House Rules
Posted: Mon Nov 28, 2022 6:20 am
The following House Rules will be in affect. Many of these have been modified/used/copied from other excellent GMs on this board such as Ogre Mage, GreyWolfVT and Spearmint
The game will be a 1st edition AD&D game including Unearthed Arcana
Character Creation: (Last edited on 11/29/22)
Stat Rolls: 4d6 drop the lowest and place where wanted (Please note that there are 7 characteristics with COM added in UA). Roll up three characters and take the best one.
The following classes will not be allowed for players: Barbarian, Monk, Assassin, Bard
The following sub-races will be allowed for players:
All characters will start with 110,001 Experience Points.
The game will be a 1st edition AD&D game including Unearthed Arcana
Character Creation: (Last edited on 11/29/22)
Stat Rolls: 4d6 drop the lowest and place where wanted (Please note that there are 7 characteristics with COM added in UA). Roll up three characters and take the best one.
The following classes will not be allowed for players: Barbarian, Monk, Assassin, Bard
The following sub-races will be allowed for players:
- Dwarves will all be Hill or Mountain - both will use the level limits of Mountain.
- Gnomes will all be Surface Gnomes
- Elves will be High elves or Wood elves
- Halflings - All three will be allowed, but all will use the level limits of Tallfellow
All characters will start with 110,001 Experience Points.
- This will not be affected by exceptional ability scores.
- Multi-Class characters will divide this as evenly as possible between all of their classes.
- Dual Class characters will give 40,000 or 40,001 (player choice) to the first class and the remaining amount to the second class.
- First Level Hit Points will be max,
- All additional levels will be based on the character hit die type with no re-rolls allowed. All characters with:
- d4 for HP shall roll d3+1 (2-4)
- d6 for HP shall roll d4+2 (3-6)
- d8 for HP shall roll d6+2 (3-8)
- d10 for HP shall roll d8+2 (3-10)
- For CON Bonus this will only apply to fighter levels, if there is no fighter class this will only apply to the first class
to advance to a new level - Multi-class characters can have .5 hit points (or 1/3 or 2/3 if triple classed). These will not do anything in play but will
allow the character to not have to round down every time. - Example a multi-class fighter/thief has 20.5 hit points. This character has a 14 CON and advances a new thief level and for the
d4+2 rolls a 3+2=5. This would mean the character would now have 23 HP (20.5 + 2.5 = 23)
- All characters can start with any non-magical equipment that they desire valued at 100 gp or less.
- Cavaliers and Paladins will start will Plate Armor
- Fighters, Rangers and Clerics can start with any non-magical armor they wish up to plate mail.
- Each character starts with 150-300gp (100+5d4x10) pocket change
- Each character will get a "random" collection of gems and jewelry on his or her person
- Each character will get a "random" collection of magical items focused on their class that they may request as offensive focused, defensive focused or misc. focused
- Fighters can downgrade a weapon (generally one plus or removing special abilities) and change the weapon to one they exactly want - this can only happen at the time of character creation.
- This person will have 3001 EXP (unless that person is a Ranger in which case they cannot have one until 8th level).
- Stats will be determined by two collections of 4d6 rolls
- The race and class can be selected by the player with the following restriction - only magic users and illusionists can have that class as a henchperson.
- Alignment will be the same as the PC
- Magic User / Illusionist henchperson will get their spellbook from the PC.
- In most situations this henchperson will be controlled by the PC, but will be subject to morale checks and the like.
- All magical items they have come from the PC.