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Skin  Bottle/vial  1  Oilskin bag  5 

Knave  1 ​Battle​ ​Scar  6​ Oily  11​ Reeking  16​ Sunburned  Bucket  5  Oilskin trousers  10 
A rules toolkit created by Ben Milton for running old school fantasy RPGs  2 ​Birthmark  7​ Pale  12​ Tattooed  17​ Tanned  Caltrops (bag)  10  Padlock and key  20 
without classes. - questingblog.com. ​Original game licensed under  3 ​Burn​ ​Scar  8​ Perfect  13​ Rosy  18​ War Paint  Cards with an extra  Perfume  50 
Creative Commons Attribution 4.0 International License and has been  5 
19  Ace 
modified by the creator of this document for formatting purposes.  4 ​Dark  9​ Pierced  14​ Rough 
Weathered  Chain (10 ft.)  10  Pick  10 
Requirements: ​At least one set of dice (d4, d6, d8, d10, d12 and d20), two 
or more players (one Game Master and one or more players), pen and  10  Chalk (10 pieces)  1  Pole (10ft)   5 
5 ​Makeup  15​ Sallow  20​ Whip Scar 
paper.  Pockmarked  Chisel  5  Quill and ink  1 
Feet  Meter  Square on map   Hair  Cookpots  10  Rope (50ft)   10 
5   1.5   1  1 ​Bald  6​ Disheveled  11​ Limp  16​ Ponytail  Crowbar   10  Sack  1 
10   3   2   2 ​Braided  7​ Deadlocks  12​ Long  17​ Silky  Drill  10  Saw  10 
25   7.5   5   3 ​Bristly  8​ Filthy  13​ Luxurious  18​ Topknot  Face paint/makeup  10  Set of loaded dice  5 
50   15   10   4 ​Cropped  9​ Frizzy  14​ Mohawk  19​ Wavy  Fake jewels  50  Shovel   10 
5 ​Curly  10​ Greased  15​ Oily  20​ Wispy  Fishing rod/tackle  10  Small bell  20 
Character Creation  Clothing  Glass marbles (bag)  5  Climbing Gear  1 
Abilities: ​Strength, Dexterity, Constitution, Intelligence, Wisdom,  1 ​Antique  6​ Elegant  11​ Foreign  16​ Patched  Glue (bottle)  1  Spike (iron)   5 
and Charisma. Each ability has a defense and a bonus value.  2 ​Bloody  7​ Fashionable  12​ Frayed  17​ Perfumed  Grappling hook  10  Spike (wood)   1 
Roll 3d6 for each ability (in order). Lowest dice of each roll is  3 ​Ceremonial  8​ Filthy  13​ Frumpy  18​ Rancid  Hammer  10  Spiked boots  5 
your Ability’s Bonus. Ability’s defense is ability’s bonus + 10.   4 ​Decorated  9​ Flamboyant  14​ Livery  19​ Torn  Holy water  25  Spyglass  1000 
Starting Equipment: ​2 days of rations, one weapon of choice,  5 ​Eccentric  10​ Stained  15​ Oversized  20​ Undersized  Horn  10  Tar (Pot)  10 
starting armor & equipment (Roll on the Starting Gear tables to  Virtue  Hourglass  300  Tent (3 man)   100 
determine starting armor and equipment).  1 ​Ambitious  6​ Disciplined  11​ Honorable  16​ Merciful  Incense (packet)  10  Tent (personal)   50 
Starting Equipment (my way):​ Pick a race. Gain the stuff under  2 ​Cautious  7​ Focused  12​ Humble  17​ Righteous  Iron tongs  10  Twine (300 ft.)  5 
that race, plus 2 days rations. Roll on the tables below after that.  3 ​Courageous  8​ Generous  13​ Idealistic  18​ Serene  Ladder (10 ft.)  10  Water skin   5 
Skjellgrvin: ​+1 Str, -1 Int, d10-class weapon. Reroll “None” on  4 ​Courteous  9​ Gregarious  14​ Just  19​ Stoic  Dark Cloak  200  Whistle   5 
Helmets and Shields table.  5 ​Curious  10​ Honest  15​ Loyal  20​ Tolerant  Light 
Mojibake: ​+1 Int, -1 Str, Sling, Spellbook.  Vice  Candle, 4 hours  1  Lantern  30 
