Browse the rules by chapter

13 rules pages

Name Chapter Section Page Description
Additional Rules Additional Rules Rules 164 This chapter presents rules for many miscellaneous parts of the game, such as alignment, character age,...
Alignment Additional Rules 166 A creature’s general moral and personal attitudes are represented by its alignment: lawful good, neutral...
The Nine Alignments Additional Rules Alignment 166 Nine distinct alignments define the possible combinations of the lawful-chaotic axis with the good-evil...
Changing Alignments Additional Rules Alignment 168 Alignment is a tool, a convenient shorthand you can use to summarize the general attitude of an NPC,...
Vital Statistics Additional Rules 168 The following section determines a character’s starting age, height, and weight. The character’s race and...
Age Additional Rules Vital Statistics 168 You can choose or randomly generate your character’s age. If you choose it, it must be at least the...
Height and Weight Additional Rules Vital Statistics 169 To determine a character’s height, roll the modifier dice indicated on Table 7–3 and add the result, in...
Carrying Capacity Additional Rules Vital Statistics 169 These carrying capacity rules determine how much a character’s equipment slows him down. Encumbrance comes...
Movement Additional Rules 170 There are three movement scales, as follows:
Overland Movement Additional Rules Movement 171 Characters covering long distances cross-country use overland movement. Overland movement is measured in...
Exploration Additional Rules 172 Few rules are as vital to the success of adventurers than those pertaining to vision, lighting, and how to...
Vision and Light Additional Rules Exploration 172 Dwarves and half-orcs have darkvision, but the other races presented in Chapter 2 need light to see by....
Breaking and Entering Additional Rules Exploration 173 When attempting to break an object, you have two choices: smash it with a weapon or break it with sheer strength.