Notable house rules version 1.6: (as of 2/3/2012)
Appended or complete revisions of rules will have their heading highlighted to facilitate ease of identification.
1 Combat Rules:
1.1 Initiative – instead of the normal d6 roll for Initiative, we will be using a d10. The reason for this change is that each segment of a round is 6 seconds. Each round has 60 seconds not 36; therefore, a d10 will give us accurate initiative countdown. Starting segment 1 and counting to segment to segment 10 with each being 6 seconds = 60 seconds or 1 minute/round.
1.2 Weapon Speed Factor – During combat, a weapon’s speed factor will be important to break ties in initiative. Please make sure it is listed on your character sheet.
1.3 Weaponless Combat – this covers pummeling (punching/kicking), grappling, and overbearing (knock down). I have made some changes in how it works to simplify using it in combat situations. All damage is subdual unless the attacker states they are using lethal force.
Pummeling – add strength and dexterity scores, plus level to obtain the attack bonus. Add dexterity and level for the defense bonus, and damage is strength bonus plus level.
Grappling – add strength and dexterity scores, plus level to obtain the attack bonus. Add dexterity, constitution, and level for the defense bonus, and damage is strength bonus.
Overbearing – add strength and dexterity scores, plus level to obtain the attack bonus. Add dexterity, wisdom, and level for the defense bonus, and damage is strength bonus plus level.
Once all bonuses are calculated they are used to modify a d% die roll. The attacker rolls and adds his attack bonus to the roll. This is modified by the defenders defense bonus as a penalty with the attacker attempting to roll 100 or higher.
2 Character Crafting
2.1 Multiclassing – a character race can multiclass in any class it has access to, however, classes can not be within the same category, i.e. no cleric/druids or fighter/paladins, etc. all other prerequisites must be met for both classes as normal. All experience points are divided equally among all classes. Hit points are averaged and alignments will be strictly adhered to with two exceptions. Druids may be any Neutral alignment and Assassins may be any non-good alignment. However, there can be no Paladin/Assassins in case you were wondering.
2.2 Experience Points – XP for single class PC’s or dual-classed humans will remain unchanged. Multi-classed PC’s, however, will use the unified Xp charts for their specific class combination. This will reduce the time to gain levels and decrease the amount of XP needed to attain each new level. The GM has details on these tables.
2.3 Alignment – alignment will be strictly watched and the three-strike rule will be enforced. In other words, three alignment transgressions and your alignment changes with the following penalties. Loss of one level’s worth of experience points, loss of all abilities, spells, and the average hit points for their hit die type. This penalty remains in effect until the PC either atones for their “sins” or has once again earned the lost xp in the new alignment. This can happen repeated if a player has consistent problems playing the character’s alignment.
2.4 Racial Adjustments – elves will be taller than standard AD&D elves, males being average height of six feet and females being average of five foot six inches. There is a 2d6 variance up or down in their height.
2.5 New Characters – new PC’s will start one level lower than the party average.
2.6 Languages – the following is a full list of known languages PC’s can choose to start with or learn later as they gain levels. These are presented in tiers of complexity with tier 1 as the easiest and most common.
Tier 1: Common, Nyrondese, Orcish, Goblin, Halfling, Gnoll.
Tier 2: Ancient Baklunish, Suloise, Flannish, Old Oeridian, Velondi, High Oeridian, Elven, Dwarven, Gnomish, Troll, Giant, Lizardman, Ogrish, Hobgoblin, Bugbear, Dryad, Medusian, Minotaur, Ogre Magian, Undercommon.
Tier 3: Old High Oeridian, Cold Tongue, Keolandish, Lendorian, Kobold, Brownie, Ettin, Gargoyle, Lammasu, Manticore, Nagan, Nixie, Nymph, Pixie, Salamander, Satyr, Shedu, Sprite, Sylph, Drow.
Tier 4: Ferrel, Thieves Cant, Druid Tongue, Centaur, Dragon, Titan, Xorn.
