Unified House Rules Document
Principalities of Glantri Game
Char-gen is 3d6 in order. Characters with no scores 9 or above, or with two scores of 5 or below, may be rejected at player's discretion. You can always create a new character next session if you're really unhappy after giving the guy a fair shot. The optional rule outlined for Ability Score Adjustments is not in effect.
Hit points: First level characters begin with maximum hit points, adjusted by the Constitution modifier. Hit points (adjusted by Constitution modifier) are rolled for each subsequent level. Starting at third level, all hit dice (other than the maximum-value die for 1st level) are rerolled; the new total must be at least 1 higher than the previous total.
Example: As a first level fighter with 13 Constitution, Morgan Ironwolf has 9 HP. At second level, she rolls a 2; with her constitution bonus, she adds 3 HP to her starting 9 HP for a total of 12 HP. At third level, she rolls a 5 and a 7; with her constitution bonus, she adds 14 HP to her starting 9 HP for a total of 23 HP. At fourth level, she rolls a 1, 3 and 6; with her constitution bonus, she adds 13 HP to her starting 9 HP for a total of 22 HP. However, as the new total must be at least 1 higher than the previous total, she instead goes up to 24 HP.
Hirelings generally have 10 in every ability score and average hit points on each hit die (rounded down). A hireling Fighter, then, begins with a flat 4 hit points per level; a hireling Thief begins with a flat 2 hit points per level. Hirelings do not start with maximum hit points at first level. You may turn a hireling into a PC if your main character is killed. At this point, roll ability scores and hit points normally. It's like he suddenly got a lot more interesting and differentiated. (Some hirelings, especially those of high level, will have individual stats rolled at the DM's discretion).
Languages: Each character gets an additional language representing their native dialect, such as Glantrian or Darokinese, or one of the two religious "alignment tongues" known as the High Tongue (Law) or the Old Tongue (Chaos). See the Languages page for details.
Special Abilities: All player characters gain unique special abilities at the first, fourth, and eight level. These are generated by the player and approved by the GM. These abilities can impart a small mechanical advantage, or a more mutable in-game effect.
Example: Roland Zanzibar's "Cavalier" ability grants +1 to hit and damage with melee weapons, while Hanna Darrowkin's "Rope Tricks" allow her to tie knots, climb ropes, and perform other interesting rope-related acts. And then of course there was Erwan Roparzh…).
Unique Classes/Races: A range of non-canonical classes have been played in the campaign. These are generally introduced by the GM. In many cases, a desired "special class" can be easily effected by the implementation of a certain special ability.
Wandering Monster checks are made approximately every 3 turns, with additional checks rolled when PC activities increase the chance of an encounter.
Skills: If an ability check is called for, roll 3d6; if the score is equal to or less than your rating in that ability, you succeed. Difficult checks may call for more dice (4d6, 5d6, etc).
Weapon Length: On the first round of combat, attacks with longer weapons precede attacks with shorter weapons. This takes precedence over initiative order. In following rounds, longer weapons always act last in the initiative order.
Bandaging: A character may be bandaged to restore one hit point of damage immediately following an encounter (assuming the wound was received in that encounter).
Round Actions: In each round a player can generally move and attack. The exceptions being the use of bows/crossbows and magic, which require a characters full attention.
Spells to be cast in a round must be declared BEFORE initiative is rolled, this includes scrolls and certain magic items (some exceptions are allowed for instantaneous/reflexive items that require no trigger action or word). If a caster takes damage before his or her initiative, the casting is disrupted and the spell is lost.
Group Initiative is rolled by both sides on a d6, this order is further modified by individuals with initiative bonuses or penalties.
Death: Characters do not die until they reach a negative hit point total that exceeds their level. (E.g. A level 1 character is still alive at -1 hp but dies at -2 hp.) A character with 0 hit points or a negative total that does not yet exceed her level is unconscious, semiconscious or otherwise incapacitated. "Dead" characters may linger on a little while to say their goodbyes.
