House Rules

The two major house rules are those pertaining to die rolls, and to weapon proficiencies. In the latter case, the house rules completely replace those in the Player's Handbook; in the former, they are supplemental, since the majority of the concepts still hold as originally written. There is also a section explaining critical hits, a section of selected rules from the DMG that the players should know, and an "other" section at the bottom where short changes to the standard rules are noted. If there is any confusion, contact me in an e-mail or AIM and I'll be happy to explain more thoroughly.

Die Rolls and Player Stats

From the original printing of D&D through the 2nd Edition AD&D rules, die rolls and player statistics have been inconsistent. Sometimes high numbers were preferred, sometimes low numbers. This was corrected in D&D 3rd Edition, at least, for the THAC0 and AC statistics (and associated rolls). We're going to be using that system, as outlined below.

For all player statistics, higher numbers are better. The three statistics that used to be better the lower they were are THAC0, AC, and the various Saving Throws. For all three, the old value of the number is subtracted from 20 (or "reflected over 10", if you prefer) to obtain the new value. For example, scores of 10 remain unchanged, an old score of 14 is now a 6, and an old score of 3 is now a 17. This also means that a positive modifier is always good, and a negative modifier is always bad. Table 2 (dexterity) has been altered to reflect this.

The effects of this are fewer than one might think. AC now ranges from 10 to 30, instead of 10 to -10. The term "THAC0" no longer makes sense, and will be called your "Fighting" or "Fighting Score" instead. The other stats still range from 0 to 20. However, these are all superficial changes; the probability of hitting a target or succeeding a saving throw is the same in either system. Some of the mechanics just need to be changed.

For combat rolls, roll 1d20, and add your Fighting score add any bonuses or penalties, and compare this to the target's AC. If your modified roll equals or exceeds the target's AC, a hit has been scored. Thus, higher values are better than lower ones for all three numbers (Fighting score, AC, and attack roll).

Saving Throws will now be handled in the same manner as an ability check; if your roll less than or equal to your score, you succeed. In order to keep a positive adjustment good and a negative adjustment bad, adjustments are applied to your score, not your roll. Thus, if you had a saving throw score of 9 and were instructed to "save at -2", you would have to roll a 7 or less to succeed.

Initiative is unchanged; low rolls are better, since each character acts in the order indicated by their modified initiative roll, lowest to highest. Initiative and speed factor bonuses are expressed as positive numbers, but are subtracted from the die roll (likewise, penalties are expressed as negative numbers, and are added to the die roll (or if you prefer to think about it mathematically, they're subtracted just the same as bonuses, but the subtraction of a negative number leads to an increase in the result)).

All other rolls are kept the same, with higher stats being better than lower stats, rolls less than or equal to the score indicating success, and modifiers applied to the score, not the roll.

Weapon Proficiencies

The weapon proficiency system we're using is the one found in the Player's Option Combat and Tactics and Skills and Powers books. Weapon Proficiencies measure your skill in wielding various types of weapons. You may become proficient in any weapon that your class may use. There are many levels of weapon skill:

The effects of each level are explained in detail below, separately for melee and ranged weapons. The cost of each level is displayed in a third table (since costs vary by class).

Melee Weapon Proficiency Effects

Non-proficient: Warriors, wizards, priests, and rogues wield the weapon in question with a -2, -5, -3, and -3 to hit, respectively.
Familiar: Warriors, wizards, priests, and rogues wield the weapon in question with a -1, -3, -2, and -2 to hit, respectively.
Proficient: No bonuses or penalties.
Weapon of Choice: +1 to attack rolls. Prerequisite: Proficient in chosen weapon.
Expertise: +1/2 attack per round. Prerequisite: Proficient in chosen weapon.
Specialized: +1 to attack rolls, +2 to damage rolls, +1/2 attack per round. Prerequisite: Proficient in chosen weapon.
Mastery: +3 to attack rolls, +3 to damage rolls, +1/2 attack. Prerequisite: Specialized in chosen weapon.
High Mastery: Same as mastery, with a +2 bonus to the speed factor of the weapon and weapon scores a critical hit on a natural 16 or better instead of a natural 18 or better (target must still be hit by a margin of 5 or more). Prerequisite: Mastery in chosen weapon.
Grand Mastery: Same as high mastery, with +1 additional attack per round (for a total of +3/2 attacks a round) and increase the size of the damage die by one (1d6 becomes 1d8, 2d4 becomes 2d6, etc). Prerequisite: High Mastery in chosen weapon.

