;; rules.txt ;; -*- outline -*- ;; ;; rules I'm using for `dark beer', my 2nd ed AD&D campaign set in the ;; new version of the Dark Sun world * Rules/books used in my campaign: ** Dark Sun Boxed set This is listed first as it sometimes overrides the Player's handbook. Specifically, races, classes, and item costs are often significantly altered by this set. The setting for the world is here, as is its history. ** Players Handbook, 2nd edition All of the PH except as modified (in many cases significantly) by the Dark Sun boxed set rules. Proficiencies are used (and are very important). ** Skills and Powers The psionics section of S&P is identical to the DS boxed set rules, and so this becomes a very useful reference. Also, proficiencies from here are allowed, although we are NOT using character points. specific race- or class-based abilities from this book may be negotiated for with the DM, but it has to fit the world. ** Combat and Tactics Small bits of Combat and Tactics are used (especially those relating to shield use). Weapon mastery is currently well beyond any of the PCs. :-) Again, if some particular feature is desired, request it. ** The Complete Psionics Handbook Many of the psionic abilities available are described only in this book (grr). The actual implementations are modified by the rules in S&P and the DS boxed set. ** Dragon Kings Specific powers from this book may be bargained for, at the DM's discretion. Much of this book is intended for very high level campaigns, and as such may not be applicable. If you find a copy of this book for sale, let the DM know. ** The Will and the Way Specific powers from this book may be bargained for, at the DM's discretion. Much of this book is intended for very high level campaigns, and as such may not be applicable. If you find a copy of this book for sake, buy it for the DM; he'll pay you back. ** The `Complete' Handbooks (other than Psionics) Much from these books will need to be modified to fit into the new world. Specific things will need to be negotiated from the DM directly, to maintain world consistency. * Character Generation These are the directions for rolling a single character. Remeber to always record actual die rolls, not just totals. * roll 4d4. add 4. call this `stat group 1' * roll 4d4. add 4. call this `stat group 2' * roll 4d4. add 4. call this `stat group 3' * roll 4d4. add 4. call this `stat group 4' * roll 4d4. add 4. call this `stat group 5' * roll 4d4. add 4. call this `stat group 6' * roll d4. call this `replacement die A' * roll d4. call this `replacement die B' * OPTIONAL: you now may subtract one point from the total of stat group ALPHA, which may be any stat group. Doing so allows you to replace any single die roll in stat group BETA with replacement die A. * OPTIONAL: you now may subtract one point from the total of stat group DELTA, which may be any stat group. Doing so allows you to replace any single die roll in stat group GAMMA with replacement die A. NOTE: ALPHA != BETA != DELTA != GAMMA. I.e., each modified stat must be different from all other stats. You may not use the two replacement dice to offset the penalties of each other or themselves. * assign (possibly modified) stat groups 1 through 6 to one each of str con dex int wiz chr, in any order you like. * include any racial modifiers which apply * apply any class modifiers which apply - special note to that last -- the rulebook does say that warrior classes should add an additional d4 to their strength score after all other modifications. I'm allowing this, as it seems to be the replacement for exceptional strength, with a slight modification: Multiclass fighters should roll d3 instead of d4. I may change my mind on this later, but then again I may not. :-) feel free to make arguments. If anyone else sees any class modifiers that I've missed, please let me know ASAP. A note about my `generous nature': good stories, explanations, backgrounds, etc. will get you a lot of versatility out of the DM. Really. * Special Psionics Notes another note about psionics -- psionic abilities are manifestations of internal powers, talents, and traits. Although there are certain well-known paths that these powers can follow, these are general guidelines, not rules. There is always the possibility that powers can manifest in strange, new ways, ways not listed in the player sourcebooks you're used to reading. :-) Also, wild talents exist in almost all beings -- some are just more buried than others. This idea extends all throughout one's life, not just through 1st level -- characters may have abilities that they aren't aware of, abilities that only come out through study, stress, or other unusual circumstances. In game-mechanical terms, this means that characters with wild talents don't get to pick their own talents, although I will take suggestions for interesting, funny, and appropriate things. Also, you might have latent abilities that aren't fully exposed at first -- and they might manifest in strange ways, as odd feelings, strange occurances, funny feelings, wierd dreams. * special Magic Notes anyone who wants to play a magic user should talk to me before working the character through too far -- there are some proficiencies that I'm allowing that are particular to Dark Sun, and you might not know about them. speaking of magic users... The home area of a magic user is tremendously important to a magic user's makeup -- there are only a few places where magic users can practice their craft openly (although Tyr is one of these places). In some places, magic is so poorly-thought-of that even clerics will be unwelcome. In other places, there are unrepentant defilers walking around. Regardless, almost all magic users are a strong product of their background, since they need someone to teach them, to help them research, to acquire spell components (which are often quite rare), etc. * notes to players on character info The things that I want from everyone: name (Public, private, aliases) description (sex, heigth, weight, race, features, age, etc.) charcter details (alignment, class, level, personality traits) ability scores saving throws armor class hit points full list of proficiencies (including languages) race/class abilities spell list I'd also like some background from everyone, of course.