- ALIGNMENT: Characters Must be GOOD. You may be Lawful Good, Neutral Good or Chaotic Good. No restrictions on class except those of alignment.
- STARTING HP & XP: All Characters start out with Maximum HP (don’t bother rolling HP) and 3001 XP. [Maximum HP means maximum die rolls for all levels obtained with those starting XP. This is a world with few places for you to take refuge and you represent the Top 1% of the population. You are the "Special Forces" in the war against EVIL.]
- STARTING MONEY (to buy equipment): LAWFUL Good characters start out with 2x Max for a first level character. NEUTRAL Good characters start out with 1x Max for a first level character. CHAOTIC Good characters start out with Max/2 for a first level character.
Cleric (LG) = 360 GP
Cleric (NG) = 180 GP
Cleric (CG) = 90 GP
Fighter (LG) = 400 GP
Fighter (NG) = 200 GP
Fighter (CG) = 100 GP
Magic-user (LG) = 160 GP
Magic-user (NG) = 80 GP
Magic-user (CG) = 40 GP
Thief (LG) = 240 GP
Thief (NG) = 120 GP
Thief (CG) = 60 GP - THAC0 (To Hit Armor Class 0): Replace the progression in the DMG that jumps over some values of THAC0 with the following, smoother progression that benefits the Players ... If anyone REALLY wants to use the worse THAC0 from the DMG, I guess you can.
LEVEL...FIGHTER....CLERIC...THIEF...MAGIC USER
1............20..........20........20..........20
2............19..........20........20..........20
3............18..........19........19..........20
4............17..........18........19..........19
5............16..........18........18..........19
6............15..........17........18..........18
7............14..........16........17..........18
8............13..........16........17..........18
9............12..........15........16..........17 - BARD: I like the class, but not as presented. So if anyone WANTS to play a Bard, we can look at porting the 2E ADD version over to 1E ADD so you can just start out as a Bard.
- Characters with two classes will add the XP required to reach second level together (ie. Fighter-Cleric = 1501 + 2001 = 3502) and the character reaches 2nd level in both classes when they accumulate “3502” XP.
- Wherever possible, Dual classed HP will be rolled on an “averaged Die”. For a Fighter-Thief (D10 and D6), roll D8 for HP and then add any CON bonus. For a Fighter-Cleric (D10 and D8), there is no D9 so roll D10 and reroll any result of 10.
HOUSE RULES: Weapons and Damage
The goal is to make weapon choice more about personal taste and less about fussy game mechanics, so we will borrow a concept from the Holmes edition by dropping all AC adjustments by weapon type and group Weapons into categories by damage as follows:
LIGHT MELEE WEAPONS: Typically, about 1 foot long. Two (2) attacks per round. Inflict 1d4 damage in normal initiative attack; gain a second attack at the end of each round (after all initiative attacks).
- Dagger (2 GP): (double-edged blade)
- Hand Sickle (2 GP): (curved single-edged blade)
- Light Axe / Hatchet (1 GP)
- Light Hammer (1 GP)
- Light Pick (2 GP)
- Hand Flail / Sap (1 GP): (short handle with flexible attachment to leather sack filled with lead balls)
- Brass Knuckles (1 GP)
NORMAL MELEE WEAPONS: Typically, about 2 feet long. One (1) attack per round. Inflict 1d6 damage. May be used 1 handed with a shield.
- Short Sword (10 GP): (double-edged blade)
- Broad Sword (10 GP): (straight single-edged blade with basket hilt)
- Scimitar / Cutlass / Sabre (10 GP): (curved single-edged blade)
- One-Handed Axe / Hand Axe (3 GP)
- Medium Hammer / One-Handed Sledgehammer (2 GP)
- Horseman’s Pick (5 GP)
- Horseman’s Flail / Ball and Chain (3 GP): (steel ball – with or without spikes – attached to a short wooden handle by a short chain)
- Club / Cudgel / Shillelagh (1 GP): (all wood about 3 feet long).
- Horseman’s Mace (4 GP): (wood handle with heavy metal head – sometimes spiked)
- Short Spear (3 GP): (a dagger mounted on a 2-foot handle for thrusting or slashing)
- Lance (6 GP): (a balanced 10+ foot long spear used from horseback).
HEAVY MELEE WEAPONS: Typically, about 3 feet long. One (1) attack per round. May be used 1 handed with a shield to inflict 1d6 damage or 2 handed without a shield to inflict 1d8 damage.
- Long Sword / Bastard Sword (20 GP): (double-edged blade)
- Battle Axe (5 GP)
- Warhammer / Sledgehammer (4 GP)
- Footman’s Pick (8 GP)
- Footman’s Flail / Ball and Chain (8 GP): (steel ball – with or without spikes – attached to a long wooden handle by a short chain)
- Quarterstaff (1 GP): (all wood about 6 feet long)
- Footman’s Mace / Morning star (8 GP): (long wood handle with heavy metal head – sometimes spiked)
- Heavy Spear (5 GP): (a dagger mounted on a 5-foot handle for thrusting or slashing)
- Two-handed Sword / Great Sword (30 GP): (double-edged blade)
- Great Axe / Polearm: Axe [Halberd / Bardiche / Voulge] (10 GP)
- Great Hammer / Maul / Polearm: Hammer [Lucerne Hammer] (10 GP)
- Polearm: Pick [Bec de Corbin] (10 GP)
- Great Flail (10 GP): (a 2-foot club covered in spikes mounted to a 6-foot handle by a short chain)
- Polearm: Spear [Pike / Spetum / Ranseur / Partisan] (10 GP):
- Polearm: Blade [Fauchard / Glaive] (10 GP)
- Any Light Melee Weapon, thrown [Range 10/20/30]
- Throwing Knives x4 (1 GP): 8” long flattened spikes good for throwing and piercing, but not for slashing [Range 20/40/60]
- Any Medium Melee Weapon, thrown [Range 10/20/30]
- Javelin x2 (1 GP) [Range 20/40/60]
- Horse Bow, wood (15 GP) [Range 50/100/150] & 12x Arrows (1 GP) – A 3’ bow made from a single piece of wood that is able to be fired from horseback or a sitting position. Must be carried unstrung.
