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JACKS HACK

Somewhere along the line, Ive realized that I no longer enjoy running most class-and-level fantasy roleplaying games. To the extent that the player characters can eventually become too powerful to challenge effectively, I assiduously avoid mid-to-high-level play. Attempts have been made before to scale back the games power level by limiting experience levels: Epic Six is the best known example, but that works best with d20 System games, wherein feats can continue to be gained after the top level (6th) to keep things interesting for the players. When playing older editions, which lack this feature, a higher cap would seem to be in order. Thus Jacks Hack, which is based on the basic edition of the most popular fantasy RPG. This version of the rules limits experience to the 12th level and drastically reduces the power level of the magic spells available. In this game, a 12th level character (the highest possible level) is roughly equal in power to an 8th level character from the standard game rules. Spell-casting characters in this game can cast as many spells as their ordinary 12th-level equivalents, but the most powerful spells available are only 3rd levelnothing more overwhelming to the verisimilitude of the game world than fire balls, lightning bolts, and ice storms. J.D. Higgins The Core Mechanic Unless otherwise changed or replaced here, all game-rules are as per the basic/expert edition of fantasy role-playing rules, circa 1981-1983. (In the absence of these rules, Labyrinth Lord and Basic Fantasy RPG are more than adequate substitutes.) Many of the games most important mechanics, however, are subsumed under a single core mechanic, which can be expressed as follows: Whenever a character attempts an action that might fail, the GM selects a chance of success according to the formula chance X in Y, where X is the target number and Y is a die type. Success occurs if the die turns up a number equal to or less than the target number. Even attack rolls and saving throws now follow this formula. The base chance for a character to make a saving throw is 7 in 20, modified for other factors (like race, class, level, and Wisdom). The base chance for a character to make an attack roll is the Armor Class of the target (e.g. 9 in 20 for someone with no armor, 7 in 20 for someone in leather armor, etc.), to which the character adds his attack bonus and any other modifiers (from STR or DEX, magic, etc.). On d20 rolls made to resolve these sorts of actions, a natural 20 is always an automatic failure, while a natural 1 (an ace) is an automatic success. On an attack roll, an ace is also a critical hit for double the normal damage dice. Attribute checks, unlike attacks and saves, are instead usually rolled on 1d6. The target number for an attribute check is always 3 + the attribute modifier. This rule subsumes a number of other common rules for adjudicating actions from the basic game rules: opening stuck doors, finding secret doors or traps, hearing noise, disarming traps, and all of the traditional thieving skills are now simple attribute checks, with the GM selecting the appropriate attribute. In certain cases, a character might have a better or worse than usual chance of success when making attribute checks like this. Under such circumstances, the GM may instead call for a character to check the attribute by rolling a larger die than a d6 (when the chance of failure is greater, such as a character trying to sneak while in heavy armor), or by rolling extra dice and keeping the lower roll (such as when a character has particular aptitude at a given action, thanks to skill training or a racial trait).

Character Advancement Levels (All Classes): Level Experience SV ATK 1 0 7 +2 2 1,000 7 +3 3 2,000 7 +3 4 4,000 8 +3 5 8,000 8 +3 6 16,000 8 +4 7 32,000 8 +4 8 64,000 9 +4 9 128,000 9 +4 10 256,000 9 +5 11 512,000 9 +5 12 1,024,000 10 +5 Score 1-4 5-8 9-12 13-16 17+ Mod -2 -1 0 +1 +2 Languages Healing Poor speech d2 Poor literacy d3 Normal d4 Bilingual d5 Trilingual d6

Attribute Raises +1 to all scores if human +1 to any 3 scores +1 to the other 3 scores +1 to any 3 scores +1 to the other 3 scores +1 to any 3 scores

Base HP 4 6 8 10 12 14 15 16 17 18 19 20

Attribute scores are generated by rolling 3d6 in order. At every odd level, characters ability scores go up. At 3rd level, the player chooses any three scores to raise by 1 point each; then, at 5th level, the other three scores go up by 1 point. At 7th level, the character is again free to pick any three scores to raise; the other three will go up at 9th.

Strength (STR), the prime requisite for Soldiers, modifies mle to-hit rolls and encumbrance. Dexterity (DEX), the prime requisite for Experts, modifies missile to-hit rolls and AC. Constitution (CON), the prime requisite for Brawlers, modifies total HPs and determines healing rate. Intelligence (INT), the prime requisite for Naturalists, modifies initiative and determines languages. Wisdom (WIS), the prime requisite for Wizards, modifies all saving throws. Charisma (CHA), the prime requisite for Templars, determines followers loyalty and morale. Attack rolls are modified for STR and DEX, but damage rolls are not. Bonuses from magical weapons in Jacks Hack likewise apply only on to-hit rolls, not on damage rolls. In fact, damage rolls are hardly ever modified for any reason (monster attacks and miscellaneous spell effects excepted). Total HPs are modified for CON, but only once, at 1st level; HPs gained at subsequent levels are not so modified. CON also determines the die size rolled to recover HPs from resting briefly after an encounter or when resting after having been wounded (as shown on the above table; this will be explained later). Intelligence determines initial language capability (see table above) and individual initiative rolls, made on 1d6. When group initiative is used, Intelligence can still be used to break ties or resolve simultaneous initiative: characters with a bonus will go before monsters and characters with no modifier, while characters with a penalty will go last. Wisdom modifies a characters base chance to make a saving throw; this is pretty self-explanatory. Charisma, meanwhile, modifies a characters maximum number of loyal henchmen (3+mod) and their morale (7+mod). Optionally, Charisma can also modify a characters number of contactsfriends in especially high or low places (again, 3+mod). This may be more appropriate than henchmen/followers in certain kinds of campaigns (political intrigue rather than dungeon-crawling, for example).

