About SD DM
Future Game Char Gen rules:
The Matrix. Or dumping below 8 only adds one point per point dumped.
Fighters: 4 skill points per level. Expanded Class skill list. Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Ch), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography), Knowledge (history) (Int), (Int),Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Monks: Flurry is not TWF; it is its own thing.
Rogues: Add Ride to class skills. Any knowledge.
Wizards: Spell books are fair game. (This does not mean that I will target the spellbook often, but that I may target it.) Take care of it. Keep it dry and away from fire. Reasonable precautions should suffice. Spellbook counts v. WBL. Spares are counted 50%. Spells can be cast like a scroll directly from the spell book. The spell is wiped from the spellbook if used this way.
Witches/Wizards/Sorcerers: d4 hit dice.
Hit dice: Roll for hp. Minimums -- d12 4, d10 3, d8 2, d4 1. There is also a mystery minimum by % of average class hit points.
Despite how characters are generated, the average population's ability scores more or less conform to a 3d6 distribution. People of up to third level are fairly common. Sixth level characters are worthy of popular notice and fame.
A51. North Attic: The contents of this room are similar