he sees that he has several good die rolls in his pool. MinMaxer opts to roll 2 additional dice for each stat, thus selecting the 5d6 drop lowest two method.
His ability scores are now (with new rolls shown in bold) 18 (6,6,1,2,6), 13 (5,2,1,5,3), 17 (6,5,1,5,6), 12 (5,4,2,3,2), 16 (6,5,2,5,4), and 14 (5,3,1,6,3)).

Wealth

When rolling starting gold do not roll a few dice and use the multiply; please roll all dice indicated. In addition, remember, wealth doesn't have to be spent just on equipment. Gold can be spent to purchase the services of hirelings and even buy low-level scrolls or healing potions for first time players.

This message was last edited by the GM at 00:42, Fri 30 Jan 2015.

Narrator
 GM, 4 posts
 Teller of Tales
Mon 12 Jan 2015
at 17:41
Races
All races from the PHB are available for play. Please note that level limits are in effect; including the limitations imposed by ability scores. All single-class demi-humans get a bonus of +1 to their maximum level (e.g. a dwarven fighter with 18 strength may rise to 10th level, a halfling fighter with 14 strength may rise to 5th level).

In addition, racial ability score maximums are not in effect; minimum racial ability scores are still required. All races can have an 18 in any ability and no ability can ever be higher than 18.

Finally, the following individual changes have been made:

Dwarves
PC Dwarves are allowed to be clerics as well as fighter/clerics. The level limit for dwarven clerics is 8th level. Dwarven clerics with less than 17 wisdom are limited to 6th level; those with 17 wisdom are limited to 7th level. Dwarves may also opt to multi-class as a fighter/assassin.

Elves
PCs may elect to be either High Elves (no changes from PHB) or Gray Elves (receive +1 bonus to Intelligence and -1 penalty to Constitution; otherwise identical to High Elves). Elves may also opt to multi-class as a magic-user/assassin.

Gnomes
Gnomes receive a +1 bonus to Intelligence and -1 penalty to Strength.

Half-Elves
Half-elven clerics may rise to 8th level. Half-elven clerics with less than 17 wisdom are limited to 6th level; those with 17 wisdom are limited to 7th level. Half-elven rangers may rise to 8th level. Half-elven rangers with less than 17 strength are limited to 6th level; those with 17 strength are limited to 7th level. Half-Elf player characters may opt to be a multi-class cleric/thief, cleric/assassin, or magic-user/assassin.

Halflings
Halflings receive a +1 bonus to all saving throws not related to poison or magical effects. Halflings can only be of the Hairfoot sub-race, however, they have infravision out to 30 feet. Halflings get +1 to hit with slings.

Half-Orcs
Half-orc clerics may rise to 7th level. Half-orc clerics with less than 17 wisdom are limited to 5th level; those with 17 wisdom are limited to 6th level. Half-orcs receive a +1 saving throw bonus to poison for every 3 1/2 points of constitution (as per Dwarves and Halflings).

Humans
Humans may choose to receive one of the following benefits:
  • a +1 bonus to any attribute
  • a +10% experience point bonus to all experience received. (Barbarian, Bard, Monk, and Paladin ineligible for this choice)
  • when rolling hit points, the player may roll an additional die and drop the lowest result.

In addition, Human Thieves and Assassins may add either +10% to any one skill of their choice or +5% to any two skills of their choice to represent their focus.

This message was last edited by the GM at 20:22, Tue 27 Jan 2015.

Narrator
 GM, 5 posts
 Teller of Tales
Tue 13 Jan 2015
at 14:00
Classes
All classes in the PHB are available for play. In addition, the following individual changes have been:

Cleric
Clerics are proficient with slings. Clerics can cast spells spontaneously, see Magic rules. Single-classed Clerics gain bonus spells per the PHB. Clerics may attempt to turn undead a number of times equal to their level. Clerics must be of Good or Evil alignment.

Druid
Druids can cast spells spontaneously, see Magic rules. Single-classed Druids gain bonus spells per the PHB.

Fighter
The Attack Matrix for single-classed Fighters increases every level instead of every other level. (A 2nd level Fighter needs a 19 to hit armor class 0 instead of a 20).

