Wednesday, June 12, 2013
Whitebox House Rules Part 6: Char Gen and Adventuring Mods
Stat generation: Roll 4d6 drop lowest in order. Then switch any two stats. Human PC’s get to add +1 to any stat.
1st level HP: roll twice for HP at first level and take the best roll.
Combat Time: a round is assumed to be approximately 10 seconds. There are 60 rounds in a turn (10 minutes). A battle is assumed to last ~ 1turn counting “clean up” and resting.
A character with move 12 can move 120’/turn in a dungeon (moving slow, mapping), they can move 1/3 their normal turn based move in feet per round in combat (40’/round), and 120’/round if running. This equates to 4ft/second hustle/ walking rate, and 12’/second if running. The GM will determine overland movement rates depending on road conditions, weather, and the PC move rate.
Due to the shortened combat round, characters with bows can fire at 1/round. Light crossbows can fire at 1 missle everytwo rounds. Heavy crossbows can fire 1 missile every three rounds. Higher level archery fighter specialists have been known to achieve faster rates of fire.
Characters do not die when they reach 0 HP. Instead they go unconscious at 0HP. If a character takes a hit sending them to negative HP, they begin losing 1 HP per round. Characters die when they reach -5HP or -1HP/level whichever is greater.