Commit | Line | Data |
---|---|---|
46d528a4 MW |
1 | \documentclass |
2 | [a4paper, 10pt, numbering, openany, article, notitlepage] | |
3 | {strayman} | |
4 | \usepackage{dnd} | |
5 | ||
6 | \columnsep = 0.5in | |
7 | \leftmargini = 3em | |
8 | \renewcommand\theenumi{\thesection.\arabic{enumi}} | |
9 | ||
10 | \title{\textit{Dungeons \& Dragons} house rules} | |
11 | \author{Mark Wooding} | |
12 | ||
13 | \begin{document} | |
14 | \maketitle | |
15 | ||
16 | \section{Introduction and notation} | |
17 | ||
18 | For the sake of brevity in the following descriptions, character ability | |
19 | scores, and the usual modifiers are described using the notations shown in | |
20 | tables~\ref{tab:ability-abbr} and \ref{tab:ability-mods}. | |
21 | ||
22 | \begin{table} | |
23 | \linewidth = 0.5\linewidth | |
24 | \hsize = 0.5\hsize | |
25 | \hbox\bgroup | |
26 | \vbox\bgroup | |
27 | \begin{tab*}{ability-abbr}{Ability notation}{Mcl} | |
28 | \th{Abbr} & \th{Ability} \\ \hlx{vhv} | |
29 | S & Strength \\ \hlx{+} | |
30 | I & Intelligence \\ \hlx{+} | |
31 | W & Wisdom \\ \hlx{+} | |
32 | D & Dexterity \\ \hlx{+} | |
33 | C & Constitution \\ \hlx{+} | |
34 | H & Charisma \\ \hlx{+} | |
35 | P & Prime requisite \\ \hlx{+} | |
36 | A & Some general ability \\ | |
37 | \end{tab*} | |
38 | \egroup | |
39 | \vbox\bgroup | |
40 | \begin{tab*}{ability-mods}{Ability modifiers}{cMrMr} | |
41 | \th{Ability} & \th{Mod} & \th{Reduced} \\ | |
42 | $(A)$ & (\delta A) & (\epsilon A) \\ \hlx{vhv} | |
43 | 3 & -3 & -2 \\ \hlx{+} | |
44 | 4--5 & -2 & -1 \\ \hlx{+} | |
45 | 6--8 & -1 & -1 \\ \hlx{+} | |
46 | 9--12 & 0 & 0 \\ \hlx{+} | |
47 | 13--15 & +1 & +1 \\ \hlx{+} | |
48 | 16--17 & +2 & +1 \\ \hlx{+} | |
49 | 18 & +3 & +2 \\ | |
50 | \end{tab*} | |
51 | \egroup | |
52 | \egroup | |
53 | \end{table} | |
54 | ||
55 | \section{Experience and advancement} | |
56 | ||
57 | \begin{enumerate} | |
58 | ||
59 | \item Bonus experience points for high prime-requisite ability scores are | |
60 | \emph{not} awarded. Characters with strong PRs are already at an advantage | |
61 | and shouldn't also make accelerated progress through levels. | |
62 | ||
63 | \item Experience points are \emph{not} awarded to characters on the basis of | |
64 | treasure obtained. It's hard to see why characters should be rewarded | |
65 | merely for stuffing gold down their trousers. | |
66 | ||
67 | \item To compensate for this, experience points for monsters defeated are | |
68 | multiplied by 5. | |
69 | ||
70 | \item Experience points for monsters defeated are calculated according to the | |
71 | revised table in the \emph{Master} set. | |
72 | ||
73 | \end{enumerate} | |
74 | ||
75 | ||
76 | \section{Character classes} | |
77 | ||
78 | \begin{enumerate} | |
79 | ||
80 | \item Player characters may be Mystics; neutral Clerics may become Druids at | |
81 | level~9. | |
82 | ||
83 | \end{enumerate} | |
84 | ||
85 | ||
86 | \section{Magic and ability scores} | |
87 | ||
88 | In order to reward spell-casters with strong PR scores, their spells are | |
89 | strengthened as follows. (Recall that $P$ stands for the character's prime | |
90 | requisite.) | |
91 | ||
92 | \begin{enumerate} | |
93 | ||
94 | \item Dice (up to $\dice{d20}$) rolled for damage (or healing) caused by a | |
95 | spell are modified by (up to) $\delta P$ in the caster's favour. | |
96 | Percentile dice are modified by (up to) $5\delta P$ in the caster's favour. | |
97 | This will \emph{not} increase a roll beyond the original bounds, but makes | |
