House Rules

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merias
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House Rules

#1 Post by merias »

This is an Original D&D game, using the 3LBBs from 1974, with a variant thief class you can see here:

https://docs.google.com/file/d/0ByYame2 ... Y2YnM/edit

We'll be using the excellent Delving Deeper rules as a base, to cut down on the number of house rules. The online reference for that is here:

http://ddo.immersiveink.com/dd.html

and there are free PDFs here:

http://forum.immersiveink.com/viewtopic.php?f=15&t=113

But it can be bought in printed form at lulu:

http://www.lulu.com/shop/simon-j-bull/d ... 84072.html

We'll be adding the following:

- No racial level limits, humans only get 10% added experience, 15% with a wisdom of 15+.
- Flaming oil does d6 damage for two rounds on a hit, roll a d8 for the direction of a miss and d10 for the distance in feet. At the referee's discretion, those splashed by a miss might take half damage if they fail a save vs. breath weapon.
- As stated in the rules, firing missile weapons into melee from afar is not safe, if attempted there is a chance of an ally being hit. Hand-hurled missile weapons (daggers, hammers, hand-axes but not slings) can be used in melee.
- Failing to open a stuck dungeon door on the first roll means that it takes 1d2 extra turns to open and is noisy, perhaps attracting wandering monsters but definitely ruining any chance of surprise.
- Anyone can "bind wounds" once per day per player after a combat to heal 1-4HP. It takes one turn to do so.
- HP are regained at 1-6 per day, the maximum of 6 is regained for strict, 24-hour bedrest.
- Death at zero HP (this is in the rules, I'm just stating it here as this is a common question).
- M-Us can use the staff as a weapon and parry with it at -2 to the opponent's to-hit roll in lieu of an attack.

You may also want to familiarize yourself with the many unique rules of OD&D.

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