*Classes include: Warlock, Warblade, Sword Sage, Crusader, Rogue, Paladin, Favored Soul, Sorcerer, Barbarian, Fighter, Ranger.
*Attributes include 8, 10, 12, 14, 16, 18 mixed anyway you want. At level 8 and level 16 you can bump up one of these by 2.
*Hitpoints are calculated by maxing out first level and then adding 1/2 the max die roll rounded up: 1d4 = 3, 1d6 = 4, 1d8 = 5, 1d10 = 6, 1d12 = 7.
*Critical hits are automatic, no threat check is needed. All threat ranges on weapons are reduced by 1, minimum 20.
*Diagonal movements on a grid count as 1.
*Spell damage = five dice max + 1/2 the die roll rounded up: 1d4 = 3, 1d6 = 4, 1d8 = 5, 1d10 = 6, 1d12 = 7.
*Turn Undead = 1d6 damage per level, will save for half, DC 10 + cleric level + cha. Favored Souls gain Turn Undead as a class ability.
*Rangers and Paladins lose their spellcasting abilities but gain one additional feat.
*There are no iterative multiple attacks. Instead add 1/2 character level to all melee and ranged damage. At level 10, characters gain an additional attack at the same attack bonus. Haste adds one more attack.
*Characters have two action points per session. These action points equate to + 1d6 roll to any 1d20 roll.
*Spell casting characters can turn group buff spells into "Auras" which are permanent but permanently remove one spell casting slot. These bonuses can then be calculated into the character sheets.
*There is no extra strength bonus for using two-handed weapons. There is also no power attack bonus for using a two handed weapon. Power attacks trade 1 attack bonus point for 1 point of damage on all weapons.
*The damage of weapons for small characters and medium characters are the same.
*Skill bonuses = level + attribute bonus + 5 if it is a primary attribute of your class or you're a rouge or you're a human. The +5 does not compound if you happen to be all three.
*Attributes include 8, 10, 12, 14, 16, 18 mixed anyway you want. At level 8 and level 16 you can bump up one of these by 2.
*Hitpoints are calculated by maxing out first level and then adding 1/2 the max die roll rounded up: 1d4 = 3, 1d6 = 4, 1d8 = 5, 1d10 = 6, 1d12 = 7.
*Critical hits are automatic, no threat check is needed. All threat ranges on weapons are reduced by 1, minimum 20.
*Diagonal movements on a grid count as 1.
*Spell damage = five dice max + 1/2 the die roll rounded up: 1d4 = 3, 1d6 = 4, 1d8 = 5, 1d10 = 6, 1d12 = 7.
*Turn Undead = 1d6 damage per level, will save for half, DC 10 + cleric level + cha. Favored Souls gain Turn Undead as a class ability.
*Rangers and Paladins lose their spellcasting abilities but gain one additional feat.
*There are no iterative multiple attacks. Instead add 1/2 character level to all melee and ranged damage. At level 10, characters gain an additional attack at the same attack bonus. Haste adds one more attack.
*Characters have two action points per session. These action points equate to + 1d6 roll to any 1d20 roll.
*Spell casting characters can turn group buff spells into "Auras" which are permanent but permanently remove one spell casting slot. These bonuses can then be calculated into the character sheets.
*There is no extra strength bonus for using two-handed weapons. There is also no power attack bonus for using a two handed weapon. Power attacks trade 1 attack bonus point for 1 point of damage on all weapons.
*The damage of weapons for small characters and medium characters are the same.
*Skill bonuses = level + attribute bonus + 5 if it is a primary attribute of your class or you're a rouge or you're a human. The +5 does not compound if you happen to be all three.