HOUSE RULES - Classic Edition Fantasy Resources

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HOUSE RULESBy Jason VeySPECIAL REFERENCE WORKA compendium of rules alterations, additions, clarifications, and rulings for players andDungeon Masters of First Edition fantasy games, based on the original AD&D rules byGary Gygax and Dave ArnesonThis document is never finalized; it will be updated and modified as we encounter situations in play; when this happens all playerswill receive a copy of the revised version for their records.Advanced Dungeons and Dragons, AD&D, Greyhawk, Unearthed Arcana, and the Advanced Dungeons & Dragons logo areregistered trademarks owned by Wizards of the Coast, Inc. and are used without permission. No challenge or claim of ownershipis made, implied, or intended by their use herein.

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TABLE OF CONTENTSHOUSE RULES .0TABLE OF CONTENTS .2CHARACTER ABILITIES .3ABILITY CHECKS AND NONWEAPON PROFICIENCIES .3CHARACTER RACES.3RACIAL LEVEL LIMITS .3HUMANS .4ELVES .4HALFLINGS .4CHARACTER CLASSES .4GENERAL.4ASSASSINS .4CLERICS AND DRUIDS .4FIGHTERS .5RANGERS .5MAGIC USERS AND ILLUSIONISTS .5THIEVES .5MULTI-CLASSED CHARACTERS .6NOTES ON DUAL-CLASS AND MULTI-CLASSING .6MULTI-CLASSING .6DUAL-CLASSING .6MAGIC AND SPELLS .7SAVING THROWS .7SPELL COMPONENTS .7SPECIFIC SPELLS .7REVERSIBLE SPELLS .7ALIGNMENT.8COMBAT .8TIME AND THE COMBAT ROUND .8SURPRISE.8CREATURE SIZES .8INITIATIVE .8MOVEMENT .8WEAPON VS. ARMOR TYPE .9THAC0 .9CRITICAL HITS .10CRITICAL MISSES .10GANGING UP .10PARTING SHOTS.10WEAPONLESS COMBAT .102

CHARACTER ABILITIESthe standard 1-10) and adds this result to the 20. This makesit possible to check abilities over 19.Strength: Only Fighters, Paladins, Rangers, Cavaliers, andBarbarians may roll percentile dice for exceptional strength.All other classes of character are restricted to a standardscore of 18, except in the case of racial bonuses (See“General,” below).For fighters checking exceptional strength, if the die rollcomes up 18, a percentage check attempting to get underthe exceptional score is necessary.Finally, every character receives a bonus to ability checks intwo abilities, called favored abilities. The first of these isalways the Prime Requisite of his class (if a class has twoPrime Requisites, choose one), and a second being anability of the player’s choosing. When making ability checksin these two abilities, the player gains a bonus equal to 1 perfour levels of experience, beginning at level 1. Thus, atlevels 1, 4, 8, 12, 16, 20, etc., the character gains a 1 (or -1,as it were) bonus to all ability checks made in his favoredabilities. This bonus applies to nonweapon proficiencychecks as well as general ability checks, but not to combat,AC, or other ability-related statistics.Intelligence: Characters of an arcane spellcasting class,Magic User or Illusionist, should consult Wisdom Table II:Adjustments for Clerics, on page 11 of the Player’sHandbook, using their Intelligence score rather thanWisdom. This will yield a chance of spell failure for lowIntelligence scores, as well as bonus spells per day for highintellect.General: Players are granted 82 points with which to buildtheir character. These points may be spread on a 1:1 basisamong ability scores, with two restrictions: only one abilityscore may be assigned a score of 18, and no ability may beassigned a score of lower than 9 without DM approval.Under no circumstances will a character ever have morethan two favored ability bonuses; for multi-classedcharacters with two classes, the favored abilities must bethe prime requisites of each class.For multi-classedcharacters with three classes, two of the three (player’schoice) will be favored.Racial bonuses to ability scores can increase an abilityabove 18; in the case of half-orcs this allows a non-fighter togain exceptional strength, or a fighting class to add 10% totheir exceptional strength roll. Only if exceptional strengthgoes over 18/00 can a character gain Strength 19.ABILITY CHECKSPROFICIENCIESANDCHARACTER RACESNONWEAPONRACIAL LEVEL LIMITSWhen attempting any action not covered by the rules, wewill default to a simple ability check to determine success orfailure. The player will roll 2d10, attempting to achieve aresult under his ability score. In situations where the degreeof success is important, such as checks opposed by othercharacters, whoever achieves success by a wider margin“wins.”Racial level limits will be ignored; any race can advance toany level in an allowed class. In addition, with a very goodback story, any race may progress in any class, though insome extreme cases such as dwarven magic users,restrictions may be imposed. The following expansions areautomatically approved:Dwarves may now progress as cavaliers or paladins,provided they meet the class prerequisites. Dwarvencavaliers and paladins generally use war goats rather thanwar horses.Each slot possessed in a Nonweapon Proficiency reducesthe roll result by 1.On a result of 20 on the 2d10 roll, before any NonweaponProficiency reductions are accounted for, the player rolls anadditional d10, generating a result from 0 to 9 (rather thanElves may now progress as druids, rangers, cavaliers, andpaladins, provided they meet the class prerequisites3

