Saturday, June 10, 2023

5E X OSR: Revised PC Rules via the Baltimore Undermountain Dungeoneering Society

 


Waterdeep is known as the City of Splendors, wrapping around a coastal mountain, built on top of the ruins of ancient dwarven settlements and wizard towers. It is a multicultural trade hub along the Sword Coast, and as such, pretty much anything or any type of person can be found here. You are here not as some destined hero, but one of many normal folk trying to improve life for themselves (and maybe others.)


Character Creation Rules
  1. Roll 3d6 six times, and assign them to your stats on the character sheet in the order rolled.

  2. Choose any 5th edition published race/ancestry, or instead one of your own with the following bonuses: +2 to any one stat, and +1 to any second stat.

  3. Choose any 5th edition published character class. Choose skills as normal, but ignore starting equipment granted by that class.

  4. Ignore character backgrounds; Instead, choose any two skills to be proficient in.


Weight Limits


The strength rules in 5e are designed in such a way that you can mostly ignore "encumbrance" because even your average Joe can do the work of a bodybuilder. We have house ruled this so that you can carry a number of items equal to your STR score. Containers and some small items do not count towards these slots. Torches, rations, and other consumables generally take up one slot each. Some items can stack in one slot (such as arrows or coins.)


Each Character Begins With…

  1. A waterskin.

  2. D4 Rations.

  3. 3d6 gold coins, in a pouch that can hold up to 500.

  4. One of these… roll a d6:

1. Just your hands, actually.
2-3. A backpack (6 slots. You can also strap items such as rope to the outside.)
4. A sack. (10 slots, but you have to hold it.)
5. A mule, or any of the above.

6. A cart, or any of the above. 

  1. A handy tool. Roll a d12.
    1. 50’ of rope.

2. Torch.

3. Hooded Lantern, filled with oil.

4. Holy Symbol.

5. Steel Mirror.
6. Component Pouch.
7. Thieves Tools.
8. D4 doses of frog venom in a flask (basic poison.)
9. A blank book with 100 pages.

10. Flask of holy water.
11. A lute.

12. Fishing tackle.

  1. Another useful implement. Roll another d12.

1. D4 doses of potion of healing in a flask.

2. Cartographer’s Tools.

3. A Quasit companion.

4. D4 Crows that follow and (mostly) obey you.

5. Exquisite perfume (worth 25g.)

6. Carpenter’s Tools

7. 10’ Chain

8. Grappling Hook.

9. Shield.

10. Crowbar.

11. One pound of flour.

12. Two-person tent.

  1. The best weapon available to them. Roll a d12.

1. Club.

2. Dagger.

3. Quarterstaff.

4. Mace.

5. Flail.

6. Shortsword.

7. Longsword.

8. Greatsword.

9. Spear

10. Halberd

11. Shortbow, Quiver (Loaded with 10 arrows)

12. Hand Crossbow, Quiver (Loaded with 10 bolts)

  1. Some sort of protective armor. Roll a d4.

1. Common Clothes

2. Padded Armor

3. Leather Armor

4. Chain Shirt


Any further details are up to your discretion!


Buying and Selling Items


Various specialized shops exist in town, but also multiple branches of Aurora’s Emporium, including a desk within the Yawning Portal itself. Aurora, a retired adventurer, has established this chain of stores and connects inventory from all over Faerun for sale in her stores. The Emporium sells all items listed in the Player’s Handbook Equipment section for the listed price, with the exception of Waterborne vehicles. Aurora’s Emporium buys anything of value for half of the listed price. Adamantine and magic items can only be found in the specialized shops around Waterdeep.


Treasure = XP


The gold coin value of any treasure successfully liberated from dungeons and brought back to civilization will increase the XP of the character(s) by the same amount.


Gaining Levels


Once a character has earned enough experience points to attain a new level, they must train for a number of days before gaining any class features associated with the new level.

The training time required depends on the level to be gained, as shown on the Training to Gain Levels Table. The training cost is for the total training time.

Level Attained

Training Time

Training Cost




2nd-4th

10 days

20 gp

5th-10th

20 days

40 gp

11th-16th

30 days

60 gp

17th-20th

40 days

80 gp


Time Matters


Every ten minutes is tracked on our shared map, and all players are aware of the passage of time. It is essential for the tracking of wandering monsters, depletion of torches, rations, water, and other resources. Duration of torches and lanterns is taken from the Player’s Handbook.


Outside of the game, time advances as normal. Faerun has a calendar with 365 days that mimics Earth. When the players meet up, the characters are meeting up as well. If for some reason a character would go through weeks, or months, during a game session, that character is locked out from play until the real world date realigns.


Henchmen & Hirelings


Even trained hirelings refuse to go dungeoneering; luckily, the Yawning Portal is always full of enterprising adventurers. Common courtesy is to give any fellow adventurer an equal share, but you may attempt to negotiate a flat rate if you choose. Good pay and good treatment makes loyal followers; poor pay and mistreatment opens the door for backstabbing and abandonment.

 

Reputation


Characters you interact with will have an initial disposition to you depending on your actions, and continue to adjust their disposition towards you as you interact with them. This is represented by a reputation score. These scores are generally hidden and adjusted by the Referee during and after gameplay. A low reputation will create enemies; a high reputation will create trusted allies.

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