Goal: to be the first player-character to reach third level and, of course, to have fun doing so. At this point, he is may choose a name and alignment, taking his (or her) place alongside the heroes of legend!
Your new character appears wherever the current party (or majority of the party) is located. There is a faint "POP!" and there you are. No rationale is offered for your appearance, you are simply there.
Your first game PC will have a minimum of 4 hp (5 hp for fighter-types). Any subsequent player-characters and all hirelings will roll hit points by the book.
The dungeon is randomly generated using the rules from 1st ed. AD&D's DMG.
Encounters are also randomly generated. They are generated as per your party's level, but remember there is a bit of wiggle room in the strength of the monsters encountered. Also, because of the random nature of encounters BtB there is a possibility of facing significant and overwhelming numbers of enemies.
PvP is allowed, looting your comrades' corpses is allowed; but no XP will be granted for either.
Any equipment from OD&D, Delving Deeper, and Swords & Wizardry White Box Edition is allowed. In the case of conflicting prices, OD&D's listings will take precedence.
Except for the random dungeon generation, OD&D rules (no supplements as of this time) will be used to conduct the game.
Last Edit: Feb 21, 2013 14:10:03 GMT -6 by dubeers
Spell-casters will have access to any spells of the appropriate level.
Magic-Users may equip staves as weapons (1 gp).
Magic-Users begin the game equipped with a wand of arcane bolts. The wand casts a magical projectile, resolved as light crossbow fire, inflicting d4 damage and considered a normal projectile in terms of what it can damage. The owner of the wand may choose the colour of the bolt.
For this game, thieves are allowed the use of light crossbows and short bows.
Cure light wounds heals d6 + (caster Level) damage, a cleric may "burn" any spell he has memorized to cast CLW.
Default Dungeon Values: 10' ceilings. Walls, floor, ceiling; all made of fitted stone. Unlighted. All doors are heavy wood opening into a room or chamber.
Two weapon fighting: I give +1 "to hit" when fighting with two weapons.
Two Handed Weapons: I give +1 to damage rolls for two-hander weapons (with the exception of staves wielded by wizards). This bonus applies to weapons that are long enough to be effectively wielded two-handed (longswords but not short swords, for instance).
Attacking from the Second Rank: Pole arms, spears, and staves (including those wielded by magic-users) may attack from the second rank.
Fighting Ranks: As a rule of thumb I require each individual in melee to have 3' of space. This allows fighting 3 abreast in 10' corridors but only 1 in a 5' corridor.
Zone of Control: Enemy units passing within 10' of an unengaged hostile unit are considered engaged.
Last Edit: Feb 24, 2013 14:08:25 GMT -6 by dubeers
In keeping with the spirit of the Dogma! variant, I'll be keeping things as random as possible. This includes advice from NPCs.
For example: Hireling-1 had to pass a wisdom check (roll below WIS on d20) before advising Cleric that noise might attract a wandering monster. The monster actually appearing was the result of a modified die roll, there was a greater chance of it appearing but still a random event.
You can PM me something you don't want to be general knowledge, no problem.
If you mistakenly post a secret action to the public thread, let me know as soon as you can. I usually disallow other players acting on knowledge their characters shouldn't have. In such a case I may have to use random ability-based die rolls to fairly resolve such situations.