Ellentheia Rule Book Welcome to open this book and come to the epic continent of Ellentheia! Before entering the game, you need to understand some basic knowledge, otherwise the troubles you will encounter in the game will exceed your expectations! To start an adventure, you first need to create a character. As for the race of this character, you need to choose one of the ten core races open to the system. They are respectively - humans, elves, dwarves, gnomes, halflings, gods, half-orcs, half-elves, barbarians, and undead. (¡ùIf you want to know the abilities of each race, you can check Appendix 1.) For the profession of this character, you need to choose one of the basic professions open to the system below. They are respectively - Combat type: warrior, sword master, paladin, knight, lord, mage hunter, black warrior, ranger, monk. The divine arts department: Priest, Druid, Evil God Priest, Demon Hunter, Vampire Hunter. Spells: Wizard, Warlock, Sorcerer, Devil Worshiper, Winter Circle Mage, Bard. Please note that, except for humans, every race will have basic occupations that cannot be employed. Next, you need to assign your properties. Strength, agility, constitution, intelligence, perception, charisma. The minimum of each attribute is 8 and the maximum is 18. I hope you can allocate your attributes reasonably. (¡ùIf you want to know the effectiveness of each attribute, you can check Appendix 2.) After allocating attributes, it is time to decide your skills! (¡ù If you want to know each skill and their effectiveness, you can check Appendix 3.) Next it¡¯s the turn of expertise, please don¡¯t worry, the ability of expertise needs to be acquired after you enter the game and complete the first mission. The system will automatically select your initial expertise for you! ? Below, please select your initial place of birth! After making your selection, the game officially begins! (Ps: There is too much information in the appendix. I will post it slowly later, so it won¡¯t take up the word count now.) Appendix 0 Rules of the Continent of Aerthea 1. Basic rules. Dice: In the continent of Ellenthea, the calculation method for random values ??such as damage is as follows: xDy+z (x, y, z are positive integers). x is the number of dice, y is the number of dice, and z refers to the bonus after the calculation of this dice is completed. For example, 2D6+1 damage is two six-sided dice plus a 1-point bonus. So the damage is between 3 and 13 points. Next, let¡¯s introduce two other things. ac:Armor-Class¡ª¡ªDefense level. dc: Difficulty-Class¡ª¡ªdifficulty level. To put it bluntly, AC is defense, which consists of basic defense (10), agility adjustment, natural defense, shield defense, deflection defense, etc. It is generally a fixed value and is affected by factors such as morale, sacredness, environment, and insight. Influence. Whether someone can hit you or not depends on whether their attack roll +ab or your ac is higher. DC is omnipresent. Doing anything in DND requires a DC check. The DC of successfully stealing something, the DC of successfully persuading others, the DC of successfully casting a spell recognition, the DC of disarming a trap, etc. Success is determined by comparing the die roll + the corresponding skill or attribute bonus with the DC value. For example, a thief in the team decides to steal the pants worn by an NPC The DC is set to 45, the thief's Kung Fu skill is 26 points, and the die roll is 20 points, then he successfully steals the pants worn by others. Here we go Do you understand a little bit now? 2: Advanced rules. ? 1) Wheel In the continent of Ellenthea, mages often use "wheel" to count. Then, one round in the continent of Ellenthea lasts for 6 seconds. 2) Expertise Many people, through training or innate ability, can master things that others cannot. For example, you can fight with two weapons in two hands, for example, you are naturally stronger, for example, you have magic expertise that others cannot The scope of expertise is very wide, but you can basically regard it as a character attribute. addition. 3) Spell Slots Unlike many worlds that rely on magic to cast spells, in the continent of Ellenthea, you need to consume ¡®spell slots¡¯ to cast spells. The number of spell rings represents how many layers of magic net you can access. The spell slot represents how much magic power you can borrow from this magic network. For example, for a first-level mage, his mental power has just come into contact with a layer of magic net, so he can only cast a first-level spell. And if he is a great mage, he can have access to 7 layers of magic nets, and his understanding of each layer of magic nets is quite profound. Then, he will have dazzling spell slots. After casting a spellAfter taking the position, the mage will 'disappear' in the magician's mind. If you want to recast the spells, you will need to spend some time memorizing them.