S&P REMODELED

For any comments or questions, just send me an email at: plantee@videotron.ca

ATTRIBUTES
The subabilities are now considered separatly when rolling a characters attributes. The method used to create them is: 3d6 15 times, keep 12 best and place them where you want. The tables were modified to fit my liking
so, to view the changes, click on the following link: Attributes

There is a problem with the strength attributes, it is possible to have a weight allowed greater than a max
press. In that case, the max press becomes the weight allowed.

Encumbrance is based upon the weight allowed as the maximum move and the max press as no move(= 0).
It's not the most accurate calculus but it's the most practical one.

It is possible, afterward, to modify the attributes by lowering one to raise another. When you lower an attribute,
you gain a number of character points equal to the addition of the actual value and all the values in
between(from 14 to 10 would give14 + 13 + 12 + 11 = 50CP). To raise an attribute, it costs a number of
character points equal to the new value and all the values in between(from 10 to 13 would cost 11 + 12 +13 =
36 CP).

This system use a new attribute that is not rolled, it's called perception. Perception score is the mean between
the character's Intuition and Reason(Round Down). A perception roll is made each time characters may not
notice something.

10 CP can be kept to be use anywhere else in the character creation steps and a character's attribute cannot
be raised higher than 18 that way.

RACIAL ABILITIES
Humans, Elves, Dwarves are the only pure-blood races in this system but feel free to add your own. Some
monster races may also be added since virtualy any monster can be played as PC. I consider gnomes as an
equal mix between Elves and Dwarves and the Hobbits as being an equal mix between Humans, Dwarves
and Elves.

Racial adjustment: Racial adjustments must be bought like any other racial abilities. The maximum value an
                                    attribute can have, via the racial adjustments, is 19.

Level Limits: There are no more level limits.

Racial character points: You gain 45 CP to buy racial abilities but up to  5 CP can be kept to be used
                                               anywhere else in the character creation steps. Those abilities can come from
                                               any race lists without penalties.

Racial ability lists and costs: Dwarves, Elves, Humans

CLASS SKILLS
Even if this system divides skills into classes, you can choose to spend your character points in any of those
lists without restrictions; those divisions were made as regroupment only. So, this system is virtualy classless.
 
EXPERIENCE TABLE
Level 1 2 3 4 5 6 7 8 9 10
XP 0 2K 4K 8K 16K 32K 64K 125K 250K 500K
Level 11 12 13 14 15 16 17 18 19 20
XP 750K 1G 1250K 1500K 1750K 2G 2250K 2500K 2750K 3G

Base Hit Dice: A character roll 1d8 for each experience level.

Base THAC0: Characters have a basic THAC0 of 20.

Learning New Class Skills: Learning new class skills cannot be done while adventuring like proficencies,
                                                    a character must spend a number of weeks, 16 hours a day,  with a teacher,
                                                    equal to the number of CP required to buy the skill. Of course, the teacher
                                                    must know the actual skill.

                                                    The character can work less hours a day and can stop for a while and start
                                                  again later. The cost in gold vary from DM to DM but 100 GP a week of 16
                                                    hours a day or a quest of equal value seems good.

Weapons: Any character not proficient in a weapon has a -3 to hit with it. All weapons has a basic number
                  of attacks of 1. Missile weapons have a point blank range which gives a +2 to hit exept those
                    that are thrown who has no point blank range.

Missile Weapons: Missile weapons also include anything that can be thrown.

Knockdown: On a natural 20, blunt weapons have a knockdown value equal to the damage done. The
                          target must roll higher than the knockdown value or be knocked-out until the end of the actual
                          round and a system shock must be rolled each turn or stay knocked-out. A knocked out
                          character becomes prone(Anyone attacking the character has a +4 to hit) and is unable to
                          perform any action that round.

Helmets: If no location system is used, an helmet protect against critical hits extra damages and effects.
                  This means that, on a natural 20, no special effects happens, it's considered a normal hit. There
                  is an exeption to this, Blunt weapons still has its knockdown value but based on a normal hit.
                              - Non-metalic helmets are destoyed on a natural 20.
                              - Metalic helmets are destroyed after 2 critical hits but are of no use after the first one.
                                Unless destroyed, someone with the armorer skill can repare them with proper tools.
                              - Great Helms are destroyed after 3 critical hits but are of no use after the second one.
                                 Unless destroyed, someone with the armorer skill can repair them with proper tools.

Weapon Groups: Here's the different weapon groups(some weapons aren't part of any groups):
                                 Axes, Bows, Chains&Ropes, Clubs, Crossbows, Daggers, Flails, Hammers,
                                 Lances, Maces, Picks, Martial Arts, Polearms, Spears, Swords(Short),
                                 Swords(Medium), Swords(Large), Swords(Fencing).

