Saturday, 16 April 2016

House Rules

House rules: You don't need to know any of this to play. :)

Max hit points at level 1, normal roll thereafter.
Unconscious at 0 hp dying at -3 (losing 1 hp/round), dead at -10. If restored to 1 hp can immediately act normally again.
Stats are rolled best 3 of 4d6, default in order, but can assign as desired during roll, eg if your first roll is 18 and you want to put it in DEX you can do so. Or if your first roll is 8 and you'd prefer STR get a high roll you could put it in eg INT instead. Note that Charisma is a very useful stat in my games.
Dwarves may wield a battle axe 1-handed.
Thieves can dual wield sword & dagger, 2 shortswords or 2 hand axes - if primary attack misses, can attack with secondary weapon.
Thief skill uses get a bonus up to +50%.
At level 12+ a Thief may Backstab for x3 damage. x4 at level 24, x5 at level 36.
No xp bonuses for high stats.
D20 attribute checks are made to eg learn new spells (INT) or to cast a spell after taking a wound (CON).
Critical hits: An attack roll of '20' does maximum damage.

Elf Warrior class: D8 hd, no spells, xp as Dwarf, max level 10. Attack Rank progression as Dwarf, but with Elf breath weapon resistance instead of Dwarf spell resistance. The majority of NPC Elves are either Warriors or Normal (N) unclassed characters with d4 hit dice.

Weapon Mastery
Fighters including Dwarves Elves & Halflings at high level get a Damage Bonus, the fruit of constant training:
Level 1-handed/missile. 2-handed weapon
1-3. 0. 0
4-6. +1. +1
7-9. +2. +3
10-12. +3. +4 (Halfling, Dwarf & Elf maximum)
13+. +4. +6 (Fighter maximum)

Weapon Mastery
Cleric, Thieves and Magic-Users above 4th or 5th level, and with STR 9+, who have first trained under a suitable Weapon Master for 6 months can likewise gain a damage bonus by level. A Weapon Master is normally a Fighter or Elf of Level 7+, rarely a character of another class with Damage Bonus +2 or higher.
Clerics & Magic-Users who have attained Weapon Mastery +1 may also gain proficiency in one restricted weapon, excluding the Longbow & Heavy Lance; eg Sword, Polearm, Shortbow.

Cleric/Thief Magic User Damage Bonus
1-4 1-5 0
5-8 6+ +1 (maximum for Magic-Users)
9+ +2/+3 2-h (maximum for Clerics &Thieves)

Per the Companion Set, at Level 9 Fighter Lords may potentially become Paladins (Lawful) or Avengers (Chaotic), and may learn the Smash (-5/+STR), Parry (+4 AC) and Disarm special maneuvers from other Knights, Paladins or Avengers.

Fighter Multi-Attack (including Dwarves, Halflings & Elves)
Level 7-11: You may make 3 attacks per 2 rounds, including with missile weapons (other than regular crossbows).  Haste then gives 3 attacks per round.
Level 12-23: You may make 2 attacks per round, including with missile weapons (other than regular crossbows).
Level 24-35 - 3 attacks/round.
Level 36 - 4 attacks/round (Fighters only).

Multiple Attacks by xp:
2 attacks: Dwarf 660,000, Elf 850,000, Halfling 900,000
3 attacks: Dwarf 2,200,000 Elf 2,600,000 Halfling 3,000,000

Clerics may use any d6 1-handed or d8 2-handed melee weapon, including the maul (2h blunt, d8 dmg, 10gp). Clerics may use light crossbows (d6 dmg, 1 round to reload).
Clerics and MUs may use the hunting bow (d4 dmg, rng 10'/40'/80', 12gp) and darts (d4 dmg rng 10'/20'/40', 1gp each).

Missile Weapons & Strength
Characters with high STR add STR bonus to damage with thrown weapons, and may use specially constructed Mighty longbows that do d8 damage (STR 13-15) or d10 damage (STR 16-18).
Characters with low STR 4-5 deduct their STR penalty to damage with any thrown weapon they can use, can only throw to medium range, and STR 4-5 can only use child's bows that do d2 damage. Characters with STR 3 can only throw to short range, and cannot use bows.

