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~~HOUSE RULES~~

Posted by DMIIFor group 0
DMII
player, 322 posts
Mon 20 Sep 2010
at 14:19
  • msg #1

~~HOUSE RULES~~

HOUSE RULES
  Unconsciousness & Death
At positive hit points (1+), the character can function normally.  At zero hit points, the character is unconcious, but in no danger of dying from his wounds.  If left alone, he will regain consciousness in 1d6 hours, at which time you will still be at 0 hit points (barring any healing) and unable to do more than stand or possibly stagger around until regaining at least 1 hit point.

At negative hit points (-1 through -10), the character is unconscious and dying.  He will die from his injuries if left untended.  The character loses 1 hit point per round until he reaches -10hp, at which point he dies.  If someone else uses a healing spell, the healing skill, a healing potion, or otherwise restores at least one hit point to the injured character, the wounds are stabilized and he loses no more hit points from his current injuries.  Magical healing (spells, potions, lay on hands, etc.) take the normal amount of time.  The healing skill takes one round from a successful check to bind the character's wounds and stop the bleeding.  It also restores 1 hit point of damage in the process.

  Spellcasting:
Clerics may spontaneously cast Cure Light Wounds, Cure Serious Wounds, and Cure Critical Wounds by sacrificing an already prepared spell of equal or higher level.

  Classes:
Dwarves may use the battle axe in one hand.  In addition, they may use they heavy crossbow even though it is Large sized.

Thieves (and anyone else who has somehow gained/emulated thief abilities) add +5% per point of their Dexterity modifier to each of their thief skills.  In addition, Find Traps and Remove Traps are one ability, using the progression for Find Traps.
Thieves also use d6 for hit points, not d4. This is to reflect their resilience in tricky situations and their risk-taking natures.

  General Skills & Weapon Mastery:
We will be using the optional General Skills and Weapon Mastery rules from the Rules Cyclopedia.
You are now free to use any ONE weapon not normally available to your class, no more than that. If you want your cleric or mage to use a sword, you can, but that'll be the only weapon they will be allowed other than those specified for that class.

Weapons Mastery:
All characters may train for weapon mastery, as per the optional rules in the RC. However, the bonuses will be as follows:-

Level Sought  Time Req'd (weeks) Cost/Week gp) Bonus (to hit and damage)
Basic             1                   100                 0
Skilled           2                   250                +1
Expert           8                   500                +2
Master          24                 1000              +3

General Skills:
Thief skills can be purchased using skill slots.  Each skill point alloted garners one level of advancement on the Thief skill table.  For example, one general skill point spent on Open Locks would allow a PC to use Open Locks as a 1st level thief; two skill points would allow a PC to use Open Locks as a 2nd level thief, and so on.

The Healing general skill may be Wisdom-based or Intelligence-based, as the individual PC wishes, but in every other way is as stated in the Rules Cyclopedia.

  Saving Throws:
We will be using the variant rules for ability scores modifying saving throws (RC p266), summarized below:

 Strength: Modifies saving throws vs. Paralysis & Turn to Stone
 Intelligence*:  Modifies saving throws vs mind attacks (charm, confusion, control, fear, feeblemind, sleep, etc.)
 Wisdom*:  Modifies saving throws vs. Spells
 Dexterity: Modifies saving throws vs Wands & Dragon Breath
 Constitution:  Modifies saving throws vs poison (but not death rays)
 Charisma:  No bonus to saving throws.

  * Combined modifier cannot exceed +/-3.

This message was last edited by the player at 20:03, Thu 23 Oct 2014.
DMII
player, 318 posts
Mon 20 Sep 2010
at 10:56
  • msg #2

Re: ~~HOUSE RULES~~

Magic Items and Experience

This game was written for the 1e AD&D rules, and so to allow for greater (and quicker) accumulation of experience I am going to award experience point gains for magic items, following the 1e rules.

This amounts to no more than a few hundred XP for items at the low levels (a +1 dagger gains 100XP, for example), but over the period of the adventure this should prove very useful.
DMII
player, 366 posts
Sun 3 Oct 2010
at 09:45
  • msg #3

Re: ~~HOUSE RULES~~

Combat

Missile Fire into Melee:
Any missiles fired into melee combat have an equal chance (ie. 50/50) of hitting friend or foe. The RC states that during the combat round, missile fire takes place before melee, but when melee is underway I cannot see how you can pick your shots, without at least a chance of hitting one of your companions who is involved in melee.

Critical Hits: Critical hits will be used in the following way: a natural 20 always causes max damage.  This applies to both PCs and monsters.  It does not cause max damage if a natural 20 is needed to hit.
This message was last edited by the player at 20:27, Tue 05 Oct 2010.
DMII
player, 457 posts
Wed 17 Nov 2010
at 10:12
  • msg #4

Re: ~~HOUSE RULES~~

Levelling Up/Hit Points

Any roll of 1 for new hit points can be re-rolled. I don't think this applied to anyone who previously made level 2, but we will use this rule from hereon.
DMII
player, 888 posts
Tue 21 Aug 2012
at 15:17
  • msg #5

Re: ~~HOUSE RULES~~

Purchasing Spells & Potions

Magic-users and Elves may purchase new spells for their spellbooks whilst in Greyhawk city proper. The following rates apply per spell:-

1st level - 300gp
2nd level - 700gp
3rd level - 1500gp

Clerics may also purchase spell scrolls, at the above prices

Healing Potions cost between 350-450gp each.

Other potions may be available upon request, but will be more expensive.
This message was last edited by the player at 14:16, Wed 13 Aug 2014.
DMII
player, 1503 posts
Thu 23 Oct 2014
at 21:03
  • msg #6

Re: ~~HOUSE RULES~~

The Paladin

Players who wish to play Lawful Fighters may instead to choose to play a Paladin.
The following restrictions apply:-

  • Only Lawful-aligned Human Fighters may become Paladins
  • A Paladin character must have a minimum STR of 12, an INT, WIS and CON of 9, and a CHA of 17. DEX can be any score.
  • Paladin characters progress as Fighters, but need an additional 25% experience to progress to the next level (ie. 2500 total XP at 1st level, 4800 at 2nd, etc)
  • If a Paladin ever knowingly or willingly commits an evil act, Paladin status is forever lost, and from that point on the player becomes an ordinary Fighter.
  • Paladins do not gain the ability to cast clerical spells
  • There are no holy swords, or paladin warhorses


Paladin characters gain the following benefits:-

  • Detect evil at 60' range, at will, but must concentrate on the act of detection
  • +2 on all saving throws
  • Immunity to all disease
  • Cure disease, once/week for every 5 levels of the Paladin
  • Lay on hands to cure 2hp of damage per level of experience, once/day
  • Turn undead as a cleric of 1/3rd the level of the Paladin

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