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    ORIGINAL EDITION DELTA

    HOUSE RULES COMPATIBLE WITH ORIGINAL D&D

    BY DANIEL R. COLLINS (V0.6)

    ABILITIES

    Random Characters: Abilities are rolled 3d6, in order, then swap any two(Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma).

    CLASSES

    Fighters: Strength primary, hit dice d8/level, attacks +1 per level, use heavyarmor, all weapons.

    Thieves: Dexterity primary, hit dice d6/level, attacks +2/3 per level, use lightarmor, light weapons, thief skills.

    Wizards: Intelligence primary, hit dice d4/level, attacks +1/2 per level, use noarmor, dagger only, magic spells.

    RACES

    Humans: No special traits, no level limits.Dwarves: Slow move (9" base), infravision (60 feet), resist magic +4, dodge

    giant-types +2, find stone traps +1.Elves: Multi-classed (2 classes), infravision (60 feet), find secret doors +1, hide

    in woodlands (4 in 6).Halflings: Slow move (9" base), low strength (3), resist magic +4, fire missiles

    +2, hide in woodlands (4 in 6).

    ALIGNMENT

    Three Alignments: All characters are Lawful, Neutral, or Chaotic. New playersshould list either Lawful or Neutral; secretly inform the DM if the character is actuallyChaotic.

    MONEY

    Starting Money: First-level characters roll 2d610 for money, and may choosefrom any item on the standard equipment list. Apotion of healing is available for 50coins (up to 6 doses in a special jug).

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    MODIFIERS

    Ability Modifiers: Based on 3d6 ability rolls, average abilities are 9-12; every 3points above or below lend a 1 modifier to applicable rolls. Thus, a score of 3-5 is at2; 6-8 is at 1; 9-12 no modifier; 13-15 is at +1; and 16-18 is at +2.

    Modified Functions: Strength modifies melee attacks and damage. Intelligencemodifies searching for traps and secret doors. Wisdom affects mental-attack savingthrows. Dexterity modifies missiles attacks and armor class. Constitution modifiesrolls for hit points. Charisma affects reaction rolls.

    SKILLS

    Thief Skills: Special thief skills are made by rolling d20 + level + Dex modifierand scoring 20 or more. This includes the ability to (1) open locks, (2) remove traps,(3) pick pockets, (4) move silently, and (5) hide in shadows. Thieves also strikesilently from behind for double damage, and add +1 to hear noises (incrementingeach of these bonuses every 4 levels).

    SPELLS

    Magic Spells: Every wizard starts with a spellbook containing all known 1st-levelspells (up to 10). Adding a new spell from a captured spellbook or scroll requires aroll of d20 + level + Int modifier and scoring 20 or more. This effort requires one dayper spell level, or one week per spell level if creating a brand-new spell (and likely

    requires significant expense for spell research).

    MULTICLASSING

    Adding Classes: To add a new class, a character needs an ability of 16 or morein the new prime requisite, and must sacrifice their current top class level.

    Experience: At the start of each adventure, the player states which class theyare training in, and all XP is awarded to that class.

    Benefits: The multiclassed character uses the best entry for hits, attacks, saves,

    armor, and weapons; they can freely use abilities from any class (skills, spells, etc.).Fighter/wizards may cast spells in leather or chain (melee weapon in one hand only,no shield); thief skills are restricted to leather armor only.

    Monsters: Monsters use the same rules, treating base hit dice as Fighter levelswith 6-sides.

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    EQUIPMENT

    Damage: See the table below for base weapon damage.

    Swords: The dagger, sword, and two-handed sword are quick and compact.They may be drawn from a scabbard and used to attack in the same round, and arealso usable in constricted spaces (narrow tunnel, monster gizzard, etc.)

    Spears: The spear, lance, polearm, and pike provide reach. The wielder gets afree attack when readied against an onrushing attacker with a shorter weapon;however, in later rounds they permit a free attack on the part of the enemy.

    Axes: The hand axe, battle axe, and halberd can cleave through medium andheavy armor. Add +1 to hit opponents in chain or plate.

    Clubs: The mace, flail, and morning star can deliver shocks through plate. Add+2 to hit opponents in plate mail.

    Bows: The short bow (range 15"), long bow (21"), and composite bow (18") canbe fired once per round. Composite bows only are usable from horseback. No rangemodifiers are used.

