GENERAL RULES Dungeon Generation: Many rules and spells in this website are designed for pre-generated dungeons. The reason for this is that I've practically always played in such levels (my DM would have more fun controlling a dungeon he knew completely). I didn't like at all the random dungeon generation tables that are found in the rulebook, so with time I am going to try to create a system that gives a little more character to random dungeons. NEW Dungeon Counters: I have eliminated certain dungeon counters that I did not find interesting or that would interfere with some new rule, and I have created new counters. The final result is that I use the following counters
I also thought it would be very characterful if some races of monsters had some additional counters unique to them, but these are detailed in the Bestiary section. The DM must feel free to pick extra Dungeon Counters in particular situations where the monsters would be particularly well prepared. If the heroes stay for too long someplace, if they make an unreasonable amount of noise, if a character monster manages to flee, if the heroes enter a really well defended area (such as the room of the leader) or in many other situations an extra counter should be picked. General skills: Everywhere in the Hero section the hero tables have six "new" abilities, called General skills. These are:
Lockpicking: Locks are a new form of "hazard". When designing a level the DM may put locks on any doors or chests as he wishes. The function of locks is to slow down heroes and may be used in many situations, like at the end of a corridor in which the heroes are chased by some kind of beast. Heroes can unlock locks by rolling a dice and adding their Lockpicking bonus, but they do need a lockpick (see general store or thieves' guild) to do so, and have to be adjacent to the lock. If the result (dice roll + bonus) is above the difficulty rating, the lock is successfully opened. Various locks vary in difficulty but usually require a total score of 7-10 (you may prefer to generate this value randomly rolling a d6+5). If the hero rolls a natural 12 he permanently gains +1 to his lockpicking skill, if he rolls a 1 the lockpick snaps and is discarded. Weapon Proficiency: This is a new ability heroes possess, and it represents their ability to handle weapons that require a particular fighting technique, or that are just harder to use than your conventional sword or club. Each hero starts with a certain level of Weapon Proficiency, depending on his profession (in order, from lowest to highest: Wizard, Scout, Warrior-mage, Thief, Fighter). Each weapon, close combat or ranged has a certain Proficiency level required to use it correctly. Swords, spears and such have a Proficiency of 0 (anyone can use them), while specialist weapons, such as swordbreakers, sabres, claymores and such require a higher Proficiency level. Sometimes in the weapon tables (see the Shops and stores section), after the Proficiency requirement of a weapon, you will see the name of another weapon in brackets. This means that if the weapon is used by someone not skilled enough it will count entirely as the weapon in brackets (a sabre wielded by someone who doesn't fulfill the requirements counts as a sword, a stiletto as a dagger and so on). If n.a. is written after the requirement the weapon cannot be used at all by someone who doesn't have a high enough Weapon Proficiency. This skill may be trained between adventures at a cost of 200gc, in the same way as other attribute training (it may not be trained at the same time with another characteristic). Note that many heroes have distinctive equipment limitations: these apply ABOVE any limitations due to their Proficiency (a Wizard has enough proficiency to use a sword, but his rules state that he is not allowed to use it anyway). |