Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Talking the Talk
[OD&D] [OOC] Paths of Legend: To Rule in Hell
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="KirayaTiDrekan" data-source="post: 6943731" data-attributes="member: 6755061"><p style="text-align: center"><strong>Kiraya TiDrekan's Houseruled OD&D</strong></p> <p style="text-align: center"></p><p></p><p></p><p><strong>Character Creation Step One: Ability Scores</strong></p><p></p><p>Players may choose to roll 3d6 in order - Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma OR roll 4d6, drop the lowest and assign as desired.</p><p></p><p>Ability scores bonuses are as per BECMI</p><p></p><p>2-3 = -3 penalty</p><p>4-5 = -2 penalty</p><p>6-8 = -1 penalty</p><p>9-12 = no adustment</p><p>13-15 = +1 bonus</p><p>16-17 = +2 bonus</p><p>18 = +3 bonus</p><p></p><p>Strength: Bonus or penalty applies to melee attacks and damage rolls, thrown weapon damage rolls, and to rolls made to force open doors and other acts of brute strength. Clerics may exchange 3 points of Strength for 1 point of Wisdom after rolling ability scores. Strength is the Prime Requisite for Fighters.</p><p></p><p>Intelligence: Bonus or penalty applies to number of languages known (Intelligence penalty means the character has trouble reading, writing, and even speaking common or their racial language). Fighters and Clerics may exchange 2 points of Intelligence for 1 point of Strength or Wisdom, respectively. Intelligence is the Prime Requisite for Magic-Users.</p><p></p><p>Wisdom: Bonus or penalty applies to saving throws vs. spells. Fighters may exchange 3 points of Wisdom for 1 point of Strength. Magic-Users may exchange 2 points of Wisdom for 1 point of Intelligence. Wisdom is the Prime Requisite for Clerics. </p><p></p><p>Dexterity: Bonus or penalty applies to Missile attacks and thrown attacks, initiative rolls, and Armor Class. Dexterity is the Prime Requisite of for Thieves. </p><p></p><p>Constitution: Bonus or penalty applies to number of Hit Points per Hit Die.</p><p></p><p>Charisma: Bonus or penalty applies to the morale of henchman and followers as well as initial reaction rolls of NPCs (i.e. "first impression"). Charisma determines the maximum number of henchman (but not other followers) a character can lead. </p><p></p><p>Maximum # of Henchmen by Charisma Score</p><p></p><p>2-3 = 1</p><p>4-5 = 2</p><p>6-8 = 3</p><p>9-12 = 4</p><p>13-15 = 5</p><p>16-17 = 6</p><p>18 = 7</p><p></p><p>Prime Requisites affect the amount of experience points a character earns as follows.</p><p></p><p>2-3 = -20%</p><p>4-5 = -10%</p><p>6-8 = -5%</p><p>9-12 = no adjustment</p><p>13-15 = +5%</p><p>16-18 = +10%</p><p></p><p><strong>Character Creation Step Two: Race</strong></p><p></p><p>There are four racial options - Human, Dwarf, elf, and Halfling. A brief summary of their racial traits follows.</p><p></p><p>Humans - Unlimited advancement in all classes, unlimited choice of bonus languages.</p><p></p><p>Dwarf - May advance up to 6th level as a Fighter or Thief, dwarves with 17 Strength may advance to 7th level as a fighter, dwarves with 18 Strength may advance up to 8th level as a fighter; add Constitution bonus to saving throws vs all magical attacks (magic wands, rods, staves, spells); Infravision up to 60'; able to detect slanting passages, stonework traps, shifting walls, and new construction in underground areas on a roll of 1 or 2 on 1d6; speak Common and Dwarven (dwarves with Intelligence of 8 or lower cannot speak Common) and may choose Gnome, Kobold, and Goblin as bonus languages. </p><p></p><p>Elf - May advance up to 8th level as a Magic-User and 4th level as a Fighter (experience may be divided as player wishes - Prime Requisite bonuses are added after XP is divided) or up to 8th level as a Thief, elves with 17 Strength may advance to 5th level as a fighter, elves with 18 Strength may advance to 6th level as a fighter, elves with 18 Intelligence may advance up to 9th level as a magic-user; Infravision up to 60'; able to detect secret and hidden doors (and other difficult to see things at DM's discretion) on a roll of 1 or 2 on 1d6; speak Common and Elven (elves with Intelligence of 8 or lower cannot speak Common) and may choose Orc, Hobgoblin, and Gnoll as bonus languages. </p><p></p><p>Halfling - May advance up to 8th level as a Thief and 4th level as a Fighter (experience may be divided as player wishes - Prime Requisite bonuses are added after XP is divided); add Constitution bonus saving throws vs all agical attacks (magic wands, rods, staves, spells); +1 to hit with missile and thrown weapons; speak Common and Halfling (halflings with Intelligence of 8 or lower cannot speak Common), unlimited bonus languages; can only use small weapons.