Tilohhitl: ​+1 Wis, -1 Cha, Bow, extra general gear roll (table is  1 ​Aggressive  6​ Deceitful  11​ Lazy  16​ Suspicious  Lamp oil, 4hours  5  Tinderbox  10 
player’s choice).  2 ​Arrogant  7​ Flippant  12​ Nervous  17​ Vain  Torch, 1 hour  1    10 
Iklapa:​ +1 Dex, -1 Int, d6-class weapon, 1 random of Lockpicks,  3 ​Bitter  8​ Gluttonous  13​ Prejudiced  18​ Vengeful  Clothing 
Dark Cloak, or Climbing Gear.  4 ​Cowardly  9​ Greedy  14​ Reckless  19​ Wasteful  Poor  10  Furs  5000 
Armor Roll Once  5 ​Cruel  10​ Irascible  15​ Rude  20​ Whiny  Standard  50  Winter  100 
1-3   4-14  15-19  20   Speech  Noble  3000   
Spellbook  Gambeson  Brigandine  Chain  1 ​Blunt  6​ Droning  11​ Mumbling  16​ Dialect  Food 
Helmets and Shields Roll Once  2 ​Booming  7​ Flowery  12​ Precise  17​ Slow  Travel rations, 1 day  5  Garlic, bunch  1 
20   3 ​Breathy  8​ Formal  13​ Quaint  18​ Squeaky 
1-13   14-16   15-19   Grain, 1 bushel (8  4 
Helmet and  Animal feed, 1 day  2 
None  Helmet  Shield  4 ​Cryptic  9​ Gravelly  14​ Rambling  19​ Stuttering  gal.) 
Shield 
5 ​Drawling  10​ Hoarse  15​ Rapid-fire  20​ Whispery  Bacon, side of  10  Herbs, 1 bunch  1 
Dungeoneering Gear Roll Twice 
Background  Bread, 1 loaf  1  Lard, 5 lbs.  1 
1 ​Rope, 50ft  6​ Crowbar  11​ Lantern  16​ Pole, 10ft 
1 ​Alchemist  6​ Cleric  11​ Magician  16​ Performer  Cheese, 1 lb.  2  Onions, 1 bushel  8 
2 ​Pulleys  7​ Tinderbox  12​ Lamp oil  17​ Sack 
2 ​Beggar  7​ Cook  12​ Mariner  17​ Pickpocket  Cider, 4 gallons  1  Salt, 1 bushel  3 
8​ Grapp. 
3 ​Candles, 5  13​ Padlock  18​ Tent  13  Cod, whole  20  Spices, 1 lb.  100 
hook  3 ​Butcher  8​ Cultist  18​ Smuggler 
Mercenary  Eggs, 24  1  Sugar, 1 lb.  12 
4 ​Chain, 10f​t  9​ Hammer  14​ Manackles  19​ Spikes, 5 
4 ​Burglar  9​ Gambler  14​ Merchant  19​ Student  Flour, 5 lbs.  1  Wine/ale, bottle  1 
5 ​Chalk, 10  10​ Waterskin  15​ Mirror  20​ Torches, 5 
5 ​Charlatan  10​ Herbalist  15​ Outlaw  20​ Tracker  Fruit, 1 lb.  1   
General Gear 1 Roll Once 
Misfortunes  Animals 
1 ​Herbal Kit  6​ Saw  11​ Fishing rod  16​ Net 
1 ​Abandoned  6​ Defrauded  11​ Framed  16​ Perused  Chicken  1  Hawk  1000 
2 ​Bear trap  7​ Bucket  12​ Marbles  17​ Tongs 
2 ​Addicted  7​ Demoted  12​ Haunted  17​ Rejected  Cow  100  Horse, riding  1000 
3 ​Shovel  8​ Caltrops  13​ Glue  18​ Lockpicks 
13  Horse, war  1000
4 ​Bellows  9​ Chisel  14​ Pick  19​ Metal file  3 ​Blackmailed  8​ Discredited  18​ Replaced  Dog, hunting  50 
Kidnapped  0 
5 ​Grease  10​ Drill  15​ Hourglass  20​ Nails 
4 ​Condemned  9​ Disowned  14​ Mutilated  19​ Robbed  Dog, small but vicious  20  Ox  300 
General Gear 2 Roll One 
5 ​Cursed  10​ Exiled  15​ Poor  20​ Suspected  Donkey/pack horse  300  Pig  30 
11​ Fake 
1 ​Incense  6​ Bottle  16​ Face paint  Alignment  Goat  10  Sheep  15 
jewels 
1-5 ​Law  6-15 ​Neutrality  16-20​ Chaos   Lodging 
7​ ​Climbing  12​ Blank 
2 ​Sponge  17​ Whistle  Bed, per night  1  Hot bath  2 
Gear  book  Abilities  Private room, per night  2  Stabling and fodder  2 
3 ​Lens  8​ Spyglass  13​ Card deck  18​ Instrument  Strength:​ Used for melee attacks and saves requiring physical 
4 ​Perfume  9​ Tar pot  14​ Dice set  19​ Quill & ink  Meal  2   
power, like lifting gates, bending bars, etc. 