Thief Skills: Assassins may, at first level, Hide and MoveSilently as a thief, these skills at a flat 15% proficiency(modified by race and Dexterity). At third level, Assassinsgain 110 points with which to purchase thief skills, similar to afirst level thief, and modified as a thief by race and dexteritybonuses (if any). Thereafter, all skills improve at 5% per level.Half-elves may progress in any class, a gift from their humanparentageHalf-Orcs may progress as monksHalflings, being possessed of an indomitable spirit whichbelies their size, may progress in any class.Assassins and Poison Use by PCs: The use of poison byplayer characters is not considered automatically an evilact; sleep- and paralysis-inducing poisons being fairlymerciful in their application are not evil by rote. Poisonswhich are slow acting, painful, kill instantly, or cause otherdebilitating effects may be considered evil (or at least nonlawful) to use, this determined situationally.HUMANSBecause humans no longer have the advantage of beingthe only race capable of advancing to any level in anyclass, all human characters now gain one bonus Proficiency(Weapon or Non-Weapon), and a 5% bonus to all grantedexperience. The adaptability and drive of humans allowsthem to advance faster and learn more skills than theirlonger-lived and consequently less driven allies.CLERICS AND DRUIDSClerics gain an additional weapon, special abilities, andadditional spells to their repertoire based upon the deitywhich they serve, as detailed in the Greyhawk Adventuressourcebook. In some cases, detailed within the book, anassociated XP cost goes along with these powers, resultingin slower clerical advancement. If a player portraying acleric chooses to follow a non-Greyhawk-specific deity fromDeities and Demigods, or a nonhuman deity from UnearthedArcana, these additional abilities and any associated XPcost will be agreed upon by the player and the DM.ELVESElves are automatically considered proficient in the use ofthe long and short sword, and in all bows, regardless ofclass; however, Elves serving in classes that are not normallyallowed the use of these weapons do not gain the 1 racialbonus when using a sword or bow; the allowed proficiencyreplaces the bonus in such cases.HALFLINGSHalflings gain a 1 to hit with a sling or any thrown weapon,and use short bow ranges when using thrown weapons orslings.Druids, as a special class of cleric, gain the tracking specialability as clerics of Ehlonna, on page 10 of the GreyhawkAdventures sourcebook, and gain the “Stalk” spell grantedto clerics of Ehonna, but do not gain Ehlonna’s favoredweapons (except elves, who as listed above areautomatically proficient in swords and bows as a factor oftheir race); likewise they are not subject to the 5%experience penalty suffered by Ehlonna’s clerics andadvance as standard for druids.CHARACTER CLASSESGENERALAll classes begin with maximum hit points at first level.ASSASSINSIt is worth noting that Elven druids will not employ swordsexcept those manufactured from ironwood, as this violatestheir druidic oath. If a dire situation arises in which the elvendruid must use a sword, he will take it up only until theemergency is passed, and then will instantly relinquish it. Todo otherwise would cost him his druidic abilities until thesword is relinquished and his oath restored. Elven druidsmay, however, freely use swords fashioned from ironwoodwithout fear of violating their oath.Assassins are not required to be of an evil alignment;however, they may not be of a good alignment given thattheir profession involves cold-blooded killing.Infiltration: Assassins gain the ability to infiltrate a society,stronghold, or organization through espionage andinterpretation of members therein. At first level, the chanceto successfully infiltrate an organization is 50% if the task iseasy (spying from a distance or gaining very generalinformation); for difficult or extraordinary missions thepercentage chance decreases by 20% cumulative; thus,30% for a difficult mission requiring some personal contact orto gain maps, documents, plans, etc., and 10% for anextraordinary mission requiring deep cover and fullinfiltration of the organization, gaining security clearances,etc. At each level after first, this ability increases by 5%, andmultiple checks may be required throughout the Assassin’smission to determine continued success. A simple mission toenter a stronghold, gain a map showing disposition oftroops, and escape might require three checks, forexample, each representing one stage of the mission.Checks will be modified based on the level of NPC’sinteracted with and the player’s ability to role play thesituation.4

