| 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 |
| 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.} |
| 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{+} |
| 229 | Flail, one-handed & Flail, two-handed,;morning-star \\ \hlx{+} |
| 230 | Flail, two-handed & Flail, one-handed \\ \hlx{+} |
| 231 | Halberd & Pike, pole axe \\ \hlx{+} |
| 232 | Javelin & Spear \\ \hlx{+} |
| 233 | Morning-star & Flail, one-handed \\ \hlx{+} |
| 234 | Pike & Halberd; spear \\ \hlx{+} |
| 235 | Pole axe & Halberd \\ \hlx{+} |
| 236 | Shield, horned & Shield, knife; shield, sword \\ \hlx{+} |
| 237 | Shield, knife & Shield, horned; shield, sword \\ \hlx{+} |
| 238 | Shield, sword & Shield, horned; shield, knife \\ \hlx{+} |
| 239 | Spear & Javelin; pike \\ \hlx{+} |
| 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 |
| 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 |
| 252 | (adjusted) hit roll. Deflection does not work against device-hurled |
| 253 | missiles; it does work against thrown weapons. |
| 254 | |
| 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 | |
| 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 |
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| 389 | %%% End: |