My OD&D House Rules

My White Box
House Rules

Note: Unless otherwise noted, all rules from the three original LBBs are in effect.

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.

  • 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