The rules system used in Unknown Frontiers is BECMI D&D, save for the few minor house rules provided below which are intended to make everything more fun.
As we start, the players’ options are initially confined to the Basic Set. Upon reaching 4th level, the expanded rules of the Expert Set become available, at 15th level, the Companion Set rules, and so forth.
Neither the D&D Rules Compendium nor any of the Gazetteers apply to the campaign. To the extent we explore the Known World, we will start with the bare bones provided in the boxed sets and in the Isle of Dread, which were laid out in the prior Setting the Game Table post. The players’ creative interaction and the actions that they take will help shape both the past, as well as the future, of the Known World.
The few simple house rules are as follows:
·
No
Chaotic alignment (i.e. “evil”) characters are allowed.
· Characters begin at first level with maximum starting gold, which is 180gp.
· Characters
begin at first level with maximum starting hit points for their hit die. For each level after first, players may
declare whether they wish to take the average hit points per hit die, rounded
down (e.g. an 8 hit die for a fighter means 4hp per level on average after
rounding down from 4.5), or elect to openly roll their hit die during one of
our sessions and let fortune decide!
Once the choice is made for that character level, it is final. Players may choose at each level how they
wish to increase their hit points.
· Ability
Scores are generated using the following rules, adopted from the fifth edition
of the D&D game:
The exclusion of evil characters is intended to help keep the campaign intact—nothing crashes a game faster than PCs who steal from their fellow party members or otherwise create rifts that take away from everyone’s enjoyment. This campaign is heroic in outlook.
With all this said, I
look forward to seeing what everyone rolls up for a character and taking the
first steps into adventure!

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