Designer's Notes
Original (Brown Box) D&D famously does not include detailed rules or suggestions for using the ability scores. Evidently, they were used for ability checks in the original campaigns (Arneson's Blackmoor, Gygax's Greyhawk, and Rob Kuntz's Kalibruhn); Kuntz in particular has noted that he called for ability checks using 3d6, 4d6, or 5d6 (based on difficulty) vs. the ability score. The following rules are inspired by 5e (see the SRD, pp. 76 ff.) and also by Daniel Collins' Original Edition Delta.
They articulate with rules for character backgrounds and sub-classes that provide bonuses to relevant ability rules; these can be ignored or introduced at the referee's discretion. In my campaign I like to keep character background knowledge flexible; rather than only relying on a fixed skill list, characters gain a skill bonus to ability rolls if it seems like the roll in question relates to their background, class, or sub-class. For example, a ranger would gain a skill bonus on track rolls, but so would a character with the forester or nomad backgrounds.
Rules for Ability Scores
1. Starting Ability Scores
The
player generates ability scores for his character using one of the following
two methods (his choice). The first is to roll three six-sided dice once for
each ability and assign the rolls as desired. The second is to assign the
following scores to the abilities as desired: 6, 8, 10, 12, 14, and 16.
2. Ability Statistics
Ability Statistics Table
#
|
Ability
|
Abbr.
|
Prime Requisite
|
Adjustments
|
Other Uses
|
1
|
Charisma
|
Ch
|
n/a
|
Loyalty of
retainers
Reaction
rolls
|
Number of
retainers
|
2
|
Constitution
|
C
|
n/a
|
Hit die rolls
Save vs.
death ray or poison
|
n/a
|
3
|
Dexterity
|
D
|
Thief
|
Armor class
Ranged
attacks
Save vs.
dragon breath
Save vs.
wands
|
Order of
action
|
4
|
Intelligence
|
I
|
Magic-user
|
Detect secret
doors
|
Number of
languages
|
5
|
Strength
|
S
|
Fighter
|
Melee attacks
Melee damage
Open doors
|
Encumbrance
|
6
|
Wisdom
|
W
|
Cleric
|
Save vs. staves
and spells
Save vs. turn
to stone
|
n/a
|
Prime Requisite: Every adventuring class has one ability as
its prime requisite. A character’s score in his prime requisite modifies the
number of experience points (XP) earned on an adventure.
Prime Requisite Table
Ability Score
|
XP Modifier
|
0
|
*
|
1-6
|
-20%
|
7-8
|
-10%
|
9-12
|
0
|
13-14
|
+5%
|
15+
|
+10%
|
Ability Adjustments: An ability adjustment is added to relevant
rolls and stats (see Ability Statistics Table).
Ability Adjustment by
Ability Score Table
Ability Score
|
Ability Adjustment
|
0
|
*
|
1-4
|
-2
|
5-8
|
-1
|
9-12
|
0
|
13-16
|
+1
|
17-20
|
+2
|
21-24
|
+3
|
25
|
+4
|
*A
character with an ability score of 0 is unable to use the ability for any
action.
3. Ability Rolls
Ability
rolls are used to determine the success of miscellaneous actions not covered by
other rules. To test a character’s use of an ability, roll a 20-sided die and
add the character’s ability score. The roll is successful just in case the total
is 20 or higher.
Every
ability has a list of standard actions associated with it. For example,
charisma is associated with bargain, beg, bluff, courtesy, disguise, oratory,
sing, and train animal rolls. Any character can attempt actions of the relevant
kind by making an ability roll.
Some
types of ability rolls can only be made by characters with a relevant skill or
power. For example, a thief can use dexterity to cut purses or remove traps.
Skill Bonus: Characters who are especially skilled in
the relevant kind of action—based on their class, sub-class, background, or in
the judgment of the referee—receive a skill bonus to the ability roll equal to
their experience level. For example, a noble receives a skill bonus to courtesy rolls.
Difficulty Level: A difficulty level is subtracted from an ability roll. The referee determines the difficulty
level; the default is 0.
Difficulty Level Table
DL
|
Description
|
0
|
Normal
|
4
|
Heroic
|
8
|
Super-heroic
|
12
|
Legendary
|
4. Ability Descriptions
4.01 Charisma
Charisma
measures a character’s force of personality, social intelligence, and
leadership ability.
