Changes to AD&D for Rhean

I. Character Creation

II. Character Races

III. Character Classes

IV. Skills and Proficiencies

V. Combat

VI. Magic

I. Character Creation

All characters in Rhean possess eight attributes: strength, intelligence, wisdom, dexterity, constitution, charisma, comeliness, and perception. These are typically generated by rolling 4d6, dropping the lowest, and totalling for each. The resulting eight numbers can be placed in any order desired. Each may be raised one point by lowering any other by two points.

Comeliness is described in Unearthed Arcana, published for first edition AD&D by TSR, inc. Essentially, it is a measure of the physical attractiveness of the character. Comeliness modifies charisma as follows:

Comeliness Modifer to Charisma
<3 -8
3 -5
4-5 -3
6-8 -1
9-12 NA
13-15 +1
16-17 +2
18 +3
>18 +5

Comeliness is also modified by race, as follows: with regard to other races, dwarves and gnomes receive a -1, sylvan and half- elves a +1, and grey, high, and valley elves a +2. Comeliness generally has an effect only when two people first meet, or in possible romantic encounters.

Perception, the eigth ability, reflects the acuity of the character's senses, as well as the attention paid to his or her enviroment. Perception affects certain thief skills and tracking abilities. In addition, perception checks are commonly called for. As with other ability checks, a d20 is rolled; if the result is equal to or lower than the appropriate score (after modifiers have been applied), the check is a success. Generally, this is used to see if the PC notices a clue, an enemy, or something similar. Perception does modify certain thief and ranger abilities. Perception also moifies surprise, when it is possible for a character to first notice what is causing the surprise, as folows: 16=+1, 17=+2, 18=+3.

II. Character Races

The races allowed for Rhean play are quite similar to those in a standard AD&D campaign. Allowed races are:

Other races are not common in the societies PC's generally move in, but possess sufficient intelligence and sentience that they may be allowed. These include races such as goblins, hobgoblins, orcs and their half-breeds, and lizard men. The continent of Jardaa, to the west of Rhean, is home to a number of unusual mixed races; campaigns starting here will allow these races, but will not allow many of the Rhean races.

III. Character Classes

Thieves
At first level, thieves select eight abilities from the following list:

The number following each skill is the base chance for that ability. Thieves receive 60 points that they can add to these abilities as they wish, with no more than 30 points going to any one ability. Each level, the thief receives another 30 points to spread among these eight abilities. At 4th, 8th, 12th, 16th, and 20th level the character can select another of these abilities to learn.

Mages

IV. Skills and Proficiencies
All characters begin play with a number of proficiencies indicated by their class and intelligence. In addition, each character receives two language proficiencies. One of these is always for the character's native tongue. Each character will also receive two familiarities. A familiarity is a skill that is not as trained as a proficiecy, but is usable by the character. It represents an apprentice's knowledge. If a score is required, treat it as one-half the proficiency score. Characters gain new familiarities through study and role-playing. Certain proficiencies do not have associated familiarities; blind-fighting is an example. For languages, each familiarity is either a speaking skill, or a writing skill. If a language is taken as a proficiency, the character is fluent in that language. As long as that character has spent one slot on Read/ Write, he will be literate in all proficient languages (but not in any language familiarities).

V. Combat
VI. Magic

Welcome to Rhean Table of Contents Welcome to Rhean

Questions or comments about my world, just email me at adbrown@columbus.rr.com