In addition, single-classed Fighters may choose one of the following backgrounds:
  • Archer: +1 to hit and damage with bows; only -2 penalty for firing into melee.
  • Artilleryman: increased rate of fire with crossbows (light crossbow 3/2, heavy crossbow 2); only -2 penalty for firing into melee.
  • Duelist: additional +1 to hit and AC when attacking with two weapons. Restricted to leather and studded leather armors.
  • Horseman : +1 to hit and damage from horseback, triple damage with spear/lance charge attack from horseback, good judge of horseflesh (roll mount hit points twice, take the better).
  • Marine: +1 AC in leather or studded leather armor, +1 to hit and damage with club and scimitar.
  • Militia: +1 to hit with Crossbows and Polearms.
  • Noble: Nobles gain a +10% bonus to henchmen loyalty, start with random servants, and an additional d4 when determining wealth.
  • Pit Fighter: Can treat off-hand weapon as a shield in lieu of attacking with it or, if employing a shield, make a shield bash.
  • Soldier: Soldiers gain a +2 AC bonus from shields, instead of the normal +1. In addition, +1 to hit with spear.
  • Templar: Templars may use cleric scrolls as if they were a a 1st level Cleric, though no spell may be higher than 3rd level. Cannot be of Evil alignment.
  • Warlock: Warlocks may use magic-user scrolls as a 1st level Magic-User, though no spell may be higher than 3rd level. Cannot be of Good alignment.
  • Weapon Master: +1 to hit and +2 damage with one melee weapon of choice

Barbarian (Fighter Sub-class):
Barbarians are typically warriors who hail from nomadic or uncivilized cultures; often the cold lands to the north. They are usually found in areas of the world that are harsh and untamed. The barbarian's fighting spirit is imbued with this wildness; they are frenzied berserkers, marauders, and reavers accustomed to life amidst the wilds.

Requirements: Strength 13, Dexterity 12, Constitution 14
Hit Dice: 2d10 at 1st level, 1d10 through 9th level, +3 per level thereafter
Maximum Level: none
Racial Restrictions: Human Only
Alignment: Any Non-Lawful
Experience Chart: Paladin
Attacks/Saves: Fighter
Armor: Leather, Studded Leather, and Shields
Weapons: Axes (includes Bardiche), Club, Dagger, Javelin, Swords (All), Spear
Special Abilities:
  • Barbarians with a Strength and Constitution score greater than 15 receive a 10% bonus to all experience earned.
  • Barbarians receive +2 To Hit and +2 Damage bonus to all melee attacks
  • Barbarians may track as per a Ranger of the same level with a 10% penalty
  • Barbarians may climb as a Thief of the same level.
  • Barbarians are surprised only on 1 on 1d8; they may surprise others on 1-3 on 1d6.
  • Barbarians receive a +4 on Saving Throws vs Fear and +2 on Saving Throws vs Death Magic
  • Barbarians may never dual-class

Paladin
Paladins gain a +1 damage bonus per two level vs evil undead, demons, and devils. The protection from evil ability for Paladins functions as follows: it applies only to themselves and it does not prevent bodily attacks by summoned / planar creatures, such a feat requires a proper circle of protection.

Paladins lose the ability to cast spells. In their place, Paladins may use Cleric scrolls as a spell caster equal to 1/2 his level, though no spell may be higher than 4th level. Finally, a Paladin may attempt to turn undead a number of times equal to one-half his level.

In lieu of receiving a warhorse at 4th level, the Paladin may instead choose to acquire a loyal henchman acting as a squire.

Ranger
Rangers may Hide in Shadows and Move Silently as a Thief of equal level. Note, armor penalties apply to such skills. Rangers lose the ability to cast spells. In their place, Rangers may use Druid scrolls as a spell caster equal to 1/2 his level, though no spell may be higher than 3rd level.

Magic-User
Single classed Magic-users gain bonus spells based on high Intelligence scores. Intelligence 15+: 1 bonus 1st level spell, Intelligence 17+: 1 bonus 2nd level spell, Intelligence 18+: 1 bonus 3rd level spell.

In addition, Magic-users can cast spells spontaneously, see Magic. rules.

Illusionist
Single classed Illusionists gain bonus spells based on high Intelligence scores. Intelligence 15+: 1 bonus 1st level spell, Intelligence 17+: 1 bonus 2nd level spell, Intelligence 18+: 1 bonus 3rd level spell.

In addition, Illusionists can cast spells spontaneously, see Magic. rules.
Note, I tend to be on the tougher side with respect to ruling on illusions.

