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What were your 2e houserules?

glass

(he, him)
ashockney said:
Our houserules were so significant and fleshed out, we had our own powerpoint slideshow with art, and we called it 2.5 Edition. No kidding.
Have you still got it?


glass.
 

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glass

(he, him)
an_idol_mind said:
One of the most common ones I used was the elimination of level limits. Humans got a +10% XP bonus instead.
Oh yeah, we did this as well. I'm not sure if it was in addition to the other stuff I listed or at a different time.

an_idol_mind said:
I switched THAC0 and Armor Class so AC went high and THAC0 was an attack bonus.
I wish I'd thought of this one years ago!


glass.
 

scruffygrognard

Adventurer
I had a few houserules that I've cut and pasted from my old campaign:

PLAYER CHARACTER STARTING OPTIONS
When making up a character, each is entitled to a special talent, skill, or family heirloom. To allow for this, a character may choose one of the following options:
a] One additional weapon proficiency slot.
b] A bonus of +5 to any non-weapon skill or four non-weapon proficiency slots.
c] Double starting funds.
d] A +1 non-magical item, including weapons, armor (up to and including chain mail), etc. One potion can be substituted for this non-magical item. This is a family heirloom or gift from the community, which should never be parted with casually.


DERIVED ATTRIBUTES
Perception is the character’s ability to notice ambushes, search for clues, smell or taste poison in foods, tell if someone is lying to him or her, and other actions that involve a character’s processing and analysis of incoming stimuli. A character’s Perception (PER) is determined by averaging their INT and WIS scores. A character with the Alertness Proficiency adds 1 to their PER when a proficiency check is made. Modifiers for PER checks range from +5 (obvious or fumbled ambush) to -15 (a successful Hide in Shadows/Move Silently check).
Non-weapon proficiency slots can be spent to raise PER by 1 pt/2 slots.

Willpower is the character’s ability to withstand torture, restrain oneself, and face powerful foes without flinching. Willpower (WILL) is equal to a character’s (WIS+CHA/2) + [level/3] (round fractions down). Modifiers range from +5 (staring down a weaker foe) to -15 (facing one’s death, fasting for 1 week). Failing a WILL test in a face-down situation incurs a -2 penalty to actions/initiative against the target of the check. Otherwise, a failed check usually means that the character gives in to their weakness. Non-weapon proficiency slots can be spent to raise WILL by 1 pt/2 slots.

Endurance is the character’s ability to exert his/herself for extended periods of time. A character’s Endurance (END) is equal to his or her (CON+STR/2) + [level/3] (round fractions down). The non-weapon proficiency adds 2 to a characters END score when a proficiency check is made. A character can become fatigued through three type of activities: Strenuous, Moderately Strenuous, and Mildly Strenuous.

Strenuous activities include running, fighting, and climbing. A character can perform such actions for a number of rounds equal to their END stat.

Moderately Strenuous activities include jogging, swimming, and rowing. A character can perform such actions for a number of turns equal to their END stat.

Mildly Strenuous activities, such as walking or riding, can be sustained for END hours)/ 2].

A character must make a CON (with a -5 penalty) check after this time. A failed check indicate that the character is Fatigued, incurring a -2 penalty to all Action Checks (see Modifiers below). Every 5 rounds/turns (or every 2 hours) past this check, whether it is passed or failed, requires another check at -5. This penalty accrues with each check. Failing a second check means that the character is Exhausted and must make a WILL check at -5 just to stay on his/her feet every round. Such a character can only defend (with a +5 AC penalty).

Recovering END
A fatigued must rest for an amount of time equal to the period of activity divided by 3. Characters with exceptional CON scores may subtract 1 round or turn (or 1/2 hour) for every 2 points above 14.

The minimum rest time is 1 round/turn (or 1/2 hour). A character that hasn’t slept at least 5 hours in a day gets a -2 penalty to their END check per (which accumulates from day to day).


WOUND STATUS
Wounds in AD&D are usually ignored (in terms of game effect) until the character reaches 0 Hit Points and passes out. In this game, wound status reflects the effects of wounds upon a character. As listed below under Modifiers to Action Checks and Derived Attributes, a moderately wounded character (one at 1/2 total Hit Points) receives a -2 penalty to all actions, including THACO, Movement Rate, ability checks, proficiency checks, etc. The Damage a character does is not effected, nor are Saving Throws or AC. When seriously wounded (the character has lost 3/4 of his Hit Points) this penalty becomes -5.

