- A Half-Elf PC may not add his ability score bonus to Constitution.
- A Half-Orc PC may not add his ability score bonus to Intelligence or Charisma.
- Gunslingers are not allowed.
- Paladins must be approved by the GM.
- Half-Elf PCs must be approved by the GM.
- Half-Orc PCs must be approved by the GM.
- Alignment is not defined unless it is an essential mechanic of a character’s class and even then only as specifically as required. Unaligned dimensions are considered neural for rules purposes. Examples:
- Ability scores are determined through a point buy. Each player has 15 points to spend on his character’s ability scores.
- When rolling for hit points, half of a hit die is given and half is rolled. i.e. A PC with a d8 hit die gains 1d4+4.
- Rules from the Core Rulebook, the Advanced Player’s Guide, Ultimate Combat, and Ultimate Magic are all used. No third-party sources are allowed.
- Instead of taking a move action, standing up from the prone position counts as the equivalent of moving 15 feet (or 30 when hampered by terrain.)
- The Intimidate skill can be used as a Strength based skill (instead of Charisma) if desired.
- The Hero Points system from the Advanced Player’s Guide is not used. Instead, excellent role play or clever performance in combat will be awarded a bonus die (1d4) which can be added to any dice roll. Each bonus die may only be used once.
- Natural 20’s automatically confirm as a critical hit.
- A critical failure with a melee attack provokes an Attack of Opportunity. A critical failure with
a ranged attack may strike allies.
- An MVP is elected every session by the players and awarded a bonus die.
- Dice that fall off the table must be rolled again.
- A character sheet must be submitted to the GM when a player character levels up.