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Chapter 1: Ability Scores

Strength
Bonus to damage from strength cannot exceed the weight of the weapon that is being wielded.
Example: A bonus to dagger damage maxes out at +1.

New stat: Perception


Perception takes surprise adjust from Dexterity and illusion immunity from Intelligence.

Chapter 2: Player Character Races

Handedness
When a character is created, they may roll a d10 for handedness. On a 10, the character is
ambidextrous. See Ambidexterity in Chapter 9 for more details.

Aging Effects
Rather than age affecting specific physical or mental stats, the player may choose where place
their bonuses and penalties.

1st level of aging: Players take a total penalty of 2 to their physical stats, and gain a bonus of 1
to their mental stats.
2nd level of aging: Players take 5 more penalties to physical stats, and gain another 1 bonus to
mental.
3rd level of aging: Players take another 3 penalties to physical stats, and gain another bonus of
2 to mental stats.

For example, at 45 years of age, a player might decide their human rogue takes a penalty of 2
to their con. All that living on rations and mucking around in swamps has taken a toll on his
health. He's got ulcers and internal scarring from pneumonia has left him short of breath. Or the
player might decide that he takes a -1 to dex and str. He's not as spry as he used to be, his
hands are beginning to tremble a little, and it's got him scared that he's losing his edge. He's
certainly not going to tell anyone about it, but his mortality is looming.

Chapter 3: Player Character Classes


Warriors
Exceptional strength follows the same chance, but now refers to Strength scores of 19-23.
1d100: 1-50 -> 19; 51-75 -> 20; 76-90 -> 21; 91-99 -> 22; 100 -> 22

Ranger
Rangers are automatically ambidextrous. See Ambidexterity in Chapter 9 for more details.

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Wizard
Rolls d6 instead of d4 for HP

Rogue General
Rolls d8 instead of d6 for HP
To Hit bonuses of ⅔ per level (same a priests)
See the thief rebuild

Chapter 4: Alignment

No changes.

Chapter 5: Proficiencies

Proficiencies
See new Non Weapon Proficiencies and their Descriptions.

Each extra slots spent on a proficiency adds +3 to that skill, instead of +1.

Proficiency Checks
To make a proficiency check, one rolls a d20 and adds the related skill. A 21 is needed for
success. Opposed rolls are won by the highest roll (as long as one is a success).

Weapon Proficiencies
Crossbow does not require a proficiency slot to use.

Bows require 2 proficiency slots to use. Penalties to hit are not reduced with only 1 slot.

Ambidexterity can be purchased for 1 slot by warriors or rogues. This is the exact same rule
from Player’s Option: Combat & Tactics.

Chapter 6: Money and Equipment

Money
Copper is the default currency that values are expressed in.
Platinum is worth 200 copper.
Mithril is worth 2,000 copper.

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Armor Class
AC starts at 10 and increments up rather than down. Armor still gives the same bonus, but it is
now added rather than subtracted.

Equipment
See new gear lists, including weapons and armor which have been significantly changed

Getting Into and Out of Armor


Out of combat, single piece armors (chainmail, leather, studded leather, robes, etc.) require a
single round to put on, with or without help.

Chapter 7: Magic

Learning Spells
Wizards learning spells take d2 days per spell level to learn their spells. The Ld2 is rolled in
secret by the DM, who also rolls the chance of success in secret. If the spell is learned, the
player is informed after Ld2 days. If the spell is failed, the player is informed of their failure after
a max roll of Ld2.

Spell Level Replacement


You may memorize lower level spells with higher level spell slots. There is no bonus to these
spells. For example, instead of memorizing a 9th level spell, you may memorize any spell of
1st-8th level.

Spell Memorization
To memorize spells a caster must be “well rested”. Casting a spell ends this rested period, with
a grace period for the first hour. In the first hour of waking from restful sleep, a caster may still
memorize spells even if they have already cast a spell. After this 1 hour period has ended, no
further spells may be memorized.

Example: A wizard with 2 empty 1st level spell slots wakes up, spends 20 minutes memorizing
their spells, casts one of them, and then re-memorizes it. This process takes 31 minutes (3 spell
learnings @ 10 minutes each, and 1 spell cast at @ 1 minute each).

Example 2: A wizard with an empty 3rd level spell slot wakes up, spends 30 minutes
memorizing a spell, casts it, and then re-memorizes it. This process takes 61 minutes, so the
2nd memorization fails and the wizard now has an empty 3rd level spell slot.

Spell Switching

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A spell may be replaced with a different spell by spending 150% of the memorization time. That
is to say, a cleric with a 2nd level spell slot may change the spell in that slot if they spend 30
minutes in prayer. (20 x 1.5 = 30).

Mana System (Optional)


As a replacement for the spell slot system, there is also a Mana System that fully replaces all
the spell slot rules. With this system, spell casters start with MP equal to their willpower score,
and roll 1dWillpower every level up to gain more MP. Spells do not need to be memorized
ahead of time, and may be cast from the list of spells they know for the MP cost.

Level Cost
1 3
2 5
3 9
4 15
5 23
6 35
7 55
8 75
9 100

A spell caster recovers mana when they rest and when they “study”. In this case, “study” is a
catch all for focusing on their craft. For clerics this might be time spent in prayer, for a wizard it
might be reading their books, tinkering in their alchemy lab, or some other practice that is restful
and focused. Mana is recovered once a day and once a night, although for ease of
management the rolls can be combined and done just once a day. During each period, the
caster recovers an amount of mana based on their Willpower score.