- Horse Bow, composite (30 GP) [Range 50/100/150] & 12x Arrows (1 GP) – A 3’ bow made from laminated layers of wood, bone and sinew that is able to be fired from horseback or a sitting position. May be carried strung.
- Hunting Bow, wood (30 GP) [Range 60/120/180] & 12x Arrows (1 GP) – A 5’ bow made from a single piece of wood that is able to be fired from a standing or kneeling position. Must be carried unstrung.
- Hunting Bow, composite (60 GP) [Range 60/120/180] & 12x Arrows (1 GP) – A 5’ bow made from laminated layers of wood, bone and sinew that is able to be fired from a standing or kneeling position. May be carried strung.
- War Bow, wood (60 GP) [Range 70/140/210] & 12x Arrows (1 GP) – A 7’ bow made from a single piece of wood that must be fired from a standing position. Must be carried unstrung.
- War Bow, composite (120 GP) [Range 70/140/210] & 12x Arrows (1 GP) – A 7’ bow made from laminated layers of wood, bone and sinew that must be fired from a standing position. May be carried strung.
CROSSBOWS: One (1) attack per round. Kept continuously strung and may be kept cocked and loaded for up to 8 hours. Each day (9-24 hours) the Crossbow or Stone-Bow remains cocked and loaded has a 1 in 20 chance to reduce the range by (-10/-20/-30). Damage varies by weapon.
- Light Stone-Bow (10 GP) [Range 30/60/90] A crossbow designed to fire “sling stones” from a pocket in the bowstring, 1D4 damage, +2 initiative penalty to cock and fire, may be fired one handed. Leather pouch & 30 Stones (1 GP)
- Medium Stone-Bow (15 GP) [Range 50/100/150] A crossbow designed to fire lead “sling bullets” from a pocket in the bowstring, 1D6 damage, +4 initiative penalty to cock and fire, requires two hands to cock and load, but may be fired one handed (with shield). Leather pouch & 15 Sling Bullets (1 GP)
- Heavy Stone-Bow (20 GP) [Range 70/140/210] A crossbow designed to fire lead “sling bullets” or hollow spheres from a pocket in the bowstring, +6 initiative penalty to cock and fire, requires two hands (no shield).
- Leather pouch & 10 Heavy Sling Bullets (1 GP): 1d6 Damage
- Leather pouch & 1 Hollow “Smoke” Bullets (1 GP): 10’ diameter cloud of smoke
- Leather pouch & 1 Hollow “Fire” Bullets (1 GP): 1d8 Fire Damage - Light Crossbow (10 GP) [Range 40/80/120] & 12x Arrows (1 GP): A crossbow designed to fire normal arrows, 1D6 damage, +2 initiative penalty to cock and fire, requires two hands to cock and load, but may be fired one handed (with shield).
- Medium Crossbow (15 GP) [Range 60/120/180] & 9x Quarrels (1 GP): A crossbow designed to fire Quarrels (short, heavy wood arrows), 1D8 damage, +4 initiative penalty to cock and fire, requires two hands (no shield).
- Heavy Crossbow (20 GP) [Range 80/160/240] & 6x Bolts (1 GP): A crossbow designed to fire Bolts (short, heavy metal arrows), 1D10 damage, +6 initiative penalty to cock and fire, requires two hands (no shield).
- Staff Sling, pouch & 30 stones (2 GP) [Range 30/60/90]: A 6’ staff with a pocket at one end used for hurling rocks, requires two hands (no shield), 1D4 damage.
- Sling, pouch & 30 stones (1 GP) [Range 40/80/120]: A leather cord and pocket used for hurling rocks, requires one hand (may be used with shield), 1D6 damage.
- Sling, pouch & 15 bullets (1 GP) [Range 50/100/150]: A leather cord and pocket used for hurling lead bullets, requires one hand (may be used with shield), 1D8 damage.
HOUSE RULES: Encumbrance & Movement
Rather that calculate the weight of every item, I propose a simplified movement and encumbrance based on the type of Armor worn. All of your normal weapons and equipment are ignored for encumbrance; only Armor and Treasure carried is counted.
- Clothing (2 GP).........(AC 10, 2#).....12” Human/Elf...9” Halfling/Dwarf
- Padded (4 GP)...............(AC 8, 10#).....11” Human/Elf...8” Halfling/Dwarf
- Leather (5 GP)..............(AC 8, 15#).....11” Human/Elf...8” Halfling/Dwarf
- Studded Leather (15 GP)...(AC 7, 20#).....10” Human/Elf...7” Halfling/Dwarf
- Ring Mail (30 GP)...........(AC 7, 20#).....10” Human/Elf...7” Halfling/Dwarf
- Scale mail (45 GP)..........(AC 6, 25#)......9” Human/Elf...7” Halfling/Dwarf
- Chain mail (75 GP)..........(AC 5, 30#)......8” Human/Elf...6” Halfling/Dwarf
- Splint mail (80 GP)..........(AC 4, 35#)......7” Human/Elf...6” Halfling/Dwarf
- Banded mail (90 GP)........(AC 4, 35#)......7” Human/Elf...6” Halfling/Dwarf
- Plate Mail (400 GP)..........(AC 3, 40#)......6” Human/Elf...5” Halfling/Dwarf
- Each 100 coins (10#) > STR bonus............-1”...............-1”