Superseded House Rules (circa 2010)

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Location: Melbourne, Australia

Post by waysoftheearth » Wed Mar 30, 2011 10:35 am

Superseded House Rules (circa 2010)

waysoftheearth wrote:
Superseded House Rules (Circa 2010)

The following house rules were used from the game's inception March 2010 to until November 2012. At that point, these rules were superseded by an http://odd74.proboards.com/index.cgi?bo ... hread=8034Updated Suite of House Rules.


The following rules are left here for interest only. They are no longer in use.


You may elect to play Men, Elves, Dwarfs or Halflings, and PCs may be Fighters, Thieves, Magic-users or Templars (only Men can be Templars).

To begin with, there will be at most one PC of each Demi-Human race, and at most one Human Wizard. If several players desire the same option, then we will sort something out.

I will roll 3d6 for each of strength, intelligence, wisdom, dexterity, constitution and charisma, in order. Each player may replace any one die with a 6 except that doing so must not make an 18. Additionally;
  • Men may substitute a 6 in any ability score.
  • Elves may substitute a 6 in intelligence or wisdom only.
  • Dwarfs may substitute a 6 in strength or constitution only.
  • Halflings may substitute a 6 in charisma or dexterity only.
Adjustments due to Ability Scores

Abilityd20 AdjChance in 63-204 to 5-11/26 to 7-118019 to 1202130314 to 15+1316 to 17+1418+24

Strength:
Modifies melee attack and damage rolls, and gives a chance in 6 of forcing stuck doors.

Intelligence:
Modifies the number of spells a magic-user knows, and gives a chance in 6 of knowing encountered languages, and of discovering secret doors (when searching in the right place).

Wisdom:
Modifies the number of spells a Templar knows, modifies saving throws, and gives a bonus to earned experience points.

Dexterity:
Modifies AC, missile attack rolls, and the chance of surprising enemies.

Constitution:
Modifies maximum HD, gives +0 to +6 additional hit-points at 1st level, and gives a chance in 6 of surviving into negative hit-points and resurrection.

Charisma:
Modifies prices up or down, and determines the chance in 6 that hirelings will remain loyal in the face of danger.

Fighters
A fighter must be strong and fit. He has the use of all arms and armour, and when in melee combat adds +1 damage per 2 levels of experience. Unlike other PCs a fighter also adds his constitution adjustment (if positive) to his starting hit points. He has 4 chances in 6 of performing any feat of physical prowess, adds +2 to saving throws that require great fortitude. Finally, a fighter attacks twice per round if he has more than twice as many HD as his enemy, and thrice per round if he has more than thrice as many HD as his enemy.

Templars
A templar is the militant champion of a religious Cause. He must be strong, wise and charismatic, of lawful alignment, and abide by a righteous code of conduct. He has the use of all metal armour but is restricted to the noble weaponry of Knightly contest -- axe, flail, mace, sword. All other weapons are considered common, mean and ignoble. A templar is literate, has 4 chances in 6 of knowing the Holy lore, and adds +1 to all saving throws. He can memorise 1 spell per whole 2 experience levels (adjusted by wisdom) so long as no memorised spell's level exceeds half his own level (rounded up).

Note that a templar cannot turn undead (except by use of magic talisman or spell).

A templar begins with as many spells as his chance in 6 due to charisma. He will need to loot spell texts, or else be granted them by his temple in order to expand his repertoire.

Thieves
A thief must be dexterous and clever. When attacking with surprise he rolls 1 extra damage die for every odd level he has attained, but is limited to light arms -- club, dagger, hammer, hand axe, hand crossbow, short bow, short sword, sling, staff, whip. While he wears only light armour and eschews both shield and helm a thief also enjoys the following benefits; When operating in an urban or dungeon environment he surprises enemy 4 times in 6, is surprised only 1 time in 6 himself, has 4 chances in 6 of performing any feat of subterfuge or of locating secret or concealed objects, and adds +2 to saving throws that require quick reflexes. A thief also earns +50% XP bonus loot acquired in secret (i.e., not divided fairly among the other players).

Wizards
A wizard must be intelligent and wise. A wizard is always literate and has 4 chances in 6 chance of performing any feat of history or great lore. He suffers only half damage from any magic which would cause him direct harm, and adds +2 to saving throws versus wands, staves, and magic spells. However, a wizard does not wear armour, nor have any particular mastery of any weapon. He has magic. A wizard can memorise 1 spell per experience level (adjusted by intelligence) so long as no memorised spell's level exceeds his own.

A wizard begins with as many spells as his chance in 6 due to intelligence + adjustment due to intelligence. He will unlock the secrets of one new spell as each experience level is gained.

Hit Dice
Number of Hit Dice are determined accordingly to class and experience level, as follows;


Hit Dice Progression
ExperienceCleric,Warlock,Cavalier,LevelWizardThiefRangerFighter10+1d411+11+2211+222+131+22334234452+23+2556346673+2577845+28894+2699

Hit Points
All PCs add their chance in 6 due to constitution to starting hit-points -- a fighter also adds his constitution adjustment (if positive).
All HD are re-rolled after an uninterrupted full-night's bed rest (at an inn, for example).

Level Limits for Demi-Humans
There are no racial level limits. However, there are racial Hit Die limits instead. Men have at most 8 HD, Dwarfs have at most 6 HD, Elves have at most 5 HD, and Halflings have at most 4 HD. The HD limit is modified according to the PC's constitution ability. If maximum HD have been attained, further experience levels yield +2 hp (templars and fighting men) or +1 hp (wizards and thieves).

Dual-Classed Elves?
Elves are not automatically dual-classed. However, any Demi-Human PC may choose to switch from one class to another whenever he gains a level (subject to ability score requirements). Such a PC enjoys the benefits of each of his classes simultaneously.

Experience Points
PCs of all classes require the same number of experience points per level, as per the OD&D Fighting Man (Men and Magic, page 16).

Bonus to Earned Experience
All PCs are entitled to a bonus to earned XP determined by their wisdom ability and their prime requisite ability (strength for fighters, charisma for templars, dexterity for thieves and intelligence for wizards). If your PC is multi-classed you only consider the prime requisite for his current class.

Languages
All PCs can speak the common tongue, and Demi-Humans can also speak their own racial tongue. There are no alignment tongues.

Knowledge of other languages will be determined according to the PC's intelligence ability as and when languages are encountered during play.

Wizards and Templars are the only PCs who are automatically literate. For other PCs, literacy is determined by a chance in 6 roll according to the PC's intelligence ability.

Starting Wealth
The silver piece is the basic unit of trade (and also of earning experience points).


1 gp = 6 sp = 36 cp


All PCs begin with ordinary clothing, a backpack, rations for one week, a water skin and a coin purse containing approximately 20 to 100 silver pieces worth of coin. I will determine the weight of your coin purse along with your ability scores.

Additionally, each player will be granted a starting boon according to race and class. Your boon may be worth a small fortune -- or scarcely two coppers, depending on how fate smiles upon you.

Players will have to discuss their starter purchases with me until I post a price list can now check out the modest price lists which I've posted -- ask and you shall receive (assuming you can afford it). Once your PC enters play some goods may be difficult to come by.

Naming
Your character name is up to you, but it would be fun if we got ourselves a bit of a theme going. To that end, I suggest (variations on) ye olde French and German names for Men, English names for Halflings, Welsh names for Elves, and Nordic names for Dwarfs...

If you're stuck for ideas, try this http://www.20000-names.com/www.20000-names.com/ or one of the many sites like it.

