GENERAL RULES   Posted by Caladin.Group: 0
Caladin
 GM, 167 posts
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Wed 13 May 2020
at 19:38
GENERAL RULES
MOVEMENT

Rules on movement is given in the number of feet a character may move in one turn. All characters are able to move 120' feet in one turn when exploring a dungeon. This is a base movement rate used to compare the speed of the characters with the monsters which are encountered and to determine both encounter and running speeds.

Encounter and running movement is much faster and is given as the number of feet the character can move in one round. Encounter movement is determined by dividing the base movement rate by 3, while running speed is equal to the base movement rate in rounds.

A base movement rate of 120' in ten minutes may seem slow, but it assumes that the players are mapping carefully, searching, and trying to be quiet. It also takes into account the generally "dark and dingy" conditions of the dungeon in which characters are adventuring.

You may wish to move faster when travelling through areas you are familiar with. The DM will determine the movement rates for special situations, such as for swimming, climbing or crawling, and for crossing special areas, such as slippery ground, steep hills, broken rocks and mud.

For more information on how movement works in combat see ENCOUNTER MOVEMENT Msg#5

This message was last edited by the GM at 21:43, Wed 13 May 2020.

Caladin
 GM, 170 posts
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Thu 14 May 2020
at 02:03
GENERAL RULES
TIME

Time in D&D adventures is given in turns of ten minutes each. A turn is not a measure of real time, but is a measure of how much a character can do within a given amount of time. A character may explore and map an area equal to his or her movement rate in one turn. It also takes a turn for a character to search a 10'xlO' area, for a thief to check an item for traps, to rest or to load a bag with treasure. The DM will decide how long other actions that characters might try will take.
Caladin
 GM, 171 posts
 Nothing Lasts Forever
 Strive For Greatness
Thu 14 May 2020
at 02:15
GENERAL RULES
RESTING

After moving for 5 turns, the party must rest for 1 turn. One turn in 6 (one each hour of the adventure) must be spent resting. If characters do not rest, they have a penalty of -1 on all "to hit" and damage rolls until they do rest.

HEALING INJURIES

Injuries may be cured in two ways, by resting or by magic. To cure a wound by resting, the injured creature must relax in a safe place, and may do nothing but rest. Each full day of complete rest will restore 3 hit points plus constitution bonus. If a day's rest is interrupted for any reason, no healing will take place. Wounds may also be healed by certain clerical spells and some magic items. Spells will heal wounds instantly without the need for long rest.

Different methods of healing may be used together: a character might rest 1 full day and also be healed by a cure light wounds spell in the same day.

This message was last edited by the GM at 20:10, Thu 14 May 2020.

Caladin
 GM, 172 posts
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Thu 14 May 2020
at 02:39
GENERAL RULES
ENCUMBRANCE

A person can only carry a limited amount of weight before being overloaded and unable to move. Weight is measured in coins, rather than pounds, since all coin types are equal in weight and coins are the most common of treasures. Ten coins weigh one pound. Encumbrance is a combination of weight and bulk, which will affect movement rate for characters.

A Characters movement rate is slowed by carrying excessive amounts of treasure and equipment and by the different types of armor they wear, as shown on the following Character Movement table. The encumbrances of the types of armor do not exactly match the coin weights, but when the encumbrance of the character's weapons, shield and gear are added, the encumbrances are about equal to these weights. The DM will need to determine the encumbrance of other items that characters might want to carry, such as a wounded character, and should compare this to the total coin weights given on the table to determine the characters movement rate. Characters carrying more than 1600 coins of weight are overloaded and unable to move.

CHARACTER MOVEMENT
Encumbrance Normal Combat Running
400 coins or less 120' 40'/round 120'/round
401-600 coins 90' 30'/round 90'/round
601-800 coins 60' 20'/round  60'/round
801-1600 coins 30' 10'/round 30'/round

A player carrying treasure in addition to wearing armor must use the movement speed one line
below the normal one. Movement per round will be explained in the section on Combat.
EXAMPLE: A character wearing leather armor and carrying treasure will move at the rate of 60' per turn.

This message was last edited by the GM at 21:21, Thu 14 May 2020.

