All task resolution uses this table, mutatis mutandis as appropriate:
- Intelligence and wisdom replaced by “magic” stat
- 3d6 in order: str, dex, con, mag, cha
- B/X stat mods (-3 to +3)
- Melee attack = 2d6 + str mod – enemy armor
- Ranged attack = 2d6 + dex mod – enemy armor
- Armor = light (1), medium (2), heavy (3)
- Magic check = 2d6 + mag mod – spell level – armor
- Max number of prepared spells = mag mod
- Sneak = 2d6 + dex mod – situational penalty (0 to 3) – armor
- Experience dice (exp) = level
- Experience dice can be added to any roll
- Experience dice can also be used to soak damage
- Taking damage = 2d6 + con mod – damage (roll on damage table)
- Experience dice can only be used once each per session
- Weapon damage is 1d6
- Carry strength number of items before accumulating penalties to all rolls
- Armor encumbers by value (e.g., heavy = 3)
- All other reasonable items just count as one item
- Monster hit dice = experience dice, or just run with HP as normal
- Monster attack bonus = HD / 2 (or make up str, dex, con mods)
- Saving throws are 2d6 + ability mod checks
- Starting gear = basic clothing + 1d6 items
- Spells are an item for starting purposes
There are no hit points, but the default single experience die that a character gets at first level functions much like a hit die, though you can also use it to bolster an attack roll or do extra damage if you are feeling lucky.
- Combat: 2 fumble, 3-5 miss, 6-8 glancing blow, 9-11 hit, 12 critical
- Damage: 2 eviscerated, 3-5 slain, 6-8 dying, 9-11 unconscious, 12 stunned
- Glancing blows do no damage, but grant some minor advantage
- Dying: roll another “damage” con save per round; 6+ is still dying
- Dying characters lose one random ability score point if they survive
- Stunned characters recover after one combat turn
Experience required by level:
The mechanics of the save versus death might need some tweaks, but I’m pretty happy with everything else.
Edit: “hit” table renamed to “damage” (suggestion from Jack).
Edit: armor penalizes sneaking and magic (also from Jack).
Edit: taking damage roll is penalized by the amount of damage taken (Jack).
Also, Jack put his own spin on the system by shifting a few things around, adding a light career system, and including a list of spells derived from the Sorcery! books. If you like this, you should check that out that too.