FANDOM


Note: This article uses Neal's 2.Neal house rules.

This article explains how 2nd Edition is different from 5th Edition.

Combat Edit

  • Combat rounds are 60 seconds, not 6 seconds
  • Attacking is still Roll-To-Hit to meet the AC to hit the target
    • (Neal doesn't use THAC0, a system used in standard 2e to hit target)
  • The AC values of armor is different between edition.
  • Initiative is a D10 + Weapon Speed/Spell Speed. Lower Number goes First
  • Nat 20 always hits, Nat 1 always misses, regardless of the odds.
  • Characters can have more than 1 opportunity attack per round, depending on their class and level
  • There are no death saves.
    • 0 = Unconscious, not bleeding out, will wake up after d4 hours
    • -1 to -9 = Bleeding out and dying (bleed 1 point per round of no medical attention)
    • -10 = Dead

Healing Edit

  • Healing happens at a rate of
    • 1hp per day of low activity rest
    • 2hp per day if totally bedridden
    • Having a trained healer (Healing Non-Weapon Proficiency) adds 1 hp per day of healing
    • After resting for a week, one can add their constitution modifier to the health gained over the week
  • No Hit Dice
  • No Short/Long Rest

Magic and Spellcasting Edit

  • No concentration mechanic, allowing spellcasters to have many powerful spells active at the same time
  • Spells are much more potent in general, and effects in the game are much less forgiving
    • (E.g.) many creatures have abilities or natural poisons or breath that cause the target to save or die outright
  • Spellcasters recover spells after 8 hours of rest
  • There are defined mechanics for creating new spells
  • You don't use higher level spell slots in order to make spells more potent, instead a spells power scales by caster level.
    • (E.g.) Fireball starts at 5d6 for a level 5 caster and increases by 1d6/level to a maximum of 10d6.
  • When casting spells you don't pick from a list of your memorized spells like in 5e but instead you memorize specific spells and you can't use that spells spell slot for any other spell that you might also have prepared
  • Spell list available at https://regalgoblins.com/spells.php

Skill Checks Edit

  • Skill checks use the Ability Score, not a Modifier
    • Example: There is a Strength Check to make. Barry has Strength of 10 so rolls a d20+10. Wally has Strength of 15 so rolls d20+15.
  • Skill checks typically need to be over 20 to pass
    • Example: Barry rolls a 20 and fails. Wally rolls a 21 and passes.

ProficiencesEdit

  • A number of weapon and non-weapon proficiences can be obtained at character creation, with the amount available adjusted by class & Intellect. More obtain on some level ups.
  • Weapon Proficiences allow useage of weapons and mastery of weapons that unlock multiattack for fighters
  • Some abilities, like reading/writting, swimming, are locked off unless the Non-Weapon Proficiences is obtained
    • Some things can be attempted with a "non proficient" check where you take big penalties.

Leveling upEdit

Different classes level up at a different rate. (Rogue Level ups changed to match Clerics in 2.Neal)

Level Fighter Paladin/Ranger Mage/Specialist Cleric/Rogue Druid
1 0 0 0 0 0
2 2000 2250 2500 1500 2000
3 4000 4500 5000 3000 4000
4 8000 9000 10000 6000 7500
5 16000 18000 20000 13000 12500
6 32000 36000 40000 27500 20000
7 64000 75000 60000 55000 35000
8 125000 150000 90000 110000 60000
9 250000 300000 135000 225000 90000
10 500000 600000 250000 450000 125000
11 750000 900000 375000 675000 200000
12 1000000 1200000 750000 900000 300000
13 1250000 1500000 1125000 1125000 750000
14 1500000 1800000 1500000 1350000 1500000
15 1750000 2100000 1875000 1575000 3000000
16 2000000 2400000 2250000 1800000 3500000
17 2250000 2700000 2625000 2025000 500000
18 2500000 3000000 3000000 2250000 1000000
19 2750000 3300000 3375000 2475000 1500000
20 3000000 3600000 3750000 2700000 2000000

Race RestrictonsEdit

Not all classes are available to all races.

Race Fighter Paladin Ranger Thief Bard Cleric Druid Wizard
Dwarf 15 X X 12 X 10 X X
Elf 12 X 15 12 X* 12 X 15
Gnome 11 X X 13 X 9 X 15
Goblin 10 X X 12 X 9 X X
Half-Elf 14 X 16 12 U 14 9 12
Half-Orc 10 X X 8 X 4 X X
Halfling 9 X X 15 X 8 X X**
Human U U U U U U U U
Kobold 8 X X 12 X 9 X X
Minotaur 12 X 8 10 X 7 7 8
U - Unlimited class advancement for characters of those races.
X - Not available.
* - Elven Bards have appeared a few times.
** - Halfling Wizards have appeared a few times.
Community content is available under CC-BY-SA unless otherwise noted.