Post by cadriel on Aug 26, 2013 11:54:11 GMT -6
Curious what the folks here will think of my current draft house rules for a game I'm going to try and get together soon.
Character Abilities
All characters are generated with 3d6 in order. One swap may be made between two statistics that are not Charisma in addition to the point swapping described in Men & Magic.
Strength:
8 or less: -1 on damage for all melee attacks (minimum 1)
13 or more: +1 on damage for all melee attacks
Wisdom:
7 or less: -1 on saving throws versus Spells
14 or more: +1 on saving throws verus Spells
Allowed Races
Human, Dwarf, Elf, Half-Elf, Hobbit.
Elves may be fighting-men / magic-users. In this case they decide before an adventure starts which class will receive experience for that adventure. Such types may only cast spells in armor if they are wearing Elven Chain (cost: 100 x the cost of normal chain mail).
Level limits are enforced. Any race may be Fighting-Men but only to level 4 (elves and hobbits) or level 8 (dwarves and half-elves). Elves and half-elves may be magic-users but only to level 8. Any race may be Specialists without limit in level.
Nonhuman characters who have reached the limit in levels may not advance further in hit dice, spells, etc. However, they may begin advancing in Specialist skills other than Sneak Attack. For every 100,000 XP gained, such a character may allocate 2 points to Specialist skills.
Character Classes
The following character classes are available:
Fighting-Man: as per Volume I: Men & Magic
Magic-User: as per Volume I: Men & Magic
Cleric: as per Volume I: Men & Magic. Must always be Lawful or Chaotic.
Specialist: abilities as per Lamentations of the Flame Princess: Weird Fantasy Roleplaying, but fights as a Cleric, and uses the Magic-User charts for saving throws and hit dice.
Druid: as per Supplement III: Eldritch Wizardry but follows the cleric hit dice progression from Volume I: Men & Magic. Must be Neutral.
Paladin: A fighting-man may become a paladin (as per Supplement I: Greyhawk) but only after having reached 4th level (Hero).
Hit Points
At character creation, if a 1 is rolled for hit points, the player should re-roll.
Upon gaining a level, the player may choose to gain an extra hit die in addition to their character’s current hit points, or re-roll all hit dice. In the former case, if the character gains less than a full hit die, they subtract the difference from the roll. For example, a Swashbucker (5+1) becoming a Myrmidon (6) can only gain 1-5 hit points if adding to an existing total. A Super Hero (8+2) becoming a Lord (9+3) gains 2-7; when he becomes a Lord, 10th Level (10+1) he only gains 1-4 hit points, and so on. There is always a gain of 1 hit point regardless of method used.
All character types use one of the hit dice tracks from Volume I: Men & Magic.
Combat
Rounds are 10 seconds long. That doesn’t effect anything, it’s just how long they are.
Initiative is rolled using 1d6 for each side. The high roll goes first. Tied rolls mean that action is simultaneous.
A character using a long weapon (spear, polearm, halberd, two-handed sword, lance, pike) gets +3 on initiative for the first round of a combat, acting before their group. In each subsequent round, characters with such weapons have -1 to initiative, acting after their group.
Weapons do 1d6 damage. Two-handed weapons roll two dice and take the better damage.
Spellcasters on a side that has lost initiative, who receive damage in a round, cannot cast a spell. Their spell is interrupted, but is not lost.
If a character rolls a natural “20” on the to-hit die, they get +1 to damage. If they roll a natural “1” on the to-hit die, their next roll to-hit is at -1.
Characters firing arrows into melee will have their targets randomly determined by the referee before rolling to hit. This determination will take into effect the relative visibility of each target. The player may ask the rough chance to hit a given target, but not which target they will hit.
Starting at 2nd level, fighting-men may attack once per round per level when fighting against creatures of 1 HD or less (HD of 1+1 counts as more than 1 HD). When the character reaches 8th level (Super-Hero), he may attack twice per round so long as the total hit dice of opponents is equal to or less than his hit dice. A Super-Hero (8+2 HD) can fight two ogres (4+1 HD each) but only one Troll (6+3 HD). Such extra attacks always apply against different targets.
Death and Dying
Characters reaching 0 hit points die. However, death is not necessarily instantaneous. It takes 1d6 rounds for a character at 0 HP to die. For every HP the character was reduced below 0, subtract 1 from the die roll. A result of 0 or less means instant death. While the character is dying, they may not attempt any action, but magical healing (spells, potions etc) may be performed on them. Restoring a character to 1 or more hit points ends the dying state.