every other round to represent the normal 3/2 attackpattern of a tenth level fighter. These extra attacks are onlyapplicable against creatures of the requisite hit dice.RANGERSInstead of gaining weapon specialization, rangers maychoose to specialize in two-weapon combat, thus reducingpenalties for fighting with two weapons as detailed in theDungeon Master’s Guide, page 70. At first level, all penaltiesfor fighting with two weapons are reduced by 1, resulting in-1 for the primary hand and -3 for the off-hand (offset bydexterity). At seventh level, reduce penalties by one again,and at thirteenth level, rangers do not suffer any penaltiesat all for fighting with two weapons.A ranger may also opt to choose two weapon fighting atany time in lieu of advancing weapon specialization;however, if at seventh level the ranger chooses to take twoweapon fighting rather than advancing, for example, hislong sword specialization, this two weapon fighting is notcounted as seventh level, but first; it only reduces penaltiesfor fighting such by 2.A two weapon fighting specialization can never providebonuses to hit; it can only combine with dexterity to offsetpenalties. Attacking with two weapons provides one extraattack per melee round, but the secondary weapon mustbe a dagger, hand axe, knife, footman’s mace, spikedbuckler, or any other weapon that is less than 2’ in length. Ifthe ranger chooses to double-specialize in two-weaponstyle, he may add weapons up to 2 ½’ in length.MAGIC USERS AND ILLUSIONISTSMagic Users and Illusionists may cast cantrips with impunity;these do not need to be memorized on a daily basis.Beginning spells in a Magic User or Illusionist spellbook aredetermined as follows: cantrips are freely chosen, thenumber of which to be determined as detailed on page 80of Unearthed Arcana. Next, the player consults IntelligenceTable II on page 10 of the Player’s Handbook to determinethe minimum number of spells known per level. This numberof spells is freely chosen by the player to be present in theMagic User or Illusionist spell book. Finally, for all remainingfirst-level spells, the player rolls the magic-user’s % chance toknow each listed spell against each first-level spell on themagic-user (or illusionist, as the case may be) spell tables,after the player chooses the minimum number of spellsknown. Thereafter, the player repeats this process uponevery new spell level gained; thus, a magic user reachingthird level with 16 Intelligence may choose 7 second-levelspells to automatically have present in his spell book, andwill roll percentile dice against all remaining spells, with a65% chance that each will be listed.FIGHTERSFighters may, upon reaching a level where their weaponspecialization increases (that is, levels 7 and 13), may opt,rather than advancing their current weapon specialization,to add a new specialization in a second (or third) weapon.Any new specialization added begins at first level ofproficiency, providing 3/2 attacks, 1 to hit, and 2 todamage. If the fighter then chooses to improve one of hisspecializations at level 13, it is treated as a level 7improvement. Double specialization is possible in any or allspecialized weapons, with each double specializationcosting a single extra weapon proficiency slot.Into the Press: To “beef up” the class a bit so as to maintainsome semblance of equality with Cavaliers and Paladins,fighters gain combat specialty when battling “minions.”beginning at third level, when fighting creatures with lessthan half their hit dice, fighters gain an extra attack permelee. At tenth level this increases to two additionalattacks per round when fighting creatures of less than halftheir hit dice, and at level Sixteen, the fighter gains threeadditional attacks per round when fighting creatures of lessthan half their hit dice. These extra attacks are in additionto any attacks the fighter would normally have. Thus, atenth level fighter fighting a group of 5 HD creatures wouldhave three attacks every round, and one additional onTHIEVESThieves gain 195 points at first level to distribute amongsttheir thieving skills before Dexterity and racial modifiers areadded; no single skill may be awarded more than 80 points.Thereafter, all thief skills increase at a flat rate of 5% per levelof experience. Thief Skills may rise to a maximum of 125%;this accounts for penalties imparted to the thief’s skill based5

