HOUSE RULES & INFORMATION



1. CHARACTER CREATION
  1. 3d6 down the line ability scores. Substitute lowest for another roll and choose highest.
  2. Choose race.
  3. Choose class.
  4. Choose alignment based on character’s viewpoint, not their disposition.
  5. Add any kits.
  6. Choose proficiencies – non-weapon and weapon. A weapon proficiency means characters who are versed with that weapon get a +1 benefit, whilst weapons not proficient will give a penalty.
  7. PROFICIENCY TABLE
    Group Initial (Weapon) #Levels (Weapon) Penalty (Weapon) Initial (Non-Weapon) #Levels (Non-Weapon)
    Warrior 4 3 -2 3 3
    Wizard 1 6 -5 4 3
    Priest 2 4 -3 4 3
    Rogue 2 4 -3 3 4

  8. Calculate starting money.
  9. STARTING MONEY TABLE
    Class Initial Funds
    Warrior 5d4 x 10 gp
    Wizard (1d4+1) x 10 gp
    Rogue 2d6 x 10 gp
    Priest 3d6 x 10 gp

  10. Determine spells.
  11. Roll Hitpoints.
2. COMBAT

What is THAC0? TO HIT ARMOUR CLASS ZERO - or -
T-o
H-it
A-rmour
C-lass
zer-O.

An enemy wearing full plate armour and a shield is zero. numbers greater than zero (1,2,3...) are assumed to be weaker armour, numbers below and into the negatives (-1,-2,-3) are assumed to have even stronger armour. Thac0 is the number needed to hit someone in full armour+shield. Whilst this seems like an odd way to work combat out, it’s not as mad as you might think.

As a 1st level character, your Thac0 is 20. Meaning a roll of a d20 would have to get a 20 to hit someone with an AC0 (armour and shield). If the enemy had an armour class of 5 (for example: chain mail), you would need a roll of 15 or more.

As you level up, your Thac0 levels with you, meaning you become more proficient in your combat. For example: at level 4, a warrior has a Thac0 of 17, meaning anything rolled above a 17 will hit someone in full plate and a shield.

You can increase your roll with modifiers such as being proficient in a weapon, or having tactical advantages or conditions. For example: attacking from the rear gives you a +2 to your roll, meaning a level 4 warrior could roll a 15 (normally a failure against AC0) but then adding the +2 means it would be a hit.

How combat works:

  1. Choose the party order of attack.

  2. Magic user prepares his spells (should they need to).

  3. Roll initiative for the party – 1d10. Add modifiers. For example: wading through deep water would add +4 to the initiative score. The LOWEST number = who goes first.

  4. ATTACK! Roll your attack (d20 plus modifiers) or cast your spell.

  5. If it hits, roll your damage (listed with your weapon) for that weapon. Then apply damage to the enemy.

  6. Monster attacks similarly.

  7. Repeat for round two.

SHIELDS

You can choose to use your shield (if you have one) against a single attack. That renders the enemy attack roll useless, saving yourself the damage. However, once a shield has been used – it is splintered and thus useless.

SURPRISE

Surprise can sometimes occur. A 1d10 is rolled and if it lands on a 1, 2, or a 3, that constitutes as that individual or party as being surprised. If they are surprised, they receive one round of damage with no resistance. Players would also lose any AC bonus upon the effects of that attack.

CRITICAL HITS & FUMBLES

Critical hits occur when you roll a natural 20. Critical falures (fumbles) occur when you roll a 1. After which, a d100 is rolled to determined a special success or failure.

3. SAVING THROWS

A saving throw can be used against multiple things – for example: Paralysis, Poison, or Death Magic. Rod, Staff or Wand. Petrification or Polymorph. Breath Weapon. Spells.

Your throws are determined by level. To make the save, you roll 1d20 vs your saving throw score. If the result is equal or greater than your score, you succeed. For example, a level 6 Wizard has a score of 13 against poison. Meaning 1d20 with a result of 13 or more will successfully render the poison useless. Whereas a roll of 12 or under would render them poisoned.

4. DEATH'S DOOR

When a character reaches 0 hit points, they are rendered unconscious and fall to the ground. They will be wounded and thus bleeding out.

If they reach -10 hit points, they will die.

If the players use one round tending their wounds, the character is revived at 1 HP. It is worth noting that a monster can still attack a downed person.

5. HEALING

Characters heal naturally at 1 hit points per day of rest. Rest is defined as low activity, such as riding a horse or travelling from one person to another. Strenuous activity such as fighting, lifting heavy things, or running away in fear, do not constitute as low activity.

If a character has a bed rest for a day, they regain 3 hit points. For each week of rest, a character regains 21 hit points in total. They can also add their constitution point bonus (if they have one) to that score. This rest, of course, depends on the conditions of the location.

Players can expedite their healing with magical potions or visiting a practitioner of magic. Herbalism proficiency also can impact healing and would be looked up in the handbook upon this occasion.

6. SKILL CHECKS

Sometimes characters will have to rely on their skill checks in order to accomplish a task. In this system, we are using Xd6 skills tests. These are when you roll x amount of d6 vs your ability score. For example, a difficult check against your STR 8 would mean you'd need to roll under 8 on 4d6.

What if you want to perform a more challenging task? Then you will have to rely on TWO of your skill checks in order to accomplish a task. These are when you roll x amount of d12 vs two of your ability scores. For example, if you wanted to do a complex long jump / oil flask toss move. You would roll vs both your dexterity (the jump) and your strength (the throw).

7. XP

Experience is awarded in many ways. The table below summarizes some of the common ways players can earn XP through combat, treasure discovery, role-playing, and exploration.

Award Type Description XP Value
Combat Awards Defeating a Monster As listed in Monster's Manual
Combat Awards Exceptionally Clever Tactics 200-400 XP
Treasure Awards Obtaining Treasure 1 XP per gold piece
Role-Playing Awards Confirming a Rumor's Veracity (Minor/Major) 100-200 XP / 500-1,000 XP
Role-Playing Awards Completing a Quest (Minor/Major) 200-400 XP / 1,000-2,000 XP or more
Exploration Awards Discovering Important Locations (Minor/Major) 150-300 XP / 600-1,200 XP
Exploration Awards Overcoming Traps (Minor/Major) 50-100 XP per trap / 200-400 XP per trap
Role-Playing Awards Solving Puzzles (Minor/Major) 100-200 XP / 500-1,000 XP
Role-Playing Awards Manipulating or Crippling a Faction for Benefit (Minor/Major) 300-600 XP / 1,000-2,000 XP
Role-Playing Awards Interacting Beneficially with Important NPCs When Stakes Are High (Minor/Major) 200-400 XP / 800-1,600 XP
Role-Playing Awards Applying In-World Lore in a Useful or Flavorful Manner (Minor/Major) 100-200 XP / 500-1,000 XP
Exploration Awards Establishing a Safe Haven (Minor/Major) 300-600 XP / 1,000-2,000 XP
Exploration Awards Exploring Areas and Using Skills (Minor/Major) 50-100 XP per area/skill use / 200-400 XP per significant exploration or skill use

Notes for DM