5 ​Horn  10​ Twine  15​ Cook pots  20​ Small bell   
Dexterity:​ Used for saves requiring poise, speed, and reflexes, 
Item slots: ​PCs have a number of item slots equal to their  Ships 
like dodging, climbing, sneaking, balancing, etc. 
Constitution defense. Items they carry must fit into available slots.  Ship, high quality 720/ton  Raft  50 
Constitution:​ Used for saves to resist poison, sick-ness, cold, etc. 
(See Item Slots section for more.)  Ship, good quality 480/ton  Fishing boat  500 
The Constitution bonus is added to healing rolls. A PC’s number of 
Write down all your items in your item slots on your character  Ship, used quality 240/ton  Sloop  5000 
item slots is always equal to their Constitution defense. 
sheet.  Ship, poor quality 120/ton  Caravel  25000 
Intelligence:​ Used for saves requiring concentration and precision, 
Armor: ​Armor items have a defense and a bonus value. The    Galleon  125000 
such as wielding magic, resisting magical effects, recalling lore, 
defense value is listed in the rules. Add up all values to find total  Transport 
crafting objects, tinkering with machinery, picking pockets, etc. 
Armor Defense. Armor Bonus is Armor Defense – 10. If the PC is  Carriage  320  Wagon  120 
Wisdom:​ Used for ranged attacks and saves requiring perception 
not wearing any armor, their Armor Defense is 11 and their Bonus  Cart  50     
and intuition, such as tracking, navigating, searching for secret 
is +1.   Henchmen 
doors, detecting illusions, etc. 
HP: ​Roll 1d8 to determine starting and maximum Hit Points.   Wages/day. Not including food, supplies, shelter,… 
Charisma:​ Used for saves to persuade, deceive, interrogate, 
Speed: ​Exploration speed :120ft/turn. Combat speed: 40ft/turn.   Armorer/Blacksmit 8 
intimidate, charm, provoke, etc. PCs may employ a number of  Laborer  1 
Traits: ​Roll or choose other traits:    h 
henchmen equal to their Charisma bonus. 
Man-at-arms,  12 
Physique  Scribe  2 
Item Costs  mount. 
1 ​Athletic  6​ Hulking  11​ Short  16​ Stout 
All prices are in copper pennies. Payment for things like ships, real  Archer  3  Master Builder  15 
2 ​Brawny  7​ Lanky  12​ Sinewy  17​ Tiny 
estate, and so on usually takes the form of trade goods, favors, or  Mason  4  Barber-Surgeon  25 
3 ​Corpulent  8​ Ripped  13​ Slender  18​ Towering 
oaths of fealty rather than coins.  Man-at-arms, on 
4 ​Delicate  9​ Rugged  14​ Flabby  19​ Willowy  6  Knight  25 
Tools and Gear  foot 
15 
5 ​Gaunt  10​ Scrawny  20​ Wiry  Herbal Kit  400  Lens  100  Buildings 
Statuesque 
Bear trap  20  Lock picks   100  Hovel  120  Stone tower  48000 
Face 
Bedroll  10  Manacles  10  Row house  1200  Temple  75000 
1 ​Bloated  6​ Elongated  11​ Impish  16​ Sharp 
Bellows  10  Metal file  5  Craftsman’s house  2400  Stronghold  100000 
2 ​Blunt  7​ Patrician  12​ Narrow  17​ Soft 
Black grease  1  Mirror (small, silver)  200  Merchant’s house  7200  Cathedral  500000 
3 ​Bony  8​ Pinched  13​ Ratlike  18​ Square 
Block and tackle  30  Musical instrument  200  House with  250000
4 ​Chiseled  9​ Hawkish  14​ Round  19​ Wide  21600  Imperial palace 
Book (Blank)  300  Nails (12)  5  courtyard  0 
5 ​Delicate  10​ Broken  15​ Sunken  20​ Wolfish 
Book (Reading)  600  Net  10  Guildhall  32600   
grant the roll ​advantage​ or d​ isadvantage.​ If a roll has advantage,  Saves: ​Since OSR monsters usually don’t come with ability scores, 
Weapons & Armor  roll 2d20 and use the better of the two dice. If it has  assume that monsters have Ability Bonuses (for all abilities) equal 
Weapons  disadvantage, roll 2d20 and use the worse of the two dice.  to their level, with the corresponding Ability Defenses. Example: A 
Qua Cos typical 4 HD monster would have a bonus of +4 and a defense of 
Items  Damage  Slots  Hands 
lity  t  Combat  14 in all of its abilities by default, unless modified by the referee. 
