House Rules



  • Characters

    Races Permitted

    Adventurers in the world of Dwimmermount may be Men, Dwarves, or Elves. These races are detailed in the Races of Dwimmermount thread.

    Generating Ability Scores (Str, Dex, Con, etc.)

    Ability Scores are determined randomly by rolling and assigning the result in order of the listed ability. Demihumans (dwarves and elves) roll 3d6 and sum all three dice to determine ability scores. Men roll 4d6 and sum the highest three dice, dropping the fourth die.

    Classes Permitted

    The only classes permitted (at the beginning of the campaign) are Fighter, Thief, Magic-User, and Cleric.

    Other classes, such as the Paladin, Illusionist, Assassin, etc. may be introduced through gameplay, but it will tack onto your current class(es) as additional abilities after completing task(s) to earn those abilities.

    Min Stat Requirements

    There is no stat requirements for races or classes.

    Prime Requisite

    There is no XP bonus for a high prime requisite.

    Hit Points

    Each class has a HD type. To determine starting hit points, roll your initial hit die. Each time you gain a level, you earn an additional hit die and roll your HD again. If the sum is greater than your previous hit point total, increase it. Otherwise, it stays the same.

    Your Constitution modifier, if any, adds to the total sum of hit points rolled (not each HD rolled). The exception is the Fighter, who may add their Constitution modifier to each HD rolled.

    Example: Bob's character is a Fighter with a 1d8 HD at 1st level. He rolls a 2 for starting hit points. He survives to 2nd Level, which increases his HD to 2d8. He rolls 2d8 and gets 13. This is higher than his previous hit point total, so he increases hit points to 13. At 3rd level, his HD becomes 3d8. Bob rolls them all and gets 10. Since this is below his previous hit point total, his hit points remain at 13.

    At 10th level and above, continue earning and rolling your hit dice as outlined above instead of gaining the +1 or +2 outlined in the AEC.

    Experience Points

    Experience points are earned by spending treasure accumulated while adventuring on frivolous intangibles (revelry, tithing, etc.). For each 1 GP worth of treasure spent on these things, the character earns 1 XP. Experience is not earned for treasure spent on equipment, property, bribes, spell research, etc.

    There are several types of treasure that can be found within Dwimmermount and the surrounding areas:

    • Valuables; coins, gems, jewelry, etc.
    • Maps; copies of your maps can be sold and the value can be spent on XP
    • Lore; sages who purchase secrets of the dungeon can be sold and the value spent on XP

    Note that in this game each class has its own XP required to increase in level. Because of this and the way spending GP for XP works, treasure can be spent asymmetrically on characters to "level them up". This decision should be made by the players strategically, depending on the circumstances of play. Though, it may be easier and cause less arguments to just split treasure evenly and permit each player to make their own decisions about XP.

    Alignment

    Characters may be either Lawful (if they are devout) or Neutral (if they are not). Most humans are lawful, while demihumans remain neutral since they do not worship the Gods of Men.

    If for any reason your character becomes Chaotic, the DM gains control of them until their alignment changes back to Lawful or Neutral. This means alignment-changing magic can be particularly bad for a character.

    Weapons & Armor

    Every class can use any weapons or armor. However, magic-users cannot cast spells while wearing armor heavier than padded and need both hands free to cast. And, thieves cannot use their skills while in armor heavier than leather or using a shield.

    See this thread: New Weapon Damage Rules

    Combat

    Initiative

    We'll use group initiative. Each side rolls a d6 at the beginning of each round and whichever is highest goes first in each step of combat. The scout rolls for the players (see Party Roles below).

    Combat Sequence

    The combat sequence for each round is slightly tweaked. Furthermore, both sides will go on each step prior to moving onto the next step.