Thief
The Thief may use a short bow. In addition, their back stab multiplier increases every 3 levels instead of every 4 (single-classed Theives only). The Thief may attempt to use any scroll (except Clerical) at a spell-caster level equal to 1/3 their Thief level. However, they cannot fully decipher the magical runes and cast any such spell at an increased risk of failure and harmful effect.

Thief skills will be modified by armor types as detailed in Unearthed Arcana.

Assassin
Assassin's may select any non-good alignment. The Assassin loses the instant kill ability. Instead their back stab multiplier increases to the next level and (for single-classed assassins) it increases every 3 levels (i.e. x3 damage at levels 1-3, x4 damage at levels 4-6, etc).

Demi-Human Assassins require ability scores greater than 15 in Strength, Intelligence, and Dexterity to achieve the maximum level for their race as listed in the PHB. Demi-Human Assassins with only two scores greater than 15 in the required abilities may only achieve the maximum level less one. Those with only one score greater than 15 may only achieve the maximum level less two. All other Demi-Human Assassins may only achieve the maximum level less three.

Monk
The Monk benefits from high Strength and Dexterity just as any other class (i.e. bonuses to hit and damage, AC adjustment, etc). Monks utilize a d6 for Hit Die, with the exception of 1st Level for which they roll a d4; thereby beginning with 2-8 Hit Points (plus double Constitution bonus, if any). Finally, the movement rate of a 1st level Monk is 12" and it increases by 1" every even level.

Bard
Such a neat and complicated class, unfortunately, it doesn't work in a low-level PbP game. Thus, players may choose one of the following two options:

  • Play the PHB version as a bard only (as though the PC had completed his fighter and thief prerequisites). The PC would fight as a Cleric of equal level, make saves using the best value from the Fighter, Cleric, and Thief tables. The Bard would be able to use Pick Pockets, Open Locks, Find & Remove Traps, Hide in Shadows, Move Silently, Climb, Hear Noise as a Thief of 1/2 their Bard level. They may Read Languages as a Thief of three levels higher.
  • Play this OSRIC version of the bard hosted on Dragonsfoot: http://www.dragonsfoot.org/php...=363&watchfile=0

Note: Ability score requirements for each version are still in effect. In addition, only Humans or Half-Elves may be bards. Finally, both versions start with 1 initial weapon proficiency and gain another at every other level.

This message was last edited by the GM at 21:50, Tue 27 Jan 2015.

Narrator
 GM, 6 posts
 Teller of Tales
Mon 19 Jan 2015
at 22:41
Magic
Spontaneous Spell Casting
Clerics, Druids, Illusionists, and Magic-Users are able to cast spells spontaneously.  However, all classes can only memorize a limited number of spells per level each day. This amount is equal what is listed in the PHB for the character's level. Bonus spells for high Intelligence or Wisdom only allow extra casting, not additional spell memorization.

Example:
Myrna, a 4th level Magic-User with a 16 Intelligence, could select 3 first level spells and 2 2nd level spells from her spell book to memorize. She would then be able to cast any combination of those first level spells 4 times; gaining an extra spell for her high Intelligence.


Spellbooks
In addition, all classes have spellbooks of some form; Magic-Users and Illusionists have tomes, Clerics have prayer books, and Druids have spell stones.

Starting players may select 1 spell per spell level known for their spellbooks. If the character has a bonus spell(s) due to an ability score they may pick an additional spell for each bonus spell received. In addition, the player may select 1 spell for the next higher level. All other starting spells will be determined by the DM.

Example:
Kyostos, a 3rd Cleric with a 15 Wisdom, could select 3 first level spells and 2 second levels spells for his prayer book in addition to those supplied by the DM.

Spellbooks are large, weighty tomes (generally 18"x12"x6") that can hold up to 50 spell levels. Traveling spellbooks are smaller (12"x9"x2") and more practical for adventurers and low-level mages; they can contain a maximum of 15 spell levels.

Prayer books are small (approximately 7"x5"x1") and, since divine prayers are generally not as complicated as their arcane counterparts, can contain up to 30 spell levels.

Healing Spells
The power of curative spells cast by Clerics and Druids are increased or decreased based on the alignment of the recipient of the spell. If the alignments of the caster and recipient are the same, the spell heals an additional 2 HP per level of the caster. If the alignments are one step apart (e.g. LG caster / CG recipient OR CG caster / CN recipient) the spell heals an additional 1 HP per level of the caster. If the alignments are two steps apart (e.g. LG caster / CN recipient OR LN caster / CE recipient) the spell heals as normally. If the alignments are diametrically opposed (e.g. LG caster / CE recipient) the spell uses one die size less (d6 instead of d8).

