Non-Player Characters


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Personae of Non-Player Characters
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TALK: 
Non-Player Character Encounter/Offer
ReactionAdjustments
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1b. Generation of Ability Scores
Non-Player Characters 
(DMG.11)
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1a. Adjustments to Ability Scores for Non-Player Characters
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Facts -->
2. Alignment
3. Possessions
4. Appearance/Age
5. Appearance/General
Facts -->
6. Sanity
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Traits -->
7. General Tendencies
8. Personality
9. Disposition
10. Intellect
Traits -->
11. Nature
12. Materialism
13. Honesty
14. Bravery
Traits -->
15. Energy
16. Thrift
17. Morals
18. Piety
Traits -->
19. Interests
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20. Height & Weight
(Male) (Female)
21. Language Determination
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Special Roles of the Dungeon Master
Hiring Non-Player Characters to Cast Spells or Use Devices
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Monsters & Organization
Use of Non-Human Troops
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DMG
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<note: this page needs some cleaning up!>

PERSONAE OF NON-PLAYER CHARACTERS
It is often highly desirable, if not absolutely necessary, to have well- developed non-player characters (NPCs).
In order to easily develop these personae, the tables below are offered for consideration.
Note that the various facts and traits are given in a sequence which allows the character to develop itself --
with judicial help from the DM. Thus, Alignment, Appearance, Possessions, and then General Tendencies are given.
The first three will, of necessity, modify the fourth, and the latter will similarly greatly modify the other traits.

The personae of special NPCs should be selected (and embellished, if you
wish) from the tables (or see THE ROGUES GALLERY from TSR). Other NPCs
can be developed randomly, or by a combination of random and considered
selection. No fewer than three General Tendencies should be
determined, and several more can be added if the DM desires. Of course,
some are contradictory, and if a random selection indicates such
dichotomy, roll until noncontradictory tendencies are discovered.
In like manner, successively generated traits should not conflict with the General
Tendencies previously developed - unless the NPC is insane, in which
case such conflict is quite permissible. A brief explanation of each fact and
trait is given after the tables.

<the following section has been added/repeated, for convenience>

GENERATION OF ABILITY SCORES \ NON-PLAYER CHARACTERS (DMG.11)
You should, of course, set the ability scores of those NPCs you will use as parts of the milieu, particularly those of high level and power.
Scores for high level NPC's must be high -- how else could these figures have risen so high?
Determine the ability scores of other NPCs as follows:

General Characters: Roll 3d6 for each ability as usual,
    but use average scoring by considering any 1 as a 3 and any 6 as a 4.
    <General Characters would include Typical Inhabitants & Hirelings>

Special Characters, Including Henchmen: Roll 3d6 as for general characters,
but allow the full range (3-18) except in the ability or abilities which are germane to his or her profession,
    i.e. strength for fighters, etc.
    For all such abilities either use one of the determination methods used for player characters <OR> add + 1 to each die of the 3 rolled which scores under 6.

ABILITY SCORES \ADJUSTMENTS TO ABILITY DICE ROLLS FOR NON-PLAYER CHARACTERS

<these are from the PH: cumulative with the Race modifiers below?>
<if not, a note of this should be made, to avoid confusion>

<PH table>
Race Penalty or Bonus
Dwarf Constitution +1; Charisma -1
Elf Dexterity +1; Constitution -1
Half-Orc Strength +1; Constitution +1; Charisma -2
Halfling Strength -1; Dexterity +1

<DMG table>
Race Penalty or Bonus
Dwarf strength + 1, constitution + 1, charisma -1
Elf intelligence + 1, dexterity + 1
Gnome wisdom + 1, constitution + 1, charisma -1
Halfling dexterity + 1, constitution + 1

 
Class Minimum Score or Adjustment to
Ability Dice Roll*
   Paladin as fighter, 17 minimum charisma
Cleric wisdom +2
    Druid 12/14 minimum wisdom/charisma
Fighter strength +2, constitution + 1
    Ranger as fighter, 12 minimum wisdom
Magic-User intelligence +2, dexterity + 1
    Illusionist 15/15 minimum intelligence/dexterity
Thief dexterity +2, intelligence + 1
    Assassin as thief, strength + 1
Monk 12/15/15 minimum strength/wisdom/dexterity

* Note that these are adjustments in addition to those noted in the AD&D PLAYERS HANDBOOK.
In spite of all additions, normal ability limits cannot be exceeded.
<read carefully, there are no class adjustments in the PH, only minimums.
was this supposed to be a reference to the demi-human adjustments?
note: in the original text, the asterisk is only on theClass table,
instead of being placed at the SECTION HEADING>
 
Occupation -
Laborer strength +1 to +3
Mercenary (level 0) strength +1, constitution +3, 
4 minimum hit points
Merchant/Trader 12/12 minimum intelligence/charisma

<
Join the above with General Characters?
Bring everything together in one place?
Bring HP info together with everything?
Duplicate note at mercenary soldiers?
>

NON-PLAYER CHARACTER ENCOUNTER/OFFER REACTION ADJUSTMENTS
[These are included in the tables following.]

FACTS TABLES

Alignment (d10) >>
1. lawful good
2. lawful neutral
3. lawful evil
4. neutral evil
5. chaotic evil
6. chaotic neutral
7. chaotic good
8. neutral good
9. neutral
0. neutral

Alignment is preferably selected for created NPCs.
For encountered NPCs, the DM can select the alignment or generate it randomly, as best suits the particular situation.

Possessions (or wealth) (d10) >>

1. none
2. scant
3. scant
4. average
5. average
6. average
7. average
8. above average <x2>
9. exceptional <x3>
0. superabundant <x4>

Possessions indicate the number of garments, adornment, weapons,
goods, property, etc., according to the circumstances particular to the NPC
in question. Actual and apparent possessions can differ greatly - the
miserly individual, for example, will never display wealth.

Appearance (roll separately for each category)

Age (d10) >>
1. young
2. youthful
3. youthful
4. mature
5. mature
6. mature
7. mature
8. middle-aged
9. old
0. ancient

Age can be actual or apparent - such as by means of disguise, magic, etc.

