Showing posts with label House Rules. Show all posts
Showing posts with label House Rules. Show all posts

Thursday, July 30, 2026

AD&D Combat - House Rules

Here are some house rules changes to the AD&D (1st edition) combat system intended to tune it a bit to suit my sensibilities. I think shields should be more important, helmets meaningful, and a few smaller tweaks.

  •  There is no free attack or attack routine against a combatant breaking off from melee. Chase them down. (See The Princess Bride for an example of why, when Inigo first confronts Count Rugen in the hallway.)
  • During surprise segments, missile weapons get their normal rate of fire per segment, not triple rate of fire. (This seems to have been a mistake in the original text.)
  • Only spears held in two hands get ×2 damage when set to receive a charge. (This seems obvious, but as written is not mentioned.)
  • Multiple attacks due to weapon speed factor (DMG, p. 66) occur on tied initiative as usual, but also when the attacker has won initiative. (I dislike the possibility that having better initiative may mean fighting less effectively.)
  • When a character reaches 0 or fewer HP from injury, they are unconscious and mortally wounded. If they reach -4 or fewer HP from injuries, they are immediately dead. A mortally wounded character loses an additional 1 HP per round until their wounds are tended to and stabilized. If the total reaches -6 HP or fewer, the character gains a permanent injury, such as a scar, missing limb or extremity, or the like. If the total reaches -10 HP, the character is dead. HP loss from poisons or other non-injury sources will kill at 0 HP or fewer. (Mainly, this attempts to clarify one interpretation of the rules as written.)
  • Shield Block: Members of any classes that are permitted shields who have a shield and are struck by a damaging attack (except gaseous ones) can attempt a Shield Block by making a save vs. Breath Weapon, with Fighter-types, except Witch Hunters, getting a +1 bonus to this save (and Paladins being able to use their additional +2 as normal). Bucklers may not Block actual Breath Weapons. Monsters with shields save as Fighters always, but do not get the bonus +1. On a success, the attack does no damage but the shield must save (as thin wood, usually, but with the normal +5 against a normal or crushing blow—but not other types of attack—for being "in its own mode" and the normal bonus for a magical item with a plus). On a successful save, the shield is battered and takes a permanent -1 against future saving throws (only). On a failed save, the shield is shattered, unless it has magic bonuses in which case it takes a -1 until repaired for 100% the cost of a shield per -1. Repairing battered shields costs 5% the cost of a shield per -1 to saves removed. (While this may look complex at first glance, the intent is simple in principle. Characters trained to use shields may use them to get a saving throw to avoid attacks, with the possibility of losing the shield.)
  • Critical Hits: On an attack that rolls a natural 20, if the attack hits and the target is not wearing a helmet then the attack does maximum damage. If the target is wearing a helmet and the attack otherwise hits, then the helmet makes a save against the appropriate type (normal blow, crushing blow, or whatever attack type) with the normal bonuses (and an additional +5 for a great helm; note that great helms have penalties outside of their normal combat function, such as reduced vision and hearing). Success means that the helmet is battered and takes a permanent -1 to future saving throws and the attack inflicts normal damage. Failure means that the helmet is destroyed and the attack inflicts maximum damage. Also do not use the normal 1E helmet rule. (I agree that a "good" roll should give some benefit, but most systems that do so are even more cumbersome than my shield block rule. This also gives value to wearing a helmet without requiring "hit location" rolls or whatever.)
  • Critical Failures: If an attack rolls a natural 1, then the attacker, if using a weapon only, must make a save vs. Breath Weapon, at +1 for Fighter-types, except Witch Hunters, -1 for Magic-User-types, and add or subtract any Dexterity Reaction/Attacking Adjustment. Success means no effect. Failure means the weapon is dropped (if necessary to know how far away, use 1d30 (or 1d20) feet in a random direction). If not using a weapon, then make the same save or fall down. (Another case of wanting to make extreme rolls have an effect on play, without cluttering things up too much.)