Continual Light
Casters may only have one continual light spell in effect for every 5 levels.

This message was last edited by the GM at 21:43, Sat 21 Feb 2015.

Narrator
 GM, 7 posts
 Teller of Tales
Tue 20 Jan 2015
at 03:19
Miscellaneous Rules
Combat
  • A Strength of 15 gives a +1 Damage bonus to melee attacks.
  • In lieu of any to Hit Bonus due to Strength, a Fighter (including all sub-classes, the bard, and the monk) may apply their reaction adjustment when using the following weapons: Dagger, Hand Axe, Horseman's Mace, Horseman's Military Pick, and Short Sword. In addition, a Fighter (including all sub-classes, the bard and the monk) may use any of these weapons as a secondary weapon.
    Note:Characters are still restricted to weapons useable by their class and characters under 4' in height are limited to using weapons less than 2' in length as their secondary weapon.
  • Fighters (including all sub-classes) in Leather, Studded Leather or no armor and that are unencumbered, receive a +1 AC bonus
  • Characters in the second rank may uses Spears to attack any opponent in melee with the first rank.
  • Missile fire into melee is done at -4 and misses have a variable chance in hitting an ally (or someone else).
  • Parrying may be performed by any character by forfeiting their action that round. This grants them a +2 to AC. Fighter types gain an additional AC bonus equal to the To Hit bonus of their Strength.
  • Crossbows do double the damage listed in the PHB and are +1 to hit.
  • Flails gain a +1 to hit against foes using shields.
  • Weapon vs AC adjustments will not be used for this game.

Combat Attack Rates
Class & LevelAttacks per Round
Fighter1-41
Barbarian1-41
Paladin1-51
Ranger1-51
Fighter5-73/2
Barbarian5-73/2
Paladin6-93/2
Ranger6-83/2
Fighter8+2
Barbarian8+2
Paladin10+2
Ranger9+2

For 3/2 attacks per round, the multiple attacks occur on the 2nd round. In addition, if a character breaks off melee for one round, the attacks reset.

Death

Encumbrance
Encumbrance will be based on the character's Strength score and the number of items carried by the character. Exceptional Strength scores provide the capability to one additional item per category.

Almost all items (as listed in the PHB) count equally for encumbrance; a sword, a helmet, a pouch, 1 week iron rations are all one item. However, some items are denoted in groups (e.g. 10 arrows or bolts, 3 torches, 100 coins) others are insignificant enough to qualify, and still others are so large they may count as multiple items or automatically increase the encumbrance level (e.g. large tapestry). These items will be listed under the Equipment section of Miscellaneous Rules.

Each level of encumbrance above unencumbered decreases movement by 3". A character's movement can never go below 1" and once this movement rate is reached a character cannot carry additional items. In addition, a character with moderate encumbrance takes an initiative penalty and cannot run for more than 1 turn. Finally, a character with a movement rate of 1" OR that is heavily encumbered do not benefit from Dexterity bonuses (or instead takes a -2 penalty to AC if they have no Dexterity bonus) automatically loses initiative, and cannot run.

Characters will be able to carry a number of items equal to one-half their Strength value without incurring encumbrance. Characters can carry a number of items equal to their Strength value and be lightly encumbered. Characters can carry a number of items equal to one and one-half their Strength value and be moderately encumbered. Characters can carry a number of items equal to twice their Strength value and be heavily encumbered.

Encumbrance Example:
Grullik the Fighter has a strength score of 18/60 and is wearing Platemail (movement rate of 6"). He can carry a total of 10 items and still be unencumbered. He can carry up to 20 items and be lightly encumbered, which would drop his movement rate to 3". Grullick could carry up to 10 additional items, for a total of 30. However, his movement would be reduced to 1" and he could not carry another item at all. If he was wearing an armor with a higher movement rate the the mighty fighter could carry up to 40 items!

