Post by Mr Darke on Mar 19, 2015 14:40:31 GMT -5
For organizational purposes here are the rules that are being used in the game. Some of the rules are experimental and may be changed as time goes buy.
Base System: S&W Complete
Abilities:
Generation
Ability scores are generated using 4d6 dropping the lowest die. This is rolled six times and the player may arrange scores as they like. They may also re-roll the lowest score but must take the roll.
Modifiers
Only fighters (and subclasses) may use the bonus to hit and damage from strength. This applies to both melee and ranged combat.
All other modifiers work as the S&W complete Book.
Classes
All classes but the Monk are available for the Arthurian Campaign. (Monks may come into play later)
Hit Dice/HP
Hit dice for classes are as follows: 1d8 for fighters (and Sub-classes). 1d6 for all others. All HD are modified by CON Bonus.
Starting HP
Starting HP is the Constitution Score with HD rolled after level 1. (Tentative rule. Looking at Arduin style HP)
Savings Throws
The S&W saves are now the default.
Thief Style Skills
Thief style skills (Those used by the thief, assassin, ranger, etc) do not use the percentile method given in the book. They are instead handled by a d6 roll (Rolled by the DM. Base 3 in 6 chance of success.). All classes can attempt the abilities of these classes but only have a 1 in 6 chance of success. Tentative Rule.
Spellcasters
Spellcasters can read, detect and identify magic from their discipline (Arcane for Magic-Users, Divine for Clerics and Nature for Druids). The Spells used for Reading and Detecting magic apply only for magic outside the caster's discipline.
Magic-users may also wear armor of no more than leather. Tentative rule.
Spells listed in the core S&W book are commonly known spells for all casters. They are assumed to know these spells and may choose them all. Additional spells are taken from sources such as AD&D, OSRIC, BFRPG and similar games and will be introduced through play. (This is to encourage adventuring for casters and also to prompt research.)
Spell-Casting
Spell point system in the works. Will be added in later.
Multi-classing
Not at this time.
Races
There are only four playable races: Dwarf, Elf, Halfling and Human. For the purposes of the campaign half-elves and half-orcs do not exist. While it may be possible for one race to mate with another, the magical nature of the world will have the offspring be one of the parent races with some physical traits of the other. For example a slightly taller and stockier dwarf for a human and dwarf paring or a thinner human with slightly pointed eyes for a human and elf paring. No 'hybrids' are possible.
A decision is being made on how to apply class and level limits to demi-humans. While the DM is not a fan of either I do understand why they are there and understand that a balance is needed between humans and Demis. As it stands now, Humans gain a flat 10% bonus to earned XP in addition to any other bonuses.
In all other cases, races work as they do in the core rules.
Other skills and Abilities
It may be possible for a PC to gains other skills and abilities through play. Appropriate training costs and time must be spent to do so. Examples of such skills are: Alchemy, Street Knowledge, Various Lores and Proper Etiquette. While other classes may attempt such things, these are considered specializations.
Base System: S&W Complete
Abilities:
Generation
Ability scores are generated using 4d6 dropping the lowest die. This is rolled six times and the player may arrange scores as they like. They may also re-roll the lowest score but must take the roll.
Modifiers
Only fighters (and subclasses) may use the bonus to hit and damage from strength. This applies to both melee and ranged combat.
All other modifiers work as the S&W complete Book.
Classes
All classes but the Monk are available for the Arthurian Campaign. (Monks may come into play later)
Hit Dice/HP
Hit dice for classes are as follows: 1d8 for fighters (and Sub-classes). 1d6 for all others. All HD are modified by CON Bonus.
Starting HP
Starting HP is the Constitution Score with HD rolled after level 1. (Tentative rule. Looking at Arduin style HP)
Savings Throws
The S&W saves are now the default.
Thief Style Skills
Thief style skills (Those used by the thief, assassin, ranger, etc) do not use the percentile method given in the book. They are instead handled by a d6 roll (Rolled by the DM. Base 3 in 6 chance of success.). All classes can attempt the abilities of these classes but only have a 1 in 6 chance of success. Tentative Rule.
Spellcasters
Spellcasters can read, detect and identify magic from their discipline (Arcane for Magic-Users, Divine for Clerics and Nature for Druids). The Spells used for Reading and Detecting magic apply only for magic outside the caster's discipline.
Magic-users may also wear armor of no more than leather. Tentative rule.
Spells listed in the core S&W book are commonly known spells for all casters. They are assumed to know these spells and may choose them all. Additional spells are taken from sources such as AD&D, OSRIC, BFRPG and similar games and will be introduced through play. (This is to encourage adventuring for casters and also to prompt research.)
Spell-Casting
Spell point system in the works. Will be added in later.
Multi-classing
Not at this time.
Races
There are only four playable races: Dwarf, Elf, Halfling and Human. For the purposes of the campaign half-elves and half-orcs do not exist. While it may be possible for one race to mate with another, the magical nature of the world will have the offspring be one of the parent races with some physical traits of the other. For example a slightly taller and stockier dwarf for a human and dwarf paring or a thinner human with slightly pointed eyes for a human and elf paring. No 'hybrids' are possible.
A decision is being made on how to apply class and level limits to demi-humans. While the DM is not a fan of either I do understand why they are there and understand that a balance is needed between humans and Demis. As it stands now, Humans gain a flat 10% bonus to earned XP in addition to any other bonuses.
In all other cases, races work as they do in the core rules.
Other skills and Abilities
It may be possible for a PC to gains other skills and abilities through play. Appropriate training costs and time must be spent to do so. Examples of such skills are: Alchemy, Street Knowledge, Various Lores and Proper Etiquette. While other classes may attempt such things, these are considered specializations.