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Chapter 7: New Rules
[Character Death] [Experience
Points] [Luck Points] [Psionics]
[Training]
Character Death
(a.k.a. “Steve’s Rule”)
When a character
dies, the player has the option to create a new character. If the
death was a heroic death, particularly appropriate to the
character’s personality and goals, the new character will be created
at the start of the level that the previous character was when it
died (i.e. at minimum experience points for that level). If the
death wasn’t particularly heroic, the new character will start at
one level less than the party average. If a character is retired for
a good reason (true to the character’s personality and goals), a new
character can be created at the level of the retired character;
otherwise, the new character begins at one level less than the party
average or at the level of the retired character, whichever is
lower.
[Character
Death] [Experience Points] [Luck
Points] [Psionics] [Training]
Experience Points
Experience Points
are handled a little differently in this game than in the standard
3rd Edition D&D game. The same guideline for granting XP for
defeating monsters is used, but all Experience Point values for
combat are halved. This halving is counter-balanced by awards for
good role-playing, coming up with inventive ideas and generally
contributing to the game in a positive fashion.
XP Sheets are
expected from each Player. These XP Sheets can be personal
narratives, journal entries, short fiction or even a paragraph or
two about what the character did. They should include not only the
events that the PC participated in, but the character's reflections
on those events. XP Sheets should be e-mailed to the DM prior to the
following game. If an XP sheet is not turned in, the PC will receive
half of the average XP gained by those players who did turn in XP
sheets.
You get extra XP for
sending your sheet in in a timely manner. If you are the first
person to send in an XP sheet after a game, you get a bonus of 250
XP. If you send it in the first week (between Sunday when we finish
gaming and 11:59PM midnight the following Saturday) but are not the
first person to send it in, you get 100 bonus XP. If you send it
before Friday (i.e. before 11:59 PM on Thursday night) on the second
week, you get 50 bonus XP. If you send it Friday or Saturday
morning, you get no bonus XP, though you still get normal XP from
the adventure. If it doesn't get e-mailed before 2pm on Saturday,
you will receive half of the average XP awarded to those who have
turned in XP sheets. Of course, the winner of the 250 XP bonus will
not be revealed until the following game.
NPCs and Experience Points
NPCs
will receive the full average XP for each game they are in. Most
NPCs who travel with the party will be assigned to a specific player
whose duty it is to keep track of that NPCs XP and actions during
combat. Of course, the DM can overrule any action if the NPC would
do something differently.
[Character
Death] [Experience Points] [Luck
Points] [Psionics] [Training]
Luck
Points
Luck points are a
measure of a particularly heroic or villainous person's force of
will, intuition or just plain good fortune. During character
creation, the player rolls a 1D6+1 to determine his maximum Luck
Level and starting Luck. The result is the most Luck that PC can
ever have (thus the most Luck Points anyone can have at first level
without magical assistance is 7). For every four levels of
experience thereafter, their Maximum Luck is raised by 1 (though
their current Luck is unchanged). Unlike all other abilities, Luck
is purchased with XP. XP expenditure is equal to 100 times the Luck
level sought.
For example, Camey's
player rolls a 4 on 1D6; he adds one, for a total of 5. This is his
Luck Maximum and starting Luck. After the first adventure, he gains
600 XP and has spent all of his Luck Points. Camey's player decides
to spend 300 XP on Luck and saves the rest for advancement in his
character class. That 300 XP purchases 2 Luck points (100 to receive
the first Luck Point, 200 more to receive the second Luck Point).
After further adventures, Camey's player eventually spends enough XP
to get 5 Luck points, his maximum. When he achieves 4th level, his
Maximum Luck raises to 6, but he still has 5 Luck points (unless he
has 600 XP with which to purchase his 6th Luck Point).
A character may
purchase Luck Points in this manner only when he receives XP from
the DM. If he chooses to purchase a Luck Point any other time, the
cost is doubled and the PC may not spend more XP than he has in his
current level. In other words, a PC can never lose a level by
spending XP in this manner.
A single Luck point
is worth +2 on a single D20 roll or, alternatively, an extra 1D4 to
damage. The points must be spent before the roll is made. The
additional Luck points are treated as if the player actually rolled
the modified number…in other words, if you spend one luck point and
roll an 18, the roll is treated as a natural 20…a Critical! If the
result of a Luck-enhanced combat roll is over 20, the critical
multiplier is raised by one for each point past twenty. In other
words, most weapons do x2 damage on a Critical Roll (a natural 20).
If the Luck-enhanced roll is 21, the damage would be x3; if the roll
is 22, the damage is x4. The maximum multiplier from a Luck-enhanced
Critical is x10.
Luck can also be
used to ignore the affects of being at 0 hit points for one action.
For example, Camey has been reduced to 0 hit points by his nemesis,
Baron Algernon. He spends a Luck Point and makes a normal attack
against the Baron (unless he wishes to spend further Luck points on
this roll, as well). Without the Luck Point, Camey would drop to -1
hit points, immediately fall unconscious, and begin to die. By
expending the Luck Point, he remains at 0 hit points and does not
fall unconscious. Note that the Luck Point only allows for a single
action…even if Camey had multiple attacks, he could only take the
one attack by spending the one Luck Point; if he wanted his second
or third attack, he would have to spend another Luck point on each.