Firing Into Melee: A character firing a missile weapon (e.g., bow, spear, sling stone, or spell requiring a 'to hit' roll) stands a chance of striking a fellow party member with an unadjusted 1-4 on the d20 'to hit' roll. The DM may adjust this range at his/her discretion. A second 'to hit' roll follows if the character is struck in order to see whether the shot has penetrated the defenses.
Gold for Experience: In addition to gaining experience for defeating monsters, characters gain the experience by spending their gold. These expenses cannot be incurred between players (i.e. the gold must leave the party). The primary exeption is the payment of henchmen, which provides full xp for gold to the henchman, but only have of the xp value to the player paying.
Researching a new spell: This takes 2 weeks/spell level and requires you to spend 1000gp/spell level on exotic magical components, ancient tomes and other assorted trinkets and gewgaws. At the end of that time, roll 4d6. If your roll is equal to or below the relevant attribute (Intelligence for magic-users, Wisdom for clerics), you successfully research the spell.
This is reduced to 1 week/spell level, 500gp/spell level and a 3d6 roll if any of the following circumstances apply:
- You have attempted to research this spell before;
- You already know a very similar spell (DM's discretion);
- You are copying the spell from a spellbook or scroll.
Transcribing spells: You may transcribe a copy of a spell into your lab notes without actually researching it. This takes one day per level of the spell. You don't actually gain the ability to cast the spell, but you may research from it as though it were the original. This is mainly useful if you want to trade spells with someone but one or both of you is in a hurry and doesn't have the time to actually research the spell; you can take the transcribed copy and use it for your research later.
Weapons & Armor
Armor: While a strict encumbrance policy is not generally enforced in Glantri, character movement is affected by the type of armor worn (excessive burdens, conditions and magic may further impact the character's movement). Magic armor is generally one weight class lighter than it should be (i.e. enchanted plate mail has a movement rate of 30 ft/round).
- Unarmored or Leather Armor: 40 ft/round
- Chain Mail: 30 ft/round
- Plate Mail: 20 ft/round
Black Peaks Game
Char-gen is 3d6 in order. Scores may be adjusted per the rules on Moldvay B6.
Characters with no scores 9 or above, or with two scores of 5 or below, may be rejected at player's discretion. Otherwise, be a good sport and play what you rolled. You can always create a new character next session if you're really unhappy after giving the guy a fair shot.
1st level characters begin with maximum hit points, adjusted by the Constitution modifier. Hit points are handled the usual way thereafter: roll hit dice + Con modifier for levels 2 through 9, and then the various adjustments for higher levels.
Hirelings have 10 in every ability score, and Hit Points = half the dice size. A hireling Fighter, then, begins with a flat 4 hit points per level; a hireling Thief begins with a flat 2 hit points per level. Hirelings do not get the benefit of maximum hit points at first level.
If your main character is killed, you may "drive" a hireling. At this point, roll ability scores and hit points normally. It's like he suddenly got a lot more interesting and differentiated.
Wandering Monster checks approximately every 2 turns.
Players must rest approximately one turn out of every 6, or become fatigued. (This is on the books but I haven't enforced it. I will begin doing so.) Standing around arguing about what to do next counts as resting.
Simplified encumbrance, per the Mentzer Basic set: characters in metal armor have a base encumbrance of 700 coins' weight; characters in leather or no armor have a base encumbrance of 300 coins' weight.
General Exploration Check: roll 1d6 and add the relevant ability modifier. Success on a 4 for easy tasks, 5 for moderate tasks, and 6 for difficult tasks. Note that an unadjusted "moderate task" roll succeeds 33% of the time, a percentage frequently used for miscellaneous tasks in Moldvay D&D in various other contexts (forcing stuck doors, detecting traps, finding special stone-work features, hearing noise). At the GM's option, these miscellaneous tasks can be modified by the Ability Modifier. Thus, a Dwarf would normally only notice a stonework feature 33% of the time (on a roll of 5 or 6), but if he had Intelligence 13 (+1 modifier) he'd succeed 50% of the time (1d6+1, success on roll of 5 or 6). This method keeps the 1d6 resolution system of early D&D, while incorporating character ability scores, and also keeping the bell-curve distribution.
Variable weapon damage.