Browse the rules by chapter

13 rules pages

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