These are the new and altered rules
that are utilised when running dungeons and dragons games in the world of
Trysin.
Armour Class
Armour class is made up of two separate components now, the standard armour
class and protection rating. Armour class is now calculated by adding
dexterity modifiers to a base armour class of 10, plus size benefits, or
minus size penalties. If playing a character with natural armour the
rating is divided by two and then rounded up. Finally, the characters base
attack modifier is divided by two and rounded down. That number is
then added to the armour class of that character. This is summed up
in the calculation below:
AC = 10 + Dex modifier + size modifier + ½ natural armour (rd up)
+ level modifier
Level
|
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
16
|
17
|
18
|
19
|
20
|
Bard
|
+0
|
+1
|
+1
|
+2
|
+2
|
+2
|
+3
|
+3
|
+4
|
+4
|
+4
|
+5
|
+5
|
+6
|
+6
|
+6
|
+7
|
+7
|
+8
|
+8
|
Barbarian
|
+0
|
+1
|
+1
|
+2
|
+3
|
+4
|
+5
|
+5
|
+6
|
+6
|
+7
|
+8
|
+9
|
+10
|
+10
|
+11
|
+11
|
+11
|
+12
|
+12
|
Cleric
|
+0
|
+1
|
+1
|
+2
|
+3
|
+3
|
+3
|
+4
|
+4
|
+5
|
+6
|
+6
|
+6
|
+7
|
+7
|
+8
|
+9
|
+9
|
+9
|
+10
|
Druid
|
+0
|
+1
|
+1
|
+2
|
+3
|
+3
|
+3
|
+4
|
+4
|
+4
|
+5
|
+5
|
+5
|
+6
|
+7
|
+7
|
+8
|
+8
|
+8
|
+9
|
Fighter
|
+1
|
+2
|
+3
|
+3
|
+4
|
+5
|
+6
|
+6
|
+7
|
+8
|
+9
|
+9
|
+10
|
+11
|
+12
|
+12
|
+13
|
+14
|
+15
|
+15
|
Monk
|
+0
|
+1
|
+1
|
+2
|
+2
|
+2
|
+3
|
+3
|
+3
|
+3
|
+3
|
+4
|
+4
|
+5
|
+5
|
+5
|
+6
|
+6
|
+6
|
+7
|
Paladin
|
+1
|
+2
|
+2
|
+2
|
+3
|
+4
|
+5
|
+5
|
+5
|
+6
|
+7
|
+8
|
+8
|
+8
|
+9
|
+10
|
+11
|
+11
|
+11
|
+12
|
Ranger
|
+1
|
+2
|
+2
|
+3
|
+4
|
+4
|
+5
|
+6
|
+6
|
+7
|
+8
|
+8
|
+9
|
+10
|
+10
|
+11
|
+12
|
+12
|
+13
|
+13
|
Rogue
|
+0
|
+0
|
+1
|
+2
|
+2
|
+2
|
+2
|
+3
|
+3
|
+3
|
+4
|
+5
|
+5
|
+5
|
+5
|
+6
|
+6
|
+6
|
+7
|
+7
|
Sorceror
|
+0
|
+0
|
+0
|
+1
|
+2
|
+2
|
+2
|
+3
|
+3
|
+3
|
+3
|
+4
|
+4
|
+4
|
+5
|
+5
|
+5
|
+6
|
+7
|
+7
|
Wizard
|
+0
|
+0
|
+0
|
+1
|
+1
|
+1
|
+1
|
+2
|
+2
|
+2
|
+2
|
+3
|
+3
|
+3
|
+3
|
+4
|
+4
|
+4
|
+4
|
+5
|
Protection Rating
This number represents the amount of damage that a character can shrug
off due to armour, natural protection, or other means. The number is calculated
by examining the AC bonus a piece of armour would normally give you, and
applying that to your protection rating. In the case of natural armour, that
number is divided by two and rounded down. There are some magical items and
spells which may enhance this number. The calculation for protection rating
is summed up below:
PR = 0 + AC bonus provided by armour + ½ natural armour (rd down)
+ misc.
Quickhealing (Ex)
This ability enables characters to heal damage more quickly than most.
The number following quickhealing denotes the extra hit points that are recovered
with each evening’s rest. This ability cannot regenerate lost limbs unless
it has a rating of 5 or higher. It fails to affect diseases, poisons, and
magical ailments.