<note that 5 classes do not have any members in the Young Adult range (<rangers, magic-users, illusionists, assassins, monks>
<it is probably safe to say the young characters are non-classed>


Just a quick FYI:

I did a horror spinoff of AD&D where the players were all yound teenagers, Boy Scouts, and their stats were based on their own estimates of what they possessed when that age. Of course there were no scores above 15, and most were in the 8-10 range. It worked well, and we had a lot of fun with the adventure in a huge onl seemingly abandoned mansion;)

Cheers,
Gary


General (d10)>>
1. dirty
2. clean
3. unkempt
4. immaculate
5. rough
6. ragged
7. dandyish (dandy*) <>
8. foppish (fop*) <>
9. non-descript <does this contradict with good-looking, homely, etc.?> <does seem to contradict with ugly & beautiful>
0. imposing

General (appearance) can be due to the existing circumstances or a
true characteristic. Appearance will be modified by possessions.

Sanity>>
(d10) Sanity Reaction
1. very stable -
2. normal -
3. normal -
4. normal -
5.  normal -
6. normal -
7. neurotic +/- 1 to 6%
8. unstable -
9.* insane +/- 1% to 10%
10.* maniacal +/- 1% to 20%

* Roll again, and if either insane or maniacal is indicated a second time,
the character then conforms to that sanity level;
in all other cases the second roll stands in place of the first.

Sanity is the measure of the mental balance of the NPC against the norm.
The type of insanity or maniacal bent is usually determined by Traits rolls.

TRAITS TABLES

General Tendencies (d6, d12)>>
(d12, d6) General Tendencies (d6 = 1-3) Reaction 
(+/- 1 to 8%)
Notes (d12, d6) General Tendencies (d6 = 4-6) Reaction 
(+/- 1 to 8%)
Notes
1. optimist - - 13. precise/exacting - -
2. pessimist - - 14. perceptive - -
3. hedonist - - 15. opinionated/contrary -5%? -
4. altruist - - 16. violent/warlike - -
5. helpful/kindly +5%? - 17. studious - -
6. careless - - 18. foul/barbaric - -
7. capricious/mischievious - - 19. cruel/callous - -
8. sober - - 20. practical joker/prankster - -
9. curious/inquisitive - - 21. servile/obsequious - -
10. moody - - 22. fanatical/obsessive - -
11. trusting +5%? - 23. malevolent - -
12. suspicious/cautious -5%? - 24. loquacious +5%? -

General Tendencies are given to guide and direct the generation of following
traits and the operation of the NPC in actual play.
Conflicting Traits should be disregarded unless the NPC is insane.
Some tendencies have two listings separated by a slash.
The DM should either immediately select one - in the case of a predetermined NPC
-- or list both and select the one which better suits the NPC when the balance of the other Traits are determined --
in cases of encountered NPCs.

Personality (d8, d8) (Reaction = +/- 1 to 8%)>>
1-5 Average Reaction 6-7 Extroverted Reaction 8 Introverted Reaction
1. modest ? 1. forceful ? 1. retiring ?
2. egoist/arrogant ? 2. overbearing ? 2. taciturn ?
3. friendly ? 3. friendly ? 3. friendly ?
4. aloof ? 4. blustering ? 4. aloof ?
5. hostile ? 5. antagonistic ? 5. hostile ?
6. well-spoken ? 6. rude ? 6. rude ?
7. diplomatic ? 7. rash ? 7. courteous ?
8. abrasive ? 8. diplomatic ? 8. solitary/secretive ?

Average indicates a typical personality type with one or more outstanding
tendencies. The average personality will seldom be noticeably outstanding
in any of its tendencies until the NPC is well-known through
dealings and association.

Extroverted personalities are more readily apparent, as will be their
outstanding tendencies. The extroverted NPC will be gregarious and tend
toward being in positions which deal with people or power.

6. Rude: Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing. "The Tower of the Elephant", Robert E. Howard, Weird Tales, March 1933. [reroll first rude result if a barbarian?]

Introverted indicates that the NPC is basically inwardlooking and
prefers his or her own company to that of others. Monks and hermits are
two good, if not polar, examples. The encountered NPC introvert will
seldom be in a people-oriented occupation or with a large party of
humans.

6. Rude: Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing. "The Tower of the Elephant", Robert E. Howard, Weird Tales, March 1933. [reroll first rude result if a barbarian?]

Disposition (Reaction: +/- 1 to 6%) >>
(d10) Disposition Reaction
1. cheerful ?
2. morose ?
3. compassionate/sensitive ?
4. unfeeling/insensitive ?
5. humble ?
6. proud/haughty ?
7. even tempered ?
8. hot tempered ?
9. easy going ?
0. harsh ?

Disposition is the indicator of the general inclination of the NPC personality
with regard to mood or manner.

Intellect (d10) >>
(d10) Intellect
1. dull
2. average
3. average
4. active
5. active
6. dreaming
7. ponderous
8. anti-intellectual
9. scheming
10. brilliant

Intellect describes to the DM the manner in which the NPC's mental
processes function, and it will modify the intelligence rating in four out of
eight cases (dreaming - brilliant). The "dreaming" and "ponderous"
intellects will tend to ratiocinate more slowly. The "scheming" intellect
will, at times, perform brilliantly, and the "brilliant" intellect will perform
above its stated intelligence rating due to discernment and insight.

Nature (d6)>>
d6 Nature Reaction
(+/- 1 to 4%)
1. soft-hearted ?
2. forgiving ?
3. hard-hearted ?
4. unforgiving ?
5. jealous ?
6. vengeful ?

Nature describes the disposition tendencies, and as a modifier it must be
carefully watched to avoid contradiction, i.e. compassionate and hardhearted,
unfeeling and softhearted.

Materialism (d6)>>
d6 Materialism Reaction (+/- 1 to 20%)
1. aesthetic +10
2. intellectualist +20
3. average 0
4. covetous -5
5. greedy ($_$) -10
6. avaricious -20

Materialism denotes the regord the NPC has for goods and property.
Thrift and Materialism complement each other.

Honesty (d8)>>
d8 Honesty
1. scrupulous
2. very honorable
3. truthful
4. average
5. average
6. average
7. liar
8. deceitful

Honesty describes the NPC's basic veracity and tendencies in dealing with others.

