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Spellpoints (still roughly corresponds with Vance-style spell slots)

Race and Class separation (Humans, Elves, Dwarves playable)

Level Limit of 10 for all classes; Races have their own limit (e.g. Gnoll 6, Orc 6, Giant Ape 6; as per monster manual, the maximum number of HD any member of this race can have is your level limit)

Silver Standard

Retainers, i.e. extra/backup characters (must be lower level, level 0 or be of the Normal Man class)

Fighters, Thieves (hard mode), MUs (5th level spell limit), Assassins (fighter-thieves), Battlemages (fighter-MUs, 4th level spell limit), Normal Men (nightmare mode), NO CLERICS (be an MU instead)

adjusted (slightly increased) Player Character to-hit and gave fighters extra attacks at level 5, Demi-fighters have their own (worse) to-hit progression, but get extra attacks at level 7

Stat Modifiers; STR = carry capacity in items (yes, your nailclipper is an item), rule of cool applies; DEX mod = AC bonus in any armor, missile to-hit; CON = number of rounds of breathing air, mod = hit point adjustment (until level 10); INT roll under to remember stuff and know uncommon knowledge, mod = extra Spellpoints at first level + extra spells known at first level; WIS = sanity, mod = +to spell and wand saves; CHA, mod = number of extra retainers, +to reaction rolls

Liberal use of reaction rolls for anything capable of reason

Variable weapon damage (d6 base, d8 fighter’s one handers or simple two-handers, d10 big fighter’s Two-Handers)

Trading = money back + profit; profit = XP 1:1

Gold Spent on non-equipment = 1:1 XP

Gold returned to a friendly city (not town or village), i.e. “banked” = XP 1:1

Potions, magic items, spell components, alchemy reagents are equipment; Food is not


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