Character Classes This revised rules-hack uses six core classes, one tied to each main attribute. These classes are Soldier (STR), Expert (DEX), Brawler (CON), Naturalist (INT), Wizard (WIS), and Templar (CHA). Unlike the classic game, demihumans are not tied irrevocably to a particular class, but they do favor one class over all others. This is reflected by starting equipment: a demihuman who begins the game in the class most favored by their particular culture will have been well-funded by approving family and friends. They therefore start the game with double the usual starting wealth (3d6 x 20 coins) and a family heirloom of some sort (a Dwarf Soldier will get a free axe, hammer, or other weapon; a Halfling Expert will get his grandfathers lockpicks, or some other tool appropriate to his trade; a High Elf Wizard might begin with a finely crafted spell-book and component-pouch). Other details regarding character races will be described in the section following the classes. The Soldier Combat Bonuses: Soldiers add a +2 bonus to attacks and saves, already figured into the table below. Hit Points: Soldiers earn 200% base HP, again already outlined below. Note that any CON modifier is added to the characters HP total only once, i.e. directly to the figure on the table. Focused Strike: Before making an attack roll, the Soldier declares the attack a Focused Strike. If the attack misses, the attempt is wasted to no effect. If the attack hits, it automatically causes maximum damage. Should the attack also result in a critical hit, the base damage is maximized; the extra damage is rolled normally. Weapon Specialization: The Soldier chooses one particular type of weapon. With this weapon, the Soldier adds a +1 bonus on all to-hit rolls. Whirlwind Attack: The Soldier makes a single attack roll with his mle weapon. All enemies within mle reach of the soldier are affected by the attack; all enemies whose Armor Class was hit take damage. This maneuver cannot be combined with the Focused Strike or any other special Soldier maneuver. Name LevelPaladin: At 6th level, a Soldier becomes a Paladin. Paladins are renowned knights, allowed to build a stronghold and attract a body of loyal soldiers. Paladins hold different titles, depending on their alignments: Lawful Paladins are called Justiciars; Neutral Paladins are called Crusaders; Chaotic Paladins are called Avengers. All Paladins are able to turn the undead and cast priestly spells as a Templar of one-third their actual level. (Because they can cast 1st-level divine spells, Paladins acquire the ability to read 1st-level divine scrolls; but they cannot use any other magical items normally restricted to Templars.) Paladins are also able to use the Paladins Prowess ability twice per day. Finally, Paladins are skilled with shields and add a -2 bonus to AC when using one (rather than the usual -1). Paladins Prowess: Twice per day, the paladin may make an extra attack on his action. This attack may be used to hit with a weapon as normal, or it may be used for any other normal combat action, such as disarming, tripping, feinting, or reloading a missile weapon. This special maneuver may not be combined with other special Soldier maneuvers (like the Focused Strike or the Whirlwind Attack), and the extra attack is never doubled by haste or similar magical speed effects. Power Smash: The most powerful Soldier maneuver can only be used once per day, and it may not be combined with other special maneuvers. The Paladin declares the use of this ability before making the tohit roll, and if that roll misses, the ability is wasted to no effect. On a hit, however, the Paladin adds his entire attack bonus, including his bonus from level, Strength or Dexterity, Weapon Specialization (if applicable), and magic, to the damage roll.

Soldier and Brawler Capabilities Level HP SV ATK 1 8 9 +4 2 12 9 +5 3 16 9 +5 4 20 10 +5 5 24 10 +5 6 28 10 +6 7 30 10 +6 8 32 11 +6 9 34 11 +6 10 36 11 +7 11 38 11 +7 12 40 12 +7

Soldier Class Features Focused Strike 3/day Weapon Specialization Focused Strike 4/day Whirlwind Attack 1/day Focused Strike 5/day Name Level: Paladin Focused Strike 6/day Whirlwind Attack 2/day Focused Strike 7/day Power Smash 1/day Focused Strike 8/day Whirlwind Attack 3/day

Brawler Class Features Unarmed 1d8 Uncanny Dodge Burst of Power Unarmed 1d10 (silver) Stunning Blow Name Level: Champion Spirit Blast Unarmed 1d12 (+1) Evasive Resistance Mind Like a Steel Trap Five Fingers of Death Unarmed 1d16 (+2)

The Brawler Combat Bonuses: Brawlers add a +2 bonus to attacks and saves, shown above. Hit Points: Like Soldiers, Brawlers HPs are double the base value (see above) before any CON mod. Armor Restriction: The Brawler is a fighter that relies on freedom of movement as well as freedom of spirit. Most of the Brawlers abilities only work if the Brawler wears no armor, leather armor, or mythrill-forged chainmail. In ordinary chainmail or any kind of plate armor, the following abilities are disabled: Unarmed Damage, Uncanny Dodge, Burst of Power, Stunning Blow, Champions Fray, Champions Athleticism, Spirit Blast, Evasive Resistance, and Five Fingers of Death. Only the Brawlers Mind Like a Steel Trap ability works normally regardless of armor worn. Unarmed Damage: Brawlers excel at fighting without weaponsand even with weapons, brawlers may use their unarmed damage die if that is higher (so as to combine their superior damage any special effects that a magical weapon might bestow). Unarmed damage for a Brawler is 1d8 at 1st level, 1d10 at 4th level, 1d12 at 8th level, and 1d16 at 12th level. (If you dont have a sixteen-sided die handy, roll a d8 and flip a coin.) Should the Brawler be caught without a magical weapon, Brawlers of 4th level and higher still make unarmed attacks as if their fists were silver (after 4th level) or magical (after 8th level) weapons. Note that the listed bonus for high-level Brawlers is not actually added to the attack roll; it only indicates which monsters the Brawler is capable of damaging with unarmed attacks. Uncanny Dodge: Once per day per level of experience, the Brawler may negate any missile attack that otherwise would have hit him, taking no damage at all. The Brawler can even dodge bullets and magic missiles in this fashion, although dodging a magic missile requires a successful saving throw. Also, from 2nd level onward, the Brawler is half as likely to be surprised as other characters. (Characters are normally surprised when the GM rolls a 1 or 2 on the surprise die; Brawlers after 2nd level are surprised only on a 1.) Burst of Power: Once per day per three experience levels (i.e. twice per day at 6th level, thrice per day at 9th level, and four times per day at 12th level), the Brawler is able to explode into a frenzy of speed and battle-prowess. For three rounds, plus or minus any CON modifier, the Brawler adds +2 to attack rolls and +10 to his base combat movement. Any unarmed or weapon damage dealt to an enemy while the Brawler is in this state is rolled twice, keeping the higher roll (but any extra damage from a critical hit is still rolled only once). Once this frenzied battle-trance ends, the Brawler becomes fatigued (-2 to attack rolls and unable to run) for the rest of the battle; a few minutes rest is sufficient to recover from the fatigued state.

