Showing posts with label House Rules. Show all posts
Showing posts with label House Rules. Show all posts

Thursday, April 14, 2016

House Rule Updates for my OD&D Game

Back in February, I presented my players with some updates to my house rules.  I handed them a paper at the start of a session and asked everyone to read it before we started.  I did this for both groups, and nobody had any issues so we implemented immediately.

For ability checks, I’ve been using d20 against the appropriate stat.  From now on, we’ll use a number of d6 based on the difficulty of the task against the appropriate stat:

Trivial - 1d6
Easy - 2d6
Average - 3d6
Tough - 4d6
Gruelling - 5d6

For every 5 levels you've attained, you may subtract 1d6 before you roll.


For experience, I'm updating the method.  I've been using this:

10 xp for each point of damage caused to the individual who caused it.
20 xp for each point of damage sustained, to the person who sustained it.
20 xp for each point of damage sustained (by everyone) divided equally by all

I'm changing it to this:

5 xp for each point of damage caused to the individual who caused it
5 xp for each point of damage caused (by everyone) divided equally by all
10 xp for each point of damage sustained, to the individual who sustained it
30 xp for each point of damage sustained (by everyone) divided equally by all


And we'll retain the 1 xp per gold piece value of treasure brought back from an adventure, divided equally by all PCs.

Since then, I've heard from one player who isn't happy with the experience change.  He pointed out that this directly impacts the draft mechanic on "growing" magic items, slowing down the process.  He is correct.  It cuts the rate of advancement in half.  I'm sticking to it though.

You may recall I borrowed this directly from Alexis Smolensk, and his blog "The Tao of D&D."  I still really like the idea of experience being based on combat damage (both caused and sustained), but found that it was leading to some players going against type in order for their PCs to earn more experience.  With the change, the distribution of experience is leveled somewhat, taking it closer to the OD&D baseline, which of course is an equal division of the total earned by the entire group.

As for the change to Ability Checks, you need to know that for character creation, I've stuck strictly with 3d6, in order, for character stats.  This makes the even distribution of results on a d20 a lot tougher on the PCs than if I allowed 4d6 drop the lowest, or some other method of character generation.  So far, the new method has worked admirably.  Definitely a keeper.

The next change I intend to make is to update Critical Hits and Misses.  More on that in the near future.

Sunday, January 26, 2014

Combat Charts for my OD&D Campaign

Armor class in OD&D

I have no real idea as to the history of Armor Class in the "alternate" combat system in OD&D... why it goes from 2 to 9, for example, rather than 1 to 8.  We had a copy of chainmail, but never used the original combat system out of it.  I only played OD&D for a year or two as a kid before AD&D came out, and we made the switch.  When it came out, I embraced THAC0 as a great little innovation for simplifying things for players and DM alike.

Now that I've been running an OD&D campaign for about a year, and again using the combat charts from LBB 1 (Men and Magic), I find myself wanting to simplify things.  THAC0?  Nah.  As I make changes to the rules, I'm trying to make them better support the gameworld I've created.  In that world, normal humans are the dominant race, so the rules should be based on what normal humans do; with modifiers added as PCs level up.  If I recall correctly, zero level men-at-arms attacked as 1st level fighters.  I don't like that, since I've already added zero-level play to my rules.  Here is the original Men Attacking chart:


And here is the Monsters Attacking chart:


Instead, add one to the first column in Men Attacking, and you get a required "to hit" roll of 18 for Plate Armor & Shield.  That is what it takes a zero-level character to hit in my game.  Therefore, make 18 the AC value rather than 2.

Now the chart looks like this:


We can see clearly here that a shield improves armor class by one.  Should someone opt to use two shields, they won't be able to attack, but will improve their AC by two.  In the same way, I'll allow a character to parry with his weapon instead of attacking, and that will also improve AC by one.

To account for the improvements gained when leveling up, we use a "combat bonus" based on the improvements in the Men Attacking table:  +1 for levels 1-3, +3 for levels 4-6, +6 for level 7-9, +8 for levels 10-12, +10 for levels 13-15, and +13 for level 16 and above.  Of course this is just for fighters.  Clerics progress at 4 levels per group, and mages at 5 levels per group.  Adventurers and thieves in my campaign fight as clerics, so here's the Combat Bonus Table:


To compare, lets look at a 5th level fighter attacking an opponent wearing chainmail & shield.  Per the LLB chart above, we'd cross-reference the AC of Chainmail & Shield (AC=4) with the column labeled 4-6, and find that he needs to roll a 13 or better.  Using my charts, we know that Chainmail & Shield is an AC of 16, and a 5th level fighter has a combat bonus of +3.  Therefore, any roll of 13 or better would still be a hit.

To account for Monsters Attacking, their combat bonus will simply be their HD from now on, with any modifiers pushing them up to the next value, and 11 being the maximum bonus.  This eliminates the need for the second table.

This won't be an exact match to the old tables, especially for monsters attacking, but I like the way it works, so as of today, that's how combat in my game will work.  Hopefully, actual play-testing won't reveal some terrible bug I haven't thought of!

Saturday, January 4, 2014

Further modifications to my OD&D... Hit Dice changes

As I modify the rules of what I'll continue to call my OD&D game, I've decided to change the hit dice progressions away from what is found in the LBBs and Supp 1.

