The house rules I've been using for my Wilderlands game
Feb 13, 2015 16:50:48 GMT -5
Admin Pete, tetramorph, and 1 more like this
Post by ffilz on Feb 13, 2015 16:50:48 GMT -5
We'll use this thread for rules and procedures, I'll try and keep the first post updated with any new rulings so we don't have to dig.
Die rolling, as I have observed in Makofan's game, having the GM roll all the dice is smoothest, even for character generation (besides, the GM rolling the dice for character generation is actually in the rules :-) ).
Characters will be rolled on 3d6 in order. I read the rules on attribute swapping not as you actually change the attributes, but that those "moved" points are just used to calculate experience bonus.
Hit points will be re-rolled each level, keeping the highest roll.
For now, all that we will use out of Greyhawk is the Thief and Paladin classes plus the racial notes (including Half-Elves). We won't use extended bonuses, funny sided hit dice, variable damage. We will also use the rules for extended level limits for high ability scores. We will not use the other additions for ability scores. This does include dwarves and elves having infravision.
For XP bonus, the following trades are possible:
For each 2 or 3 points of the following attributes beyond 9, one may be added to the prime requisite for that class for determining experience bonus (elves of course may do these calculations for both fighter and magic user):
Prime Req 1-6 XP Penalty -20%
Prime Req 7-8 XP Penalty -10%
Prime Req 9-12 No XP Bonus or Penalty
Prime Req 13-14 XP Bonus +5%
Prime Req 15+ XP Bonus +10%
Fighters and Paladins: Prime Req: Str, trade Int (2/1) Wis (3/1)
Magic User: Prime Req: Int, trade Wis (2/1)
Cleric: Prime Req: Wis, trade Str (2/1)
Thief: Prime Req: Dex, trade Int (2/1) PLUS Wis (1/1) (thus a thief with Int 11 Wis 10 Dex 14 gains a 10% xp bonus)
Henchmen are classed characters starting at level 1 in their chosen class. Gronk's character won't count against the normal limit of henchmen for whoever takes his character on. Further, his character will get full experience for any combat or other experience gaining activity he provides input to. Treasure share will be up to the party to decide (henchmen normally sign up for 10% of the PC's share which comes out of the PC's share).
Hirelings do not get an experience share (and are generally not specifically classed), and are paid whatever the player negotiates.
Multi-classing:
Elves and Half-Elves that do not chose a third class may choose each adventure whether to gain experience as a Fighter or as a Magic User. They may always cast spells, wear armor, use weapons, and fight on the Fighter table. They use whichever saving throw is best. If your level maxes out from experience on and adventure, 50% of the remaining experience applies to the other class.
Elves and Dwarves that multi-class with Thief split experience as per the rules in Greyhawk. Half-Elves that are triple class with Cleric also do so.
Alignment:
Since the Wilderlands uses 5-way alignment, we will use it. There are no alignment languages.
Social Class:
One you choose your class and race, I will generate a social class for you:
Humans, Elves, Half-Elves: roll 1d6 1 - Noble (Page SL 5, 10% chance High Born SL 6) 2 - Gentleman (Well Born SL 5, 10% chance Gentry SL 6) 3 - Military (Man at Arms SL 6) 4 - Guildsman (Journeyman SL 4) 5 - Merchant (1d6 1-3 - Huckster SL 3, 4-5 - Vendor SL 4, 6 - Trader Sl 5) 6 - General (1-3 - Freeman SL 4 4-5 Citizen SL 5 6 - Bureaucrat SL 6).
Dwarves: roll 1d6 1 - Noble (Page SL 5, 10% chance High Born SL 6) 2-3 - Military (Man at Arms SL 6) 4-5 Guildsman (Journeyman SL 4, 10% chance of Master Craftsman SL 5) 6 - Merchant (1d6 1-3 - Huckster SL 3, 4-5 - Vendor SL 4, 6 - Trader Sl 5).