Caladin
 GM, 183 posts
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Fri 15 May 2020
at 13:37
GENERAL RULES
ENCUMBRANCE TABALE
Type Item Weight in coins
Armor: Plate Mail
500
Chain Mail
400
Leather Armor
200
Shield
100
Axes: Battle Axe
50
Hand Axe
30
Bows: Bow + 20 arrows
30
    Crossbow + 30 quarrels
50
Swords: Short Sword
30
    Normal Sword
60
    Two-handed Sword
150
Other Weapons: Club
50
    Dagger
10
    Mace
30
    Pole Arm
150
    Spear
30
    War Hammer
30
Treasures: Coin (any type)
1
    Gem
1
    Jewelry (1 piece)
10
    Potion
10
    Rod
20
    Scroll
1
    Staff
40
    Wand
10
Misc. Equipment: *Travel Pack
80
* Travel Pack(including rope, spikes, sacks, wineskin, rations, etc.)

This message was last edited by the GM at 19:51, Fri 15 May 2020.

Caladin
 GM, 211 posts
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Wed 27 May 2020
at 15:30
GENERAL RULES
Ability Checks

Abilities generally describe a creature's physical and mental characteristics, and determine the creature's strengths and weaknesses. Also Abilities are used as modifiers for combat and non-combat, this contributes to all kinds of effects like attack rolls, defenses, and skill checks.

Sometimes a character tries to do something to which no specific skill really applies. In these cases, you make an ability check. An ability check is a roll of 1d20 plus the appropriate ability modifier. Essentially, you’re making an untrained skill check.

In some cases, an action is a straight test of one’s ability with no luck involved. Just as you wouldn’t make a height check to see who is taller, you don’t make a Strength check to see who is stronger.

Untrained Skill Check

All characters have basic skills that derive from their natural abilities. A major way to define what your character can do is from your physical and mental characteristics, which can determine the creature's strengths and weaknesses. Some skills require training to perform certain actions, and all skills benefit from the bonuses given by training.

UNTRAINED SKILL LIST
Ability Skill Use
Strength: physical power
Athletics climbing, jumping, swimming
Lifting & Carrying    lift, push, pull
Dexterity agility
Acrobatics balance, stunts, tumble
Sleight of Hand deception, trickery
Stealth conceal self, slip away
Constitution: endurance
Stabilization heal, prevent death
Intelligence: logic, education, memory, deductive reasoning
Arcana spells, magic, supernatural
History historical, legends
Investigation deduction
Nature terrain, plants, animals, weather
Religion deities, rites, prayers, cult
Wisdom willpower, intuition
Animal Handling training, knowledge
Insight sense motive
Medicine heal
Perception spot, hear
Survival track, hunt
Charisma personality
Deception hide the truth
Intimidation overt threats, hostile & physical violence
Performance music, dance, acting, storytelling
Persuasion tact, social graces, etiquette, negotiating

This message was last edited by the GM at 23:49, Fri 29 May 2020.

Caladin
 GM, 213 posts
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Thu 28 May 2020
at 14:14
GENERAL RULES
Ability: Strength

Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.

Strength Checks

A Strength check can model any attempt to lift, push, pull, or break something, to force/break your way through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.

- Climb, Jump, Swim checks

Untrained Skills:

  Athletics
Your Strength, Athletics check covers difficult situations you encounter while climbing, jumping, or swimming.

  Lifting and Carrying
Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.

- Carrying Capacity
Carrying capacity is 30 times your Strength score. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it.

- Push, Drag, or Lift
You can push, drag, or lift a weight in pounds up to twice your carrying capacity or 30 times your Strength score. While pushing or dragging weight in excess of your carrying capacity, the characters movement drops to 5' for turn.

- Size and Strength
Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.

Examples include the following activities; attempting to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off; try to jump an unusually long distance or pull off a stunt mid-jump; struggle to swim or stay afloat in treacherous currents, storm, tossed waves, or areas of thick seaweed; another creature tries to push or pull a character underwater or otherwise interfere with the characters swimming; try to accomplish tasks like the force open a stuck, locked, or barred door; break free of bonds, push/break through a tunnel that is too small; hang on to a wagon while being dragged behind it, tip over a statue, or keep a boulder from rolling

This message was last edited by the GM at 00:08, Sat 30 May 2020.