3. When advancing a level, use the Hit Die type for the classone advanced in to determine the number of hit pointsgained. DO NOT divide this hit die by the number of classes.on the level and talent of his opponent (it is more difficult,for example, to disarm a trap set by a tenth level thief with ahigh intelligence than it is to disarm a trap set by a third levelthief with the mental capacity of a head of cabbage).4. The total character level of a multi-class character equalsthe level of all classes gained. So a 4th/4th level thief/fighteris a 6th level character for purposes of saving throws.In addition, Thieves also gain the ability to Infiltrate, as perthe assassin, but are required to allot points to this ability ifthey wish to use it (they do not get the base 50% chancethat Assassins do).RESTRICTIONS1. Multi-classed characters use the best “to hit” bonus oftheir classes.Thieves may wear up to studded leather armor withoutsuffering penalties to their thieving skills.2. Multi-classed characters use the least restrictive weaponslist for their classes.Back Stabbing: Thieves may perform a back stab maneuveragainst any living creature with a discernible anatomywithin one size of themselves (See “size levels” underCombat) that is unaware or in a disadvantageous position.When in melee combat, a thief may make a Dexteritycheck against his opponent’s Intelligence, Wisdom, orDexterity check (whichever is highest) to put himself in aposition to make such an attack. If the thief is “ganging up”on an opponent with one or more of his allies (see “GangingUp,” under Combat, below), he may automaticallymaneuver into Back Stab position. In either case, a thief inmelee combat may only back stab once; thereafter theopponent is aware of his tactics and may counter themeffectively.3. Multi-classed characters use the most restrictive armor listof their classes.4. Multi-classed characters cannot combine abilities. Forexample, a fighter’s extra attack indicates that thecharacter can make an extra normal attack -- not that heor she can use that extra attack to deflect missiles as amonk, make a back attack as a thief, or inspire as a knight.5. Starting gold is determined by rolling for each classindividually, combining the results and dividing that by thenumber of classes the character has.DUAL-CLASSINGMULTI-CLASSED CHARACTERSDual-classing is similar to multi-classing only in that thecharacter has several classes. The classes are acquireddifferently and progression is slightly different. In dualclassing, the player’s character begins with one class, thendecides to change careers (so to speak) and add adifferent class.NOTES ON DUAL-CLASS AND MULTI-CLASSINGThere are two options when a player decides his charactershould have more than one class, these not restricted byrace. The first option is multi-classing. This allows a characterto be made up of more than one class when initiallycreated. The second option is dual-classing. Dual-classingallows a character to acquire another class later on in theircareer.ACQUIRING CLASSES1. The character must start with one class.2. The character must progress at least one level in thestarting class before adding an additional class to hischaracter.MULTI-CLASSINGCHOOSING THE CLASSES3. Barring alignment restrictions, any class can be added.Prime attributes do not restrict class choice (i.e. one can bea wizard/illusionist, assassin/thief, etc.). A character canhave a maximum of three classes but before adding a newclass, the character must progress at least one level in theprevious class.1. Any class can combine with any other class, barringalignment restrictions and as long as the selected classesare not of the same prime attribute (i.e. wizard/illusionist,fighter/ranger, etc. are prohibited).2. Up to three classes can be chosen for humans and twofor demi-humans.ADVANCING LEVELS4. Before adding the class and its abilities, the charactermust undergo training. This can be done during “downtime” between adventures, but requires a minimum of onemonth to accomplish. Furthermore, the character must beworking with another character or non-player character ofthe class to be added, and that trainer must be of at least3rd level.1. All experience points are divided equally amongst theclasses chosen for the character. For example, if afighter/thief were to receive 250 experience points, 125 isapplied to the fighter class and 125 to the thief class. Allfractions are dropped.If done during adventuring, before taking the new class, heor she must earn experience points equal to those requiredfor the new class to reach 2nd level. Only after this numberof experience points have been earned does the characteracquire those class abilities.3. The classes chosen must correspond to a prime attribute.4. The Max Hit Points for each class at first level areaveraged, rounding up.2. A character progresses in one class as soon as he or sheacquires enough experience points to do so.6

