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		<id>https://wiki.seculargames.org/index.php?title=P99_offline:_Introduction&amp;diff=18888&amp;oldid=prev</id>
		<title>imported&gt;Kingfisher SA at 15:32, 21 September 2018</title>
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		<updated>2018-09-21T15:32:15Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;You hold in your hands several pounds of paper detailing some&lt;br /&gt;
of the best fantasy ever created and opening the door to some of&lt;br /&gt;
the best fantasy yet to be created by you. Welcome to the&lt;br /&gt;
EverQuest Role-Playing Game!&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re reading this you probably either play the EverQuest&lt;br /&gt;
online game or play a pen and paper fantasy roleplaying game. or&lt;br /&gt;
perhaps both. Here are some words of introduction for you:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If you play pen and paper fantasy roleplaying but have never played EverQuest online —&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
Don&amp;#039;t worry, you&amp;#039;re still in the right place. You&amp;#039;ve got hundreds &lt;br /&gt;
of pages of source material on newraces. character classes. a new &lt;br /&gt;
mana-based magic system. over a&lt;br /&gt;
thousand spells, new feats. new skills. a new hard magic system and&lt;br /&gt;
much more. all of which make this one heck of a sourcebookfor&lt;br /&gt;
your game. Since this book is published under the Open Game&lt;br /&gt;
License it legitimately and legally uses the exact same rules system&lt;br /&gt;
as the most popular fantasy role—playing pen and paper game&lt;br /&gt;
system out there. The license lets us print all the rules like “roll a&lt;br /&gt;
d20 to attack and compare it to your opponent&amp;#039;s Armoor Class.” but&lt;br /&gt;
the license just doesn&amp;#039;t allow us to say the name of that game&lt;br /&gt;
you&amp;#039;re already playing — but a rose by any other name and all&lt;br /&gt;
that. Looking through this book, you will immediately see that&lt;br /&gt;
it is 100% compatible with that game you&amp;#039;re already playing.&lt;br /&gt;
Please enjoy this book. use whatever new races. classes or systems&lt;br /&gt;
you like: start a new campaign in the world of Norrath or integrate&lt;br /&gt;
the parts you like into your own campaign world. If you are&lt;br /&gt;
interested in playing EverQuest online, head over to&lt;br /&gt;
[https://www.everquest.com https://www.everquest.com] and see what&lt;br /&gt;
all the talk is about.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If you play EverQuest online but are new to traditional pen and paper role-playing games —&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
Then read the rest of this&lt;br /&gt;
Introduction. It will familiarize you with many of the commonalities &lt;br /&gt;
of pen and paper gaming and give you an overview on how to&lt;br /&gt;
get started quickly (you don&amp;#039;t have to read this whole book before&lt;br /&gt;
you start playing). You&amp;#039;ll need at least one friend. but preferably&lt;br /&gt;
at least a couple. willing to try this out with you, so be ready to rope&lt;br /&gt;
some people into playing EverQuest a whole new way. Even the&lt;br /&gt;
most experienced 60th-level-character-playing EverQuest online&lt;br /&gt;
fan will learn something new about the game and about Norath&lt;br /&gt;
— and have a lot of fun creating adventures with this pen and&lt;br /&gt;
paper version of EverQuest.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If you play pen and paper fantasy roleplaying and play EverQuest online —&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
Then you&amp;#039;re already home free! Have at it.&lt;br /&gt;
Bring it to your pen and paper gaming group and let them see more&lt;br /&gt;
of this EverQuest thing you keep raving about! Stan a new pen and&lt;br /&gt;
paper campaign in Nortath or integrate your EverQuest character&lt;br /&gt;
into your existing game. It&amp;#039;s your world now. so do what you want&lt;br /&gt;
with it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;www.EQrp9.com:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You&amp;#039;d think a hook this size would have everything you could&lt;br /&gt;
possibly want, but EverQuest is so huge that not even this volume&lt;br /&gt;
can contain it all. Please surf over to the official EQrpg website at&lt;br /&gt;
www.EQrpg.com to find tons of free resources. information and&lt;br /&gt;
advice. Downloadable and printable character sheets. pre-generated &lt;br /&gt;
characters and adventures. statistics for all those conjured&lt;br /&gt;
&amp;quot;pets&amp;quot; creatures. designer forums and previews of coming attractions &lt;br /&gt;
