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House Rules and Game Norms.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 3 posts
Sat 22 Dec 2012
at 18:06
  • msg #1

House Rules and Game Norms

Third Edition exists for a reason--there are some things about 1E and 2E that are a little wonky.  And yet the simplicity of 1E/2E lends itself better to "theater of the mind" making it ideal for this venue.

This thread will exist to chronicle how this game will diverge from the 1E/2E standards, what optional rules we'll be employing, and how posts should be formatted.

-------------

House Rule #1  Bye Bye THAC0

Bonuses will add up rather than decreasing your THAC0. We'll be using the base attack bonus system from 3rd Edition instead.  The following chart shows your level based Base Attack Bonus, and is a direct translation of the old 2E THAC0 chart:

Level	Warrior	Priest	Rogue	Wizard
1	0	0	0	0
2	+1	0	0	0
3	+2	0	+1	0
4	+3	+2	+1	+1
5	+4	+2	+2	+1
6	+5	+2	+2	+1
7	+6	+4	+3	+2
8	+7	+4	+3	+2
9	+8	+4	+4	+2
10	+9	+6	+4	+3
11	+10	+6	+5	+3
12	+11	+6	+5	+3
13	+12	+8	+6	+4
14	+13	+8	+6	+4
15	+14	+8	+7	+4
16	+15	+10	+7	+5
17	+16	+10	+8	+5
18	+17	+10	+8	+5
19	+18	+12	+9	+6
20	+19	+12	+9	+6

Armor Class listings are similarly easy to figure out:  (10 - 2eAC)+10 = 3eAC

To hit a creature the sum of your roll must exceed their AC.

House Rule #2 No Weapon Speed, Thanks.
 


Here's the appropriate posting for a combat round.

<orange>((ooc: [Describe Actions Here]
Initiative: [Initiative Roll]
Base Attack Bonus: [From combat sheet, show situational modifiers separately]
Attack: [Attack Roll]
Damage: [Damage Roll + Modifiers]))</orange>

House Rule #3 You Own It, You Run It.

This is one of my home players favorite house rules: If you own a home, an Inn, a Blacksmith Shop, or even a Castle--whatever goes on in that place, you're the DM. You can't affect what goes on outside, just what goes on inside.

Example: If I've got a thief and I'm going to break into your house to steal all your magic items, then I'll be the thief, and you'll tell me how events unfold.  Does your dog bark? Is there a trap around the corner?

House Rule #4 Firing/Throwing into a Melee

Firing or throwing any missile weapon into a melee results in a -4 penalty to the attack roll. If you miss, there is a 75% chance that you will hit another individual involved the melee.  The N/PC struck by the missile weapon is determined at the DM's discretion.  Priority will always be given to individuals nearest the archer.
This message was last edited by the GM at 22:45, Fri 22 Mar 2013.
Dungeon Master
GM, 14 posts
Sun 23 Dec 2012
at 21:59
  • msg #2

Re: House Rules and Game Norms

This is as fine a character sheet as I've found.  Feel free to use it. Copy and Paste it, make sure to keep the <pre></pre> tags on it.  They will keep your spacing just the way you want  it when you're done.

Character Sheet

<pre>----------------------------------------------------------------AD&D 1st Ed-
 Name  :                      Size  :                 THAC0 :
 Player:                      Height:                 No Att:
 Race  :                      Weight:                 Damage:
 Class :                      Age   :                 AC    :
 Type  :                      Hair  :                 HD    :
 Sex   :                      Eyes  :                 HP Max:
 Level :                      Hand  :                 HP Cur:
 Align :                      Move  :                 XP    :

 ----------------------------------------------------------------------------
 STR   :             HT:      DM:      WT:       MP:        OD:      BB:
 INT   :             AL:      SL:      LS:       MS:
 WIS   :             MD:      SF:      BS:
 CON   :             HP:      SS:      RS:
 DEX   :             RA:      MA:      DA:
 CHA   :             MH:      LB:      RA:
 ----------------------------------------------------------------------------
 SAVES Para/Pois:    Rod/Staff/Wand:    Petrf/Poly:    Breath:      Spell:
 ----------------------------------------------------------------------------
 RACIAL/CLASS/SPECIAL ABILITIES:



----------------------------------------------------------------------------
 LANGUAGES:
----------------------------------------------------------------------------
 MAGIC USER/ILLUSIONIST/RANGER SPELLBOOK

1ST LEVEL  (   /DAY)  [M] Memorised [X] Used
 [ ] <spell name>
 [ ] <spell name>
 [ ] <spell name>
 [ ] <spell name>

2ND LEVEL  (   /DAY)
 [ ] <spell name>
 [ ] <spell name>
 [ ] <spell name>
 [ ] <spell name>


----------------------------------------------------------------------------
 THIEF SKILLS         Base   Race Adj   Dex Adj  Armor    Total
 Pick Pockets
 Open Locks
 Find/Remove Traps
 Move Silently
 Hide in Shadows
 Hear Noise
 Climb Walls
 Read Language

NON-WEAPON PROFICIENCIES




 ----------------------------------------------------------------------------
 ARMOUR/SHIELD:
----------------------------------------------------------------------------
 WEAPONS:

WEAPON OWNED      THAC0 +/- Net   WT  SF  N/A  S/M   LRG  +/-  (ROF) (S/M/L)


----------------------------------------------------------------------------
Personal MONEY  PP:         GP:          EP:         SP:          CP:
Party Money
 ----------------------------------------------------------------------------
 EQUIPMENT



----------------------------------------------------------------------------
 MAGIC ITEMS


----------------------------------------------------------------------------</pre>
This message was last edited by the GM at 22:01, Sun 23 Dec 2012.
Dungeon Master
GM, 45 posts
Thu 27 Dec 2012
at 17:21
  • msg #3

Re: House Rules and Game Norms

Extra Credit

As Candlekeep Scribes, we are committed to the expansion of Forgotten Realms Lore.  From time to time, elements of this campaign may lend themselves to lore creation.  I will point out when and what.  The player that accepts the challenge and provides good game lore will have their article submitted to the Candlekeep Compendium, and may claim one of the following rewards:

Rewards for lore creation

1) Money: Gold and/or gems

2) Experience: Bonus XP, awarded immediately

3) Minor magic item: Usually potion or scroll. Scroll can be either protection, or single spell scroll. Spell is player’s choice (subject to DM approval) of a level up to one higher than character can currently cast.

4) Lead: If your character has a quest or goal that they want to accomplish, this option gives a lead to that goal. It won’t solve the quest on its own, but it will be a true lead, pointing in the right direction. Alternately, if your character wants a magical item more powerful than those in Option 2, this will provide a lead to where one can be found

5) DM Intercession: Basically, this is a favor you can call in with me at a later date to get you out of trouble in some way. If you have one of these and you are killed, I’ll use it automatically and you’ll instead stabilize at -9 hit points, and your attacker will go menace someone else. Or you’ll make your save-or-die saving throw. Note that this isn’t limitless; you can dig yourself in so deep not even this can get you out.
Dungeon Master
GM, 124 posts
Sun 31 Mar 2013
at 21:00
  • msg #4

Re: House Rules and Game Norms

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This message was last edited by the GM at 02:27, Sun 26 May 2013.
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