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<blockquote data-quote="Sacrosanct" data-source="post: 8317387" data-attributes="member: 15700"><p>One of the goals was to be compatible with TSR era D&D (although I guess I now need to say TSRv1.0...) So the core rules structure emulates that pretty closely. There are different saving throws (a bit more simplified, but you'd easily recognize them if you played AD&D). Skills are essentially roll under ability checks. It's how we did it back in the day anyway, before there was a skill system in D&D. Want to make a stealth check? Anyone can attempt it. Roll under DEX (with potential modifiers based on factors that may be relevant). The only other real major change from AD&D is ascending AC. Again, easily convertable with those old modules, but the best way to go.</p><p></p><p>Other major changes from TSR.1 era D&D?</p><ul> <li data-xf-list-type="ul">races are called ancestries, and while they offer some traits based on physiology, most things known as "racial modifiers" are now part of a heritage. When you create your character, you choose two heritage options. These are basically your culture and background. If you choose "fey", you might gain immunity to sleep and charm (any ancestry can choose this. For example, a human who grew up and spent their life in an elven city). Or if you choose mountain, you might get resistance to cold or other traits.</li> <li data-xf-list-type="ul">ability score modifiers are not based on race, but by class choice. So rather than get a +1 DEX for being an elf, you would get a +1 DEX for choosing thief or assassin.</li> <li data-xf-list-type="ul">Alignments are more like B/X. There's only law, neutrality, and chaos. And those are tied to cosmic forces that impart their influence to you. It is not as strict as the 9 alignment system, and in fact, no intelligent mundane humanoid species has a default alignment. All of that should be at the preference of the GM at their table.</li> <li data-xf-list-type="ul">dead levels are largely gone. Every class will get something at every level. For casters, that can me a higher level spell slot. But for classes like fighters, they gain something else. The tricky part is to keep the simplicity of old school (fast char gen and level up) while giving some options. So not nearly as robust as options as 5e, but a little more than AD&D while still being fast to create and play.</li> </ul><p></p><p>For example:</p><p>Class Features</p><p>Weapon Skill (1st level): The fighter is exceptionally trained with weapons, gaining a +1 bonus to damage. If using the optional speed factor rules, all weapons will have their speed factor reduced by 1 (min 1) when wielded by a fighter character.</p><p></p><p>Zero Level Opponents (2nd level): Whenever a fighter is fighting a 0 level creature, or a creature with 1 HD or less, the fighter has a number of attacks equal to their level against that creature or other “zero” level creatures within reach of their weapon throughout the fighter’s turn.</p><p></p><p>Weapon Specialization (3rd level): Upon reaching 3rd level, the fighter becomes so specialized in weapon use, that whenever you initially roll a natural 1 on the damage die, you can reroll damage, taking the new roll even if it’s a 1.</p><p></p><p>Defensive Stalwart (4th level): The fighter has learned to use their armor more effectively. Whenever wearing armor, they will receive a +1 bonus to their AC. This bonus is increased to +2 at 11th level.</p><p></p><p>Extra Attacks (5th level): At 5th level, whenever the fighter attacks with a weapon or natural attack, they may make one extra bonus attack on their turn. This attack can be split up between moving, but must be made during the same turn. At 10th level and at 15th level an additional attack is also gained.</p><p></p><p>Precision Attacks (6th level): The fighter’s attacks can overcome the resistance to non-magical weapons some creatures have. Additionally, any attempts by the target to resist a disarm or tripping attack from the fighter will suffer a -2 penalty to their ability check roll (See Combat section).</p><p></p><p>Resilient (6th level): Whenever the fighter fails an ability check or Saving Throw, they may attempt to reroll another attempt. This can be used twice a day at 6th level, three times a day at 9th level, and four times a day at 12th level.</p><p></p><p>Push Through (7th level): When 7th level is reached, the fighter can tap into reserves of energy to fuel their efficiency. By sacrificing 2 HP from their current total, the fighter can increase any attack, damage, saving throw, or ability check roll by 1. By sacrificing 5 HP, this bonus is increased to 3.</p><p></p><p>Protector (8th level): At 8th level, when wielding a shield or off-hand weapon and within 5ft of an ally, the fighter may once per round impose a -4 penalty to attack rolls coming from an opponent that is attacking said ally. This must be declared immediately after the opponent attacks an ally before damage is tallied.