Bravery (d8)>>
d8 Bravery Reaction (+/- 1 to 20%)
1. normal ?
2. normal ?
3. normal ?
4. foolhardy ?
5. brave ?
6. fearless ?
7. cowardly ?
8. craven ?

Bravery indicates the courage of the NPC with regard to threat, risk, hazard, etc.

<
Bravery
100 modified as follows:
cleric = -2 X wisdom
fighter* = -1 X wisdom
magic-user = -3 X wisdom
thief = 4 X wisdom
* or monk
>

Energy (d8)>>
d8 Energy
1. slothful
2. lazy
3. normal
4. normal
5. normal
6. energetic
7. energetic
8. driven

Energy is basically self-explanatory.
The "driven" individual is certainly neurotic, typically obsessive, and often fanatical.

Thrift (d8)>>
d8 Thrift <Definitions / Synonyms>
1. miserly -
2. mean stingy, selfish, unkind
3. thrifty -
4. average -
5. average -
6. spendthrift -
7. spendthrift -
8. wastrel -

Thrift, like energy, is self-explanatory.
The various degrees of saving and spending must be considered with care.

Morals (d12)>>
d12 Morals
1. aesthetic
2. virtuous
3. normal
4. normal
5. lusty
6. lusty
7. lustful
8. immoral
9. amoral
10.* perverted
11.* sadistic
12.* depraved

* Roll again; if perverted, sadistic, or depraved is again indicated, the
character is that; otherwise, the second roll tells the true morals, and the
first roll is ignored in favor of the second.

Morals refer to the sexual tendencies of the NPC, although this trait rating
can be used with regard to some ethical questions.

Piety (d12)>>


 
d12 Piety
1. saintly
2. martyr/zealot
3. pious
4. reverent
5. average
6. average
7. average
8. average
9. impious
10. irreverent
11. iconoclastic
12. irreligious

Piety is the rating of the religious view of the NPC.
"Saintly" will be modified to fit the alignment of the NPC,
and the Piety Trait must fit the character class as well.

Interests (d12, d6)  >>(male)>>(female)
d12 Interests (d6 = 1-3) - Interests (d6 = 4-6)
1. religion 13. wines & spirits
2. legends 14. foods & preparation
3. history 15. gambling
4. nature 16. drugs
5. horticulture 17. collector*
6. husbandry 18. collector*
7. exotic animals 19. collector*
8. hunting 20. collector*
9. fishing 21. community service
10. handicrafts 22. altruism
11. athletics 23. none
12. politics 24. none

* See Collections table below.

Interests describe the pastimes, avocations and hobbies of NPCs. More
than one Interest is possible for those characters which are not otherwise
obsessive or devoted to some vocation or calling.

Collections (d12)  >>(male) >>(female)
d12 Collections
1. knives & daggers
2. swords
3. weapons
4. shields & weapons
5. armor
6. books & scrolls
7. minerals & gems
8. ornaments & jewelery
9. coins & tokens
10. trophies & skins
11. porcelain, china & crystal
12. artwork*

* This includes tapestries, paintings, statuary, carvings, etc.

Collections simply indicate the field of Interest of the "Collector".
Other sorts can be added as desired. In game use, the collector of swords, for example,
will be a likely contact for player charocters wishing to dispose of
such weapons gained as loot during an adventure.

HEIGHT AND WEIGHT TABLES

MALES >>

Core Races: males by Annemie Thijs

                                                                          Height (")                                                                                                    Weight (#)
- Under Average Over - Under Average Over
Dwarf 01-15: 48-d4 16-80: 48* 81-00: 48+d6 - 1-20: 150-2d8 21-65: 150** 66-00: 150+2d12
Elf 01-10: 60-d4 11-80: 60* 81-00: 60+d6 - 01-15: 100-d10 16-90: 100** 91-00: 100+d20
Gnome 01-20: 42-d3 21-85: 42* 86-00: 42+d3 - 01-20: 80+2d4 21-75: 80** 76-00: 80+2d6
Half-Elf 01-35: 66-d6 36-90: 66* 91-00: 66+d6 - 01-20: 130-d20 21-85: 130** 86-00: 130+d20
Hobbit 01-10: 36-d3 11-90: 36* 91-00: 36+d6 - 01-10: 60-2d4 11-50: 60** 51-00: 60+2d6
Half-Orc 01-45: 66-d4 46-75: 66* 76-00: 66+d4 - 01-30: 150-2d8 31-55: 150** 56-00: 150+d20
Human, NPC 01-20: 72-d12 21-80: 72* 81-00: 72+d12 - 01-25: 175-3d12 26-75: 175** 76-00: 175+5d6
Human, PC 01-20: 72-d12 21-80: 72* 81-00: 72+2d10 - 01-25: 175-3d12 26-75: 175** 76-00: 175+(d20x10)

* For average height roll % dice:
    01-30 = shorter by [d4 x 1/2"],
    [31-70 = normal]
    71-00 = taller by [d4 x 1/2"] ([d3 x 1/2"] for races [with an average height] under 5' [60"] tall).

** Weight as above, adjust by 1-8 # (1-4 if 100# or less)

Small, Slim, Normal, Stout, Tall, Outsize
- OSRIC

FEMALES >>

                                                                       Height (")                                                                                                    Weight (#)
- Under Average Over - Under Average Over
Dwarf 01-15: 46-d4 16-80: 46* 81-00: 46+d4  - 1-20: 120-2d8 21-65: 120**  66-00: 120+2d10
Elf 01-10: 54-d4 11-80: 54* 81-00: 54+d6 - 01-15: 80-d10 16-90: 80** 91-00: 80+2d6
Gnome 01-20: 39-d3 21-85: 39* 86-00: 39+d3 - 01-20: 75-d8 21-75: 75** 76-00: 75+d8
Half-Elf 01-35: 62-d6 36-90: 62* 91-00: 62+d6 - 01-20: 100-d12 21-85: 100** 86-00: 100+2d8
Halfling 01-10: 33-d3 11-90: 33* 91-00: 33+d3 - 01-10: 50-2d4 11-50: 50** 51-00: 50+2d4
Half-Orc 01-45: 62-d3 46-75: 62* 76-00: 62+d3 - 01-30: 120-3d6 31-55: 120** 56-00: 120+4d8
Human, NPC 01-20: 66-d6 21-80: 66* 81-00: 66+d8 - 01-25: 130-3d10 26-75: 130** 76-00: 130+4d12
Human, PC 01-20: 66-d6 21-80: 66* 81-00: 66+2d6 - 01-25: 130-3d10 26-75: 130** 76-00: 130+(d12x10)

* For average height roll % dice:
    01-30 = shorter by [d4 x 1/2"],
    [31-70 = normal]
    71-00 = taller by [d4 x 1/2"] ([d3 x 1/2"] for races [with an average height] under 5' [60"] tall).

