Here they are.
II. X-Dice: Rules for all Characters
How many dice do you have?
Characters have the highest number of Dice available to any of their classes, based on level. Do not sum the Dice pools. As example, an Elf F3/MU4 would have 3 HD, 1 SD, and 4 MD.
Hit Points: Each time you advance a level in any class, roll HD and add Con modifiers. If the new total is higher than your current number of Hit Points, note a new Maximum Hit Points.
To-Hit: Add the number of HD you have to your attack roll. [This replaces attack tables/ThAC0]
Combat: When a player seeks to perform a non-standard attack (pushing an opponent off a cliff, disarming him on his weapon, tackling someone to the ground, etc.), opposed Hit Dice are rolled (add modifiers for high Strength to each HD). Also add any bonus from using a magic weapon to the total. Before the roll each combatant states their goal and the higher total wins. This action uses the characters attacks for the round whether they succeed or fail.
Use Scrolls: Any non-cleric character with MD can attempt to use Wizard scrolls. If necessary, roll MD (adding any Int modifier to each MD) and on a total of 1 or 2 the spell fails catastrophically.
Spell Damage: When a spell that causes damage is cast, the damage is equal to either half or all of the character's Magic Dice (as noted in the spell description).
Learn Spells: Each level that a character has MD they learn 2 spells of a spell level equal to their number of Magic Dice. [Each "standard" spell level would be divided in half; e.g., Sleep now 2nd level]
[Optional] Magic Points: Each time you advance a level in any class, roll MD adding any Stat modifier to each die. If the new total is higher than your current number of Magic Points, note a new Maximum Magic Points. Magic points are used to cast spells.
Exploration: Every character can try to do the following things: Climb, Find Traps/Secrets, and Hide/Surprise/Notice. Roll the dice against a static number (some traps are hidden better than others, and some trees harder to climb) or an opposed group's total (such as Surprise vs Notice).
- Climb: This roll is primarily to determine how quickly you climb. Failure means you cannot climb the surface. You fall for damage (height determined randomly) if all Skill Dice come up 1.
- Surprise/Notice: Always roll 1d6 (regardless of SD) unless actively on watch/trying to be stealthy.
Trick Moves: Jumping ship to ship from the topgallant? Making your way across rooftops parkour-style? Throwing a grappling hook through a window? Roll Skill Dice.
III. X-Dice: Race/Class Abilities
Deadly Swordsman: Weapon damage equals 1/3 your HD, rounded up.
Killing Stroke: On a natural 20, roll full HD as damage.
Bash Heads: When fighting opponents with 1/3 or fewer the Fighter's HD, make a number of attacks equal to number of HD.
Backstab: If the Thief is unknown to his target and strikes from behind, add HD to the damage roll.
Thief Skills: Thieves can use their SD for the following skills: Pick Locks, Pick Pockets, Remove Traps, Read Languages.
Wisdom: Clerics modify MD rolls with Wisdom.
Learn Spells: Clerics automatically know all spells from the Cleric's Church spell list.
Cleric Scrolls: Clerics can read and cast cleric scrolls.
Turn Undead: Roll MD on the Turn Undead Table.
Human Magic User:
Wands and Staves: Can use Wands and Staves, and make his own.
Spellunker: A Dwarf may roll Skill Dice to: Determine Depth/Slope, Open Doors of Stone, Bypass Traps of Stone.
Hated Foes: Dwarves add a damage bonus equal to their number of HD when fighting Orcs and Goblins.
Hidden Folk: Halflings roll 6d6 SD to Hide or Surprise in natural terrain (unless their actual SD pool is greater than that). They must be alone or only with other Halflings and not wearing metal armor.
No Magic: Halflings never gain Magic Dice, regardless of what classes they take.