98 | it more likely that the bounds will be reached. For example, a | |
99 | seventh-level Magic-user with $I = 16$ casts \emph{magic missile}; each of | |
100 | his missiles causes 4--7 points of damage, computed as $\min(7, \dice{1d6} | |
101 | + 3)$. Spells such as \emph{fire ball} have each die modified | |
102 | individually.\footnote{% | |
103 | The distribution this induces is slightly better shaped than the one you | |
104 | get by applying a modifier to the sum of the dice, but has the curious | |
105 | property of being non-monotonic. This is unlikely to be a problem in | |
106 | practice.} | |
107 | ||
108 | \item Saving throws against spells are penalized according to the caster's | |
109 | $\delta P$. Suppose our Magic-user casts \emph{fire ball}. A victim in | |
110 | the blast radius must save versus spells at $-2$ or take $\dice{7d6}$\,hp | |
111 | of damage, with each die modified upwards by two points. If the save is | |
112 | successful, half damage is taken, as usual. | |
113 | ||
114 | \end{enumerate} | |
115 | ||
116 | ||
117 | \section{Saving throw adjustments} | |
118 | ||
119 | Saving throws are modified by a character's ability scores. Which ability | |
120 | applies is dependent on the action the character takes to avoid the effect. | |
121 | Sometimes several abilities apply; then \emph{all} the modifiers are taken | |
122 | into consideration. | |
123 | \begin{itemize} | |
124 | ||
125 | \item Saves versus poison are usually modified by the character's | |
126 | Constitution. Similarly, saves versus paralysis (e.g., for a Ghoul's | |
127 | touch) are modified by $\delta C$. | |
128 | ||
129 | \item Saves against magical effects are usually modified by Wisdom. Not all | |
130 | saving throws against magical effects are Saves vs Spells: for example, the | |
131 | Save vs Turn-to-Stone for gazing at a Medusa is modified by $\delta W$. | |
132 | Similarly, the Save vs Death Ray for the \emph{finger of death} spell is | |
133 | modified by $\delta W$. | |
134 | ||
135 | \item Saves versus Dragon breath are usually modified by Dexterity. The Save | |
136 | vs Paralysis for being knocked over by a Dragon's tail is also modified by | |
137 | Dexterity. | |
138 | ||
139 | \end{itemize} | |
140 | ||
141 | ||
142 | \section{Weapons and combat} | |
143 | ||
144 | The weapon master rules in the \emph{Master} set are used. The following | |
145 | modifications are made to the system. | |
146 | ||
147 | \begin{tab}{mastery}{Mastery adjustments}{llMrMr} | |
148 | \th{Level} & \th{Abbr} & M & \delta M \\ \hlx{vhv} | |
149 | Unskilled & US & 0 & -2 \\ \hlx{+} | |
150 | Basic & BS & 1 & 0 \\ \hlx{+} | |
151 | Skilled & SK & 2 & +1 \\ \hlx{+} | |
152 | Expert & EX & 3 & +2 \\ \hlx{+} | |
153 | Master & MS & 4 & +3 \\ \hlx{+} | |
154 | Grand Master & GM & 5 & +4 \\ | |
155 | \end{tab} | |
156 | ||
157 | \begin{enumerate} | |
158 | ||
159 | \item Magic-users may use the dagger and staff, and thrown objects. | |
160 | ||
161 | \item All character classes may fight unarmed. Characters begin with Basic | |
162 | mastery at both Striking and Wrestling; this does not cost a mastery slot. | |
163 | ||
164 | \item Characters can acquire mastery in the (normal) shield, to improve the | |
165 | armour-class benefit it provides. All character classes who can use a | |
166 | shield are automatically considered to have Basic mastery in its use; this | |
167 | does not cost a mastery slot. | |
168 | ||
169 | \item Fighters and Mystics receive four mastery slots at level~1; other | |