Ranged Weapon Proficiency Effects

Non-proficient: Warriors, wizards, priests, and rogues wield the weapon in question with a -2, -5, -3, and -3 to hit, respectively.
Familiar: Warriors, wizards, priests, and rogues wield the weapon in question with a -1, -3, -2, and -2 to hit, respectively.
Proficient: No bonuses or penalties.
Weapon of Choice: +1 to attack rolls. Prerequisite: Proficient in chosen weapon.
Expertise: Faster attack rate. Prerequisite: Proficient in chosen weapon.
Specialized: +1 to attack rolls, faster attack rate. Bows and crossbows gain a point-blank range category at 10 yards and 20 yards, respectively; shots made at PB range gain +2 to damage. Bows and crossbows can also fire before initiative is rolled if they have the target in sight and have an arrow nocked or a bolt cocked; this is allowed at any range. Prerequisite: Proficient in chosen weapon.
Mastery: +2 to attack rolls, faster attack rate. Bows and crossbows get an extra +1 to hit and +3 to damage at PB range only. Prerequisite: Specialized in chosen weapon.
High Mastery: Same as mastery, with a +2 bonus to the speed factor of the weapon and weapon scores a critical hit on a natural 16 or better instead of a natural 18 or better (target must still be hit by a margin of 5 or more). All ranged weapons also gain an extreme range bracket from 100% to 133% percent of the weapon's normal maximum range (-10 to hit). Prerequisite: Mastery in chosen weapon.
Grand Mastery: Same as high mastery, with +1 additional attack per round (for a total of +3/2 attacks a round) and increase the size of the damage die by one (1d6 becomes 1d8, 2d4 becomes 2d6, etc). Prerequisite: High Mastery in chosen weapon.

Weapon Group Proficiencies

Characters can become proficient in all the weapons of a tight group by spending twice the cost of a normal proficiency; this must be paid all at once (i.e., proficiency in one weapon in a tight group is not counted as credit to gaining proficiency in the entire group). Broad group proficiency may be purchased in a similar manner for triple the cost of a single normal proficiency. Additionally, tight groups are used for determining familiarity. See Chapter 7 of the Player's Option: Combat and Tactics book for the full list.

Fighting Styles

There are several fighting styles that can be learned by spending weapon proficiency CPs. These represent skill in various fighting styles, and apply whenever you're using that style. Lack of knowledge of a style does not prevent one from using it, and in most cases, confers no penalties or advantages. (Two-Weapon style is slightly different: the advantage of using two weapons at once is offset by penalties to hit. The best one can do by learning the style is reduce these penalties.) Each level of a style costs the same as a standard proficiency for your class; unlike normal weapon proficiencies, the higher levels are not restricted to fighters only (though some styles are barred from some classes, e.g., since wizards can't use shields, they cannot learn Weapon-and-Shield style).