will hopefully make your visit time well spent.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Getting Started:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Although it may look daunting at first. creating a character for&lt;br /&gt;
the &amp;#039;&amp;#039;EverQuest Role-Playing Game&amp;#039;&amp;#039; is actually a fairly simple. straight—&lt;br /&gt;
forward process. Before you begin. you&amp;#039;ll need a pencil. a character&lt;br /&gt;
sheet (photocopy the one from the hack of this hook or visit us at&lt;br /&gt;
www.eqrpg.com to download a printable version). and sortie dice&lt;br /&gt;
(most likely just one die to determine hit points for the moment.&lt;br /&gt;
but you&amp;#039;ll need lots of dice later so you might as well get them now&lt;br /&gt;
— see our site above or visit your local hobby/game store to find&lt;br /&gt;
the specialty dice you&amp;#039;ll need).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Talk to your Gaming Group:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The first thing you&amp;#039;ll want to do is talk to your gaming group.&lt;br /&gt;
and particularly the person in your group who has decided to be&lt;br /&gt;
your Game Master (GM). Your GM can tell you what kind of&lt;br /&gt;
game she plans to run, approve your character once you‘re done.&lt;br /&gt;
and likely help you form an idea for a character. Your GM may also&lt;br /&gt;
have new rules or options she wants to use for her game, which&lt;br /&gt;
you&amp;#039;ll want to know about before you put a lot of work into&lt;br /&gt;
character creation. Since the GM runs the game. she is the final&lt;br /&gt;
authority regarding how rules work. what is acceptable in a&lt;br /&gt;
character. and what other sources of information you can draw&lt;br /&gt;
from.&lt;br /&gt;
&lt;br /&gt;
Talking to other people who are making characters is a good&lt;br /&gt;
idea as well. A well-balanced group of questing characters is far&lt;br /&gt;
more likely to be successful. and that means making sure not&lt;br /&gt;
everyone is playing a magician. Especially for beginning players.&lt;br /&gt;
it&amp;#039;s probably a good idea to have at least one dedicated divine&lt;br /&gt;
spellcaster (cleric. druid or shaman). one dedicated arcane&lt;br /&gt;
spellcaster (enchanter. magician, necromancer or wizard) and&lt;br /&gt;
one strong fighting character (monk, paladin, ranger. rogue.&lt;br /&gt;
shadow knight or warrior). A good mix of races is also a good idea&lt;br /&gt;
if you can arrange it.&lt;br /&gt;
&lt;br /&gt;
You may also want to look through the various race and class&lt;br /&gt;
descriptions first. to familiarize yourself with the options presented. &lt;br /&gt;
Don&amp;#039;t worry about making the “best” character possible&lt;br /&gt;
just come up with a basic idea you like.&lt;br /&gt;
&lt;br /&gt;
The summary that follows applies mainly to creating new&lt;br /&gt;
characters. but even if you are converting an online EverQuest&lt;br /&gt;
character to the EverQuest Role-Playing Game instead of creating&lt;br /&gt;
a new character from scratch. you&amp;#039;ll still want to follow many of&lt;br /&gt;
the steps listed below. Later you’ll get more information specifically &lt;br /&gt;
about convening characters (“Converting Characters from&lt;br /&gt;
EverQuest Online&amp;quot; in Chapter 1: Abilities).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Assign Ability Scores:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The next step, once you have some idea what you want to play.&lt;br /&gt;
is to assign ability scores. There&amp;#039;s really no wrong way to do this,&lt;br /&gt;
but most people like to place the most ability points in things&lt;br /&gt;
particularly useful for their class. Each class has some advice on&lt;br /&gt;
how to assign your ability scores, and it&amp;#039;s a good idea to follow this&lt;br /&gt;
when you&amp;#039;re first making a character.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pick a Race:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
After assigning ability scores you&amp;#039;ll need to pick a race. Races&lt;br /&gt;
are fully described in Chapter 2: Races. along with all their game&lt;br /&gt;
information. You should make any necessary changes to your&lt;br /&gt;
ability scores and record racial special abilities and bonus feats and&lt;br /&gt;
skills on your character sheet.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pick a Class:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
After recording all the information about your race, you need&lt;br /&gt;
to pick a class. Character classes are fully described in Chapter 3:&lt;br /&gt;
Classes. along with all their game information. Be sure you pick&lt;br /&gt;