170 | humans receive two slots. Demi-humans can use all weapons at Basic mastery | |
171 | at level~1, and receives no mastery slots. A level~1 character may | |
172 | \emph{not} spend two slots on the same weapon (to reach Skilled mastery or | |
173 | better). | |
174 | ||
175 | \item Fighters, Mystics, Dwarves and Halflings receive an additional mastery | |
176 | slot at level three, and again every third level after that (i.e., at | |
177 | level~3, 6, 9,~\dots). Clerics, Thieves and Elves receive an additional | |
178 | mastery slot at level four and again every fourth level after that. | |
179 | Magic-users receive additional an mastery slot at level five and again | |
180 | every fifth level after that. All characters gain an additional mastery | |
181 | slot every 200\,000\,XP after maximum level. | |
182 | ||
183 | \item The to-hit bonuses for weapon mastery are halved. | |
184 | ||
185 | \item The morning-star and flail (one- and two-handed) are added, as | |
186 | additional weapons for Clerics. | |
187 | ||
188 | \item Characters do not lose initiative automatically for using a two-handed | |
189 | weapon. Rather, a $-1$ penalty is applied to initiative rolls for using a | |
190 | `large' weapon; a $+1$ bonus applies for using a `small' weapon; see the | |
191 | weapons table for sizes. | |
192 | ||
193 | \item The bastard sword is designed to be used one- or two-handed. A | |
194 | character who acquires mastery in the use of the bastard sword learns how | |
195 | to use it \emph{both} one- and two-handed to best effect. A character with | |
196 | an empty off-hand can decide whether to wield the bastard sword one- or | |
197 | two-handed in each combat round with no penalty. An off-hand wearing a | |
198 | cestus still counts as empty for this purpose. | |
199 | ||
200 | \item A weapon can be used in a character's off-hand. To use a weapon in the | |
201 | off-hand effectively, one must learn how to use it to complement the main | |
202 | weapon -- it can't be learned in isolation. While one might acquire | |
203 | mastery of the normal sword, say, as a main weapon, one would have to | |
204 | acquire mastery in the use of a dagger as an off-hand weapon | |
205 | \emph{separately} with (say) the sword and the morning-star. A character | |
206 | Unskilled with an off-hand weapon strikes at a $-4$ penalty (and does half | |
4005b342 MW |
207 | damage, as usual).\footnote{% |
208 | This ruling provides a major advantage to demi-human characters, since | |
209 | demi-humans are considered to be able to use all weapons at Basic | |
210 | mastery.} | |
46d528a4 MW |
211 | |
212 | \item One- and two-handed flails are different weapons, and a character must | |
213 | spend mastery slots on them separately. However, they are \emph{related} | |
214 | weapons -- see below. | |
215 | ||
216 | \item A character with a level of mastery $M$ with some weapon may attempt to | |
217 | use a \emph{related} weapon; the skills don't transfer completely, but | |
218 | related weapons (see table~\ref{tab:weap-related}) can be used with mastery | |
219 | level $\lfloor M/2 \rfloor$. | |
220 | This also applies to the use of a familiar off-hand weapon with a related | |
221 | main weapon. The use of a merely related off-hand weapon, even with a | |
222 | familiar main weapon, is always considered Unskilled. | |
223 | \begin{tab}{weap-related}{Related weapons}{ll} | |
224 | \th{Weapon} & \th{Related weapons} \\ \hlx{vhv} | |
225 | Bow, long & Bow, short \\ \hlx{+} | |
226 | Bow, short & Bow, long \\ \hlx{+} | |
