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Requisites

Requisite Bonuses & Penalties

STR STR STR DEX DEX CON CON
Req. Hit% Dam Doors Missile AC Shock HD
3 -11 -1 2 -12 -1 35 -1
4-9-14 -10-140-1
5-7-16 -8-145-1
6-509 -6050-1
7-3012 -40550
8-1016 -20600
9 0 0 20 0 0 65 0
10 0 0 25 0 0 70 0
11 0 0 30 0 0 75 0
12 0 0 36 0 0 80 0
13 +2 0 42 +2 0 85 0
14 +4 0 49 +4 0 90 0
15 +6 0 56 +6 +1 94 +1
16 +8 +1 64 +8 +2 97 +1
17 +10 +2 72 +10 +3 99 +2
18 +12 +3 81 +12 +4 99 +3
19 +14 +4 90/-
20 +16 +5 99/-
21 +18 +6 00/10
*22 +20 +7 00/20
23 +22 +8 00/30
24 +24 +9 00/40
25 +26 +10 00/50
26 +28 +11 00/60
27 +30 +12 00/70
28 +32 +13 00/80
30 +36 +15 00/00

* = Maximum strength for humanoids.
/ = First number is for doors, second number is for wizard-locked doors and held portals. Using brute force on a wizard-locked door will shatter it, making it uncloseable.

Effects of Requisites

Strength
This affects to hit chance and damage in melee combat. It also determines ability to open doors. Door opening is rolled on a d100 with a number less than or equal to the number shown on the requisite effects table meaning success.
Intelligence
This is a magic-user's spell points.
Wisdom
This is a cleric's prayer points. It also defends against charisma-based attacks.
Dexterity
It gives a bonus to hit with missile weapons. It also gives an AC bonus which applies only in melee combat.
Constitution
This determines one's chance to survive system shocks such as resurrection, polymorph, and certain other spells. It also can give a bonus to each hit die of the character.
Charisma
This is the individual's force of will. It affects rallying of feared individuals and negotiation, as well as the performance of troops under an individuals command. In a given situation a DM may assign a certain roll (on 2d6) needed to convince a non-player character or friendly monster to do an action. Charisma modifies this roll: +1 for 15, +2 for 16, +3 for 17, and +4 for an 18 charisma.

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Last Modified on August 28, 1995

ammulder@princeton.edu