Rules can be found here: http://www.d20srd.org/
There is also a free program called: PCGen version 5.12.1 that you can use to create your characters and save as PDFs.
We will be using the point system for attributes.
Attributes: We will be using the “Point-Buy” method of generating characters. We will be using a 32 point purchase method.
Take 32 points to spread out among all abilities. The point cost for the various scores goes like thus (with no base ability lower than 8 and none higher than 18):
Ability score =>Point cost
9 =>1
10 =>2
11 =>3
12 =>4
13 =>5
14 =>6
15 =>8
16 =>10
17 =>13
18 =>16
Note: This does not take into account any racial modifiers. If you select a race with + or - to an attribute you must still raise your attributes using the points listed above BEFORE applying the modifiers.
There are no discounts for lowering a score below 8. Sorry, no 1 Intelligence Warriors running around, I don’t care how much you enjoy role playing a drooling thug. ^_~
Point buy: In the point buy system, a player has a certain number of points to spend on their ability scores. The more powerful the characters are intended to be, the more points will be available to the players. (Characters are usually more powerful for a more difficult game.) Possible ability scores range from eight to eighteen, and each score has a certain point cost affixed to it, where higher scores tend to cost more points per level than lower ones. This method is used in Dungeons & Dragons Online (and other computerized D&D-based games, such as Neverwinter Nights) to avoid imbalanced characters getting an unfair advantage over other players.
More information can be found in the Dungeon Master’s Guide (3.5) on page 169.
Starting Level: level 5
Thought I’d mention this make sure the program you use to random your HP gives you at least 70% of maximum for your level. I don’t like characters who keel over and die from the flu! heh.
Just to clarify, everyone gets maximum health at level 1. Then roll the other four dice and total them up with the level one value. If that number is not at least
70% of the maximum for your CLASS then raise your health to the 70% mark (rounded up.)
For instance, if you have a +1 health modifier from your Constitution Score and are a Warrior you would get 11 HP for level 1. Then, say, you rolled a 3 a 7 and two 9s for your last four levels you would have a total of 11+4+8+10+10 or 43 HP out of a normal 50 (since the Constitution score would not count against your “maximum” hit points for the class you are.) 43/50 is greater than 70% so you would not adjust your hit points at all.
However, if you were a mage with no health modifier you would get 4 HP for level one and then, say you rolled two 1s, a 3 and a 2. Then you would have 4+3+2+1+1 or 11 out of a normal 20. That’s only 55% so you would get bonus health and would raise your HP to 75% of 20 HP or 15 HP.
I hope that makes sense, it’s easier to explain these things in person, but I have faith you guys know what I am talking about or you would ask me questions. ^_^
Starting Cash:
Warriors get: 6,000 gold for gear
Rogues get: 4,000 gold for gear
Clerics get: 3,000 gold for gear (and free spells, obviously)
Mages get: 1,500 gold for gear + 6 level 1 spells, 4 level 2 spells and 2 level 3 spells free of charge (on top of those you would normally get.)
Definitions: These are not 100% live or die by, just a guideline.
If you wear heavy armor and cannot cast magic, you are a warrior. (Warriors, Barbarians, etc)
If you wear light armor and cannot cast magic, you are a rogue. (Thieves, Rangers, etc)
If you wear heavy armor and cast magic, you are a cleric. (Clerics, Paladins, Druids, etc)
If you wear no armor and cast magic, you are a mage. (Wizards, etc)
Best equipment anyone should be carrying should be +1 (masterwork or magical.)
Finally, take any remaining cash and divide that by a factor of 100. So if you have 1 Gold Piece left after character creation, then you would make it 1 Copper
Piece. (round up. So if you have just 1 copper left, you’d at least have 1 tin piece.)
For those who have forgotten the conversion chart is below:
1 Runic Piece: 10 Platinum Pieces
1 Platinum Piece: 10 Gold Pieces
1 Gold Piece: 10 Silver Pieces
1 Silver Piece: 10 Copper Pieces
1 Copper Piece: 10 Tin Pieces
Note: Runic and Tin are not standard currency in AD&D but they are in my world. Also, you will almost NEVER see a Runic piece, even if you do have 10 platinum pieces!