227 | Crossbow, heavy & Crossbow, light \\ \hlx{+} | |
228 | Crossbow, light & Crossbow, heavy \\ \hlx{+} | |
4005b342 | 229 | Flail, one-handed & Flail, two-handed,;morning-star \\ \hlx{+} |
46d528a4 | 230 | Flail, two-handed & Flail, one-handed \\ \hlx{+} |
4005b342 | 231 | Halberd & Pike, pole axe \\ \hlx{+} |
46d528a4 MW |
232 | Javelin & Spear \\ \hlx{+} |
233 | Morning-star & Flail, one-handed \\ \hlx{+} | |
4005b342 MW |
234 | Pike & Halberd; spear \\ \hlx{+} |
235 | Pole axe & Halberd \\ \hlx{+} | |
46d528a4 MW |
236 | Shield, horned & Shield, knife; shield, sword \\ \hlx{+} |
237 | Shield, knife & Shield, horned; shield, sword \\ \hlx{+} | |
238 | Shield, sword & Shield, horned; shield, knife \\ \hlx{+} | |
4005b342 | 239 | Spear & Javelin; pike \\ \hlx{+} |
46d528a4 MW |
240 | Sword, normal & Sword, short; sword, bastard \\ \hlx{+} |
241 | Sword, short & Sword, normal \\ \hlx{+} | |
242 | Sword, bastard & Sword, normal; sword, two-handed \\ \hlx{+} | |
243 | Sword, two-handed & Sword, bastard \\ | |
244 | \end{tab} | |
245 | ||
246 | Note that the property of being related weapons is \emph{not} transitive! | |
247 | ||
248 | \item The \emph{deflect} ability makes high-level characters nearly | |
249 | untouchable, as many have noted. The new definition allows an attack to be | |
4005b342 MW |
250 | deflected if $\dice{1d20} + \delta D + \delta G$ (where $\delta G$ is the |
251 | magical strength of the weapon used) is greater than the attacker's | |
46d528a4 MW |
252 | (adjusted) hit roll. Deflection does not work against device-hurled |
253 | missiles; it does work against thrown weapons. | |
254 | ||
4005b342 MW |
255 | \item Each involved character or monster rolls $\dice{1d6} - \epsilon E$ |
256 | every round to determine initiative. Actions occur in ascending order of | |
257 | initiative rolls. Ties indicate simultaneous action. | |
258 | ||
46d528a4 MW |
259 | \end{enumerate} |
260 | ||
261 | ||
262 | \section{Alignment} | |
263 | ||
264 | The idea of alignment as an observable property of the game world is absurd. | |
265 | Alignment languages and the Cleric \emph{know alignment} spell are | |
266 | abolished. | |
267 | ||
268 | ||
269 | \section{Clerics} | |
270 | ||
271 | \begin{enumerate} | |
272 | ||
273 | \item Clerics who can Turn Undead creatures (with a `T' or `D' result) can | |
274 | optionally control them instead, as an Avenger. This is considered to be | |
275 | an evil act. | |
276 | ||
277 | \item The spell \emph{know alignment} is replaced by the AD\&D spell | |
278 | \emph{slow poison} as follows. | |
279 | ||
280 | \textbf{Slow poison} \\ | |
281 | Range: touch \\ | |
282 | Duration: $L$ hours \\ | |
283 | Effect: Slows poison in the body of a creature \\[\medskipamount] | |
284 | Slows the effects of poison on an individual. A creature can be affected | |
285 | even if supposedly killed by poison, in the previous $L$~turns. The poison | |
286 | will remove one hit point per turn (though never reaching zero while the | |
287 | spell lasts). | |
288 | ||
289 | \item Druids must still be Neutral. Maybe I'll relax this later. | |
290 | ||
291 | \item Clerics (and Druids) of level 9 or higher don't need to choose their | |
292 | first-level spells in advance each day; they may cast any combination of | |
293 | first-level spells up to the daily maximum. At level~14, second level | |
294 | spells no longer need to be chosen in advance; similarly for third-level | |
295 | spells at level~18, fourth-level at~23, fifth-level at~27, sixth at~32 and | |
