From 3f4bea9c5e36490661624ff0bb30cbf4fda9591b Mon Sep 17 00:00:00 2001
From: Filip Wandzio <contact@philw.dev>
Date: Sat, 24 Jan 2026 08:39:00 +0100
Subject: Create basic ruleset

The ruleset contains basics, character creation, combat, magic.

Implement example one-shot campain.
---
 chapters/players.tex | 103 +++++++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 103 insertions(+)
 create mode 100644 chapters/players.tex

(limited to 'chapters/players.tex')

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+\section{Character Creation}
+
+First, you will need a piece of paper to write down the character's
+statistics on. You may use a preprinted character sheet if one is
+available, or you may simply use a piece of notebook paper. An example
+character is shown below. You should use a pencil to write down all
+information, as any statistic may change during play.
+
+Roll \texttt{3d6} for each ability score, as described in the Character
+Abilities section, and write the results after the names of the abilities.
+Write down the scores in the order you roll them; if you are unhappy
+with the scores you have rolled, ask your Game Master for advice, as
+they may allow some form of point or score exchanging.
+
+Write down the ability score bonus (or penalty) for each score beside
+the score itself, as shown on the table on the next page.
+
+Choose a race and class for your character. Your character must meet the Prime Requisite minimum for a class, as described in the Character Classes section, in order to be a member of that class. Also note that there are minimum (and maximum) ability requirements for the various races which must be met, as described under Character Races.
+
+Write down the special abilities of your race and class choices, as described in the appropriate sections. If you have chosen to play a Magic-User, ask your Game Master what \spell{spell} or \spell{spells} your character knows; it is up to the Game Master to decide this, but they may allow you to choose one or more yourself.
+
+Note on your character sheet that your character has zero (\kw{0}) \kw{experience points} (\kw{XP}); also, you may want to note the number needed to advance to second level, as shown in the advancement table for your class.
+
+Roll the hit die appropriate for your class, adding your \attr{Constitution} bonus or penalty, and note the result as your \attr{HP} on your character sheet. Note that a \attr{Constitution} penalty will not reduce any hit die roll below 1 point.
+
+Roll for starting money. Generally your character will start with \texttt{3d6 × 10} \kw{gold pieces}, but ask the Game Master before rolling.
+
+Purchase \eq{equipment} for your character, as shown in the Cost of Weapons and Equipment section. Write your purchases on your character sheet and note how much money remains afterward. Be sure you understand the \wpn{weapon} and \attr{armor} restrictions for your class and race before making your purchases.
+
+Since you now know what sort of \attr{armor} your character is wearing, note your \attr{AC} on your character sheet. Do not forget to apply your \attr{Dexterity} bonus or penalty.
+
+Look up your \attr{attack bonus} and record it. Do not apply ability modifiers at this time; \attr{Strength} or \attr{Dexterity} modifiers are applied later depending on whether the attack is melee or missile.
+
+Also look up your \attr{saving throws} and note them on your character sheet. If your character is not Human, adjust the saving throws for racial bonuses. Racial saving throw bonuses are given as additions to the die roll; for convenience, you may subtract them from the saving throw numbers instead.
+
+Finally, name your character. This often takes longer than all other steps combined.
+
+\section{Character Abilities}
+
+Each character will have a score ranging from 3 to 18 in each of the
+following \attr{abilities}. A bonus or penalty is associated with each score,
+as shown on the table below. Each class has a Prime Requisite ability
+score, which must be at least 9 to qualify for that class. In addition,
+non-Human races have minimum and maximum ability requirements.
+
+\begin{center}
+\begin{tabular}{cc}
+\toprule
+\textbf{Score} & \textbf{Bonus / Penalty} \\
+\midrule
+3      & -3 \\
+4--5   & -2 \\
+6--8   & -1 \\
+9--12  & 0  \\
+13--15 & +1 \\
+16--17 & +2 \\
+18     & +3 \\
+\bottomrule
+\end{tabular}
+\end{center}
+
+\subsection{Strength}
+
+As the name implies, this ability measures raw physical power. \attr{Strength}
+is the Prime Requisite for \kw{Fighters}. Apply the \attr{Strength} bonus or penalty to all melee (hand-to-hand) attack and damage rolls. A penalty will not reduce damage from a successful attack below 1 point.
+
+\subsection{Intelligence}
+
+This ability represents learning, memory, and reasoning. \attr{Intelligence} is the Prime Requisite for \kw{Magic-Users}. The \attr{Intelligence} bonus determines the number of additional languages the character may learn. Characters with an \attr{Intelligence} penalty can barely read and write and know only their native language.
+
+\subsection{Wisdom}
+
+\attr{Wisdom} reflects intuition, willpower, and common sense. \attr{Wisdom} is the Prime Requisite for \kw{Clerics}. The Wisdom modifier may apply to saving throws against certain magical effects, especially those affecting the mind or will.
+
+\subsection{Dexterity}
+
+\attr{Dexterity} measures agility, balance, and manual coordination.
+\attr{Dexterity} is the Prime Requisite for \kw{Thieves}. Apply the \attr{Dexterity} bonus or penalty to missile attack rolls, \attr{AC}, and Initiative rolls.
+
+\subsection{Constitution}
+
+\attr{Constitution} measures health and physical endurance. Apply the \attr{Constitution} bonus or penalty to each hit die rolled. A penalty will never reduce a hit die result below 1 hit point.
+
+\subsection{Charisma}
+
+\attr{Charisma} represents personal magnetism, leadership, and force of personality. Apply the \attr{Charisma} modifier to reaction rolls. \attr{Charisma} also affects the number of retainers a character may hire and their loyalty.
+
+\section{HP and Hit Dice}
+
+\attr{HP} (hit points) represent how much damage a character can sustain. When a character takes damage, hit points are subtracted from the current total; this does not change the maximum hit point value.
+
+First-level characters begin play with one hit die of the appropriate type plus \attr{Constitution} modifier, with a minimum of 1 hit point. Each time a character gains a level, another hit die is rolled and added, again with a minimum gain of 1 hit point.
+
+After ninth level, characters gain a fixed number of hit points per level, as shown in the class advancement tables, and no longer apply \attr{Constitution} modifiers.
+
+\section{Languages}
+
+All characters begin play knowing their native language. In most campaign worlds, Humans speak a common tongue known as ``Common.''
+Non-Human characters know both Common and their racial language.
+
+Characters with \attr{Intelligence} of 13 or higher may learn additional \kw{languages} equal to their \attr{Intelligence} bonus. These may include other racial languages or the tongues of monsters such as \monster{Orcs} or \monster{Goblins}, subject to the Game Master's approval. Players may leave language slots unused to be filled later during play.
+
+Some Game Masters may allow scholarly characters to learn rare, dead, or exotic languages, such as those of \monster{Dragons} or ancient civilizations.
-- 
cgit v1.2.3