    1. Initiative: each side rolls 1d6 to determine who wins initiative.
    2. Declaration: the losing side declares actions and spells before the winners of initiative.
    3. Missiles: both sides make missile attack rolls, accounting for DEX adjustments, cover, and range, in order of initiative. Missile attacks cannot be made if a character is in melee (within 5' of an enemy).
    4. Movement: both sides make movement, in order of initiative. Special actions, like charge, set for charge, shield wall, etc. are resolved.
    5. Melee: both sides make melee attack rolls, in order of initiative.
    6. Spells: both sides cast spells in order of initiative. If a spellcaster has been damaged and/or is forced to make a saving throw and fails during the round up to this point, the spell is disrupted (see below).
    7. Morale: the DM makes morale rolls for NPCs and monsters, if necessary.
    8. End: resolve anything else and start over if the combat continues at step 1.

    Spell Disruption

    A spellcaster that is damaged or forced to make a saving throw (and fails or is otherwise affected) during combat has their spell disrupted, per the normal rules. However, they make a check to not lose the spell from memory. This is a d% roll with a chance equal to their spell learning probability from the AEC Intelligence Table II (e.g. a character with INT 15 has a 75% chance to keep their spell in their memory).

    Firing Missiles into Melee

    Generally, firing into melee is discouraged. There are two exceptions to this rule: Fighters may fire into melee as if making a normal missile attack. Secondly, if another class insists on firing into melee for the sake of realism, they may do so. However, their attack is directed at a random target in the melee. Good luck!

    Ammunition

    Track ammunition spent during a battle. After a battle, recover half as much ammunition as spent.

    Fighting with Two Weapons

    If you fight with two weapons at the same time, you get +1 to attack (vs. using a shield and getting -1 to AC).

    Adventuring

    Party Roles

    These roles should be filled each session:

    Scout: The party scout is responsible for keeping an eye out for danger ahead. The scout rolls to determine whether the group is surprised or not and also whether the party has initiative or not in an encounter.

    Leader: The party leader is the figurehead and commander of the party. When a decision needs to be made and there is debate that is taking too long, the DM may call on the Leader to make a decision for the party. Furthermore, the Leader makes any reaction rolls for the party.

    Mapper: The mapper is responsible for drawing the map as the group explores. A mapper must have both hands free and the ability to see. The mapper is also responsible for keeping the map safe, as the map could be damaged, destroyed, or lost during the game. If this happens in-game, the DM may also do this out of game (by confiscating the players' map). If the group wants to make backup maps by photocopying the maps, they may do so, of course. This represents drawing backups. Just keep in mind these may be stolen. Maps of Dwimmermount are extremely valuable.

    Quartermaster: The quartermaster keeps track of treasures found during an expedition. The quartermaster should also note who is carrying what and make sure their encumbrance is correct.

    Chronicler: The chronicler should make note of any important events and information discovered on an expedition, including adding to the list of facts the party has discovered thus far.

    Torchbearer: Torchbearers carry torches (or magical light sources). Always let me know who is carrying a light source.

    Marching Order

    The party should establish a marching order at the start of each expedition. The DM will refer to the marching order often to determine where each character is at any particular moment, unless otherwise stated.

    Generally, you can have three characters to a rank if they are using one-handed weapons. Characters fighting with two-handed weapons take up two positions in a rank. Thus, in a 10' corridor, you could have three characters with longswords OR a character with a bastard sword and one with a longsword.

    Vanguard (front rank): These characters act as the front line of defense against enemies attacking head-on in the order the party is moving. The vanguard can be assumed to intercept most attacks and protect the main ranks (this is a good spot to put magic-users).

    Main (middle ranks): If you're not in the van or rear, you are considered in the middle. The middle may only attack "through" the van or rear with long weapons (e.g. spears, tridents, polearms) or missile weapons.

    Rearguard (last rank): Like the vanguard, but in the rear.

    Damage & Healing

    When a player's character is reduced to 0 hit points, the character follows the rules for Mortal Wounds instead of just dying.

