Most Persistent Worlds have a set of house rules that includes the maximum level a character, what happens when your character dies, and so forth. Considering the massive amount of changes we have made to game-play and the alternative idea behind the game, there are quite a few things to take into account. If you don't want to read the entire manual, at least read this page as it contains the rules, as well as general guidelines to play in the PW. Needless to say, the PW is hosted in the Role Play section, so Role-Playing is mandatory. This also means that there should be no OOC transference of items, knowledge of spells, recipes, etc.
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See Character Creation for naming restrictions, info on alignment, etc.
ESV does not use the conventional d20 rules provided with Neverwinter Nights 2. Instead a set of scripts have been put in place that override the original rules so that the game makes use of the BRP (Basic Role-Playing) System.
BRP uses a core set of attributes similar to the those in the d20 system, namely Size [SIZ], Strength [STR], Dexterity [DEX], Constitution [CON], Intelligence [INT], Power [POW], and Appearance [APP]. Hit points are based on the average of Size and Constitution and are functionally stable for the life of the character. Skills, using a d100, rather than a d20, are used to simulate the way that people learn skills. Experience points are replaced by an experience check, rolling higher than your current skill on a d100.
Another major element of many BRP games is that there is no difference between the player character race systems and that of the monsters or opponents. This makes it much easier to access other 'races' without having to change character files out-of-game.
Call of Cthulhu adds two extra characteristics, namely Education [EDU] which grants knowledge checks and additional skill points and Sanity [SAN] which determines a character's mental stability.
Since skills work on a d100 scale, they are considered percentages. Basically, this means that if you have a certain skill at 38, you have a 38% chance of successfully using that skill.
Combat works as per BRP rules, however there is one minor exception. Numbers for combat skills are rounded to fives. A sword skill of 67 is reduced to 65%. There is no valid reason for this change, other then engine limitations. After all, this is a mod and not a full blown independent game.
Another change is the global 'dodge' skill used in BRP. Rather then throwing a dodge check at the DM's request, a character will be able to fight in four different stances or styles, similar to the combat modes the original game provides.
Martial artists, though not yet integrated into the system will have their own set of fighting styles and as you play the game you can improve in skill and unlock other special combat abilities.