When a character is reduced to 0 Hit Points, he must make a CON or WILL check (with a -5 penalty for Wound Status) every round to remain conscious. In this state, the character may only crawl about, wrap their wounds, moan in pain, and defend themselves (with no DEX bonus). Every negative Hit Point adds to the -5 penalty to remain conscious. At -10.... you die!!!!

ACTION & ATTRIBUTE CHECK MODIFIERS
The following is a list of sample modifiers to character die rolls. Action Checks involve DEX, PER, STR, CON, END, movement rate, and all melee attacks.

Asleep: PER is halved, and 1 round must be spent waking (defense is possible with a +2 AC penalty).
Exhausted: -5 to all Action Checks.
Fatigued: -2 to Action Checks.
Meditating: PER is at 1/4 value and 2 rounds must be spent waking (defense is possible with a +2 AC penalty).
Reverie: PER at-5 in the first round. All action checks are at -3 and -1 (respectively) in the two rounds after reverie.

Wounded:
Seriously Wounded (1/2 total HPs): -2 to all Action Checks.
Critically Wounded (1/4 total HPs): -5 to all Action Checks. -2 to all other rolls (excluding Saving Throws).


COMBAT & WOUND NOTES
Critical Hits
On a natural roll of a 20 in combat, the character always hits. If a natural 20 is needed to hit, no critical hit occurs. Otherwise, a roll of a 20 on the d20 indicates that the character rolls twice the normal dice of damage and then adds modifiers for STR, specialization, magic, etc.... these bonuses are not doubled.

Fumbles
The opposite of a critical hit is a critical failure or fumble. In combat, a natural roll of a 1 on a d20 always misses. Furthermore, the character must make a DEX check to avoid injuring himself, another party member, or merely losing his weapon. A failed DEX check means that the character must roll another THACO roll. Another fumble here means the character hit himself for full damage. A 20 means that the character must roll an Item Saving Throw versus Crushing Blow for his weapon. Otherwise, the THACO determines whether the character hits the nearest friendly PC or NPC. A miss means the character loses his weapon and must spend 1 round retrieving it or drawing another one.

Called Shots
Sometimes, a character will try to hit a specific part of his opponent in combat. To perform a called shot, the character gets a -1 penalty to his initiative and a -2 THACO penalty (-4 for headshots or small areas such as hands, the neck, the groin...etc.) Possible effects of called shots include the ability to strike an unarmored portion of an opponent (thus improving the chance to hit, despite the called shot penalty), forcing your opponent to make a DEX check, forcing a CON check to avoid being stunned for one round (as per the old kick to the crotch trick), or causing double damage for a head shot or groin shot with a weapon.

Major Wounds
Another issue not covered by normal AD&D rules (perhaps rightfully so) is the area of disabling wounds, like broken legs, severed arms, etc. In this game, these types of wounds can occur in two ways (other than being hit by a Vorpal Sword or Sword of Sharpness).
The first way is by being brought to negative hit points. Any time a character is brought to negative hit points, at or below -7, he must make a Saving Throw versus Death Magic or permanently lose 1d3 points from 1d3 randomly rolled stats. This reflects irreversible tissue damage, scar tissue, and other not-so-fun things.
Furthermore, any hit from a weapon or spell that brings a character to negative 7 hit points or below; or does maximum damage on a critical, requires that character to Save vs Death Magic or lose the limb (or the permanent use thereof). If the character makes his Save, the limb is broken or injured and unusable for 3d6 weeks (minus a number of days equal to the character’s HP modifier from CON). A character with a severed limb loses 5 hit points per round as blood gushes from them (or...in the case of blunt force trauma...gushes internally).
 
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billd91

Not your screen monkey (he/him) 🇺🇦🇵🇸🏳️‍⚧️
Had quite a few, actually.

Rangers were tinkered with a lot to make their special enemy worth while (+4 vs specific group, +2 vs related groups... for example +4 vs bugbears, +2 vs other larger than medium size humanoids). Specialization with one weapon while fighters could specialize in multiple.

Druids and monks didn't need to fight to advance

All monks were based on OA monks

Some kits were designated "Power Kits" that would take a fighter and put him on the ranger/paladin XP schedule

Critical hits and fumbles

Energy drain was temporary

No level limits on non-humans

Spontaneous casting for all classes but clerics and druids had to maintain a prayer book like wizards maintained a spellbook

That's what I can remember off the top of my head.
 

