Good Words and True (house rules)

Inferno
Post Reply
Message
Author
User avatar
Inferno
Rider of Rohan
Rider of Rohan
Posts: 21526
Joined: Thu Jan 01, 2015 11:05 pm
Location: 1977

Good Words and True (house rules)

#1 Post by Inferno »

"For even the very wise cannot see all ends." -Gandalf, The Fellowship of the Ring




House Rules:

Words of Power and Runes of Might (magic rules)

Spears Shall Be Shaken (combat rules)

Eager To Deal Out Death In Judgment (damage and healing rules)

Last edited by Inferno on Tue Jul 14, 2020 1:01 am, edited 5 times in total.
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

User avatar
Inferno
Rider of Rohan
Rider of Rohan
Posts: 21526
Joined: Thu Jan 01, 2015 11:05 pm
Location: 1977

Re: Good Words and True (house rules)

#2 Post by Inferno »

Words of Power and Runes of Might (magic rules)

In keeping with Tolkien's Middle Earth...
  • PCs may not be of the Istari Wizards (Gandalf, Saruman, Radagast, etc)

    Among the PCs, only Elven magic-users may cast spells.

    Spell casters don't need to select their spells in advance. If a rested 1st level Magic-User can cast one spell a day, he or she may choose to cast any known spell at the moment of casting. Once cast, he or she can't cast again that day, as usual.

    All spells have verbal components but no material nor somatic components.

    There are no spellbooks.

    Wisdom-based bonus spells apply for Elf casters, as is normally done with clerics. (PHB p. 11)

    Casters may move no more than 1" to still be able to cast in the same round.

    PCs may attempt to know spells from the list below. Later, more spells may be found in the world. (The letter in parentheses following the spell name indicates what kind of spell it is in the PHB.)

    Elvish Spells:

    1st level:
    • Affect Normal Fires and Smoke (MU)
      Audible Glamour (MU)
      Bless (C)
      Cure Light Wounds (C)
      Dancing Lights (MU)
      Detect Magic (MU)
      Hold Portal (MU)
      Light (MU)
      Read Magic (MU)
      Speak With Animals (C)
      Ventriloquism (MU)
Last edited by Inferno on Sun Jun 30, 2019 12:25 pm, edited 1 time in total.
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

User avatar
Inferno
Rider of Rohan
Rider of Rohan
Posts: 21526
Joined: Thu Jan 01, 2015 11:05 pm
Location: 1977

Re: Good Words and True (house rules)

#3 Post by Inferno »

Spears Shall Be Shaken (combat rules)
  • Game System: AD&D 1e, except where noted. No Unearthed Arcana.

    We will use the THAC0 progression for fighters that advances by 1 each level instead of 2 every two levels, as per the "Special Note Regarding Fighters' Progression" on DMG p. 74.

    Weapon Speed and Armor Class adjustments for type of weapon to type of armor won't be used.

    Thieves cannot use bows, as per the PHB.

    All arrows fired, whether they hit or miss, have a 50% chance of being recovered for reuse. It takes one minute to check one arrow.

    Hobbits get +3 to hit with sling stones and thrown stones, as per the MM.
    Thrown stones do 1-3 points of damage (1-2 vs large creatures). Two stones can be thrown per round, at half the range of a sling stone.

    No critical hits or fumbles.

    Medium-sized creatures with spears or polearms may attack from the second rank if the first rank are small-sized creatures. This game doesn't have critical hits and fumbles but, when fighting from the second rank, a natural 20 will be treated as a fumble with a chance to hit the friend in the first rank. And, melee attacks from the second rank are done at a -2 to hit, because the target has partial cover (i. e. the attacker's friend in the first rank).

  • Combat Initiative:
  • The Initiative roll only determines which side goes first.
    The winning side takes all their actions and results, including spells with casting time shorter than one round.
    Then the losing side takes all their actions and results, including spells with casting time shorter than one round.
    Spells with casting time of one round go off at the end of the full round.
    The way to interrupt an enemy caster of a spell whose casting time is less than one round is to win initiative and damage them.
    If multiple characters act in the same segment, they will act in Dex order.

  • Experience Point (xp) Calculation:

    100 xp per Hit Dice of every monster overcome.
    • +25-50 xp per fraction of a Hit Dice.
      +25-100 xp for each special ability of a monster.
    No experience points for treasure (gold pieces or magic items).

    No experience point increases due to stats.

    No fraction based on PC level vs. monster level or dungeon level.

    No training is necessary to increase levels, until the PCs reach Level 5.

  • Game Play:
  • Posting Rate: Twice weekly at least.

    If posting OOC in an IC thread, please place it in a Spoiler.

    The PCs and the DM will link all rolls from the dice roller, with the exception of rolls where PC knowledge of success is not guaranteed (hide in shadows, search for secret doors, search for traps, etc). Those will be handled secretly by the DM.

    Have fun.
Last edited by Inferno on Tue Jan 07, 2020 1:17 pm, edited 3 times in total.
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

User avatar
Inferno
Rider of Rohan
Rider of Rohan
Posts: 21526
Joined: Thu Jan 01, 2015 11:05 pm
Location: 1977

Re: Good Words and True (house rules)

#4 Post by Inferno »

Eager To Deal Out Death In Judgment (damage and healing rules)
  • PCs heal 3 hit points per night of sleep, plus their Constitution's hit point adjustment modifier.

    Elves and Rangers have a first aid ability: With a successful Wisdom save, they can heal 1hp immediately, and another 1hp with every day of rest. A patient can only receive First Aid once, and it must precede other healing.

    Cure Light Wounds and Healing Potions heal 2d4+1 hit points, not 1d8.

    Zero hit points means unconsciousness. Negative ten (-10) hit points means death. Unconscious characters with less than zero hit points bleed out at a rate of 1 hit point per round. But characters attacked by non-lethal methods (clubs, fists, flat sides of sword blades, etc.) don't bleed out.
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

Post Reply

Return to “Sauron Victorious (1e)”