296 | seventh at~36. | |
297 | ||
298 | \end{enumerate} | |
299 | ||
300 | ||
301 | \section{Magic-users} | |
302 | ||
303 | \paragraph{Background notes on spell books} | |
304 | A standard spell book is an enormous thing. My \emph{Dictionary of the | |
305 | English Language} (Johnson) weighs about 5\,kg. \emph{Unearthed Arcana} | |
306 | suggests 450\,cn; \emph{Sage Advice} (Dragon \#134) suggests 400\,cn -- | |
307 | backpack size. This doesn't seem too far off. \emph{UA} also suggests that | |
308 | a standard book cost about 1000\,gp, which may be reasonable. I don't | |
309 | propose to apply the limits on capacity of spell books. | |
310 | ||
311 | \emph{UA} also suggests travelling spell books, which are smaller somewhat | |
312 | cheaper but with less capacity. As stated above, I don't want a capacity | |
313 | limit on standard books (the things are huge already!) but limiting | |
314 | travelling books seems reasonable. | |
315 | ||
316 | \begin{enumerate} | |
317 | ||
318 | \item A standard spell book costs 1000\,gp, measures $15'' \times 9'' \times | |
319 | 3''$ and has encumbrance of 350\,cn (due largely to bulk). There isn't a | |
320 | practical limit on the number of spells it can store. | |
321 | ||
322 | \item A travelling book costs 500\,gp, measures $9'' \times 6'' \times 1''$, | |
323 | and has encumbrance 60\,cn. It can store ten spells; level is irrelevant. | |
324 | ||
325 | \end{enumerate} | |
326 | ||
327 | ||
328 | \section{Fighters} | |
329 | ||
330 | \begin{enumerate} | |
331 | ||
332 | \item Any Fighter may become a Paladin or Avenger, regardless of alignment, | |
333 | if the appropriate religious hierarchies accept him/her. | |
334 | ||
335 | \end{enumerate} | |
336 | ||
337 | \paragraph{For consideration} | |
338 | Maybe it makes sense to allow neutral Fighters to become Druid-like -- giving | |
339 | up the ability to Turn Undead for Druid spells along with the Cleric spells | |
340 | already obtained for sufficiently high Wisdom. | |
341 | ||
342 | ||
343 | \section{Thieves} | |
344 | ||
345 | \begin{enumerate} | |
346 | ||
347 | \item Die rolls for the Thief abilities Open Locks, Remove Traps, Move | |
348 | Silently, Hide in Shadows and Pick Pockets are adjusted by the $5 \delta | |
349 | D$. | |
350 | ||
351 | \item Climb walls is affected by $\delta D$ (not $5 \delta D$). | |
352 | ||
353 | \item Find Traps is affected by $5 \delta W$, as described below. | |
354 | ||
355 | \end{enumerate} | |
356 | ||
357 | ||
358 | \section{Searching} | |
359 | ||
360 | \begin{enumerate} | |
361 | ||
362 | \item Rolls on $\dice{1d6}$ for searches (e.g., for secret doors) are | |
363 | modified by $\epsilon W$. | |
364 | ||
365 | \item Rolls on $\dice{1d20}$ for searches are modified by $\delta W$. | |
366 | ||
367 | \item Rolls on $\dice{1d\%}$ for searches (e.g., for traps) are modified by | |
368 | $5 \delta W$. | |
369 | ||
370 | \end{enumerate} | |
371 | ||
372 | ||
373 | \section{Bugs found/fixed} | |
374 | ||
375 | \begin{enumerate} | |
376 | ||
377 | \item The rules for evasion in the wilderness are obviously wrong: more | |
378 | pursuers should have a better chance of catching a party than fewer. I've | |
379 | attempted to fix the tables but I'm not completely thrilled with the | |
380 | result. The AD\&D rules seem wrong too, so they're no help. | |
381 | ||
382 | \end{enumerate} | |
383 | ||
384 | \end{document} | |
385 | ||
386 | %%% Local Variables: | |
387 | %%% mode: latex | |
388 | %%% TeX-master: t | |
389 | %%% End: |