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==How To Play== Gameplay starts out very similarly to 3rd Edition, however there are a couple wrinkles to the formula... *'''Race-As-Class''' - Just like B/X, demihuman characters are classes unto themselves, often broadly mapping onto human equivalents. Dwarves are Warrior-like, but with some unique skills which make up for their slower attack progression. Elves similarly correspond with Wizards, but with higher HP and a weakness to iron. Halflings are stealthy like Thieves, but with slower movement and shareable luck. *'''The Stats''' - Ability Scores in this game are ''Strength'', ''Agility'', ''Stamina'', ''Personality'', ''Intelligence'', and ''Luck''. Personality is Charisma and Wisdom wrapped into one stat, while Luck affects a random aspect of your character determined by their birth-sign (ie, a character who rolls a clover auger gains their luck modifier when searching for secret doors on top of their efforts), can be burned by all characters for a bonus to rolling, and is regenerated only by Thieves and Halflings. *'''The Dice Chain''' - Where those funky die come in. Certain modifiers may cause a character to roll a d16 or a d24 instead of the usual d20. For example, a fifth level warrior gains a second attack which uses a d14, while the first attack uses a d20. *'''Divine Spellcasting''' - Clerics no longer have a hard limit on how many times they can cast a day. Rather, every time they critically fail a spell check, they roll on their deity's disapproval table, and his range of critical failure expands by 1. This simulates begging a busy and probably uncaring deity for help, and maybe getting an answer. *'''Arcane Spellcasting''' - Wizards don't get a hard limit either, but instead take terrible risks with each spell check, chancing mutation and corruption or just misfire. They can also "spellburn", taking ability damage to empower their spells, representing drawing their own blood or their patron taking a part of their soul or whatever. This can result in max-powered spells on first level, but then after annihilating that army the wizard won't do shit for a week and has to be carried everywhere.
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