If you give your character an appellation, such as "the Bold" or "the Fisherman", and use it in play, it could benefit you to the tune of a +1 modifier in the appropriate situation...


Armour Class

Armour
The helmet has been separated from all suits of armour. Thus, light, medium and heavy armour improves AC by 1, 3, and 5 2, 3 and 4 respectively.

Helmets
Helmets are not included with armour but can be purchased separately. Wearing a helmet will improve AC by 1, but will also reduce the odds of finding secret doors by 1 in 6, and increase the odds of being surprised by 1 in 6.

Shields
Using a shield improves AC by 1 in frontal combat (but is ignored if attacked from behind). Missile weapons attack at -2 versus shields, while light weapons attack at -1 versus shields. Flails and whips attack at +1 versus shields (i.e., they effectively ignore them).

Combat Experience
A fighter's AC improves by 1 for every 2 levels he has attained unless he is surprised, restrained or attacked from behind.

Dexterity
A dexterity of 14 or more improves AC by 1 so long as you are not wearing heavy armour, surprised, restrained, or attacked from behind.
A dexterity of 7 or less degrades AC by 1 if you are wearing heavy armour.


Multiple Attacks

A Fighting-Man (or monster) with 3 times as many levels (or HD) as his opponent has levels (or HD) attacks twice per round. Similarly, a Fighting-Man (or monster) with 5 times as many levels as his opponent has levels (or HD) attacks thrice per round. In either case, initiative is rolled separately for each attack, and multiple attacks do not apply to missile fire.

For example, a 3rd level Fighting-Man can attack twice per round against 1st level (or 1 HD) opposition, while a 6th level Fighting-Man can attack twice per round against 2nd level (or 2 HD) opposition.

Similarly, a 3 HD monster can attack twice per round against 1st level (or 1 HD) opposition, while a 6 HD monster can attack twice per round against 2nd level (or 2 HD) opposition.


Variable Damage

Damage Dice are always six sided but are called as "dd" rather than "d6" to distinguish "3dd" from a regular "3d6". Man-like creatures (including PCs) cause damage according to the type of weapon employed, while other monsters throw damage dice equal to their hit dice;
  • Light weapons (such as daggers, hand axes, slings, short bows, etc.) and staffs typically cause 1dd.
  • Normal one-handed weapons (such as axes, swords, maces, longbows, etc.) typically cause 2dd.
  • Heavy, two-handed weapons (such as pole axes, war hammeres, crossbows, etc.) typically cause 3dd.
  • A 4 HD Ogre will throw 4dd.
  • A 10 HD Giant will throws a terrifying 10dd!!
Roll all the damage dice and sum like faces €“ the highest sum is the overall result. Thus a 2dd roll of 3, 5 is a result of 5 (because 5 was the highest result). A 3dd roll of 3, 3, 5 is a result of 6 (because 3 + 3 = 6, which is higher than 5).

Additionally, fighters add half their level (rounded down) and monsters add half their number of HD (rounded down) to the result.

Thieves throw one additional damage die per level when striking from behind or with surprise with a melee weapon.


Saving Throws
Saving throws are simplified S&W style -- which means there is only one saving throw category.

A level 1 PC needs to roll a 1715+ on a d20 to save. Each level thereafter reduces the required number by 1.

Elves and Dwarfs need 1 less, Halflings need 2 less. Wizards and Templars need a further 1 less. All PCs adjust saving throws for Wisdom.


Hit Points
The "starting" hit-points which I have rolled up during PC generation will be used on the first adventure.

Thereafter, your hit-points will be rerolled at start of each new "delve". I.e., each time you leave the safety and comfort of town looking for adventure, I'll re-roll everyone's hit-points.

When I re-roll hit-points, I will be rolling all of your hit-dice. You may have more hit-points on one adventure, and fewer on the next, or vis-versa.


Healing
Pausing for a breather and a refreshing draft, or taking time to dress and bind wounds, or just to rub some dirt in it, is all considered to be "healing".

Healing takes a full turn during which time there is an increased chance of being surprised. However, a rested PC regains 1d6 lost hit-points (never more than were lost in the immediately preceding fight).


Dying
PCs are incapacitated at 0 hit-points. They can crawl, beg, and mutter their famous last words, but that is all. Any unhindered foe can automatically perform a coup de grace and end it all.

A PC is slain instantly upon reaching -1 hit point per level. So a 1st level PC is slain at -1 hit-points. A 2nd level PC is slain at -2 hit-points and so on.

A PC reduced to negative hit-points who is not slain has a chance in 6 to remain conscious determined by his constitution score. Otherwise he will be unconscious.



Weapon Type Versus Armour Type

This is (hopefully) a simplified version of the addition to the Alternate Combat System which appeared in Greyhawk (pages 13 and 14).

ShieldHideMailPlateWeapon TypeLight Weapon-1------Missile Weapon-2------Wrapping Weapon+1------Damage Type(/td)
(/tr)

(tr)
(td)Slashing Damage(/td)(td)--(/td)(td)+1(/td)(td)0(/td)(td)0(/td)
(/tr)

(tr)
(td)Piercing Damage(/td)(td)--(/td)(td)+1(/td)(td)+1(/td)(td)-1(/td)
(/tr)

(tr)
(td)Bludgeoning Damage(/td)(td)--(/td)(td)0(/td)(td)0(/td)(td)+1(/td)
(/tr)

(tr)
(td)Untyped Damage(/td)(td)--(/td)(td)0(/td)(td)0(/td)(td)-1(/td)
(/tr)

(/table)

Fails and whips are wrapping weapons because they "wrap around" shields.

Clubs, staffs, whips and slings are considered "untyped damage" because these (cheap) weapons are poor against plate armour.

The attack modifiers given under Weapon Type are cumulative with those given under Damage Type. Thus, a PC firing a crossbow at an enemy wearing chainmail and carrying a shield would be -2 (for missiles versus shields) and +1 (for piercing attacks versus mail). So our PC would attack with a -1 modifier overall.



Custom PC Classes
Additionally, here are the details of all the once off, oddball and out there character classes that players have choosen to play from time to time...
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16913
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Wed Mar 30, 2011 10:35 am

Superseded House Rules (circa 2010)

waysoftheearth wrote:
Superseded House Rules (Circa 2010)

The following house rules were used from the game's inception March 2010 to until November 2012. At that point, these rules were superseded by an http://odd74.proboards.com/index.cgi?bo ... hread=8034Updated Suite of House Rules.


The following rules are left here for interest only. They are no longer in use.


You may elect to play Men, Elves, Dwarfs or Halflings, and PCs may be Fighters, Thieves, Magic-users or Templars (only Men can be Templars).

To begin with, there will be at most one PC of each Demi-Human race, and at most one Human Wizard. If several players desire the same option, then we will sort something out.

I will roll 3d6 for each of strength, intelligence, wisdom, dexterity, constitution and charisma, in order. Each player may replace any one die with a 6 except that doing so must not make an 18. Additionally;
  • Men may substitute a 6 in any ability score.
  • Elves may substitute a 6 in intelligence or wisdom only.
  • Dwarfs may substitute a 6 in strength or constitution only.
  • Halflings may substitute a 6 in charisma or dexterity only.
Adjustments due to Ability Scores

Abilityd20 AdjChance in 63-204 to 5-11/26 to 7-118019 to 1202130314 to 15+1316 to 17+1418+24

Strength:
Modifies melee attack and damage rolls, and gives a chance in 6 of forcing stuck doors.