    Resting for a night while sleeping at least 6 hours recovers 1 hit point per HD. This rest may occur inside the dungeon, in the wilderness, or in town, so long as the character is not deprived of food, water, or shelter. Characters deprived of food and water do not recover hit points, and will eventually begin to starve and dehydrate. This rest can be interrupted, but hit points aren't recovered until the 6 hours of rest is completed.

    Magic

    Magical Enhancements

    Magical enhancements (e.g. +1, +2, +3, etc.) do not stack with like kinds (i.e. AC, attack, damage, saving throws, etc.). Use the highest modifier. For example, if you had a +2 shield wore +1 chainmail, you would only use the bonus from the shield. Magical missile weapons provide only an attack bonus, while ammunition provides the bonus to damage. Thus, a +2 arrow used with a +1 longbow would provide a +1 to attack and +2 to damage.

    To be continued...



  • Got it!



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  • @edpfaff loves memes.



  • Some stuff added.



  • @Mike
    In the combat sequence it keeps repeating "in order of initiative," but we roll a group initiative. How do we determine what order the characters proceed in?

    Is there any bonus to fighting in a shield wall?

    Are there compasses, astrolabes, sextants, or a magic Garmin spell?



  • @TomunistParty said in House Rules:

    @Mike
    In the combat sequence it keeps repeating "in order of initiative," but we roll a group initiative. How do we determine what order the characters proceed in?

    Is there any bonus to fighting in a shield wall?

    Are there compasses, astrolabes, sextants, or a magic Garmin spell?

    Order of initiative is: monsters win initiative, so monsters fire missiles, players fire missiles, monsters move, players move, monsters melee, players melee, and so on. Initiative is the tempo of the battle for a side. The players decide how they proceed during each step in whatever order they choose or makes sense by marching order.

    Fuck yeah! Shield wall rules tomorrow.

    Anything like that would be advanced technology. If there's any place for it to be found it'd be in the depths of Dwimmermount. For starting equipment, you will be limited to the basics listed in the LL equipment section.



  • @TomunistParty said in House Rules:

    @Mike

    Are there compasses, astrolabes, sextants, or a magic Garmin spell?

    Locate Object. Geocaching baby!



  • "Each class has a HD type. To determine starting hit points, roll your initial hit die. Each time you gain a level, you earn an additional hit die and roll your HD again. If the sum is greater than your previous hit point total, increase it. Otherwise, it stays the same.

    Example: Bob's character is a Fighter with a 1d8 HD at 1st level. He rolls a 2 for starting hit points. He survives to 2nd Level, which increases his HD to 2d8. He rolls 2d8 and gets 13. This is higher than his previous hit point total, so he increases hit points to 13. At 3rd level, his HD becomes 3d8. Bob rolls them all and gets 10. Since this is below his previous hit point total, his hit points remain at 13.

    At 10th level and above, continue earning and rolling your hit dice as outlined above instead of gaining the +1 or +2 outlined in the AEC."

    How does this work in regards to having a positive, or negative, modifier to CON?
    For example, if we have a +1 to CON does that mean we get just 1 extra hit-point added to the HD forever; or do we get +1 hit-point per level, or +1 hit-point per HD rolled?



  • @TomunistParty said in House Rules:

    For example, if we have a +1 to CON does that mean we get just 1 extra hit-point added to the HD forever; or do we get +1 hit-point per level, or +1 hit-point per HD rolled?

    Good question! I forgot to add this part. Con modifier adds to TOTAL hit points rolled, not each HD.

    Edited to Add: At least, for most classes. The Fighter gets to add per HD.



  • @Mike said in House Rules:

    @TomunistParty said in House Rules:

    For example, if we have a +1 to CON does that mean we get just 1 extra hit-point added to the HD forever; or do we get +1 hit-point per level, or +1 hit-point per HD rolled?

    Good question! I forgot to add this part. Con modifier adds to TOTAL hit points rolled, not each HD.

    Edited to Add: At least, for most classes. The Fighter gets to add per HD.

    What about multiclassed PCs? Say Fighter/Thief or Fighter/MU?



