Westerley D&D

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Westerley Tales

Basic rules as per BD&D.

House Rules.

All characters will have a culture, a clan (eventually) and profession. These help define any special areas characters might have knowledge in.

Characters gain 1 pt to spend on new areas of knowledge/skill per level.

  • 1pt Basic
  • 2pt Competent
  • 3pt Master

Note: These are always negotiated from character adventures or study, are primarily background skills and cannot alter or effect any of the standing rules. This is more to allow character progression in life skills.

Character classes.

Humans always get +1 to an attribute useful to their class.

Hit die.

  • 1st level, you recieve maximum hp+con. These are your wounds.
  • If you go below 1 wound, you are incapable of anything useful. If you go to negatives, you are unconcious. More negatives than your wounds means you are dying (-1/round until you exceed con. More wounds than your con means you are dead.
  • From lvl 2, you begin recording your Hero Dice (HD). These are the same as hit die, but can be used to cover a broader range of effects.
  • Hero dice can be used to:
    • Reduce the severity of a wound. (Active, all).
    • Add to a saving throw (Passive, 1).
    • Aggressive defence (lower opponents chance to hit for 1 round).
    • Re-roll a saving throw (active, 1).
    • (possible other uses, based on class).

0 level characters have 1-4 hp

  • 1 hp young/old/frail.
  • 2 hp sedentary
  • 3 hp active
  • 4 hp trained, wild.

These relate to the base wounds of all PC's at 1st level. the HP are treated as a low average roll of the appropriate die.

  • 1hp (1d3)
  • 2hp (1d4)
  • 3hp (1d6)
  • 4hp (1d8)