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PostSubject: Game Rules   15th October 2010, 10:23 pm

For now, the full rules in use for this game is Labyrinth Lord. It very closely resembles the 1981 Dungeons & Dragons rules as revised by Tom Moldvay. If anything is added, I'll post it in this thread.

Labyrinth Lord can be downloaded for free at:
http://www.goblinoidgames.com/labyrinthlord.html

DM wrote:
To roll up characters for Eberron, use the Labyrinth Lord variant for 4d6, in order, dropping the low die. Follow all other generation rules as presented. For anyone not experienced with rolling dice on a message board, you just use the dice rolling selection at the bottom of the screen while posting. You will need to make an intro post in your character sheet thread, then roll your stats on a second post, because of how this forum deals with dice.

Roll your stats in order:

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Make a new thread for your character sheet here, and use it for all your character creation rolls, background story posts, equipment list, and anything else specific to your character.


Last edited by DM on 19th October 2010, 5:17 pm; edited 3 times in total
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Character sheet
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PostSubject: Warforged Characters   15th October 2010, 11:01 pm

Warforged
Requirement: CON 9
Prime Requisite: CON
Hit Dice: 1d8
Maximum Level: 12
Experience Table: As Dwarf

Special Abilities:
Immune to most normal diseases, sleep, nausea, fatigue and exhaustion
Immune to many common poisons
No need to sleep, eat or rest
Unable to use items which must be eaten or drunk
Saves vs. poison as a dwarf
Cannot be healed by cure spells (not even half,) but can be repaired by a technician or mended by wizardry
Susceptible to poisons, diseases or other effects which affect living plants
Natural AC 7, armor modifications parallel normal forms of armor but are never encumbering


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PostSubject: Re: Game Rules   15th October 2010, 11:03 pm

Shifter
Requirements: DEX 9
Prime Requisite: STR and DEX
Hit Dice: 1d6
Maximum Level: 10
Experience Table: As Elf

Special Abilities:
Shifters are fighter/thieves in the same way that elves are fighter/magic-users. Saving throws are the most beneficial of either fighter or thief.

Each shifter has one of the following special traits, which is selected when a character is created and cannot be changed thereafter.
Beasthide : While shifting, a beasthide shifter gains a +2 bonus to Constitution and natural armor that provides a +2 bonus to AC.
Longtooth : While shifting, a longtooth shifter gains a +2 bonus to Strength and grows fangs that can be used as a natural weapon, dealing 1d6 points of damage (plus an additional +1 for every four character levels she has) with a successful bite attack. She cannot attack more than once per round with her bite, even if her base attack bonus is high enough to give her multiple attacks. She can use her bite as a secondary attack (taking a –5 penalty on her attack roll) while wielding a weapon.
Cliffwalk : While shifting, a cliffwalk shifter gains a +2 bonus to Dexterity and has a climb speed of 20 feet.
Razorclaw : While shifting, a razorclaw shifter gains a +2 bonus to Strength and grows claws that can be used as natural weapons. These claws deal 1d4 points of damage (plus an additional +1 for every four character levels she has) with each successful attack. She can attack with one claw as a standard action or with two claws as a full attack action (as a primary natural weapon). She can not attack more than once per round with a single claw, even if her base attack bonus is high enough to give her multiple attacks. She can attack with a claw as a light off-hand weapon while wielding a weapon in her primary hand, but all her attacks in that round take a –2 penalty.
Longstride : While shifting, a longstride shifter gains a +2 bonus to Dexterity and a bonus of +10 feet to her base land speed.
Wildhunt : While shifting, a wildhunt shifter gains a +2 bonus to Constitution and the scent ability. This ability allows the shifter to detect approaching enemies, sniff out hidden foes, and track by sense of smell. A wildhunt shifter can identify familiar odors just as a human does familiar sights.
A wildhunt shifter can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. These stronger scents block other scents, so they can sometimes be used to confuse or hamper this shifter trait.
When a wildhunt shifter detects a scent, the exact location of the source i sn’t rev ealed—only i ts presence somewhere within range. The shifter can take a move action to note the direction of the scent. Whenever the shifter comes within 5 feet of the source, she pinpoints the source’s location.


Last edited by DM on 18th October 2010, 10:26 pm; edited 4 times in total
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PostSubject: Re: Game Rules   15th October 2010, 11:09 pm

Gnome
Requirements: DEX 9, INT 9
Prime Requisite: INT and DEX
Hit Dice: 1d4
Maximum Level: 8
Experience Table: As Magic-User

Player gnomes are artificers, as detailed in the Eberron campaign setting. Saves and attack table are as magic-users.

