Future Imperfect (house rules)
Future Imperfect (house rules)
House Rules:
Game Mechanics and Game Play
Magic
Hit Points and Death
Healing Rates
Experience Point Calculation
Re: Future Imperfect (house rules)
Game Mechanics:
Combat Initiative:
Game Play:
Thanks!
- Game System: AD&D 1e, except where noted. No Unearthed Arcana except the Barbarian class.
Character Creation Rules are here.
We will use the THAC0 progression for fighters that advances by 1 each level instead of 2 every two levels, as per the "Special Note Regarding Fighters' Progression" on DMG p. 74.
Encumbrance, and its effect on your movement, is in effect as per PHB pp. 101-102.
All magic armor has 25% the weight of non-magical armor.
Weapon Speed and Armor Class adjustments for type of weapon to type of armor won't be used.
Thieves cannot use bows, as per the PHB.
All arrows fired, whether they hit or miss, have a 50% chance of being recovered for reuse. It takes one minute to check one arrow.
Rules that triple movement and spell ranges when outdoors are null and void. Missile weapon ranges are tripled outdoors however.
Combat Initiative:
- The Initiative roll only determines which side goes first.
The winning side takes all their actions and results, including spells with casting time shorter than one round.
Then the losing side takes all their actions and results, including spells with casting time shorter than one round.
Spells with casting time of one round go off at the end of the full round.
The way to interrupt an enemy caster of a spell whose casting time is less than one round is to win initiative and damage them.
If multiple characters act in the same segment, they will act in Dex order.
Game Play:
- Posting Rate: Twice weekly at least.
If posting OOC in an IC thread, please place it in a Spoiler.
The PCs and the DM will link all rolls from the dice roller, with the exception of rolls where PC knowledge of success is not guaranteed (hide in shadows, search for secret doors, search for traps, etc). Those will be handled secretly by the DM.
Have fun.
Thanks!
Re: Future Imperfect (house rules)
Magic:
Game System: AD&D 1e BtB, except where noted, below:
Game System: AD&D 1e BtB, except where noted, below:
- The Wisdom bonus for spells applies to Druids as well as Clerics.
Spell casters are assumed to have the material spell components they need for their starting spells when play begins.
The spell, Know Alignment, doesn't exist.
To learn a newly found spell, so that it can be permanently added to your list of known spells, takes (30 - Int) hours of quiet study per spell level. Then you need to make a successful "chance to know spell" roll. If the roll succeeds, then you can add the new spell to your list of known spells and be able to memorize it like your other known spells. You will need material components to cast.
Spell casters must have a rested mind in order to study or pray for their new spells, as per DMG p.40, but there is no requirement that studying or praying must occur immediately after sleeping.
Casters may move no more than 1" to still be able to cast in the same round.
A Sleep spell may either affect one target, or function as an area of effect spell that affects friend and foe alike but not the caster.
Spellbooks weighs 10 lbs each.
No Unearthed Arcana.
Re: Future Imperfect (house rules)
Hit Points and Death:
- Zero hit points means unconsciousness.
Negative ten (-10) hit points means death.
Unconscious characters bleed out at a rate of 1 hit point per round.
But characters attacked by non-lethal methods (clubs, fists, flat sides of sword blades, clerics' weapons, etc.) don't bleed out.
Re: Future Imperfect (house rules)
Healing Rates:
Characters with a higher Constitution heal faster.
At dawn each day, characters automatically heal one hit point. And if they make Ability Save vs Con on 1d20, they heal a second hit point.
Characters with a higher Constitution heal faster.
At dawn each day, characters automatically heal one hit point. And if they make Ability Save vs Con on 1d20, they heal a second hit point.
Re: Future Imperfect (house rules)
Experience Point (xp) Calculation:
- 100 xp per Hit Dice of every monster overcome.
- +25-50 xp per fraction of a Hit Dice.
+25-100 xp for each special ability of a monster.
No experience point increases due to stats.
No fraction based on PC level vs. monster level or dungeon level.
Barbarians advance in level at the same rate as Paladins.
No training is necessary to increase levels, until the PCs reach Level 5. - +25-50 xp per fraction of a Hit Dice.