Editing Exploring the Halls of Arden Vul: chargen
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*'''Hit Points''' at L1 are maximum for the HD of the class. Add any CON modifiers. HD will be re-rolled at every level gain, with +1 HP if the new HD roll does not exceed the character's current HP (see multi-class houserules below). | *'''Hit Points''' at L1 are maximum for the HD of the class. Add any CON modifiers. HD will be re-rolled at every level gain, with +1 HP if the new HD roll does not exceed the character's current HP (see multi-class houserules below). | ||
*'''Alignment.''' Select the alignment of your PC and the appropriate number of traits. You can roll, if you prefer. (from ''The Perilous Wilds'') | *'''Alignment.''' Select the alignment of your PC and the appropriate number of traits. You can roll, if you prefer. (from ''The Perilous Wilds'') | ||
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+ | IMO, the appeal of this system is that it asks the question: "When you have power/influence, what do you do with it?" It's a question highly applicable to the upwardly mobile adventurer, and at default the traditional adventurer is generally going to be some version of 'evil' -- given their druthers, they'd prefer to loot tombs for personal wealth and power, and are willing to harm those who stand in their way of that wealth and privilege. To be something other than evil in the below system requires intention and action. A Chaotic or Neutral character doesn't need to enter play with a cause of agenda, just as a Lawful or Good character doesn't, but when they discover a prevailing order their tendency is to act towards disrupting it (in small or large ways); or when they discover imbalances, they tend to seek to right them. | ||
[[File:Perilous Wilds alignment.png]] | [[File:Perilous Wilds alignment.png]] | ||
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[[File:Perilous Wilds traits 2.png]] | [[File:Perilous Wilds traits 2.png]] | ||
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=Classes= | =Classes= | ||
===Standard Classes=== | ===Standard Classes=== | ||
− | *Acrobat (change: HD d6) - Prime: DEX | + | *Acrobat (change: HD d6) - Prime: DEX |
− | *Assassin (change: HD d6) - Prime: DEX | + | *Assassin (change: HD d6) - Prime: DEX |
*Barbarian - minimum DEX 9, Prime: CON + STR | *Barbarian - minimum DEX 9, Prime: CON + STR | ||
*Bard - minimum DEX 9, INT 9; Prime: CHA | *Bard - minimum DEX 9, INT 9; Prime: CHA | ||
*Cleric - Prime: WIS | *Cleric - Prime: WIS | ||
− | *Druid - Prime: WIS | + | *Druid - Prime: WIS |
*Fighter - Prime: STR | *Fighter - Prime: STR | ||
− | *Illusionist - minimum DEX 9; Prime: INT | + | *Illusionist - minimum DEX 9; Prime: INT |
*Knight - minimum CON 9, DEX 9; Prime: STR | *Knight - minimum CON 9, DEX 9; Prime: STR | ||
− | *Magic-User - Prime: INT | + | *Magic-User - Prime: INT |
− | *Paladin - minimum CHA 9; Prime: STR + WIS | + | *Paladin - minimum CHA 9; Prime: STR + WIS |
*Ranger - minimum CON 9, WIS 9; Prime: STR | *Ranger - minimum CON 9, WIS 9; Prime: STR | ||
− | *Thief (change: HD d6) - Prime: DEX | + | *Thief (change: HD d6) - Prime: DEX |
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====Dual Classing==== | ====Dual Classing==== | ||
− | To Dual Class, a human character irrevocably changes their class to another. They retain the HP and abilities of the class they are leaving, but using those abilities will cause the character to forfeit all XP gained from that | + | To Dual Class, a human character irrevocably changes their class to another. They retain the HP and abilities of the class they are leaving, but using those abilities will cause the character to forfeit all XP gained from that adventure, until such time as the new class level exceeds the original class level(s). Similarly, new HP are not gained until that point. Dual-classed characters are subject to all of the restrictions of class when seeking to use that class' abilities. |
===Racial Classes=== | ===Racial Classes=== | ||
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*Imperial Goblin as OSE Svirfneblin - minimum CON 9; Prime: STR | *Imperial Goblin as OSE Svirfneblin - minimum CON 9; Prime: STR | ||
**Possess the Gnome's Hiding ability instead of Blend into Stone, Listening at Doors instead of Illusion Resistance, and Speak with Burrowing Animals instead of Speak with Earth Elementals. They do not possess Light Sensitivity, but also do not possess Stone Murmurs or Using Magic Items. | **Possess the Gnome's Hiding ability instead of Blend into Stone, Listening at Doors instead of Illusion Resistance, and Speak with Burrowing Animals instead of Speak with Earth Elementals. They do not possess Light Sensitivity, but also do not possess Stone Murmurs or Using Magic Items. | ||
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*Multi-classing is selected only at character generation. | *Multi-classing is selected only at character generation. | ||
*XP is split evenly between classes except as noted above. Prime requisite bonuses to XP are calculated separately for each class. | *XP is split evenly between classes except as noted above. Prime requisite bonuses to XP are calculated separately for each class. | ||
− | * | + | *If any multi-class has a different HD, levels earn HP as a fraction of new HD. If multi-classes have the same HD, the character earns the full HD for the first class to achieve the new level, and no HD for subsequent classes that attain that level. HD re-rolls for attaining new levels are applied when the last class attains the new level; until then, HP are former HP + new roll. |