Christian

Explorer
glass said:
It was for thieves, although I think the class-dependant special awards were optional. I can't remember if we used them or not -I think we did but somewhat erratically.

Oh, yes, did everyone block that out of their memories? I don't recall that being optional, either. Every class had its own set of things that gave individual XP awards. Aside from being a pain to track & award, it was a DM nightmare for adventure design. If you didn't give out enough treasure in an adventure, the thief would start to fall behind in experience ... :\

I'm quite sure I quit using that early on.
 

glass

(he, him)
billd91 said:
Specialization with one weapon while fighters could specialize in multiple.
Oh yeah, we did that too. Fighters could specialise in as many weapons as they liked (or 3 for multi-classed fighters). Other warrior types could specialise in one.

The partial exception was kits that specified weapon spec (cavalier was one, IIRC) -people who took the kits got the full benefit regardless of underlying class. They still couldn't take other weapons unless they were fighters.


glass.
 

Drowbane

First Post
Dual-Classing / Multiclassing.

Halflings, Humans: Multiclass
Dwarves, and Elves: Dual Class

Later we just threw out Dual-Classing (unless someone insisted on wanting to do it that way... I had a Fighter 12 who went into Paladin this way...) and allowed all races to Multiclass (balance wasn't as much of an issue back then).
 

glass

(he, him)
Drowbane said:
Halflings, Humans: Multiclass
Dwarves, and Elves: Dual Class
I always thought dual-classing made more sense for the longer-lived races, but I never did anything about it (mostly because the requirements were so steep that nobody ever dual-classed anyway).


glass.
 

TerraDave

5ever, or until 2024
XP in 2nd edition:

What were the official rules, anyways? I remember individual awards, but they where just to fiddly to use for long. Monster awards were still to low to really on by themselves. Even kicking in a massive amount of story and role-playing awards, advancement was slow....

Speaking of which, I used the optional rule of requiring demihumans to get twice as much XP as humans for a level, as an alternate to level limits. It meant (until you got to the top of the XP chart) that they where about 1 level behind.

In any case, Galen the Dwarf priest of war was played so long, and advanced so slowly.
 

balterkn

First Post
Generally the house rules were items requested by players to either: try something new/different or simplify something too odd in the RAW. Often, we just removed rules that didn't support the style of game we wanted to play or built in some short cut. The rules in 2e weren't very integrated, so this typically didn't have long reaching consequences.

Off the top of my head, in no way complete, these are the ones that were the most memorable:

-Individual action XP awards (in use, modified criteria to even out the frequency/value of awards - i.e. no thief getting 200 xp/12" of move silently just for fun or searching in places without traps)

-Combat: continuous initiative (rounds were 10 segments, speed+die roll was the number of segments you moved forward towards your next action; math was fun to figure out all the various multiple attack per round modifications, but we were math majors, so it was fine); even a wizard at first level may end up with several attacks with a dagger before that 2-handed sword was swung (but see the next rule)

-Combat: the first time creature with a shorter reach attacks one with a longer reach, the defender has the option to take an attack and re-roll their initiative from the current segment (kinda AoO-ish; basically if you have a short sword and attack someone with a spear, the guy with the spear gets a chance to hit you first; this partially offset the benefit that smaller weapons had faster weapon speeds.)

-Spellcasting: spell disruption had odd effects (from a Dragon magazine)

-Partially removed non-human level limits (advancement beyond the limit was at 1/2 speed)

-Cheese-nerfing. If a rule appears cheesy in play, the players have the option to veto it; alternately the DM can request a rule be vetoed if the rule could be abused later by villains in the same way. The catch was that if the players didn't veto a cheesy rule in their favor, the DM was allowed to put them on the receiving end of the rule at least once before the rule was allowed to be vetoed. ("Remember how you guys said that spell worked last time; well it works that way this time for the villains too - maybe we'll change it after you retreat"); sometimes if the cheese was accidental (not central to the strategy), we'd just fix it on the spot. Most typical was agreements about how the invisibility spell and ring of invisibility worked and interacted with other spells/actions.

-Non-weapon proficiencies could be learned outside of level advancement, in exchange for investment of game time; typically measured in 1 year increments. No one ever asked about learning weapon proficiencies *shrug*
 

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