Superseded House Rules (Circa 2010)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 At that point, these rules were superseded by an http://odd74.proboards.com/index.cgi?bo ...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.
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!!
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.
Edit: Altered AC values to give reconnoiters a fighting chance.
Edit: Detailed multiple attacks.
Edit: Added staff to weapon damage examples.
Edit: Adjusted saving throws (to line up with S&W 3rd print).