~ World & Lore ~

Rules

We'll play AD&D 2nd Edition rules, with a few modifications, mostly to keep the game simple and reduce "book keeping" The game will incline more to role playing as opposed to hack 'n slash; combat should not always necessarily be the preferred route.

Note: Actions - and sometimes Words - will have Consequences, just like in real life.

Rule Changes

Advantage/Disadvantage

The core rule is: -

The change is a roll, usually a d20, is rolled twice. For Advantage, take the best result. For Disadvantage, take the worst result.

Example: A Fighter attacks a monster with Advantage. Rolling the d20 twice, a 17 and a 7 is rolled. The 17 is used as the result of the attack.

At Deaths' Door

The core rule is: at 0hp, the player/monster is dead.

The change is: at 0hp the player/monster falls, mortally wounded. They must now make death saving throws; three successful CON saves and the character revives at 0hp, three failed CON saves and the character has "bled out" and is dead. A healer can spend a round stabilizing the player/monster. Beware: those that are in some bezerk mode will ignore this and fight on, but still lose 1hp per round.

Critical Rolls

The core rule is: -

The change is that an attack roll of 20 scores double damage; an attack roll of 1 indicates the character has critically fumbled and cannot attack the next round.

Example: A Rogue Backstabs an opponent. Normally this would be EG., 1d6+1, doubled; on rolling a 20 this is doubled again. Meanwhile, a monster lunges at the Rogue, and rolls a 1, indicating maybe that they tripped and fell flat on the ground. They spend the next round getting up again.

Just to make things fun, for the DM anyway, a roll of 20 against a player or a major NPC will mean rolling on the Lasting Injuries table.

Druids

The core rule is: Elves can't be druids, only Humans & Half Elves.

The change: Elves can be druids, as can Humans & Half Elves.

Real world reasoning: "Instead of elves being excluded, druidism perhaps originated from the elves. It'd align the old parts of Britannia (celtic, druidic, pagan) with nature and elves, and reinforce the schism between the celtic and the anglo-saxon in the way the might view elves and nature." An interesting comment that I received, and, an in-world backstory can be found here.

Encumbrance

The core rule is: Each item has an encumbrance value, used to calculate what you can carry.

The change: you can carry anything reasonable, like a staff or a sack of coins

Example: You find a dragons' hoard. You can carry away at most 600 coins in a sack. The rest, you must leave behind - unless you have some means of transporting cargo?

Thief Abilities

The core rule is: -

The change: On critical success of a thief ability (ie., roll EXACT % success), the thief gains a permanant +1% to that ability.


Click HERE to go back to the previous page.