D&D Basic To Encounter Critical Transcription Rules 1) Generate New ABILITY SCORES
D&D Basic To Encounter Critical Transcription Rules 1) Generate New ABILITY SCORES
D&D Basic To Encounter Critical Transcription Rules 1) Generate New ABILITY SCORES
1) Generate new ABILITY SCORES
ADAPTATION choice of average of WISDOM and CONSTITUTION (round
down) or roll 3d6 (choose before throwing dice)
DEXTERITY use prior DEXTERITY
ESP choice of use WISDOM or roll 3d6 (choose before throwing dice)
INTELLECT use INTELLIGENCE
LEADERSHIP use CHARISMA
LUCK roll 3d6
MAGIC POWER choice of use INTELLIGENCE or roll 3d6 (choose before
throwing dice)
ROBOT NATURE choice of use CONSTITUTION or 20 minus INTELLIGENCE
STRENGTH use prior STRENGTH
2) Expand CLASS to RACE + CLASS
CLERICS become HUMAN CULTISTS (see new Cultist rules)
DWARVES become DWARF WARRIORS or DWARF PIONEERS (player choice)
ELVES become ELF WARLOCKS. The player may choose to immediately
enroll the Elf in a secondary class of either WARRIOR or PIONEER.
The secondary class begins at 0 XP. Alternatively, the player of an
ELF may opt to transcribe their character as a VULKIN PSI WITCH. No
secondary class is allowed if the player choose to reassign their
character as a Vulkin.
FIGHTERS become HUMAN WARRIORS
HALFLINGS become HOBLINGS with choice of WARRIOR, CRIMINAL, PIONEER
or DOXY for class.
MAGICUSERS become HUMAN WARLOCKS
THIEVES become HUMAN CRIMINALS or HUMAN DOXIES (player choice)
SPECIAL: Female CLERICS, MAGICUSERS, FIGHTERS and THIEVES may opt to
play as AMAZONS rather than HUMANS.
3) Apply the standard EC racial ability modifiers to the newly
transcribed character.
4) Apply all class abilities.
5) Reset XP
The character remains at the current level of their previous class.
Reset their experience total to the minimum needed to achieve that
level under EC rules.
6) Increase HP
CLERICS add d4 at Level 1 and Level 3
DWARVES if WARRIOR add d8 at L1, d4 every level thereafter; if
PIONEER add a one time bonus of d4 HP
ELVES no increase
FIGHTERS add d8 at L1, d4 every level thereafter
HALFLINGS if WARRIOR add d10 at L1, d6 every level thereafter; if
CRIMINAL add d6 at L1 and d4 at L3; if PIONEER add a one time bonus
of d6; if DOXY no increase
MAGICUSERS add one time bonus of d4 HP
THIEVES if CRIMINAL add d8 for L1, d4 for each level thereafter; if
DOXY add d4 at L1 and L3
7) Review equipment and magic items with JM. Armor and weapons
choices might need adjustment to fit the new rules.
FINAL NOTE: Players unsatisfied with these transcription rules are
always free to start a new Encounter Critical persona and leave their
old character in the realms of Dungeons and Dragons.