Rules

The rules for the first tournament are going to be called "1st set rules". They may be used for future tournaments although things may be updated in later "sets". The rules are really very simple, you just have to get your head round the first bit which may sound complicated. Hopefully after you have read this small rules section you will be more the wiser of how to play :=). That's the intention anyway. Well, lets have a look then.

Ability Modifiers

Class Modifiers

Race Modifiers

Armour and Magic

Take your pick from the list and work your way through at your own speed. Click on your prefered link and it will transport you to the section you chose. Happy reading!

Ability Modifiers :

  • Strength

    : Strength is measured from 1-10. This is the amount of power that your character can get behind a physical attack. The stronger the attack, the better chance of a penetrative hit.
  • Speed

    : Speed is measured from 1-10. This affects how quickly your character can get in an attack or block one. The more speed, the less chance of your character's attack being blocked, or the more chance that your character's block will get infront of the oncoming blow in time.
  • Magic Spells

    : Spells are measured from level 1 to level 9. This affects how powerful your character's magical ability. The higher the amount, the higher level spell your character can use. It does not depend on strength to work. The strength is in the magic itself. Some classes or races may not cast spells, see the "Race Modifiers" section for more info. There will be many different spells to choose from, which are listed in the "Armour and Magic" section.
  • Magic Amount

    : Magic amount is measured from 1-6. This is how many of each spell you are able to use. Remember, you still have to get the right dice-roll to use a spell.
  • Health

    : Health is measured from 1-125, although every character starts off at 100. It changes due to race. Health affects how many hits or magical attacks you can withstand before fainting. The more health, the longer your character can stay in battle.
  • Armour Class

    : AC ranges from -1(the best) to +6(being the worst) This affects how many attacks your character can take without getting injured. The armour acts as a barrier to blows. A dice-roll will decide whether you have a successful save or not. The lower the Armour Class (AC), the more likely your character will survive a blow.There is different armour for different places on the body. Choose carefully.
  • Class Modifiers :

  • Paladins : A Paladin has an advantage as he may cast two spells and level 2 and 3 at level 1 to begin with. He may cast up to level 4 spells if he chooses to buy them. STATS : A paladin has 5 strength, 6 speed, Magic Power 2(cast up to level 2 spells to begin with, without buying any others), Magic Amount 2 (for each level;can cast 2 spells per level). Health is always 100 when choosing a class, it only changes when you choose your race. For example a gnome would have less health than a Half-Orc. Armour Class 3.
  • Rogues : A Rogue is a thief, assassin or bounty hunter. They have no spell ability yet they have a bonused speed. STATS : Strength 3, Speed 8, Magic Power 0, Magic Amount 0, Armour Class 6.
  • Fighters : A Fighter has no spell ability whatsoever yet they have a strength bonus. STATS : Strength 7, Speed 5, Magic Power 0, Magic Amount 0, Armour Class 2.
  • Mages/Wizards/Druids/Monks : A Mage is a master of spells. He has extra spell ability, although he loses out in strength. STATS : Strength 3, Speed 5, Magic Power 7, Magic Amount 4, Armour Class 5.
  • Bards : A Bard has a bonus to speed and may use spells. He has a disadvantage in strength however. STATS : Strength 4, Speed 7, Magic Power 4, Magic Amount 2, Armour Class 4.
  • Rangers : A Ranger is a strong fighter and may use spells. He is also quick, yet has an armour class disadvantage. STATS : Strength 6, Speed 6, Magic Power 1, Magic amount 2, Armour Class 6.
  • Barbarians : A Barbarian is a very powerful fighter. They gain a strength bonus, but have no Magic at all. They also have a disadvantage to speed. STATS : Strength 8, Speed 4, Magic Power 0, Magic Amount 0, Armour Class 4.
  • Race Modifiers :

  • Humans : The only topic in this section is about Race health. Humans are average so they start with Health 100.
  • Elves : Health 90.
  • Half-Elves : Health 95.
  • Half-Orcs : Health 125.
  • Halflings : Health 80.
  • Gnomes : Health 75.
  • Dwarves : Health 110.
  • Armour and Magic

    I am going to keep this section as small as possible, so as to not get too complicated. It may expand over future editions. Armour : You have 200GP to spend on the following items. The lower the Armour Class, the more blows it can withstand.

  • Leather Armour +5 (50GP), Leather Armour +4 (65GP), Chainmail +3 (75GP), Chainmail +2 (90GP), Chainmail +1 (100GP), Splint Mail +1 (100GP), Splint Mail 0 (105GP), Plate Mail 0 (115GP), Plate Mail -1 (140GP).
  • Email me your choice, and remember you don't have to choose any of them, I'll do it for you. I'll only change it if you mail me. Check your Character Stats in the appropriate section a few pages back.

    I will be choosing your spells for you in "1st edition set" rules. In future editions, you may be able to choose your own.

    The end! You made it! Oh and by the way, you don't need to know these rules as I only have to know them. Check out the section back a few pages to get an example of a battle, so you know what to do when it is your turn.

    Here is an example of a typical battle!

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