a class available to your race (if it&amp;#039;s not, then either your race or&lt;br /&gt;
your class must change). You should record your base attack&lt;br /&gt;
modifier. saving throws, class skills, skill points, beginning&lt;br /&gt;
proficiencies, and any special abilities your class grants you. You&lt;br /&gt;
should also record your experience point total (new 1st-level&lt;br /&gt;
characters start with 0 experience points).&lt;br /&gt;
&lt;br /&gt;
If your class begins with spell-casting ability, you&amp;#039;ll need to&lt;br /&gt;
choose your starting spells as well (or songs for a hard). Try to&lt;br /&gt;
select a good mix of offensive, defensive and utility spells (&lt;br /&gt;
especially healing and conjuration, if they are available to your class).&lt;br /&gt;
You&amp;#039;ll also want to write down your starting mana pool and the&lt;br /&gt;
Difficulty Class (DC) of saving throws made against your spells&lt;br /&gt;
(information on how to do this is given with the class descriptions.&lt;br /&gt;
For more information on spells, see Chapter 8: Using Magic).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Assign Skills, Feats, and Training Points:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Your character has a number of skill points based on intelligence, &lt;br /&gt;
class, and race. Calculate how many skill points you have&lt;br /&gt;
to spend. then spend them all on skill ranks (for more information&lt;br /&gt;
on how to buy skills see Chapter 4: Skills). Most likely you‘ll want&lt;br /&gt;
to concentrate on skills your character receives as class skills, but&lt;br /&gt;
it&amp;#039;s all right to buy a few ranks of other skills if they match your&lt;br /&gt;
character concept. In general. however I it&amp;#039;s better to be good at&lt;br /&gt;
just a few skills rather than have one or two ranks of many skills.&lt;br /&gt;
&lt;br /&gt;
You also need to select a starting feat (or two, if you are playing&lt;br /&gt;
a human). Be sure to select a feat for which you meet the&lt;br /&gt;
prerequisites. You may also want to see what feats you want your&lt;br /&gt;
character to have at higher level. in case they have a prerequisite&lt;br /&gt;
feat you can select now. For more information on feats see&lt;br /&gt;
Chapter 5: Feats.&lt;br /&gt;
&lt;br /&gt;
Characters also receive 5 training points per level. You can&lt;br /&gt;
spend these points on a variety of things, as explained in the&lt;br /&gt;
beginning of Chapter 3.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Select Beginning Equipment:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Each class lists at least one beginning equipment package you&lt;br /&gt;
can use. If you decide to use this suggested equipment package.&lt;br /&gt;
simply record the weapons. armor. and other items listed there in&lt;br /&gt;
the appropriate sections of your character sheet. If you&amp;#039;d rather&lt;br /&gt;
select you own equipment. you may do so using the rules presented&lt;br /&gt;
in Chapter 7: Equipment.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Alignment and Description:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You should also choose an alignment for your character and&lt;br /&gt;
think about what kind of person she is. Suggestions for character&lt;br /&gt;
descriptions and rules for alignment are presented in Chapter 6:&lt;br /&gt;
Description. You don‘t need much more than an alignment,&lt;br /&gt;
name. and gender to start. but eventually you may what to decide&lt;br /&gt;
what your character looks like. what her motivations for questing&lt;br /&gt;
are, how she feels about the world at large. and even what her&lt;br /&gt;
mother&amp;#039;s name is. There&amp;#039;s no need to put any more thought into&lt;br /&gt;
these details than you want. but some people enjoy developing&lt;br /&gt;
complex backgrounds for their characters. Be sure to check such&lt;br /&gt;
details with your GM. who may have specific ideas for what&lt;br /&gt;
character backgrounds should be like in your collective game.&lt;br /&gt;
&lt;br /&gt;
If you don&amp;#039;t want to spend a great deal of time thinking about&lt;br /&gt;
what your character looks like, there&amp;#039;s nothing wrong with selecting &lt;br /&gt;
a piece of art of perhaps an actor or actress you like and saying&lt;br /&gt;
that&amp;#039;s what your character looks like. This certainly isn’t required&lt;br /&gt;
for your character. but it can be a good quick and easy way to&lt;br /&gt;
describe your character to others.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Do the Math:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
There are a few numbers you&amp;#039;ll need to figure out before you can&lt;br /&gt;