Stunning Blow: In place of one of the Brawlers daily uses of the Uncanny Dodge, the Brawler can instead opt to strike a Stunning Blow when fighting unarmed. The use of this ability is declared before the to-hit roll is made; a miss ruins the attempt. On a hit, the target takes normal damage and must roll a saving throw or be stunned for 1d3+1 rounds. Stunned characters move at half speed and can take no actions (but are still able to defend themselves; stunned is not the same as paralyzed). The Stunning Blow does not work on undead, golems, oozes, and other creatures that lack a nervous system. Name LevelChampion: A Champion is a renowned Brawler, able to build a stronghold and attract a body of followers. For a martial artist, this is usually a dojo or school and a body of loyal students. For more of a barbarian or berserker type, a tribe or horde without a permanent base might be more appropriate. Champions possess superior athletic capabilities, outlined as follows: a Champions base movement is permanently increased by +10 (so long as the Champion remains in leather or no armor), and this bonus stacks with the extra speed granted by a Burst of Power. Champions are able to leap to astonishing heights (5 per experience level) with ease, and they also take no damage when falling from that same height or less. Champions also catch their breath quickly: when rolling CON dice to recover HP while resting after an encounter, a Champion rolls twice and takes the better result. Finally, Champions benefit from the Campions Fray ability. Champions Fray: Nobody can mow down mooks like a Champion Brawler. Whenever a Champion deals enough damage to a foe to drop that foe to 0 HP or less, the Champion may immediately attack another foe within mle range. If this foe drops as well, the Champion may attack yet another target. This continues until either the Champion fails to slay a foe or there are no more targets left in reach. Spirit Blast: In place of one of the Champions daily uses of the Burst of Power, the Champion can instead opt to release a damaging blast of life-energy. (Monks and martial artists characterize this as a qi blast. Barbarians and berserkers suppose that they are calling upon the elemental fury of totemic or ancestral spirits.) The blast takes the form of a lightning bolt with the same range and area of effect as the spell. Damage is 1d6 per two experience levels of the Champion; a saving throw for half damage is allowed. Evasive Resistance: A 9th level Champion has extraordinary resistance to area-effect magical and breath-weapon attacks. Whenever the Champion would ordinarily take half damage on a successful saving throw vs. some special attack form or spell, the Champion instead automatically takes half damage and suffers only one-quarter damage on a successful save. Mind Like a Steel Trap: A 10th level Champion has a powerful mind. The Champion becomes immune to all charm and fear effects and acquires the ability to use ESP, as per the magical spell, once per day. Five Fingers of Death: The 11th level Champion learns the most feared power any warrior can possess: the power to kill or paralyze with a touch. Once per day, the Champion can declare the use of this ability, which must occur prior to making the attack roll. A miss ruins the attempt, and regardless, this power does not work on creatures without a nervous system (undead, golems, oozes, etc.). On a hit, the target suffers normal damage and must also roll a saving throw. If the save is failed, the target suffers either of two effects, chosen by the Champion. This attack can either paralyze the target for up to 24 hours or slay the target outright. A paralyzed target is completely helpless until either a full day has passed, or the Champion can release the target from paralysis by striking certain pressure points on the targets body. The Expert Combat Bonuses: Experts are +1 on attacks and saves, already figured into the table below. Hit Points: Experts earn 150% base HP, again already shown. Any CON modifier applies only once. Expertise: At 1st, 4th, and 10th levels, the Expert gets a bonus Secondary Skill. (Secondary Skills will be described later, after the section on classes). The Expert may either choose one skillset from the table, or roll randomly, in which case theres a chance that two skillsets might be awarded.

Crit/Backstab: Under ordinary circumstances, a character scores a critical hit 5% of the timeon a natural attack roll of 1for double the damage dice. Further, should someone sneak up on an unsuspecting foe, the sneak can strike the target from behind at +2 to hit for an automatic critical hit. Experts are better than other characters at scoring critical hits. A 1st level expert scores a crit on a natural 1-2; after 5th level, 1-3; and after 9th level, 1-4. From 3rd level onward, the Expert deals triple damage on a crit and enjoys a +3 bonus to hit when striking from behind. This becomes quadruple damage (and +4 from behind) at 7th level, and quintuple damage (and +5 from behind) at 11th level. Lucky: Once per game session at 2nd level (and twice per game session after 8th level), the Expert may choose to re-roll any one failed attack roll, saving throw, or attribute check and take the second result if its better. Name LevelProfessional: A Professional is a renowned Expert, famed for his skill. A Professional who founds a guild dedicated to any profession, from trade to thievery to accounting, is sure to attract a number of eager disciples. A Professionals breadth of study also confers some arcane and swashbuckling capabilities. A Professional is able to Read Magic and cast arcane spells as a Wizard of one-third his actual level (and also read 1st level magical scrolls; but no other Wizard-only magical items can be used by the Professional). A Professional deals normal damage (1d8) with improvised weapons and with thrown mle weapons that arent normally meant to be thrown. When dual-wielding (i.e. fighting with a weapon in each hand), the Professional can opt from round to round either to deal dual-weapon damage as usual (1d10), or to deal normal damage (1d8) and add a -1 bonus to AC by parrying with the off-hand weapon as if it were a shield. If the off-hand weapon is magical, its to-hit bonus is treated as an additional AC bonus instead! Jack of All Trades: A 12th level Professional is something of a factotum. From this point onward, the Professional has limited access to all of the Secondary Skills, conceivably any vocation that one might think up. When making an attribute check related to any Secondary Skill that the Professional does not actually know, the Professional rolls a d6 and a d20 (as opposed to the usual d6 and d10 for a Secondary Skill the Professional does know). As usual, the check is passed of either die turns up a number less than or equal to 3 + the relevant attribute modifier. Expert and Templar Capabilities Level HP SV ATK 1 6 8 +3 2 9 8 +4 3 12 8 +4 4 15 9 +4 5 18 9 +4 6 21 9 +5 7 22 9 +5 8 24 10 +5 9 25 10 +5 10 27 10 +6 11 28 10 +6 12 30 11 +6 Expert Class Features Expertise, Crit 10% Lucky 1/game Crit x3/Backstab +3 Expertise Crit 15% Name Level: Professional Crit x4/Backstab +4 Lucky 2/game Crit 20% Expertise Crit x5/Backstab +5 Jack of All Trades Templar Class Features Turn Lesser Undead Oculus Dei 1/day Brew Potions Turn Undead Name Level: Hierophant Oculus Dei 2/day Scribe Scrolls Turn Greater Undead Oculus Dei 3/day Sanctify Holy Relics

The Templar Combat Bonuses: Templars are +1 to attacks and saves, as shown above. Hit Points: Like Experts, Templars HPs are 150% the base value (again, see above).

