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  If you’ve read The Minrothad Player’s Guide, you should be aware there are major alterations to the world caused by a history change. A few centuries ago, after arcane magicks were revealed by the Immortals to drain the life force from the world, arcaners were thrown down and history drastically altered. Minrothad no longer has a Tutorial Guild that teaches arcane magic, but the Merchant Princes and their brand of elemental magic has survived and become shrouded in mystery.
  We are using some of the rules (guidelines) in the player’s guide, but it was written for Basic D&D so don’t take the game mechanics too literally. Skills for example work much like they do in 3.X (There are just some extra skills, and you may have access to some extra non-class ones based on your background). In fact in several ways our rules are a combination of Basic and 3.X. Players are advised to read up on this island nation as that is where the campaign has begun. Please also bookmark the Pandius site which has a ton of Mystara (basic, known world) information. I recommend researching maps (the Minrothad one is included on our campaign site) and nearby lands like Karameikos to the north and the Empire of Thyatis to the East.

Major world changes:

  • The lands of the known world have become hostile to practitioners of the Arcane.
  • Some lands no longer even believe arcane creatures survived the purge by the clergy.
  • This isn’t a change so much as how things work in this world: Clerics don’t follow a god. There aren’t gods anyway. There are Immortals many of whom it is said rose so high in mortal power and prowess that they were allowed to prove themselves to the Immortals and join their ranks. Clerics don’t have to follow an Immortal either. They usually follow a church that is devoted to a set of Immortals or sometimes just one.

Major game mechanic changes:

  • Classes that get familiars in 3.X don’t get them in this campaign. If you’re interested in one, that’s ok though. You can quest for one or research a way to bind one.
  • Arcaners do not need magic item creation feats (though they may provide bonuses). Instead we use the magic item creation system of Basic D&D that was elaborated on in the Gazetteer the Principalities of Glantri. If you are an arcaner, ask the DM for details. Essentially, you must research a method to create an item, invest heavily in the quality and extravagance of its construction, and quest for components whose essence can bind magic to it.
  • Players interested in an arcane class need DM approval first and will begin at level 0.
  • Clerics do need magic item creation feats. Then the system works similarly to Arcaners.
  • Thieves don’t get sneak attack. They get backstab. The damage bonus is the same, but you can only backstab when you sneak up behind someone like in the old rules.
  • Attacks of Opportunity are not used much. Turning and running invokes one. Trying to cast magic, use potions, etc. will only generate one if you are not completely focusing on that action. It is assumed you are doing this unless stated otherwise.
  • We have a Karma point system. Points are earned initially through character background and then through site contributions. The wiki Karma section contains more details on how these can be spent (refreshed each session usually) to enhance important rolls or burned (permanently cashed in for good things).
  • All rolls must be in sight of a witness.
  • Picking up the dice to read them is an automatic failure. Repeat offenses are critical failures.
  • Dice that do not come to a rest on a completely flat surface don’t count.
  • Starting attributes are 4d6 six times, reroll 1’s once, and assign as desired.

How XP works:

  • XP progression is based off the Basic rules (at least for a while). Yes, this means some classes advance much faster than others, and this is intended in my campaigns. Some classes are more powerful than others. There are trade offs to that. This is one of them.
  • Multi-classing is a hybrid of old and 3.x rules. A level three fighter who takes a level of rogue is a fourth level character like in 3.x, but since XP progression is not 3.x homogenized, the DM will give you a personalized XP progression chart based on your particular classes. NOTE: Going from one class to another is not easy or quick. A rogue who wants to take on fighting for example cannot learn how to use all weapons and armors overnight nor can a fighter learn magic just from “leveling up”.
  • Based off Basic rules of 1xp/1gp, treasure is a large part of experience, but each class has the potential to earn that experience in a different way. Rogues get a raw bonus for treasure especially when fencing it. Wizards earn xp through expenditure of that gold towards their research as well as through the study of the tomes they accumulate in their library (100xp/day can be earned until the entire library is studied [1xp/1gp still]). And so on for the various classes. Ask the DM for what will earn your particular character the most reward.



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