Wastes of Moradil
- All players will roll 3d6 for stats. It has yet to be determined whether or not the players will choose classes before or after they roll for stats, this will be determined by the players, but all players will follow the same method. if it is chosen to choose class before stats, than the player will be allowed to switch one stat value with another to make the character a little more in line with its class. Players who roll obscenely low dice will be allowed at DM discretion to reroll certain stats.
- Players will roll a 1d4 to decide starting levels.
- The world persists without the players, that being the case, if, at the beginning of the game, you come across a temple of doom that looks menacing, its probably menacing and you should take into consideration that whatever is inside is probably much stronger than you are.
- Due to the sweltering conditions of the desert wastes, it is both impractical and deadly to wear armor classified as Heavy. Heavy armor wearing players will suffer penalties applying to the heavy armor, as well as half penalties caused by dehydration. Heavy armor wearers must also drink 50% more water a day to stop from becoming dehydrated. That being the case, Leader rolls, and rolls who are traditionally expected to wear heavy class armor will be able to take a +3 bonus to their AC due to having exceedingly tough skin. In order to take advantage of this, a heavy armor must appear in your armor proficiencies list that appears on your class description page in the players handbook. *Human, Elf, Half-Elf, Dwarf, Halfling, and at least two other races that I am working on will be allowed for player characters. This world is harsh and unforgiving, and obscure (drow, githyaki, shifter, changling, etc.) races either do not exist or are not welcome into the towns of Moradil.