Turn Undead: Templars turn undead. A 1st level Templar is only able to affect lesser undeadskeletons, zombies, and ghouls. A 5th level Templar can affect medium-level undeadbanshees, barrow-wights, and wraiths. A Templar must be 9th level to affect greater undeadmummies, specters, and vampires. A Templar may attempt to turn the undead at will, but any undead that resist or break the turning are immune for the rest of that encounter. When a Templar turns the undead, all turnable undead creatures within 60 that can see the Templar roll saving throws. Those that make the save are unaffected; those that fail will quail and cower, unwilling to approach the Templar so long as the Templar continues turning. They will still fight if attacked directly by other characters, and even the dumbest of undead will opt to flee if assaulted with missile weapons. Should the Templar himself attack any of the turned undead, the turning is immediately broken for all targets. Any undead that fails its saving throw by 5 or more must roll a second saving throw or else be utterly destroyed rather than merely turned. Lawful and Neutral Templars turn/destroy the undead. Chaotic Templars rebuke/dominate them. Divine Spells: After 2nd level, Templars can cast clerical spells. Charisma is the Templars key spellcasting ability: a Templar must have a Charisma of at least 9 to cast spells at all, and a Templar with a Charisma of 13 or better gets bonus spells. The actual spellcasting mechanics are described a bit later. Oculus Dei: Thanks to occult study and a burning desire to destroy monsters, a Templar can invoke the Eye of God a limited number of times per day. This allows a Templar to read a monster within 60, to discern is relative level of strength and health, and reveal any potential special weaknesses. In game terms, this reveals the monsters Hit Dice or level, its current HP total, and any particular vulnerabilities or weaknesses (such as double damage from fire or can only be hit by spells and +1 or better weapons). Brew Potions, Scribe Scrolls, Sanctify Holy Relics: At certain levels, the Templar acquires skill enough to craft these classes of magical items. The explicit details will be handled in the magic section. Name LevelHierophant: At 6th level, a Templar attains the rank of Hierophant (High Priest) and at any point thereafter may build his own stronghold, which usually attracts a small army of zealously devoted knights of the same alignment as the Hierophant. The Naturalist Combat Bonuses and Hit Points: Naturalists use the base values for these qualities. Lab Rat: The Naturalist may or may not begin the game with a modest workshop or laboratory in some permanent location (this depends on the character and the GM), but all Naturalists do start with a travelling laboratory full of tools and materials, the whole weighing about fifteen pounds (one stone). This laboratory contains all the chemicals, minerals, flasks, gears, springs, prisms, lenses, tools, and other apparatus required by the Naturalist to make his chemical reagents and mechanical or optical devices. Further, the Naturalists constant exposure to caustic materials and occasionally hazardous laboratory equipment imparts a +1 bonus on saves vs. fire and electricity. Natural Creations: Naturalists are able to create special alchemical reagents and mechanical devices. These items are not truly magical, but their effects can be nonetheless extraordinary. A Naturalist is only able to create a limited number of such items each day, and they are by their very nature fragile, temporary items. After twenty-four hours, any unused alchemical regents will separate out and any unused mechanical devices will break down and fall apartthus, the Naturalist must prepare a suite of reagents and devices anew each day. Unlike a Wizards or Templars spells, a Naturalists creations are physical items, and they can be given to other characters for use during the adventuring day. Alchemical reagents are very much like magical potions, and they can be easily used by anyone. Mechanical devices are a bit more complex, though, and require an Intelligence check for anyone but a Naturalist to operate. Intelligence is the key ability that governs a Naturalists ability to make these special items: a Naturalist character must have an Intelligence of at least 9 to begin with, and naturalists with Intelligence 13 or better are able to make one or two additional items each day.

Grease Monkey: After 2nd level, a Naturalist is familiar enough with most tools (hammers, wrenches, drills) to use them as weapons that deal normal one-handed damage (1d8) rather than as improvised weapons. Natural Historian: A 3rd level Naturalist, like the Druids of old, can flawlessly identify plants and animals; tell whether water is poisoned, diseased, or safe to drink; and pass through thick vegetation without loss of speed or leaving a trail. The Naturalists exposure to the elements imparts a +1 bonus on saves vs. cold. Brew Tonics, Build Gadgets, Invent Amazing Gizmos: At certain levels, the Naturalist acquires skill enough to craft more permanent kinds of items. These items are not truly magical, but they function much like magical items, and the processes involved in making them are much the same. Name LevelDoctor Emeritus: A name-level Naturalist is named Doctor Emeritus and might found a school or university devoted to natural philosophy, the sciences, and modern technology. Much like a Wizard, an experienced Naturalist will often attract a small cadre of particularly loyal students. Naturalist and Wizard Capabilities Level HP SV ATK 1 4 7 +2 2 6 7 +3 3 8 7 +3 4 10 8 +3 5 12 8 +3 6 14 8 +4 7 15 8 +4 8 16 9 +4 9 17 9 +4 10 18 9 +5 11 19 9 +5 12 20 10 +5 Naturalist Class Features Lab Rat Grease Monkey Natural Historian Brew Tonics Name Level: Doctor Emeritus Build Gadgets Invent Amazing Gizmos Wizard Class Features Read Magic Scribe Scrolls Name Level: Arch Magus Brew Potions Enchant Wondrous Items

The Wizard Combat Bonuses and Hit Points: Wizards use the base values for these qualities. Read Magic: Down through the centuries, Wizards have devised a peculiar means of keeping their secrets: all magic is scribed in an arcane language that only Wizards are able to read. Even then, some considerable effort on the part of the Wizard is required to decipher an unknown arcane writing (namely, any scroll or spell recorded in a spell-book that the Wizard did not himself scribe). In order to decipher a written spell, the wizard must spend 1d6 turns (i.e. 10 to 60 minutes) per level of the spell studying the writing and then roll a Wisdom check. If this check succeeds, the Wizard intuitively comes to understand the spell. If not, the spell remains unreadable until the Wizard can spend 1d6 uninterrupted days per level of the spell studying the writing, after which the Wizard automatically succeeds in understanding the magic. Only then may the scroll be used or the new spell copied into the Wizards own spell-book. Arcane Spells: Wizards are able to cast magical spells. Wisdom is the Wizards key spell-casting ability: a Wizard must have a Wisdom of 9 in order to cast spells at all, and a Wizard with a Wisdom of 13 or better gets bonus spells. Armor Restrictions: Unlike Templars and Naturalists, Wizards are somewhat limited in the armor that they are able to wear. Casting spells in leather armor or mythrill-forged chainmail is not difficult at all, but in normal chainmail or any kind of plate armor, successful spell-casting requires a WIS check rolled on 1d6 per level of the spell, keeping only the highest roll in the case of 2nd and 3rd level spells. Scribe Scrolls, Brew Potions, Enchant Wondrous Items: These capabilities will be described in full under the magic item creation rules.