** Weight as above, adjust by 1-8 # (1-4 if 100# or less)

Petite, Svelte, Normal, Curvy, Tall, Outsize
- OSRIC


richardstincer wrote:
ADandD 1st edit. designer Gary

For any version of classic DandD or for any version of ADandD, when a PC human male is first created as a starting adventurer at a young adult age of 15 yrs. to 35 yrs. with a specified weight, does it mention anywhere in the rulebooks that a PC can gain weight or that a PC is allowed to gain weight as natural aging occurs? If the rulebooks don't mention it, does a PC stay with the young adult age specified weight forever?

Howdy:)

As a matter of fact most DMs and players seldom worry about such details.
It is possible that a character beginning adventuring at c. 15 years of age will remain at about the same height and weight, or that there could be a dramatic increase in both.

In all events, personal characteristics of the PCs in a campaign are left to the purview of the DM.
If his campaign is such that such details are useful in play so much the better, eh?

As an aside, I do have guidelines for the Avatar races, by gender, suggesting height and weight as well as physical description details for characters created by the GM in the Lejendary Adventure game.

Cheers,
Gary
 

General Karthos wrote:
...

...

First off, is it possible to have a human/demi-human character of "Large" size?

Secondly, if it's not too much to ask, if such a character were to occur, what bonuses/penalties would <u>you</u> give him, to keep him balanced?


As humans do sometimes surpass seven feet in height, it is indeed possible to have one that is "large," not "man-sized." It isn't possible to have a demi-human of such mass, unless one considered a half-orc in that category.

If I were the DM for a 7' or taller character, I would certainly give the PC a +1 on Strength and Consstitution, with a minimum of 15 for each no matter what the roll, then award the +1s, so 16 for Str and Con would be the least such a character could have. I would certainly also give a -1 on Dex and Cha. BTW, if an 18 were rolled for Str, I would treat it as 18/50 and allow a confirming d% roll to check if it were above that score.

Cheers,
Gary
 

Sophus Spielmann wrote:
One of my childhood heroes wrote:


Heh. Yeah, and then with all those advantages he'd face an uncanny number of bugbears armed with two-handed swords, no? He'll be able to dish it out, but with those large-size weapon damages in 1e he'll have to expect to take it too...
 

Why not just shorten the lead-in to: "The cranky Old Fart said:"

Right you are about a big fellow being able to smack hard but also being a large target for returns of his favor...


Gary
 

phasedoor wrote:
Thanks for your answer, Gary. The reason I asked about a 5ft. and 5in. tall human male is because I want to be sure that short-height humans are allowed in a campaign setting for ADandD 1st edition. It seems that humans who are taller than 5ft. and 5in. are more prominent among human adventurers who are PCs and NPCs. The short-height humans are disportionately represented among NPCs and PCs.

Does that make much difference in a fantasy world?

No dwarves, elves, gnomes, hafllings, or orcs at all here...


Gary
 

phasedoor wrote:
Dungeon Master Gary

For ADandD 1st edition, I once asked Mark J. Young about a henchman character who gains weight while aging or a PC who gains weight while aging. He sent me back an email reply stating that the starting weights do not change as a character race ages. He answered that Arnold Shwarzenegger, for example, did not gain weight as he has aged. For ADandD 1st edition, can I have my human henchman character gain weight as he ages? The rulebooks don't mention anything about it, but one of them does have the information that strength, dexterity, and constitution goes down at middle-age for any race. From that, I am thinking I can have a fat human male character at 45 years of age to reflect the decrease in physical ability scores. Is that what the decrease in physical ability scores is indicating for any human or demi-human?
 


Okay...

If your DM allows weight gain, or loss, for PCs and NPC henchmen, you can indeed have such a thing occur.
As a matter of fact it is a realistic thing, although not automatic if the character is conscious of physical conditioning.
Many a boxer and other sort of athelete, not to mnetion non-atheletes, put on excess weight as they reach age 30 or so.

Be careful, though, as the DM might have it as a personality trait determined at random.
Your NPCs might all be the sort that eat to live, while your main PC turns out to be one of those ;people that live to eat 

Cheers,
Gary
 

phasedoor wrote:
Thanks, Gary. Now I know the answer to that. For any campaign of ADandD 1st edition, it is a physical characteristic of a human character or demi-human character that the DM can allow.


About the only race that might be excepted is the elven.
Not many chubby elves in folklore or fiction, but they might become too lean.
 
 


Thoth Amon wrote:
Quote:
About the only race that might be excepted is the elven. Not many chubby elves in folklore or fiction, but they might become too lean.
 

Just half-elfs named Greenleaf. 

Now, now! I did say elves, purposely leaving out half-elven chow hounds 


Gary
 


LANGUAGE DETERMINATION

The following is to be used primarily to determine knowledge of
languages in NPCs (and such things as magic swords), as player charocters
generally should be required to learn foreign languages from others when
the opportunity and inclination present themselves. This is subject to
alteration, of course, pending conditions in individual campaigns.

RANDOM LANGUAGE DETERMINATION TABLE
Dice Roll Language
01 Brownie
02-03 Bugbear
04 Centaur
05 Dragon, Black
06                Blue
07                Brass
08                Bronze
09                Copper
10                Gold
11                Green
12               Red
13                Silver
14                White
15 Dryad
16-20 Dwarvish
21-25 Elvish <note: high elves and gray elves share the same language>
26 Ettin
27 Gargoyle
28 Giant, Cloud
29             Fire
30             Frost
31-33            Hill
34             Stone
35             Storm
36-39 Goblin
40 Gnoll
41-44 Gnome
45-49 Halfling
50-51 Hobgoblin
52-54 Kobold
55 Lammasu
56-58 Lizard Man
59 Manticore
60 Medusian
61 Minotaur
62 Naga, Guardian
63             Spirit
64             Water
65 Nixie
66 Nymph
67-70 Ogrish
71 Ogre Magian
72-76 Orcish
77 Pixie
78 Salamander
79 Satyr
80 Shedu
81 Sprite
82 Sylph
83 Titan
84 Troll
85 Xorn
86-00 Human foreign or other*

* Select a foreign tongue, choose an unlisted creature language, or select
at random by ignoring rolls over 85, if the first two options are not desired.