Two-Handed Weapon Style: This applies whenever wielding a weapon melee with two hands, whether said weapon is designed to be wielded with two hands or not (some weapons, like a long sword or a dagger, cannot be wielded with two hands). By purchasing one level, the character improves his or her speed factor by 3 when using two hands. When wielding a normally one-handed weapon with two hands, the character gets a +1 to damage.
Weapon and Shield Style: By learning this style, one can retain the shield bonus on a round in which a shield punch or shield charge is used.
One-handed Weapon Style: This style applies whenever using a single weapon in one hand with nothing in the secondary hand. A single slot gives +1 to AC. A second slot increases the AC bonus to +2. These bonuses are treated like the dexterity AC bonus for purposes of negation.
Missile Weapon Style: This style applies whenever using any sort of missile weapon. Normally, a character can move up to half his movement allowance and still be able to attack at half his attack rate with ranged weapons. One slot in this style allows full movement with half the normal attack rate, or half movement with the full attack rate. Additionally, the character gains +1 AC against other ranged weapons. This bonus is treated like the dexterity AC bonus for purposes of negation.
Thrown Weapon Style: This style applies whenever using any sort of thrown weapon. It is otherwise identical to missile weapon style.
Two Weapon Style: Normally, when using one weapon in each hand, the wielder suffers a -2 penalty to hit (this is cumulative with the -2 penalty to attack rolls made with your off hand, though both these penalties are mitigated by the character's ranged attack adjustment (from Dex/Aim)). Additionally, the weapon in your off hand must be smaller than the weapon in your primary hand, with the exception that knifes and daggers may always be used. Learning this style reduces the to hit penalties by 2, (at which point your only penalty would be -2 with your off hand, again, mitigated by dex). Spending a second slot waives the off-hand weapon size restriction.

Other Weapon Proficiencies

Shield Proficiency - By spending a weapon proficiency, characters can become more skilled in the use of their shield. The extra protection conferred by the shield varies by the exact type the character becomes proficient in:

Shield Type Normal AC bonus Proficient AC bonus Number of Attackers
Buckler +1 +1 1
Small +1 +2 2
Medium +1 +3 3
Body +1/+2 vs. missiles +3/+4 vs. missiles 4

The number of attackers is the maximum number of times the shield bonus can be used in a single round by the character. Warriors pay 2 CP for a shield proficiency; all other classes pay 6 CP (provided they can use shields at all).

Armor Proficiency - Similarly, characters can spend time and effort learning how to use their armor more efficiently. While this doesn’t provide a bonus to Armor Class, it can help to offset the hefty encumbrance penalties of heavy armor. A character who spends a weapon proficiency slot becoming acquainted with a type of armor gains the special benefit of only suffering one-half the normal encumbrance of that armor. The cost is 2 CP for warriors and 3 CP for other classes.

Proficiency Costs

Proficiency Level: Fighter Multiclass Fighter Other Warrior Priest* Rogue* Wizard*
Proficient: 2 2 2 3 3 3
Weapon of Choice: 2 2** 2** 3** 3** 4**
Expertise: -- 2** 2** 4** 4** 5**
Specialization: 2 4*** 4*** 6*** 8*** 10***
Mastery: 2 8**** 8**** -- -- --
High Mastery: 2 -- -- -- -- --
Grand Mastery: 2 -- -- -- -- --
Tight Group Proficiency: 4 4 4 6 6 6
Broad Group Proficiency: 6 6 6 9 9 9
Fighting Styles: 2 2 2 3 3 3
Shield Proficiency: 2 2 2 6 -- --
Armor Proficiency: 2 2 2 3 3 --

* Priests, Rogues, and Wizards are restricted as to which weapons they can normally wield. These restrictions can be lifted by spending extra CP. A rogue or a priest can access the warrior weapon group by spending one CP over the listed costs on all specific weapon proficiencies. A wizard can access any weapon usable by a priest or rogue by paying a 2 CP surcharge, and can access the warrior group for 3 extra CP.

** Weapon of Choice and Expertise are complimentary skills. If a character possesses one of them and desires the other, the cost is reduced by 1 CP.

*** Specialization overrides the benefits of Expertise; the cost of Expertise may be considered a credit towards Specialization. The Weapon of Choice discount does not apply. Multiclass fighters, other warriors, and non-warriors have a level requirement for specialization; see Chapter 7 of Skills and Powers. Non-fighters must purchase the ability to specialize during character creation to be eligible for specialization.

