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Character Creation

Experience

Experience is gained from

XP for fighting are earned on the spot. XP for treasure are earned as soon as the treasure is “in safety”.

Hit points

Hit points are rolled anew with all dice whenever a character levels up. If the result of the new roll is worse than the current maximum hitpoint value, you keep the current maximum hitpoint value. Regardless of constitution modifiers, each die should contribute at least one hitpoint. I.e., a 3rd level magic user with Constitution 4 will have at least 3 hitpoints, but at most 6 (3d4-6).

Reaction rolls

Fighting, critical hits and wounds, death

Attribute checks and reaction rolls

>=12Perfect success
9-11Good success
6-8Weak success (some drawback/twist)
3-5Failure with further consequences
<=2Harsh failure

Example: Horse tries to throw you off: On a 12 or better, you stay on the horse and manage to calm it down for the rest of the fight/encounter/scene. On a 9 or better, you can stay on the horse. On a 6-8 you stay on the horse, but you lose an action/initiative. On a 3-5 you would fall off your horse and take damage. On a 2 or worse, something bad besides taking damage might happen (Inspired by the rules for Falling Off A Horse in Night’s Dark Terror: Make a dexterity check or fall for 1d6 points of damage.)

Thieves

These rules are inspired by http://web.fisher.cx/robert/infogami/On_thief_skills_in_classic_D&D but go a bit further: Thieves don’t need to roll when they take extra time to try these (or ask enough questions about traps for example).

Spells

Spell slots can be used for lower level spells. This does not shorten the preparation time needed. If you put a 1st level spell into a 2nd level slot, you still need to prep for two hours.

Various character variants:

Miscellanea

House Rule Candidates (for consideration)