The 0e dungeon crawl is not AD&D, D&D 3.5, 4.0, or any other D20 RPG for that matter. You will not have traditional "skills" to use during combat. You will not be relying on stats and skills so much as your and your character's actions. Notice I used the words “your and your character’s actions.” This game is as much about your own personal wits and will as it is your character’s. We won’t be using rules, but rather rulings. What does that mean you ask? It means when you post your actions, you will be giving the DM a detailed description of your intended actions. Be precise, as the DM will adjudicate accordingly. Think of you and your character as the same person. (Read "Success Vs. Failure" below for more on this)
Deviations from the core ruleset:
- Max HP
- Roll 4 cut lowest for stats, arrange stats as you like just keep in mind the prime req(s) for your class
- Max starting money (180 gp)
- We will not typically use surprise
- Everyone rolls Initiative
- Not using Morale unless a majority of players complain
- Not using Encumbrance
- Not using Skills
- Not using Rations
Initiative
- Everyone (each player, NPC, etc.) rolls for initiative during combat rounds.
- Actions are adjudicated in order of initiative
- Some circumstances may add or subtract to/from your initiative.
Ruleset:
Always default to the D&D Rules Cyclopedia if in question
Dice Roller Campaign ID: 330
PBP Policies:
Even though this will be a Classic D&D game it will also include heavy roleplaying. I know some of you are aware how mechanical/strict Classic D&D can be, but I want everyone to exercise their creative juices to the fullest extent.
Acceptable Race/Class
Any Classic D&D race or class that appeared up to and including the D&D Rules Cyclopedia, including those found in Dragon Magazine, will be acceptable. If you dig something up that isn't in the Rules Cyclopedia please shoot me a PM and let me know so we can discuss it.
Non-Combat Post:
DM makes “Summary” post
PC’s make “Action” posts based on the “Summary” post or interact with other PC’s and NPC’s
In-Combat Post:
- DM makes “Summary” post
- PC’s make “Actions” post based only on the “Summary” post or actions taken prior to the “Summary” post by other PC’s, NPC’s, or Villains. (NOTE: Do not base your PC’s actions on the actions of another PC in the same round unless previously agreed upon prior to the “Summary” post.)
Post Format:
1) Please begin each post you make, as your character, with the following information: [Character Name – Race - Class & Lvl] (HP: Current/Total Avail) (AC: Total)
2) Follow this with any actions you may wish to perform such as hold, charge, grapple, defensive stance, retreat, etc. Just a few basic words about your intent that round.
3) Next should come the actions your character will take, along with any dialog. Try not to be too precise here, such as Harold chops the Giant Slug's antenna off. If you want to attempt this type of action that is fine (may require a difficulty check), just have your post reflect Harold is trying to do so, not that he does it. The DM will do the doing. The key is to relay what your character is attempting to do.
4) Follow this with any Dice Roller links. I would like your Dice Rolls formatted as follows: Initiative, Attack (includes ability modifiers), Damage (includes ability modifiers)
Combat Roll:
Initiative [1d6], Shortsword [1d20±2], Damage [1d6]
Opposed Check:
Initiative [1d6], Opposed STR-DC [3d6±x] (x) represents your appropriate attribute modifier.
Ability Check:
STR Check [1d20±x] (x) represents your appropriate attribute modifier.
Saving Throw:
Breath Attack [1d20]
Example Posts:
Zee
Success vs. Failure
Combat Sequence
The combat sequence will go as follows:
1) DM introduces the combat scenario
2) Players post their characters actions (one post only) based on the Introduction, NOT other players actions/posts. If you want to coordinate actions ahead of time that is fine but it must be done in the OOC thread prior to making your post in the adventure thread.
3) DM posts NPC/Villain actions along with PC’s
4) DM makes a Summary post (one post only) for that Combat round.
5) Steps 1-5 above continue until combat is no longer an option.
PBP affords us a greater range of possibilities when it comes to adjudicating the combat round. Instead of using the standard D&D Combat Sequence Checklist we will be using Initiative vs. action posts. By doing so we get a greater range of excitement and possibilities during combat. This also adds and element of the unknown. One characters attempted action(s), what that player has their PC doing in their combat post, may affect another’s in good or bad ways, as well as those of the villains. This will become clearer as we begin to play.
Each PC can move up to their Encounter Speed and perform one action per combat round.
Combat Maneuvers: Throw, fire, cast spell, use magical item, attack, fighting withdrawal, retreat, lance attack, set spear vs. charge, multiple attacks (see Fighter Combat Options & two-Weapon Combat), smash, parry, disarm, striking, and wrestling
Non-Combat Sequence
This type of posting is fairly loose. Players will post their PC’s actions/dialog as needed. This will include interactions with other PC’s. NPC’s, and their environment. Multiple posts are allowed. The DM will make occasional Summary Posts as needed.