**** Multiclass fighters must wait until level 6 to attain Mastery; other warriors must wait until level 7. Only single-class fighters can attain High and Grand Mastery.

Rules Concerning Spellcasters

Spell Memorization Times

Spell memorization times differ greatly between the 2nd edition and 3rd edition rules. Under 2nd edition rules, a caster requires 10 minutes per spell level to memorize spells. Though "realistic" from the standpoint that more complex spells take longer to memorize, it results in impractically long memorization times for high-level casters to memorize a full spell load (27 hours for a mage, and 27.5 hours for a priest, of 20th level, before considering bonus spells for specialization or wisdom). 3rd edition goes to the opposite extreme, requiring one hour for a full memorization for all Vancean spellcasters. I've run some numbers, and decided that the following presents a good compromise: 10 minutes per spell level, divided by caster level. This results in a fairly steady increase from 10 minutes at level 1 to about 80 minutes at level 20 (give or take bonus spells and caster type). (Oh, but don't worry about calculating the times, I'll keep track of it if it becomes an issue.)

Scroll Research

I've decided to go with a tweaked-up version of the 3rd edition way of learning new spells from scrolls, because it's easier (on you, the players) than the 2nd edition way of doing it. To learn a new spell from a scroll (i.e., copy it to your spellbook), your character has to spend one day per spell level studying the scroll, then succeed on a learn spells roll (based on the "% chance to learn spell" rating from your character's intelligence). Success adds the spell to your character's spellbook and removes it from the scroll; failure, however, does not destroy the scroll, and a new attempt can be made after the character levels up; the only limit to the number of attempts that can be made is that only one attempt can be made per scroll while a character is at any given level.

Material Spell Components

I've decided not to be stringent with most material components. Unless the component has a listed cost or is a fairly extraordinary item (i.e., items listed as rare on table 16 in Spells & Magic), I'm content to assume that it's easy enough to come by that you needn't specifically look for it. If you have any doubts about a specific component, just talk to me. (To prevent surprises, I encourage you to err on the side of doubt.) Note that this rule does not get you around circumstances in which you are unable to access your cache of material components (component pouch search and seizure, ambush in the bathtub, etc.).

Rules from the DMG

Racial Level Restrictions (Chapter 2)

According to the DMG, non-humans shouldn't be able to advance beyond a certain level, depending on specific race and class with a bonus for high prerequisite scores. The rational is that humans, who don't live as long as demihumans, are more driven to excel, and therefore are able to advance to higher levels. (From a game design standpoint, all the demihumans have abilities that humans have no equivalent for, so few players would want to play human; additionally, demihumans would be able to attain higher levels due to their longer lifespans and thus imbalance the game if no restrictions were put in place.) However, with the use of the Skills & Powers system for creating characters, humans are given certain advantages that no other race gets; therefore, the level restrictions are being waived.

Hovering on Death's Door (Chapter 9)

This optional rule allows characters to stay alive (though unconscious) with 0 to -9 hit points (the character dies at -10). While at less than 1 hit point, the character loses 1 point per round until another character spends a full round tending his wounds. Curative magic (other than heal) restores the character to 1 hit point, but further curing will have no effect until the character rests for at least one day (until he/she rests, he/she will be sickly and feeble, and generally useless in an adventure). A heal spell will have the usual full healing effect. In either case, though, the shock of the experience wipes all memorized spells from the character's mind.

Infravision (Chapter 13)

We'll be using the optional infravision system that defines infravision as the ability to see heat, much like modern thermal imaging equipment. Characters with infravision can use this ability to see in the dark, up to 60 feet away, assuming that there is enough thermal variation to distinguish objects from one another (generally, this will be the case, due to thermal dissipation differences of various material). However, in general, infravision is not as precise as normal vision; most creatures of similar size will look nearly indistinguishable, and fine tasks, such as reading a scroll, are impossible. Also, characters with infravision cannot "turn it off", meaning that intense heat sources are just as blinding as intense light sources to such characters.