Halflings: roll 1d6 1 - Gentleman (Well Born SL 5, 10% chance Gentry SL 6) 2 - Military (Militia SL 3) 3-4 Merchant (1d6 1-3 - Huckster SL 3, 4-5 - Vendor SL 4, 6 - Trader Sl 5) 5-6 - General (1-3 - Freeman SL 4 4-5 Citizen SL 5 6 - Bureacrat SL 6).
Guildsmen should choose a craft. High Born gets 30 extra gold, Trader gets 20 extra gold, Bureaucrat gets 20 extra gold. All characters other than Bureaucrats are from outside the city.
Equipment
A full silver weapon is 20x cost, that isn't useful for some weapons (for example, a silver sword is not terribly useful). Silver arrows from the price list are full silver tips. A silver arrow may be re-used 1/3 the time (50% of normal arrows may be reused).
A silver coated weapon costs 3x (or 2x if silver coating is added to a weapon). Silver coating will only last one combat. Blunt weapons may be double or triple coated and will last two or three combats respectively.
Throwing hammer 3 gp
Thieve's Tools 25 gp
Ink, quills, and parchment 5 gp
Two-handed melee weapons are +2 damage. A spear may be used one-handed or two-handed, if used two-handed, it does gain the +2 damage. Quarterstaff does not get this bonus. Some weapons that are normally one-handed may be used in two hands for +1 damage (mace is the only example in the standard weapons list, bastard sword would be another, bastard swords are 12 gold).
Cost to have a spell cast by an NPC
MU 1st 50 gp
MU 2nd 200 gp
MU 3rd 900 gp
MU 4th 2000 gp
MU 5th 10000 gp
MU 6th 12000 gp
CL 1st 60 gp
CL 2nd 480 gp
CL 3rd 1500 gp
CL 4th 2000 gp
CL 5th 5000 gp
This cost is calculated as the total number of xp needed to gain the NEXT level after being granted those spells divided by 50.
Scrolls at an appropriate shop
MU 1st 150 gp
MU 2nd 400 gp
MU 3rd 1200 gp
MU 4th 2400 gp
MU 5th 10500 gp
MU 6th 12600 gp
CL 1st 160 gp
CL 2nd 680 gp
CL 3rd 1800 gp
CL 4th 2400 gp
CL 5th 5500 gp
Combat
Halfling deadly accuracy confers +3 to hit.
If a PC is struck a mortal blow and they have a shield, their shield will shatter. A magic shield will lose one plus instead (becoming non-magic when it loses it's last bonus).
Movement on the city map is 2 squares per minute for unencumbered if you are moving purposefully towards a destination you know the route to. Half speed if needing to get bearings and looking at every shop along the way etc.
Improvised weapons are -2 to hit, but still do 1d6 damage.
Hit Points
A character reduced to 0 hit points is unconscious and will need a days rest to recover to 1 hit point. A week spent in town will recover all lost hit points.
A character reduced below 0 hit points must make a survival roll. The roll is:
d20 <= Con reduced by the number of hit points below 0.
If healing is applied (only from one source), the roll must still be made, but might be at a bonus if hit points are increased above 0. The roll becomes unnecessary if the healing restores the character to full hit points.
Dungeoneering
Dwarves also get the increased chances of finding secret doors that elves get (normally finding secret doors is on a 1-2, elves and dwarves get a sense for presence on a 1-2 and find with search on a 1-4).
Surprise is on a 1-2.
Encounter is on a 6 once per turn.
One character can open a door on a roll of 1-2 on 1d6. Suriprise is possible.
Two characters can open a door on a roll of 1-4 on 1d6, Surprise is possible if the roll is a 1.
Three characters can open a door without a roll, surprise is impossible.
If the first try fails, surprise is impossible (the PCs may still be surprised if they have not listened at the door).
Monsters of course can still surprise PCs.
If you miss resting on the 6th turn, combat is -2 and physical tasks such as door opening are -1. If you subsequently do not rest on the 12th turn, you will drop from exhaustion on the 18 turn. To recover completely, you must make up missed rest.
Torches last 6 turns, oil in a lantern lasts 24 turns.