Character Abilities
All characters are generated with 3d6 in order. One swap may be made between two statistics that are not Charisma in addition to the point swapping described in Men & Magic.
Strength:
8 or less: -1 on damage for all melee attacks (minimum 1)
13 or more: +1 on damage for all melee attacks
Wisdom:
7 or less: -1 on saving throws versus Spells
14 or more: +1 on saving throws verus Spells
Allowed Races
Human, Dwarf, Elf, Half-Elf, Hobbit.
Elves may be fighting-men / magic-users. In this case they decide before an adventure starts which class will receive experience for that adventure. Such types may only cast spells in armor if they are wearing Elven Chain (cost: 100 x the cost of normal chain mail).
Level limits are enforced. Any race may be Fighting-Men but only to level 4 (elves and hobbits) or level 8 (dwarves and half-elves). Elves and half-elves may be magic-users but only to level 8. Any race may be Specialists without limit in level.
Nonhuman characters who have reached the limit in levels may not advance further in hit dice, spells, etc. However, they may begin advancing in Specialist skills other than Sneak Attack. For every 100,000 XP gained, such a character may allocate 2 points to Specialist skills.
Character Classes
The following character classes are available:
Fighting-Man: as per Volume I: Men & Magic
Magic-User: as per Volume I: Men & Magic
Cleric: as per Volume I: Men & Magic. Must always be Lawful or Chaotic.
Specialist: abilities as per Lamentations of the Flame Princess: Weird Fantasy Roleplaying, but fights as a Cleric, and uses the Magic-User charts for saving throws and hit dice.
Druid: as per Supplement III: Eldritch Wizardry but follows the cleric hit dice progression from Volume I: Men & Magic. Must be Neutral.
Paladin: A fighting-man may become a paladin (as per Supplement I: Greyhawk) but only after having reached 4th level (Hero).
Hit Points
At character creation, if a 1 is rolled for hit points, the player should re-roll.
Upon gaining a level, the player may choose to gain an extra hit die in addition to their character’s current hit points, or re-roll all hit dice. In the former case, if the character gains less than a full hit die, they subtract the difference from the roll. For example, a Swashbucker (5+1) becoming a Myrmidon (6) can only gain 1-5 hit points if adding to an existing total. A Super Hero (8+2) becoming a Lord (9+3) gains 2-7; when he becomes a Lord, 10th Level (10+1) he only gains 1-4 hit points, and so on. There is always a gain of 1 hit point regardless of method used.
All character types use one of the hit dice tracks from Volume I: Men & Magic.
Combat
Rounds are 10 seconds long. That doesn’t effect anything, it’s just how long they are.
Initiative is rolled using 1d6 for each side. The high roll goes first. Tied rolls mean that action is simultaneous.
A character using a long weapon (spear, polearm, halberd, two-handed sword, lance, pike) gets +3 on initiative for the first round of a combat, acting before their group. In each subsequent round, characters with such weapons have -1 to initiative, acting after their group.
Weapons do 1d6 damage. Two-handed weapons roll two dice and take the better damage.
Spellcasters on a side that has lost initiative, who receive damage in a round, cannot cast a spell. Their spell is interrupted, but is not lost.
If a character rolls a natural “20” on the to-hit die, they get +1 to damage. If they roll a natural “1” on the to-hit die, their next roll to-hit is at -1.
Characters firing arrows into melee will have their targets randomly determined by the referee before rolling to hit. This determination will take into effect the relative visibility of each target. The player may ask the rough chance to hit a given target, but not which target they will hit.
Starting at 2nd level, fighting-men may attack once per round per level when fighting against creatures of 1 HD or less (HD of 1+1 counts as more than 1 HD). When the character reaches 8th level (Super-Hero), he may attack twice per round so long as the total hit dice of opponents is equal to or less than his hit dice. A Super-Hero (8+2 HD) can fight two ogres (4+1 HD each) but only one Troll (6+3 HD). Such extra attacks always apply against different targets.
Death and Dying
Characters reaching 0 hit points die. However, death is not necessarily instantaneous. It takes 1d6 rounds for a character at 0 HP to die. For every HP the character was reduced below 0, subtract 1 from the die roll. A result of 0 or less means instant death. While the character is dying, they may not attempt any action, but magical healing (spells, potions etc) may be performed on them. Restoring a character to 1 or more hit points ends the dying state.