<
additional languages:

"the rudimentary tongue of carnivorous apes" - MM.53
beholder
blink dog
djinni
"the languages of certain woods animals" - MM, Sylvan Elf
harpy
hippocampus
werebear
wereboar

wererat
weretiger
werewolf
medusa
merman
mimic

otyugh
owl, giant
toad, giant: ice toad ("their own weird language")
treant
unicorn
worg

11* Bullywug
12* Dark Creeper: the race's language is incomprehensible to linguists
13* Dire Corby: "rudimentary language"

14* Lung wang (Sea dragon)
15* Pan lung (Coiled dragon)
16* Shen lung (Spirit dragon) -- language shared with the Pan lung
17* T'ien lung (Celestial dragon)
18* "the silent speech of subterranean creatures"

19* Fog Giant (dialect)
20* Mountain Giant (dialect)
21* The strange subterranean trade language common to most intelligent dwellers in the underworld - kuo-toa
22* The underworld cant (the trade language) - svirfneblin
23* jermlaine ("twittering, squeaking speech")

24* [The religious speech of the kuo-toa] is a corruption of the language used on the Elemental Plane of Water and if a cleric is near it is 75% improbable that any creature from this plane will attack kuo-toans, for the cleric will speak and request that they be spared in the name of Sea Mother (Blibdoolpoolp). <note the lack of the definitive article, twice>
25* Hook horror (clacking)
** Slaad
26* The svirfnebli have their own language, a dialect of of gnomish which a gnormal gnome is 60% likely to understand.
27* All these small creatures can converse with speaking creatures from the Elemental Plane of Earth and it is 90% unlikely that such a creature will harm a svirfneblin,
though the deep gnome might have to pay a heavy bribe in precious metal and gems so to escape.

28* tabaxi
29* xvart
* annis
    greenhag (dialect of annis)
* aspis drone

* atomie (a dialect of Sprite)
* banderlog (a simple language)
* the tongue of demons and all demonic creatures (Bodak) [note: this could simply be Demonaic, i.e. the CE alignment tongue]
* "the languages of all felines" (Cat Lord)
* all the languages of the geniekind, the languages of earth elementals (dao: MM.32)
* cloud dragon ("their dialect of draconian speech")

* Mist dragons speak their own dialect of draconian but can converse with virtually all sorts of dragons as well.
* dracolisk ("a very limited type of black dragon language")
* drelb
* duergar
* elfin cat

* firefriend
* Firbolg
* Fomorian giant
* Verbeeg
* giant, common (mentioned at greenhag & annis)

* grig
* hollyphant
* foxwoman
* raven/crow
* lammasu, greater (note the reference to 'root languages')
* seawolf (greater)
* seawolf (lesser)
* wereshark
* modron
* "mongrelman" (pigdin Common, with animal noises)
* moon dog

* muckdweller ("croaking-hissing tongue")
* ogre, aquatic (dialect of Ogre)
* phoenix
* sirine
* xaren

* yuan-ti

UA
They speak elvish, common, treant, and the tongue of woodland mammals (much as gnomes communicate with burrowing mammals), but no other languages to start with.
the language of "undercommon" (a trade language of those who dwell beneath the earth)

OA
Bakemono speak the trade language, the language of humans in the AREA, the language of oni, and their own language (which is similar to that of oni).>
Common oni are able to speak the language of their kind, and the languages of tengu, bakemono, hengeyokai, and the local human population.
Go-zu Oni: They are able to speak all human languages and those of tengu, oni, bakemono, animals, and the Celestial Court.

GHA
Mist wolves have their own rich language consisting of yips, barks, and growls.
 



Quote=steampunk:
b - In your campaigns and experience, would you please comment on non-adventuring NPCs and progression? For instance, in the real world, you can have a civil engineer that goes out, after college, and works for 20 years. His peer can stay in school and work up to being a professor and teach engineering for 20 years. While it wouldn't be of interest for a player to run a PC this way, it would go a long way to explaining a high level cleric in a church setting, or a MU in a school setting. I just can't imagine all high-level NPCs (especially spell-caster/research types) traipsing through dungeons merely to gain knowledge.


All of my players want to be actively engaged in every adventure session they can, so never has any of them even hinted at a non-adventuring role. Those are the purview of the GM in truth. These games aren't meant to reflect the lives of ordinary persons, rather those of the daring and heroic (or villainous) 8O

Cheers,
Gary



 


Quote=steampunk:
Regarding the non-adventuring NPCs, I was in no-way alluding to players. But I had simply been searching for a "rational" means of explaining high-level NPCs to my players, especially if they (the NPC) doesn't appear to be the "adventuring-type". I would never allow this for players, but simply as DM-generated background.


One of the drawbacks of a class and level system is just this very sort of thing, explaining/rationalizinf high-level NPCs.

There are many ways for a character to gain skill in a field. In the Mythus game I called that "STEEP," as a play on the word "steeped," being extremely knowledgeable. The letters stand dor Study, Training, Education, Experience, and Practice. You should be able to use that to build reasonable backgrounds for high-level NPCs. They all have a past history proor to being encountered by the PC party, no?


Quote=steampunk:
What got me to thinking about that was the recent election of the Pope. The news pointed out that some Cardinals (Archbishops) spent most of their time with "the people" out at a church and such (forgive me - I'm not Catholic and don't know the terminology). While other Cardinals spent almost their entire time at the Vatican, doing what I would call "bureaucratic work".

I appreciate your response.


One doesn't have to be "in the field" all the time to become expert in something. Of course a good deal of hands-on work is also required. All of the Cardinals had seminary training, were ordained to the priesthood, and experienced ecclesiastical duties outside the Vatican, surely.
 