Shields: Body Shields remove all dexterity AC bonus and Medium Shields cut that bonus in half(round
                 down). A character can make use of 2 bucklers at a time, one on each arm. Here's a table that
                 shows what bonuses a character, not proficient in the use of a shield, has when using one:
 

TYPE AC BONUS #ATT 
Buckler 0 0
Small 0 0
Medium +1 One
Body +1/+2 vs Missile Two

Wizard's Magic:  Their are several modifications in the ways of learning and casting spells:
          - Spellcasters don't have to learn specific spells each day but a whole list of spells, limited by his
               maximum number of spells per spell level.
          - A Spellcaster's spellbooks may contain all the spells in the universe if he manage to find them but
               they are not necessarily learned yet.
          - A spellcaster may replace any spells from his learned list with others of the same spell level.
              The new spells will be available only after a night of sleep but the replaced ones are removed
             immediatly from the list. If he fails to learn a spell, it will not be removed from the list.
          - A spellcaster that wants to cast a spell he's allowed to cast chooses it from his list of learned spells.
          - A Spellcaster that finds(and manage to read) a new spell can write it in his spellbook without
               being obliged to learn it yet.
          - The number of spells per spell level a character can cast per day is still determined by the Wizard's
               table from the Player's Handbook.

Spellbooks: Spellbooks are not magical by nature, they only contain procedures to cast spells. Each
                        spellcaster codify his spellbooks with his own codes. This means that a read magic won't work
                        on a spellbook but a comprehend language spell or the thief's skill read language will. This
                        also means that casting from a spellbook is no longer possible. It's even possible to write
                        undecoded spells in one's spellbook. A spell needs 1 page per spell level, the cost for a spell
                        book is in the DM guide.

Priest Magic: Instead of asking for specific spells each morning, they are asked at the time of casting them
                          from all the available priest spells for that character. The number of spells per spell level a
                          character can ask per day is still determined by the Priest table from the Player's Handbook
                          and his Intuition.

Components: This system still make use of components but the player only has to considere expensive
                           components(Including Holy Symbols). The other components are still written on the character
                           cheat but are only considered if something happens to them(Stolen, burned, drenched, etc).

Class abilities character points: You gain 30 CP to buy  class abilities. Any number of CP can be kept to
                                                             buy proficiencies.

Class abilitiy lists and costs: Warrior, Wizard, Rogue, Religious

PROFICIENCY SKILLS
Proficiencies are skills learn by characters during their work, youth and hobbies. They are divided into different professions but it's only esthetism since players can pay for any proficiencies they want for their characters.

Unproficient characters: Unproficient characters cannot try proficiencies they don't know unless another
                                               character, that is proficient, is there to help. In that case, the unproficient character
                                               must make his check based on half the basic score(including attribute bonus).

Learning New Proficiencies: While gained CP help upgrade character Proficiencies, they are not needed
                                                       to learn the basic proficiency. A character that wants to learn a new proficiency
                                                       in the course of adventures is assume to learn during breaktimes so, each day,
                                                       a character may attempt an unproficient roll as describe above. If successful
                                                     1 mark is put beside the skill. Each 10 marks give 1 CP in the proficiency
                                                       which also gives a +1 bonus to the check. The character gains his new
                                                       proficiency if the full cost is payed for, that way.

Gaining Character Points: A character gains 5 CP each time he gains an experience level. Those CP can
                                                  be used to upgrade proficiencies he already knows, Rogue skills and the
                                                  THACO improvement skill(Warrior skills). A maximum of 1 CP per level above
                                                  the 1st,  can be added to proficiency score but the other two skills can be fully
                                                  paied for.

Proficiency skills character points: You gain 15 CP + (twice the number of languages) to buy proficiencies.
                                                                   At least 10 CP must pay for proficiencies in the General skill list.

Proficiency Skill lists and costs: Proficiency Skills

Proficiency Attribute Modifiers: If a proficiency has more than one attribute listed, a mean score must be
                                                           calculated(round down) to determine the modifier.
 

ATTRIBUTE MODIFIERS
ATTRIBUTE SCORE MODIF.
1-3 -5
4 -4
5 -3
6 -2
7 -1
8-12 0
13-14 +1
15 +2
16 +3
17 +4
18+ +5

Disadvantages and Traits: I have no changes to make so, look at the Skills&Powers option book for more
                                                   details about them.

SAVING THROWS
Saving throws were always, for me as a DM, a pain to deal with in many situations other than the use of magic.
I decided to modify drasticaly saving throws by replacing them by one score.
 

SAVING THROW
LEVEL 0-1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18-19 20
SAVE 16 15 14 13 12 11 10 9 8 7 6

EQUIPMENT
There are many Books edited by TSR that listed all kind of equipments, many of them contradicted each
others but overall, it doesn't worth listing them here, just take any book you want and that would be fine.

CHARACTER SHEET
I've made a Character Sheet, A SpellBook Sheet and a Priest Bible Sheet. I expect them to be complete but if
there is something missing in them, just send me an email at: plantee@videotron.ca

NB: Look at the Page Preview before printing, you might need to change the settings.