Declaration of Actions [ ] Require for spell casters [ ] Require for all actions [x] Do not require Hit Points [ ] Full hit die of HP at first level Starting Gold [ ] Max starting gold [ ] Starting equipment bundles (provide:) Alignment [x] Allow evil characters Starting at Higher Levels [ ] Use Crusader rules (Crusaders 8 and 9, Mike Stewart, "Expertise on the Fly") [ ] Use AD&D 1e DMG rules (Appendix P.) [ ] Use 3.5e Wealth by Level [ ] Something else (explain:) Interruptibility of Spells [x] Spells are interrupted if caster takes damage before casting [ ] Spells are interrupted if caster takes damage and doesn't make a SIEGE check Natural 1, 20 [x] Have no special meaning [ ] Have special meaning just for attack rolls (explain:) [ ] Have special meaning (explain:) Combat Movement [ ] Casters can move and cast [x] If attacking, can move 1/2 movement [ ] If attacking, can move full movement [x] Charging as written: move at least full movement and up to twice full movement [ ] Charge a different way (explain: ) [ ] Can split move and attack Ranged Combat [ ] Roll an attack for targets behind missed target at successive penalties (RAW) Initiative [ ] Use a die other than d10 (explain:) [ ] Add dex modifier to roll [x] Long weapons go first in initial round Spells [ ] Allow spontaneous cures (trade a prepared spell for a Cure xxx Wounds spell of the same or lower level on the fly) [ ] Require a SIEGE check for spontaneous cures [ ] Require spell components [ ] Require spell components only for components with a listed price Equipment and Encumbrance [ ] Encumbrance enforced (specify version of rules used) [ ] Common sense encumbrance, explain to CK how you are carrying everything if asked. [x] Buy expert items at character creation [x] Can buy +1 Attack, +1 To Hit, or +1 to both expert items Magic Items [ ] Magic shops exist [ ] Buy magic items for M&T price at character creation Surprise [x] Use wisdom checks for surprise [ ] Use dexterity checks for surprise [ ] Something else (explain:) Facing [ ] Require facing (useful to determine flank and rear attack) [ ] Facing based on most recent attack made by character or monster Disengaging [x] Enforced as per Hasty/Fighting disengagement in PHB [ ] Not enforced [ ] Not enforced, but can't attack and then move away in the same round [ ] Foe gets "free shot" when moving out of melee [ ] Require SIEGE check to move out of melee without penalty Classes [ ] Use Barbarian from older printing [ ] Use Illusionist and spell list from older printing [ ] Allow multi-classing per newer PHBs [ ] Allow class-and-a-half per newer PHBs [ ] Allow multi-classing per Yggsburgh [ ] Allow dual-classing per Yggsburgh Flanking [x] Flank as written (a flank is rear oblique attack) (see fig 1.) [ ] Flank means attackers on opposite sides of a foe. (see fig 2.) SIEGE Checks [x] Disallow use of abilities on another class's list [ ] Disallow use of abilities on another class's list only if characters of that class are in the party [ ] Allow use of abilities on another class's list on a case-by-case basis [x] If using abilities of another class, do not add level [x] Add level to racial abilities [ ] Always use your class prime and attribute modifier for SIEGE checks for your class abilities [ ] Treat class ability attribute as prime Primes, Primaries [ ] All races get 3 primes [ ] PCs get primes as monsters (P or M) [ ] Freeform primes (not required to take class prime as one of your primes) Fig 1. Flank as written .^. A.. Fig 2. Alternate flank ... A.. A^A or .^. etc. ... ..A ^=Foe facing "north" A=Attackers