House Rules
These
are my house rules; there are many like them, but these are mine. My
house rules are my best friend...oh well you get the idea. Anything not
covered here will follow the rules as written for 2nd edition AD&D.
I use www.purpleworm.org/rules as a reference. You may find this site
convenient, especially if you don't have all the books. Note this is
not all the 2e books by any stretch; this is what was included in the
core rules CD. The problem with the printed books is there were many
errors in them; some very large errors, such as allowing paladins and
rangers to specialize in weapons in the first printing of the Complete
Fighters Handbook, which was corrected in later printings. As of the
Core Rules CD, everything should have been corrected, or at least that's
where I'm planting my stake. Anything beyond this site is permissible
as long as it's a published TSR source. I
will even consider some of the 1st edition NPC classes that were popular
in the Dragon Magazine. In fact in the Research section of Purple Worm
is a complete list of every class presented in the Dragon and
White Dwarf; I have no access to the White Dwarf at this point in time
so that one would be out, but there are a hundred or more classes from
the Dragon if the base ones plus kits isn't special enough for you.
House Rule 1: rolling up ability scores. We'll go 4d6 re roll 1's, and keep highest 3. Add/subtract modifiers for race.
House Rule 2: Hit Points: I grant two "kickers" if you will: First, you get "0 level" hit points, those hit points you would have had as a commoner, before you were trained in a class. That number corresponds to race: Human: 3 Elf: 4 Dwarf: 4 Gnome: 4 Halfling: 3 Half Orc: 3 Half Ogre: 5 Tiefling: 4 If you want any other race, get with me for approval and the 0 level number.
Next you get the max hit points per hit die at 1st level, plus your CON bonus. Thus,
a human fighter with an 16 CON would have 15 hit points to start. All
hit points after 1st level will be rolled as per the rules.
House Rule 3: NWP
will be adjudicated according to the players option re write. You will
receive a number of slots every level to add to your NWP so you can
improve them. If you want to use a weapon barred to your class, you can
spend double the WP slots to do so. Bonus languages for intelligence
serves double duty; it can be used BOTH for languages AND NWP slots.
Specialization and Mastery will follow the Combat and Tactics book.
House Rule 4:
Wizards: I allow wizards to wear leather armor and cast spells, or
magical elven chain. Any other armor is too restrictive and too much
metal covering the body interferes with the magic. Or something. The
magic system will follow the spell points system in Players Option:
Spells and Magic, Chapter 6. YOU DON'T HAVE TO DO IT THIS WAY; if you
want to follow the memorization chart in the PHB, be my guest. It's
about the same thing in the end, give or take.
House Rule 5: Clerics:
there is no generic "cleric" class per se; every clerical character is a
priest of a specific Mythos, with all rules and etc thereof. Priests
are allowed up to expertise in the chosen weapon of their deity if said
deity has a named weapon. For example, Thor has Mjolnir, so any priest
of Thor may have expertise in warhammer. If there isn't a canon source
for a mythos priest you want to run, we'll work it out together. Also I
am allowing the spell point system from Players Option: Spells and
Magic, though you can just stick to the memorization chart in the PHB if
you want.
House Rule 6: There is absolutely, positively NO rule number 6.
House Rule 7: Experience
Points: I will use a combination of group and individual awards per the
DMG. There will be an award for each adventure, and there will be some
awards not listed in the DMG. See the Experience Tab for full details.
House Rule 8: Initiative:just
to be clear, initiative is rolled on a d10 and modified by weapon speed
or casting time, possible situational modifiers, or other special
ability modifiers or spell buffs. IT IS NOT modified by DEX, that's a
house rule that developed from ages and ages ago, who knows when. I
used it forever w/o knowing it was wrong, lol.
House Rule 9: Class/Level
Limits I do use class and level limits, but I have my own table,
adding a few classes to each race and increasing the limits. You can
still push past these limits if it comes to that, you just have to pay
double EXP to get there.
Human Dwarf Elf Gnome Half Elf Halfling Half Orc Tiefling Half Ogre Giff
Barbarian:
U -- --
-- --
-- 15
-- 12 --
Bard:
U -- -- --
U 9 --
15 -- --
Cleric: U
15 12 9 14
12 11 10 10 9
Druid: U -- 15 --
9 9 --
-- -- --
Fighter:
U U 12 10
14 10 U 12
15 U
Monk: U -- -- -- --
-- -- --
-- --
Paladin:
U -- -- --
-- -- --
-- -- --
Psion: U 8 7 9 7 10
-- -- -- --
Ranger: U --
15 -- 16 --
9 12 -- --
Rogue: U
12 12 14 12
U 15 U 12 15
Wizard*: U
-- U 9 12
-- -- 14 -- --
Illusionist: U -- -- U
11 -- -- 12
-- --
* this includes specialists; I follow the table in the PHB on specialist race requirements.