2.7 Freeform Skills – this will be an evolving system mechanic that I will add to 1st ed. AD&D since it has no real skill system to speak of. It works like this; you can create a skill of anything you want your PC to have regardless of how specific or general that skill may be. Your PC wants to make arrows so he takes Fletcher as a skill. He takes any pertinent stats – Strength, Intelligence, and Dexterity. We will say 18 in each to find a benchmark; 18 times three is 54, average that takes us back to 18. This average is the bonus added to the skill check roll, which must exceed 100 in order to correctly make the item. In this case the 20 arrows. Every ten successes allow the skill user to gain an extra +1 on subsequent rolls for success. Once there is +5 total bonus the skill user can construct Masterwork items if the skill is a crafting skill. For every additional +5 increment the skill user can increase the non-magical bonus of the item by +1 for each successful roll made on the specific item during construction. Therefore, multiple successful rolls will have to be made to craft a +5 Masterwork item. If at any time during that process the roll fails the item can no longer be worked on or gain further bonuses.
2.8 Training Stat Scores – Each level a PC can train in a single stat, increasing it by a percentage. For primary stats D% are rolled and the total is added to the score as an exceptional score until it reaches 19. All other stats increase by a flat 10% each time they are trained in and they will max out at 18.
3 Magic, Psionics, & Spells
3.1 Resurrection/Raise Dead – the maximum number of times a character can be raised/resurrected is equal to their rolled Con + Racial Bonus if any. You also have to make a Resurrection Survival roll to be raised/resurrected successfully.
3.2 Illusions –
Disbelief – to make a disbelief save there must be something that the character can be suspicious of that would reasonably make them doubt what they are seeing. Trolls without a stench, roaring fire that does not give off heat, etc.
Damage – all damage cause from illusionary attacks is considered subdual damage and will cause a target to fall unconscious if the drop to zero subdual hit points. This will be handled by the GM, but is important to a player to understand.
3.3 Material Components – Spell components are not used unless the spell is a divine spell requiring a holy symbol or a conjuration/summoning spell requiring a circle, candles, etc for the summoning ritual. Animate Dead obviously needs a corpse to work … common sense needs to be applied with this house rule.
Spell components will be used to create magical items that have spell abilities or spell like abilities.
3.4 Energy Drain/Level Loss – This attack type drains 200 XP for each Hit Die the attacking creature has – xp can only be restored by earning it back or specific spells, but level statistics do not change, hp are not lost neither are spells, etc. It just takes longer to advance. Restoration, limited wish, and wish spells and such will restore 200 xp per caster level.
3.5 Psionics – Psionics will be allowed if your characters stats qualify, you will be required to take care of the points and paper work accuracy on your own. FYI there will possibly be psionic creatures to deal with from time to time.
4 Magic Items
4.1 Magic Item Creation – In an attempt to keep balance and control over the magic items, this rule will be in effect. Only the Alchemist NPC class can make any and all magic items outside of relics and artifacts. The following table will indicate what items and at what level other magic using classes can make.
Class Alchemist Mage Illusionist Cleric Druid
Elixirs 1 na na na na
Toxic Powders 2 na na na na
Compounds/Venoms 3 na na na na
Devices 4 12* 11* 11* 13*
Talismans 5 na na na na
Potions 6 7(11)* 11* 9** 9**
Alchemical Dusts 7 na na na na
Solvents 8 na na na na
Gasses 9 na na na na
Essences 10‡ na na na na
Constructs 11 na na na na
Homunculi 12 na na na na
Advanced Items 12 na na na na
Scrolls na 7** 7** 7** 7**
- wands, rods and staves, and rechargeable items only.
- items that are specific to class can be made at this level.
‡= magical weapons and armor can be made at this level.
- items that are specific to class can be made at this level.
Furthermore, the production of magic items will require the assistance of an Alchemist, except when making potions and scrolls. The rules for item creation are in a separate document with the GM.
5.1 Dice Conventions – If a die falls on the floor or lands on an odd side reroll it. When rolling percentages without d%, use a darker coloured die for the tens units.
5.2 The World – We will be adventuring in the World of Greyhawk with varying levels of detail depending on how much traveling the party decides to do.