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<blockquote data-quote="Geoffrey" data-source="post: 185492" data-attributes="member: 764"><p>Most of my house rules consist of changes rather than additions, so I don't have a lot of tables or Word documents that I could send you. But since you're curious, I'll jot down some of the rules changes I use:</p><p></p><p>1. All PCs must be human.</p><p></p><p>2. I use only the three original classes: fighters, magic-users, and clerics.</p><p></p><p>3. 18th level is the highest possible level (for PCs or for NPCs)</p><p></p><p>4. In character creation, all six abilities start at 8, and the player has 15 points to distribute amongst his abilities as he sees fit (18 being the maximum ability score). Also, I don't use percentile strength.</p><p></p><p>5. Prime requisites must be at least 11.</p><p></p><p>6. I don't use alignment.</p><p></p><p>7. Clerics cannot turn undead, but they can use any type of weapon.</p><p></p><p>8. Magic-users cannot use daggers.</p><p></p><p>9. I use the spell tables from the 1st edition PH.</p><p></p><p>10. I've smoothed out the to hit and saving throw tables. Progression on these tables is now consistent and gradual rather than jerky.</p><p></p><p>11. I've greatly simplified experience points. At the end of each session, I usually award 2 xps to each character. If a player was outstanding, however, he'll get 3; if abyssmal, he'll get only 1. Assuming 50 sessions a year, it takes about a year to make 9th or 10th level, and it takes about 6 months to rise a level after that. (I've also given all three classes the same xp table.)</p><p></p><p>12. I've adopted one thing from 3E: Higher level characters naturally heal more hit points per day.</p><p></p><p>13. Many monsters are changed. I don't use, for example, the monsters out of Tolkien (orcs, ents, hobbits, etc); and dwarfs and elves are not the Tolkien variety at all.</p><p></p><p>14. My campaign is set on a fantasy earth, circa A. D. 700. The campaign is centered on Damascus.</p><p></p><p>15. I use the Dragon magazine article (I think from issue 200) entitled, "The Color of Magic". The mechanics of spells don't change, but their appearance might. For example, if I wanted to throw a Siberian ice witch at my players, one of her spells might be Web. But instead of immobilizing the target in webs, her spell would immobilize the target in ice.</p><p></p><p>I'm sure there's other house rules I use, but those are the ones I can think of off the top of my head. Again, I don't like a lot of rules, so I haven't added any rules complexity at all. Rather, I've simplified the already simple OD&D rules. Thanks for your interest! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Geoffrey, post: 185492, member: 764"] Most of my house rules consist of changes rather than additions, so I don't have a lot of tables or Word documents that I could send you. But since you're curious, I'll jot down some of the rules changes I use: 1. All PCs must be human. 2. I use only the three original classes: fighters, magic-users, and clerics. 3. 18th level is the highest possible level (for PCs or for NPCs) 4. In character creation, all six abilities start at 8, and the player has 15 points to distribute amongst his abilities as he sees fit (18 being the maximum ability score). Also, I don't use percentile strength. 5. Prime requisites must be at least 11. 6. I don't use alignment. 7. Clerics cannot turn undead, but they can use any type of weapon. 8. Magic-users cannot use daggers. 9. I use the spell tables from the 1st edition PH. 10. I've smoothed out the to hit and saving throw tables. Progression on these tables is now consistent and gradual rather than jerky. 11. I've greatly simplified experience points. At the end of each session, I usually award 2 xps to each character. If a player was outstanding, however, he'll get 3; if abyssmal, he'll get only 1. Assuming 50 sessions a year, it takes about a year to make 9th or 10th level, and it takes about 6 months to rise a level after that. (I've also given all three classes the same xp table.) 12. I've adopted one thing from 3E: Higher level characters naturally heal more hit points per day. 13. Many monsters are changed. I don't use, for example, the monsters out of Tolkien (orcs, ents, hobbits, etc); and dwarfs and elves are not the Tolkien variety at all. 14. My campaign is set on a fantasy earth, circa A. D. 700. The campaign is centered on Damascus. 15. I use the Dragon magazine article (I think from issue 200) entitled, "The Color of Magic". The mechanics of spells don't change, but their appearance might. For example, if I wanted to throw a Siberian ice witch at my players, one of her spells might be Web. But instead of immobilizing the target in webs, her spell would immobilize the target in ice. I'm sure there's other house rules I use, but those are the ones I can think of off the top of my head. Again, I don't like a lot of rules, so I haven't added any rules complexity at all. Rather, I've simplified the already simple OD&D rules. Thanks for your interest! :) [/QUOTE]
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