Infusions: An artificer is not a spellcaster, but he does have the ability to imbue items with magical infusions. They function just like spells and follow all the rules for spells. For example, an infusion can be dispelled, it will not function in an antimagic area, and an artificer fails if injured while imbuing an item with an infusion.
An artificer can imbue an item with any infusion he knows without preparing the infusion ahead of time.
It is possible for an artificer to learn infusions that are not on the normal artificer infusion list. These might include ancient infusions he finds in the ruins of Xen’drik or secret infusions known only to the members of certain guilds or organizations.
Like spellcasters, an artificer can use only a certain number of infusions of a particular level per day. His base daily infusion allotment is given on the accompanying table. In addition, he receives extra infusions per day if he has a sufficiently high Intelligence score, in the same way a magic-user gains extra spells.
An artificer’s infusions can only be imbued into an item or a construct (including warforged.) He can not, for example, simply imbue an ally with bull’s strength. He must instead imbue that ability into an item his ally is wearing. The item then functions as a belt of giant strength for the duration of the infusion. He can, however, imbue bull’s strength directly on a construct or a living construct, and infusions such as repair light damage and iron construct function only when imbued on such characters.
Many infusions have long casting times, often 1 minute or more, and the artificer must hold the item in his own hands.
An artificer can craft alchemical items as though he were a spellcaster.
An artificer cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion list.
Each day, an artificer must focus his mind on his infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the artificer readies his mind to hold his daily allotment of infusions.
Without such a period of time to refresh himself, the character does not regain the infusion slots he used up the day before. Any infusions used within the last 8 hours count against the artificer’s daily limit.
Artificer Knowledge: An artificer can detect whether a specific item has a magical aura. The artificer must hold and examine the object for 1 minute. A roll of 1 or 2 on a six sided die determines that the object has magical qualities, if it has any, but does not reveal the specific powers of the item.

Mechanic: An artificer can find and remove traps, and pick locks equal to a Thief of the same level.

Craft Homunculus: At 4th level, an artificer can create a homunculus. He must emulate the spell requirements (arcane eye, mending, and mirror image) as normal for making a magic item, and he must pay all the usual gold costs. An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp.
If an artificer gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, –2 Dex, damage increases to 1d6). The homunculus also gains 10 extra hit points for being a Small construct.
An artificer’s homunculus can have as many Hit Dice as its master’s Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small.



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PostSubject: Re: Game Rules   16th October 2010, 12:48 am

To roll up characters for Eberron, use the Labyrinth Lord variant for 4d6, in order, dropping the low die. Follow all other generation rules as presented. For anyone not experienced with rolling dice on a message board, you just use the dice rolling selection at the bottom of the screen while posting. You will need to make an intro post in your character sheet thread, then roll your stats on a second post, because of how this forum deals with dice.

Roll your stats in order:

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
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Character sheet
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Race: Human
Class: Mage

PostSubject: Re: Game Rules   27th October 2010, 5:18 pm

At first level, and every level thereafter, all characters get 1 Action Point. These action points operate a bit differently than those usually associated with Eberron, since we're using old-school style rules. Spending an action point can have a wide variety of amazing effects. I'll list a few examples:
  1. Manifest or upgrade a dragonmark
  2. Change a bad roll to a 20 (or whatever is appropriate)
  3. Go unconscious at 0 hit points instead of dying

When spent, these points are gone forever. In addition to earning another at each level, they might also be earned by achieving extraordinary success in some major goal. Using the guidelines above, I'll judge the effect of spending an action point on an ad hoc basis.
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PostSubject: Re: Game Rules   2nd December 2010, 6:07 pm

Now that you have a bit of hard-earned treasure to spend, this is to let you know I'm using some basic 'xp for carousing' rules. Feel free to ask!

Experience points for spending money: This is a very old system, first used by Dave Arneson. In addition to gaining experience for defeating monsters and obstacles, for safely returning hard-won treasure, and for ingenuity and roleplaying, experience may also be awarded at a rate of 1xp per gold piece value of earned treasure spent. If the treasure was not hard-won in the course of adventure, its spending garners no reward. The treasure must be spent on something which has no game-mechanic benefit, but which is appropriate to the flavour of the character. Players may ask before spending if the planned outlay will reward experience or not.
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PostSubject: Re: Game Rules   28th January 2011, 1:38 am

DM wrote:
Now that you have a bit of hard-earned treasure to spend, this is to let you know I'm using some basic 'xp for carousing' rules. Feel free to ask!

Experience points for spending money: This is a very old system, first used by Dave Arneson. In addition to gaining experience for defeating monsters and obstacles, for safely returning hard-won treasure, and for ingenuity and roleplaying, experience may also be awarded at a rate of 1xp per gold piece value of earned treasure spent. If the treasure was not hard-won in the course of adventure, its spending garners no reward. The treasure must be spent on something which has no game-mechanic benefit, but which is appropriate to the flavour of the character. Players may ask before spending if the planned outlay will reward experience or not.

There are three main areas, other than the above, where xp is awarded:
Treasure - 1xp per gold piece value
Monsters - an amount found in the Labyrinth Lord monster section
Roleplaying - a variable amount for discovery/exploration, completion of certain goals, and roleplaying your character

Generally, most xp is gained from treasure, then roleplay awards, followed by defeating monsters.
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