Original D&D House Rules (v1.4) Character Creation Referee rolls 3d6 six times, player arranges stats as desired Referee rolls 3d6x10 starting gold Abilities STR: 15+: +1 to open doors (1-3/6), +1 damage for FM only (melee or hand-hurled weapon), +400GP encumbrance (+20lbs) 6 or less: -1 to open doors (1/6), -1 damage for FM only (melee or hand-hurled weapon), -400GP encumbrance (-20lbs) Classes Hit points are rolled anew at each level gain, with a minimum gain of +1. Fighting-Men * In melee combat versus enemies with fewer than three HD, a FM throws one attack roll as a first level FM for each of his own hit die. * Two-handed weapons: Fighting-men who use a two-handed weapon roll two dice for damage and take the better roll. Note this also precludes the use of a shield. * Two-weapon fighting: Fighters with a DEX of 13 or greater can choose to attack with a small weapon (dagger, handaxe) in their off hand. Doing so gives +1 to attack rolls, but precludes the use of a shield (damage rolled is as for one weapon, however). Magic-Users * Starting Magic-users get a spell book with Read Magic and three other first-level spells. M-Us will subsequently learn spells automatically according to the spell level progression chart. Other spells must be acquired through adventuring (copied from scrolls or spellbooks) or study. Example: An Enchanter (7th) who advances to Warlock (8th) would add one 3rd level spell and one 4th level spell to his spellbooks automatically. * One spellbook is used for each spell level, and a blank book can hold up to 14 spells. Note that spellbooks cannot be carried while adventuring, they are too unwieldy. M-Us must normally return to their study to re-memorize spells. They do have the option of re-memorizing spells from scrolls (without 'using' the scroll), but this is limited to the group of spells that had already been memorized that day. * Read Magic is only needed for spells or scrolls not written by the M-U himself, and is considered to be automatically memorized once per day, as an extra spell. Once Read Magic is used, it is not needed again to understand those particular pieces of magical writing. * Scrolls can be penned by a M-U of any level, (as long as they are able to use that level of spell) for 100GP per level of the spell and one week’s labor. * M-Us can use the dagger or staff as a weapon. * M-Us can parry with a staff in lieu of an attack. This gives their opponent -2 to-hit. Clerics * Scrolls of clerical spells can be penned by a cleric of any level (as long as they are able to use that level of spell), for 100GP per level of the spell and one week’s labor per spell level. * Clerics do not have spellbooks, rather they have access to the entire list of spells at each level, and pray/meditate for what spells they will memorize each day. Races Elves: Elves can be FM, M-Us, or the usual FM/M-U multi-class. If the Elf opts for the multi-class, experience is earned for one or the other class (per adventure) as the player wishes. HP are calculated by rolling the dice for each class level and taking the simple average, rounding up. They can use any armor or weapons, but cannot cast spells in armor unless the armor is magical. HP Example: An Elf who was 4th/5th level FM/M-U, respectively, would calculate (4d6 + 3d6)/2 and round up, giving a range of 4-21HP. * Elves can speak the languages of Orcs, Hobgoblins, and Gnolls * Elves are immune to ghoul paralysis * Elves have the ability to move silently (1-5/6) and are nearly invisible in their gray-green cloaks (1-5/6), as long as they are not in metal armor or in direct light * Elves impart +1 damage with magical weapons * Elves on foot armed with bows may half-move and fire without penalty * Elves find secret doors 4/6 when actively searching * Elves spot secret doors 2/6 when passing nearby Dwarves: * Dwarves can speak the languages of Gnomes, Kobolds, and Goblins * Dwarves can be Clerics of up to 7th level * Goblins, hobgoblins, and kobolds will attack dwarves on sight, * Dwarves add four levels when rolling saving throws vs. magic * Dwarves can detect slanting passages, traps, shifting walls, and new construction in underground settings * Large, clumsy monsters such as ogres and giants will score only one-half damage against Dwarves * Dwarves find secret doors 4/6 in stonework when actively searching * Dwarves have darkvision to 60 feet * Dwarves cannot use large, two-handed weapons (two-handed sword, pike, pole arm, halberd) Hobbits: * Hobbits can speak Gnome and Elvish * Hobbits can blend into the background to become almost invisible (1-5/6 in forest, 1-2/6 underground), and can move silently (1-5/6), as long as they are not in metal armor. * Hobbits get +3 to-hit with the sling * Hobbits cannot use large, two-handed weapons (two-handed sword, pike, pole arm, halberd) Combat * Missile weapons can be fired into melee from afar at -2 to attack rolls, but a miss may