Mana Night Day


Gained Quality Sleep Good Sleep Studying Resting
Full Advantage Willpower Advantage Willpower
Partial Willpower Disadvantage Willpower Disadvantage

Brutana the evocationist has spent the day fighting goblins, and is settling down for a nice long
sleep out in the woods. Her party decides to let her rest and covers her watch for her. In the
morning she will roll her willpower for her good sleep, but recover no mana for the day before
because she wasn’t resting or studying at all. If Brutana had to cover a watch, she would have
only gotten half the amount back. Had it begun to rain and she had no tent, she would have
recovered no mana.

The next day her party heads into town where they regale the folks with tales of their victory
before going to sleep in soft feather beds. Upon waking, Brutana rolls her willpower at

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advantage for her night of sleep, and her willpower divided by two for the half day resting in
town.

Sleep is very important for spell casters. Anything less than a good sleep is worthless when it
comes to recovering spent mana. Good sleep is warm, dry, and uninterrupted by situational or
environmental factors. Quality sleep is being totally relaxed and comfortable (e.g. feather bed at
an inn in town, or in your own house) on top of the requirements for good sleep.

Studying refers to the caster separating themselves from the world and focusing on their craft.
For arcane spell casters this is usually time spent in seclusion studying their spellbooks or
poking about in their lab. For divine casters this is typically time spent in prayer. Regardless of
the caster type, studying needs peace and quiet. The caster must have their guard completely
down in order to relax the body and focus the mind. This state is easily interrupted by good
intentioned traveling companions who may wish to just ask a quick question about golem
creation.

Resting is defined as minimal physical activity, and light mental activity. The spirit of light rest is
a situation in which the caster is not exerting themselves or being under stress. Examples
include: Socializing at a tavern, taking a break during overland travel, riding (not driving) in a
carriage or cart along a road, or any other situation where the caster is inactive.

Chapter 8: Experience

No changes.

Chapter 9: Combat

THAC0
THAC0 is removed. In its place, characters gain a bonus to hit (based on their THAC0
difference from 20).

Bonus to hit based on class and level


Level
Group 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Priest 0 0 1 2 2 3 4 4 5 6 6 7 8 8 9 10 10 11 12 12
Rogue 0 0 1 2 2 3 4 4 5 6 6 7 8 8 9 10 10 11 12 12
Warrior 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
Wizard 0 0 0 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6

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Ambidexterity
Ambidexterity gives a character two primary hands. If dual wielding weapons, each hand is at a
-2. High dexterity can offset these penalties as usual.

Attack Roll
To make an attack, roll a d20, add your bonus for level, specialization, and any other combat
modifiers. Compare this result to the target AC. If the modified roll equals or exceeds the target
AC, a hit is scored. Natural 20 is always a hit, and natural 1 is always a miss.

Critical Hits and Critical Misses


A critical hit is scored on a natural 18 or greater where the modified attack roll exceeds the
target AC by 5 or more; or, when a natural 17 or less is rolled and the modified attack roll
exceeds the target AC by 10 or more.

Critical hits have three levels: Crit, double crit, and triple crit. For every 5 points above the AC of
the target, a critical hit is scored as long as the attack roll was a natural 18 or greater. A critical
hit can still be scored on a natural roll of 17 or less if the target AC is cleared by 10 or more.

Critical Clear AC by (nat 18+) Clear AC by (nat 17-) Damage Dice Added
Critical Hit 5 10 1
Double Crit 10 20 2
Triple Crit 15 30 3

Level Drain
Players get a Save vs. Spell to avoid the level drain.

Unarmed Attack against Armed Opponents


An unarmed opponent making an attack against an armed opponent creates an opportunity
attack at +4 to hit (not damage). A touch attack does not provoke such an opportunity attack -
the (spellcaster usually) attacker doesn’t need to commit to the attack in the same way as
throwing a punch. Furthermore, touch attacks only take into account dex, shield, and magical
bonuses to AC, therefore ignoring armor.

Saving Throws
[This is a test system and might not stick around]
When people target one another with spells, a roll is made to determine how effective the spell
is. Any spell that calls for a saving throw on the part of the target should use this new test
system.

Both sides roll a d20 and add their relevant attribute and twice their level. For the caster, that is
going to be Intelligence, for the defender that’s usually going to be Willpower. If the defender

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ties or beats the caster, the spell effect does not take place. A natural 1 or natural 20 on the part
of the defender (only) is a failure or success, respectively, regardless of the adjusted rolls.
Additionally, spell durations that give saving throws are removed and replaced with the following
mechanic: The amount the defender fails by in their save is the duration of the spell.

Example: A 3rd level wizard with an intelligence of 15 is casting Hold Person on a 0th level
peasant with a Willpower of 10. The wizard rolls d20+21 (15+3x2) while the peasant rolls
d20+10. If the wizard were to roll a 7+21=28 and the peasant were to roll a 13+10=23, the
peasant would be affected by the holder person spell for 5 rounds (28-23). If a spell currently
has a duration in turns, hours, or days, we keep the same mechanic but adjust the increment of
the duration. That is to say, with similar rolls but a spell that has a duration in turns, it would last
for 5 turns.

If the defender fail their save but equals or beats the attacker’s roll, that is if they roll a natural 1
but still beat their opponent, the duration is 1 unit.

Willpower is the default stat for the defender to use, but can be swapped out for another stat if it
would be more appropriate. For example, a defender might use their Dex score if they are trying
to dodge a fireball or burning hands spell.

Chapter 10: Treasure

No changes.

Chapter 11: Encounters

No changes.

Chapter 12: NPCs

No changes.

Chapter 13: Vision and Light

Infravision
Infravision is qualified as low light vision. It requires some small amount of light (stars, candles,
bioluminescent moss, etc.) to function. Infravision is useless in pitch black.

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Chapter 14: Time and Movement

No changes.

Appendix 3: Wizard Spells

See spell list: http://regalgoblins.com/spells.php

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