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• Each player has three characters active in the White Sandbox at all times.
• Players begin by rolling 3d6 for stats, in order (str, int, wis, dex, con, cha), to generate 3 characters.
• Check their attributes to see if they get any special 'Descriptors'. The DM will ask for these at the beginning of each session.
• One of these characters will begin play as a hero. They start at 3rd level (1,000 XP), with 3d6X10 gold on hand and as much equipment as they can comfortably carry on their back. All consumable items (rations, wine, torches and oil, holy water) in their possessions must be paid for out of their gold on hand. Party morale falls if a hero tells a henchman to do a hero's job, like being first to open a door or drink a potion.
• The other two characters will begin play as henchmen, with 1d6 gold on hand (which must cover consumables) and equipment representing an investment of 3d6X2 gold pieces. Henchmen who survive even a single successful adventure can be expected to earn a share of the loot that will quickly boost them to higher levels and allow themselves to kit themselves out as extravagantly as they might desire.
• Whenever a character wakes up refreshed and uninjured, they re-roll their hit dice to determine their maximum number of hit points.
• Character skills and knowledges are determined by exactly three sentences of background demonstrating how your character gained this lore, for example "I studied stealth, pursuit, and abduction with Ool the Inexorable from age 21-30" or "Leshton suffered an incomplete recovery from demonic possession, which left him struggling to digest alien memories of nether worlds and long-ago eras." These sentences can be written before or during play, but no character can have more than three background sentences.
• Keep in mind that the most interesting part of the character’s life is yet to come (also the shortest part). Training will not be required to advance a level, but characters who are able to maintain an affluent urban lifestyle can hire tutors for weekly self-improvement programs, and adventurers who are stuck together for months by a cave-in or blizzard can teach one another something of their skills. Such training should be noted on the character's sheet, but doesn't count against their three-sentence limit.
• Bonus experience is awarded according to primary attribute bonuses only for adventures in which the character was not always among those at the highest level of experience in the party.
• The three basic classes are White Sandbox Fighting Man, White Sandbox Magic-User, and White Sandbox Cleric.
• The fighting man has Strength as the primary attribute (automatically mighty), and Dexterity as the secondary (skillful on 13+).
• The magic-user has Intelligence as the primary attribute (automatically bright), and Constitution as the secondary (tough on 13+).
• The cleric has Wisdom as the primary attribute (automatically insightful), and Charisma as the secondary (inspiring on 13+).
• Each basic class offers the player the choice of several special abilities.
• Sub-classes can be agreed upon by players and the referee, or devised by the DM for NPCs. Thieves are a sub-class of Fighter, bards are a subclass of Magic-User, and druids are a subclass of Cleric. Subclasses typically have the same primary and secondary attributes, and use similar tables for saving throws and attack rolls. Subclasses generally differ in their weapon and armor proficiencies, spell-casting and other class features, and special abilities.
• Hybrid classes can also be agreed upon by players and the referee, or devised by the DM for NPCs. Fighter-illusionists and cleric-assassins are hybrid classes, which typically mix primary and secondary attributes of two different main classes, and may use unique tables for saving throws and attack rolls. Hybrid classes generally offer some combination of the weapon and armor proficiencies, spell-casting and other class features, and special abilities of the parent classes.
Most characters are human. Non-human characters will be designed by the player and the referee, using the OD&D sources - White Sandbox Elf, White Sandbox Dwarf, and White Sandbox Hobbit - as a benchmark.
Each character race offers different benefits. No race limits the maximum level of character advancement or causes modifications to a character's ability scores.
Humans gain the following benefits:
When the player of a human chooses the character's class, they may roll 3d6 and substitute this score for either the primary or secondary ability score for that class if desired.
When the player of a human rolls the character's hit dice, they may re-roll any results of 1.
When the player of a human writes the character's three background sentences, they can write an additional sentence describing what they believe their destiny is and how they suspect the Forces of Law intended them to be part of the world's order.