Other Rules

Critical Hits

I'm using the critical hit rules from the Player's Option: Combat and Tactics book. A critical hit is scored whenever the to hit roll comes up as a natural 18, 19, or 20, and the target is hit by a margin of 5 or more. (High masters use critical augmentation to score critical hits on a natural 16 or better, though the 5 point margin requirement still applies.) Scoring a critical hit doubles the damage dice rolled (or triples it if your weapon is two sizes or more larger than the target, e.g., a two-handed sword against a small creature). Note that this is not cumulative with other multipliers or bonuses. For example, a thief with a backstab multiplier of x3 and armed with a short sword +1 would roll 4d6+1, not 6d6+3, for a critical backstab. If the target survives, he, she, or it makes a saving throw vs. death. Failure indicates that a specific injury is inflicted, based on the tables in chapter 6 of Combat and Tactics. Note that PCs are subject to critical hits as well as monsters!

Stat Caps & Bonus XP

At character creation, the total of your stats cannot exceed 84. Rolls 85 or above only account for about 5% of all rolls using roll method V, and characters with stats above this mark tend to make life unfair for characters with stats significantly below this mark.

Another rule involving stats that I'm modifying is the XP bonus for high prime requisite stats. I'm throwing it out. I'm also throwing out any racial abilities that duplicate this, so don't chose them on character creation.

Additionally, to encourage participation on the boards, I have an XP bonus set up to reward participation. For each day (based on the US & Canada pacific time zone) in which all characters post in the RPG board, each character will be awarded an XP bonus. The bonus is equal to 5% of the average amount of XP required for the party to advance from their current level to their next level. The particular amount will be posted each time the bonus is awarded.

Finally, I, the DM, reserve the right to give out bonus XP awards for good role playing.

Level-Dependent Abilities

Whenever an ability is said to increase, e.g., "every four levels of experience", and the frequency of the increase is at least every three levels, the increase in the ability shall be forwarded one level. This is to make bookkeeping easier. For example, a thief's backstab multiplier increases every 4 levels. On the table, the increases are listed at levels 5, 9, and 13. To make this easier to remember, the increases have been moved to levels 4, 8, and 12 (i.e., the levels evenly divisible by 4, in the same fashion as proficiency slots). However, for game balance purposes, any abilities that increase every other level (such as the number of missiles launched by a magic missile spell) are left unchanged, to balance 2nd level characters (and because it's easer to calculate by twos than by threes). In both cases, the current value of the ability shall be listed in parentheses on the character profile to avoid recalculation each time.

Inventories

Inventory arrangements describe the way you've arrayed your equipment on your person (as well as keeping track of what equipment you have). You should post your inventory in your private boards; the DM will reply to it to confirm it, or note any corrections that must be made. To change your inventory, simply edit it in your post, and post again in your thread to let the DM know of your changes. This process will allow you to maintain your inventory while keeping it secret from the other party members. The DM may also edit your inventory if you acquire items in the course of the game, and will keep you notified of any such changes.

How you arrange your equipment effects the time it takes to get out a particular piece of equipment; it takes a lot less time to grab a potion that's tied to your belt than to fish through your backpack for it. Then again, you can only tie so many things to your belt, and a potion rigged up that way would be more exposed to theft or breakage. Clever characters can broaden their options by improving their inventory arrangements.

Rules from Expansion Rulebooks

In general, if you're reading one of the non-required rulebooks and find something you'd like to use, I'll probably let you use it. Talk to me first and see if it's ok. In particular, I encourage wizards and priests to peruse the spells given in the other books, especially if you want a new spell in a certain level but don't like any of the ones listed in the Player's Handbook. (The spell research system still applies; by finding a spell in another book, you avoid the complications of creating a new spell, but you'll still have to research how to cast the spell you want.)