Circle Of Eight
- Cure spells – Per Thom’s very wise ruling, Cure spells work differently than as written. For every 4 spell points put into a spell (for memorize spells, 8 points for free spells) the caster gets to roll 1d8 for healing.
- THAC0 – We don’t use it. Base Armor Class for everyone starts at 10 and all benefits/bonuses increase one’s AC. So someone wearing Chain Mail (traditional AC 5 = +5) with a 16 Dex (-2 AC bonus becomes a +2 AC bonus) and a shield (-1 bonus becomes a +1 bonus), has an AC of 18 (base 10 + 5 + 2 + 1).
- Critical Hits and Fumbles – A Natural 1 is a critical fumble. A Natural 20 is a critical hit, as long as that exceeds the number to hit by at least 5 (i.e. If you need to roll a 16 or higher to hit an opponent, you cannot critically hit them.) See the Critical Hits and Fumbles Chart for more details.