 

In addition to these, I've adjusted the Monk (d6 instead of d4 hit dice, other changes), clarified 0-level Fighter hit points, reworked the Weapon Proficiency categories so that, for example, a Long Sword and a Broad Sword aren't two entirely separate proficiencies. I've also added Combat Maneuvers, on the model of Martial Arts in Oriental Adventures, to give Fighters and most Fighter subclasses (and Monks) some other things to expend Weapon Proficiency slots on in exchange for various combat bonuses, without resorting to clumsy and overpowered "Weapon Specialization". Among other things unrelated to combat. All told, not including new class level limits or minor changes to Experience Points, I have four pages of house rules or so, including character creation options like various methods of rolling attributes, lists of available subclasses, and so on.

Saturday, February 8, 2020

Everything Has Changed!

The boom town is in hex 2409, Stonehell in 2207.
Hex 1816 contains the nearest city-state.
OK, not everything. I have changed the game I'm running. I've gotten tired of trying to balance long GURPS combats and non-combat sessions, so for now I'm just going to run an unholy mix of Delving Deeper and White Box Fantasy Medieval Adventure Game, plus a bunch of stuff I like. I'm going back to some kind of basics with it. The starting outdoor map is the Outdoor Survival map, though I also have vague plans to use Rob Conley's Blackmarsh even though I'm not yet sure where it hooks up to the classic map (and I seem to recall that it does connect to a couple of the Points of Light maps, which means I need to pick those up at some point). The game involves characters who have come to a boom town near Stonehell Dungeon in order to make their fortune.


  • Goblins are going to be influenced by Jeff Rients, especially the "What Are the Goblins Doing" table and the "Goblin Door" table.
  • I'm adding a Death & Dismemberment chart, specifically the one by Norman J. Harman, Jr. at Troll & Flame. I'm going to be crueler, however, and say that Clerical magic can't heal Death & Dismemberment damage directly. You just have to wait for those broken bones to knit.
  • I'm using psionics, with the Basic Psionics Handbook from New Big Dragon.
  • I like the concepts behind Courtney Campbell's On the Non-Player Character: Solving the Social Trap, so I'm using that. As a side note about those, it's a good supplement. Courtney has the right to price it however. In my opinion, though, it is worth $10 for the pdf, and it would be worth $15 for the print version. You could stretch the print price to $20 if you were the kind who doesn't worry too much about prices when buying your gaming materials, and you would probably not be sad about it. Unfortunately, that does mean that, again in my own opinion, the DTRPG pdf is overpriced and so is the print version. Sometimes the print one goes on sale, though. Note that I do link to all three there, and I don't have any code that gives me a cut. Take them or leave them, it is a good supplement, but not as good as Courtney apparently wants to price them at.
  • I'm changing out the spell list for Magic-Users to be the one from Delta's Book of Spells. It's more deliberate and I like the aesthetics. The only stumbling point for me is the inclusion of Magic Missile, but that's not really a big deal.
  • I've added the material components from AD&D 1st edition to the Magic-User spells, and tapped Dragon magazine #81 for the expansion on how to handle those. Clerics won't use material components, however.
  • I'm mainly using Delving Deeper, but I like the classes, experience progression, and single saves from White Box Fantastic Medieval Adventure Game (which is, as you probably know, the same thing as Swords & Wizardry: White Box), except that I prefer the Cleric and Magic-User spell progression from DD. I also vastly prefer the dual classing method in DD.
  • I'm using a silver standard, replacing all references to gold pieces with silver pennies. I'm also using classic duodecimal coinage: four copper farthings to a penny, 12 pennies to a shilling, five shillings to a gold crown, four crowns to a pound, a pound and a shilling to a guinea. Only farthings, pennies, and crowns have actual coins, the others are notional units of account.
  • I'm incorporating a version of encumbrance by stone. In my system, there are coin weights, item weights, and stone weights. 100 coins equals an item and five items equals a stone, but round up for number of stones carried. Characters can carry up to Strength in stones, with more weight reducing their movement rate.
  • There are other classes in other regions of the setting, and Clerics and Magic-Users are mainly only found in the local region. Some of the classes I know about are Dragonriders, Mystics, Monks, Shamans, Illusionists, and Druids. Players will not be able to start as any of these, however.
  • I'm using the skill system from Savage Swords of Athanor. Sadly, you can't get that in print these days, but you can find the pdf in various places. Look at Scribd or something. EDIT: I was reminded by Sully that you can find it from Doug Easterly directly in the "Game Files" menu on the right side of his old blog.
  • I'm going to use Doug Cole & Peter V. Dell'Orto's "Grappling Old School" system, which was published in The Manor issue 8. I think you can still get it at Gothridge Manor?
  • I want to use a morale system, and the one in Rules Cyclopedia works well. I'll probably have to make Morale scores for some monsters, but that's not really a big deal.
  • I have a couple of other House Rules, which I've written up.
  • Alignments are Holy, Neutral, and Chaotic, but there are also other alignments out there. The players will not be able to choose those yet. Clerics must be Holy (or a similar alignment) and Magic-Users and Thieves may not be Holy. The vast majority of people are Neutral.
  • Around 1 in 20 people have a class and level.
  • Characters gain experience for spending money (1xp per sp spent), defeating enemies (100xp per hit die or level), converting NPCs to the character's religion (100xp flat), or a number of other means, probably taken from Pendragon's tables of Glory and Insight. Players may take advantage of the carousing rule, letting money spent carousing count double for experience (that is, it counts as spending money and then it also counts as carousing). I'll probably allow Holy aligned characters to gain xp by donating money to the Church, and Chaotic or Neutral ones to spend money on sacrifices, but those shouldn't be as beneficial as carousing.


