The core ruleset used for this campaign is contained within the D&D Player's Handbook (PHB), Dungeon Master's Guide (DMG) and Monster Manual (MM), Edition 3.5, published by Wizards of the Coast. Additional d20/OGC rules are also used. A list of all the resources used in the game will be soon posted as well.
- (1) The Armor Class (AC) is not a fixed value of 10 + armor/shield modifiers + Dex modifier + misc. modifiers. Instead, the base AC and Touch AC are rolled using d20 + armor/shield modifiers + Dex modifier + misc. modifiers. Only the Flat-footed AC remains unrolled. To touch a target, an opponent's attack roll must be equal or above the defender's AC roll. The only exception is when the opponent's die result indicates a possible critical hit, in which case a confirmation roll is call for. If the critical hit is confirmed, it deals normal damage, not multiplied. †
- (2) Maneuvers similar in nature to Stunts and Challenges of Iron Heroes are adjudicated on the spot by the DM. A player describes an action, the DM applies the relevant penalties and benefits or rolls to the action described.
- (3) There are no favored classes or XP penalties based on classes selected for a particular character.
- (4) All characters get one extra feat at first level.
- (5) Initiative is determined by rolling 1d10+modifiers instead of the standard 1d20+modifiers.
- (6) The Monk's unarmed damage chart is modified. It is 1d6 at level 1, then becomes 1d8 at level 2, 1d10 at level 5, 2d6 at level 8, 2d8 at level 11, 2d10 at level 14, 3d8 at level 17, 4d8 at level 20 (modified by the character size appropriately, as indicated in the PHB).
- (7) Characters get the maximum result on their hit die at level 1, 3 and each third level thereafter.
At our game table, a result of '1' on the d20 of an AC roll triggers a possible critical hit from the attacking opponent. He rolls for confirmation, provided his attack roll is still above the total result of the AC roll.
A '20' on the d20 of an AC roll just blocks the attack, even if it is a critical hit (no confirmation roll).
Confirmation rolls in case of a possible critical hit use the fixed value of the opponent's AC, i.e. flat-footed AC, as the target DC to confirm said critical hit.
Last updated on Monday, April 18, 2007.