Glenn's campaigns rules: (2nd ed, needs updating for 3rd ed) Ability scores: Rolls are made on 3d6, arrange to taste. The player may add 2 points to one statistic or 1 point to three statistics. A maximum of two rerolls are allowed. In all cases, the last set of rolls must be kept. All rolls must be made in the presence of the DM or they are invalid. Dexterity reaction adjustment modifies surprise. Intelligence modifies the number of CP's. Maximum numbers of spells per level per intelligence is not used. Races: All standard races allowed. Non-humanoid or special races allowed with the permission of the DM (don't expect it automatically either!). Demi-humans can advance past maximum level, requiring double experience to do so. Ability scores do not affect maximum level. Bonuses to strength in the percentile range increase strength by 10 percentile points per point. Height, weight and age are affected by sub-race (including humans). Some unique Mystaran races are available. Classes: Warrior: Paladins must select a deity, powers may vary acording to the deity chosen. Rangers need not select a deity, although some powers are only gained though a deity, like spells. Wizard: Spells are gained at each spell level. The player may choose the spell, but all spells other than common spells will require additional research and effort. Specialists receive a bonus to this. Specialists must chose a spell in their school, if one is available. If there is no such spell, they may chose one in another school. If the DM grants the spell, no learn spell roll is necessary. Conjurers do not have access to both Invocation and Evocation. S&P: Certain types of abilities are only available when trained in specific countries. For example, reduced casting time is taught by the Glantrian School of Magic. Priest: All priests are specialty priests, no standard clerics exist. Standard druids do exist in some religions. Most "druids" are specialty priests of a nature orientation. Check with the DM for an appropriate deity. Rogue: No special modifications. Proficiencies: Proficiency slots represent the training received during adventuring from ones companions or by practice. Slots must be devoted to skills actually used, trained for, or taught. Training (other than adventuring) will gain ability in proficiencies, at a rate depending on many factors. Many new proficiencies exist, ask the DM for details. Money and Equipment: Coinage varies by country. Different equipment is available or common in different areas. Check with the DM. Encumberance: Don't forget encumberance, nor capacities of containers. Equipment locations must be specified. Bulk is used. Spell Components: Spell components are required. Common components are assumed to be readily available. Those specifically requiring money may not be available. Training: Training is not required. Training is assumed for the class. Additional specific training may grant extra experience or skills. Weapon type vs. Armour: Not used. THAC0: Priest THAC0 decreases in single steps, not two step jumps. Initiative: Individual initiative is used, modified by weapon speed, dexterity, and casting time for spells. Intiative modifier may not be lowered below zero unless strictly due to dexterity. Skills and Powers: Some classes have modifications to the availability of abilities.