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Im getting OD&D on friday..What can I expect?
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<blockquote data-quote="T. Foster" data-source="post: 3450355" data-attributes="member: 16574"><p>Strength, Intelligence, and Wisdom affect XP for fighters, magic-users, and clerics respectively. If you've got a score of 13-14 in the appropriate ability you get +5% to earned XP. If you've got a score of 15-18 you get +10% (there are no ability scores above 18); conversely, a score of 7-8 gives a -10% XP penalty, and a score of 3-6 gives a -20% XP penalty. Intelligence also affects the number of languages the character can learn (+1 language per point of Int above 10). Other than this, the first 3 ability scores have no defined in-game effects -- it's suggested that, for example, strength aids in opening traps, and intelligence and/or wisdom in solving puzzles, but with no specific mechanics attached -- it's left to the discretion of the referee.</p><p></p><p>Constitution, Dexterity, and Charisma do have specific defined in-game effects. A Con of 15+ gives +1 hp/die (and a Con of 6- -1 hp/die (with a minimum of 1); Dex 13+ gives +1 to hit with missiles (and Dex 8- -1 to hit with missiles); Cha 13-14 gives +1 on reaction rolls, 15-17 gives +2, and 18 gives +4 (contrariwise, Cha 5-6 gives -1 on reactions and Cha 3-4 gives -2). Con also affects whether characters will survive "system shocks" (such as being polymorphed or paralyzed) and Cha affects the maximum number of extraordinary hirelings (i.e. character-types, not men-at-arms). It's suggested that Dex affects getting first strike in combat, but no mechanic is attached describing how this would work.</p><p></p><p>Players are allowed to trade points between the first 3 scores, raising their "prime requisite" stat (i.e. strength for fighters, intelligence for magic-users, etc.) by lowering one or both of the others. How many points must be subtracted from one stat to add to the other depends on the class of the character and the stat being traded (e.g. fighters can trade 2 points of Wis or 3 points of Int for 1 point of Str). Stat-trading can never bring a stat below 9. Points can't be traded from the second 3 stats.</p><p></p><p></p><p>Each class has a separate XP chart. Fighters require 2000 XP for 2nd level, magic-users 2500 XP, and clerics 1500 XP. These numbers typically double for each subsequent level (though the chart isn't exact -- magic-users, for instance, enter a "groove" around level 7 where they start gaining levels more quickly and eventually surpass both fighters and clerics) up to "name" level (9th for fighters, 11th for magic-users, 8th for clerics) where the formula changes to a flat addition of points per level -- 120,000 XP/level for fighters, 100,000 XP/level for magic-users and clerics.</p><p></p><p></p><p>There are 3 classes: fighters (sometimes called "fighting men"), magic-users, and clerics. There are 4 races: humans, dwarves, elves, and hobbits. Humans can be any class with no limit on advancement; dwarves can only be fighters and are limited to 6th level; hobbits can only be fighters and are limited to 4th level; elves are always both fighters and magic-users, and must choose which class they will be at the beginning of every session/adventure -- as fighters they're limited to 4th level and as magic-users they're limited to 8th level. Dwarves, elves, and hobbits all have additional special abilities (dwarves and hobbits have a bonus on saving throws, elves have a bonus spotting secret doors, all 3 have a bonus listening at doors, etc.). Additional character types may be allowed at the discretion of the referee (the example in the rules is a balrog player character) but the details for such characters must be created by the individual referee. At the referee's option, character's may switch classes, but only if they have a score of 16+ in the prime requisite stat of the new class. Magic-users can't become clerics or vice versa.</p><p></p><p></p><p>What else you wanna know? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="T. Foster, post: 3450355, member: 16574"] Strength, Intelligence, and Wisdom affect XP for fighters, magic-users, and clerics respectively. If you've got a score of 13-14 in the appropriate ability you get +5% to earned XP. If you've got a score of 15-18 you get +10% (there are no ability scores above 18); conversely, a score of 7-8 gives a -10% XP penalty, and a score of 3-6 gives a -20% XP penalty. Intelligence also affects the number of languages the character can learn (+1 language per point of Int above 10). Other than this, the first 3 ability scores have no defined in-game effects -- it's suggested that, for example, strength aids in opening traps, and intelligence and/or wisdom in solving puzzles, but with no specific mechanics attached -- it's left to the discretion of the referee. Constitution, Dexterity, and Charisma do have specific defined in-game effects. A Con of 15+ gives +1 hp/die (and a Con of 6- -1 hp/die (with a minimum of 1); Dex 13+ gives +1 to hit with missiles (and Dex 8- -1 to hit with missiles); Cha 13-14 gives +1 on reaction rolls, 15-17 gives +2, and 18 gives +4 (contrariwise, Cha 5-6 gives -1 on reactions and Cha 3-4 gives -2). Con also affects whether characters will survive "system shocks" (such as being polymorphed or paralyzed) and Cha affects the maximum number of extraordinary hirelings (i.e. character-types, not men-at-arms). It's suggested that Dex affects getting first strike in combat, but no mechanic is attached describing how this would work. Players are allowed to trade points between the first 3 scores, raising their "prime requisite" stat (i.e. strength for fighters, intelligence for magic-users, etc.) by lowering one or both of the others. How many points must be subtracted from one stat to add to the other depends on the class of the character and the stat being traded (e.g. fighters can trade 2 points of Wis or 3 points of Int for 1 point of Str). Stat-trading can never bring a stat below 9. Points can't be traded from the second 3 stats. Each class has a separate XP chart. Fighters require 2000 XP for 2nd level, magic-users 2500 XP, and clerics 1500 XP. These numbers typically double for each subsequent level (though the chart isn't exact -- magic-users, for instance, enter a "groove" around level 7 where they start gaining levels more quickly and eventually surpass both fighters and clerics) up to "name" level (9th for fighters, 11th for magic-users, 8th for clerics) where the formula changes to a flat addition of points per level -- 120,000 XP/level for fighters, 100,000 XP/level for magic-users and clerics. There are 3 classes: fighters (sometimes called "fighting men"), magic-users, and clerics. There are 4 races: humans, dwarves, elves, and hobbits. Humans can be any class with no limit on advancement; dwarves can only be fighters and are limited to 6th level; hobbits can only be fighters and are limited to 4th level; elves are always both fighters and magic-users, and must choose which class they will be at the beginning of every session/adventure -- as fighters they're limited to 4th level and as magic-users they're limited to 8th level. Dwarves, elves, and hobbits all have additional special abilities (dwarves and hobbits have a bonus on saving throws, elves have a bonus spotting secret doors, all 3 have a bonus listening at doors, etc.). Additional character types may be allowed at the discretion of the referee (the example in the rules is a balrog player character) but the details for such characters must be created by the individual referee. At the referee's option, character's may switch classes, but only if they have a score of 16+ in the prime requisite stat of the new class. Magic-users can't become clerics or vice versa. What else you wanna know? ;) [/QUOTE]
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Im getting OD&D on friday..What can I expect?
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