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B/X D&D House Rules

Started by KenHR, November 12, 2008, 11:35:50 AM

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KenHR

This stuff is taken from a clarification and house rule document I've been tinkering with the past couple of days.  Wondering if anyone has any comments.

Fighters
Starting at 7th level, fighters can make multiple attacks in melee and missile combat.  Multiple attacks are made at a cost to accuracy, so some consideration may be needed before making the decision to use them.  To determine how many attacks the fighter can make and at what cost, use the following rule:
•   If the fighter wishes to make two attacks, use the row two worse than the fighter's normal row on the Character Attacks table (ignore the "normal man" line).
•   If the fighter wishes to make three attacks, use the row three worse than the fighter's normal row on the Character Attacks table; in effect, a fighter will not be able to do this until 10th level.

For example, a 7th level fighter who wishes to make two attacks would use the 1-3 row for both to-hit rolls.  A 12th level fighter making three attacks in a single round would use the 1-3 row.

Thieves
Thieves add their Dexterity bonus to their level when determining their base chance to succeed using on of their special abilities.  Thus a 1st level thief with an 18 Dexterity (+3 bonus) would use the 4th level row on the Thieves' Abilities table.  Note that base chances can be modified by especially difficult or easy conditions.

Spell Research
Per the Expert rules, a spell user of any level may research new spells at a cost of 1,000 g.p. and 2 weeks of game time per spell level.

The time and cost is cut in half if the spell user is researching a pre-existing spell and has a scroll or spell book containing the object of their research; a scroll is consumed in the research process.

Two-Handed Weapons
Two-handed weapons automatically strike first on the first round they are employed in melee against opponents wielding one-handed weapons.

Fighter Multiple Attacks
If a fighter uses multiple attacks in a round, the first blow is struck in normal initiative order.  Subsequent attacks come after all other attacks have been resolved.  If multiple fighters are using multiple attacks, the second and third attacks are resolved in initiative order.
For fuck\'s sake, these are games, people.

And no one gives a fuck about your ignore list.


Gompan
band - other music

Age of Fable

Quote from: KenHR;265627Thieves
Thieves add their Dexterity bonus to their level when determining their base chance to succeed using on of their special abilities.  Thus a 1st level thief with an 18 Dexterity (+3 bonus) would use the 4th level row on the Thieves' Abilities table.  Note that base chances can be modified by especially difficult or easy conditions.

I see the point, but it makes Dex even more 'uber'.

I give most classes extra thief skills if they have a positive bonus for their INT.
free resources:
Teleleli The people, places, gods and monsters of the great city of Teleleli and the islands around.
Age of Fable \'Online gamebook\', in the style of Fighting Fantasy, Lone Wolf and Fabled Lands.
Tables for Fables Random charts for any fantasy RPG rules.
Fantasy Adventure Ideas Generator
Cyberpunk/fantasy/pulp/space opera/superhero/western Plot Generator.
Cute Board Heroes Paper \'miniatures\'.
Map Generator
Dungeon generator for Basic D&D or Tunnels & Trolls.

Spinal Tarp

Too much to list but these ones stand out;

 1) How to determine your handedness.  Roll a d20 and a d6.  If the d20 roll is higher than the d6 roll, you're right handed.  If the d6 roll is higher, you're left handed.  If it's a tie, you're ambidextrous.  I don't know why, but we thought that was cool.

 2) Anytime you get hit with a natural 20, you take max damage and have to make a saving throw vs [don't remember which one].  If you fail you recieve a Wound.  You have an X in 6 chance of failing any action you attempt ( within reason ) where X is the number of Wounds you have.  This worked good and scaled well with levels too.
There\'s a fine line between \'clever\' and \'stupid\'.

KenHR

#3
Quote from: Age of Fable;265860I see the point, but it makes Dex even more 'uber'.

I give most classes extra thief skills if they have a positive bonus for their INT.

I don't think DEX is a very uber stat in B/X D&D, and high scores anywhere will be rare because I'm using the 3d6 in order method to make characters.  Thieves just have really poor scores across the board in the early game; their find traps ability is worse than the default used for all classes (there are ways to explain around this, I know)!  And unlike AD&D, there are no modifications for race/class, so I wanted to help the thief out somehow.  This rule doesn't give the thief a huge leg up (at 18 DEX, most bonuses will be 10-15%), but it helps a little with little additional overhead.

That said, this is probably the most "AD&Dish" rule of the lot, and does bear some more thought.  I appreciate your comments!

EDIT: Thinking about it, INT might be a good way to go...hmmm...
For fuck\'s sake, these are games, people.

And no one gives a fuck about your ignore list.


