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Post by cadriel on Jul 31, 2015 14:11:02 GMT -5
These are my current house rules for OD&D with Greyhawk. (I use most of Greyhawk, except the Weapon vs AC adjustments.) - Character generation. 3d6 in order: Strength, Intelligence, Wisdom, Constitution, Dexterity, Charisma. Don’t list Dexterity before Constitution. 3d6x10 GP. Start at first level. Roll your hit points, but you get 1 free re-roll.
- The Mulligan. Each player gets to call one Mulligan per session. This means the player can re-roll one die, or several dice rolled at once. All dice involved are re-rolled, and the new result must be accepted. Mulligans can only be called on dice you roll, and must be called promptly after the roll. (As soon as the referee lets you know you failed / missed / didn’t kill the thing / etc.) Limit one per player per session. Mulligans have no cash value and expire at the end of the session. No exchanges or refunds permitted.
- Dying. When you reach 0 hit points, you are dying for the next 1d6 rounds. This number may be decreased proportionately if you go into negative hit points. During that time, you are not beyond the aid of magical healing. In the absence of magical healing, attempting to bind wounds has a 33% chance (roll of 1 or 2 in 1d6) to stabilize a dying character. In either case, the PC goes to 1 hit point and cannot engage in strenuous activity for 1 day per round that they had previously been dying.
- Healing. Normal activity regains 1 hit point / day. Bed rest regains 1d3 hit points / day. Herbal poultices (cost: 25 GP, weight: 2 lbs) may be used to restore 1d3 hit points to a wounded character and may be used once per day. Poultices take 1 turn to restore hit points and cannot be used in combat time.
- Cleave. At level 4, fighters get the ability when they kill one opponent to move on to the next opponent once per round, as long as the next opponent is within 10’. At level 8, this may be done as many times per round as the fighter kills opponents.
- Scrolls. Magic-users may create scrolls of any spell they know starting at 1st level. Scrolls take 1 week of work and cost 100 GP for each spell level.
- Initiative is d6 based, with individual or group initiative as appropriate
That's not exhaustive; I make plenty of rulings that aren't on the list above. But these are the current state of my written house rules, which I use for hangout games on Google+. Curious if there are any thoughts on the above.
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Post by Admin Pete on Jul 31, 2015 14:42:52 GMT -5
These are my current house rules for OD&D with Greyhawk. (I use most of Greyhawk, except the Weapon vs AC adjustments.) - Character generation. 3d6 in order: Strength, Intelligence, Wisdom, Constitution, Dexterity, Charisma. Don’t list Dexterity before Constitution. 3d6x10 GP. Start at first level. Roll your hit points, but you get 1 free re-roll.
Have an Exalt for getting the order right! - The Mulligan. Each player gets to call one Mulligan per session. This means the player can re-roll one die, or several dice rolled at once. All dice involved are re-rolled, and the new result must be accepted. Mulligans can only be called on dice you roll, and must be called promptly after the roll. (As soon as the referee lets you know you failed / missed / didn’t kill the thing / etc.) Limit one per player per session. Mulligans have no cash value and expire at the end of the session. No exchanges or refunds permitted.
I like this, I could go with that. - Dying. When you reach 0 hit points, you are dying for the next 1d6 rounds. This number may be decreased proportionately if you go into negative hit points. During that time, you are not beyond the aid of magical healing. In the absence of magical healing, attempting to bind wounds has a 33% chance (roll of 1 or 2 in 1d6) to stabilize a dying character. In either case, the PC goes to 1 hit point and cannot engage in strenuous activity for 1 day per round that they had previously been dying.
I have tried it many different ways, I think this is a fine way to do it. - Healing. Normal activity regains 1 hit point / day. Bed rest regains 1d3 hit points / day. Herbal poultices (cost: 25 GP, weight: 2 lbs) may be used to restore 1d3 hit points to a wounded character and may be used once per day. Poultices take 1 turn to restore hit points and cannot be used in combat time.
I have tried it many different ways, I think this is a fine way to do it. - Cleave. At level 4, fighters get the ability when they kill one opponent to move on to the next opponent once per round, as long as the next opponent is within 10’. At level 8, this may be done as many times per round as the fighter kills opponents.
I don't like the word Cleave, my own personal preferences. I have no problem with this being done, but I would do the number of oponents not to exceed the number of attacks the fighter gets in a given round. - Scrolls. Magic-users may create scrolls of any spell they know starting at 1st level. Scrolls take 1 week of work and cost 100 GP for each spell level.
I think this is pretty easy. I am making it much more difficult and time consuming for the players to create scrolls and magic items. - Initiative is d6 based, with individual or group initiative as appropriate
That's not exhaustive; I make plenty of rulings that aren't on the list above. But these are the current state of my written house rules, which I use for hangout games on Google+. Curious if there are any thoughts on the above. That is pretty standard for intiative IMO. Hmm, I wonder how you do this and maintain the numbering? Have another Exalt for posting this!
