Sunday, September 28, 2014

The Base Rules


Stats
We use the six basic stats of Dungeons & Dragons: Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma.

You will frequently see Constitution listed in the talent branches as a secondary or third needed ability score. This is because Constitution is essentially your power or mana. It tells the GM how long you can cast your amazing spells before you begin to weaken and tire, or how many times you can cleave through your enemies with your battleaxe. 

You start with 10 points in each of these stats.

You have 33 points to put into stats as you see fit.  

No score can be higher than 20 and you can have no more than 1 score of 20 and 1 of 18.

Stat points are specifically for stats only and not for talents, unless you sell down a stat.

When you sell stats down for extra talent points, you can sell no more than 10 points total and no score can be lower than an 8.

Whenever the Game Master grants extra talent points, you gain 1 or 2 points (based on the GM’s direction) to add to your stats.

Talents
Your talent trees are tied to specific ability scores listed at the top of each one.

You start with 3 free branches at character creation.

You have 10 points to use on talent at character creation in addition to those you gain from your Race.

It costs 10 points to open a new talent tree.  

Whatever points you have left over after character creation can be used for anything. That means that the points you get from racial bonuses can be used on other things, but only those left over from paths you take.  For example, Tauren get a +15 to smithing. If you buy Mastery Rank 1 in Smithing, you have 5 points left over for things other. You don’t get the bonus if you didn’t take smithing in the first place.

You may also choose to save points to buy something later on instead of spending them. 

Each time you have a skill bonus listed in a talent tree, you gain a +2 bonus to that skill when you roll for checks. For example, if all 3 of your base talent paths have Intimidate in them, you gain a +6 bonus to Intimidate on top of what you get from your Strength or Charisma (depending on race and GM taste).  

Items
            You have 100 gold to start your adventure and to buy basic gear for the start of your adventure. Whatever you don’t spend you keep at the beginning of the game. You can use whatever Dungeons & Dragons book you like to buy your basic weapons and armor. Currently, we are using Dungeons & Dragons 4.0 for pricing.

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