Post by Admin on Sept 29, 2017 6:02:51 GMT
I just typed this up, from what I can remember of those games.
UNLIMITED ADVENTURES
Character creation:
Choose race/class.
Generate abilities. (Method = ??)
Choose a mini and a portrait.
Pick an alignment.
Name your character.
(Note: equipment templates are available for all classes).
Races: human, elf, dwarf, gnome, half-elf, Halfling
Level limits as per the PH.
No demi-human clerics (exception: multi-classed half-elves)
Classes: cleric, fighter, ranger, paladin, magic-user, thief
Multi-class options as per the PH
Dual-classing: go to a Training Hall to do this
Equipment: Magic shops do exist. So do Vaults, where one can store excess treasure/items.
Some shops will ID magic items, for 100 gps.
There is the option to donate at temples (not sure what this does).
Magic: for combat spells, remember to add casting time to your initiative roll.
Magic-users may add spells to their spellbook by using the SCRIBE option, while in camp. Note that the spellbook does not take up any space/encumbrance.
Experience: It costs 1000(?) GP to advance 1 level. Training must be done at a Training Hall.
Note that one does not need to ‘bring it on home’ with regards to treasure and XP. If you find a treasure, you get XP, regardless of whether or not you take it with you, back to civilization.
Combat: takes place with 5’ squares.
Some creatures will take up 2 squares, and, dragons, et al. take up 4 squares.
Note that the range and area of effect of spells are reduced because of this.
BANDAGE: Stops a comrade from bleeding out with –HP.
Characters are good to go, once they are healed to 1 HP.
DELAY: This delays one’s action to the end of the current round.
Movement: In combat, this is the number of 5’ squares that you can move. Yes, you can move and do and attack in the same round. A character with a movement rate of 12 moves 60’.
Initiative: d10(?), with another d10 breaking ties? (There is no simultaneous initiative).
Fleeing combat: move to the edge of the map. If your movement is higher than that of your opponents, then you flee to safety. If it is equal, then you have a 50% chance each round of getting away.
THACO is used, without repeating 20s.
Encounters: there are 4 basic options. FIGHT, TALK, WAIT, FLEE.
NPCs: 1 or 2 NPCs can be added to the party. (Note that most parties will have 6 PCs).
Time and Movement: Overland, you can move 2 squares per day.
Dungeon/Indoors: each 10’ that you move takes up 1 minute. SEARCHING a 10x10 square takes 10 minutes.
And, that is what I can remember, right now.
UNLIMITED ADVENTURES
Character creation:
Choose race/class.
Generate abilities. (Method = ??)
Choose a mini and a portrait.
Pick an alignment.
Name your character.
(Note: equipment templates are available for all classes).
Races: human, elf, dwarf, gnome, half-elf, Halfling
Level limits as per the PH.
No demi-human clerics (exception: multi-classed half-elves)
Classes: cleric, fighter, ranger, paladin, magic-user, thief
Multi-class options as per the PH
Dual-classing: go to a Training Hall to do this
Equipment: Magic shops do exist. So do Vaults, where one can store excess treasure/items.
Some shops will ID magic items, for 100 gps.
There is the option to donate at temples (not sure what this does).
Magic: for combat spells, remember to add casting time to your initiative roll.
Magic-users may add spells to their spellbook by using the SCRIBE option, while in camp. Note that the spellbook does not take up any space/encumbrance.
Experience: It costs 1000(?) GP to advance 1 level. Training must be done at a Training Hall.
Note that one does not need to ‘bring it on home’ with regards to treasure and XP. If you find a treasure, you get XP, regardless of whether or not you take it with you, back to civilization.
Combat: takes place with 5’ squares.
Some creatures will take up 2 squares, and, dragons, et al. take up 4 squares.
Note that the range and area of effect of spells are reduced because of this.
BANDAGE: Stops a comrade from bleeding out with –HP.
Characters are good to go, once they are healed to 1 HP.
DELAY: This delays one’s action to the end of the current round.
Movement: In combat, this is the number of 5’ squares that you can move. Yes, you can move and do and attack in the same round. A character with a movement rate of 12 moves 60’.
Initiative: d10(?), with another d10 breaking ties? (There is no simultaneous initiative).
Fleeing combat: move to the edge of the map. If your movement is higher than that of your opponents, then you flee to safety. If it is equal, then you have a 50% chance each round of getting away.
THACO is used, without repeating 20s.
Encounters: there are 4 basic options. FIGHT, TALK, WAIT, FLEE.
NPCs: 1 or 2 NPCs can be added to the party. (Note that most parties will have 6 PCs).
Time and Movement: Overland, you can move 2 squares per day.
Dungeon/Indoors: each 10’ that you move takes up 1 minute. SEARCHING a 10x10 square takes 10 minutes.
And, that is what I can remember, right now.