update timeline to latest info
add mimic and minotaur
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@@ -25,9 +25,9 @@ Sometimes, dice are rolled. These dice are described by how many sides they have
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Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for a _check_.
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For most checks, roll a 20-sided die (d20) at-or-over the difference of (20 - the character's most relevant _ability_ score).
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For most checks, roll a 20-sided die (d20) at-or-over the difference of (21 - the character's most relevant _ability_ score).
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- For hard (or very hard) tasks, you can subtract 1 (or 2) from the roll before the die is thrown.
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- For harder tasks, you can subtract 1-4 from the roll before the die is thrown.
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Some results are special:
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@@ -48,7 +48,7 @@ Each player character (_PC_) has 6 abilities that help to define how they can in
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- **Wisdom (WIS)**: Experience and insight, affects divine magic.
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- **Charisma (CHA)**: Appearance and social capability, affects hirelings and pact magic.
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- **Charisma (CHA)**: Appearance and social capability, affects hirelings and eldritch magic.
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### Saving Throws
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@@ -70,9 +70,9 @@ To make one, roll 1d20 and consult the appropriate table (with higher results do
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Cosmic principles that represent broad world views
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- **Law**: Order, truth, and justice. Typically prosocial.
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- **Law**: Order, truth, justice, and civilization. Typically prosocial.
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- **Chaos**: Anarchy, power, and chance. Typically pro-individual.
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- **Chaos**: Anarchy, power, chance, and destruction. Typically pro-individual.
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- **Neutrality**: Balance, mediation, and detachment.
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