The campaign

I am looking for players to playtest the modifications detailed on this site. I will be converting adventures from the many supplements and old issues of Dragon/Dungeon magazine which I own, so the feel of the campaign may be quite "old school".

  • Location: Christchurch, New Zealand
  • Timeslot: 6:30 - 10ish Sunday evenings
  • Useful:
    • some experience of D&D3.x,
    • punctuality,
    • play well with others.
  • ROAR

Character generation

Character Attributes

First level characters will be generated at the first session. Abilities may be rolled using the 4d6 drop one method or chosen to give a total bonus of not higher than +8 with 3 characterisics odd and 3 even.

Character Concepts

Suggested starting points for creating a character concept:

  • Try and build one of the standard archetypes
  • Rebuild a previous character
  • Try for a multiclass or other character concept that just didn’t seem to work under the original rules
  • Experiment with different combinations of class abilities

Character Sheets

There is an auto-calculating character sheet in .pdf here which I think will be suitable. I'll be providing blank prints of this at character generation.

Character Advancement

When the party levels will be fairly arbitrary on the part of the DM. Since a large part of this game is about playtesting the not-class system expect it to be fairly often.

Character Rotation

As the purpose of the campaign is to see multiple characters and builds I’ll be being less generous than in some other campaigns and not worrying about body count. Replacement characters will come in at a lower level than existing characters and should characters survive long enough to be a significantly higher level than the rest of the party I may ask that they be retired or rested. I.E. Always have a back-up concept.

Additional houserules and variants

In addition to the major adjustments to the class system and their onflow effects to feats, skills and spellcasting this campaign will include some other rule variants.

Weapon criticals

On a confirmed critical the target takes maximum damage from the blow and points of CON damage equal to the weapon's multiplier. Multiple damage dice are not rolled.

Flanking

If any two opponents have you flanked then you are considered flanked by all threatening opponents.

Tumble

The DC for tumbling around an opponent without drawing an attack of opportunity is 10+ the opponent's Base Attack. In the case of multiple threatening opponents one roll is made and the result compared to each opponent to determine which if any can AoO.

Half-orc weapon familiarity

Half-orcs may treat orc double axes as martial weapons.

Trapfinding

Any character may attempt to search for traps, and disable magical traps with the Disable Device skill (if they have it).