Attack
Characters: D20 + HD (+ magic) + Target AC ≥ 20
Monsters: D20 + HD +1 + Target AC ≥ 20
Save
D20 + HD ≥ 20
Characters add class-based modifier:
- FM +3
- MU +5 / +6 vs. Magic
- CL +5
- Fay, same as above with additional +4
- (Thieves
+5)
AC
|
Limit
|
Move
|
9
|
900p
|
12”
|
8
|
800p
|
12”
|
7
|
700p
|
12”
|
6
|
600p
|
9”
|
5
|
500p
|
9”
|
4
|
400p
|
9”
|
3
|
300p
|
6”
|
2
|
200p
|
6”
|
Item weight:
- Gems, scrolls, rings = 10p
- Jewelry, small items = 100p
- Armor, weapons, large items = 1Kp
- Standard gear does not encumber
Classes
Encouraged classes:
- Fighting-men, female = Amazons
- Magic-users
- Clerics
- Hobbit
- Dwarf
- Elf
Ability Scores
Ability scores do not modify attacks or saves.
Prime Requisite
- FM = Strength
- MU = Intelligence
- CL = Wisdom
- Hobbit = Dexterity
- Dwarf = Constitution
- Elf = Charisma
- (Thief = Dexterity)
ABILITY SCORE
|
DESCRIPTION
|
PR accrues XP
|
16-18
|
Very High
|
+20%
|
13-15
|
High
|
+10%
|
9-12
|
Average
|
n/a
|
6-8
|
Low
|
-10%
|
3-5
|
Very Low
|
-20%
|
Experience Points
Experience points to Level 2:
- FM = 2K
- MU = 2.5K
- CL = 1.5K
- Hobbit = 2K
- Dwarf = 2K
- Elf = 2.5K
- (Thief = 1.5K)
Hit Die : Level
- FM = 1:1
- MU = 1:2 (+1HD every odd level; +1HP every even level)
- CL = 2:3 (+1HP every third level: +1HD all other levels)
- Hobbit = CL
- Dwarf = FM
- Elf = CL
- (Thief = CL)
Start: roll 2d6 take higher of the two.
Each new hit dice: 1d6; FM roll 2d6 take higher of the two.
Each level without additional hit die: +1 hit point.
Weaponry
- FM = anything
- MU = dagger / staff
- CL = no sharps
- Hobbit = nothing large
- Dwarf = nothing long
- Elf = nothing blunt
- FM = any
- MU = none
- CL = no plate
- Hobbits = like CL
- Dwarves = like FM
- Elves = like CL
- (Thieves = leather only)
Both helmets and shields reduce AC by one, except for Clerics.
Character level correlates to total spells able to be memorized per day and spell-levels available.
- MU = 1:1
- CL = lvl-1
- Elf = lvl/2
Character memorizes one spell each per level available. Character memorizes additional spells of a lower level instead of a spell available at a higher level.
Magic-users and clerics produce scrolls of spells up to one level less than their own level.
Reaction & Turn
2d6
|
NPC
|
Monster
|
Undead
|
12-11
|
Enthused
|
Parley
|
Dispell
|
10-9
|
Accepts
|
Positive
|
Turn
|
8-6
|
Negotiates
|
Uncertain
|
Avoid
|
5-4
|
Declines
|
Hostile
|
Attack
|
3-2
|
Repulsed
|
Attacks
|
Target
|
Reaction roll resolves clerical turning. Bonus (+1) to turn
undead with a silver cross. Clerics add level to roll. Subtract
monster hit die. Skeletons subtract nothing.
Turn undead modifier formula
cleric level (+1 silver cross) – monster HD
cleric level (+1 silver cross) – monster HD
Life-energy Drain
When energy drained, character retains all earned experience but functions at level resulting from the number of levels drained with regards to hit dice, spells, turning, etc. Character restores one level each occasion of earning additional experience. When more than one level drained, restoring original level requires a number of occasions of earning experience equal to number of levels drained.
Coinage
3:2 :: copper : silver
3:1 :: copper : gold
2:1 :: silver : gold
3:2:1 :: copper : silver: gold
Fight on!
Delta's Target-20
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