Name LevelArch Magus: A 6th level Wizard is called an Arch Magus. From this point forward, the Arch Magus may be permitted to build a tower or citadel and attract apprentices who serves him in exchange for learning the rudiments of magic. Magic (and Science) The three progression charts shown below indicate the number of spells (or creations) that a Wizard, Templar, or Naturalist can use in a day, according to the characters experience level. Note that each character classs progression is divided into three broad columns, which indicate 1st, 2nd, or 3rd level spells (or creations). The numbers on either side of the slash indicate the total number of spells (or creations) that a character of a given level is able to cast or make in a day. Thus (for example) a 12th level Wizard is able to cast a grand total of eight 1st level spells, seven 2nd level spells, and three 3rd level spells in a day. Level 1 2 3 4 5 6 7 8 9 10 11 12 Wizards Spells m1/s1 m2/s2 1/-/2/- -/2/1 -/2/2 -/2/2 1/2/2 2/3/2 2/1 3/3 2/2 3/3 3/2 3/3 3/3 4/3 3/3 4/4 4/3 m3/s3 -/-/-/-/-/-/-/-/1/2/2/1 2/1 Templars Spells m1/s1 m2/s2 -/- -/1/-/2/- -/2/1 -/2/2 -/2/2 1/3/2 2/3/3 2/1 3/3 3/2 4/4 3/2 4/4 3/3 4/4 4/3 m3/s3 -/-/-/-/-/-/-/-/-/1/2/2/1 Naturalists Creations r1/d1 r2/d2 r3/d3 1/-/-/2/- -/-/2/1 -/-/2/2 -/-/2/2 1/-/2/2 2/- -/3/2 2/- -/3/3 2/1 -/3/3 3/2 -/3/3 3/2 1/4/3 3/3 2/4/4 3/3 2/1

Wizards and Templars are spell-casters. They must learn the spells that they want to cast and scribe them into books of spells, from which they study in order to imprint their minds with magic each day. (Templars in this game must learn their spells from books in exactly the same manner as Wizards, with the sole exception being the fact that their spells are not obscured by an unreadable magical language that requires special effort to decipher. Unlike standard Clerics, Templars are not automatically granted access to their full spell list via prayers to the Powers that Be.) When a spell-caster first gains access to a given spell-level, he only has access to m type spell slots (the number before the slash on the table)m for memory slots. The caster must select spells to fill these slots at the beginning of the day, and casting the spell expends the slot, wiping the spell from the casters mind. Later, a caster also gains access to s type slots (the number after the slash)s for spontaneous spells. These spell slots remain empty and function more like mana points that the caster can expend to cast any spell known of that spell level or lower. (Of course m slots can also be filled with lower-level spells, if the caster so chooses.) Naturalists, meanwhile, are only able to create a suite of items at the beginning of the day. They do not have anything analogous to the casters spontaneous spells, because their items are physical creations that must of necessity be prepared before they can be used. The two figures in each column on the Naturalists progression table instead represent alchemical reagents (the r slots) and mechanical devices (the d slots). The 1st, 2nd, and 3rd levels of alchemical reagents allow the Naturalist to brew temporary potion-like items that replicate the effects of 1st, 2nd, and 3rd level Druid spells. The 1st, 2nd, and 3rd levels of mechanical devices allow the Naturalist to build small one-use machines that replicate the effects of 1st, 2nd, and 3rd

level Illusionist spells. (The effects of Druid and Illusionist spells can be found in the 1st edition of the advanced players rules; OSRIC; or Labyrinth Lords Advanced Edition Companion. The lattermost source is ideal, since its spells are already compatible with the basic game.)

Bonus Spells: A spell-caster character with a key ability score (INT for Naturalists, WIS for Wizards, CHA
for Templars) of at least 13 enjoys a bonus 1st level spell-slot. This is an m slot for Wizards and Templars and an r slot (an alchemical reagent) for Naturalists. A character with a score of at least 17+ in the key category also receives a bonus 1st level s slot (for a spell-caster) or d slot (for a Naturalist), but only after having reached 3rd or 4th level and acquired access to such slots normally.

To make sure that characters have access to certain spells, ice storm (sans the wall of ice version of the spell) should be brought down to 3rd level as an arcane spell; and the spells cure serious wounds, neutralize poison, and dispel magic should be brought down to 3rd level as divine spells. Likewise, so that they become available sooner, cure blindness and cure disease should be dropped down to 2nd level as divine spells. Otherwise, the only real change that needs to be made to magic spells involves scaling damage: the fire ball, ice storm, and lightning bolt spells, instead of causing 1d6 damage per caster level, cause a flat 6d6 points of damage. Magic missile adds one extra missile per four levels of experience (maximum four missiles at 12th level) rather than two missiles per five levels. Any other spells that scale damage in similar fashion should be adjusted accordingly. Secondary Skills Avoiding a set of discreet skills, characters in Jacks Hack simply name the profession that they belonged to before becoming an adventurer. Very often, this will be similar to the characters adventuring class: a Soldier might have once been a town guard, a Wizard might have once been a scribe, and an Expert could have been anything from a merchant to a burglar to a grifter to a pickpocket. (In any case, Experts get to begin the game with two sets of Secondary Skills, and they acquire two more as they gain experience levels.) Alternatively, the player may roll on the table of Secondary Skills below, in hopes of getting extra rolls on the table. Should a Player Character desire some kind of criminal background, one must specify a skillset more specific than thief, such as cutpurse, cat-burglar, con-man, or safe-cracker. Possessing a set of Secondary Skills means that the character has a better-than-average chance of success when making attribute checks that directly relate to performing actions that the character knows how to do particularly well (assuming a check is even necessary). When this applies is largely left to the GMs discretion. Mechanically, it allows the character to roll a d10 in addition to a d6 when rolling an attribute check, and success occurs if either roll is equal to or less than the target number. d% Roll 01-02 03-04 05-10 11-14 15-20 21-23 24-27 28-32 33-34 35-37 Secondary Skill Armorer (make, repair & evaluate armor and weapons) Bowyer/Fletcher (make, repair, & evaluate bows and arrows) Farmer (basic agriculture) Fisher (swimming, nets, and small boat handling) Forester (basic wood lore, lumbering) Gambler (knowledge of gambling games) Groom (animal handling) Hunter (basic wood lore, butchering, basic tracking) Jeweler (appraisal of gems and jewelry) Leather worker (skinning, tanning)