 

FACTS TABLES

Alignment (d10) >>
1. lawful good
2. lawful neutral
3. lawful evil
4. neutral evil
5. chaotic evil
6. chaotic neutral
7. chaotic good
8. neutral good
9. neutral
0. neutral

Alignment is preferably selected for created NPCs.
For encountered NPCs, the DM can select the alignment or generate it randomly, as best suits the particular situation.

Possessions (or wealth) (d10)>>
1. none
2. scant
3. scant
4. average
5. average
6. average
7. average
8. above average
9. exceptional
0. superabundant

Possessions indicate the number of garments, adornment, weapons,
goods, property, etc., according to the circumstances particular to the NPC
in question. Actual and apparent possessions can differ greatly - the
miserly individual, for example, will never display wealth.

Appearance (roll separately for each category)

Age (d10)>>
1. young
2. youthful
3. youthful
4. mature
5. mature
6. mature
7. mature
8. middle-aged
9. old
0. ancient

Age can be actual or apparent - such as by means of disguise, magic, etc.

<note that 5 classes do not have any members in the Young Adult range (<rangers, magic-users, illusionists, assassins, monks>
<it is probably safe to say the young characters are non-classed>


Just a quick FYI:

I did a horror spinoff of AD&D where the players were all yound teenagers, Boy Scouts, and their stats were based on their own estimates of what they possessed when that age. Of course there were no scores above 15, and most were in the 8-10 range. It worked well, and we had a lot of fun with the adventure in a huge onl seemingly abandoned mansion;)

Cheers,
Gary


General (d10)>>
1. dirty
2. clean
3. unkempt
4. immaculate
5. rough
6. ragged
7. dandyish (dandy*)<>
8. foppish (fop*)<>
9. non-descript <does this contradict with good-looking, homely, etc.?> <does seem to contradict with ugly & beautiful>
0. imposing

General (appearance) can be due to the existing circumstances or a
true characteristic. Appearance will be modified by possessions.

Sanity>>
(d10) Sanity Reaction
1. very stable -
2. normal -
3. normal -
4. normal -
5.  normal -
6. normal -
7. neurotic +/- 1 to 6%
8. unstable -
9.* insane +/- 1% to 10%
10.* maniacal +/- 1% to 20%

* Roll again, and if either insane or maniacal is indicated a second time,
the character then conforms to that sanity level;
in all other cases the second roll stands in place of the first.

Sanity is the measure of the mental balance of the NPC against the norm.
The type of insanity or maniacal bent is usually determined by Traits rolls.

TRAITS TABLES

General Tendencies (d6, d12)>>
(d12, d6) General Tendencies (d6 = 1-3) Reaction 
(+/- 1 to 8%)
Notes (d12, d6) General Tendencies (d6 = 4-6) Reaction 
(+/- 1 to 8%)
Notes
1. optimist ? 13. precise/exacting ?
2. pessimist ? 14. perceptive ?
3. hedonist ? 15. opinionated/contrary ?
4. altruist ? 16. violent/warlike ?
5. helpful/kindly ? 17. studious ?
6. careless ? 18. foul/barbaric ?
7. capricious/mischievious ? 19. cruel/callous ? cruel=evil (GHA.118)
8. sober ? 20. practical joker/prankster ?
9. curious/inquisitive ? 21. servile/obseqious ?
10. moody ? 22. fanatical/obsessive ?
11. trusting ? 23. malevolent ?
12. suspicious/cautious ? 24. loquacious ?

General Tendencies are given to guide and direct the generation of following
traits and the operation of the NPC in actual play.
Conflicting Traits should be disregarded unless the NPC is insane.
Some tendencies have two listings separated by a slash.
The DM should either immediately select one - in the case of a predetermined NPC
-- or list both and select the one which better suits the NPC when the balance of the other Traits are determined --
in cases of encountered NPCs.

Personality (d8, d8) (Reaction = +/- 1 to 8%)>>
1-5 Average Reaction 6-7 Extroverted Reaction 8 Introverted Reaction
1. modest ? 1. forceful ? 1. retiring ?
2. egoist/arrogant ? 2. overbearing ? 2. taciturn ?
3. friendly ? 3. friendly ? 3. friendly ?
4. aloof ? 4. blustering ? 4. aloof ?
5. hostile ? 5. antagonistic ? 5. hostile ?
6. well-spoken ? 6. rude ? 6. rude ?
7. diplomatic ? 7. rash ? 7. courteous ?
8. abrasive ? 8. diplomatic ? 8. solitary/secretive ?

Average indicates a typical personality type with one or more outstanding
tendencies. The average personality will seldom be noticeably outstanding
in any of its tendencies until the NPC is well-known through
dealings and association.

Extroverted personalities are more readily apparent, as will be their
outstanding tendencies. The extroverted NPC will be gregarious and tend
toward being in positions which deal with people or power.

6. Rude: Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing. "The Tower of the Elephant", Robert E. Howard, Weird Tales, March 1933. [reroll first rude result if a barbarian?]

Introverted indicates that the NPC is basically inwardlooking and
prefers his or her own company to that of others. Monks and hermits are
two good, if not polar, examples. The encountered NPC introvert will
seldom be in a people-oriented occupation or with a large party of
humans.

6. Rude: Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing. "The Tower of the Elephant", Robert E. Howard, Weird Tales, March 1933. [reroll first rude result if a barbarian?]

Disposition (Reaction: +/- 1 to 6%)>>
(d10) Disposition Reaction
1. cheerful ?
2. morose ?
3. compassionate/sensitive ?
4. unfeeling/insensitive ?
5. humble ?
6. proud/haughty ?
7. even tempered ?
8. hot tempered ?
9. easy going ?
0. harsh ?

Disposition is the indicator of the general inclination of the NPC personality
with regard to mood or manner.

Intellect (d10) >>
(d10) Intellect
1. dull
2. average
3. average
4. active
5. active
6. dreaming
7. ponderous
8. anti-intellectual
9. scheming
10. brilliant

Intellect describes to the DM the manner in which the NPC's mental
processes function, and it will modify the intelligence rating in four out of
eight cases (dreaming - brilliant). The "dreaming" and "ponderous"
intellects will tend to ratiocinate more slowly. The "scheming" intellect
will, at times, perform brilliantly, and the "brilliant" intellect will perform
above its stated intelligence rating due to discernment and insight.