</p><p></p><p>Half-Elf - May advance up to 6th level as a Fighter and 6th level as a Magic-User (17 or 18 in Strength or Intelligence allows advancement to 7th and 8th level in respective classes); Half-elves with Wisdom at least 13 may also advance up to 4th level as a Cleric; may advance up to 8th level as a thief; detection and languages as per elves; </p><p></p><p><strong>Character Creation Step Three: Class</strong></p><p></p><p></p><p>Fighter - May use all weapons, armors, shields; may use special abilities of weapons that have them (2x damage with lance while performing a mounted charge, x2 damage while setting a spear vs. a charge, etc); may build a stronghold and rule a domain starting at 9th level. 8 HP at first level and 1d8 per additional level. Lawful fighters with Wisdom 13 or higher may become Paladins at 9th level as per Rules Cyclopedia. Chaotic fighters with Wisdom 13 or higher may become Avengers at 9th level as per Rules Cyclopedia. Neutral fighters, as well Lawful and Chaotic fighters who cannot (or choose not to) become Paladins or Avengers may become Knights at 9th level as per Rules Cyclopedia.</p><p></p><p>Cleric - May use all armor and shields; may use blunt weapons only; able to cast Cleric spells (per Rules Cyclopedia table); able to Turn Undead (per Rules Cyclopedia table); may build a stronghold and attract faithful followers starting at 9th level. 6 HP at first level and 1d6 HP per additional level. Neutral clerics who renounce their religious affiliation and swear loyalty to the druidic order may become druids as per Rules Cyclopedia with the following exceptions - druids may take the form of any normal or giant animal that has 1/3 the druid's level or lower in hit dice; druids lose the ability to turn undead.</p><p></p><p>Magic-User - May only use daggers and staffs; may not use any armor or shields; able to cast Magic-User spells (per Rules Cyclopedia table); able to craft magic items. 4 HP at first level and 1d4 HP per additional level.</p><p></p><p>Thief - May use leather armor, may not use shields, may use one-handed melee weapons and all missile weapons; uses Thief Abilities and Backstab as per Rules Cyclopedia. 4 HP at first level and 1d4 per additional level. Chaotic thieves may become Assassins at 9th leve by joining an assassins' guild and passing certain testsl. Assassins add Disguise to their list of Thief Abilities, with a starting percentage of 50% (at 9th level) and adding 2% per level there-after. Assassins may also use poison. Assassins, when performing a Backstab or taking a victim by surprise in a non-comba situation, have a chance to slay an opponent outright; the chance is 50% minus 5% per hit die or level difference between the assassin and the target if the target is higher level, plus 5% per hit die or level difference between the assassin and the target if the target is lower level. </p><p></p><p>Monk/Mystic - Only humans may be this class; ask DM for details.</p><p></p><p><strong>Character Creation Step Four: Equipment</strong></p><p></p><p>Costs and statistics as per Rules Cyclopedia. Roll 3d6x10 for starting gold.</p><p></p><p><strong>Character Creation Step Five: Number Crunching</strong></p><p></p><p>To hit tables, armor class, saving throws, encumbrance, and experience tables all as per Rules Cyclopedia. Elven fighter/magic-users and halfling fighter/thieves use the best save number and to hit numbers of their respective classes. Hit points per each class level are halved (rounded up) as is Constitution bonus to HP (do not round, note .5s on character sheet but ignore during play). Choose spells as per Rules Cyclopedia. Initial spells in Magic-User spellbook are Read Magic and one of choice (alternately, roll 1d12, skipping Read Magic). </p><p></p><p><strong>Character Creation Step Six: Other Details</strong></p><p></p><p>Choose alignment - Lawful, Neutral, Chaotic.</p><p></p><p>Choose a name.</p><p></p><p>Determine other personal details and background as desired/needed. </p><p></p><p><strong>Other House Rules</strong></p><p></p><p>Characters may attempt ability checks (roll 1d20 and score at or under ability score) to perform feats and tasks related to that score. For example, a character may attempt to recall some bit of relevant history by rolling Intelligence. </p><p></p><p>Level Titles are culturally based and will be provided during the course of play.</p><p></p><p>Psionics rules are not used.</p><p></p><p>Additional notes and changes may be added as needed.</p></blockquote><p></p>