Dagger, cudgel, sickle,  Initiative: ​At the start of each combat round, determine initiative 
staff… 
d6  1  1  3  5 
by rolling a d6. On a 1-3, all of the enemies will act first. On a 
Usage Dice 
Sword, spear, mace,  Sometimes, it may be difficult to determine how much of a 
d8  2  1  3  10  4-6 all of the PCs will act first. Reroll initiative each round​. 
axe, Flail…  resource remains. The most common example is how long a torch 
Actions:​ On their turn, a character may move their speed (usually 
Halberd, war hammer,  will take to burn out. In this case, the following system may prove 
d10  3  2  3  20  40 ft) and take up to one combat action. This action may be 
long sword, battle axe  useful. Start the resource in question at a die, from d4 to d20. 
casting a spell, making a second move, making an attack, 
Sling  d4  1  1  3  5  Every time the resource is used, roll the die. If the die shows a 1 
attempting a stunt, or any other action deemed reasonable by the 
Bow  d6  2  2  3  15  or 2, step the resource down by one die. When a 1 or 2 is rolled 
referee. 
Crossbow  d8  3  2  3  60  on the d4, the resource is exhausted fully. On average, starting 
Range: ​Melee weapons can strike adjacent foes, but ranged 
Quiver, capacity 20 arrows  10  at a d4 yields 2 uses, d6: 5, d8: 9, d10: 14, d12: 20, and d20: 
weapons cannot be used if the shooting character is engaged in 
Arrows, 20  5  30. Candles should start at d6, Torches at d8, and Lanterns at 
melee combat. 
Armor  d10.
Make an attack:​ Roll a d20 and add the character’s Strength or 
Items  Defense  Slots  Quality  Cost  Wisdom bonus, depending on whether they are using a melee or  Magic 
Shield  +1  1  1  40  ranged weapon, respectively. If the attack total is greater than  The spell lists from any old-school RPG will work perfectly well in 
Helmet  +1  1  1  40  the defender’s Armor Defense, the attack hits. If not, the attack  Knave, provided that they go up to 9​th​ level. There are many free 
Gambeson  12  1  3  60  misses.  lists of classic spells available online.  
Brigandine  13  2  4  500  Alternatively, an attack roll can also be resolved by the defender  Casting spells: ​PCs may only cast spells of their level or less, so a 
Chain  14  3  5  1200  rolling a d20 and adding their armor bonus, hoping to roll a total  level 3 PC could only cast spells of level 0 to 3. Spells are cast out 
Half plate  15  4  6  4000  greater than the Ability Defense (Strength or Wisdom +10) the  of spell books, which must be held in both hands and read aloud. 
Full plate  16  5  7  8000  attacker is using. If they succeed, the attack misses. If they fail, the  Each spell book can only be used once per day. Importantly, each 
Item Slots  attack hits.  spell book only holds a single spell, and each spell book takes up 
PCs have a number of item slots equal to their Constitution  Damage: ​On a hit, the attacker rolls their weapon’s damage die  an item slot, so if a PC wants to be able to cast a wide variety of 
Defense.   to determine how many Hit Points (HP) the defender loses. A bonus  spells, they’ll have to fill most of their inventory with spell books. 
