Critical Hits: A natural 20 results in a
Threat. Roll again -- if you hit the second time (a normal hit, not
another natural 20), you score a Critical Hit and do double
damage.
Ability Saves: The following table will be used
to save vs. ability scores, when required.
This includes nonweapon proficiency rolls.
Note that this table is a "this number or higher"
table, like the combat and saving throw tables; this should
help players remember which way to read their dice.
The overall effect is to lower the average character's chance
of success from 50-55% (10.5 == 10-11 Ability Score is average
for 3d6, so 10-11 or less on 1d20) to 45% (12+ on 1d20).
It also makes additional bonus levels of nonweapon proficiency more
useful.
Ability Score |
Roll |
|
Ability Score |
Roll |
1 |
17 |
|
18 |
9 |
2 |
16 |
|
19 |
8 |
3 |
15 |
|
20 |
7 |
4-5 |
14 |
|
21 |
6 |
6-8 |
13 |
|
22 |
5 |
9-12 |
12 |
|
23 |
4 |
13-15 |
11 |
|
24 |
3 |
16-17 |
10 |
|
25 |
2 |
|
Wizard Spells: Wizard spell users do not have to
memorize their spells in advance.
Such a character may cast
any spell he or she knows at any time, so long as he or she
has an available "slot" to cast it.
If the character does not have an available slot of the correct level,
he or she may use an available higher-level slot instead;
this gives no bonus, and is referred to as "demotion".
|