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Post by tetramorph on Jul 31, 2015 18:32:42 GMT -5
cadriel, I like this a lot too. I agree with Admin Pete, that the making of scrolls/potions may be too powered-up. What about, they may make them for any spell level lower than MU's level? That way they can't make them for all spell levels till they are level 7.
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Post by cadriel on Jul 31, 2015 20:13:12 GMT -5
Have an Exalt for getting the order right! Heh, thanks. I actually include it as my "paying attention check" - if Dexterity is first you didn't read the house rules. I use the word Cleave out of habit because it's what I got from the "Dave Arneson house rules" that go around on the Internet - probably just an artifact of the 3e era, but people know what it means. I don't rule for extra attacks otherwise in Greyhawk combat, so this is a replacement. My rule is actually the same as the Holmes Basic rule, which I've found has a mild positive effect on players of Magic-Users. Typically at low levels it nets them just 1 extra spell per level and soaks some of their otherwise not-too-useful gold. I might say it's limited to 1st level spells until the PC reaches Wizard level. I'm not sure what you mean by the numbering?
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Post by Admin Pete on Jul 31, 2015 21:00:44 GMT -5
Your items are numbered 1 to 7, but when I split them up they are all numbered 1.
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Post by cadriel on Aug 1, 2015 9:08:45 GMT -5
Your items are numbered 1 to 7, but when I split them up they are all numbered 1. Oh, that's because I put them in using the list feature in the bulletin board software. The number is generated by the items being in a continuous list, like this: - List item 1
- List item 2
- List item 3
But if I put them separately it turns out like this: - List item 1
- List item 2
- List item 3
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Post by The Perilous Dreamer on Mar 9, 2023 19:06:41 GMT -5
This has not been seen by most, so here is a blast from the past, from the very early days.
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Post by The Semi-Retired Gamer on Mar 10, 2023 8:16:54 GMT -5
This has not been seen by most, so here is a blast from the past, from the very early days. Great post! Well worth a revisit!
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Post by hengest on Mar 11, 2023 9:50:39 GMT -5
Wow, pretty cool...
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Post by El Borak on Mar 15, 2023 15:45:45 GMT -5
These are my current house rules for OD&D with Greyhawk. (I use most of Greyhawk, except the Weapon vs AC adjustments.) Character generation. 3d6 in order: Strength, Intelligence, Wisdom, Constitution, Dexterity, Charisma. Don’t list Dexterity before Constitution. 3d6x10 GP. Start at first level. Roll your hit points, but you get 1 free re-roll. But if you make a re-roll you have to take the second roll. The Mulligan. Each player gets to call one Mulligan per session. This means the player can re-roll one die, or several dice rolled at once. All dice involved are re-rolled, and the new result must be accepted. Mulligans can only be called on dice you roll, and must be called promptly after the roll. (As soon as the referee lets you know you failed / missed / didn’t kill the thing / etc.) Limit one per player per session. Mulligans have no cash value and expire at the end of the session. No exchanges or refunds permitted. One per game, OK, I could roll with that. (no pun intended) Dying. When you reach 0 hit points, you are dying for the next 1d6 rounds. This number may be decreased proportionately if you go into negative hit points. During that time, you are not beyond the aid of magical healing. In the absence of magical healing, attempting to bind wounds has a 33% chance (roll of 1 or 2 in 1d6) to stabilize a dying character. In either case, the PC goes to 1 hit point and cannot engage in strenuous activity for 1 day per round that they had previously been dying. If you do anything other that death at 0 hit points, I would go with 1d4+2 so your mates would have at least 3 melee round to attempt to save you. Healing. Normal activity regains 1 hit point / day. Bed rest regains 1d3 hit points / day. Herbal poultices (cost: 25 GP, weight: 2 lbs) may be used to restore 1d3 hit points to a wounded character and may be used once per day. Poultices take 1 turn to restore hit points and cannot be used in combat time. I think I would rule that the effect of the poultices is over a 24 hour period. That is why you can only use them once per day. Cleave. At level 4, fighters get the ability when they kill one opponent to move on to the next opponent once per round, as long as the next opponent is within 10’. At level 8, this may be done as many times per round as the fighter kills opponents. I like the rule, but hate with a passion the name Cleave. That is an anti-old school name, ptui! Scrolls. Magic-users may create scrolls of any spell they know starting at 1st level. Scrolls take 1 week of work and cost 100 GP for each spell level. I would not use this, I think Mages should be at least 4th level minimum before they can start creating scrolls. A party could hire 10 1st level mages to work full time creating scrolls with 1st level spells. You could walk into an orc village or a goblin lair with 100 sleep spells at your disposal. Initiative is d6 based, with individual or group initiative as appropriate That's not exhaustive; I make plenty of rulings that aren't on the list above. But these are the current state of my written house rules, which I use for hangout games on Google+. Curious if there are any thoughts on the above. I don't use initiative, but if I did I think I would either go with 1d12 or 2d6 for the method.
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