Since I want to run Midkemia with the Beyond the Wall rules, I thought I'd post a synopsis of the rules. This is just a snapshot, not in-depth.
Character Generation
The unique aspect of Beyond the Wall is the character generation. Instead of rolling attributes, the rolls are a series of facts and events from the character's childhood and youth that affect the attributes of the character and give back story -- customized lifepath character generation by class. Character generation is also done as a group, and some events are shared with other members of the party, since you all grew up together. Along the way, details of the village and the villagers you all grew up in are created by the players.Magic
The magic system includes cantrips, spells, and rituals. Cantrips are minor flexible incantations that can be cast at will. They produce small effects that can't do damage. Spells are similar to D&D spells, though there are no levels. A magic user can cast (Level) spells a day, and they are fast and suitable for combat. Rituals are long, involved spells that take hours to cast. Rituals are leveled. This set of magic effects really makes magic users effective longer without making them too powerful.
Other Features of Beyond the Wall and Other Adventures:
- B/X based
- 3 Alignments
- No clerics
- Variable hit dice
- Max. hits at 1st level
- AAC
- Weapon Specializations give bonuses to using a particular weapon, attack and damage
- Combat Knacks give bonuses to AC, initiative, damage, and saving throws
- Sense Magic ability, not a spell
- Classic saving throws
- Fortune points: help a friend, reroll, cheat death
- Attribute Checks, roll d20 under attribute
- Skills add to attribute checks
- Skills aren't necessary to do something, they just help
- Friends can help with relevant skill
- True names
- Silver standard
- Optional rules:
- Three way saves (Fortitude, Reflex, Will)
- Elf, dwarf, halfling
- Multi-classing
(Okay, good enough? I'm experimenting. Does this format give enough information?)
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