Loyalty of Retainers: The referee secretly determines the
loyalty of a character’s hirelings and retainers by rolling three
six-sided dice and adding his charisma adjustment. Loyalty modifies morale
rolls during combat and other situations providing temptations or tests of
resolve.
Number of Retainers: The maximum number of retainers a
character can have is equal to his charisma score divided by two.
Reaction Rolls: A character’s charisma adjustment is
added to a referee’s rolls to determine the morale or reactions of monsters or
NPCs to the character.
Charisma Rolls Table
#
|
Charisma Roll
|
1
|
Bargain
|
2
|
Beg
|
3
|
Bluff
|
4
|
Courtesy
|
5
|
Disguise
|
6
|
Oratory
|
7
|
Sing
|
8
|
Train
Animal
|
Bargain: The character can buy items at 20% less
than the standard price or sell items for 20% more than the standard price.
Beg: The character can earn 1-6 pence (in coin
or in kind) by spending 1-6 hours begging in a settled area.
Bluff: The character can temporarily distract or
deceive others.
Courtesy: The character is familiar with the many unwritten
rules and customs surrounding the nobility.
Disguise: The character can create convincing
disguises, and adopt appropriate mannerisms and speech patterns.
Oratory: The character can sway the mood or change
the beliefs of a group of listeners.
Sing: The character can entertain, inspire, or
distract an audience through song.
Train Animal: The character can train a domesticated
animal to perform mundane tasks or simple tricks. It takes at least one week to
train an animal to perform one task.
4.02 Constitution
Constitution
measures a character’s health and resistance to disease, fatigue, and injury.
Hit Die Rolls: A character’s constitution adjustment is
added to all hit die rolls. A character receives one hit die per experience
level; the size of hit die depends on the character’s adventuring class.
Save vs. Death Ray or
Poison: A character’s
constitution adjustment is added to saving throws to avoid the effects of a
death spell, disease, or poison.
Constitution Rolls Table
#
|
Constitution Roll
|
1
|
Forced March
|
2
|
Hold Breath
|
3
|
Resist Hunger
and Thirst
|
4
|
Resist Sleep
|
Forced March: The character can increase his daily
movement rate by up to 50% without suffering ill effect. A failed roll imposes
a -1 fatigue penalty to all rolls. Additional failed rolls increase the fatigue
penalty by -1 each. One day of rest removes a fatigue penalty.
Hold Breath: The character can hold his breath for one
minute without ill effect. A failed roll indicates the character loses 1 point
of constitution, and continues losing 1 constitution per minute until he is
able to breathe. The character dies when constitution reaches 0. Constitution
lost through drowning returns after 1 minute of breathing.
Resist Hunger and Thirst: A character can go without water for two
days or without food for four days without penalty (assuming temperate climate
and a high level of activity). Thereafter the character must make a successful constitution
roll or suffer a -1 fatigue penalty to all rolls and lose 1-6 points of
constitution. The roll is repeated every two days (water) or every four days
(food). Fatigue penalties are cumulative, and 0 constitution indicates death.
Fatigue penalties are removed and lost constitution is restored after one day
of adequate food and water.
Resist Sleep: A character can go without sleep for 48
hours without penalty. Thereafter the character must make a successful
constitution roll or suffer a -1 fatigue penalty to all rolls. The roll is
repeated every for every day without sleep and the fatigue penalties are
cumulative. Fatigue penalties are removed after one day of rest.
4.03 Dexterity
Dexterity
measures a character’s agility, balance, hand-eye coordination, and reaction
time.
Armor Class: A character’s dexterity adjustment is
subtracted from his armor class.
Order of Action: A character’s dexterity score can affect
the order of action in a combat round at the referee’s discretion.
Ranged Attacks: A character’s dexterity adjustment is
added to attack rolls made with ranged weapons, such as bows and thrown
daggers.
Save vs. Dragon Breath: A character’s dexterity adjustment is
added to saving throws vs. dragon breath or other area attacks that can be
dodged.
Save vs. Wands: A character’s dexterity adjustment is
added to saving throws vs. wands or other ray attacks that can be dodged.
Dexterity Rolls Table
#
|
Dexterity Roll
|
1
|
Balance
|
2
|
Build
or Repair
|
3
|
Climb
|
4
|
Drive
Vehicle
|
5
|
Escape
Bonds
|
6
|
Pilot
Vessel
|
7
|
Play
Instrument
|
8
|
Ride
|
Balance: The character keeps his footing when on a
ledge or precipice or in another situation requiring a stable posture.