play. You need to figure your total attack bonuses with the&lt;br /&gt;
weapons you carry. your total skill bonuses, your speed of movement, &lt;br /&gt;
and your saving throw bonuses. Generally, your character&lt;br /&gt;
sheet shows you how to calculate these. If you‘re not sure how a&lt;br /&gt;
particular calculation works. ask your GM. After you have these&lt;br /&gt;
figures worked out and recorded on your character sheet. you&amp;#039;re&lt;br /&gt;
ready to play.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Dice:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A few words on those funky dice used for pen and paper role&lt;br /&gt;
playing. You&amp;#039;ll find everything from pyramid shaped four—sided&lt;br /&gt;
dice to spheroid twenty’sided dice used to play the EverQuest&lt;br /&gt;
Role—Playing Game. These various types of dice get abbreviated&lt;br /&gt;
throughout this book as:&lt;br /&gt;
&lt;br /&gt;
d4 = four‘sided die. the pyramid; read the number on the&lt;br /&gt;
bottom edge (some use the number around the point. however) to&lt;br /&gt;
determine what number was rolled.&lt;br /&gt;
&lt;br /&gt;
d6 = six—sided die&lt;br /&gt;
&lt;br /&gt;
d8 = eight—sided die&lt;br /&gt;
&lt;br /&gt;
le = ten—sided die&lt;br /&gt;
&lt;br /&gt;
dll = twelve‘sided die&lt;br /&gt;
&lt;br /&gt;
dZO = twenty-sided die&lt;br /&gt;
&lt;br /&gt;
d% = percentile dice; roll two les of different colors. &lt;br /&gt;
Announce before the roll which die is the “tens&amp;quot; digit and which is&lt;br /&gt;
the “ones.&amp;quot; Rolls of 9 and 2 would be read as 92 if the 9 came up&lt;br /&gt;
on the tens die. but as 29 if the 2 came up on the tens die. A roll&lt;br /&gt;
of O and 0 means 100. while a roll of O on the tens die and any other&lt;br /&gt;
number on the ones die means a number from i to 9 as the result&lt;br /&gt;
(for example. 0 and 8 would be a result of 8).&lt;br /&gt;
&lt;br /&gt;
Often the rules will ask you to roll several dice and add a&lt;br /&gt;
modifier. These rolls are expressed in the format:&lt;br /&gt;
&lt;br /&gt;
[#} die type [+/- modifiers]&lt;br /&gt;
&lt;br /&gt;
For example. 3d6+2 means &amp;quot;Roll 3 six—sided dice. Add the&lt;br /&gt;
result of the three dice together. and then add 2.”&lt;br /&gt;
&lt;br /&gt;
Some spells even make you remember the parenthesis rule from&lt;br /&gt;
algebra class when determining how much damage they deal:&lt;br /&gt;
&lt;br /&gt;
For example, (5d10+2)x2 means &amp;quot;Roll 5 ten—sided dice. Add&lt;br /&gt;
the results of the five dice together. add 2. and then multiply the&lt;br /&gt;
sum by Z.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fractions and Multiplying:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In general. if you wind up with a fraction. you should round the&lt;br /&gt;
result down, even if the fraction is larger than one’half. For&lt;br /&gt;
example. taking half damage from a spell that normally deals 13&lt;br /&gt;
points of damage would result in taking 6 points of damage &lt;br /&gt;
(13 +6,5. rounded down to 6). The exception is that certain rolls.&lt;br /&gt;
such as damage and hit points. always have a minimum of l.&lt;br /&gt;
Sometimes a special rule, such as a &amp;quot;critical hit&amp;quot; in combat,&lt;br /&gt;
makes you multiply a number or a dice roll. As long As you&amp;#039;re&lt;br /&gt;
applying a single numeric multiplier. multiply normally. When&lt;br /&gt;
two or more multipliers apply. however, combine them into a&lt;br /&gt;
single multiple, with each extra multiple adding l less than its&lt;br /&gt;
numeric value to the first multiple. Thus a double (x2) and a&lt;br /&gt;
double (x2) applied to the same number results in triple (x3,&lt;br /&gt;
because 2 + l = 3). Examples as you read the book will make&lt;br /&gt;
multiplying more clear.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Basic Rule:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Almost every aspect of the game system in the &amp;#039;&amp;#039;EverQuest Role-Playing Game&amp;#039;&amp;#039;&lt;br /&gt;
is handled by rolling a d20, adding or subtracting modifiers, and then&lt;br /&gt;
comparing the final results to a target number to be successful. &lt;br /&gt;
You might roll a d20;  add your modifiers, and then&lt;br /&gt;
compare it to your opponent&amp;#039;s Armor Class to see if you hit in&lt;br /&gt;
combat, or you might roll a d20, add other modifiers to it, and&lt;br /&gt;
compare it to a number assigned by Your Game Master (a &amp;quot;Difficulty Class&amp;quot;)&lt;br /&gt;
to see if your begging attempt was successful or not. &lt;br /&gt;
&lt;br /&gt;
We hope you enjoy your game.&lt;/div&gt;</summary>
		<author><name>imported&gt;Kingfisher SA</name></author>
	</entry>
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