House Rules

Summary



Attack

Characters: D20 + HD (+ magic) + Target AC ≥ 20

Monsters: D20 + HD +1 + Target AC ≥ 20

Save

D20 + HD ≥ 20

Characters add class-based modifier:
  • FM +3
  • MU +5 / +6 vs. Magic
  • CL +5
  • Fay, same as above with additional +4
  • (Thieves +5)
Encumbrance

AC
Limit
Move
9
900p
12”
8
800p
12”
7
700p
12”
6
600p
9”
5
500p
9”
4
400p
9”
3
300p
6”
2
200p
6”

Item weight:
  • Gems, scrolls, rings = 10p
  • Jewelry, small items = 100p
  • Armor, weapons, large items = 1Kp
  • Standard gear does not encumber

Classes

Encouraged classes:
  • Fighting-men, female = Amazons
  • Magic-users
  • Clerics
Allowed classes:
  • Hobbit
  • Dwarf
  • Elf
Discouraged class: thief

Ability Scores

Ability scores do not modify attacks or saves.

Prime Requisite
  • FM = Strength
  • MU = Intelligence
  • CL = Wisdom
  • Hobbit = Dexterity
  • Dwarf = Constitution
  • Elf = Charisma
  • (Thief = Dexterity)
ABILITY SCORE
DESCRIPTION
PR accrues XP
16-18
Very High
+20%
13-15
High
+10%
9-12
Average
n/a
6-8
Low
-10%
3-5
Very Low
-20%

Experience Points

Experience points to Level 2:
  • FM = 2K
  • MU = 2.5K
  • CL = 1.5K
  • Hobbit = 2K
  • Dwarf = 2K
  • Elf = 2.5K
  • (Thief = 1.5K)
Every level thereafter takes twice that to reach previous level.

Hit Die : Level
  • FM = 1:1
  • MU = 1:2 (+1HD every odd level; +1HP every even level)
  • CL = 2:3 (+1HP every third level: +1HD all other levels)
  • Hobbit = CL
  • Dwarf = FM
  • Elf = CL
  • (Thief = CL)
Hit Points

Start: roll 2d6 take higher of the two.
Each new hit dice: 1d6; FM roll 2d6 take higher of the two.
Each level without additional hit die: +1 hit point.

Weaponry
  • FM = anything
  • MU = dagger / staff
  • CL = no sharps
  • Hobbit = nothing large
  • Dwarf = nothing long
  • Elf = nothing blunt
Armor
  • FM = any
  • MU = none
  • CL = no plate
  • Hobbits = like CL
  • Dwarves = like FM
  • Elves = like CL
  • (Thieves = leather only)
Both helmets and shields reduce AC by one, except for Clerics.

Spells

Character level correlates to total spells able to be memorized per day and spell-levels available.
  • MU = 1:1
  • CL = lvl-1
  • Elf = lvl/2
Character memorizes one spell each per level available.  Character memorizes additional spells of a lower level instead of a spell available at a higher level.
Magic-users and clerics produce scrolls of spells up to one level less than their own level.

Reaction & Turn

2d6
NPC
Monster
Undead
12-11
Enthused
Parley
Dispell
10-9
Accepts
Positive
Turn
8-6
Negotiates
Uncertain
Avoid
5-4
Declines
Hostile
Attack
3-2
Repulsed
Attacks
Target

Reaction roll resolves clerical turning. Bonus (+1) to turn undead with a silver cross. Clerics add level to roll. Subtract monster hit die. Skeletons subtract nothing.
Turn undead modifier formula
cleric level (+1 silver cross) – monster HD

Life-energy Drain

When energy drained, character retains all earned experience but functions at level resulting from the number of levels drained with regards to hit dice, spells, turning, etc. Character restores one level each occasion of earning additional experience. When more than one level drained, restoring original level requires a number of occasions of earning experience equal to number of levels drained.

Coinage

3:2 :: copper : silver
3:1 :: copper : gold
2:1 :: silver : gold
3:2:1 :: copper : silver: gold

Fight on!



Delta's Target-20

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