Intelligence:
Modifies the number of spells a magic-user knows, and gives a chance in 6 of knowing encountered languages, and of discovering secret doors (when searching in the right place).

Wisdom:
Modifies the number of spells a Templar knows, modifies saving throws, and gives a bonus to earned experience points.

Dexterity:
Modifies AC, missile attack rolls, and the chance of surprising enemies.

Constitution:
Modifies maximum HD, gives +0 to +6 additional hit-points at 1st level, and gives a chance in 6 of surviving into negative hit-points and resurrection.

Charisma:
Modifies prices up or down, and determines the chance in 6 that hirelings will remain loyal in the face of danger.

Fighters
A fighter must be strong and fit. He has the use of all arms and armour, and when in melee combat adds +1 damage per 2 levels of experience. Unlike other PCs a fighter also adds his constitution adjustment (if positive) to his starting hit points. He has 4 chances in 6 of performing any feat of physical prowess, adds +2 to saving throws that require great fortitude. Finally, a fighter attacks twice per round if he has more than twice as many HD as his enemy, and thrice per round if he has more than thrice as many HD as his enemy.

Templars
A templar is the militant champion of a religious Cause. He must be strong, wise and charismatic, of lawful alignment, and abide by a righteous code of conduct. He has the use of all metal armour but is restricted to the noble weaponry of Knightly contest -- axe, flail, mace, sword. All other weapons are considered common, mean and ignoble. A templar is literate, has 4 chances in 6 of knowing the Holy lore, and adds +1 to all saving throws. He can memorise 1 spell per whole 2 experience levels (adjusted by wisdom) so long as no memorised spell's level exceeds half his own level (rounded up).

Note that a templar cannot turn undead (except by use of magic talisman or spell).

A templar begins with as many spells as his chance in 6 due to charisma. He will need to loot spell texts, or else be granted them by his temple in order to expand his repertoire.

Thieves
A thief must be dexterous and clever. When attacking with surprise he rolls 1 extra damage die for every odd level he has attained, but is limited to light arms -- club, dagger, hammer, hand axe, hand crossbow, short bow, short sword, sling, staff, whip. While he wears only light armour and eschews both shield and helm a thief also enjoys the following benefits; When operating in an urban or dungeon environment he surprises enemy 4 times in 6, is surprised only 1 time in 6 himself, has 4 chances in 6 of performing any feat of subterfuge or of locating secret or concealed objects, and adds +2 to saving throws that require quick reflexes. A thief also earns +50% XP bonus loot acquired in secret (i.e., not divided fairly among the other players).

Wizards
A wizard must be intelligent and wise. A wizard is always literate and has 4 chances in 6 chance of performing any feat of history or great lore. He suffers only half damage from any magic which would cause him direct harm, and adds +2 to saving throws versus wands, staves, and magic spells. However, a wizard does not wear armour, nor have any particular mastery of any weapon. He has magic. A wizard can memorise 1 spell per experience level (adjusted by intelligence) so long as no memorised spell's level exceeds his own.

A wizard begins with as many spells as his chance in 6 due to intelligence + adjustment due to intelligence. He will unlock the secrets of one new spell as each experience level is gained.

Hit Dice
Number of Hit Dice are determined accordingly to class and experience level, as follows;


Hit Dice Progression
ExperienceCleric,Warlock,Cavalier,LevelWizardThiefRangerFighter10+1d411+11+2211+222+131+22334234452+23+2556346673+2577845+28894+2699

Hit Points
All PCs add their chance in 6 due to constitution to starting hit-points -- a fighter also adds his constitution adjustment (if positive).
All HD are re-rolled after an uninterrupted full-night's bed rest (at an inn, for example).

Level Limits for Demi-Humans
There are no racial level limits. However, there are racial Hit Die limits instead. Men have at most 8 HD, Dwarfs have at most 6 HD, Elves have at most 5 HD, and Halflings have at most 4 HD. The HD limit is modified according to the PC's constitution ability. If maximum HD have been attained, further experience levels yield +2 hp (templars and fighting men) or +1 hp (wizards and thieves).

Dual-Classed Elves?
Elves are not automatically dual-classed. However, any Demi-Human PC may choose to switch from one class to another whenever he gains a level (subject to ability score requirements). Such a PC enjoys the benefits of each of his classes simultaneously.

Experience Points
PCs of all classes require the same number of experience points per level, as per the OD&D Fighting Man (Men and Magic, page 16).

Bonus to Earned Experience
All PCs are entitled to a bonus to earned XP determined by their wisdom ability and their prime requisite ability (strength for fighters, charisma for templars, dexterity for thieves and intelligence for wizards). If your PC is multi-classed you only consider the prime requisite for his current class.

Languages
All PCs can speak the common tongue, and Demi-Humans can also speak their own racial tongue. There are no alignment tongues.

Knowledge of other languages will be determined according to the PC's intelligence ability as and when languages are encountered during play.

Wizards and Templars are the only PCs who are automatically literate. For other PCs, literacy is determined by a chance in 6 roll according to the PC's intelligence ability.

Starting Wealth
The silver piece is the basic unit of trade (and also of earning experience points).


1 gp = 6 sp = 36 cp


All PCs begin with ordinary clothing, a backpack, rations for one week, a water skin and a coin purse containing approximately 20 to 100 silver pieces worth of coin. I will determine the weight of your coin purse along with your ability scores.

Additionally, each player will be granted a starting boon according to race and class. Your boon may be worth a small fortune -- or scarcely two coppers, depending on how fate smiles upon you.

Players will have to discuss their starter purchases with me until I post a price list can now check out the modest price lists which I've posted -- ask and you shall receive (assuming you can afford it). Once your PC enters play some goods may be difficult to come by.

Naming
Your character name is up to you, but it would be fun if we got ourselves a bit of a theme going. To that end, I suggest (variations on) ye olde French and German names for Men, English names for Halflings, Welsh names for Elves, and Nordic names for Dwarfs...

If you're stuck for ideas, try this http://www.20000-names.com/www.20000-names.com/ or one of the many sites like it.

If you give your character an appellation, such as "the Bold" or "the Fisherman", and use it in play, it could benefit you to the tune of a +1 modifier in the appropriate situation...


Armour Class

Armour
The helmet has been separated from all suits of armour. Thus, light, medium and heavy armour improves AC by 1, 3, and 5 2, 3 and 4 respectively.

Helmets
Helmets are not included with armour but can be purchased separately. Wearing a helmet will improve AC by 1, but will also reduce the odds of finding secret doors by 1 in 6, and increase the odds of being surprised by 1 in 6.

Shields
Using a shield improves AC by 1 in frontal combat (but is ignored if attacked from behind). Missile weapons attack at -2 versus shields, while light weapons attack at -1 versus shields. Flails and whips attack at +1 versus shields (i.e., they effectively ignore them).

Combat Experience
A fighter's AC improves by 1 for every 2 levels he has attained unless he is surprised, restrained or attacked from behind.

Dexterity
A dexterity of 14 or more improves AC by 1 so long as you are not wearing heavy armour, surprised, restrained, or attacked from behind.
A dexterity of 7 or less degrades AC by 1 if you are wearing heavy armour.


Multiple Attacks

A Fighting-Man (or monster) with 3 times as many levels (or HD) as his opponent has levels (or HD) attacks twice per round. Similarly, a Fighting-Man (or monster) with 5 times as many levels as his opponent has levels (or HD) attacks thrice per round. In either case, initiative is rolled separately for each attack, and multiple attacks do not apply to missile fire.

