Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×

Starting Characters & Rules

1788157418

Edited 1789118901
PCs start on 10,000 XP , attributes are best 3 of 4d6 replace the lowest roll with a 16 and arrange as desired. Or use 16 14 13 12 10 9 & arrange as desired. Human PCs have Racial Attribute Modifiers STR +1 CON +1 Demi-Human Class restrictions, level limits, and multiclassing apply normally. Hit Points: PCs may take high average hp for their hit dice & level (eg d10 > 6 hp/level, Fighter 4  6x4= 24 hp), or roll hp if preferred. Class Starting Level at 10,000 XP HP (Base High Average) Assassin 4 (4d6 hd) 16 Cleric 4 (4d8 hd) 20 Druid 4 (4d8 hd) 20 Fighter 4 (4d10 hd) 24 Illusionist 4 (4d4 hd) 12 Magic User 3 (3d4 hd) 9 Monk 4 (5d4 hd) 15 Paladin 3 (3d10 hd) 18 Ranger 4 (5d8 hd) 25 Thief 5 (5d6 hd) 20 Multiclass Options Multiclass Starting Levels at 10,000 total XP HP (Base High Average) Fighter/Thief Fighter 3/Thief 4 (18+16)/2 = 17 Fighter/Magic User Fighter 3/Magic User 3 (18+9)/2 = 14  Magic User/Thief Magic User 3/ Thief 4 (9+16)/2 = 13 Fighter/Magic User/Thief Fighter 2/Magic User 2/Thief 3 (12+6+12)/3=10 Fighter/Illusionist Fighter 3/ Illusionist 3 (18+9)/2 = 14 Illusionist/Thief Illusionist 3/ Thief 4 (9+16)/2 = 13 Cleric/Fighter Cleric 3/Fighter 3 (15+18)/2 = 17 Cleric/Ranger Cleric 3/Ranger 3 (15+20)/2= 18 Cleric/Magic User Cleric 3/ Magic User 3 (15+9)/2 = 12 Cleric/Fighter/ Magic User Cleric 3/ Fighter 2/ Magic User 2 (15+12+6) = 11 Cleric/Thief Cleric 3/ Thief 4 (15+16)/2 = 16 Cleric/Assassin Cleric 3/Assassin 3 (15+12)/2 = 14 Fighter/Assassin Fighter 3/ Assassin 3 (18+12)/2 = 15 Rules Refer to the OSRIC SRD for the rules in use (also here ). The 1e AD&D PHB  Monk class may also be used. House Rules "Fighter Attacks = level vs 0 level foes" aka 'Fighting the Unskilled' is replaced by the Arneson Cleave Rule  - when a Fighter drops an opponent with a melee attack they can carry over damage to another opponent within melee range of equal or worse AC. eg 15 dmg vs 8 hp foe kills it and does 7 dmg to another opponent within melee range. Fighter Paladin & Ranger THAC0 = 21-Level, to a minimum THAC0 1  at Level 20+. Monster THAC0 =20-HD, to a mimum THAC0 2  at HD 17+1 (78+ hp), or higher.  Monster & most NPC GM  Saving Throws are 20-HD, to a minimum of Save 2+ at  HD 17+1 or higher .  Maximum AC is AC 10. Minimum AC is AC -10 (technically a core rule). Starting PC Equipment Multiclass characters may choose which class they count as for starting equipment purposes. Fighter / Paladin / Ranger 200gp Magic Armor or Shield: Choose one of  Shield +1 , Leather Armor +1 , Chain Mail +1, or non-magical Platemail Weapon:   Choose one of  Sword +1  (any type), or 12  Arrows +1 . Potion: Choose one of  Potion of Healing or Potion of Heroism . Cleric / Druid 180gp Defensive Gear:   Choose one of  Shield +1 ,  Chain Mail +1,  Leather Armor +1 ,  or non-magical Platemail Weapon:   Choose one of Club +1 ,  Mace +1, Staff +1, or War Hammer +1 . Scrolls & Potions:   Choose one of  Clerical or Druid Scroll (3 total spell levels, max spell level 2), or a Potion of Extra-Healing . Thief / Assassin 120gp Armor: Leather Armor +1 . Weapons:   Choose one of  Dagger +1 or Sword +1 (any useable) Potions:   Choose one of   Potion of Healing,  Potion of Invisibility, or a  Potion of Thieving . Monk 20gp Potions: Choose one of Potion of Healing,   Potion of Invisibility,  Potion of Invulnerability, or Potion of Speed . Weapons: Choose one of  S taff +1, Spear +1, or Dagger +1. Magic-User / Illusionist 80gp Scrolls:  A Magic-User or Illusionist  Scroll  with  4 total spell levels, max spell level 2. Potions:   Choose one of  Potion of Healing,   Potion of Invulnerability, or Potion of Speed . Miscellaneous:   Choose one of   Staff +1, Dagger +1, Wand of Magic Detection with 36 charges ,  or  Wand of Magic Missiles  with 9 charges.
1788240070