  • @JohnY said in House Rules:

    @Mike said in House Rules:

    @TomunistParty said in House Rules:

    For example, if we have a +1 to CON does that mean we get just 1 extra hit-point added to the HD forever; or do we get +1 hit-point per level, or +1 hit-point per HD rolled?

    Good question! I forgot to add this part. Con modifier adds to TOTAL hit points rolled, not each HD.

    Edited to Add: At least, for most classes. The Fighter gets to add per HD.

    What about multiclassed PCs? Say Fighter/Thief or Fighter/MU?

    Multiclass uses the Fighter's HD and thus the rule for Fighters.



  • Rule added about magical enhancement bonuses.



  • Mike said "...A spellcaster that is damaged or forced to make a saving throw during combat has their spell disrupted, per the normal rules."

    Is your omission of the words "...if a character is forced to make a saving throw and fails prior to casting a spell, the spell is disrupted and fails." purposeful or simple oversight?



  • Great question! Yes, it should be "and fails" per the normal rules.

    But really, the general ruling is if your character is affected by something as a result of the save, not merely success/fail. So there might be situations where a saving throw succeeds but you are still affected and that could disrupt the spell. We'll make this on a case by case basis. But just like when a dragon's breath does half damage on a success, that still disrupts spells, so might another success on a save still disrupt your spell.

    These are exceptions to the rule. Most of the time a successful save means you avoid the effect entirely and thus would not have your spell disrupted.



  • whats the rule for switching weapon (if any)?

    in a battle, considering we win initiative:
    can i throw a javelin (missiles -dex modifier)
    then form a shield wall (movement)
    then stab an orc with another javelin (melee -str modifier)

    OR
    in a battle, considering we win initiative:
    can i shoot a heavy crossbow (missiles -dex modifier)
    then charge forward (movement)
    and swing a battle axe (melee -str modifier)



  • @TomunistParty said in House Rules:

    whats the rule for switching weapon (if any)?

    in a battle, considering we win initiative:
    can i throw a javelin (missiles -dex modifier)
    then form a shield wall (movement)
    then stab an orc with another javelin (melee -str modifier)

    OR
    in a battle, considering we win initiative:
    can i shoot a heavy crossbow (missiles -dex modifier)
    then charge forward (movement)
    and swing a battle axe (melee -str modifier)

    Great question!

    Simple answer: No.

    Long answer: You basically get one attack each round. This can be missiles or melee. A fighter's extra attacks only occur if they attack in melee. In other words, should you fire a bow or throw a javelin, you forego your extra attacks. To "trigger" your extra attacks, you must initially attack in melee.

    To use a weapon, it must be drawn and ready. You can do this prior to combat or during the movement phase as part of your movement.

    So, if you don't have a bow out and we roll initiative, you can't use a bow the first round because missiles come before movement. You'd have to draw the bow during the movement phase and wait for missiles to come around again. If you have a bow out, you could fire during missiles and ready a sword and shield during movement. This would help your AC, but you wouldn't also get to attack.

    There are some special actions, like set for charge (spear or polearm) and charge (with a lance), that require you to have the weapon ready before the movement phase (since the "attack" occurs during the movement phase) either before combat or in a previous round, but these are special exceptions. A shield wall would also fall under these special actions.



  • With regard to the extra attack for fighters and bows, do they not get to fire a 2nd arrow at the end of the melee round if they have multiple attacks, or is this the case of me confusing AD&D with LL/Basic?



  • @JohnY said in House Rules:

    With regard to the extra attack for fighters and bows, do they not get to fire a 2nd arrow at the end of the melee round if they have multiple attacks, or is this the case of me confusing AD&D with LL/Basic?

    You are correct! No extra missile attacks. Melee only! Rawr!

    If you are attacking with missiles, it'll only be 1 attack no matter your level or weapon.



  • As noted last night, we have house-ruled the Battle Axe to function like the Bastard Sword:

    1d8 if used one-handed, 2d4 if used two-handed. It can be used by dwarfs.


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