Last Updated 10/19/17
Swapping Spells: You can use a holy symbol to swap a spell you have prepared for one of equal or lower level. The time it takes to do this depends on the material of your holy symbol.
- Wood: Once per day
- Steel: Once per hour
- Silver: Once per combat round
Oh man, lookit the d6 Thief Skills table that Dyson made!
Cantrips: Minor magical effects can be manifested at will based on the spells you have prepared. For example, a prepared sleep spell lets you make people yawn for free. If you keep a spell prepared for more than one day, cantrips will manifest spontaneously and sporadically.
Look, I don’t like this as much as you do, but I’m doing it for your own good.
The prime requisites for the classes are as follows.
- Cleric: Wisdom
- Fighter: Strength
- Magic User: Intelligence
- Thief: Dexterity
The score of your prime requisite dictates your experience point adjustment.
- Score 3-5: -10% experience points gained
- Score 6-8: -5% experience points gained
- Score 9-12: +0% experience points gained
- Score 13-15: +5% experience points gained
- Score 16-18: +10% experience points gained
At the beginning of each round of combat, each player rolls a d6. 1-3 means you go after the opposing party; 4-6 means you go before the opposing party.
For every encumbrance point you have, roll an additional d6, and use the lowest roll.
Instead of melee and ranged attack bonuses, you have hard and Fast attack bonuses.
- Hard uses your Strength modifier. Use this for bows, throwing big weapons, and for melee weapons that deal d8+ damage.
- Fast uses your Dexterity modifier. Use this for other ranged weapons, throwing small weapons, and for melee weapons that deal d6 or less damage.
I’m a fiend for advantage/disadvantage mechanics, but I only use them in combat. I find that the way these mechanics operate lends itself towards the abstract, high-octane feel of combat, and the terminology as a whole is a great fit to boot. Plus after playing 5th edition, fiddly modifiers just… suck!
When a character has advantage, they roll 2d20 and take the best. When they have disadvantage, they roll 2d20 and take the worst. Advantage and disadvantage cancel out. If a character has a debilitation of some sort – they’re drunk, really sick, starving, exhausted, etc. – I go ahead and give them a baseline state of disadvantage to reflect how distracted they are in the heat of combat.
- Aim: You do nothing this round. Your next ranged attack roll has advantage.
- Attack From Behind: You have advantage on this attack roll, and ignore Dexterity and shield modifiers to Armor Class.
- Charge: You move your full movement rate and make an attack that deals double damage. Attacks made against you until your next turn have advantage.
- Cover: You either have it or you don’t. If you have it, ranged attacks made against you have disadvantage.
- Parry: You do nothing this round. Attacks made against you have until your next turn have disadvantage. You can declare you are parrying at any time before you act this round.
- Prone: Ranged attacks made against you have disadvantage. Melee attacks made against you have advantage. You move at 1/2 your combat movement rate while prone, and it costs 1/2 your movement rate to stand back up.
- Press (Dwarf/Elf/Fighter only): Your attack has advantage. Attacks made against you until your next turn have advantage.
- Defensive (Dwarf/Elf/Fighter only): Your attack has disadvantage. Attacks made against you until your next turn have disadvantage.
- Splinter (Dwarf/Elf/Fighter only): If you are hit by a melee or ranged attack, after damage is rolled, you can choose to expend your shield in order to ignore all damage from that attack. Helmets have the same effect, but only with ranged attacks. You must have your shield or helmet equipped.
- Gambit (Dwarf/Elf/Fighter only): If you want your attack to target a specific area or to cause a specific effect, you attack with disadvantage. You can choose to roll normally, but attacks made against you until your next turn have advantage.
Helmets cost half as much as shields, and take up one encumbrance slot. Helmets do not add anything to Armor Class.
- Great (d10): Uses Hard attack bonus. Must be used two-handed. Halflings cannot use these.
- Medium (d8): Uses Hard attack bonus. Halflings must use these weapons two-handed.
- Small (d6): Uses Fast attack bonus. Concealable. Can use two-weapon fighting.
- Minor (d4): Uses Fast attack bonus. Concealable. Can be used while wrestling. Can use two-weapon fighting.