Nature (d6)>>
d6 Nature Reaction
(+/- 1 to 4%)
Notes
1. soft-hearted ?
2. forgiving ? forgiveness = good (GHA.118)
3. hard-hearted ?
4. unforgiving ?
5. jealous ?
6. vengeful ?

Nature describes the disposition tendencies, and as a modifier it must be
carefully watched to avoid contradiction, i.e. compassionate and hardhearted,
unfeeling and softhearted.

Materialism (d6)>>
d6 Materialism Reaction (+/- 1 to 20%) Notes
1. aesthetic ?
2. intellectualist ?
3. average ?
4. covetous ?
5. greedy ($_$) ? greed = evil (GHA.118)
6. avaricious ?

Materialism denotes the regord the NPC has for goods and property.
Thrift and Materialism complement each other.

Honesty (d8)>>
d8 Honesty
1. scrupulous
2. very honorable
3. truthful
4. average
5. average
6. average
7. liar
8. deceitful

Honesty describes the NPC's basic veracity and tendencies in dealing with others.

Bravery (d8)>>
d8 Bravery Reaction (+/- 1 to 20%)
1. normal ?
2. normal ?
3. normal ?
4. foolhardy ?
5. brave ?
6. fearless ?
7. cowardly ?
8. craven ?

Bravery indicates the courage of the NPC with regard to threat, risk, hazard, etc.

Energy (d8)>>
d8 Energy
1. slothful
2. lazy
3. normal
4. normal
5. normal
6. energetic
7. energetic
8. driven

Energy is basically self-explanatory.
The "driven" individual is certainly neurotic, typically obsessive, and often fanatical.

Thrift (d8)>>
d8 Thrift <Definitions / Synonyms>
1. miserly -
2. mean stingy, selfish, unkind
3. thrifty -
4. average -
5. average -
6. spendthrift -
7. spendthrift -
8. wastrel -

Thrift, like energy, is self-explanatory.
The various degrees of saving and spending must be considered with care.

Morals (d12)>>
d12 Morals
1. aesthetic
2. virtuous
3. normal
4. normal
5. lusty
6. lusty
7. lustful
8. immoral
9. amoral
10.* perverted
11.* sadistic
12.* depraved

* Roll again; if perverted, sadistic, or depraved is again indicated, the
character is that; otherwise, the second roll tells the true morals, and the
first roll is ignored in favor of the second.

Morals refer to the sexual tendencies of the NPC, although this trait rating
can be used with regard to some ethical questions.

Piety (d12)>>
d12 Piety
1. saintly
2. martyr/zealot
3. pious
4. reverent
5. average
6. average
7. average
8. average
9. impious
10. irreverent
11. iconoclastic
12. irreligious

Piety is the rating of the religious view of the NPC.
"Saintly" will be modified to fit the alignment of the NPC,
and the Piety Trait must fit the character class as well.

Interests (d12, d6)  >>(male)>>(female)
d12 Interests (d6 = 1-3) Interests (d6 = 4-6)
1. religion wines & spirits
2. legends foods & preparation
3. history gambling
4. nature drugs
5. horticulture collector*
6. husbandry collector*
7. exotic animals collector*
8. hunting collector*
9. fishing community service
10. handicrafts altruism
11. athletics none
12. politics none

* See Collections table below.

Interests describe the pastimes, avocations and hobbies of NPCs. More
than one Interest is possible for those characters which are not otherwise
obsessive or devoted to some vocation or calling.

Collections (d12)  >>(male) >>(female)
d12 Collections
1. knives & daggers
2. swords
3. weapons
4. shields & weapons
5. armor
6. books & scrolls
7. minerals & gems
8. ornaments & jewelery
9. coins & tokens
10. trophies & skins
11. porcelain, china & crystal
12. artwork*

* This includes tapestries, paintings, statuary, carvings, etc.

Collections simply indicate the field of Interest of the "Collector".
Other sorts can be added as desired. In game use, the collector of swords, for example,
will be a likely contact for player characters wishing to dispose of
such weapons gained as loot during an adventure.



 


Villains can do most anything!

Cheers,
Gary
 


PapersAndPaychecks wrote:
To sum it up: Rules are for player characters. Villains are allowed to break them if it's cool. 

Just so!

Otherwise those vile PCs would be trampling all over the villains with glee instead of persuint them fruitlessly, being thwarted by such adversaries far too often (in their opinion).
the bad guys need to be nearly impossible to permanently defeat, for otherwise they are nothing but targets for the PCs to knock over.

Can you imagine Dr. Fu Manchu ever being done for?


Gary
 


gideon_thorne wrote:
I always liked recurring villains that 'grow' along the same rate as the PC's. Makes for a good shared history and endless plot hooks.
 


Agreed!

Cheers,
Gary
 

Quote:
Originally Posted by Joseph Elric Smith
Not only that, but a character can be religious in a game with out being a cleric. Many character I have played, and Dmed have be religious in the game, but they weren't cleric. If we are looking at it for the story the character can spend all the time he wants teaching preaching and exalting his charters god all with out having to have the cleric class.
Ken


Quite true.

While a paladin PC springs to mind, any character class will serve, and some, such as a thief or assassin, would demand some truly awesome roleplay to carry off the matter

cheers,
Gary
 

Quote:
Originally Posted by Barak
While thief -might- be a stretch, given the bloody history of most religions, assassins would be -easy-...


Heck, the word itself has religious connotations, after all.
I think a thief would be easy, and the temple of whatever non goody-goody deity would likely praise his generous contrbutions--all taken from non-believers, of course

Cheers,
Gary

Quote:
Originally Posted by Barak
Well yes but on.. Hey! Wait a minute! You are the one who said assassin and thief would require quite an extensive bit of roleplaying, not me! You trickster you.


Heh,

Well, caught with my hand in the cookie jar playing devil's advocate

Seriously, though, the difficulty in roleplay would most likely arise from the player's mindset, not in finding a reasonable explanation for the character to be actively religious.

Speaking of the assassin PC, the Thug would likely get into hot water by preaching Kali abroad, eh? <EEK!>

cheers,
Gary

Quote:
Originally Posted by Brentos

Bwahahah! I love this idea! You've just created a whole organization for me of religous thieves! This fills a hole in my adventure! My hat off to the master!