[Character
Death] [Experience Points] [Luck
Points] [Psionics] [Training]
Psionics
Psionics are being
used as written in the Psionics Handbook, with exceptions noted in
these pages.
Wild Psis:
Wild psis are those characters who exhibit psionic Powers without
having trained as a Psion or Psychic Warrior; typically, this Power
is gained during character history generation. For purposes of
determining the strength of a Power, the character receives a
Manifester Level for every three Character Levels. In other words, a
2nd-level Bard/2nd-Level Thief has two Manifester Levels (because
they are a 4th level character). Furthermore, the character can only
manifest the Power once per day per Manifester Level. A Wild Psi may
take a closely related Psionic Power as a Feat at a later time, but
the Manifester Level of this Psionic Feat is determined from the
level of the character when the Feat was chosen and he must find a
trainer. For the purposes of psionic combat, a Wild Psi is
considered "Flat-footed or out of power points", though he may pick
up a Psionic Defense as a Feat to counter this. It is actually more
difficult to train a Wild Psi than an unrealized psionic character
in a Psionic character class, so the time for training is doubled.
Furthermore, upon completion of the training (and attaining the 1st
level in Psion or Psychic Warrior), the Wild Psi loses all previous
psionic Powers and Combat Modes, including any that were gained as
Feats (the Feats expended can be replaced only with Psionic Feats
from the Psionic Handbook).
[Character
Death] [Experience Points] [Luck
Points] [Psionics] [Training]
Training
Multiclassing
Multiclassing is
handled a little differently than in the standard 3rd edition D&D
rules. In order for a character to multiclass, they must first find
a suitable tutor. A suitable tutor is assumed to be anyone who is
currently a member of the class that the multiclassing character
desires (i.e. this includes PCs) and is willing to teach the PC. The
PC must then train with the tutor for a certain number of days
before they can pick up the new class. The base number of days that
the PC must train for his new class is 60. If the PC has a positive
Attribute Modifier in the main Attribute of the class he is electing
to join (as shown below), then divide those 60 days by the Attribute
Modifier. If the PC has a negative modifier in the main Attribute of
that class, multiply the absolute value of the Attribute Modifier
(i.e. turn the negative into a positive) by 60 to determine the
number of days it takes to train for the new class. Furthermore, if
the trainer is of sufficient level in the class that the character
is being trained in, the time to train the character reduces even
further. In no case can the time to train for a new class drop below
ten days.
Classes and Their Main
Attributes Table
| Class |
Attribute |
| Arcane Archer |
Dexterity |
| Assassin |
Dexterity |
| Barbarian |
Strength |
| Bard |
Charisma |
|
Blackguard |
Strength |
| Cleric |
Wisdom |
| Druid |
Wisdom |
| Dwarven Defender |
Strength |
| Fighter |
Strength |
|
Loremaster |
Intelligence |
| Paladin |
Strength |
| Ranger |
Strength |
| Rogue |
Dexterity |
| Shadowdancer |
Dexterity |
| Sorceror |
Charisma |
| Wizard |
Intelligence |
Time Reduction for High
Level Trainers
|
Level of Trainer in Specific Class |
Time Reduction |
| 1-5 |
x1 |
| 6-10 |
x ¾ |
| 11-15 |
x ½ |
| 16-20 |
x ¼ |
The cost for
materials and equipment needed in training is 10 gold pieces per
day. NPCs will often charge at least that much again, times their
level, for their time and effort. Particularly prestigious trainers
may charge even more yet.
Example 1:
For example, Marissa, who is a Fighter and has a Dexterity of 16,
wishes to multiclass as a Rogue, because there are no Rogues in her
party. She eventually finds a 6th level Rogue to train her. Her base
time for training is sixty days. This is divided by 3, her positive
Ability Modifier for Dexterity, the Main Attribute for Rogues; in
other words, twenty days. The time is further multiplied by
three-quarters because her trainer has six levels in the class she
is being trained for, taking the time down to 15 days. Her trainer
isn't particularly famous, so he'll charge the normal price for
training. It costs 10 gp per day for the equipment, resulting in 150
gp (15 days multiplied by 10 gp). The trainer is 6th level, so he
adds another 60 gp per day to the cost for his time, bringing the
total cost up to 1,050 gp (150 gp for equipment, 900 gp for the
trainer's time). If she'd had a Dexterity of 7, which has a -2
modifier, the time would have been ninety days (60 days, multiplied
by two, multiplied by three-quarters), costing a total of 6,300 gp.