For example, a 3rd level Fighting-Man can attack twice per round against 1st level (or 1 HD) opposition, while a 6th level Fighting-Man can attack twice per round against 2nd level (or 2 HD) opposition.

Similarly, a 3 HD monster can attack twice per round against 1st level (or 1 HD) opposition, while a 6 HD monster can attack twice per round against 2nd level (or 2 HD) opposition.


Variable Damage

Damage Dice are always six sided but are called as "dd" rather than "d6" to distinguish "3dd" from a regular "3d6". Man-like creatures (including PCs) cause damage according to the type of weapon employed, while other monsters throw damage dice equal to their hit dice;
  • Light weapons (such as daggers, hand axes, slings, short bows, etc.) and staffs typically cause 1dd.
  • Normal one-handed weapons (such as axes, swords, maces, longbows, etc.) typically cause 2dd.
  • Heavy, two-handed weapons (such as pole axes, war hammeres, crossbows, etc.) typically cause 3dd.
  • A 4 HD Ogre will throw 4dd.
  • A 10 HD Giant will throws a terrifying 10dd!!
Roll all the damage dice and sum like faces €“ the highest sum is the overall result. Thus a 2dd roll of 3, 5 is a result of 5 (because 5 was the highest result). A 3dd roll of 3, 3, 5 is a result of 6 (because 3 + 3 = 6, which is higher than 5).

Additionally, fighters add half their level (rounded down) and monsters add half their number of HD (rounded down) to the result.

Thieves throw one additional damage die per level when striking from behind or with surprise with a melee weapon.


Saving Throws
Saving throws are simplified S&W style -- which means there is only one saving throw category.

A level 1 PC needs to roll a 1715+ on a d20 to save. Each level thereafter reduces the required number by 1.

Elves and Dwarfs need 1 less, Halflings need 2 less. Wizards and Templars need a further 1 less. All PCs adjust saving throws for Wisdom.


Hit Points
The "starting" hit-points which I have rolled up during PC generation will be used on the first adventure.

Thereafter, your hit-points will be rerolled at start of each new "delve". I.e., each time you leave the safety and comfort of town looking for adventure, I'll re-roll everyone's hit-points.

When I re-roll hit-points, I will be rolling all of your hit-dice. You may have more hit-points on one adventure, and fewer on the next, or vis-versa.


Healing
Pausing for a breather and a refreshing draft, or taking time to dress and bind wounds, or just to rub some dirt in it, is all considered to be "healing".

Healing takes a full turn during which time there is an increased chance of being surprised. However, a rested PC regains 1d6 lost hit-points (never more than were lost in the immediately preceding fight).


Dying
PCs are incapacitated at 0 hit-points. They can crawl, beg, and mutter their famous last words, but that is all. Any unhindered foe can automatically perform a coup de grace and end it all.

A PC is slain instantly upon reaching -1 hit point per level. So a 1st level PC is slain at -1 hit-points. A 2nd level PC is slain at -2 hit-points and so on.

A PC reduced to negative hit-points who is not slain has a chance in 6 to remain conscious determined by his constitution score. Otherwise he will be unconscious.



Weapon Type Versus Armour Type

This is (hopefully) a simplified version of the addition to the Alternate Combat System which appeared in Greyhawk (pages 13 and 14).

ShieldHideMailPlateWeapon TypeLight Weapon-1------Missile Weapon-2------Wrapping Weapon+1------Damage Type(/td)
(/tr)

(tr)
(td)Slashing Damage(/td)(td)--(/td)(td)+1(/td)(td)0(/td)(td)0(/td)
(/tr)

(tr)
(td)Piercing Damage(/td)(td)--(/td)(td)+1(/td)(td)+1(/td)(td)-1(/td)
(/tr)

(tr)
(td)Bludgeoning Damage(/td)(td)--(/td)(td)0(/td)(td)0(/td)(td)+1(/td)
(/tr)

(tr)
(td)Untyped Damage(/td)(td)--(/td)(td)0(/td)(td)0(/td)(td)-1(/td)
(/tr)

(/table)

Fails and whips are wrapping weapons because they "wrap around" shields.

Clubs, staffs, whips and slings are considered "untyped damage" because these (cheap) weapons are poor against plate armour.

The attack modifiers given under Weapon Type are cumulative with those given under Damage Type. Thus, a PC firing a crossbow at an enemy wearing chainmail and carrying a shield would be -2 (for missiles versus shields) and +1 (for piercing attacks versus mail). So our PC would attack with a -1 modifier overall.



Custom PC Classes
Additionally, here are the details of all the once off, oddball and out there character classes that players have choosen to play from time to time...
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16913
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Wed Mar 30, 2011 10:35 am

Superseded House Rules (circa 2010)

waysoftheearth wrote:
Superseded House Rules (Circa 2010)

The following house rules were used from the game's inception March 2010 to until November 2012. At that point, these rules were superseded by an http://odd74.proboards.com/index.cgi?bo ... hread=8034Updated Suite of House Rules.


The following rules are left here for interest only. They are no longer in use.


You may elect to play Men, Elves, Dwarfs or Halflings, and PCs may be Fighters, Thieves, Magic-users or Templars (only Men can be Templars).

To begin with, there will be at most one PC of each Demi-Human race, and at most one Human Wizard. If several players desire the same option, then we will sort something out.

I will roll 3d6 for each of strength, intelligence, wisdom, dexterity, constitution and charisma, in order. Each player may replace any one die with a 6 except that doing so must not make an 18. Additionally;
  • Men may substitute a 6 in any ability score.
  • Elves may substitute a 6 in intelligence or wisdom only.
  • Dwarfs may substitute a 6 in strength or constitution only.
  • Halflings may substitute a 6 in charisma or dexterity only.
Adjustments due to Ability Scores

Abilityd20 AdjChance in 63-204 to 5-11/26 to 7-118019 to 1202130314 to 15+1316 to 17+1418+24

Strength:
Modifies melee attack and damage rolls, and gives a chance in 6 of forcing stuck doors.

Intelligence:
Modifies the number of spells a magic-user knows, and gives a chance in 6 of knowing encountered languages, and of discovering secret doors (when searching in the right place).

Wisdom:
Modifies the number of spells a Templar knows, modifies saving throws, and gives a bonus to earned experience points.

Dexterity:
Modifies AC, missile attack rolls, and the chance of surprising enemies.

Constitution:
Modifies maximum HD, gives +0 to +6 additional hit-points at 1st level, and gives a chance in 6 of surviving into negative hit-points and resurrection.

Charisma:
Modifies prices up or down, and determines the chance in 6 that hirelings will remain loyal in the face of danger.

Fighters
A fighter must be strong and fit. He has the use of all arms and armour, and when in melee combat adds +1 damage per 2 levels of experience. Unlike other PCs a fighter also adds his constitution adjustment (if positive) to his starting hit points. He has 4 chances in 6 of performing any feat of physical prowess, adds +2 to saving throws that require great fortitude. Finally, a fighter attacks twice per round if he has more than twice as many HD as his enemy, and thrice per round if he has more than thrice as many HD as his enemy.

Templars
A templar is the militant champion of a religious Cause. He must be strong, wise and charismatic, of lawful alignment, and abide by a righteous code of conduct. He has the use of all metal armour but is restricted to the noble weaponry of Knightly contest -- axe, flail, mace, sword. All other weapons are considered common, mean and ignoble. A templar is literate, has 4 chances in 6 of knowing the Holy lore, and adds +1 to all saving throws. He can memorise 1 spell per whole 2 experience levels (adjusted by wisdom) so long as no memorised spell's level exceeds half his own level (rounded up).