character should absolutely be on the lookout for materialcomponents for spells. If you come across a small piece ofiron in your travels, make sure you grab it; after all, to yourwizard that’s useful. You should absolutely be gatheringscrapes from a dung pile if you have Incendiary Cloud onyour spell list.5. Once a level has been attained in the new class, theplayer may only advance in one class at a time.6. When advancing a level, use the Hit Die type for the classone advanced in to determine the number hit pointsgained. Using the fighter/thief above, the player rolls a d6for hit points when adding the new class (thief).That being said, substantial items like the “leather glove andsmall devise consisting of four rings joined so as to form aslightly curved line, with an “l” upon which the bottoms ofthe rings rest, the whole fashioned from an alloyed metal ofcopper and zinc” for Bigby’s Clenched Fist will notnecessarily be automatically consumed upon casting of thespell; such items will have a 50% chance of surviving spellcasting to be used again. Items such as dust, pinches ofspice or seeds, or items with a set gold piece value, on theother hand, will always be consumed when used.7. The total character level is the sum of all the class levels.So a 4th/ 4th level thief/fighter is an 8th level character.RESTRICTIONS1. Dual-classed characters use the best “to hit” bonus oftheir classes.2. Dual-classed characters use the least restrictive weaponslist for their classes.3. Dual-classed characters use the most restrictive armor listof their classes.The major point I want to get at here is that magic usersshould pay attention, track unusual components, and playthe process of gathering components whenever possible.I’m not going to be a tyrant about it, but it’s vital to playinga magic user and I may throw an occasional XP bonus yourway for playing it to the hilt.4. Dual-classed characters cannot combine abilities. Forexample, a fighter’s extra attack indicates that thecharacter can make an extra normal attack — not that heor she can use that extra attack to deflect missiles as amonk, make a back attack as a thief, or inspire as a knight.SPECIFIC SPELLSMAGIC AND SPELLSDetect Magic: According to the DMG, Detect Magic onlyreveals the strength of a magical aura, and not the type ofmagic used to create it. This seems to be contradicted incertain other sources, such as adventure modules, whichdescribe the types of magic aura that can be detected. Iwill allow you to make an Intelligence Check (for Wizardsand Illusionists) or Wisdom Check (for Clerics and Druids) todetect the type of magical aura in place. You will gain abonus to this check equal to the level of mage or cleric thatcast the spell. However, magic users will not be able todetect clerical aura types, and the same holds true forclerics and arcane types. If a magic user detects magicupon an item or area imbued with divine magic, he willsimply know that the magical aura is weak, moderate, orpowerful divine magic (and vice versa with clerics toarcane magic).SAVING THROWSSaving throws will have a m

Fighters may, upon reaching a level where their weapon specialization increases (that is, levels 7 and 13), may opt, rather than advancing their current weapon specialization, to add a new specialization in a second (or third) weapon. Any new specialization added begins at first level of

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