Restocking the dungeon: Roll 1d6 + full-weeks-passed for each logical group of rooms cleared, a result of 6+ indicates the group of rooms should have some kind of re-stocking activity. Add 1 to the roll if a treasure was left unguarded or bodies were not looted.
Frank
Die rolling, as I have observed in Makofan's game, having the GM roll all the dice is smoothest, even for character generation (besides, the GM rolling the dice for character generation is actually in the rules :-) ).
Characters will be rolled on 3d6 in order. I read the rules on attribute swapping not as you actually change the attributes, but that those "moved" points are just used to calculate experience bonus.
Hit points will be re-rolled each level, keeping the highest roll.
For now, all that we will use out of Greyhawk is the Thief and Paladin classes plus the racial notes (including Half-Elves). We won't use extended bonuses, funny sided hit dice, variable damage. We will also use the rules for extended level limits for high ability scores. We will not use the other additions for ability scores. This does include dwarves and elves having infravision.
For XP bonus, the following trades are possible:
For each 2 or 3 points of the following attributes beyond 9, one may be added to the prime requisite for that class for determining experience bonus (elves of course may do these calculations for both fighter and magic user):
Prime Req 1-6 XP Penalty -20%
Prime Req 7-8 XP Penalty -10%
Prime Req 9-12 No XP Bonus or Penalty
Prime Req 13-14 XP Bonus +5%
Prime Req 15+ XP Bonus +10%
Fighters and Paladins: Prime Req: Str, trade Int (2/1) Wis (3/1)
Magic User: Prime Req: Int, trade Wis (2/1)
Cleric: Prime Req: Wis, trade Str (2/1)
Thief: Prime Req: Dex, trade Int (2/1) PLUS Wis (1/1) (thus a thief with Int 11 Wis 10 Dex 14 gains a 10% xp bonus)
Henchmen are classed characters starting at level 1 in their chosen class. Gronk's character won't count against the normal limit of henchmen for whoever takes his character on. Further, his character will get full experience for any combat or other experience gaining activity he provides input to. Treasure share will be up to the party to decide (henchmen normally sign up for 10% of the PC's share which comes out of the PC's share).
Hirelings do not get an experience share (and are generally not specifically classed), and are paid whatever the player negotiates.
Multi-classing:
Elves and Half-Elves that do not chose a third class may choose each adventure whether to gain experience as a Fighter or as a Magic User. They may always cast spells, wear armor, use weapons, and fight on the Fighter table. They use whichever saving throw is best. If your level maxes out from experience on and adventure, 50% of the remaining experience applies to the other class.
Elves and Dwarves that multi-class with Thief split experience as per the rules in Greyhawk. Half-Elves that are triple class with Cleric also do so.
Alignment:
Since the Wilderlands uses 5-way alignment, we will use it. There are no alignment languages.
Social Class:
One you choose your class and race, I will generate a social class for you:
Humans, Elves, Half-Elves: roll 1d6 1 - Noble (Page SL 5, 10% chance High Born SL 6) 2 - Gentleman (Well Born SL 5, 10% chance Gentry SL 6) 3 - Military (Man at Arms SL 6) 4 - Guildsman (Journeyman SL 4) 5 - Merchant (1d6 1-3 - Huckster SL 3, 4-5 - Vendor SL 4, 6 - Trader Sl 5) 6 - General (1-3 - Freeman SL 4 4-5 Citizen SL 5 6 - Bureaucrat SL 6).
Dwarves: roll 1d6 1 - Noble (Page SL 5, 10% chance High Born SL 6) 2-3 - Military (Man at Arms SL 6) 4-5 Guildsman (Journeyman SL 4, 10% chance of Master Craftsman SL 5) 6 - Merchant (1d6 1-3 - Huckster SL 3, 4-5 - Vendor SL 4, 6 - Trader Sl 5).
Halflings: roll 1d6 1 - Gentleman (Well Born SL 5, 10% chance Gentry SL 6) 2 - Military (Militia SL 3) 3-4 Merchant (1d6 1-3 - Huckster SL 3, 4-5 - Vendor SL 4, 6 - Trader Sl 5) 5-6 - General (1-3 - Freeman SL 4 4-5 Citizen SL 5 6 - Bureacrat SL 6).
