The Still Night
Characters start with 78 attribute points, all between 8 and 18 prior to racial adjustments.
CHA stat bonus (if positive, and ignoring magic) gives one additional feat per bonus point. Bonus feats are acquired at levels 2, 5, 8, 11, etc.
E.g. A level 3 cleric with CHA 14 and a +2 CHA item gained a bonus feat at level 2. When reaching level 5 another bonus feat is gained. The innate CHA bonus is +2 (the magic item is ignored) so no additional feat is gained at level 8. However, if CHA is increased to 16 by level 8 then the third bonus feat is gained.
Fly spells do not exist. Flying is far less common. Druids will have to find someone to train them how to fly if they have a winged form
Spells will be available from the PH. Other sources are not available at the start.
Other small changes to be added here once your characters learn about it in game.
Blink doesn’t exist (or is at least not commonly available).
Skills are important. Everyone gets class+6 points per level plus Int. bonus.
• Light and Medium Armour doesn’t slow you down (provided you are trained to use it). It is rumoured that specialist training in Heavy armour exists allowing better movement.
If you invest training (see skill points above) in an armour type you will gain additional benefits (DR on masterwork/magic heavy or medium armour – see spreadsheet).
• Armour check penalties are mitigated by skill points in an armour type on a 2:1 basis
Example: Hide armour (Check penalty 3) is completely mitigated by 6 points of Medium armour skill (3rd Lvl Character). Splint mail (Check penalty 7) would be completely mitigated by Heavy Armour Skill 14 (Char lvl 11). Partial mitigation is possible.
• There is NO MAX DEX in any armour. If you invest the points in Dex you get the benefits. Of course you need to invest in skill ranks for the armour type (Light, Medium, Heavy) on a 3:1 basic per point of Dex to realise the benefit. NOTE this only applies AFTER the base allowed by armour. (See below)
You all have the same stat points – if you invest in Dex you should see the benefit. A plate clad fighter can still invest in Dex.
I like skill ranks unlocking extra abilities with armour – it just feels more ‘natural’ but it shouldn’t be unachievable because of very high ranks needed.
I didn’t intend the dex bonus to only kick in at high skill ranks. My solution to this is:-
All armour offers the max dex published in the PHB. E.g. Plate +1, Chain Shirt +4 – You don’t need skill ranks to unlock that level. You need skill points to unlock every rank of dex above the base offered by a type of armour.
I have 14 dex and am wearing plate. I ignore the +1 allowable. I then need to accumulate +3 skill ranks to unlock the extra possible point of dex bonus.
I have 20 dex and am wearing a chain shirt. I ignore the first 4 points because chain shirt allows +4. In order to unlock the extra +1 I need 3 points of armour skill
I have 20 dex and am wearing plate. I ignore the first 1 point. I then need 3 skill for +2, 6 skill for +3, 9 skill for +4, 12 skill for +5
This allows me to have a high dex plate clad warrior and benefit from all that dex (and plate) but I will need more ranks of skill to unlock my 20 dex +5 bonus than if I was in armour designed to be light. Even at 20 Dex that is only 9th level to have that rank of skill. Seems reasonable to me.
Example: Rank 6 Medium Armour skill (Character lvl 3) allows you to use Dex 14 (3) and rank 12 (Lvl 9) allows +4
• Masterwork armour exists at ranks above +1
Death & Dying
Death is not trivial: Returning is possible but not easy, fast or cheap (even if you can cast the spells).
Dying is harder: In vanilla at 1st level you have a buffer (0 to -9) of over 100% At higher levels that drops to 10% or even 5%. The buffer of unconsciousness will increase at stages with your level.
Shopping will not be possible – Magic items are not sold openly. However there will be a significant variety of items available (wait & see!)
All 3.5 races and classes are available from any of the ‘Complete’ books. Others may be considered.
There will be something that ties the group together. This storyline will be woven in – you don’t need to come up with anything. Equally your history is already decided (see below).
Paladins will be problematic – If anyone is dead set on one then talk to me and a holy warrior could be woven in.
Choice of deity will be restrictive at first but opportunities to change are as plentiful as the gods out there. In my eyes cleric rank = your ability to channel the power of a god. If you switch sides then your new deity can still push just as much power your way. The difference is in understanding the ceremonies, rituals and lore. God’s attitudes & interests are absolute within their domain. People’s attitudes change over time. Think of changing god as something that happens about as often as you hear of politicians changing political party as their personal ideology changes over time.
No evil characters please. This isn’t a ‘good’ campaign but won’t work as well with evil players. Other than that alignment is more the choices you make rather than any stat on a sheet.
You will start very young (around 6 years old) and progress a season at a time making a few key choices which will determine certain interesting things. You won’t need your character sheet for this – I’ll give you a template. Your character sheet is who you become. The template may have permanent effects on who you become.
Feel free to roll a lvl 1 character and prepare to be lvl 3 fairly quickly (the same weekend – probably well before the end of Saturday). We are going to play at lvls 1 & 2 but not for very long – more a speeded up version of the ‘season at a time’ of your early lives.
Don’t look up (the sky is wrong).