    Crossbows: The light crossbow (range 18") and heavy crossbow (24") requiretime to cock between shots. Light crossbows take one round to reload, heavy

    crossbows two.Slings: A sling (range 12") can be fired every other round. Alternatively, a spear,dagger, or hand axe may be thrown 3".

    Helmets: A helmet must be worn with any armor type, or a one-step AC penaltyis assessed. By itself, a helmet provides AC 8, with shield AC 7.

    MOVEMENT

    Encumbrance: Measure equipment in stone weight. Plate mail weighs 4 stone;chain mail is 2; leather armor, shields, and heavy weapons are 1 stone each; medium

    weapons are 1/3 stone, light objects 1/6, and coins are 500 per stone.Movement Rate: A character may carry stone weight of up to 1/3 their Strength

    score at a 12" move rate; up to 2/3 at 9"; up to full Strength at 6"; and up to twice theirStrength at a 3" move rate. (Dwarves & halflings reduce by one step, min. 3".)

    Exploration: Multiply the movement rate by 20 to find the number of feettraveled in one normal turn (10 minutes). This assumes basic exploring, mapping,and vigilance.

    Falling: Damage from falling is assessed at 1d6 per 10 feet fallen. This assumesa fall onto earth or wood; decrease damage for yielding surfaces (water, snow, mud),

    and increase damage for very hard ones (metal, stone, etc.)

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    d4 Dagger, s ling.

    d6 Hand axe, mace, spear, arrow, quarrel.

    d8 Sword, battle axe, morning star, flail, pole arm, lance, pike.

    d10 Halberd, two-handed sword.

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    COMBAT

    Scale: Combat scale is 1 = 5 ft, and one round is 10 seconds long. Movementand ranges are as written in the core rulebooks. Running is at double speed, butrequires dropping any held items.

    Sequence: Roll d6 initiative for each side (reroll ties); play goes around thetable. The first round permits no movement, but any other attacks or actions. Laterrounds allow each party to move and then attack, in order. Figures must stand to firemissiles, cast spells, ready spears, and reload crossbows (but not to throw).

    Surprise: Parties are aware in cases of bright light, noise, ESP, etc. Otherwise, aroll of 2 in 6 indicates surprise; a surprised party is delayed by one round (no action inthe 1st round; no movement in the 2nd round; normal actions in following rounds).

    Attacks: Attacks are made by rolling d20 + attack bonus + target AC and scoring20 or more. Monsters use their hit dice for attack bonus.

    Saves: Saving throws are made by rolling d20 + level + modifiers and scoring 20

    or more. A bonus is given by attack type: spells +0, breath +1, stone +2, paralysis +3,death +4. Thieves and wizards suffer 2 to paralysis, breath, and death.

    Modifiers: Horsemen get +1 AC and attacks versus foot. Unseen/rear attacksare at +2, and silent unseen attacks at +4. Helpless targets are automatically hit formax damage.

    CORE MECHANIC

    d6 Checks: A d6 roll is used for many exploration functions (high roll indicates

    party success; e.g., 2-in-6 succeeds on 5+). Traps and secret doors are found 2 in 6(add Int bonus); doors are opened 2 in 6 (add Str bonus); listening succeeds 2 in 6(1 for non-thief humans); surprise occurs 2 in 6; traps fail to spring 2 in 6.

    Target 20: A Target 20 mechanic is used for combat and other class-basedfunctions (roll d20 + level + modifiers, to equal or exceed 20). Other rules solely fromthe original white box set are generally used as the basis for play. The judge canmake any interpretations of spells, monsters, or magic items as desired.

    CONVENTION GAMES

    PC Generation: When making a party for a one-off convention-style game, thenormal level limits are not good balancing factors. Human characters should becreated at +1 level. Wizards are required to have a minimum Intelligence of10+highest spell level.

    Magic Items: Characters should be checked for magic items at 10% per level.Checks are made by class: Fighters (2 weapons, armor, shield, potion); thieves (2weapons, armor, ring, potion); and wizards (2 potions, dagger, scroll, ring). Items are+1 or a basic type, chosen by the player; for a +2 item, roll again at 1%/level(+10%/level over 10th); for a +3 item roll yet again at 1%/level (no further bonus).

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