Guildsmen should choose a craft. High Born gets 30 extra gold, Trader gets 20 extra gold, Bureaucrat gets 20 extra gold. All characters other than Bureaucrats are from outside the city.
Equipment
A full silver weapon is 20x cost, that isn't useful for some weapons (for example, a silver sword is not terribly useful). Silver arrows from the price list are full silver tips. A silver arrow may be re-used 1/3 the time (50% of normal arrows may be reused).
A silver coated weapon costs 3x (or 2x if silver coating is added to a weapon). Silver coating will only last one combat. Blunt weapons may be double or triple coated and will last two or three combats respectively.
Throwing hammer 3 gp
Thieve's Tools 25 gp
Ink, quills, and parchment 5 gp
Two-handed melee weapons are +2 damage. A spear may be used one-handed or two-handed, if used two-handed, it does gain the +2 damage. Quarterstaff does not get this bonus. Some weapons that are normally one-handed may be used in two hands for +1 damage (mace is the only example in the standard weapons list, bastard sword would be another, bastard swords are 12 gold).
Cost to have a spell cast by an NPC
MU 1st 50 gp
MU 2nd 200 gp
MU 3rd 900 gp
MU 4th 2000 gp
MU 5th 10000 gp
MU 6th 12000 gp
CL 1st 60 gp
CL 2nd 480 gp
CL 3rd 1500 gp
CL 4th 2000 gp
CL 5th 5000 gp
This cost is calculated as the total number of xp needed to gain the NEXT level after being granted those spells divided by 50.
Scrolls at an appropriate shop
MU 1st 150 gp
MU 2nd 400 gp
MU 3rd 1200 gp
MU 4th 2400 gp
MU 5th 10500 gp
MU 6th 12600 gp
CL 1st 160 gp
CL 2nd 680 gp
CL 3rd 1800 gp
CL 4th 2400 gp
CL 5th 5500 gp
Combat
Halfling deadly accuracy confers +3 to hit.
If a PC is struck a mortal blow and they have a shield, their shield will shatter. A magic shield will lose one plus instead (becoming non-magic when it loses it's last bonus).
Movement on the city map is 2 squares per minute for unencumbered if you are moving purposefully towards a destination you know the route to. Half speed if needing to get bearings and looking at every shop along the way etc.
Improvised weapons are -2 to hit, but still do 1d6 damage.
Hit Points
A character reduced to 0 hit points is unconscious and will need a days rest to recover to 1 hit point. A week spent in town will recover all lost hit points.
A character reduced below 0 hit points must make a survival roll. The roll is:
d20 <= Con reduced by the number of hit points below 0.
If healing is applied (only from one source), the roll must still be made, but might be at a bonus if hit points are increased above 0. The roll becomes unnecessary if the healing restores the character to full hit points.
Dungeoneering
Dwarves also get the increased chances of finding secret doors that elves get (normally finding secret doors is on a 1-2, elves and dwarves get a sense for presence on a 1-2 and find with search on a 1-4).
Surprise is on a 1-2.
Encounter is on a 6 once per turn.
One character can open a door on a roll of 1-2 on 1d6. Suriprise is possible.
Two characters can open a door on a roll of 1-4 on 1d6, Surprise is possible if the roll is a 1.
Three characters can open a door without a roll, surprise is impossible.
If the first try fails, surprise is impossible (the PCs may still be surprised if they have not listened at the door).
Monsters of course can still surprise PCs.
If you miss resting on the 6th turn, combat is -2 and physical tasks such as door opening are -1. If you subsequently do not rest on the 12th turn, you will drop from exhaustion on the 18 turn. To recover completely, you must make up missed rest.
Torches last 6 turns, oil in a lantern lasts 24 turns.
Restocking the dungeon: Roll 1d6 + full-weeks-passed for each logical group of rooms cleared, a result of 6+ indicates the group of rooms should have some kind of re-stocking activity. Add 1 to the roll if a treasure was left unguarded or bodies were not looted.
Frank