My
White Box
D&D
House
Rules
Note:
Unless otherwise noted, all rules from the three original LBBs are in
effect.
Stats
Roll
4d6 once, drop lowest, assign to a stat. Repeat for remaining five.
Once assigned, numbers can not be re-arranged (exception below).
Choose
Class
Select
class, either Cleric, Fighing-Man, or Magic-User. Swap Prime
Requisite with one other stat, if desired.
Stat
Bonuses
In
addition to bonus XP for exceptional Prime Requisites, the following
bonuses are granted for stats above 14:
Cleric Wisdom
15+ +1 1st
Level Spell
Constitution
15+ +1 HP/HD
Fighting-Men Strength
15+ +1 Damage
Constitution
15+ +2 HP/HD
Dexterity
15+ +1 AC
Magic-Users Intelligence
15+ +1 1st
Level Spell
Constitution
15+ +1 HP/HD
PC
Death
PCs
are unconscious at 0 HP. They are dead at negative HP equal to level
+ CON bonus +1.
Initiative
- Roll d6 per “group”. A group can be any number of PCs/creatures that may be reasonably thought to be acting in concert. For example, if the PC party splits to allow 2 characters to attempt to circle around and cut off an enemy's retreat, they become their own group.
- Declare actions, in order, lowest to highest. This is in broad terms, such as Attack, Charge, Cast, etc.
- Resolve actions, in order, highest to lowest. Character must perform action declared, if possible. If declared action is no longer possible or desirable, character does nothing.
- A spell caster who is Casting and is damaged before his spell takes effect, loses the spell. It is gone from his memory and has no effect.
Gaining
Levels
Experience
gained by defeating enemies is gained immediately. If this should be
enough to merit a level advancement, it occurs at that moment, with
no need to return to a safe haven.
Experience
from treasure is only gained if the treasure is spent in a way
meaningful to the character's class. Clerics make donations to their
faith or other charities, purchase ritual cleansing in purifying
baths, and repair their weapons and armor for their next foray
against evil. For fighters the expenditure represents repairs to
weapons and armor, and general carousing and cavorting. Magic-Users
spend their loot on magical supplies, charms, and the like, as well
as access to libraries, research, brocade robes, and writing
materials. All of this is strictly role-playing, the only “rule”
is that the treasure be spent if it is to be counted for experience.
The description is left to the players.
Experience
from treasure is only available at a town. There is no need to
actually locate weaponsmiths, temples, libraries, and the like
(unless such is part of the adventure). It may be safely assumed that
the character can find a meaningful way to “invest” his loot. It
is only necessary to return to town with the booty.
Magic-Users
who make the proper expenditures get a single “free” spell each
time they gain access to a new spell level. Otherwise, they must
find, borrow and copy, or steal, in order to add to their spellbook.
It
should be noted that if a character builds a stronghold, none of the
expendituress in building, maintaining, or staffing the stronghold
may be counted for experience. Neither may the income generated by
taxation, no matter how it is spent.
Options
for Fighting-Men
Fighters
may choose between three modes of combat: Sword and Shield, Dual
Weapon, and Two-handed Weapon.
Sword
and Shield
Usable with one-handed weapons only. Shield reduces AC by 1.
Otherwise no bonuses or penalties.
Dual
Weapon
The fighter may fight with 2 one-handed weapons. They may be of any
sort that could be reasonably used together. When fighting this way,
the Fighting-Man receives a +1 bonus on his “to-hit” roll.
Two-handed
Weapon
A Fighting-Man employing a two-handed weapon rolls 2d6, keeping the
best roll. Virtually any weapon may be described as having a
two-handed version. It may be necessary to calculate cost and weight,
but mechanically all two-handed weapons are identical.
Hit
Points
Hit
points are rolled immediately upon gaining a level. All
hit dice are rolled for that level, and appropriate bonuses are
added. If the new total is less than the previous total, the
character's hit points remain unchanged. Otherwise, the new total
becomes the character's hit points.
Hit
Points Above Name Level
Characters
no longer gain hit dice after name level. Instead, they receive flat
bonuses. However, the player may still reroll the character's hit
points in the hope of achieving a better hit point total. As usual,
in the event of a bad roll, hit points will remain at their previous
total. This is determined before
the bonus for the new level is considered.
Spell
Notes
Magic-User
Spells
First
Level
Protection from
Evil: The “-1 from HD”
results in a reduction of combat ability, a possible left-shift on
the combat table. Example: an evil creature with 4HD normally attacks
on the 3-4 column, but would instead attack on the 2-3 column.
Charm Person:
A Magic-User can have no more persons charmed than his level plus his
Morale Modifier from CHA. He may not voluntarily “uncharm”
someone in order to be able to charm someone else.
Sleep:
The caster selects the targets for the spell, but
should there be any “left-over” it will
begin to effect friendly characters, until the number effected has
been satisfied.
Second
Level
Phantasmal Forces:
This includes any component necessary to create a “vivid”
illusion.
Knock:
Opens all
doors, etc, within range.
Third
Level
Hold Person: Does
not paralyze the target, merely holds them in place. Attacking a Held
target is at +2 to-hit.
Dispell Magic:
May be cast by a Magic-User with Initiative against one whose action
will occur later. May be cast to dispell a Dispell Magic casting.
Protection from
Normal Missiles: Does not
protect against missiles from attackers of more than 4HD.
Remove Curse:
“Evil sending” includes any spells cast by evil opponents, such
as a Hold Person cast by a chaotic M-U.
Fifth
Level
Animate Dead:
The caster gives the dead a single, simple command when they are
animated. This command cannot be changed or remanded.
Feeblemind:
If the target fails to save he loses all prepared spells and may not
prepare any others while under this effect. INT is considered a “6”
for any purposes requiring an INT rating.
Sixth
Level
Control Weather:
It will take 3d12-Caster Level for weather to manifest. If conditions
appropriate to the desired effect already exist (such as Rain from an
already cloudy sky) the effect is instantaneous. Once cast, the
weather progresses naturally unless further Control spells are used.
Cleric
Spells
Fourth
Level
Neutralize Poison:
Has no effect on creatures' poison. For example, it can not be used
when entering a fight with a Giant Spider in order to make the bit
non-poisonous.
No comments:
Post a Comment