Gompan
band - other music

KenHR

Quote from: Spinal Tarp;2658792) Anytime you get hit with a natural 20, you take max damage and have to make a saving throw vs [don't remember which one].  If you fail you recieve a Wound.  You have an X in 6 chance of failing any action you attempt ( within reason ) where X is the number of Wounds you have.  This worked good and scaled well with levels too.

I like the idea behind this; simple implementation, too.  I might be able to use this with my house critical hit rule (if you roll a natural 20 to-hit, roll again and if the unmodified second roll would indicate another hit, you've got a crit...inspired by d20 system).

Thanks!
For fuck\'s sake, these are games, people.

And no one gives a fuck about your ignore list.


Gompan
band - other music

Age of Fable

Quote from: KenHR;265909I don't think DEX is a very uber stat in B/X D&D, and high scores anywhere will be rare because I'm using the 3d6 in order method to make characters.  Thieves just have really poor scores across the board in the early game; their find traps ability is worse than the default used for all classes (there are ways to explain around this, I know)!  And unlike AD&D, there are no modifications for race/class, so I wanted to help the thief out somehow.  This rule doesn't give the thief a huge leg up (at 18 DEX, most bonuses will be 10-15%), but it helps a little with little additional overhead.

That said, this is probably the most "AD&Dish" rule of the lot, and does bear some more thought.  I appreciate your comments!

EDIT: Thinking about it, INT might be a good way to go...hmmm...

I count thieves' abilities as a bonus to their chance, compared to the chance that a character of another class would have. Although I don't think I've used any of them yet!

Also I use 'roll equal to or under your attribute on a d20' a lot, and a lot of these rolls end up being on DEX, so it's probably more useful in my games.
free resources:
Teleleli The people, places, gods and monsters of the great city of Teleleli and the islands around.
Age of Fable \'Online gamebook\', in the style of Fighting Fantasy, Lone Wolf and Fabled Lands.
Tables for Fables Random charts for any fantasy RPG rules.
Fantasy Adventure Ideas Generator
Cyberpunk/fantasy/pulp/space opera/superhero/western Plot Generator.
Cute Board Heroes Paper \'miniatures\'.
Map Generator
Dungeon generator for Basic D&D or Tunnels & Trolls.

KenHR

Quote from: Age of Fable;266092I count thieves' abilities as a bonus to their chance, compared to the chance that a character of another class would have. Although I don't think I've used any of them yet!

That's an interesting way to do it.  I'm intrigued and shall think on this; the game I'm writing this for won't see play for quite a while, so I have time to do so!

Quote from: Age of Fable;266092Also I use 'roll equal to or under your attribute on a d20' a lot, and a lot of these rolls end up being on DEX, so it's probably more useful in my games.

I used to do the same, but stopped using ability checks extensively for the past few games I ran.  I started feeling they gave too much importance to stats over class/level, and it just didn't feel consistent with the rest of the system as written, which privileges class/level to determine a character's capabilities.
For fuck\'s sake, these are games, people.

And no one gives a fuck about your ignore list.


Gompan
band - other music

Age of Fable

A couple of other house rules I use:

* Magic-Users must have at least 9 Intelligence. Clerics must have at least 9 Wisdom.

* Wisdom is everyone's 'prime requisite', for XP purposes.
free resources:
Teleleli The people, places, gods and monsters of the great city of Teleleli and the islands around.
Age of Fable \'Online gamebook\', in the style of Fighting Fantasy, Lone Wolf and Fabled Lands.
Tables for Fables Random charts for any fantasy RPG rules.
Fantasy Adventure Ideas Generator
Cyberpunk/fantasy/pulp/space opera/superhero/western Plot Generator.
Cute Board Heroes Paper \'miniatures\'.
Map Generator
Dungeon generator for Basic D&D or Tunnels & Trolls.

Spinal Tarp

#8
Quote from: Age of Fable;266574* Wisdom is everyone's 'prime requisite', for XP purposes.

  We did that too, but used Intelligence instead.
There\'s a fine line between \'clever\' and \'stupid\'.

Age of Fable

Quote from: Spinal Tarp;266718We did that too, but used Intelligence instead.

I use INT for extra thief skills (for Thieves, Halflings, Dwarves and Fighters), or spells (for Clerics and Magic-Users).
free resources:
Teleleli The people, places, gods and monsters of the great city of Teleleli and the islands around.
Age of Fable \'Online gamebook\', in the style of Fighting Fantasy, Lone Wolf and Fabled Lands.
Tables for Fables Random charts for any fantasy RPG rules.
Fantasy Adventure Ideas Generator
Cyberpunk/fantasy/pulp/space opera/superhero/western Plot Generator.
Cute Board Heroes Paper \'miniatures\'.
Map Generator
Dungeon generator for Basic D&D or Tunnels & Trolls.