Edited 1791269909
Monster Effective HD & XPV Non-intelligent non-aggressive creatures typically are worth half XP. Creatures with extensive special powers such as level-draining undead may be worth double XP. Hit Dice THAC0 Save Example XPV 1 hp  21 20 huge rat 20 1d3 avg 2 hp 21 20 stirge 30 1d4 avg 3 hp 21 20 giant rat, kobold 40 1d6 or 1d8-1 avg 4 hp 20 20 bandit, pirate, nomad, goblin 60 1d6+1 avg 5 hp 20 20 barbarian, man-at-arms 80 1d8, avg 5 hp 19 19 orc, skeleton 100 1+ 18 18 hobgoblin 150 2 18 18 gnoll 200 2+ 17 17 lizardman 250 3 17 17 300 3+ 16 16 bugbear 350 4 16 16 400 4+ 15 15 ogre 500 5 15 15 600 5+ 14 14 700 6 14 14 800 6+ 13 13 1000 7 13 13 1200 7+ 12 12 troll 1400 8 12 12 1600 8+ 11 11 hill giant 2000 9 11 11 2400 9+ 10 10 stone giant 2800 10 10 10 3200 10+ 9 9 frost giant 4000 11 9 9 5000 11+ 8 8 6000 12 8 8 7000 12+ 7 7 8000 13 7 7 9000 13+ 6 6 10000 14 6 6 11000 14+ 5 5 12000 15 5 5 13000 15+  4 4 14000 16 HD 4 4 15000 16+ 4 4 16000 17 4 4 17000 +1 HD 4 4 +1000 Level 0 Humans Type THAC0 Save Hit Points XPV Labouring Male, inc  Miner 21 STR 9-14 (1d6+8) 20 5 (2-7) 80 Active Male, inc Farmer 21 STR 8-13 (1d6+7) 20 4 (1-6) 60 Sedentary Male, inc Scribe, Clerk 21>22 STR 6-7 20 3 (1-4) 40 Labouring Female 21>22 STR 6-7 20 4 (2-5) 50 Active Female, inc Barmaid 21>22 STR 6-7 20 3 (1-4) 40 Sedentary Female 21>23 STR 4-5, -1 dmg 20 2 (1-3) 20
1789119454

Edited 1791191766
Human maximum level is 30. For Demi-Humans and Humanoids where no maximum level by race & class is listed, the maximum level is 30. Where spell damage dice increase by level, the maximum number of damage dice is 20, eg a Fireball maxes out at 20d6 damage. Magic Missile maxes out at 20 missiles (not normally achievable by mortals).
1791190646

Edited 1791269644
Cyclical Initiative At the start of each combat select your token, roll 1d6+Reaction Adjustment, and add it to the turn tracker. Keep this roll in subsequent rounds. This is the segment on which you begin acting, counting down from 9 to 0. Segments per Round 9 8 7 6 5 4 3 2 1 0 Use your DEX total to break ties. Monster groups typically begin acting on count 3.5 (a 3, winning ties). Individual monsters may roll normally, or as a group under 1 leader. Movement Rate 5' Squares per Segment 300' 6 240' 5 180' 4 150' 3 120' 2 90' 2 60' 1 30' 1 Characters Charging into melee (once per 10 combat rounds) double their Move rate and get +2 to hit at the end of the charge, but in that case opponents with longer weapons can attack them first, in which case the charger loses their DEX AC bonus, or if no DEX bonus they take a +1 AC penalty vs the attack, until their own attacks go off. Spells have their casting time in segments listed. During or after spellcasting you may move up to 10' total. Your turn then ends. An attack routine normally takes place in 1 segment, however many attacks are made. During or after attacking you may move up to 10' total. Your turn then ends. Any character engaged in melee combat can move no more than 10' that round, unless falling back (standard move, no attacks) or fleeing (x2 move, no attacks, engaged enemies get free attack at +4). A character using a missile weapon may move for no more than 5 segments before attacking (or reloading, in the case of a heavy crossbow with FR 1/2).
1791191166

Edited 1791269679
Normal # Attacks Attacks with Weapon Specialisation Example 1/2 1 Heavy Crossbow 1 3/2 Melee, Javelin, Light Crossbow 3/2 2 Fighter Melee Level 7-12, Paladin/Ranger Level 8-14 2 5/2 Fighter Melee Level 13-18,  Paladin/Ranger Melee Level 15-21,  Bow 5/2 3 Fighter Melee Level 19+, Paladin/Ranger Melee Level 22+ 3 7/2 Darts (STR damage bonus is halved, rounded up)
Morning, Simon. On the initiative with regards to spell casting. If a 1 was rolled the character would start acting on segment 9, leaving only 1 segment left to cast a spell?  Would that mean that unless a cleric rolls high on initiative they are unlikely to be able to employ a spell in the same round they begin casting? 
1791267931

Edited 1791270037
Hi Chris - it's rolling initiative so afaict it doesn't really matter if the segment countdown number ends up 'below' 0 unless it makes you fall below the monster init on the 'next round'. eg you roll a 1 and casting a 5 segment spell like cure light wounds or hold person would complete at count 7 of the 'next round', but the monsters would need to be on a 7 to match that, not likely unless they're quicklings :)  And it takes segments to move so unless they are in melee with you already you should be ok. You still get to act again on count 1 of round 2. If we find the 1e round segments are unusable we can get rid of them ofc and use 3e-5e style initiative but I think it ought to work ok.
1791268739

Edited 1791269212
Also, monsters normally act as a group on a count of 3.5 (a 3, winning ties) although I may roll for individuals especially PC types. So rolling a 1 for init you would normally cast a 5 segment spell on counts 1-0-9-8-7 and complete well before them. You could even move for 3 segments & still complete before them on 4. :) 
Thanks for the clarification.