House Rules
1, This game will be played using the Swords & Wizardry: White Box rules by Marv Breig. Here is a link to where they can be found.
http://snw.smolderingwizard.co...pic.php?f=14&t=4 The PDF is the first link in that list. We are also pulling material from White Box Omnibus, White Box Gothic, and White Box Compendium by James Spahn from Barrel Rider Games.
2, I am replacing the d20 with 3d6. This will help reinforce the more gritty nature of the setting.
3, Humans only. If dwarves, elves, or halflings ever existed it was long in the past. They are but legends now.
4, Each character starts the game with only a prisoner's smock and a rope belt.
5, Death at 0 hit points. Dead characters will have their names, location, and the cause of their demise recorded in the Realm of Lost Souls thread so that they may be remembered with honor.
6, Light will be a valuable resource. Each torch or candle will have a limited lifespan. Monsters, should there be any, may be attracted to your light.
7, Food and water are life. Sources of both are likely to be carefully guarded. I will be tracking consumption, and lack of consumption, and it will affect your character's capabilities.
8, Experience points will be earned by overcoming obstacles more than killing monsters. Creating tools or weapons from found materials will also grant experience. Exploring The Oubliette will be a third source of experience. I'll also be granting 25 bonus experience for each quality post that engages with the scene, uses all five senses, and is longer than three sentences.
9, We will be using Ascending Armor Class. Armor itself will be handled differently. There are three kinds of Armor; Helm, Cuirass, and Shield. Each of those types may be Light (+1), Medium (+2), or Heavy (+3). Padded or boiled leather would count as Light. Chainmail or Brigandine would be Medium. Articulated Plate Armor would be an example of Heavy. A character with a Light Shield and Helm would have an AC of 12. While a character with a Plate Cuirass and Helm would have an AC of 16.
10, To emphasize the danger everyone is in, and speed up play on a message board, any time a character gains a +1 to their Basic Hit Bonus their attacks will also deal an extra d6 damage. All bonuses apply to this new dice as well. For example, a 3rd level Fighter with a +1 to Strength and a greatsword would deal 3d6+6 damage.
11, We will use group Initiative. When combat begins I'll roll a d6 for the opponent and a d6 for the party. Whichever group rolls higher goes first.
12, Posting Rate, Please post once every 1-2 days. We don't need to worry about posting on the weekend.
13, No Spell Slots! Magic users have their spells tattooed upon their bodies. Each time they attempt to cast a spell they must make an Intelligence roll against DC: 10. (Modifiers may apply in certain circumstances.) Success means the spell goes off. Failure means that it doesn't. Rolling below the spell's level +2 means that the character suffers a great mishap. I'll roll upon my secret Mishap table and the resulting effect will be applied. This could mean simply that the spell is lost for the rest of the day. Or, it could mean that the forces of magic were too great to be contained and the Magic User explodes as the pent up energy is released in one giant blast.
14, Clerics Learn Prayers! A Cleric will learn specific prayers as gifts from their god. Just like the Magic User they may use these prayers as often as they like by making a DC: 10 Wisdom roll. Success means the spell goes off like normal. Failure means it does not. Rolling below the spell's level +2 results in a Divine Wrath roll. I'll roll on my Divine Wrath table and the result will be applied to the cleric. This could be as simple as the Cleric losing access to that spell for the rest of the day. Or, they could find that their god had abandoned them forever.
15, Any character may attempt to secrete a tiny object somewhere upon their body before they are thrown into The Oubliette. Something like a wedding band, or a lockpick. Once I have approved the item the player will make a Dexterity or Charisma roll. Success means that they get to keep the tiny item. Failure means that they do not.
16, Half of all earned Experience Points from a dead character may be applied to the player's replacement character.
17, This game is rated 'M' for Mature. That means that we will be dealing with some grim and icky stuff. There may be mentions of cannibalism, unholy rites, human sacrifices, and other topics that relate to evil. This is not the place to play out Adult fantasies or treat your fellow players like poop. If
I believe that a player is harassing another player I will give
one warning. If the behavior repeats itself that player will be removed. The Oubliette is bad enough without players making things worse for each other.
This message was last edited by the GM at 20:04, Thu 04 Mar 2021.