Obligatory House Rules Thread
Oct 12, 2022 9:15:30 GMT -5
The Semi-Retired Gamer, rob008, and 3 more like this
Post by JMiskimen on Oct 12, 2022 9:15:30 GMT -5
House Rules of
NORTHWIND II
To be used in conjunction with BX/Basic and Expert box sets of Dungeons & Dragons, with selected additions of the Companion box set, the Skills rules of The Rules Cyclopedia, and The Mystaran Armoury - available via The Vault of Pandius. Various Character Classes shall be permitted, so long as they reasonably conform to 'BX' & 'BECMI' format.
CHARACTER CLASSES
Clerics
A cleric may use any armor and may carry a shield, but may not use edged or pointed weapons, while all others are permitted. This is not necessarily true. Depending upon the cleric’s Immortal patron, certain types of armor may be forbidden, while favored weapons of the Immortal are permitted.
Thieves
Thieves receive bonus percentile points to their thief abilities/skills based off of their dexterity score. These additional percentiles may be distributed amongst the thief skills in any manner that the player chooses. These bonuses do not extend to races/classes with thief abilities/skills.
Dex Score Adj to Thief Skills
2-3 -30 percentiles
4-5 -20 percentiles
6-8 -10 percentiles
9-12 no modifier
13-15 +10 percentiles
16-17 +20 percentiles
18-19 +30 percentiles
Dual-classing (human classes)
Humans can leave one class and join another, provided they have a prime requisite of 16+ of the class they wish to join. They retain all the abilities and HD of the previous class, and they gain more HD only when their new class level exceeds the previous one. Armour restrictions when performing functions of a class always apply (e.g. a fighter/magic-user cannot cast spells in armor; a fighter/thief cannot climb walls in armor heavier than leather.)
COMBAT
Unconsciousness & Death
- 0 to -5 HP: The character is unconscious and enemies know it. If they take the character captive, the character wakes up in 1d6 hours with 1d3 HP.
- -6 to -9 HP: Save Vs Death or die. Otherwise, the character is unconscious, but 'bleeding out' for as many rounds as he has Constitution points; until, with the loss of all Constitution, the character is then dead. Should aid or assistance be given to the wounded, the character stops losing Constitution points and wakes up in 2d6 hours with 1 HP.
- -10 or more HP: Dead - no save.
- Monsters and common Mortals die at 0 HP.
Healing Wounds
Common wounds can be healed with the passage of time (or the use of magics). On the first day of complete rest no hit points will be regained, but every other day thereafter, one hit point will be regained until the character is completely healed.
Certain mundane substances may also bolster hit points under certain circumstances. Wine & spirits may be used to heal 1-3 HP once game session.
MAGIC
Counter-spelling
A spellcaster that has a higher initiative than an enemy spellcaster can use the same spell (or reversed form) to annul a casting from an enemy. The spellcaster must be successful on an Intelligence check to identify the spell being cast by the opposition or, if the spell is unknown, simply risk it. Dispel magic spell can always be used to counter an enemy casting.Spell Casting from a Spell Book
A desperate magic-user may attempt to cast a spell directly from a spell book as if it were a scroll. If the spell book is not the magic-users own, then he or she must either cast read magic or employ some sort of magical device.
EQUIPMENT
Bandager's Box (10 SP; 3 uses.)
A round waterproofed leather box that contains suturing needles, catgut, bandages, a probe, and a scalpel. Permits the healer a single use +1 to a non-magical healing roll toward a wounded character for 1d3+1 hit point restoration. May be used in coordination with healing skill. Refilling the box for additional usages costs 8 SP.
Demi-human Crafted Weapons
Dwarven crafted weapons grant a non-magical +2 bonus to damage, while Elvish made weapons grant a non-magical +1 bonus to attack. Both cost +300 GP more than a normal version of the same weapon. They are only initially available to their respective character classes.
Masterwork Weapons
These finely crafted weapons grant a non-magical +1 bonus to attack and damage. Masterwork weapons cost at least +500 GP more than normal weapons and are also +10% per 500 GP value to enchant.