So, that's fun. I wanted to do as little worldbuilding as possible, to do most of it as needed at the table, but I can't stop myself. Still, I've managed to not do all that much this time. I still haven't really named it. I know that there are six city-stats that collectively call themselves the Wilsur City-States, that they lie along a river valley, and I know the main structure of the Tetradic Church, which is one of the few that has Clerics. I know that Clerics are not always Priests, that sometimes they are holy people outside of the hierarchy of the Church, and that the Church is not very happy about that situation.

Sunday, August 18, 2019

What? More Than Three Months?

I was looking at Old School RPG Planet, which I highly recommend, and noticed that my blog was underlined for some reason. Hovering over it, I saw that it was because I hadn't updated in over 90 days! What‽

Okay, so I think I'm just going to update on what has been going on with my gaming. I will divide this into four parts, one for the GURPS game I was running and the one I am currently running, one for the AD&D 1e game I am currently playing, one for the Call of Cthulhu game I am currently playing, and the final one for the Fantasy Wargaming game that I am currently preparing. That's going to get long, so I think that I should put in a cut tag.


Wednesday, July 22, 2015

Death And Dismemberment Revisited

Ha ha! You are disarmed!
I haven't been blogging much lately, as you can probably tell. Still, I am busy enough, so maybe I can just update something here.

One of the things that I've done for the Middle Sea setting that I wanted to note is to incorporate some of the ideas that I had originally intended for the Black Blood of the Earth setting. It turns out that they won't be easily incorporated using D&D rules, but I've also been thinking about how to approach the setting as general fiction worldbuilding. So, I'll probably skip the Black Blood of the Earth stuff for the game, but the idea of a limited resource related to magic that is starting to run out is one that keeps drumming at the back of my skull, as it were. Whatever, this blog is mainly for gaming, at least for now. I might talk about it some other time, though, as I'm starting to play with the idea of using GURPS to play out some of the fiction and to give it a coherent "physics" of a sort. I am resisting the temptation to start a project of developing a dedicated game system for it, however. You don't know how hard that temptation is to resist.

A while back, I included a list of possible house rules for the Middle Sea or Terra Ultima settings. After thinking about those, I worked out some clarifications of some of them, some simplifications, and so on. I want to present here my current thinking on Death & Dismemberment.