Note that a templar cannot turn undead (except by use of magic talisman or spell).

A templar begins with as many spells as his chance in 6 due to charisma. He will need to loot spell texts, or else be granted them by his temple in order to expand his repertoire.

Thieves
A thief must be dexterous and clever. When attacking with surprise he rolls 1 extra damage die for every odd level he has attained, but is limited to light arms -- club, dagger, hammer, hand axe, hand crossbow, short bow, short sword, sling, staff, whip. While he wears only light armour and eschews both shield and helm a thief also enjoys the following benefits; When operating in an urban or dungeon environment he surprises enemy 4 times in 6, is surprised only 1 time in 6 himself, has 4 chances in 6 of performing any feat of subterfuge or of locating secret or concealed objects, and adds +2 to saving throws that require quick reflexes. A thief also earns +50% XP bonus loot acquired in secret (i.e., not divided fairly among the other players).

Wizards
A wizard must be intelligent and wise. A wizard is always literate and has 4 chances in 6 chance of performing any feat of history or great lore. He suffers only half damage from any magic which would cause him direct harm, and adds +2 to saving throws versus wands, staves, and magic spells. However, a wizard does not wear armour, nor have any particular mastery of any weapon. He has magic. A wizard can memorise 1 spell per experience level (adjusted by intelligence) so long as no memorised spell's level exceeds his own.

A wizard begins with as many spells as his chance in 6 due to intelligence + adjustment due to intelligence. He will unlock the secrets of one new spell as each experience level is gained.

Hit Dice
Number of Hit Dice are determined accordingly to class and experience level, as follows;


Hit Dice Progression
ExperienceCleric,Warlock,Cavalier,LevelWizardThiefRangerFighter10+1d411+11+2211+222+131+22334234452+23+2556346673+2577845+28894+2699

Hit Points
All PCs add their chance in 6 due to constitution to starting hit-points -- a fighter also adds his constitution adjustment (if positive).
All HD are re-rolled after an uninterrupted full-night's bed rest (at an inn, for example).

Level Limits for Demi-Humans
There are no racial level limits. However, there are racial Hit Die limits instead. Men have at most 8 HD, Dwarfs have at most 6 HD, Elves have at most 5 HD, and Halflings have at most 4 HD. The HD limit is modified according to the PC's constitution ability. If maximum HD have been attained, further experience levels yield +2 hp (templars and fighting men) or +1 hp (wizards and thieves).

Dual-Classed Elves?
Elves are not automatically dual-classed. However, any Demi-Human PC may choose to switch from one class to another whenever he gains a level (subject to ability score requirements). Such a PC enjoys the benefits of each of his classes simultaneously.

Experience Points
PCs of all classes require the same number of experience points per level, as per the OD&D Fighting Man (Men and Magic, page 16).

Bonus to Earned Experience
All PCs are entitled to a bonus to earned XP determined by their wisdom ability and their prime requisite ability (strength for fighters, charisma for templars, dexterity for thieves and intelligence for wizards). If your PC is multi-classed you only consider the prime requisite for his current class.

Languages
All PCs can speak the common tongue, and Demi-Humans can also speak their own racial tongue. There are no alignment tongues.

Knowledge of other languages will be determined according to the PC's intelligence ability as and when languages are encountered during play.

Wizards and Templars are the only PCs who are automatically literate. For other PCs, literacy is determined by a chance in 6 roll according to the PC's intelligence ability.

Starting Wealth
The silver piece is the basic unit of trade (and also of earning experience points).


1 gp = 6 sp = 36 cp


All PCs begin with ordinary clothing, a backpack, rations for one week, a water skin and a coin purse containing approximately 20 to 100 silver pieces worth of coin. I will determine the weight of your coin purse along with your ability scores.

Additionally, each player will be granted a starting boon according to race and class. Your boon may be worth a small fortune -- or scarcely two coppers, depending on how fate smiles upon you.

Players will have to discuss their starter purchases with me until I post a price list can now check out the modest price lists which I've posted -- ask and you shall receive (assuming you can afford it). Once your PC enters play some goods may be difficult to come by.

Naming
Your character name is up to you, but it would be fun if we got ourselves a bit of a theme going. To that end, I suggest (variations on) ye olde French and German names for Men, English names for Halflings, Welsh names for Elves, and Nordic names for Dwarfs...

If you're stuck for ideas, try this http://www.20000-names.com/www.20000-names.com/ or one of the many sites like it.

If you give your character an appellation, such as "the Bold" or "the Fisherman", and use it in play, it could benefit you to the tune of a +1 modifier in the appropriate situation...


Armour Class

Armour
The helmet has been separated from all suits of armour. Thus, light, medium and heavy armour improves AC by 1, 3, and 5 2, 3 and 4 respectively.

Helmets
Helmets are not included with armour but can be purchased separately. Wearing a helmet will improve AC by 1, but will also reduce the odds of finding secret doors by 1 in 6, and increase the odds of being surprised by 1 in 6.

Shields
Using a shield improves AC by 1 in frontal combat (but is ignored if attacked from behind). Missile weapons attack at -2 versus shields, while light weapons attack at -1 versus shields. Flails and whips attack at +1 versus shields (i.e., they effectively ignore them).

Combat Experience
A fighter's AC improves by 1 for every 2 levels he has attained unless he is surprised, restrained or attacked from behind.

Dexterity
A dexterity of 14 or more improves AC by 1 so long as you are not wearing heavy armour, surprised, restrained, or attacked from behind.
A dexterity of 7 or less degrades AC by 1 if you are wearing heavy armour.


Multiple Attacks

A Fighting-Man (or monster) with 3 times as many levels (or HD) as his opponent has levels (or HD) attacks twice per round. Similarly, a Fighting-Man (or monster) with 5 times as many levels as his opponent has levels (or HD) attacks thrice per round. In either case, initiative is rolled separately for each attack, and multiple attacks do not apply to missile fire.

For example, a 3rd level Fighting-Man can attack twice per round against 1st level (or 1 HD) opposition, while a 6th level Fighting-Man can attack twice per round against 2nd level (or 2 HD) opposition.

Similarly, a 3 HD monster can attack twice per round against 1st level (or 1 HD) opposition, while a 6 HD monster can attack twice per round against 2nd level (or 2 HD) opposition.


Variable Damage

Damage Dice are always six sided but are called as "dd" rather than "d6" to distinguish "3dd" from a regular "3d6". Man-like creatures (including PCs) cause damage according to the type of weapon employed, while other monsters throw damage dice equal to their hit dice;
  • Light weapons (such as daggers, hand axes, slings, short bows, etc.) and staffs typically cause 1dd.
  • Normal one-handed weapons (such as axes, swords, maces, longbows, etc.) typically cause 2dd.
  • Heavy, two-handed weapons (such as pole axes, war hammeres, crossbows, etc.) typically cause 3dd.
  • A 4 HD Ogre will throw 4dd.
  • A 10 HD Giant will throws a terrifying 10dd!!
Roll all the damage dice and sum like faces €“ the highest sum is the overall result. Thus a 2dd roll of 3, 5 is a result of 5 (because 5 was the highest result). A 3dd roll of 3, 3, 5 is a result of 6 (because 3 + 3 = 6, which is higher than 5).