*The best Attack Value and allowed armor/weapons of any class are taken. Magical abilities of each class are without restriction. | *The best Attack Value and allowed armor/weapons of any class are taken. Magical abilities of each class are without restriction. | ||
*Stealth skills are limited to the worn armor restrictions of the class that grants those abilities. | *Stealth skills are limited to the worn armor restrictions of the class that grants those abilities. | ||
=Additional Abilities= | =Additional Abilities= | ||
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==Cleaving== | ==Cleaving== | ||
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*Crossbows can Cleave a maximum of 3 times per round | *Crossbows can Cleave a maximum of 3 times per round | ||
− | When Cleaving in melee, a character may move a total maximum distance of half their movement rate, as they dance from one target to the next. When Cleaving with missile fire, all targets must be within a basic forward arc. When Bonus Attacks are in effect | + | When Cleaving in melee, a character may move a total maximum distance of half their movement rate, as they dance from one target to the next. When Cleaving with missile fire, all targets must be within a basic forward arc. When Bonus Attacks are in effect, only one attack can initiate a Cleave sequence. |
==Weapon Specialization== | ==Weapon Specialization== | ||
− | + | Fighters, Barbarians, Knights, Paladins, Rangers, and Race Classes may declare one weapon specialization at L2, which confers a +1 to hit and +2 to damage. Specialization with a two-handed weapon instead confers +0 to hit and Advantage on total damage dice (roll twice and take best result). | |
− | Fighters, Barbarians, Knights, Paladins, Rangers, and Race Classes may declare one weapon specialization at | ||
==Bonus Attacks== | ==Bonus Attacks== | ||
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As the ''Halls of Arden Vul'' is written for 1e AD&D, we'll employ the Bonus Attacks rule from that edition. Fighters, Barbarians, Knights, and Race Classes attack once per round at 1st to 6th levels (1/1 attacks); at 7th to 12th levels, they attack thrice every two rounds (3/2 attacks); and at 13th or higher levels, they attack twice per round (2/1 attacks). Paladins and Rangers gain these Bonus Attacks one level later. | As the ''Halls of Arden Vul'' is written for 1e AD&D, we'll employ the Bonus Attacks rule from that edition. Fighters, Barbarians, Knights, and Race Classes attack once per round at 1st to 6th levels (1/1 attacks); at 7th to 12th levels, they attack thrice every two rounds (3/2 attacks); and at 13th or higher levels, they attack twice per round (2/1 attacks). Paladins and Rangers gain these Bonus Attacks one level later. | ||
− | A partial additional attack (e.g. 3/2 attacks) means that the extra attack is taken on odd-numbered rounds in the combat sequence, hence two attacks on the first round, one on the second, two on the third and one on the fourth, if applicable | + | A partial additional attack (e.g. 3/2 attacks) means that the extra attack is taken on odd-numbered rounds in the combat sequence, hence two attacks on the first round, one on the second, two on the third and one on the fourth, if applicable. |
==Superior Thievery== | ==Superior Thievery== | ||
− | + | Acrobats, Assassins, and Thieves with DEX modifiers use their Skill Success Matrices at +1 level for every +1 modifier they have. (Example: a L2 Thief with a DEX 16 (+2) will perform Thief skills as a L4 Thief) | |
− | Acrobats, Assassins | ||
(I considered a variant system where these characters point-buy improvements to their skills as they level, as a more tactical growth solution, but ultimately discarded that system, as it meant some skills might never improve. The goal here is for low-level Thieves+ to not have to race to mid-levels for competency in their specialties.) | (I considered a variant system where these characters point-buy improvements to their skills as they level, as a more tactical growth solution, but ultimately discarded that system, as it meant some skills might never improve. The goal here is for low-level Thieves+ to not have to race to mid-levels for competency in their specialties.) | ||
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=Secondary Skill= | =Secondary Skill= | ||
− | + | Choose or roll a skill from the below list. This is a skill with a narrative effect. | |
− | Choose or roll a skill from the below list. This is a skill with a narrative effect | ||
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*Halfling (Mithric script) | *Halfling (Mithric script) | ||
*Beast-tongue (spoken by the Beastpeople of eastern Irthuin) (Mithric script) | *Beast-tongue (spoken by the Beastpeople of eastern Irthuin) (Mithric script) | ||
− | *Draconic - a language once spoken in ancient Archontos | + | *Draconic - a dead language once spoken in ancient Archontos; extremely rare and requires a strong narrative reason for having access to it (Draconic runic script) |
There may be other languages encountered in the course of the game; you can save language slots to learn those in play. Sylvan (Sylvan runic and Sylvan script) and Stonetongue (Stone runic script) are generally unavailable to other races. | There may be other languages encountered in the course of the game; you can save language slots to learn those in play. Sylvan (Sylvan runic and Sylvan script) and Stonetongue (Stone runic script) are generally unavailable to other races. |