Caladin
 GM, 215 posts
 Nothing Lasts Forever
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Thu 28 May 2020
at 15:52
GENERAL RULES
Ability: Dexterity

Dexterity measures agility, reflexes, and balance.

Dexterity Checks

A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.

- Balance, Escape Artist, Hide, Move Silently, Open Lock, Ride, Sleight of Hand, Tumble

Untrained Skills:

  Acrobatics
Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. In some situations (Tough  DC 15) it might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

  Sleight of Hand
Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check.

  Stealth
Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed.

Examples include the following activities; Control a heavily laden cart on a steep descent Steer a chariot around a tight turn; securely tie up a prisoner; wriggle free of bonds.

This message was last edited by the GM at 00:05, Sat 30 May 2020.

Caladin
 GM, 216 posts
 Nothing Lasts Forever
 Strive For Greatness
Thu 28 May 2020
at 15:59
GENERAL RULES
Ability Constitution

Constitution measures health, stamina, and vital force.

Constitution Checks

Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.

Untrained Skills:

Stabilization
At the start of the 1st turn where a character reached or falls below 0 HP, they must make a Stabilization check against DC 10 or fall into the negatives until death. If a character fails, they move -1 hp closer to death at -10 hp, adding -1 hp per turn until stabilized by another character, done by healing or medicines. If a character rolls a 1, there is no saving them, If they roll 20 they stabilize and gain 1 hp but can not fight.

Examples include the following activities; hold your breath, march or labor for hours without rest, go without sleep, survive without food or water, quaff an entire stein of ale in one go

This message was last edited by the GM at 23:22, Fri 29 May 2020.

Caladin
 GM, 217 posts
 Nothing Lasts Forever
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Thu 28 May 2020
at 16:08
GENERAL RULES
Intelligence

Intelligence measures mental acuity, accuracy of recall, and the ability to reason.

Intelligence Checks

An Intelligence Check is the need to draw on logic, education, memory, or deductive reasoning. History, Investigation, and Religion skills reflect aptitude in certain kinds of Intelligence checks.

- Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Search

Untrained Skills:

  Arcana
Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.

  History
Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

  Investigation
When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. The skill to deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.

  Nature
Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.

  Religion
Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.

Examples include the following activities; estimate the value of a precious item, pull together a disguise to pass as a city guard, forge a document, recall lore about a craft or trade, win a game of skill

This message was last edited by the GM at 00:07, Sat 30 May 2020.

Caladin
 GM, 220 posts
 Nothing Lasts Forever
 Strive For Greatness
Thu 28 May 2020
at 16:39
GENERAL RULES
Ability Wisdom

Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.

Wisdom Checks

A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.

- Heal, Listen, Sense Motive, Spot, Survival checks

Untrained Skills:

Animal Handling
When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.

Insight
Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.

Medicine
A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.

Perception
Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses.

For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.

Survival
The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.

Examples include the following activities; get a gut feeling about what course of action to follow, discern whether a seemingly dead or living creature is undead.

This message was last edited by the GM at 00:39, Sat 30 May 2020.

Caladin
 GM, 221 posts
 Nothing Lasts Forever
 Strive For Greatness
Thu 28 May 2020
at 16:46
GENERAL RULES
Ability Charisma
Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.

Charisma Checks

A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.

- Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform checks

Untrained Skills:

Deception
Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-­‐‑ talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.

Intimidation
When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.

Performance
Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.

Persuasion
When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.

Examples include the following activities; find the best person to talk to for news, rumors, and gossip, blend into a crowd to get the sense of key topics of conversation

This message was last edited by the GM at 00:38, Sat 30 May 2020.

Caladin
 GM, 226 posts
 Nothing Lasts Forever
 Strive For Greatness
Sat 30 May 2020
at 01:00
GENERAL RULES
Difficulty Table
Difficulty     
     Adjustment     
Very Easy
automatic
Easy
0
Average
-2
Tough
-5
Challenging
-8
Formidable
-15
Heroic
-18
Nearly impossible
-20

This message was last edited by the GM at 22:11, Sat 30 May 2020.