Good Old Days! (Private) (Inactive)

Game Master Edeldhur


OSwR Half-Orc:

Half-Orc
Ability Score Bonus. Your Strength score increases by 1.
Speed. You have a walking speed of Normal (30ft).
Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
Languages. You can speak, read, and write Common and Orc.

SPECIAL
Darkvision. Half-Orcs have Darkvision (30ft).
Menacing. Half-Orcs Intimidation attempts DCs are always one category easier (Note: I was on the fence between this and 'Half-Orcs have Advantage on all Intimidation attempts')
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a short rest.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit (not sure if this one is too strong) (edited)

S&W Character Creation:

1. Roll 3d6 6 times
2. Assign to stats at will = Str, Dex, Con, Int, Wis Cha.
3. If you do not have at least a 14
or
If your average bonus modifier is lower than 0.
Then you can ask me to roll a new set of 6x3d6 (but you will have to keep the ones I roll :P)

S&W Skills:

(shamelessly stolen from Smugzoid so we can test it):

Relevant attribute = chance

17-18 = 3/6 chance of success
13-16 = 2/6 chance of success
5-12 = 1/6 chance of success
1-4 = no chance

Examples of skills

STR: Athletics, Lifting, Rough wall climbing (not smooth - thief skill only)
DEX: Acrobatics, Sleight of Hand, Stealth, Walking on ice or an edge, Tying a rope quickly, Lighting a torch quickly
CON: Holding breath, Endurance, Nausea
INT: Arcana, History, Investigation, Nature, Religion, Scribing, Reading
WIS: Animal Handling, Insight, Medicine, Perception, Survival, Nature, Tracking
CHR: Deception, Intimidation, Performance, Persuasion

At 3rd, 6th, 9th and 12th level you can increase the odds of any one stat skill by 1. For example if your DEX skill started at 1/6, at 3rd level you can make it 2/6. At 6th level you can increase it again or, increase a different stat skill by 1.

These increases do not change your six character stats, it only increases your skill odds.

No STAT skill can be greater than 5/6

Note: Thief and Assassin skills remain RAW

S&W House Rules/Decisions:

Dropping items if you are surprised is... Meh :D
But I would stick to the STR RAW for Fighters. I like my Fighters to be special!

S&W Combat and Magic:

Combat Sequence Per Round

1. Declare spells and retreats
2. Initiative: Each side rolls 1d6.
3. Winning side acts:
a. Monster morale
b. Movement
c. Missile attacks
d. Spell casting
e. Melee attacks
4. Other sides act: In initiative order.

Spell Casting
Freedom: The character must be able to speak and move their hands. A spell caster cannot cast spells if gagged, bound, or in an area of magical silence.
Sole action: When casting a spell, no other actions may be taken in the round.
No movement: The character cannot move and cast a spell in the same round.
Line of sight: Unless noted in a spell’s description, the intended target (a specific monster, character, or area of effect) must be visible to the caster.
Disrupting Spells If a spell caster loses initiative and is successfully attacked or fails a saving throw before their turn, the spell being cast is disrupted and fails. It is removed from the caster’s memory as if it had been cast.

Deities of the Lost Lands:

Currencies of Foere:

Emperor – 1 pp (10 gp)
Sovereign – 1 gp (10 sp)
Noble – 1 sp (10 cp)
Silver Penny – 1/2 sp (5 cp)
Penny – 1 cp