Recommended Player Age: 12+
1 Referee minimum.
4 or more other players.
There can be up to 50 players per campaign (define this).
There should be at least one Referee per 20 players in a large campaign.
Dice types:
At least 2 of each of the following:
And from 8 to 40 6 sided dice.
Ring Binder
Graph Paper
Lined Paper
Pencils
Scrap Paper
Imagination
Miniature figures can be used, but are not required.
From here on dice will be referred to by the letter ‘d’ followed by the number of sides it has. For example a common six sided dice will be “d6”.
If a number is to be generated by rolling dice, it will be stated as described above, with the quantity of the particular sided dice written as a prefix. For example a number to be generated by a six sided dice will be stated as “1d6”, or for two eight sided dice to be rolled and added together “2d8”.
Sometimes a fixed number will need to be added to or subtracted from the dice roll. These will be appended as a suffix. For example “1d8 + 1” would mean to roll one eight sided dice and add one to the result for a number randomly generated between 2 and 9.
Similarly, the sum of dice rolled may need to be multiplied. This is also appended as a suffix. For example “3d6 * 10” means roll three 6 sided dice and add them together, then multiply that sum by 10 to get a number from 30 to 180 in increments of 10.
Using one each of the two different 10 sided dice types, when rolled together and the results added, are referred to as a “d100”. This gives a number from 0 to 99.
Many rules have a percentage chance of something occurring. In these cases roll a d100 and a result under the percentage chance means success. For example if there is a 6% chance of something, a roll of 0 to 5 on 1d100 means that something does happen.
Uncommon dice can be simulated with the required dice.
A d2 can be simulated by rolling any dice and treating an odd result as 1, and an even result as 0.
A d3 can be simulated by rolling 1d6 divided by 2 and rounded up. Alternatively you can roll 1d6 on the following table:
1d6 Roll | 1d3 Result |
---|---|
1 | 1 |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 3 |
The term “Creature” is a catch all term for animate things in the world that the game takes place in. This includes Characters, and Monsters.
Creatures have Attributes: Hit Dice, Defence, Movement, Alignment, and may have additional unique attributes specified in their description.
There are various modes of gameplay, some have varaitions.
Ther are some modes of gameplay for the Referee to do solo:
Ther are some modes of gameplay for the Character Players to do solo:
Movement depends on how much weight a Creature is carrying and wearing.
Weight in Gold Pieces | Movement |
---|---|
0 to 750 | 12 |
751 to 1000 | 9 |
1001 to 1500 | 6 |
1501 to 3000 | 3 |
Each Creature has a maximum number of Hit Points, and a current number of Hit Points.
If a Creature is damaged, the number of damage points they recieve is subtracted from their current Hit Points.
If a Character or Creature’s current Hit Points are reduced to zero, they are defeated and dead.
Hit Dice are used determine a Creature’s Hit Point maximum and initial current Hit Points.
When a Creature is created, roll its Hit Dice and note the result as both its Hit Point maximum and current Hit Points.
When a character gains enough Experience Points to reaches a new level, the Hit Dice for their new level are rolled to determine their new Hit Point maximum. This new number replaces their previous Hit Point maximum.
There are 4 general types of damage in the game:
There are extra types of damage concerning Dragons and Elementals:
Items can be bought and sold. The currency is coins of various precious metals, with Gold Pieces (GP) being the standard unit of value.
There are Normal Items that are commonly available, and Magic Items that are rare and coveted.
Standard prices of Normal Items are included in their descriptions. Magic Items are not commonly sold as they are extremely rare, so there are no standard prices for them.
Metal is melted into Solid lumps by fire or lightning. (see Damage Types)
Electrum and Platinum are optional.
The exchange rate for pieces of precious metals:
Value in | Platinum | Gold | Silver | Copper |
---|---|---|---|---|
Platinum | 1 | 1/5 | 1/50 | 1/250 |
Gold | 5 | 1 | 1/10 | 1/50 |
Silver | 50 | 10 | 1 | 1/5 |
Copper | 250 | 50 | 5 | 1 |
Electrum (if used) value can vary between half or double the value of Gold:
Value in | Electrum High Value | Electrum Low Value |
---|---|---|
Platinum | 2/5 | 1/10 |
Gold | 2 | 1/2 |
Silver | 20 | 5 |
Copper | 100 | 25 |
Gems are destroyed by lightning.
Optional rule: Gems have a 10% chance of being destroyed by fire.
Both fire and lightning will devalue Jewellery by 25%.
Things are weighed in Gold Pieces.
The weight of an average human is 1750 GP.