Having been at game design for sbout 40 years now, I am still amazed at how little I really know, how much just sort of comes from what seems an interesting idea to me based on what I've read about or heard, what I imagine i'd have fun playing.
 

Quote:
Originally Posted by Nathan P. Mahney
Ah, there's nothing like bringing a most-hated (by the PCs, anyway!) NPC back to life after your players have done him in. Gets the old hatred flowing, and makes normally level-headed and cagey players really easy to lure into the simplest of traps!


How true...

...and how straight-forwardly devious 

Cheers,
Gary
 

Quote:
Originally Posted by The Great Bear King
Well then I hope you can finish it soon. That said I have a literary/Role playing question for you Gary. What type or types of villain would consider best for either stories or campaigns out of these three varieties? The first variety of villain commits horrifically evil acts for no other reason than petty spite or delight in inflicting pain and suffering on others. An example of such a villain would be Shakespeare's Richard III, in spite of his incompetence, bumbling stupidity (as far as I'm concerned) and lack of planning and foresight. Villain type number two would be the utterly selfish and ruthless type, willing to enrich themselves through dishonesty and or the sufferings of others. An example of this type of villain would be Gordon Gekko from the 1987 film Wall Street. The third and final villain category would that of the self-righteous terror, believing that their cause is so right and noble nothing they do pursuing goal is morally wrong. The kind of people who think that its acceptable for paladins to start anything resembling the Spanish Inquisition or spark wars and murder countless innocents in the name of peace. An example would include the nobleman I mentioned several posts ago.


Ther nature of a villian rests wholly within the scope of a particular story--or actual historical record.

I tend to favor the egocentric, self-seeking sort that uses whatever means they can to gain what they desire. An overbearing attitude of superiority might be added. A cruel and trecherous nature is also likely a feature of such a figure. This sort of villian is likely to have no redeeming qualities whatsoever.

Cheers,
Gary
 
 


<
NPCs, SPECIAL CHARACTERS
Class Minimum Score or Adjustment to 
Ability Dice Roll*
   Paladin S12, I9, W13, D6, C9, Ch17
Cleric S6, I6, W9(+2)*, D3, C6, Ch6 (* 13 if multi-classed half-elf cleric)
    Druid S6, I6, W12, D6, C6, Ch14**
Fighter S9(+2), I3, W6, D6, C7(+1), Ch6
    Ranger S13(+2), I13,W12**, D6, C14(+1), Ch6
Magic-User S3, I9(+2), W6, D6(+1), C6, Ch6
    Illusionist S6, I15, W6, D15**, C3, Ch6
Thief S6, I6(+1), W3, D9(+2), C6, Ch6
    Assassin S12(+1), I11(+1), W6, D12(+2),C6, Ch3
Monk S12**, I6, W15, D15, C11, Ch6

<easy: keep it one screen. open up in composer, cutandpaste to here, cutandpaste back>
<easy: do the red numbers, first (working in columns if multiple NPCs. then do the green numbers (again, working in columns if multiple NPCs)>

STEP A.
Red = roll 3d6, no adjustment.
Green = roll d36 for each, +1 on each die under 6.

STEP B.
Go through list again. Add any bonuses.

STEP C.
Raise to stated minimums, if needed.

STEP D.
1. young
2-3. youthful
4-7. mature
8. middle-aged
9. old
0. ancient
Remember that "Age can be actual or apparent - such as by means of disguise, magic, etc."
<note that 5 classes do not have any members in the Young Adult range (<rangers, magic-users, illusionists, assassins, monks>
<it is probably safe to say the young characters are non-classed>
 

<If NPC is Young, subtract 1 point of Wisdom, add 1 point of Constitution (not realistic, but playable)> <could be revised: current age is temporary ability score limit> <?>
If NPC is Youthful (Young Adult), subtract 1 point of Wisdom, add 1 point of Constitution.
If NPC is Mature, add 1 point of Strength and 1 point of Constitution.
If NPC is Middle-Aged: +1 Int, +1 Wis
If NPC is Old: -2 Str, -2 Dex, -1 Con, +1 Int, +2 Wis
If NPC is Venerable:  -3 Str, -3 Dex, -2 Con, +1 Int, +3 Wis

[since these are NPCs, the above are combined, not cumulative]>

STEP E.
Apply racial adjustments. <order of tables can/should be changed>

[did I get those steps right? remember, PCs and NPCs are different. with NPCs, they don't have to qualify for a class in the same sense that PCs do. for example, you'll see a C1, F2, T3, MU4, whatever, all the time, with mention of their stats. qualifying for the class isn't an issue, hence race adjustments are applied after class adjustments. with PCs, the race adjustments could technically disqualify one from entering into a class]

Prime Requisite: 16+ grants a 10% XP bonus.

STEP F. (generally, only needed for module/sourcebook NPCs)
If things like AC, THACO, hp are given, make sure that the #s you generated do not modify the given values.

** Lower minimums than for PCs in these scores. <Perhaps revise PH slightly, to say player character [insert class] need a min. etc. : do this for appro. classes only>

<note: above assumes anything higher than a 6 is "germane", with the strange exception of Dex for MUs. see the original text in the PH>

<theoretically, could be extended for all of the demi-humans>

<
NPCs, SPECIAL CHARACTERS (version 2 : edit this one out. see note at bottom)
Class Minimum Score or Adjustment to 
Ability Dice Roll*
   Paladin S12, I9, W13, D6, C9, Ch17
Cleric S6, I6, W11*, D3, C6, Ch6 (* 15 if multi-classed half-elf cleric)
    Druid S6, I6, W12, D6, C6,Ch14**
Fighter S11, I3, W6, D6, C8, Ch6
    Ranger S15, I13, W12**, D6, C15, Ch6
Magic-User S3, I11, W6, D7, C6, Ch6
    Illusionist S6, I15, W6, D15**, C3, Ch6
Thief S6, I7, W3, D11, C6, Ch6
    Assassin S13, I12, W6, D14, C6, Ch3
Monk S12**, I6, W15, D15, C11, Ch6

Things would have been a lot easier if the adjustments had been applied to the class minimums, instead of the dice rolls themselves.
However, according to my understanding of things, this produces slightly different results.
Again, it is essential that 100% mathmatical integrity is maintained.

>