38-39 40-42 43-44 45-46 47-49 50-51 52-53 54-56 57-59 60-62 63-66 67-68 69-71 72-85 86-00

Limner/Painter (map making, appraisal of art objects) Mason (stone-cutting) Miner (stone-cutting, assaying) Navigator (astronomy, sailing, swimming, navigation) Sailor (sailing, swimming) Scribe (reading, writing, basic math) Shipwright (sailing, carpentry) Tailor/Weaver (weaving, sewing, embroidery) Teamster/Freighter (animal handling, wagon-repair) Trader/Barterer (appraisal of common goods) Trapper/Furrier (basic wood lore, skinning) Weaponsmith (make, repair, & evaluate weapons) Woodworker/Carpenter (carpentry, carving) No skill of measurable worth no legitimate skill, that is (thievery!) Roll twice (reroll any result of 86-00)

Character Races For the sake of this document, its enough to demonstrate the four traditional racesHuman, Elf, Dwarf, and Halfling. This is actually very appropriate, since one of the major benefits of flattening out the attack, save, HP, and spell progressions is that it lets the game better emulate a grittier flavor of high fantasya low-magic flavor, like oh, its on the tip of my tongue I think there was a magic ring involved? Humans Humans are the standard race in the game. They get no special abilities, but they do start the game with a +1 bonus on all six of their attribute scores. Elves Elves enjoy three special benefits: they can see in the dark out to 60; they add a +1 bonus to hit with missile weapons; and their keen senses allow them to roll perception checks (checks made to search, spot, or listen) on 1d6 and 1d10, keeping the lower roll. Elves are naturally dexterous: a player must roll a DEX of at least 9 in order to play an Elf. Elves favor a different class, depending on their background: Wood Elves (Alfr) favor the Templar class, while High Elves (Sidhe) favor the Wizard class. An Elf taking the appropriate favored class receives double the normal starting wealth and one free item (such as a spell book or holy symbol) appropriate to a Wizard or a Templar. Dwarves Dwarves everywhere are the same doughty, dour miners and warriors. Dwarves benefit from 60 darkvision; they add a +1 bonus to all saving throws; and they roll checks made to craft items or to notice unusual stonework on 1d6 and 1d10, keeping the lower roll. Dwarves are naturally tough; a player must roll a CON of at least 9 in order to play a Dwarf. All Dwarves favor the Soldier class. A Dwarf Soldier starts the game with double the usual starting wealth and one free weapon or shield.

Halflings The term Halfling encompasses a number of wee-folk, sundry small-sized demihuman races. All Halflings are small, making them unable to wield large weapons (great swords, battle axes, mauls, pikes, lances, long bows, and muskets/rifles); but halflings enjoy a -2 bonus to AC against attacks from large (4HD or more) monsters. Halflings add +1 to hit with missile weapons and +1 to all saving throws. Finally, Halflings roll all checks made to hide or sneak on 1d6 and 1d10, keeping the lower roll. A player must have rolled both DEX 9 and CON 9 in order to playa Halfling. Halflings favor a different class, depending on their background: hole-dwelling Hin favor the Expert class, while deep-dwelling Gnomes favor the Naturalist class. A Halfling taking the appropriate favored class receives the double the usual starting wealth and one free item appropriate to an Expert or a Naturalist (such as a set of tools or books). Wealth and Equipment Opinions among GMs vary wildly on which coinage metal should be standard in fantasy games. Traditionalists and fantasy purists see nothing wrong with gold flowing freely and plentifully. Silver is often cited as the more historically realistic standard. As for my part, Im even stingier. I like to use a copper standard, because I want the players to feel like the first chest full of silver pieces that they discover is a truly valuable treasure-hoard. A chest of gold, meanwhile, is a lifetime of wealth to any ordinary personand worth considerable risk for an adventurer to obtain. Thus, all prices in the game normally given in gold pieces (gp) become copper pennies (cp) in Jacks Hack. Copper becomes the new standard coinage currency: if a copper penny needs to be divided into smaller units for any reason (and this is, frankly, rare among Player Character adventurers), there exist brass hapennies and tin farthings. Going in the other direction, ten copper pennies are worth one silver mark, and ten silver marks are worth one gold sovereign. Regarding electrum and platinum, these are uncommon coinage currencies worth half and double the value of gold, respectivelyan electrum piece is a half-sovereign, and a platinum piece is a double-sovereign (or doubloon). Now, changing the currency system as above renders the standard treasure tables utterly useless. Which is just as well, because Im of the opinion that treasuresespecially magical treasuresare better when chosen by the GM than when randomly determined. As for coins, though, the easiest thing to do is to take the table of average treasure values, fill in the zeroes by rolling ten-sided dice (so that treasures dont always add up to nice, round numbers), and then decide whether the treasure is mostly copper (easy to find but hard to carry), silver (somewhere in the middle), or gold (easy to carry, but also easy to hide): Treasure Size by Type A = 17,000cp B = 2,000cp C = 750cp D = 4,000cp E = 2,500cp F = 7,600cp G = 25,000cp H = 60,000cp I = 7,500cp J = 25cp K = 250cp L = 225cp M = 50,000cp

For example, lets say that the party defeats a vampire. A vampire keeps a Type F treasure in its lair. The GM can make the treasure very compact and potentially difficult to finda single piece of jewelry worth about 7,000 cp, and 6 or so pieces of goldor, on the other end of the scale, a big heavy chest containing

