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[dnd] / rules.tex
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}
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