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Note: I did not make all of these rules up; I picked up several from the internet. Back to the Tarania main page Play by E-Mail combat SubAbility scores () Wizard magic () Dwarf/Gnome wizards Spell Components () Spells in Combat () Priest magic Revised priest THAC0 chart () Bladed weapons vs. skeletons My personal rules about experience () Money () Food Death's Door () Strength Renumbering () Humans' Climb Walls bonus No level limits! () Movement adjustment for STR/DEX Multi-/Dual-classing () Low Hit Points' Effect on Combat Play by E-Mail Combat: The players tell the DM what their character plans to do during the battle, including what weapons, spells, tactics, etc. they will use as well as anything else their character plans to do during the battle. The DM plays the battle until either it is over or (s)he decides that the players need to be told what has happened and react to the new situation. The DM tells them what has happened (or at least the important parts) and asks what they do next. SubAbility Scores: STR: Muscle: attack adjustment, damage adjustment, max. press, open doors, bend bars/lift gates Stamina: weight allowance, move adj. DEX: Aim: missile adj., thief skill modifiers to pick pockets and open locks Balance: reaction adj., def. adj, thief skill modifiers to move silently and climb walls CON: Fitness: HP adj., Ressurection % Health: sys. shock, poison save WIS: Intuition: bonus spells, (priests only) % spell failure (priests only), perception (I use intuition checks for perception) Willpower: magic def. adj., spell immunity INT: Reason: max. spell level (wizards only), max # spells (wizards only), illusion immunity Knowlege: # of languages, % to learn spells CHA: Leadership: loyalty base, # henchmen Appearance: reaction adj. Sub-abilities must be 2 or less ability points off of the main ability, so if a character's CON is 12 his Fitness and Health must be from 10 to 14. For each point one subability from a main ability is higher than the main ability the other sub-ability must be a point lower. So if a character has CON 12 and a fitness of 11, they have a health of 13. Wizard Magic: TABLE 1 spell lvl: Cantrip 1 2 3 4 5 6 7 8 9 Spell pts: 1 2 4 7 10 14 17 21 25 30 Each wizard character begins with 6 spell points. They then gain SP as they gain levels. Their max. SP total is listed on this table: TABLE 2 wizard lvl: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Spell pts : 6 9 11 14 20 26 35 ... i'll finish this later Bonus* : 2 2 4 6 9 12 16 ... ( * the "bonus" above is for school specialization; those SP must be spent on spells from the specialist's school. It is a total, not cumulative.) Wizards may learn spells whose total spell point costs add up to the total spell points they have. Cantrip is not counted against this total; all wizards know it. They may only learn spells of levels which would be allowed for wizards of their level in the players' handbook. They spend spell points equal to the cost of the spell from their spell point pool, which is i listed in table 2. They recharge a sixth of their spell point maximum per hour, until they are at full again. This system is designed to allow the characters to cast one spell more than once without having to learn it more than once. I have tried to offset the fact that low-level wizards are weaker than other classes and that high-level wizards are more powerful. Dwarf/Gnome wizards: Gnome wizards, in addition to being able to be illusionists, may also become earth elementalists or artificers, although they are rare. Spells in combat: Spell Components: Priest magic: Druids cast Speak With Animals as a first level spell, Neutralize Poison as a third level spell, and Cure Light Wounds as a second level spell. Priest Thaco: THAC0:20 20 19 18 18 17 16 16 15 14 14 13 etc. Blunt weapons or Sharp weapons vs. skeletons: My Personal Rules About Experience: The DM gives XP out as they see fit, according to what you do rather than what you kill. This includes awards for good ideas, a successful attack, winning a battle, solving a puzzle, etc. Gold pieces, silver pieces, copper pieces, they're all the same anyway: Food: Death's Door: Humans climbing walls: Strength Renumbering: 18 or less Remains the Same 18 / 01 - 50 19 18 / 51 - 75 20 18 / 76 - 90 21 18 / 91 - 99 22 18 / 00 23 19 or more 5 more than before Level limits: Movement adjustment for strength (stamina) and Dexterity (balance): MV :-3 -2 -1 DEX:1-3 4-5 6-7
Multiclassing/Dual-classing: These requirements make most multiclass characters advance significantly faster than by the normal rules. This should make it more fair to play multiclass characters. For an explanation of why these rules are like this, go here. fighter/mage x1.6 ranger/mage x1.7 fighter/thief x1.4 mage/thief x2.0 (no break here) fighter/cleric x1.4 cleric/mage x1.9 fighhter/mage/cleric x2.4 (as opposed to 3x by normal rules) Low Hit Points' Effect On Combat: 5% -3 to hit, damage, and initiative, and no dexterity bonus to AC. 10% -2 to hit, damage, and initiative. 25% -1 to damage and initiative. |
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