Remember, 1 night’s rent for lodging is only 2 to 3 copper pieces. In my mind, 1 Copper is Approx. = $20 USD give or take.
Also, keep in mind, if you are invited to the Governor’s manse and do not have appropriate attire, I don’t care what your Charisma score is, you’ll likely find yourselves being escorted to the door. Also, many towns will “request” that you do not show up with your armor and weapons at the ready, and if you have no clothing listed on your gear, I’ll assume you are either armored or naked. ^_^
Special Rules:
The God Call: Upon reaching 0 Hit Points, a religious character (ie a character with a religious affiliation, regardless of race or class) will automatically make a “god call.” A god call may result in intervention by your deity which will teleport you to safety and bring you to 1 Hit Point automatically. This determination is based on level of the character, class of the character and any extenuating circumstances. (if you are stopping a thief from defiling your temple’s altar, it’s safe to say the gods are watching.) Clerics and Paladins obviously have the best chances of success, though, the chances are still very small.
Equipment Leniency: Weapon restrictions for classes can be bent, but not broken. If you are a cleric who worships the goddess of the hunt, it makes sense for you to carry a spear and a bow, but that also means you cannot carry blunt weapons. Mages who worship gods of deception may carry one handed swords for instance. Etc. Just be able to explain why you can carry the gear and you can probably carry it. I’m not going to let this get abused. However, it’s my opinion that weapon choice is almost purely to round out a character, most weapons are going to do similar damage anyway. (1d6 is similar to 1d8. Obviously a mage running around with a 1d12 two handed sword would be violating the spirit of the rules!)
Races Allowed: If you wish to be a humanoid that is not a “standard” race, you may trade some money/skill points/attribute points for that race. I’ll have to make that decision on a one on one basis since I have not completely thought through what races people might want. However, there will be NO DEMON/ANGELIC raced characters! Been there, done that! Monsters that can polymorph self into a humanoid are generally okay. (I’ve ran a game once where a player wanted to be a gold dragon, worked wonderfully! Then again, he started with only peasant rages and a rusty short sword.)
Dual Classes: There are none. This is an online game and I don’t want the over head of dealing with it. I hope that does not turn off any players who might otherwise want to play, but I think given my leniency with the weapons and armor restrictions this should not really be a problem. Remember, I have no problem with a mage carrying a broadsword if you can justify it in your backgrounds or character sheets, so there really is no need to be a mage/warrior.
**Note: You may still go prestige class. I do not consider a prestige class to be a “dual class” but rather traversing from Journeyman to Master Craftsman.
Background of the world:
Humans are very dominant and very racist. They “tolerate” other humanoids as long as they seem to server a purpose and do not out grow their stations. Players don’t have to act this way, but many of the Non-Player Characters will.
Elves are extremely rare on the surface of the world. Elves do all know how to speak to every other faerie creature (brownies, pixies, fairies, nymphs, etc.) as an innate ability. Dark elves are quite plentiful, however, due to their allergy to the sun, will almost never come above ground.
Orcs are intelligent and not overly beastly. They live much like humans do (ie in towns with palisades and towers, etc.)
Undead are common in the world, so having at least one cleric or paladin would be good. Though not necessary.
One last thing: Monsters in my world may or may not act similarly to monsters you have encountered in other worlds. I reserve the right to change physical, racial, health, damage and special abilities on any of my monsters without prior notification to the players. This is what makes the game exciting! Sure, you may occasionally run into a group of 1d8 skeletons that act normally. Then again, perhaps those skeletons are a raised squad of soldiers under the direct command of a necromancer and have 5d10 health?
Send character sheets in Microsoft Format (Excel, Word, Publisher, Notepad, Whatever) or PDF to isfcco@hotmail.com.
The forum for game play is located at: http://pyrn.dskgaming.org/index.php?board=1.0