Marissa's Training Time
|
Base Time |
|
60 Days |
|
Dex 16 |
Divided by 3 |
20 Days |
|
6th-level trainer |
Multiplied by ¾ |
15 Days |
Marissa's Training Costs
|
Equipment |
10gp/day |
150gp |
|
6th-level trainer |
60gp/day |
+900gp |
|
Total Cost |
|
1050gp |
Example 2:
Wulfgar the Barbarian wants to train as a fighter and has a Strength
of 18. Fortunately, Bertram is a 2nd-level fighter in the group who
is willing to train Wulfgar for free. The base training time is 60
days. Wulfgar's positive Ability Modifier of +4 gives him a
reduction in this time; 60 divided by 4 (the Ability Modifier) is
15. Because Bertram is only 2nd-level, there is no further modifier
to the number of days it takes to train Wulfgar. The cost for
training is 10gp/day, or 150gp. Because Bertram and Wulfgar are
friends, Bertram does not charge for his time and services.
Wulfgar's Training Time
|
Base Time |
|
60 Days |
|
Str 18 |
Divided by 4 |
15 Days |
|
2nd-level trainer |
Multiplied by 1 |
15 Days |
Wulfgar's Training Costs
|
Equipment |
10gp/day |
150gp |
|
2nd-level trainer |
Waived |
+0gp |
|
Total Cost |
|
150gp |
Example 3:
Dick, a Sorceror with a Strength of 8, wants to become a Paladin.
Unfortunately, there are no paladins in the party and the only
person he is able to find to train him is Gunderick, who is
1st-level. The base training time is 60 days. Because Dick has a -2
Strength Modifier, this time is multiplied by 2, for a total of 120
days. Because Gunderick is only 1st-level, there is no reduction to
that time. The standard cost for supplies at 10gp/day is 1,200 gp.
Gunderick, who is the son of a nobleman and doesn't particularly
think Dick should be interested in a career as a paladin, decides to
charge him double the normal cost for his time. Thus, he charges
20gp/day, for a total of 2,400gp. For Dick to become a paladin, it
will take 120 days and cost him 3,600gp!
Dick's Training Time
|
Base Time |
|
60 Days |
|
Str 8 |
Multiplied by 2 |
120 Days |
|
1st-level trainer |
Multiplied by 1 |
120 Days |
Dick's Training Costs
|
Equipment |
10gp/day |
1,200gp |
|
2nd-level trainer |
20gp/day |
+2,400gp |
|
Total Cost |
|
3,600gp |
Skills and Feats
To learn a new skill
or feat requires training with someone who has the skill or feat as
well as the facilities to do so. It takes two weeks to learn a new
skill or feat and costs around 50 gp per week for a professional
trainer. If the person wishes to learn a new skill from a friend who
is willing to forgo the 50 gp, the training cost for materials and
such can be reduced to 25 gp per week. If you wish to improve a
skill that you have not used since you gained your previous level,
you may only improve the skill through training.
Some feats do not
require training, as shown on the table below. These are considered
to be knacks or unconscious in nature and aren't really something
that can be "taught."
Untrainable Feats
|
Name |
Location |
|
Alertness |
PHB 80 |
|
Extra Slot |
TaB 40 |
|
Extra Spell |
TaB 40 |
|
Eyes in the Back of Your Head |
SF 6 |
|
Great Fortitude |
PHB 82 |
|
Improved Familiar |
TaB 40-41 |
|
Improved Initiative |
PHB 83 |
|
Innate Spell |
TaB 41 |
|
Iron Will |
PHB 83 |
|
Leadership |
PHB 83 |
|
Lightning Reflexes |
PHB 83 |
|
Magical Artisan |
FR 36 |
|
Remain Conscious |
SF 9 |
|
Spellcasting Prodigy |
FR 38 |
|
Toughness ** |
PHB 85 |
|
All Divine Feats |
|
Banking
A character can bank
(or save) skill points, feat slots, spell slots, training, and
levels for the purposes of training. You can bank as many skill
points, feat slots and spell slots as you want, but you can only
bank 1 level at a time. If you receive enough XP to raise your level
while you are banking a level (presumably with the expectation of
multiclassing), your must use that banked level (though you may
choose to bank the new level you've just received). You can also
receive training for a new skill, feat or class before you are
actually eligible to receive them; in this case, you receive no
bonuses from training until you have the skill points, feat slots or
levels you need to actualize that training. If you bank training for
the purposes of multi-classing in this way, you must take the class
at the next available level or the time and money spent on training
is wasted and you will have to re-train. Generally, only Sorcerors
and Bards need to bank spell slots.
Learning New Spells
Wizards:
Wizards must learn new spells from books or scrolls, taking one day
per spell level to learn a new spell. PCs should maintain a list of
spells that they know and can learn how to cast a spell that is of a
higher level than they could normally cast. In such a case, the
Wizard cannot actually cast the spell until he is of sufficient
level, but need not take the time to perform this initial study
again.
Sorcerors and
Bards: Sorcerors and Bards do not need to study books to learn
new spells, but they must spend the same amount of time as wizards
on learning a new spell from someone who already knows that spell.
The cost for such services vary.
Psionic Powers:
Psionic powers are learned in a similar manner, though the training
is much more intense. It takes two days per power level to learn a
new psionic power and training must be obtained.
[Character
Death] [Experience Points] [Luck
Points] [Psionics] [Training]
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