Most items​, including spell books, potions, a day’s rations, light  damage die of the weapon’s type may be added to the roll if the  Casting Spells:​ A character may cast spells of a given level a 
weapons, tools and so on ​take up 1 slot​. Particularly heavy or  ideal weapon was used against an enemy type (for example,  number of times equal to (character level)/(spell level), rounding 
bulky items like armor or medium to heavy weapons may take up  using a blunt weapon vs. a skeleton).   down, however in order to cast from the same spellbook again in 
more slots. Groups of small, identical items may be bundled into  Death: ​When a character reaches 0 HP, they are unconscious.  a day, they must make an ​Int​ save, or risk losing a point of ​Con​, 
the same slot. 100 coins can fit into 1slot. 1 slot can hold around 5  When they reach -1 HP or less, they are dead. Players should roll  which can be regained at a rate of 1 point per rest. This can only 
pounds.  up a new level 1 PC when their old one dies, and should rejoin the  be attempted once per spellbook, per day 
party as soon as possible.  Gaining spells: ​PCs are unable to create, copy or transcribe spell 
Explanation of Particularly Useful Items  Stunts: ​Combat maneuvers such as stunning, shoving, disarming,  books. PCs can only get spells by recovering them from dungeons 
Most items on this list are self explanatory, however some have an  tripping, sundering armor, and so on. They are resolved with an  or looting them from other magicians. The higher the level of the 
(optional) more defined utility. An ​Herbal Kit​ allows the user to  opposed save. They may not cause damage directly, but may do  spell book, the rarer and more valuable it is. PCs openly carrying 
make an ​Int​ save to mend someone, giving ​HP​ equal to  so indirectly (for example, pushing an enemy off a ledge). GM  high level spell books are likely to be hounded by bandits and 
d8+(Target’s ​Con ​bonus). On a 1, there is a 10% chance the kit  has final say in what stunts can be attempted in a given situation.  wizards looking to “acquire” them. 
is ruined, and a failed save gives 10% chance of causing 1HP of  Advantage: ​When a character is attacking a target that is  Gaining spells (my way): ​A PC may create a spellbook by 
damage to the target. ​Lock picks​ open normal locks  unaware, on lower ground, off balance, disarmed, distracted, or  spending a week studying to create such an artefact, costing 
automatically, and exceptional locks on a successful ​Dex​ save. A  tactically disadvantaged in any significant way (GM has final  1000 coppers per spell level. A PC may not create a spell above 
natural one causes the picks to break on a 1 in 6. A ​Dark Cloak  say) they may either A.) Apply advantage to their attack roll or  level 5, those are the object of adventure. Upon completion of 
allows a character to hide in shadows, requiring onlookers to  stunt against that opponent or B.) Make an attack and a stunt  this period, the GM randomly determines or otherwise chooses a 
make a ​Wis​ save to notice them. ​Climbing Gear ​allows a  attempt in the same round against that opponent, without  spell for the PC to acquire. A PC may choose to create a ​Holy 
character to scale rough surfaces automatically, and otherwise  advantage.  Symbol ​(Cleric spell), a ​Rune Stone​ (Druid spell), a ​Spellbook 
unscalable surfaces on a ​Dex​ save. A failed save causes the  Critical Hits & Quality: ​If the attacker rolls a natural 20 on their  (M-U spell), or a ​Pendulum (​ Illusionist spell). 
character to fall, and take 1d4+(1 per 10ft fallen) damage.  attack roll, or the defender rolls a natural 1, the defender’s armor  Saves: ​When a spell allows for a save, make an opposed 
Assume the character falls from half the height of the full climb.  loses 1 point of quality and they take an additional die of  Intelligence save against the defender’s relevant ability, usually 
damage (of the weapon’s type). If the attacker rolls a natural 1 or 
Advancement  Dexterity for ranged attack spells, Constitution for life-draining 
the defender rolls a natural 20, the attacker’s weapon loses 1 
Getting XP: ​Whenever a PC accumulates 1000 XP, they gain a  spells, Intelligence for mind-altering spells, or Wisdom for Illusions. 
