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Engines & Empires - [B/X D&D] - OOC Discussion
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<blockquote data-quote="Jack Daniel" data-source="post: 3463819" data-attributes="member: 694"><p>Ah. Excellent. Hobbits are rather drastically altered from the standard Basic D&D halfling, wherein they are simply fighters with a weaker hit die. In this campaign, hobbits combine the features of fighters and experts, so they have the following abilities:</p><p>- Hobbits attack and roll hit dice as clerics</p><p>- They begin the game with 10 + Int. mod. skill slots</p><p>- They have a number of special abilities due to their hardiness and small size (a +3 bonus to all saving throws, a +3 bonus to all Stealth rolls which becomes +6 in wooded/wilderness areas, a +2 bonus to AC vs. large-sized creatures, a +1 bonus to hit with missile weapons, and a +1 bonus to individual initiative rolls).</p><p>- A hobbit who reaches 9th level becomes a "shire-reeve" (sheriff) and acquires resistance to spell damage, resistance to dragon breath damage, and the ability to detect evil and cast spells as a paladin.</p><p></p><p>==========</p><p></p><p>Now, this is probably a good time to go ahead and post the skill list and explain skills. All ability checks are rolled by casting the d20 and adding your ability modifier, in an attempt to beat an appropriate target number. The base target number for a 0-level character is 18 for an untrained skill check or ability check; 15 for a saving throw; and 12 for a trained skill check. All 1st level heroes have numbers one better than this, so they save vs. 14 and roll checks vs. 17 (untrained)/11 (trained). The target numbers drop by one point each at every 3rd level (4th, 7th, 10th, etc.), so a 7th level character, for example, rolls saving throws by making an ability check against TN 12, and trained and untrained skill checks against TNs 9 and 15.</p><p></p><p>Most characters start the game trained in 4 + Int mod skills. Experts, hobbits, fauns, and undines start with 10 + Int mod skills. All characters earn a new skill at every four levels (5th, 9th, 13th, etc.). The game includes 30 skills, which are as follows:</p><p></p><p>Acrobatics (Dex)</p><p>Alertness (Wis) </p><p>Animal-Handling (Cha)</p><p>Climbing (Str) </p><p>Concentration (Con) </p><p>Crafting (Int) </p><p>Deception (Cha)</p><p>Demolitions (Int)</p><p>Gambling (Wis)</p><p>Healing (Wis)</p><p>Inquiry (Cha)</p><p>Insight (Wis)</p><p>Intimidation (Cha)</p><p>Investigation (Int)</p><p>Jumping (Str) </p><p>Knowledge (Int)</p><p>Legerdemain (Dex)</p><p>Linguistics (Int)</p><p>Navigation (Int)</p><p>Performance (Cha)</p><p>Persuasion (Cha)</p><p>Piloting (Dex)</p><p>Profession (Wis)</p><p>Research (Int)</p><p>Riding (Dex)</p><p>Sabotage (Dex)</p><p>Spellcraft (Int)</p><p>Stealth (Dex)</p><p>Survival (Wis)</p><p>Swimming (Str)</p><p></p><p>There are no sub-skills, so if you take Crafting or Knowledge or Performance, for example, you always roll all related checks as trained skill checks.</p></blockquote><p></p>
[QUOTE="Jack Daniel, post: 3463819, member: 694"] Ah. Excellent. Hobbits are rather drastically altered from the standard Basic D&D halfling, wherein they are simply fighters with a weaker hit die. In this campaign, hobbits combine the features of fighters and experts, so they have the following abilities: - Hobbits attack and roll hit dice as clerics - They begin the game with 10 + Int. mod. skill slots - They have a number of special abilities due to their hardiness and small size (a +3 bonus to all saving throws, a +3 bonus to all Stealth rolls which becomes +6 in wooded/wilderness areas, a +2 bonus to AC vs. large-sized creatures, a +1 bonus to hit with missile weapons, and a +1 bonus to individual initiative rolls). - A hobbit who reaches 9th level becomes a "shire-reeve" (sheriff) and acquires resistance to spell damage, resistance to dragon breath damage, and the ability to detect evil and cast spells as a paladin. ========== Now, this is probably a good time to go ahead and post the skill list and explain skills. All ability checks are rolled by casting the d20 and adding your ability modifier, in an attempt to beat an appropriate target number. The base target number for a 0-level character is 18 for an untrained skill check or ability check; 15 for a saving throw; and 12 for a trained skill check. All 1st level heroes have numbers one better than this, so they save vs. 14 and roll checks vs. 17 (untrained)/11 (trained). The target numbers drop by one point each at every 3rd level (4th, 7th, 10th, etc.), so a 7th level character, for example, rolls saving throws by making an ability check against TN 12, and trained and untrained skill checks against TNs 9 and 15. Most characters start the game trained in 4 + Int mod skills. Experts, hobbits, fauns, and undines start with 10 + Int mod skills. All characters earn a new skill at every four levels (5th, 9th, 13th, etc.). The game includes 30 skills, which are as follows: Acrobatics (Dex) Alertness (Wis) Animal-Handling (Cha) Climbing (Str) Concentration (Con) Crafting (Int) Deception (Cha) Demolitions (Int) Gambling (Wis) Healing (Wis) Inquiry (Cha) Insight (Wis) Intimidation (Cha) Investigation (Int) Jumping (Str) Knowledge (Int) Legerdemain (Dex) Linguistics (Int) Navigation (Int) Performance (Cha) Persuasion (Cha) Piloting (Dex) Profession (Wis) Research (Int) Riding (Dex) Sabotage (Dex) Spellcraft (Int) Stealth (Dex) Survival (Wis) Swimming (Str) There are no sub-skills, so if you take Crafting or Knowledge or Performance, for example, you always roll all related checks as trained skill checks. [/QUOTE]
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