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House Rules v. 1.

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1.) Generating Characters: Roll 3d6 in order (Strength, Intelligence, Wisdom, Dexterity,
Constitution, and Charisma). You may increase a prime requisite by reducing another ability
score. Adjust the prime requisite up by 1 point for every 2 points you reduce another ability
score. No score may be increased to higher than 18 or lower than 9 in this manner.
2.) Hit Points and Hit Dice: Characters reduced to 0 hit points are allowed a save v. death;
on a success that character falls unconscious but is not dead. [Pg. B6]. Re-roll 1 or 2 when
rolling for hit points [first level only]. [Pg. B6]
3.) Starting Spells: Magic-users and Elves begin play with Read Magic [B17] plus two
randomly selected spells [Pg. B5].
4.) Bonus Spells: Clerics, Elves and Magic-Users may gain bonus spells-per-day due to
exceptional ability scores. Wisdom/Intelligence: 13-15 Bonus 1 st Level Spell, 16-17 Bonus
2nd Level Spell, 18 Bonus 3rd Level Spell. NOTE: these bonus spells become available when
a character gains the ability to cast a spell of that level (i.e. A cleric would not gain a bonus 1 st
level spell until character reaches 2nd level).
5.) Experience Points: All experience point requirements listed on Pg. B8 shall be halved.
Any bonus experience granted by prime requisite is applied immediately at character
creation/level-up. [Pg. B7].

6.) Class Changes: Elves shall be restricted to a maximum of chainmail armor. Dwarves
shall roll 1d10 for hit points and thieves shall roll 1d6. Magic-users shall wield Quarterstaff[s]
and Magic Swords in addition to daggers. [Pg. B8-B10].
7.) Equipment Changes: We will use variable weapon damage on page B27. Battle-axes
shall deal 1d10 damage. The cost of chainmail armor shall be increased by a factor of 4
(160gp) and platemail armor by a factor of 5 (300gp). [Pg. B12].
8.) Two-weapon Fighting: A character may wield a light weapon in his off hand. When a
successful attack is made, roll damage for each weapon and apply the higher result.
9.) Ascending AC: Use the following AC values: Unarmored AC 11, Leather Armor +2,
Chainmail +4, Platemail +6, Shield +1.
10.) To Hit Bonus:
Fighter/Dwarf/Elf/Halfling
Cleric Thief
Magic-User
Level 1: +1 to Hit
Level 1-2: +1 to Hit
Level 1-3: +1 to Hit
Level 2-3: +2 to Hit
Level 3-4: +2 to Hit
*Use the following formula to calculate an attack: 1d20 + To Hit Bonus >= 20 Target's AC.

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