Build or Repair: The character can create or repair a
simple item relevant to his background, class, or sub-class (if any). The cost
to build an item is generally half the retail value.
Climb: The character can climb vertical surfaces
if there are sufficient handholds. A failed roll indicates a fall only if the
roll is an unmodified ‘1’. The height at which a fall occurs is 10%-100% of the
total height to be climbed (determine randomly). A character’s movement rate
while climbing depends on the difficulty level.
Climb Difficulty Level Table
DL
|
Description
|
Movement Rate
|
0
|
Plentiful
handholds, dry surface, stable surface, vertical surface
|
1/3
|
4
|
Any one: few
handholds; slick surface; unstable surface; convex surface
|
1/6
|
8
|
Any two: few
handholds; slick surface; unstable surface; convex surface
|
1/9
|
12
|
Any three:
few handholds; slick surface; unstable surface; convex surface
|
1/12
|
16
|
Few
handholds; slick surface; unstable surface; convex surface
|
1/24
|
Drive Vehicle: The character can handle animal-drawn
vehicles in difficult conditions and perform special maneuvers, such as tight turns
or bouncing over obstacles.
Escape Bonds: The character can break, cut, wiggle out
of, or otherwise defeat ties, manacles, chains, or other bonds. The difficulty
level is generally 4 or more (referee’s discretion).
Pilot Vessel: The character can handle small rowed or
sailed vessels under difficult conditions.
Play Instrument: The character can play a musical instrument
relevant to his background, class, or sub-class (if any).
Ride: The character can handle a mount under
difficult conditions or perform a jump or other maneuver.
4.04 Intelligence
Intelligence
measures a character’s knowledge, memory, and reasoning ability.
Detect Secret Doors: A character’s intelligence adjustment is
added to his chance to detect secret doors and other hidden objects or
creatures (base 1 in 6 chance).
Number of Languages: Every character knows at least two
languages. One of a player character’s languages must be Valish, the Common
Tongue of the Twilight Empire. The other is either the language of his homeland
(if other than Valish), or one other human or nonhuman language of the player’s
choice. Characters can learn one additional language per point of intelligence
above 10. New languages can also be learned after the character has started
adventuring. It takes at least one month of game time to learn a new language.
If a character is busy adventuring, the time is longer—three months or more
(referee’s discretion).
Native Languages by Homeland Table
#
|
Homeland
|
Alternate Name
|
Native Language
|
Old Earth Analogue*
|
1
|
Burath
|
Forest Peoples
|
Burathish
|
Welsh
|
2
|
Carpu
|
Scarp Mountains
|
Carpish
|
Romanian
|
3
|
Don
|
Green Isle
|
Donish
|
Gaelic
|
4
|
Dul
|
Lunar Empire
|
Dulish
|
Old Church
Slavonic
|
5
|
Hur
|
Land of Trolls
|
Hurish
|
Russian
|
6
|
Hux
|
Sea Peoples
|
Huxish
|
Old Norse
|
7
|
Let
|
Eastern Marches
|
Letish
|
Prussian
|
8
|
Tur
|
Land of Towers
|
Turish
|
Rhaeto-Romansch
|
9
|
Val
|
Twilight Empire
|
Valish
|
Middle English
|
10
|
Ys
|
Ice Isle
|
Huxish
|
Old Norse
|
11
|
Zargoz
|
Western Marches
|
Zargozish
|
Galician
|
12
|
Zun
|
Snow Peoples
|
Zunish
|
Sami
|
*Historical human
languages are used as analogues for the “actual” human languages in
Telleth-Rumi.
Ancient Human Languages Table
#
|
Language
|
Currently Used By
|
Originally Used By
|
Analogue
|
1
|
Demotic
|
Clerics and
magic-users
|
Pantarchy—commoners
|
Latin
|
2
|
Hieratic
|
Clerics and
magic-users
|
Pantarchy—scholars
|
Greek
|
3
|
Old Terran
|
Magic-users and
sages
|
Galactic Empire
|
Indo-European
|
4
|
Old Valish
|
Magic-users and
sages
|
Ancient Val
|
Old English
|
A
player character may learn a nonhuman language with the referee’s permission.
Generally, such languages are only known by magic-users, cultists, druids,
sages, or people who have allied with or dwelt among nonhumans (such as a
person kidnapped and raised by faeries).