[QUOTE="KirayaTiDrekan, post: 6943731, member: 6755061"] [CENTER][B]Kiraya TiDrekan's Houseruled OD&D[/B] [/CENTER] [B]Character Creation Step One: Ability Scores[/B] Players may choose to roll 3d6 in order - Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma OR roll 4d6, drop the lowest and assign as desired. Ability scores bonuses are as per BECMI 2-3 = -3 penalty 4-5 = -2 penalty 6-8 = -1 penalty 9-12 = no adustment 13-15 = +1 bonus 16-17 = +2 bonus 18 = +3 bonus Strength: Bonus or penalty applies to melee attacks and damage rolls, thrown weapon damage rolls, and to rolls made to force open doors and other acts of brute strength. Clerics may exchange 3 points of Strength for 1 point of Wisdom after rolling ability scores. Strength is the Prime Requisite for Fighters. Intelligence: Bonus or penalty applies to number of languages known (Intelligence penalty means the character has trouble reading, writing, and even speaking common or their racial language). Fighters and Clerics may exchange 2 points of Intelligence for 1 point of Strength or Wisdom, respectively. Intelligence is the Prime Requisite for Magic-Users. Wisdom: Bonus or penalty applies to saving throws vs. spells. Fighters may exchange 3 points of Wisdom for 1 point of Strength. Magic-Users may exchange 2 points of Wisdom for 1 point of Intelligence. Wisdom is the Prime Requisite for Clerics. Dexterity: Bonus or penalty applies to Missile attacks and thrown attacks, initiative rolls, and Armor Class. Dexterity is the Prime Requisite of for Thieves. Constitution: Bonus or penalty applies to number of Hit Points per Hit Die. Charisma: Bonus or penalty applies to the morale of henchman and followers as well as initial reaction rolls of NPCs (i.e. "first impression"). Charisma determines the maximum number of henchman (but not other followers) a character can lead. Maximum # of Henchmen by Charisma Score 2-3 = 1 4-5 = 2 6-8 = 3 9-12 = 4 13-15 = 5 16-17 = 6 18 = 7 Prime Requisites affect the amount of experience points a character earns as follows. 2-3 = -20% 4-5 = -10% 6-8 = -5% 9-12 = no adjustment 13-15 = +5% 16-18 = +10% [B]Character Creation Step Two: Race[/B] There are four racial options - Human, Dwarf, elf, and Halfling. A brief summary of their racial traits follows. Humans - Unlimited advancement in all classes, unlimited choice of bonus languages. Dwarf - May advance up to 6th level as a Fighter or Thief, dwarves with 17 Strength may advance to 7th level as a fighter, dwarves with 18 Strength may advance up to 8th level as a fighter; add Constitution bonus to saving throws vs all magical attacks (magic wands, rods, staves, spells); Infravision up to 60'; able to detect slanting passages, stonework traps, shifting walls, and new construction in underground areas on a roll of 1 or 2 on 1d6; speak Common and Dwarven (dwarves with Intelligence of 8 or lower cannot speak Common) and may choose Gnome, Kobold, and Goblin as bonus languages. Elf - May advance up to 8th level as a Magic-User and 4th level as a Fighter (experience may be divided as player wishes - Prime Requisite bonuses are added after XP is divided) or up to 8th level as a Thief, elves with 17 Strength may advance to 5th level as a fighter, elves with 18 Strength may advance to 6th level as a fighter, elves with 18 Intelligence may advance up to 9th level as a magic-user; Infravision up to 60'; able to detect secret and hidden doors (and other difficult to see things at DM's discretion) on a roll of 1 or 2 on 1d6; speak Common and Elven (elves with Intelligence of 8 or lower cannot speak Common) and may choose Orc, Hobgoblin, and Gnoll as bonus languages. Halfling - May advance up to 8th level as a Thief and 4th level as a Fighter (experience may be divided as player wishes - Prime Requisite bonuses are added after XP is divided); add Constitution bonus saving throws vs all agical attacks (magic wands, rods, staves, spells); +1 to hit with missile and thrown weapons; speak Common