House Rules

tpj
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tpj
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House Rules

#1 Post by tpj »

This will be a work-in-progress

Sources
(These are published by Necrotic Gnome and can be purchased as PDFs on DriveThruRPG or direct from the Necrotic Gnome site)

Core
Old-School Essentials Core Rules
Old-School Essentials Classic Fantasy: Genre Rules
Old-School Essentials Classic Fantasy: Cleric and Magic-User Spells

Optional
Old-School Essentials Advanced Fantasy: Genre Rules
Old-School Essentials Advanced Fantasy: Druid and Illusionist Spells
B/X Essentials: Demihumans of Dolmenwood
(The free version has 2 Dolmenwood races. An expanded version is included as a free PDF with Wormskin #1, also on DTRPG.)

Welcome to Dolmenwood (free and helpful, but not required)

D&D Basic Set Rulebook (B/X ed.)
D&D Expert Set Rulebook (B/X ed.)

If you do not have or do not wish to purchase the Old-School Essentials books:
Old-School Essentials: Basic Rules
Free Text-Only Versions of the B/X Essentials Rules

Character Generation & House Rules

Please post your ability rolls and chosen class in the Character Creation thread along with rolls for gold and ability swaps/adjustments, if any.

When your character is finished or close, please link it in the Character Creation thread for review. There will be a separate Finished Characters thread for posting completed character sheets.

Character backgrounds and descriptions are optional. Keep them brief if you choose to use them and don't get too attached. ;)

We are using Race-As-Class

Ability Scores
- As laid out in the rules, 3d6 in order for each score.
- Ability score adjustments as documented.
- If none of your scores are at least 10 you may discard the character and start a new one.

Hit Points
- Roll for hit points using the die specified for your class.
- You may re-roll 1s and 2s for hit-points.

Gold and Equipment
- Starting gold is 3d6x10

Character Death
- 0 HP = Dead. Roll a new character (and accept my condolences.)

Optional Advanced Rules
For now to keep things simple, I won't be using any of the Advanced Rules from the Advanced Fantasy Genre Rules. This may change if the game continues past this adventure.

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tpj
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Re: House Rules

#2 Post by tpj »

Ascending AC (Optional Rule)

Some groups are more familiar with an Armour Class system where higher scores are better. This system is known as Ascending Armour Class (abbreviated AAC) and works as follows:

▶ Armour Class: When using AAC, higher scores are better. Bonuses to Armour Class increase the AAC score and penalties decrease it.

▶ Attack rolls: Instead of referring to an attack matrix, attack rolls involve the use of an attack bonus which is added to the d20 attack roll.

▶ AAC scores: AC scores for monsters and equipment are followed by the equivalent AAC in square brackets.

▶ Attack bonuses: THAC0 scores for monsters and classes are followed by the equivalent attack bonus in square brackets.

Note: Using Ascending Armour Class results in very slightly different attack probabilities than when using the traditional approach of descending AC with an attack matrix.

Combat with Ascending Armour Class (Optional Rule)

Groups using the optional rule for Ascending AC should use the following attack procedure instead.

1. Roll 1d20

2. Apply modifiers: STR for melee; DEX, range, cover for missile attacks.

3. Determine hit AC: Add the character’s attack bonus to the attack roll. The result is the ascending AC score the attack hits.

4. Result: If the hit AAC is equal to or higher than the opponent’s AAC, the attack hits. Referee rolls for damage.

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