point of quality. At 0 quality, the item is destroyed. Each point of 
level. As a guideline, PCs receive 50 XP for low-risk  quality costs 10% of the item’s cost to repair.  Bonus: Guns 
accomplishments, 100 XP for moderate-risk accomplishments, and  Morale: ​Monsters and NPCs all have a morale rating. When they  Firearms may prove an exciting addition to any campaign, and 
200 XP for high-risk accomplishments. The referee should freely  face more danger than they were expecting, the referee will 
my players have a particular fondness for them, so I have 
notify the PCs of how much XP different objectives are worth when  make a morale roll by rolling 2d6 and comparing the result to the 
asked.  included a rudimentary system for their use here. Black powder 
NPC’s morale rating. If the roll is higher than the rating, the NPC 
Gain a level: ​When gaining a level roll a number of d8s equal to  will attempt to flee, retreat, or parley.   comes in a powder-horn, with a usage die of d20, and musket 
their new level to find their new HP maximum. If the result is less  Morale rolls can be triggered by defeating half of an enemy  balls are so incredibly cheap as to be practically free, being able 
than their previous maximum, their maximum HP increases by 1.  group, defeating a group’s leader, or reducing a lone enemy to  to be formed by simply heating lead over a campfire. Thus, their 
They also raise the defense and bonus scores of 3 different  half HP. Other effects may trigger a morale roll at the referee’s  amount is not tracked. Guns should be rare curios, created by 
abilities of their choice by 1 point. Abilities may never be raised  discretion.  lone tinkerers and proud craftsmen, and used mostly by the more 
higher than 20/+10.  Hirelings also make morale rolls when they aren’t paid, their  eccentric cutthroats and adventurous types. They should ​not​ be 
employer dies, or they face extraordinary danger. Morale may  freely available for purchase. Consider giving them out with 
Reactions  also be improved by paying hirelings more and treating them  similar frequency and circumstance as low-level magic items.
When the PCs encounter an NPC whose reaction to the party is  well.  Weapons 
not obvious, the referee may roll 2d6 and consult the following  Healing:​ After a meal and a full night’s rest, PCs regain lost hit  Qua
table.  Items  Damage  Slots  Hands  Cost 
points equal to a d8 plus their Constitution bonus. Resting at a  lity 
2 ​Hostile  6-8 ​Unsure  12 ​Helpful    safe haven restores all lost HP.  Musket  d12  3  2  2  1500 
3-5 ​Unfriendly  9-11 ​Talkative 
Pistol  d10  2  1  2  1200 
Converting OSR Monsters 
Saving Throws  All monsters from OSR bestiaries should work as-is in Knave with 
Pepperbox  d8  2  1  1  2000 
If a character attempts something where the outcome is uncertain  Powder horn, capacity d20 black powder  35 
no major conversion needed. Here are some guidelines. 
and failure has consequences, they make a saving throw, or  Black powder, capacity d20  20 
Hit Dice/Hit Points: ​All monster hit dice can be assumed to be d8s 
“save”.  Firearms suffer their first quality reduction on a natural 1 or 2, to 
unless otherwise specified. To get the monster’s hit points, just 
To make a save​: add the bonus of the relevant ability to a d20  multiply the number of hit dice they have by 4 (or 5 if you’re  represent their incredibly temperamental nature. However, 
roll. If the total is ​greater than 15​, the character succeeds. If not,  feeling mean.)  quality does not require money to repair, only twenty minutes to 
they fail.  Armor Defense: ​Monster AC (if ascending) is identical to Armor  clear the fouled barrel. Both a Musket and a Pistol require 3d4 
To make an opposed save: ​If the save is opposed by another  Defense. If the AC is descending, subtract it from 19 (if it is from  rounds spent to reload, making them cumbersome to use more than 
character, then in-stead of aiming to exceed 15, the side doing  OD&D or B/X D&D) or from 20 (if it is from AD&D) to find its  once during combat. A Pepperbox is an early type of repeating 
the rolling must get a total greater than the opposing character’s  ascending equivalent.  firearm, which holds from 3 to 6 (GM’s choice per-weapon) 
relevant defense score in order to succeed. If they fail, the  Attack Bonus: ​Any attack bonus given is unchanged, and can be  barrels which may be fired before reloading. 
added to both melee and ranged attacks. If an attack bonus is not 
opposing side succeeds. Note that it doesn’t matter which side 
given, assume that it is the same as the monster’s number of hit 
does the rolling, since the odds of success remain the same.  
dice. 
Advantage and disadvantage: ​If there are situational factors  Damage: ​Damage remains the same. 
that make a save significantly easier or harder, the referee may  Morale: ​Morale rating remains the same. 

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