Showing posts with label character creation. Show all posts
Showing posts with label character creation. Show all posts

Monday, June 29, 2015

URFAD: Player Character Races

Dwarf
Classes: Fighter (level 8), Thief (level 6).
Restrictions and Benefits:
  1. +4 to magic-based saves. +2 to find traps. +1 to hear noise. 
  2. Note sloping passages, unstable or shifting walls, new construction, etc., while exploring, and has a 2-in-6 passive check for traps while exploring. 
  3. Take only half damage from ogres, trolls, and giants. 
  4. Dwarfs will typically speak Dwarfish, Common, Gnomish, Goblin, and Kobold.
Elf
Classes: Fighter (level 6), Magic-User (level 8), Thief (level 9), or combination of any two.
Restrictions and Benefits:
  1. Elf magic-users and thieves may not have more than 6 HD.
  2. When elves multi-class, the total levels gained between their two classes may not exceed 10. Elves must adhere to class restrictions, but those that combine magic-user and fighter may cast spells in leather or any magical armor and use swords and bows without penalty. XP is divided half to each class until second level is reached in both classes; after that, the two classes may never be equal so players must decide which class XP will be allotted to, alternating as needed (i.e., one class must be raised to level 4 before the other can be raised to level 3).
  3. First-level elves may progress faster in one class than the other since the XP bonuses (if applicable) are applied after the XP is split between the two classes and each prime requisite is considered separately. Likewise, when later allotting XP to one class or the other, use only that class’s prime requisite to determine if a bonus applies or not. 
  4. +2 to find secret doors. +2 to hide in wild. +1 to hear noise. +1 to move silently (leather only). 
  5. Elves have a 2-in-6 chance (passive check) of sensing secret doors and passages while exploring.
  6. Unaffected by ghoul paralysis. 
  7. Elves will typically speak Common, Elvish, Hobgoblin, Gnollish, and Orcish.
Hobbit
Classes: Fighter (level 4), Thief (level 6)
Restrictions and Benefits:
  1. Hobbit thieves may not have more than 4 HD.
  2. +4 to magic-based saves. +2 to missile attacks. +2 to hide in wild or shadows (leather only). +1 to hear noise. +1 to move silently (leather only).
  3. Hobbits use small or customized weapons: bow, dagger, hand axe, mace, sling, spear, sword, and war hammer.
  4. Hobbits will typically speak Common and Hobbit.
Human
Classes: Any class to max level (10).

URFAD: Hit Dice/Hit Points

  1. Hit Dice is always a d6. At first level, count a 1 or 2 as a 3, and a 3 as a 4.
  2. 0 HP means death.
  3. Characters heal 1 + CON hit points per two full days of rest. Additional healing is possible through potions (2–7 HP per dose unless stated otherwise) and spells.

Saturday, June 27, 2015

URFAD: Ability Scores

Roll 3d6 in order to determine: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. To make a character of a specific class, swap out the rolled prime requisite score for one of the other five. Modifiers are 15–17, +1; 18, +2; and 3–5, –1.

Strength, prime requisite for fighters, modifies melee damage.
Intelligence, prime requisite for magic-users, modifies languages, determines save bonus for clerics.
Wisdom, prime requisite for clerics, determines save bonus for all classes except clerics.
Dexterity, prime requisite for thieves, modifies missile attacks per round.
Constitution modifies hit points.
Charisma modifies reactions and retainer morale and determines max retainers (divide by three, round up, and add one for every point above 14—so 15 gets 6, 16 gets 7, 17 gets 8, and 18 gets 9).

Prime Requisite Experience Points Bonus
Characters with a prime requisite score of 13–15 add 5% to earned XP.
Characters with a prime requisite score of 16–18 add 10% to earned XP.
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N.B. If the kids want to make a character of a specific class, will let them swap the highest score into their prime requisite, or, if time allows, will consider trading 2 or 3 points for 1 prime requisite point as per Men & Magic (10) or Greyhawk (8).