Additionally, fighters add half their level (rounded down) and monsters add half their number of HD (rounded down) to the result.

Thieves throw one additional damage die per level when striking from behind or with surprise with a melee weapon.


Saving Throws
Saving throws are simplified S&W style -- which means there is only one saving throw category.

A level 1 PC needs to roll a 1715+ on a d20 to save. Each level thereafter reduces the required number by 1.

Elves and Dwarfs need 1 less, Halflings need 2 less. Wizards and Templars need a further 1 less. All PCs adjust saving throws for Wisdom.


Hit Points
The "starting" hit-points which I have rolled up during PC generation will be used on the first adventure.

Thereafter, your hit-points will be rerolled at start of each new "delve". I.e., each time you leave the safety and comfort of town looking for adventure, I'll re-roll everyone's hit-points.

When I re-roll hit-points, I will be rolling all of your hit-dice. You may have more hit-points on one adventure, and fewer on the next, or vis-versa.


Healing
Pausing for a breather and a refreshing draft, or taking time to dress and bind wounds, or just to rub some dirt in it, is all considered to be "healing".

Healing takes a full turn during which time there is an increased chance of being surprised. However, a rested PC regains 1d6 lost hit-points (never more than were lost in the immediately preceding fight).


Dying
PCs are incapacitated at 0 hit-points. They can crawl, beg, and mutter their famous last words, but that is all. Any unhindered foe can automatically perform a coup de grace and end it all.

A PC is slain instantly upon reaching -1 hit point per level. So a 1st level PC is slain at -1 hit-points. A 2nd level PC is slain at -2 hit-points and so on.

A PC reduced to negative hit-points who is not slain has a chance in 6 to remain conscious determined by his constitution score. Otherwise he will be unconscious.



Weapon Type Versus Armour Type

This is (hopefully) a simplified version of the addition to the Alternate Combat System which appeared in Greyhawk (pages 13 and 14).

ShieldHideMailPlateWeapon TypeLight Weapon-1------Missile Weapon-2------Wrapping Weapon+1------Damage Type(/td)
(/tr)

(tr)
(td)Slashing Damage(/td)(td)--(/td)(td)+1(/td)(td)0(/td)(td)0(/td)
(/tr)

(tr)
(td)Piercing Damage(/td)(td)--(/td)(td)+1(/td)(td)+1(/td)(td)-1(/td)
(/tr)

(tr)
(td)Bludgeoning Damage(/td)(td)--(/td)(td)0(/td)(td)0(/td)(td)+1(/td)
(/tr)

(tr)
(td)Untyped Damage(/td)(td)--(/td)(td)0(/td)(td)0(/td)(td)-1(/td)
(/tr)

(/table)

Fails and whips are wrapping weapons because they "wrap around" shields.

Clubs, staffs, whips and slings are considered "untyped damage" because these (cheap) weapons are poor against plate armour.

The attack modifiers given under Weapon Type are cumulative with those given under Damage Type. Thus, a PC firing a crossbow at an enemy wearing chainmail and carrying a shield would be -2 (for missiles versus shields) and +1 (for piercing attacks versus mail). So our PC would attack with a -1 modifier overall.



Custom PC Classes
Additionally, here are the details of all the once off, oddball and out there character classes that players have choosen to play from time to time...
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16913
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Wed Mar 30, 2011 10:35 am

Superseded House Rules (circa 2010)

waysoftheearth wrote:
Superseded House Rules (Circa 2010)

The following house rules were used from the game's inception March 2010 to until November 2012. At that point, these rules were superseded by an http://odd74.proboards.com/index.cgi?bo ... hread=8034Updated Suite of House Rules.


The following rules are left here for interest only. They are no longer in use.


You may elect to play Men, Elves, Dwarfs or Halflings, and PCs may be Fighters, Thieves, Magic-users or Templars (only Men can be Templars).

To begin with, there will be at most one PC of each Demi-Human race, and at most one Human Wizard. If several players desire the same option, then we will sort something out.

I will roll 3d6 for each of strength, intelligence, wisdom, dexterity, constitution and charisma, in order. Each player may replace any one die with a 6 except that doing so must not make an 18. Additionally;
  • Men may substitute a 6 in any ability score.
  • Elves may substitute a 6 in intelligence or wisdom only.
  • Dwarfs may substitute a 6 in strength or constitution only.
  • Halflings may substitute a 6 in charisma or dexterity only.
Adjustments due to Ability Scores

Abilityd20 AdjChance in 63-204 to 5-11/26 to 7-118019 to 1202130314 to 15+1316 to 17+1418+24

Strength:
Modifies melee attack and damage rolls, and gives a chance in 6 of forcing stuck doors.

Intelligence:
Modifies the number of spells a magic-user knows, and gives a chance in 6 of knowing encountered languages, and of discovering secret doors (when searching in the right place).

Wisdom:
Modifies the number of spells a Templar knows, modifies saving throws, and gives a bonus to earned experience points.

Dexterity:
Modifies AC, missile attack rolls, and the chance of surprising enemies.

Constitution:
Modifies maximum HD, gives +0 to +6 additional hit-points at 1st level, and gives a chance in 6 of surviving into negative hit-points and resurrection.

Charisma:
Modifies prices up or down, and determines the chance in 6 that hirelings will remain loyal in the face of danger.

Fighters
A fighter must be strong and fit. He has the use of all arms and armour, and when in melee combat adds +1 damage per 2 levels of experience. Unlike other PCs a fighter also adds his constitution adjustment (if positive) to his starting hit points. He has 4 chances in 6 of performing any feat of physical prowess, adds +2 to saving throws that require great fortitude. Finally, a fighter attacks twice per round if he has more than twice as many HD as his enemy, and thrice per round if he has more than thrice as many HD as his enemy.

Templars
A templar is the militant champion of a religious Cause. He must be strong, wise and charismatic, of lawful alignment, and abide by a righteous code of conduct. He has the use of all metal armour but is restricted to the noble weaponry of Knightly contest -- axe, flail, mace, sword. All other weapons are considered common, mean and ignoble. A templar is literate, has 4 chances in 6 of knowing the Holy lore, and adds +1 to all saving throws. He can memorise 1 spell per whole 2 experience levels (adjusted by wisdom) so long as no memorised spell's level exceeds half his own level (rounded up).

Note that a templar cannot turn undead (except by use of magic talisman or spell).

A templar begins with as many spells as his chance in 6 due to charisma. He will need to loot spell texts, or else be granted them by his temple in order to expand his repertoire.

Thieves
A thief must be dexterous and clever. When attacking with surprise he rolls 1 extra damage die for every odd level he has attained, but is limited to light arms -- club, dagger, hammer, hand axe, hand crossbow, short bow, short sword, sling, staff, whip. While he wears only light armour and eschews both shield and helm a thief also enjoys the following benefits; When operating in an urban or dungeon environment he surprises enemy 4 times in 6, is surprised only 1 time in 6 himself, has 4 chances in 6 of performing any feat of subterfuge or of locating secret or concealed objects, and adds +2 to saving throws that require quick reflexes. A thief also earns +50% XP bonus loot acquired in secret (i.e., not divided fairly among the other players).

Wizards
A wizard must be intelligent and wise. A wizard is always literate and has 4 chances in 6 chance of performing any feat of history or great lore. He suffers only half damage from any magic which would cause him direct harm, and adds +2 to saving throws versus wands, staves, and magic spells. However, a wizard does not wear armour, nor have any particular mastery of any weapon. He has magic. A wizard can memorise 1 spell per experience level (adjusted by intelligence) so long as no memorised spell's level exceeds his own.