and Halfling (halflings with Intelligence of 8 or lower cannot speak Common), unlimited bonus languages; can only use small weapons. Half-Elf - May advance up to 6th level as a Fighter and 6th level as a Magic-User (17 or 18 in Strength or Intelligence allows advancement to 7th and 8th level in respective classes); Half-elves with Wisdom at least 13 may also advance up to 4th level as a Cleric; may advance up to 8th level as a thief; detection and languages as per elves; [B]Character Creation Step Three: Class[/B] Fighter - May use all weapons, armors, shields; may use special abilities of weapons that have them (2x damage with lance while performing a mounted charge, x2 damage while setting a spear vs. a charge, etc); may build a stronghold and rule a domain starting at 9th level. 8 HP at first level and 1d8 per additional level. Lawful fighters with Wisdom 13 or higher may become Paladins at 9th level as per Rules Cyclopedia. Chaotic fighters with Wisdom 13 or higher may become Avengers at 9th level as per Rules Cyclopedia. Neutral fighters, as well Lawful and Chaotic fighters who cannot (or choose not to) become Paladins or Avengers may become Knights at 9th level as per Rules Cyclopedia. Cleric - May use all armor and shields; may use blunt weapons only; able to cast Cleric spells (per Rules Cyclopedia table); able to Turn Undead (per Rules Cyclopedia table); may build a stronghold and attract faithful followers starting at 9th level. 6 HP at first level and 1d6 HP per additional level. Neutral clerics who renounce their religious affiliation and swear loyalty to the druidic order may become druids as per Rules Cyclopedia with the following exceptions - druids may take the form of any normal or giant animal that has 1/3 the druid's level or lower in hit dice; druids lose the ability to turn undead. Magic-User - May only use daggers and staffs; may not use any armor or shields; able to cast Magic-User spells (per Rules Cyclopedia table); able to craft magic items. 4 HP at first level and 1d4 HP per additional level. Thief - May use leather armor, may not use shields, may use one-handed melee weapons and all missile weapons; uses Thief Abilities and Backstab as per Rules Cyclopedia. 4 HP at first level and 1d4 per additional level. Chaotic thieves may become Assassins at 9th leve by joining an assassins' guild and passing certain testsl. Assassins add Disguise to their list of Thief Abilities, with a starting percentage of 50% (at 9th level) and adding 2% per level there-after. Assassins may also use poison. Assassins, when performing a Backstab or taking a victim by surprise in a non-comba situation, have a chance to slay an opponent outright; the chance is 50% minus 5% per hit die or level difference between the assassin and the target if the target is higher level, plus 5% per hit die or level difference between the assassin and the target if the target is lower level. Monk/Mystic - Only humans may be this class; ask DM for details. [B]Character Creation Step Four: Equipment[/B] Costs and statistics as per Rules Cyclopedia. Roll 3d6x10 for starting gold. [B]Character Creation Step Five: Number Crunching[/B] To hit tables, armor class, saving throws, encumbrance, and experience tables all as per Rules Cyclopedia. Elven fighter/magic-users and halfling fighter/thieves use the best save number and to hit numbers of their respective classes. Hit points per each class level are halved (rounded up) as is Constitution bonus to HP (do not round, note .5s on character sheet but ignore during play). Choose spells as per Rules Cyclopedia. Initial spells in Magic-User spellbook are Read Magic and one of choice (alternately, roll 1d12, skipping Read Magic). [B]Character Creation Step Six: Other Details[/B] Choose alignment - Lawful, Neutral, Chaotic. Choose a name. Determine other personal details and background as desired/needed. [B]Other House Rules[/B] Characters may attempt ability checks (roll 1d20 and score at or under ability score) to perform feats and tasks related to that score. For example, a character may attempt to recall some bit of relevant history by rolling Intelligence. Level Titles are culturally based and will be provided during the course of play. Psionics rules are not used. Additional notes and changes may be added as needed. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
[OD&D] [OOC] Paths of Legend: To Rule in Hell
Top