strike a random target, friend or foe alike (roll once for target, once again to attack but with no penalty or bonus). Exceptions might be made for unusually large opponents (e.g. Dragons). * Flaming oil does one die of damage for two rounds on a hit. There is a 5% chance of a thrown flask not breaking. A missed throw will miss by 1-10 feet. The direction of the miss will be determined by rolling 1d8 * Switching weapons can be done in the same combat round only if the first weapon is dropped (properly sheathing/stowing a weapon takes one round). * In melee combat versus enemies with fewer than three HD, a FM or monster throws one attack roll as a one HD monster for each of his own hit die * M-Us and Clerics must declare spells prior to the start of each combat round * Initiative is d6 per combatant (adjusted by DEX) or side * Combatants are normally allowed one action per round, i.e. full move, cast spell, one missile or melee attack * A half-move can be taken before or after missile attacks. Such missile attacks are at -2 to-hit, but Elves on foot can half-move and fire bows with no penalty * Spells can be interrupted by a successful attack on the M-U, and are then lost from memory * Six man-sized creatures can attack a single man-sized PC in a 10-foot space, shields have no effect on AC in the three "rear" attack positions * Rear attacks or attacks on retreating enemies are at +2 to-hit * Overbearing/grappling as per the OD&D FAQ: "Two of the Orcs have grappled the Hero, and if his score with 4 dice is less than their score with 2 dice he has been pinned helplessly. If it is a tie they are struggling, with the Hero still on his feet, but he will be unable to defend himself with his weapon. If the Hero scores higher than the Orcs use the positive difference to throw off his attackers, i.e. the Hero scores 15 and the Orcs scored but 8, so the Hero has tossed both aside, stunning them for 7 turns between them." * Humanoid monsters or FM with initiative or surprise can charge into melee at twice normal move rate for first attack only and gain +2 to-hit. If they miss, their opponent gains +2 to-hit on their next attack * Spears do two dice of damage when set against an initial charge from an opponent * Pikes, halberds, pole arms and spears can attack in melee from the second rank * Anyone can "bind wounds" once per day per PC after a combat to heal 1-4HP * Death is at 0 HP, HP are regained at 1 HP per level per day Misc Non-human races hear noise 1-2/6, humans 1/6. Doors open for anyone with average or higher strength. Hobbits and Dwarves open stuck doors 1/6, Humans and Elves 1-2/6. STR bonuses or penalties apply as noted above (+/- 1). Failing to open a door on the first try ruins the chance of surprise. Gold is redeemable 1:1 GP:XP, but must be spent to do so. Note this is spent all at once for accounting purposes, but is assumed to actually be spent slowly, in-between adventures and covers training, research, lodging, meals, etc. Any remaining gold can be used to purchase things such as equipment, armor, weapons, scrolls or hirelings. Movement & Encumbrance Note 20 GP = 1lb. This is double what is outlined in M&M, meaning the top range giving a base move of 3 encompasses a range of 75-150lbs, rather than 150-300lbs. Standard adventuring equipment weighs 400GP (20lbs). To that, add weapon and armor weight (per Men & Magic), then add any treasure at 20 coins to the pound to calculate encumbrance. Indoor (1" = 10 feet) +-------------+----------+----------+----------+-----------+ |Weight |Base Move |Walk (x2, |Run (x4, |Combat (/3,| | | |per turn) |per turn) |per round) | +-------------+----------+----------+----------+-----------+ |Up to 750GP | 12 | 24" | 48" | 4" | | | | | | | +-------------+----------+----------+----------+-----------+ |751-1000GP | 9 | 18" | 36" | 3" | | | | | | | +-------------+----------+----------+----------+-----------+ |1001-1500GP | 6 | 12" | 24" | 2" | | | | | | | +-------------+----------+----------+----------+-----------+ |1501-3000GP | 3 | 6" | 12" | 1" | | | | | | | +-------------+----------+----------+----------+-----------+ Outdoor (1" = 10 yards) * +-------------+----------+----------+---------------+-----------+ |Weight |Base Move |Walk (x1, |Forced March |Combat (/3,| | | |miles/day)|(x2, miles/day)|per round) | +-------------+----------+----------+---------------+-----------+ |Up to 750GP | 12 | 12 | 24 | 4" | | | | | | | +-------------+----------+----------+---------------+-----------+ |751-1000GP | 9 | 9 | 18 | 3" | | | | | | | +-------------+----------+----------+---------------+-----------+ |1001-1500GP | 6 | 6 | 12 | 2" | | | | | | | +-------------+----------+----------+---------------+-----------+ |1501-3000GP | 3 | 3 | 6 | 1" | | | | | | | +-------------+----------+----------+---------------+-----------+ * Normal rate of movement decreased for travel over difficult terrain, like swamps or mountains. .