Missile Weapon Modifiers
Short: +0
Medium: Target +2 AC
Long: Target +4 AC
Target has Cover (50%): +2 AC - eg wall corner
Target has Good Cover (75%): +4 AC - eg palisade parapet.
Target has Very Good Cover (90%): +8 AC - eg battlements from below.
Target Invisible: +10 AC (within 10' range or in melee an invisible target has +4 AC).

A target shooting from an arrow slit is typically both invisible (unless illuminated) and has Very Good cover.
NB: If the above modifiers total +10 or more to target AC then a '20' is not an automatic hit.

Surprise Chances
Base chance is 2 in 6.
If everyone unarmoured or in non-metal armour, +1 in 6.
If everyone an Elf or Halfling, +1 in 6.

Ascending AC:
No armour 10 move 40' (dwarf 30'/halfling 30')
Leather 12 move 35' (dwarf 30'/halfling 25')
Chain 14 move 30' (dwarf 25'/halfling 25')
Plate 16 move 25' (dwarf 20'/halfling 20')
Shield +1 AC
Maximum AC is 40. Minimum AC is 0.

Attack Bonus base 0 (Normal Man -1)
Fighter, Dwarf*, Elf*, Halfling*: +2/3 levels (4-6, 7-9, 10-12, etc)
Cleric, Thief: +2/4 Levels (5-8, 9-12, etc)
Magic User: +2/5 Levels (6-10, 11-15, etc)
Monster AB is -1 below 1-1 hd, +0 at 1-1 to 1 hd, then +1/hd to a maximum +30 at 30+ hd. Eg 1+1 hd attacks at +1, 8 hd attacks at +7, 30 hd attacks at +29, 30+1 hd attacks at +30.

*Above maximum level the demi-human races advance by attack rank, Dwarf and Elf from +6 to +16, Halfling from +4 to +14.

Level
Attack Bonus Fighter Cleric/Thief Magic-User
+0 1-3 1-4 1-5
+2 4-6 5-8 6-10
+4 7-9 9-12 11-15
+6 10-12 13-16 16-20
+8 13-15 17-20 21-25
+10 16-18 21-24 26-30
+12 19-21 25-28 31-35
+14 22-24 29-32 36
+16 25-27 33-36
+18 28-30
+20 31-33
+22 34-36

Maximum magic weapon bonus is +5, maximum attribute bonus is +3 (for an '18'), so typically the maximum attack bonus is +30.

At level 9 Thieves may make an off-hand dagger attack at -4 to hit in addition to a 1-handed weapon attack.

Ability Increases
At level 4 and every 4 levels (or 8 Attack Ranks for high level demi-humans), you may add +1 to an attribute of your choice (STR INT WIS CON DEX CHA), each to a maximum of 18.

Attribute modifiers:
3: -3
4-5: -2
6-8: -1
9-12: +0
13-15: +1
16-17: +2
18: +3

So it is good to get 12 to 13, 15 to 16, and 17 to 18.

New/Replacement PC Start XP Tiers
This goes up based on current PC XP tallies, GM's whim etc:

0 (start)
5,000 (MU3)
10,000 (MU4)
20,000 (MU5)
40,000 (MU6)
80,000 (MU7), with d% magic item rolls.
100,000  
150,000 (MU8)
300,000 (MU9), "Name Level".
+100,000/tier.

Magic Item Crafting
+1 gear: MU 11 with tower, MU 12 without, Cleric 12
+2 gear: MU 13 with tower, MU 15 without, Cleric 15
+3 gear: MU 15 with tower, MU 18 without, Cleric 18
+4 gear: MU 18 with tower, MU 21 without, Cleric 21
+5 gear: MU 21 with tower, MU 27 without, Cleric 27
Further: MU 33 with tower & Wish, Cleric 36 with Wish

Normal Start Age (Young Adult), & Maximum Age by Race.
Potions of longevity can extend Maximum Age by +10 years/potion, maximum +50. Further potions create the appearance of youth, but not the actuality.
Human: 16, 95+2d12.
Halfling: 32, 190+2d20
Dwarf: 50, 375+d100
Elf: 125, 750+2d100

Magic-Users tend to be somewhat older by the time they complete their initial studies, typically aged 18-21, though some precocious youth do reach the rank of Medium (1st level) at 16. Some powerful Mages in their 15th decade refuse to accept their impending demise, and begin casting around for unnatural ways to extend their lifespan. For the greatest Archmagi, Lichdom beckons...

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