Age: Difference between revisions

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| align=left | '''Mature''' || +1 || ±0 || ±0 || ±0 || +1
| align=left | '''Mature''' || +1 || ±0 || ±0 || ±0 || +1
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| align=left | '''Middle-aged''' || −1<ref>Fighters with exceptional strength halve their percentage value instead.</ref> || ±0 || −1 || +1 || +1
| align=left | '''Middle''' || −1<ref>Fighters with exceptional strength halve their percentage value instead.</ref> || ±0 || −1 || +1 || +1
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| align=left | '''Old''' || −2 || −2 || −1 || ±0 || +1
| align=left | '''Old''' || −2 || −2 || −1 || ±0 || +1

Revision as of 13:28, 12 November 2024

Handarbeit Kreis.svg Alrik:Handicraft describes articles, which explain old school roleplay as was common in the 70s or 80s. Overall these are things missing from OSRIC™.
[+]
Age
German: Alter

To model the effects of aging, different age groups must be determined for each race.

Race Starting age by class type[1]
_Fighters as well as rangers, paladins & barbarians _Clerics as well as druids, bards & hierophants _Magic-users as well as illusionists, witches & psionicists _Thiefs as well as assassins, monks/​nuns & jesters
Lizardman 012+1d4 000 000 020+2d4
Elf 130+5d6 500+10d10 150+5d6 100+5d6
Gnome 060+5d4 300+3d12 100+2d12 080+5d4
Half-elf 022+3d4 040+2d4 030+2d8 022+3d8
Halfling 020+3d4 040+3d4 040+3d4 040+2d4
Half-ogre 015+1d4 020+1d4 000 000
Half-orc 013+1d4 020+1d4 000 020+2d4
Aquatic half-elf 022+3d4 040+2d4 000 022+3d8
Lokathah 012+1d4 000 000 017+2d6
Merman 015+1d4 020+1d4 024+2d8 020+1d4
Human 015+1d4 020+1d4 024+2d8 020+1d4
Aquatic ​​elf 130+5d6 500+10d10 000 100+5d6
Dwarf 040+5d4 250+2d20 090+4d6 075+3d6
  1. Fighters as well as rangers, paladins & barbarians warrior classes; Clerics as well as druids, bards & hierophants priest classes; Magic-users as well as illusionists, witches & psionicists scholar classes; Thiefs as well as assassins, monks/​nuns & jesters rogue classes
Race Age group [1]
Youth Mature Middle Old Venerable
Lizardman 13-16 17-44 45-80 81-120 (40) 121-250 (130)
Elf 101-175 176-550 551-875 876-1200 (325) 1201-1600 (400)
Gnome 51-90 91-300 301-450 451-600 (150) 601-750 (150)
Half-elf 24-40 41-100 101-175 176-250 (75) 251-325 (75)
Halfling 22-33 34-68 69-101 102-144 (43) 145-199 (55)
Half-ogre 12-18 19-40 41-80 81-110 (30) 111-140 (30)
Half-orc 12-15 16-30 31-45 46-60 (15) 61-80 (20)
Aquatic half-elf 24-40 41-100 101-175 176-250 (75) 251-325 (75)
Lokathah 11-14 15-32 33-50 51-70 (20) 71-99 (29)
Merman 14-20 21-40 41-60 61-90 (30) 91-120 (30)
Human 14-20 21-40 41-60 61-90 (30) 91-120 (30)
Aquatic ​​elf 101-175 176-550 551-875 876-1200 (325) 1201-1600 (400)
Dwarf 35-50 51-150 151-250 251-350 (100) 351-450 (100)
  1. Characters beyond the "Venerable" life stage are still considered venerable. For the "Old" and "Venerable" life stages, the interval length is given in parentheses, as it is important for calculating the maximum age.

If a character reaches the respective age group, their ability scores ​​are modified as indicated, whereby the specified modifiers for all age groups reached are cumulative. The modifiers are usually given in whole numbers, so that even a fighter with exceptional strength of 18 [XX] will be reduced to 17 as a result of a −1 negative modifier (exceptions only apply to middle-aged characters).

Age group STR DEX CON INT WIS
Youth ±0 ±0 +1 ±0 −1
Mature +1 ±0 ±0 ±0 +1
Middle −1[1] ±0 −1 +1 +1
Old −2 −2 −1 ±0 +1
Venerable −1 −1 −1 +1 +1
  1. Fighters with exceptional strength halve their percentage value instead.

No modification can exceed the maximum ability scores ​​of the race or fall below the minimum ability scores ​​of the race or class. The exception thereto is wisdom, which is the only ability that can exceed the maximum value of the race through aging. Charisma does not change with age. There are obviously children of every race, but they typically do not go on adventures and have not yet completed their education. They are therefore not relevant for the considerations presented here. How children should be represented in the game world is therefore up to the Game Master.

Unnatural aging

Some monsters, such as ghosts, cause unnatural aging, as do various magical factors. The following magic reduces lifespan and causes the affected person to age as indicated. A potion of longevity or other magical means can reverse unnatural aging to a limited extent.

Causes of magical aging Aging (years)
Imbibing a potion of speed 1
Under a Haste spell 1
Casting Resurrection[1] 3
Casting Limited Wish[1] 1
Casting Alter Reality[1] 3
Casting Gate[1] 5
Casting Restoration[1] 2
Casting Wish[1] 3
  1. a b c d e f Casting one of these spells from a scroll will not cause unnatural aging. However, inscribing such a spell onto a scroll will cause unnatural aging!

Determination of the maximum age

If the PC does not die from other causes, they will live to old age. The maximum age given for each race serves as a guideline to determine the exact age at which the character will die of old age using the following tables. The baseline age is the lower or upper interval limit of the specified age group. The variable age limit is then rolled and added to or subtracted from the baseline age.

d20 Baseline age Variable age limit
Age group Interval limit
01-02 Old lower +1d8 time spans
03-05 Old upper −1d4 time spans
06-12 Venerable lower +1d6 time spans
13-18 Venerable upper −(1d10−1) time spans
19-20 Venerable upper +(1d20−1) time spans

Depending on the interval length of the determined age group, the time span of the variable age limit is determined as follows:

Interval length Time span Additional variation
<100 Year
100-250 Decade ±(1d10−1) Years
>250 Score ±(1d20−1) Years

The additional variation is always given in years and is calculated in the same "direction" as the variable age limit. If the variable age limit is subtracted from the baseline age, the additional variation is also subtracted; if the variable age limit is added, the additional variation is also added.

Handarbeit.svg Example: Alrik on his deathbed

After a long life full of adventure and romance, Alrik feels that his body will soon fail him.

A 16 is rolled on the d20, so Alrik lives as a human until a baseline age of 120 years. To determine the variable age limit, a second roll is made on a d10. This shows a 3, so 2 years are subtracted from Alrik's baseline age.

Alrik passes away at the proud age of 118 surrounded by family and friends, who bid farewell to the hero who enriched their lives so much.

If Alrik had been a dwarf, however, the same dice results would give a base age of 450 years minus 2 decades, since the interval length of venerable dwarves is 100. Another d10 would also need to be rolled to determine the additional variation. So a result of 4 would mean that 3 more years should be abstracted, resulting in a maximum age of 427 years.

Death from old age

Death from old age is almost impossible to stop. Unless the character's lifespan is somehow extended, even a revived character will soon die again. Unless a spell or magical item explicitly extends lifespan or is a wish, death from old age will not be averted. Once a character's actual maximum age is reached, then it is final. Thus, characters who are confronted with death from old age will have to look for forms of immortality, either by becoming a lich or by living on in the loving memory of their children.