7,600 1d100 pieces of copper. Any magical items that might also be found in the treasure hoard should be carefully chosen and placed by the GM. Regarding the placement of magical treasures, GMs are well advised to keep to low-level (i.e. basic rather than expert level) items until after the party reaches 5th or 6th level. Weapons Weapons in Jacks Hack become more of a stylistic choice than a mechanical one. Whether a character fights with a dagger, a sword, or an axe, all weapon stats are based on the principle that an ordinary hit with an ordinary one-handed mle weapon causes 1d8 points of damage. From there, the following table can be extrapolated: 1d4 Unarmed strikes for characters other than Brawlers 1d6 Improvised weapons and small, concealable, or nonlethal weapons (sap, whip, knuckle, knife) 1d8Normal mle weapons (sword, axe, mace, dagger), missile weapons (bow, crossbow, gun), or reach weapons (pike, lance) 1d10Two-handed mle weapon (great sword, quarter staff), dual weapons (pair of daggers, swords, pistols) 1d12Explosives (grenade, dynamite) When wielding a weapon with reach (whip, pike, lance), the character is able to attack enemies without being mled, i.e. forced into either Fighting Withdrawal or Full Retreat in order to disengage from the mle. Missile weapon ranges are likewise streamlined and simplified. Missile weapons are categorized into Point-Blank, Close, Medium, Long, and Extreme Range weapons: Point-Blank (30/60/90)Thrown weapons (club, dagger, hatchet, trident, grenade). Close (60/120/180)Superior thrown weapons (spear, dart), pistols (normal and blunderbuss) Medium (90/180/270)Javelin, crossbow, short bow, sling, blunderbuss/shotgun Long (120/240/360)Long bow, atlatl, heavy crossbow. Extreme (150/300/450)Musket/rifle. Out to the first, nearest range increment, missile attacks are rolled normally. Out to the second range increment (middle-range), attack rolls are made on 1d24. Out to the third, farthest range increment, attack rolls are made on 1d30. (If you dont have a d24 and a d30, substitute a -2 and -5 to-hit penalty, respectively for the farther two range increments). Blunderbuss/shotgun type weapons are special corner-case. While most firearms cause 1d8 points of damage, just like most normal weapons, blunderbuss damage scales with range. Whether musketoon or pistol-sized, blunderbuss damage is 1d10/1d8/1d6, with the damage decreasing according to distance. Should a character dual-wield a pair of blunderbuss pistols, the damage jumps to 1d12/1d10/1d8. Heavy crossbows and all flintlock-type firearms require a full round to reload between shots. A character with STR 17+ can reload a heavy crossbow easily enough to also move that same round. A character with DEX 17+ can reload a firearm quickly enough to also move that same round.

Armor Armor is largely as per the basic game rules, except for prices and encumbrance values: Armor Type Shield Leather Chainmail Plate-&-mail AC -1 7 5 3 Cost 10cp 20cp 100cp 500cp Weight (Normal) stone 1 stone 3 stone 4 stone Weight (Halfling) stone stone 1 stone 2 stone

A character wearing chainmail (other than mythrill chainmail) or any sort of plate armor rolls athletic checks (sneaking, pickpocketing, climbing, jumping, tumbling, swimming) on 1d10 instead of 1d6. Encumbrance Encumbrance values are measured in stone (units of about 14 lbs.), which are much easier to track than individual pounds or, worse yet, coinweights. Coins usually weigh about a third of an ounce, which translates to roughly 700 coins (of any type) weighing one stone. A typical mle weapon (like a broadsword) counts as roughly a quarter stone, while a large weapon weighs half a stone. Characters can carry only so much gear, and only then if its well-distributed across the body as one marches. After about 3 stone of weight, a Human-sized character (including Elves and Dwarves) becomes lightly encumbered and starts to lose speed, as follows: Encumbrance 0-3 stone 3.1-6 stone 6.1-9 stone 9.1-12 stone 12.1 stone to max Effect Unencumbered Lightly encumbered Moderately encumbered Heavily encumbered Weighted down Speed 40 (120) 30 (90) 20 (60) 10 (30) 5 (15) Athletic Checks Normal (1d6) Normal (1d6) Penalized (1d10) Penalized (1d10) Checks fail

A character who is unencumbered or lightly encumbered is able to make athletic checks (climbing, swimming, leaping, sneaking) without a penalty, unless of course the character already suffers such a penalty from wearing chainmail or plate armor (in which case the character is apt to be at least lightly encumbered anyway). A character who is moderately or heavily encumbered suffers the usual check penalty (checks are rolled on 1d10 rather than 1d6), regardless of armor worn. (At the GMs option, a character who is both moderately encumbered or worse and in heavy armor might have to roll such checks on 1d12.) A character carrying more than 12 stone is weighted down, and can only drag the burden at a snails paceand feats of stealth or athletic prowess are hopeless in this state. A characters maximum load is 15 stone, plus or minus any STR modifier. Halfling-sized characters are not able to carry as much gear, and so their encumbrance table is as follows: Encumbrance 0-2 stone 2.1-4 stone 4.1-6 stone 6.1-8 stone 8.1 stone to max Effect Unencumbered Lightly encumbered Moderately encumbered Heavily encumbered Weighted down Speed 40 (120) 30 (90) 20 (60) 10 (30) 5 (15) Check Penalty No No Yes Yes Checks fail

A Halflings maximum load is 10 stone, plus or minus any STR adjustment. (A Halfling with a STR of 4 or less is simply too feeble to move anything at the weighted down category.) Experience While on the subject of encumbrance and lugging heavy piles of treasure out of the dungeon, this is a good time to pause and consider experience points. XP in Jacks Hack is not awarded for treasure recovered. Its not awarded for monsters slain. XP is assigned ad hoc by the GM, based on pace of advancement desired, as described in the 2nd edition of the advanced game A good rule of thumb (if such can be devised for this kind of freeform system), the GM should award each player anywhere from one-tenth to one-fifth the total amount of XP required to reach the next level (e.g., 400 to 800 XP for a 4th level character) at the end of each game session, varied according to the quality of roleplaying, cleverness of gameplay, and progress towards in-story goals. Item Creation Upon reaching the 4th level of experience, Wizards gain the ability to scribe scrolls, while Templars and Naturalists gain the ability to brew potions (a Naturalists tonics being simply the scientific equivalent of a magic potion). At the 8th level of experience, Wizards too can brew magic potions, while Templars become able to scribe scroll spells (and protection scrolls, which for the purposes of these rules shall count as 2nd level spells). 8th level Naturalists can build gadgets, small one-use machines of a more permanent nature than their daily devices; a gadget is analogous to a scroll. Wizards and Templars can scribe any of their known spells as scrolls; only certain spell effects can be bottled as potions (generally spells that can affect the imbiber of the potion in some beneficial way). A Naturalist can only brew tonics based on alchemical reagents (i.e. Druid spells) that he knows; likewise, gadgets must be based on mechanical devices (i.e. Illusionist spells) that the Naturalist knows. The cost to make a potion, scroll, tonic, or gadget is based on the level of the spell effect being replicated. 1st level spell items cost 200cp and take three days to complete. 2nd level spell items cost 600cp and take nine days to complete. 3rd level spell items cost 1,200cp and take eighteen days to complete. More powerful itemswands, staffs, enhanced armors and weapons, and special magical itemscan only be crafted by a 12th level spell-caster character. These items take weeks or even months to complete, and the cost in copper runs into the tens or even hundreds of thousands. Much of this is left to the GMs discretion: by the time a campaign reaches 12th level, only the GM will have a clear understand of any balance issues involved. A Naturalist who reaches 12th level is able to make an assortment of gizmos that function much like wands, staffs, and other magical items. Just make sure to give each invention a more mechanical or alchemical flavor, and to make the item bulkier, noisier, and generally dirtier than its arcane or divine equivalent. stock of spells and are rendered inert after having been used up, they are permanent items that only be invoked a limited number of times per day. Perhaps a wand of fire allows a Wizard to cast one extra fire ball per day: while a staff of power can call on a variety of spell effects, but only twice per day maximum. These magic items thus become as important to Wizards as magical weapons and armor are to martial charactersnot mere batteries for extra spell effects, but vital pieces of treasured equipment. The same, of course, goes for any scientific item that a Naturalist might come across (or, after 12th level, build).

