2nd Edition House Rules
The Unfettered Blades Campaign is a 2nd Edition AD&D campaign that uses a limited amount of rules from the Player’s Option series and a few home-brewed rules.
Races
- Permitted Races from the PHB include: Human, Dwarf, Gnome, and Halfling. No elves, sorry.
- Permitted races from Skills & Powers include: Goblin, Mongrelman
- Humans: Humans are the only race permitted access to kits. Other races have significant racial abilities already and kits level the playing field.
- Infravision: Any race with infravision instead has low-light vision.
Classes
Warriors
- Permitted Classes: Fighter, Barbarian (Frontiersman), Paladin
- When a fighter reaches 9th level he may choose one of the following benefits:
- The fighter may establish a fortress in the wilderness, extending the reach of civilization further into unknown territories. Once complete the fighter attracts followers as per the PHB.
- The fighter may establish a fighting academy within a major urban center. This academy attracts 4d6 1st level fighters who seek to learn from a master swordsman. Each of these students pays the fighter 1 gp per fighter level each month.
- The barbarian class from the Barbarian’s Handbook is available. Europeans can take this class and are referred to as Frontiersmen.
- Rangers are not permitted.
Priests
- Classes: Cleric (Christian), Diabolist (Satanist-NPC only), Shaman
- Clerics represent Christian priests.
- Clerics are prohibited from using their magic (God’s power) to harm a sentient creature who is not an enemy of God. However, they are required to destroy Diabolists whether by physical or divine force. This prohibition applies to preachers as well.
- Clerics possess to power to channel divine energy in far more potent ways than do normal AD&D clerics. The cleric’s turn undead ability also turns all creatures from another plane of existence and acts as a dispel magic as if cast by the cleric. A cleric can only attempt to dispel a specific magical affect once per level.
- Clerics may wield any weapon, they are not limited to bludgeoning weapons.
- Barbarian Clerics (Shamans) represent priests of native or African faiths.
Rogues
- Marksman, new rogue class.
Combat
- All damage dice explode.
- If the maximum result is rolled on a damage die roll again and add to the total.
- Repeat until maximum damage is not rolled.
- Critical Hits
- If a natural 20 is rolled on an attack roll (or 19 for some weapons) the struck creature must roll a saving throw vs. death magic. Failure results in a critical hit.
- Critical hits are rolled on the table in the Combat & Tactics. Each weapon has its own critical damage die.
Kits
Kits permitted from the Complete Paladin’s Handbook:
- Fighters: Chevalier, Militarist
Kits permitted from the Complete Bard’s Handbook:
- Dabblers: Charlatan, Herald, Loremaster, Professor, Riddlemaster
- Preachers: True Bard, Chanter, Herald, Professor, Skald, Whistler
- Thief: True Bard, Blade, Chanter, Charlatan, Gallant, Gypsy (no psionics), Herald, Jongleur, Professor, Skald, Thespian. Thieves who take a bard kit must sacrifice one thief skill for each special ability they receive. The thief may select from 0 to 4 kit special abilities.
Magic
Unfettered Blades is a lower-magic setting than the D&D standard. As a consequence:
- Spells cast at standard casting time count as one level higher. These spells are runes, carving a rune requires the same amount of time normally required to memorize a spell.
- Spells may also be cast as a ritual at no level adjustment. Rituals bump up the time required to cast by one increment: segments become rounds, rounds become turns, turns become hours, hours become days, etc.
- Some spells are modified. Check the Spell House Rules page for specifics.
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