A wizard begins with as many spells as his chance in 6 due to intelligence + adjustment due to intelligence. He will unlock the secrets of one new spell as each experience level is gained.

Hit Dice
Number of Hit Dice are determined accordingly to class and experience level, as follows;


Hit Dice Progression
ExperienceCleric,Warlock,Cavalier,LevelWizardThiefRangerFighter10+1d411+11+2211+222+131+22334234452+23+2556346673+2577845+28894+2699

Hit Points
All PCs add their chance in 6 due to constitution to starting hit-points -- a fighter also adds his constitution adjustment (if positive).
All HD are re-rolled after an uninterrupted full-night's bed rest (at an inn, for example).

Level Limits for Demi-Humans
There are no racial level limits. However, there are racial Hit Die limits instead. Men have at most 8 HD, Dwarfs have at most 6 HD, Elves have at most 5 HD, and Halflings have at most 4 HD. The HD limit is modified according to the PC's constitution ability. If maximum HD have been attained, further experience levels yield +2 hp (templars and fighting men) or +1 hp (wizards and thieves).

Dual-Classed Elves?
Elves are not automatically dual-classed. However, any Demi-Human PC may choose to switch from one class to another whenever he gains a level (subject to ability score requirements). Such a PC enjoys the benefits of each of his classes simultaneously.

Experience Points
PCs of all classes require the same number of experience points per level, as per the OD&D Fighting Man (Men and Magic, page 16).

Bonus to Earned Experience
All PCs are entitled to a bonus to earned XP determined by their wisdom ability and their prime requisite ability (strength for fighters, charisma for templars, dexterity for thieves and intelligence for wizards). If your PC is multi-classed you only consider the prime requisite for his current class.

Languages
All PCs can speak the common tongue, and Demi-Humans can also speak their own racial tongue. There are no alignment tongues.

Knowledge of other languages will be determined according to the PC's intelligence ability as and when languages are encountered during play.

Wizards and Templars are the only PCs who are automatically literate. For other PCs, literacy is determined by a chance in 6 roll according to the PC's intelligence ability.

Starting Wealth
The silver piece is the basic unit of trade (and also of earning experience points).


1 gp = 6 sp = 36 cp


All PCs begin with ordinary clothing, a backpack, rations for one week, a water skin and a coin purse containing approximately 20 to 100 silver pieces worth of coin. I will determine the weight of your coin purse along with your ability scores.

Additionally, each player will be granted a starting boon according to race and class. Your boon may be worth a small fortune -- or scarcely two coppers, depending on how fate smiles upon you.

Players will have to discuss their starter purchases with me until I post a price list can now check out the modest price lists which I've posted -- ask and you shall receive (assuming you can afford it). Once your PC enters play some goods may be difficult to come by.

Naming
Your character name is up to you, but it would be fun if we got ourselves a bit of a theme going. To that end, I suggest (variations on) ye olde French and German names for Men, English names for Halflings, Welsh names for Elves, and Nordic names for Dwarfs...

If you're stuck for ideas, try this http://www.20000-names.com/www.20000-names.com/ or one of the many sites like it.

If you give your character an appellation, such as "the Bold" or "the Fisherman", and use it in play, it could benefit you to the tune of a +1 modifier in the appropriate situation...


Armour Class

Armour
The helmet has been separated from all suits of armour. Thus, light, medium and heavy armour improves AC by 1, 3, and 5 2, 3 and 4 respectively.

Helmets
Helmets are not included with armour but can be purchased separately. Wearing a helmet will improve AC by 1, but will also reduce the odds of finding secret doors by 1 in 6, and increase the odds of being surprised by 1 in 6.

Shields
Using a shield improves AC by 1 in frontal combat (but is ignored if attacked from behind). Missile weapons attack at -2 versus shields, while light weapons attack at -1 versus shields. Flails and whips attack at +1 versus shields (i.e., they effectively ignore them).

Combat Experience
A fighter's AC improves by 1 for every 2 levels he has attained unless he is surprised, restrained or attacked from behind.

Dexterity
A dexterity of 14 or more improves AC by 1 so long as you are not wearing heavy armour, surprised, restrained, or attacked from behind.
A dexterity of 7 or less degrades AC by 1 if you are wearing heavy armour.


Multiple Attacks

A Fighting-Man (or monster) with 3 times as many levels (or HD) as his opponent has levels (or HD) attacks twice per round. Similarly, a Fighting-Man (or monster) with 5 times as many levels as his opponent has levels (or HD) attacks thrice per round. In either case, initiative is rolled separately for each attack, and multiple attacks do not apply to missile fire.

For example, a 3rd level Fighting-Man can attack twice per round against 1st level (or 1 HD) opposition, while a 6th level Fighting-Man can attack twice per round against 2nd level (or 2 HD) opposition.

Similarly, a 3 HD monster can attack twice per round against 1st level (or 1 HD) opposition, while a 6 HD monster can attack twice per round against 2nd level (or 2 HD) opposition.


Variable Damage

Damage Dice are always six sided but are called as "dd" rather than "d6" to distinguish "3dd" from a regular "3d6". Man-like creatures (including PCs) cause damage according to the type of weapon employed, while other monsters throw damage dice equal to their hit dice;
  • Light weapons (such as daggers, hand axes, slings, short bows, etc.) and staffs typically cause 1dd.
  • Normal one-handed weapons (such as axes, swords, maces, longbows, etc.) typically cause 2dd.
  • Heavy, two-handed weapons (such as pole axes, war hammeres, crossbows, etc.) typically cause 3dd.
  • A 4 HD Ogre will throw 4dd.
  • A 10 HD Giant will throws a terrifying 10dd!!
Roll all the damage dice and sum like faces €“ the highest sum is the overall result. Thus a 2dd roll of 3, 5 is a result of 5 (because 5 was the highest result). A 3dd roll of 3, 3, 5 is a result of 6 (because 3 + 3 = 6, which is higher than 5).

Additionally, fighters add half their level (rounded down) and monsters add half their number of HD (rounded down) to the result.

Thieves throw one additional damage die per level when striking from behind or with surprise with a melee weapon.


Saving Throws
Saving throws are simplified S&W style -- which means there is only one saving throw category.

A level 1 PC needs to roll a 1715+ on a d20 to save. Each level thereafter reduces the required number by 1.

Elves and Dwarfs need 1 less, Halflings need 2 less. Wizards and Templars need a further 1 less. All PCs adjust saving throws for Wisdom.


Hit Points
The "starting" hit-points which I have rolled up during PC generation will be used on the first adventure.

Thereafter, your hit-points will be rerolled at start of each new "delve". I.e., each time you leave the safety and comfort of town looking for adventure, I'll re-roll everyone's hit-points.

When I re-roll hit-points, I will be rolling all of your hit-dice. You may have more hit-points on one adventure, and fewer on the next, or vis-versa.


Healing
Pausing for a breather and a refreshing draft, or taking time to dress and bind wounds, or just to rub some dirt in it, is all considered to be "healing".

Healing takes a full turn during which time there is an increased chance of being surprised. However, a rested PC regains 1d6 lost hit-points (never more than were lost in the immediately preceding fight).


Dying
PCs are incapacitated at 0 hit-points. They can crawl, beg, and mutter their famous last words, but that is all. Any unhindered foe can automatically perform a coup de grace and end it all.

