Races

There are no halflings, half-elves, drow elves, high elves, half-orcs, or half-breeds of any other sort. The races are different from standard D&D. Please turn to THE SEVEN RACES OF MAN for complete details.

Character Creation

Roll 4d6 six times after picking your race. No point movement. Refer to CHARACTER CREATION for the step-by-step rules.

Attacks of opportunity

This is how attacks of opportunity work in Dragonwrath:

An attack of opportunity means a free melee attack. Each character has a five-foot radius "threatened area." If certain things happen within that character's threatened area he gets an attack of opportunity. Here is a list of things which provoke an attack of opportunity.

1. Character tries to cast spell in enemy's threatened area (and vice-versa, obviously).

2. Character tries to use missile weapon in enemy's threatened area.

3. Character attempts to take anything more than a normal (movement rate) move out of a threatened area. 5-foot steps and normal movement do not provoke attacks of opportunity, but hustling and running out of there does.

That's it. Anything more mentioned in the PHB is going to be ignored.

Critical Hits

There is a whole table of special results available when a critical hit is rolled. See Section VIII: Critical Hits for critical tables, but the summary is that when you roll a weapon’s critical score and succeed on a hit on the second die, you then roll percentile dice. Results range from +1 to damage to special results including breaking a finger, rendering a foe instantly unconscious, or chopping off a leg or arm. This is especially noteworthy when a character gets a critical hit inflicted upon him. A 1 % chance to lose use of a leg any time anyone swings a weapon at you makes any fight potentially deadly. Every tactical advantage should be sought out; players should be thinking of how to set up a fight so that they face as few critical chances as possible.

There is a feat called "Improved Critical Result" which adds 3 to each roll whenever a critical comes up. Weapons have critical hit modifiers as well; refer to CRITICAL HITS page for details.

This system has been changed from D&D’s default system because (1) although D&D’s rule requiring a second d20 roll makes for good results, it hinders the excitement of rolling a natural 20, and (2) I enjoy using critical hit tables. Most importantly it creates a feeling that any combat can be deadly; even a 10th level fighter has a chance to walk away missing a hand if he attacks a kobold.

The IMPROVED CRITICAL feat has changed; instead of adding a number to your critical you get a bonus of 5 on your critical hit roll.

Flanking

Flanking bonuses are greatly magnified in this campaign. An attacker who attacks from a flanking position gains a +5 bonus to hit. Any additional non-flanking attackers on that same target get a +1 to hit. Therefore, if an orc is being attacked by a fighter from the front and a cleric from behind, the cleric gets a +5 to hit and the fighter gets a +1.

Living Expenses

Characters will be expected to pay for living expenses throughout the campaign. The minimum is 50 gold pieces; you may opt to spend more to get out of the slums.

Missile Weapons

You are required to track the use of missile weapons. 50 % of missile weapons (arrows, bolts, stones, darts, knives, spears, javelins, throwing axes, daggers, etc.) are recoverable and re-usable if there is time to gather them after combat. All missile weapons (except spears, daggers, and throwing axes) are enchanted for a single use and are treated as normal weapons if gathered after use.

Spell Components

All spell components are assumed to be on the wizard’s person UNLESS it costs more than 50 gold pieces. The spellcaster must purchase and track the use of valuable spell components.

Spell changes

The identify spell works immediately.

Clerics have special spells to re-grow lost limbs and damaged body parts in order to counteract critical hits. Refer to NEW SPELLS for a list.