Encumbrance, Multiple Items List
The following list denotes the quantity of equipment that counts as 1 item for encumbrance purposes:
  • 10 arrows
  • 10 bolts
  • 5 candles
  • 100 coins (=> 25 coins)
  • 3 darts
  • 10 gems
  • 2 holy water, flasks
  • 1 prayer book
  • 3 rations, standard, day
  • 1 rations, iron, week
  • 3 scrolls
  • 12 sling bullets
  • 10 sling stones
  • 1 spell component pouch
  • 1 spellbook, travelling (holds 15 spell levels)
  • 5 spikes, iron
  • 3 torches

Encumbrance, Insignificant Items
The following items do not count toward encumbrance:
  • Chalk Pieces
  • Herbs
  • Rings
  • Sling
  • Soap

Encumbrance, Insignificant Items
The following items have a greater encumbrance value (in parenthesis):
  • 10' Pole (3)
  • Box, Large (2)
  • Chest, Large (25)
  • Chest, Small (10)
  • Coffer, Large (2)
  • Crossbow, Heavy (2)
  • Pole-arms, All (2-3)
  • Shield, Large (2)
  • Spellbook (holds 50 spell levels)(3)
  • Sword, Two-handed (2)

Experience
Characters with a Charisma score over 13 receive a +5% experience point bonus. Those with a Charisma score lower than 9 receive a -5% experience point penalty. Bards, Druids, and Paladins are excluded from this benefit. Monks cannot receive a bonus but can certainly receive a penalty.

In addition, to obtaining experience from defeating monsters, acquiring magic treasure, and spending acquired wealth; player characters will receive experience for exploring, negotiating with monsters/NPCs, and miscellaneous bonus activities.

Hit Points
Hit Points shall be rerolled upon achieving a new level. If the new total is less than or equal to the previous total, the player may increase his hit points by the following amount based on HD: d4 1 hit point, d6 2 hit points, d8 3 hit points, d10 4 hit points.  All characters may automatilly assume that one HD yields maximum hit points. In addition, when determing which total is higher, multi-class characters use the individual total for each class, not the combined hit point total.

Hit Point Example:
Ymrae, the Elven Magic-User/Thief has just obtained enough experience points to advance to 3rd level Magic-User and 4th Level Thief. Ymrae's roll of 4d6 for his Thief yields only 10 hit points which is less than his previous total 12 when he was a 3rd level Thief. His roll of 3d4 for his Magic-User yields 8 which greater than his previous total as a 2nd level Magic-User. Ymrae final hit points will be as follows: [14 (12+2 for Thief) + 8 (Magic-User)]/2 for a final total of 11

Upon Character creation, players have the choice of rolling each level's hit points OR rolling their hit points for their starting level AND if it is undesirable, then they may roll hit points for the previous level and add the extra HP as above.

Hit Point Example Starting PC:
Larenthia is a newly created 3rd level Half-Elf Ranger. Larenthia's player decides to roll hit points for her character at 3rd level; rolling 3d8+8. (Note: Rangers begin with an extra HD for 4 total and one HD is always considered maximum when rolling HP). Unfortunately the player gets disappointing rolls of 3,2,2 for a total of 15 hit points.

The player decides to get roll their 2nd level HPs to see if they can get a higher total. The player rolls 2d8+8 resulting in a total of 17 hit points. The player then adds 3 hit points to this, since the 3rd level total is less than the 2nd level total, for a total of 20 hit points.

Languages
Characters can read, write, and speak with fluency in Common, their racial language, and any language granted by a class ability (i.e. Druidic, Thieves' Cant). Characters can speak and read other languages known by them but not write them. In addition, they only have a rudimentary understanding of these other languages. However, Magic-Users, Illusionists, Bards, Elves, and characters with 14 or greater Intelligence are considered fluent and have the capability to write in all languages known by them.

Alignment languages are not used. In addition, generic languages will also be used for many monster groups (goblinoid, giantish, draconic, etc)

Money
The equivalent value of currency is as follows:
1 gp = 10 sp = 100 cp = 1/5 pp

Saving Throws
The Saving Throw tables have been altered slightly to allow access to better saving throws a bit earlier.

Class & LevelParalyzation, Poison, or Death MagicPetrification or PolymorphRod, Staff, or WandBreath WeaponSpell
Cleric & Druid1-21013141615
3-4912131514
5-6811121413
7-9710111312
Fighter, Ranger, Paladin11415161617
2-31314151516
41213141415
5-61112131314
7-81011121213
Magic-User & Illusionist1-31413111512
4-51412101411
6-8131191310
9-1212108129
Thief, Assassin, Monk1-21312141615
3-41312131614
5-61211121513
7-81211111512

Turning
When attempting to Turn Undead, a player shall roll 2d10 instead of 1d20.

This message was last edited by the GM at 21:11, Wed 04 Feb 2015.