House rules and rule clarifications/alterations:

House rules and rule clarifications/alterations:

Critical Hits and Fumbles: On a roll of natural 20, a critical hits chart is consulted. Higher level characters and monsters will tend to inflict more damaging crits than lower level creatures, but the dice are sometimes fickle. A crit may mean that you score double, triple or quadruple damage, etc., or it can have a “no effect” result.
On a natural roll on 1, a fumble chart is consulted and cross referenced with the attacker’s dexterity and level. More dexterous and experienced opponents will tend to suffer the effects of a fumble less often; when a 1 is rolled on the attack action a fumble roll is made and we see if you fall down, drop your sword, etc., or it can have a “no effect” result.

Crossbows: Light and heavy crossbows do double the amount listed in the 1e PHB.

Death and Dying: Once a creature is reduced to anywhere from 0 to -9 hitpoints, he is unconscious. Characters which fall to 0 hit points or less have a percentage chance equal to their CON score (12 Con = 12%) of ‘stabilizing’ each round; else they lose another hit point each round. Any character who falls to -10 hit points is dead. Comrades can ‘stabilize’ a downed comrade with healing magic or attempt to bind wounds (WIS check).
A character who drops to 0 hitpoints or below whom is subsequently healed to at least 1 hit point can roll a successful system-shock in order to be able to walk and fight normally; otherwise they are so weak that they can only move at half speed and will pass out if they attempt to cast a spell.
A character who drops below 0 hitpoints has a 10% chance per point beyond 0 of suffering a ‘crippling’ injury of some sort (determined randomly by the DM).

Magic User Bonus Spells: Magic Users (and illusionists) get a small number of bonus spells based on intelligence. Use the chart for cleric wisdom bonus spells in the PHB, but substitute ‘INT’ for WIS.

Raise Dead and Resurrection: Each time you are raised from the dead you lose 1 point of Con, permanently. When Con is 0, a character cannot be raised again. You also must make a resurrection survival roll in order to awaken; otherwise your spirit has passed on and it is time to roll up a new character.

Starting Level: All characters start at level 1! None of this sissy boy, nancy-pants getting levels you don’t earn the good ‘ol fashioned way. Thus, as you begin to rise in levels (should you be so lucky), it is perhaps a good idea to begin to recruit and train henchmen and hangers-on. They will cost you a share of your XP and treasure, but should the worst happen and your primary character be utterly destroyed, you can always activate a promising henchman as a replacement.

Surprise: At the start of each encounter roll a d6 for each side to determine surprise. A roll of 1-2 indicates surprise while 3-6 indicates not surprised. If one party rolls a 1 and the other a 2, then the low roll is surprised.

XP: PCs are allowed to designate an NPC henchman to receive a portion of his XP if the NPC does not accompany the PC on the journey. The PC is assumed to describe the adventure in great detail. The PC may give no more than ½ his award to the henchman; the XP isn’t awarded until the PC and the henchman can communicate.

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