Initiative
Roll 1d6 ± modifiers
Highest result acts first
Rolling the Dice
Players will be rolling their own dice in this campaign.
Time
- I will be tracking game time and weather. You will see this at the bottom of each summary post. These conditions will apply to gameplay.
- Round – Combat – 10 seconds
- Turn – Less intense situations – 10 minutes
Movement
- Indoors: Normal movement speed, missile ranges, and spell ranges are measured in feet (90' means ninety feet indoors).
- Outdoors: Normal movement speed, missile ranges, and spell ranges are measured in yards (120' actually means 120 yards outdoors).
- Everywhere: Spell effects are always measured in feet.
- Dungeon maps: 1 square = 10’
- Terrain maps: 1 square/hex = # miles (per map)
- Character Movement: MV 120’ (40’) for all characters (not using encumbrance)
- Normal Speed: 120', is the number of feet the character moves per turn at a very cautious walking pace indoors; outdoors, the unit of measurement is tripled so that 120' becomes 120 yards per turn.
- Encounter Speed: (40’), is the movement rate per round in feet; the number used during combat. Outdoors, the encounter speed would be 40 yards as opposed to 40' in this instance.
- Overland Movement: Ranges from 1 to 3 mi/hr on foot, other modes of transportation will be given as needed.
Money
Starting Money: 180 gp
1 pp = 5 gp = 10 ep = 50 sp = 500 cp
Weapons
- Players will not be restricted to weapons that only appear in the D&D Rules Cyclopedia. If you can find a Classic D&D document (official publication) that lists a weapon, and I can verify it, I will allow it.
- Nonstandard Weapon Use (Optional): Sometimes a character may want to use a one-handed weapon with two hands. This inflicts more damage, but has the following limitations: 1) Any one-handed weapon (except "Other Weapons") can be used for this option. 2) The character loses individual initiative. 3) The character cannot effectively use a shield for defense while wielding a weapon two-handed (no AC bonus). 4) When used two-handed, weapons gain an additional +1 point of damage to their attacks. This bonus applies to any one-handed weapons used with both hands, regardless of the original damage of the weapon. Therefore, a dagger used in this way inflicts Id4 +1 (2-5) points of damage, and a spear does Id6 + 1 (2-7) points of damage when wielded with both hands.
- Players may use “Weapon Mastery” if they like. (We will not implement training though)
Equipment
- Players will not be restricted to equipment that only appears in the D&D Rules Cyclopedia. If you can find a Classic D&D document (official publication) that lists a piece of equipment, and I can verify it, I will allow it.
- We will not be tracking Rations or Encumbrance
- We will most likely be using Land, Aerial, Water, and Siege transportation/equipment from time to time.
Services
- You may want/need to hire or purchase services to be rendered form time to time, such as Retainers, Mercenaries, and Specialists.
Skills
- We will not be using skills.
- Skills will be inherently tied to you race, class, and character background/personality.
- We will use Ability Checks for this (read the “Success vs. Failure” section for more on this).
Attacking
Roll 1d20 ± modifiers
If your THAC0 ± Opponents AC ≤ your THAC0 = successful hit
Ability Modifiers
STR - Attack Rolls (Melee Weapons and Unarmed Combat), Damage Rolls (Melee and Thrown Weapons), Opening Doors
INT – Languages
WIS - Saving Throws vs. Spells
DEX - Attack Rolls (Thrown and Missile Weapons), Armor Class
CON - Hit Points per Experience Level
CHA - Reactions from NPCs
Ability Checks
Roll 1d20 ± Modifiers
Result ≤ ability score is successful
Turn Undead
Roll 2d6: Result ≥ 7, 9, or 11 = number needed to turn successfully
T = automatic turn, 2d6 Hit Dice of undead
D = automatic Destroy, 2d6 Hit Dice of undead
D + = automatic Destroy, 3d6 Hit Dice of undead
D# = automatic Destroy, 4d6 Hit Dice of undead
Thieves Abilities
Roll 1d100
Result ≤ table % = Success
Spellcasting
- When casting a spell please include its full description in a spoiler within your post (if you are posting on a mobile device I will forgive you, but please try your best). Like so:
- Damage: Unless otherwise noted in a spell description, damage caused by spells is always rolled on six-sided dice.
- Number of Spells Known: The "Spells/Level" columns on the experience charts shows how many spells can be memorized at any one time, not how many spells the spellcaster has access to.
- When a magic-user or elf begins play at first level, he starts with a spell book, given to him by his teacher. The spell book will contain two 1st level spells. (You may choose your own spells)
- Scrolls: A magic-user can use the scroll by casting the spell from it—in which case the written spell disappears as soon as it is cast. Or, he can transfer it to his spell book (during this process, the spell disappears from the scroll), and he will have gained a new spell.
More to follow...