A PC is slain instantly upon reaching -1 hit point per level. So a 1st level PC is slain at -1 hit-points. A 2nd level PC is slain at -2 hit-points and so on.

A PC reduced to negative hit-points who is not slain has a chance in 6 to remain conscious determined by his constitution score. Otherwise he will be unconscious.



Weapon Type Versus Armour Type

This is (hopefully) a simplified version of the addition to the Alternate Combat System which appeared in Greyhawk (pages 13 and 14).

ShieldHideMailPlateWeapon TypeLight Weapon-1------Missile Weapon-2------Wrapping Weapon+1------Damage Type(/td)
(/tr)

(tr)
(td)Slashing Damage(/td)(td)--(/td)(td)+1(/td)(td)0(/td)(td)0(/td)
(/tr)

(tr)
(td)Piercing Damage(/td)(td)--(/td)(td)+1(/td)(td)+1(/td)(td)-1(/td)
(/tr)

(tr)
(td)Bludgeoning Damage(/td)(td)--(/td)(td)0(/td)(td)0(/td)(td)+1(/td)
(/tr)

(tr)
(td)Untyped Damage(/td)(td)--(/td)(td)0(/td)(td)0(/td)(td)-1(/td)
(/tr)

(/table)

Fails and whips are wrapping weapons because they "wrap around" shields.

Clubs, staffs, whips and slings are considered "untyped damage" because these (cheap) weapons are poor against plate armour.

The attack modifiers given under Weapon Type are cumulative with those given under Damage Type. Thus, a PC firing a crossbow at an enemy wearing chainmail and carrying a shield would be -2 (for missiles versus shields) and +1 (for piercing attacks versus mail). So our PC would attack with a -1 modifier overall.



Custom PC Classes
Additionally, here are the details of all the once off, oddball and out there character classes that players have choosen to play from time to time...
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16913
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Wed Mar 30, 2011 10:38 am

Superseded House Rules (circa 2010)

waysoftheearth wrote:
Elvish Templars
Elvish Templars are the shining faerie Knights of the Host of the Ivory Wold -- a great, mysterious wood from whence the Elves come.

An Elvish templar must be strong, wise and charismatic, of lawful alignment, and must always act in the interests of the Wold. He has the use of all metal armour but is restricted to spear, sword and bow -- all other weapons are considered mean and ignoble. An Elvish templar is literate, has 4 chances in 6 of knowing Elvish lore, adds +1 to all saving throws. He can memorise 1 spell per 2 experience levels (adjusted by charisma) so long as no memorised spell's level exceeds half his own level (or 1, whichever is greater).

An Elvish templar cannot turn undead.

An Elvish templar begins with as many spell scrolls as his chance in 6 due to charisma. He will need to loot spell texts, or else be granted them by the Masters of the Wold in order to expand his repertoire.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16913
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Wed Mar 30, 2011 10:38 am

Superseded House Rules (circa 2010)

waysoftheearth wrote:
Elvish Templars
Elvish Templars are the shining faerie Knights of the Host of the Ivory Wold -- a great, mysterious wood from whence the Elves come.

An Elvish templar must be strong, wise and charismatic, of lawful alignment, and must always act in the interests of the Wold. He has the use of all metal armour but is restricted to spear, sword and bow -- all other weapons are considered mean and ignoble. An Elvish templar is literate, has 4 chances in 6 of knowing Elvish lore, adds +1 to all saving throws. He can memorise 1 spell per 2 experience levels (adjusted by charisma) so long as no memorised spell's level exceeds half his own level (or 1, whichever is greater).

An Elvish templar cannot turn undead.

An Elvish templar begins with as many spell scrolls as his chance in 6 due to charisma. He will need to loot spell texts, or else be granted them by the Masters of the Wold in order to expand his repertoire.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16913
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Wed Mar 30, 2011 10:38 am

Superseded House Rules (circa 2010)

waysoftheearth wrote:
Elvish Templars
Elvish Templars are the shining faerie Knights of the Host of the Ivory Wold -- a great, mysterious wood from whence the Elves come.

An Elvish templar must be strong, wise and charismatic, of lawful alignment, and must always act in the interests of the Wold. He has the use of all metal armour but is restricted to spear, sword and bow -- all other weapons are considered mean and ignoble. An Elvish templar is literate, has 4 chances in 6 of knowing Elvish lore, adds +1 to all saving throws. He can memorise 1 spell per 2 experience levels (adjusted by charisma) so long as no memorised spell's level exceeds half his own level (or 1, whichever is greater).

An Elvish templar cannot turn undead.

An Elvish templar begins with as many spell scrolls as his chance in 6 due to charisma. He will need to loot spell texts, or else be granted them by the Masters of the Wold in order to expand his repertoire.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16913
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Wed Mar 30, 2011 10:38 am

Superseded House Rules (circa 2010)

waysoftheearth wrote:
Elvish Templars
Elvish Templars are the shining faerie Knights of the Host of the Ivory Wold -- a great, mysterious wood from whence the Elves come.

An Elvish templar must be strong, wise and charismatic, of lawful alignment, and must always act in the interests of the Wold. He has the use of all metal armour but is restricted to spear, sword and bow -- all other weapons are considered mean and ignoble. An Elvish templar is literate, has 4 chances in 6 of knowing Elvish lore, adds +1 to all saving throws. He can memorise 1 spell per 2 experience levels (adjusted by charisma) so long as no memorised spell's level exceeds half his own level (or 1, whichever is greater).

An Elvish templar cannot turn undead.

An Elvish templar begins with as many spell scrolls as his chance in 6 due to charisma. He will need to loot spell texts, or else be granted them by the Masters of the Wold in order to expand his repertoire.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16913
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Wed Mar 30, 2011 10:43 am

Superseded House Rules (circa 2010)

waysoftheearth wrote:
Alchemists
An alchemist must be intelligent and wise but never earns an XP bonus. An alchemist is always literate and has 4 chances in 6 of identifying poisons and potions, and 2 chances in 6 of neutralising identified poisons. He suffers only half damage from any acid or fire which would cause him direct harm and adds +2 to saving throws versus wands, staves and poisons. For all this an alchemist is a non-combatant. He does not wear armour, nor have any particular mastery of any weapon. Instead, he can prepare compounds from alchemical recipes, and can memorise one wizard spell per 2 experience levels (adjusted by intelligence) so long as no memorised spell's level exceeds half his own (or 1, whichever is greater).

An alchemist begins with as many recipes as his chance in 6 due to intelligence + adjustment due to wisdom. He will unlock the secrets of one new recipe with each experience level gained.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 16913
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Wed Mar 30, 2011 10:43 am

Superseded House Rules (circa 2010)

waysoftheearth wrote:
Alchemists
An alchemist must be intelligent and wise but never earns an XP bonus. An alchemist is always literate and has 4 chances in 6 of identifying poisons and potions, and 2 chances in 6 of neutralising identified poisons. He suffers only half damage from any acid or fire which would cause him direct harm and adds +2 to saving throws versus wands, staves and poisons. For all this an alchemist is a non-combatant. He does not wear armour, nor have any particular mastery of any weapon. Instead, he can prepare compounds from alchemical recipes, and can memorise one wizard spell per 2 experience levels (adjusted by intelligence) so long as no memorised spell's level exceeds half his own (or 1, whichever is greater).

An alchemist begins with as many recipes as his chance in 6 due to intelligence + adjustment due to wisdom. He will unlock the secrets of one new recipe with each experience level gained.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

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