Here is how the new hit dice progressions look:


As a character moves up a level, he will roll the total number of dice shown... and if the number rolled is higher than his current total hit points, he'll use the new total.  For example, a 3rd level thief with 11 hit points makes it to 4th level.  The player rolls 4d6, as shown.  If he rolls higher than an 11, he gets the new total; otherwise he keeps the 11.

For Mages, a d5 will be simulated as follows:  roll a d6, rerolling if a 6 appears.

In addition, characters with a 15 or better constitution can add a +1 per level to their score; and Fighters and Adventurers with an 18 constitution can add +2 per level to their score.

*From this point forward, a character's constitution bonus is frozen, and a cumulative addition as shown is added to the roll of the dice.  For example, a player with a Cleric attaining 12th level with a 16 constitution would roll 10d6 (tenth level) +10 (Cumulative but frozen constitution bonus) +2 (11th level) +2 (12th level).  If this sum were higher than the current hit point total, the cleric would use the new, higher total; otherwise would remain at the previous hit point total.

As with all modifications I attempt; we'll see how this plays out in the game...

Thursday, January 2, 2014

Adventurer Class Update

In December, I posted about a new class I'm using in my OD&D campaign, the Adventurer.  Thanks again to James Mishler for the inspiration!  One of my players read it over, and opted to make one of his characters an Adventurer when he leveled up from zero.  He pointed out one thing I've mentioned at my table about fighters and wanted to know if it would apply here... I allow Fighters one attack per level when fighting creatures with less than full hit die.  His question was whether I was going to give the Adventurer that ability as well.  

The answer is yes, but as with most other abilities, the adventurer won't be as good at it as a straight up fighter.  Instead, he'll get one attack per level divided by 2, rounded up... like this:
As we play, I'll keep an eye on the adventurer, to see if anything else needs tweaked.

Wednesday, September 18, 2013

Draft Mechanic for "Growing" Magic Items

I've been thinking further on the idea of making the majority of magic items in my OD&D campaign unique.  Here’s a draft mechanic I’ll be testing out in my game for weapons and armor.

Arms and armor, if finely crafted by an expert, MAY have a +1 bonus based purely on the extraordinary nature of the craftsmanship that went into their forging.  (This will depend on the cost of the item… such work requires the full attention of the smith and will cost no less than ten times the usual amount for the item.)  When a character begins to use such an item (whether or not it has a bonus), I'll keep track of the combat experience gained during its use, with the item earning an amount equal to 1/4 of that earned by the character.  (If the item is intelligent, such as a magical sword, it will gain experience at 1/2 the rate of its wielder, like an NPC, including experience earned for treasure.)  The trigger events can take place any time AFTER the requisite amount of experience has been earned.  Magical Attacks are “survived” only if both the item and the wielder make their save.  Heroic Actions must be combat-related, appropriate to the level of the wielder, and played out in game.

These charts show how these items can level up:

Arms Table:



Armor Table:



In addition, these items CAN earn experience from treasure in one way:  the treasure in question must be spent specifically to non-magically enhance the item in question.  For example, decorating the item with gems or precious metals would count, but treasure spent to pay for further enchantments would not!

It should also be noted that magic arms and armor found as treasure must also become attuned to their wielders.  Those powers that work by default (for example combat bonuses) will become available one at a time for every 100 experience the item earns with the wielder, while those that require a command word will have to be discovered through character research and action!  Magical items found can be improved over time through experience using the above tables, but experience earned must be great enough to have “created” the item in the first place (so raising a found +2 sword to +3 would require it to first earn 200 to fully attune to the wielder, and then 3000 more experience and a Heroic Action .

Final thoughts:  This method will be very slow, since the item earns experience far more slowly than a player character would.  This is NOT meant to replace the usual magic item research and creation process by spell-casters, but to provide an in-game alternate method based on the actions of the characters!

Saturday, January 5, 2013

House Rules for Exploring the Outside Inn


House Rules for my Exploring the Outside Inn campaign:


  • Players will start off with 5 zero level characters:
          -- Roll on the Occupation Table for occupation, weapon and extra item
          -- Roll 1d6 for gold, 3d6 for silver, and 5d6 for copper coins
          -- Pick a name, and choose alignment (law, neutrality, chaos)
          -- No stats are rolled until needed, then are rolled using 3d6
          -- Zero level hit points will be a d4, with 1s counting as 2s, and modified by constitution
          -- Zero level characters start at -500 experience

  • To reach first level and choose a class, all six of a character's basic stats must be revealed, and he must have earned 500 experience
  • Experience points come from monsters and treasure; additional experience can be earned for spending treasure on non-adventuring activities
  • Hit dice will be rerolled at each new level, and the higher of the prior or new roll taken as the new hit points


Other rules will be added as I modify the LBB rules, or attempt to fill in gaps... but the goal is to maintain an old school feel for the campaign.

My house rules have been influenced by the gaming blogs I read... and when I come across the original posts that prompted me to try a rule, I'll come back here and update this post to give credit where due.  In the meantime, you can check out the "Blogs I Follow" and see for yourself!