Main / Rules

The game rules used in Obormot's Reign of Winter are based on the Worlds of Adventure rule set, with the E6 variant applied. (The Worlds of Adventure rules are loosely similar to the various "D20 System" rulesets, such as D&D 3.5 and Pathfinder.)

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Character Creation

All about making a new character.

Character Advancement

How "leveling up" works (up to 6th level).

The E6 System

What happens after getting to 6th level.

Classes

The special rules for the various character classes, and the epic options for each class.

Worlds of Adventure is a work in progress, but Obormot's Reign of Winter doesn't use the whole W.o.A. rule set — just some of it. This site, for the most part, lists only those rules and game mechanics which are modified from Worlds of Adventure; most of the rules used in this campaign can be found on the Worlds of Adventure site. You should assume that everything in Obormot's Reign of Winter works like it does in Worlds of Adventure, unless stated otherwise.

The key differences in rules between Obormot's Reign of Winter and Worlds of Adventure are as follows.

The E6 System

Characters in Obormot's Reign of Winter reach the 6th character level, then stop gaining levels. They don't stop improving or gaining new abilities; their level just stops increasing (as do the various numbers linked to character level — base attack bonus, saving throws, and so forth). See The E6 System for the full details, and also see Character Advancement for information about getting to 6th level.

Classes

Characters in Obormot's Reign of Winter can select any of fifteen classes. Each class is modified somewhat from the way it works in the Worlds of Adventures campaign, both in order to work with the E6 system, and to fit the needs of the campaign. The Classes page lists all of the available character classes, and each individual class page has detailed information.

Feats

Obormot's Reign of Winter has a smaller list of available feats than the Worlds of Adventure campaign, by necessity. The Feats Index lists all of the feats available to player characters. (Note that certain classes gain access to additional feats, as class-specific epic advancement options; see each class's page for details.)

Magic

Obormot's Reign of Winter contains certain magical elements — spells, phenomena, etc. — that are specific to this campaign. One of these is the opposition between fire and ice, which is described on the Fire vs. Ice page.

Other Stuff

Worlds of Adventure is a larger ruleset than is needed for Obormot's Reign of Winter, because it's designed for a campaign of much broader scope, and greater complexity. Accordingly, the following parts of the Worlds of Adventure rules are not used in Obormot's Reign of Winter: