Agrimoor Homebrew Rules

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The Agrimoor Rules Compendium is a homebrew frankenstein of several editions of Dungeons & Dragons, along with some modern tweaks for ease of play. The Basic/Expert (B/X), Old School Essentials (OSE), and Rules Companion (RC) serve as the base upon which our home game is built. Elements from Castles & Crusades (C&C) and Dungeons & Dragons 5th Edition (5e D&D) such as higher hit die and advantage/disadvantage. Have also been integrated into the game. The rules herein will change over time and sessions of play.

Character Creation

Class & Race

Character creation procedures work similar to most other RPGs. Follow the steps and links below.

1. Roll Ability Scores

Roll 4d6-1 for each of your character's ability scores in order:
Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
Ability Score Benefits

Sub-Par Rolls
If you don't have at least one score of 14 or better, you may re-roll your ability scores and generate a new set of six scores.

Ability Score Swapping
You may swap two any two ability scores. But you cannot expend your score(s) to raise your prime requisite if you choose to do so. Skip step number 3.

Bonuses
Score 3 4-5 6-8 9-12 13-15 16-17 18
Mod -3 -2 -1 0 +1 +2 +3


2. Select a Class and Race

You may select an available class to build your character with, found here:

Basic Classes

Expert Classes

Then select a race of your choice from here: AG RC Race

3. Adjust Ability Scores

You may raise the prime requisite(s) of your character by lowering one other non-prime requisite ability score. For every two points reduced, you may raise your prime requisite by one. With the following restrictions:

  • Only Strength, Intelligence, and Wisdom may be lowered this way
  • No score may dip below a score of 9

4. Note Ability Score Modifiers

Keep an eye for bonuses and penalties as needed.

5. Note Saving Throws and Class Abilities

Each of the classes contain the information for each of these. Add them to your sheet :)

6. Hit Points

Take max hit points for your class at first level, adding your constitution bonus (if applicable). For each level beyond, roll for hit points as directed in the class table. You will always gain a minimum of 1 hit point.

7. Choose Alignment

There are three alignments to choose from in Agrimoor, they are: Lawful, Neutral, and Chaotic.

8. List Known Languages

The knowable languages of intelligent species are listed here, they may be chosen by the player characters with high intelligence at the Dungeon Master's discretion:
Players begin with the following languages: Alignment, Common (trader's tongue), and Regional Language. High Intelligence characters may elect to take additional languages. Human languages only cost 1 bonus language slot, whereas a monstrous language costs 2. Players may elect to eschew language knowledge but must at all times retain their local regional language.

  • Bugbear
  • Doppelganger
  • Dwarvish
  • Elvish
  • Gargoyle
  • Gnoll
  • Goblin
  • Halfling
  • Harpy
  • Hobgoblin
  • Kobold
  • Lizardmen
  • Ogre
  • Orcish
  • Human trade dialect (Common)
  • Regional human languages

9. Buy Equipment

Starter equipment packs will be available in each class page in order to bypass shopping for gear. If you elect to shop for starting gear, head over to this page: AGRC Gear, roll 3d6 x 10 for gold, and have at it!

10. Note Armour Class

Armour class is determined by Armour worn and Dexterity.
AC = 9 + [Armour Worn] + DEX modifier + Shield (if applicable)

11. Level and XP

List your character's level and the amount of XP needed to reach next level.

12. Pick a Name!


Gear

Starting gear and general gear lists can be found here: AGRC Gear

Spells

The list of divine and arcane spells available in Agrimoor can be found here: AG RC Spells

General Rules