Nonhuman Languages Table
#
|
Language
|
Native Speakers
|
1
|
Abyssal
|
Elder
gods and beasts of chaos
|
2
|
Celestial
|
Celestial
spirits
|
3
|
Draconic
|
Dragons
|
4
|
Elemental
|
Elemental
spirits (gnomes, salamanders, sylphs, undines, etc.)
|
5
|
Elfish
|
Seelie
faeries (brownies, dwarves, elves, nixies, pixies, etc.)
|
6
|
Gigantic
|
Giants
|
7
|
Infernal
|
Infernal
spirits
|
8
|
Trollish
|
Unseelie
faeries (goblins, trolls, hobgoblins, bugbears, etc.)
|
Intelligence Rolls Table
#
|
Intelligence Roll
|
1
|
Appraise
|
2
|
First
Aid
|
3
|
Folk
Lore
|
4
|
Gaming
|
5
|
Natural
Lore
|
6
|
Scribe
|
Appraise: The character can determine the
approximate retail value of a natural commodity or manufactured item.
First Aid: The character can stabilize a dying character. First aid must be performed within 1 hour of the infliction of
a wound or injury.
Folk Lore: The character can recall information from
folk tales, history, legends, and other commonly known (or widely believed) bits of lore.
Gaming: The character can win a game of skill,
such as a card, dice, or board game, as long as the outcome is not based purely
on chance.
Natural Lore: The character can identify plants,
animals, minerals, or other natural phenomena in familiar terrain (if any).
Scribe: The character can read and write, create
an accurate copy of a written work, or compose an original written document such
as a contract, journal, ledger, or proclamation.
4.05 Strength
Strength
measures a character’s muscle power and stamina.
Encumbrance: A character can carry up to 10 times his
strength in pounds without penalty. Carrying more than this limit encumbers a character: reduce movement
rate by one-third, and other penalties at the referee’s discretion. Base
movement rate is 12 scale inches per turn. Carrying more than 20 times strength
in pounds reduces the movement rate by two-thirds and imposes a -4 penalty on
rolls for actions requiring physical activity. The maximum a character can lift
is 30 times strength in pounds, which permits only 1” movement per turn.
Melee Attacks: A character’s strength adjustment is
added to attack rolls for melee attacks.
Melee Damage: A character’s strength adjustment is
added to damage rolls for melee attacks.
Open Doors: A character’s strength adjustment affects
rolls to open stuck or held doors (base 2 in 6 chance).
Strength Rolls Table
#
|
Strength Roll
|
1
|
Jump
|
2
|
Swim
|
Jump: The character can perform a running vertical
jump up to half his movement rate, a standing horizontal jump up to half his
movement rate, or a running horizontal jump equal to one and a half times his
movement rate.
Swim: The character is able to stay afloat in
difficult conditions or if weighed down by gear.
4.06 Wisdom
Wisdom
represents a character’s insight, intuition, situational awareness, and
willpower.
Save vs. Staves and Spells: A character’s wisdom adjustment is added
to saving throws to avoid the effects of magical staves and spells.
Save vs. Turn to Stone: A character’s wisdom adjustment is added
to saving throws to avoid magical effects which turn a character to stone or
otherwise systematically transform the character’s person.
Wisdom Rolls Table
#
|
Wisdom Roll
|
1
|
Animal
Husbandry
|
2
|
Direction
Sense
|
3
|
Fish
|
4
|
Outdoor
Survival
|
5
|
Track
|
6
|
Weather
Sense
|
Animal Husbandry: The character can raise, care for, or
assess the value of cattle, goats, horses, sheep, or other domesticated
animals.
Direction Sense: The character can determine which way is
north.
Fish: The character can catch a fish or other
edible freshwater or saltwater creature with the right equipment (line, net, or
spear).
Outdoor Survival: In familiar terrain (if any), the
character can forage, find water, build a shelter, and start a fire, even under
wet or otherwise difficult conditions. Characters raised in a town generally do
not have a familiar terrain. This ability only transfers to unfamiliar terrain
if the character has been trained by locals or others familiar with survival in
the new terrain type.
Track: The character can follow a trail. The
difficulty level increases on stony terrain (+4), after a rain (+4), if the
quarry crosses a river (+4), or if the trail is old (+2 or more).
Weather Sense: The character can predict the weather up
to 1 day in advance.
This comment has been removed by a blog administrator.
ReplyDelete