</p><p></p><p>Weapon Mastery (9th level): When 9th level is reached, the fighter’s weapon specialization is further improved. The fighter will gain an additional +1 to hit and damage when fighting with weapons or unarmed attacks. At 13th level, the fighter can reroll any 1s or 2s on the weapon damage dice, taking the new roll even if it’s a 1 or 2</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 8317387, member: 15700"] One of the goals was to be compatible with TSR era D&D (although I guess I now need to say TSRv1.0...) So the core rules structure emulates that pretty closely. There are different saving throws (a bit more simplified, but you'd easily recognize them if you played AD&D). Skills are essentially roll under ability checks. It's how we did it back in the day anyway, before there was a skill system in D&D. Want to make a stealth check? Anyone can attempt it. Roll under DEX (with potential modifiers based on factors that may be relevant). The only other real major change from AD&D is ascending AC. Again, easily convertable with those old modules, but the best way to go. Other major changes from TSR.1 era D&D? [LIST] [*]races are called ancestries, and while they offer some traits based on physiology, most things known as "racial modifiers" are now part of a heritage. When you create your character, you choose two heritage options. These are basically your culture and background. If you choose "fey", you might gain immunity to sleep and charm (any ancestry can choose this. For example, a human who grew up and spent their life in an elven city). Or if you choose mountain, you might get resistance to cold or other traits. [*]ability score modifiers are not based on race, but by class choice. So rather than get a +1 DEX for being an elf, you would get a +1 DEX for choosing thief or assassin. [*]Alignments are more like B/X. There's only law, neutrality, and chaos. And those are tied to cosmic forces that impart their influence to you. It is not as strict as the 9 alignment system, and in fact, no intelligent mundane humanoid species has a default alignment. All of that should be at the preference of the GM at their table. [*]dead levels are largely gone. Every class will get something at every level. For casters, that can me a higher level spell slot. But for classes like fighters, they gain something else. The tricky part is to keep the simplicity of old school (fast char gen and level up) while giving some options. So not nearly as robust as options as 5e, but a little more than AD&D while still being fast to create and play. [/LIST] For example: Class Features Weapon Skill (1st level): The fighter is exceptionally trained with weapons, gaining a +1 bonus to damage. If using the optional speed factor rules, all weapons will have their speed factor reduced by 1 (min 1) when wielded by a fighter character. Zero Level Opponents (2nd level): Whenever a fighter is fighting a 0 level creature, or a creature with 1 HD or less, the fighter has a number of attacks equal to their level against that creature or other “zero” level creatures within reach of their weapon throughout the fighter’s turn. Weapon Specialization (3rd level): Upon reaching 3rd level, the fighter becomes so specialized in weapon use, that whenever you initially roll a natural 1 on the damage die, you can reroll damage, taking the new roll even if it’s a 1. Defensive Stalwart (4th level): The fighter has learned to use their armor more effectively. Whenever wearing armor, they will receive a +1 bonus to their AC. This bonus is increased to +2 at 11th level. Extra Attacks (5th level): At 5th level, whenever the fighter attacks with a weapon or natural attack, they may make one extra bonus attack on their turn. This attack can be split up between moving, but must be made during the same turn. At 10th level and at 15th level an additional attack is also gained. Precision Attacks (6th level): The fighter’s attacks can overcome the resistance to non-magical weapons some creatures have. Additionally, any attempts by the target to resist a disarm or tripping attack from the fighter will suffer a -2 penalty to their ability check roll (See Combat section). Resilient (6th level): Whenever the fighter fails an ability check or Saving Throw, they may attempt to reroll another attempt. This can be used twice a day at 6th level, three times a day at 9th level, and four times a day at 12th level. Push Through (7th level): When 7th level is reached, the fighter can tap into reserves of energy to fuel their efficiency. By sacrificing 2 HP from their current total, the fighter can increase any attack, damage, saving throw, or ability check roll by 1. By sacrificing 5 HP, this bonus is increased to 3. Protector (8th level): At 8th level, when wielding a shield or off-hand weapon and within 5ft of an ally, the fighter may once per round impose a -4 penalty to attack rolls coming from an opponent that is attacking said ally. This must be declared immediately after the opponent attacks an ally before damage is tallied. Weapon Mastery (9th level): When 9th level is reached, the fighter’s weapon specialization is further improved. The fighter will gain an additional +1 to hit and damage when fighting with weapons or unarmed attacks. At 13th level, the fighter can reroll any 1s or 2s on the weapon damage dice, taking the new roll even if it’s a 1 or 2 [/QUOTE]
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