Optional Rule: Wands and staffs are more interesting if, instead of being charged items that come with a

Damage and Death When a character suffers a blow that drops him to or below 0 HP, this is a wounding blow. Its severity is variable. Roll 2d3 (a.k.a. rolling the bones). The result indicates how many Would Levels the character sustains. A character who accumulates 6 Wound Levels is slain. Otherwise, check this number on 1d6; rolling equal to or under the characters current Wound Level indicates unconsciousness. (Additional blows, coups de graces, etc., deal an additional 2d3 Wound Levels.) Wounded characters who go unattended must roll a CON check every round: failure adds 1 Wound Level, while success means that the character doesnt get any worse. Acing the roll (a natural 1) stabilizes the character, at which point a final CON check is made to see whether the character remains/becomes conscious (and immediately regains 1 HP) or falls comatose for 1d6 hours per Wound Level, only then to regain 1 HP and consciousness. Even if the character should come to, those Wound Levels remain: they count as a penalty on any saving throws or attack rolls the character might have to make, and at any rate, strenuous activity while wounded forces another CON check against reopening the wound and adding 1 further Wound Level (and potentially falling unconscious and dying again). A character who never becomes wounded heals quickly, regaining all HPs with a single nights rest. A character who is wounded heals very slowly, first at a rate of one Wound Level per week of rest (otherwise regaining no Hit Points), then one roll of the characters natural healing die (1d2 to 1d6, according to the characters CON score) per week of rest, until fully recovered. Magic can be used to speed this healing, with one Wound Level counting for 7 HP worth of damage. Magic applied to a wounded character always goes to removing Wound Levels before restoring any Hit Points. Another, separate kind of damage which can be as debilitating as wounds is energy drain. Energy drain occurs when a powerful undead creature uses its touch attack to cause damage to a character (1d4 for wights, 1d6 for wraiths, 1d8 for specters, 1d10 for vampires). This drain damages a characters maximum as well as current HP totals, and it leaves the character weakened. Maximum HPs lost in this manner are restored at a rate determined by the characters CON score: a character with average (9-12) CON recovers these lost HPs at a rate of 1 per 1d4 nights of rest minus the characters CON modifier, such that, for example, character with a +2 CON bonus recovers at a rate of 1 HP per 1d4-2 nights (minimum 1 per point), while a character with a -1 CON penalty recovers at a rate of 1 HP per 1d4+1 nights. At any rate, a character who has been energy drained and lost maximum Hit Points can still be healed of Hit Points normally, regaining HPs via magic or one-turn rests, and recovering all lost HPs with a full nights restat least up to the characters new, temporarily reduced maximum HP value. Resting Between Encounters In the game-turn (i.e. 10-minute period) immediately following any encounter during which one or more characters suffers any HP damage, characters may choose to rest for a turn and catch their breath. Unwounded characters are able to regain a few lost Hit Points by means of this rest. How many HPs are regained is determined by the characters CON score, ranging from 1d2 to 1d6. (Champion Brawlers roll the die twice and take the better result.) This healing is automatic; no skill or attribute check of any sort is required. (At the GMs option, a character trained in healing via Secondary Skills may administer to one patient during this rest-period, cleaning and binding any superficial wounds or scrapes, to allow the character same benefit as a Champion, i.e. roll twice and keep the higher roll.)

Characters can recover HPs in this manner up to once per hour. This is the only limit on a characters ability to heal naturally with mundane rest and treatment. Wounded characters are not able to recover HPs from a brief respite (or from any other source, for that matter), but energy-drained characters can. Monsters A few notes of attention must be paid to monsters. Since attack rolls in Jacks Hack are reversed, such that low rolls are good, huge monsters with special attack forms keyed to the natural d20 roll (like the purple worms swallow whole ability) are based on natural 1s, not natural 20s. Although monsters typically roll eight-sided dice to determine their hit points, in a pinch, its often easier to just suppose that the average monster has 4 HP per Hit Die, plus any adjustment (e.g. trolls have 6+3 HD, therefore 27 HP). Monster save values remain keyed to particular character classes and levels. A monster that saves as a Fighter, Dwarf, or Halfling uses the Soldier/Brawler table. A monster that saves as a Cleric, Thief, or Elf uses the Expert/Templar table. A monster that saves as a Mage uses the Naturalist/Wizard table. Finally, just as the Player Characters attack rolls have been flattened out, so have the monsters: Monster Hit Dice Less than one 1-2 3-4 5-6 7-8 9-10 11-14 15-18 19+ Monster Attack Bonus +2 +3 +4 +5 +6 +7 +8 +9 +10

Final Note Much of the point of this rules-hack involves reducing the power level of the Player Characters, reining in spells and the prevalence of magical items. Equally important is the flattening of the math involved, especially as it applies to attacks, saves, and checks. Damage rolls do not get modifiers from STR or magic, and indeed they should hardly ever be modified for any reason, excepting miscellaneous spell effects that might alter damage rolls in small ways. (This rule of course does not apply to monsters; the damage from a monsters attack should be whatever is listed in the monsters entry.) In any event, just as any hit results in a minimum 1 point of damage, the GM should consider making the maximum possible die roll the natural ceiling on any damage roll that gets a bonus for any reason. Multiple damage dice (such as from a critical hit or a magical effect like striking) are, of course, an important exception to this guideline.

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