· Humans get 2 free skillpoints (30%) to distribute.
· Elves get a +1 to magic based saves and a 1-in-6 · All saving throws start at 15. chance to be surprised. · Experience and leveling work as a Fighter. · Dwarves get 60’ darkvision and an extra +5 (10 lbs) to · Spell casting works as a Magic-User. their encumbrance adjustment. · Everyone starts with a +1 attack modifier. · Halflings get a +1 DEX modifier and 5-6 stealth · Everyone has a 1-in-6 attempt at any skill (85%) when hiding outdoors. (or 15% for non-LotFP systems). · At level 1 the minimum HP regardless of roll is 3. — — Each level, including 1st, you must opt for either fighting, casting, or proficiency. Skillchecks are for attempts that have a risk of consequential failure, not mundane tasks. DMs should Fighting: +1 attack modifier, D8 HP and 2 points lost add or remove any skills as their game sees fit. Below from saves of your choice. are common skills and examples of their uses that should cover most adventuring situations: Casting: D6 HP, 2 points lost from saves of your choice. The first time this is selected, you receive a · Acrobatics: tumbling, jumping grimoir with 4 random spells. New spells are learned · Athletics: climbing, open stuck doors through adventuring. Each selection of casting · Bushcraft: nature & survival, animal handling represents one Magic-User level, ie) selecting casting · Knowledge: select a field of study three times follows a Level-3 Magic-User’s spell table. · Arcana Proficiency: 2 skill points (or 30%) to expend, D6 HP, · Architecture & Engineering and 4 points deducted from saves of your choice. If · History & Lore using a percentile system, use increments of 5%. · Languages · Religion · Medicine: healing, identifying maladies · Search: finding secret doors & traps · Sleight of Hand: pick-pocketing, delicate tasks · Speechcraft: persuasion, deception · Stealth: hiding, moving silently · Tinkering: lock picking, removing traps
A player creating a traditional Thief would invest in
skills such as Sleight of Hand, Stealth and Tinkering while a Ranger would find use in Bushcraft, Search and Stealth. Archetypes aren’t necessary, however a jack of all trades is a master of none. A 6-in-6 skill rolls 2d6 and fails on double-6’s. For percentile based systems, no skill may go past 95%.
Magic is cast as per usual for your system, but there
is no longer division of Cleric and Magic-User spells. If not using LotFP, Turn Undead is now relegated to being a spell.