In D&D, and explicitly so in AD&D, hit points are not meant to refer (at least exclusively) to physical damage. They represent a range of things, from fatigue, to physical toughness (so, in part to physical damage), skill, divine favor, and so on - or, put more simply, to the general staying power of a character. The thing is, though, that the rules as written don't support that concept well. Particularly, healing and the effects of damage are poor representatives of that philosophy of hit points.

As a result, some people decided a few years ago to experiment with ways of approaching what happens to a character when it runs out of hit points. What would happen, they asked, if instead of just running out of hit points and "going negative" (reducing hit points to negative numbers and starting a clock that runs out with the character dying by losing hit points every round while in negative numbers, sometimes with the ability to stop the clock by giving first aid treatment), hit points were a buffer against actual wounds? That is, hits that did "damage" points after the character had no more hit points would be rolled on a chart of wounds that would then affect the character. Among other things, this makes a character more survivable even with low amounts of hit points, since not every wound would kill the character. A number of such charts were quickly created, and a couple of published games used the idea for their versions of D&D-like games. You can find links to many of these tables here, here, and here.

I thought about the idea, and finally decided that I wanted my AD&D Death & Dismemberment table to interface with the Clerics' healing spells. That meant that there should be results of "Light", "Serious", and "Critical" to go along with the appropriate healing spells. The early version is in the house rules post I linked above, but here is my current version (conveniently behind a cut):

Thursday, June 12, 2014

House Rules For Middle Sea/Terra Ultima

I'm not really kidding myself, I know that it's going to be on the Middle Sea maps because I've been doing a lot of work on getting those maps ready.

I've made a few edits to both the Firearms and Artillery articles, adjusting things and clarifying a few points. If you haven't looked at them recently, and if you found them interesting, you might want to go back and check them out.

Everyone who approaches a game, especially a D&D-type game, usually has a few changes that they want to make in order to make the game rules fit them better. I am no exception. Here are a few things that I want to change in the rules as written to make the game better to me:

1) Weaponless Combat – use the Appendix Q: Weaponless Combat System I method from Unearthed Arcana p. 106 in place of the baroque system on pp. 72-73 of the DMG.

2) Recovery of Hit Points – replace the system on p. 82 of the DMG with the following: At the end of any combat in which a character took damage to its hit points, the player should roll one die of the character's hit die type and recover that many hit points (up to the amount that the character entered the combat with). After doing so, if the character still has a hit point total that is below half of its total hit points, the character may rest one hour of game time to gain back another roll of the character's hit die type. This may be done until the character has at least half of hit points recovered. Once the character is at least at half hit point total, it will need to rest a full day to recover another hit die worth of hit points.

3) Grievous Injury, Death, and Dismemberment – when a character takes a damaging hit that would reduce the character below 0 hit points, reduce the character to 0 and determine the excess amount of damage. Roll 3d6 and add the amount of excess damage and compare to the following chart:

Die roll + excess damage Result
4-6 Second Wind! Immediately regain one hit die worth of hit points, plus 1 hit point per two full levels or hit dice.
7-9 Knocked down.
10-11 Stunned for one round, unless wearing helmet. With helmet, knocked down.
12-14 Knocked unconscious for 2d6 rounds, unless wearing helmet. With helmet, stunned for one round.
15-16 Broken bone (roll on location table below). Takes 2d4+9 weeks to heal. Additional results in the same location add 1d4 weeks to healing time each, but do not increase effect.
17-18 Fatal wound. Death in 1d6 turns unless Cure Serious (or Critical) Wounds cast (a spell so used will not return any hit points to the character). Character is unconscious.
19-20 Severed limb (roll on location table below). Will die of bleeding in 2d6 rounds unless wound cauterized or tourniqueted, or Cure Critical Wounds cast (a spell so used will not return any hit points to the character). Character is incapacitated.
21+ Instant Death.


1d10 Broken Bone
1-2 R. Leg: Knocked down. Cannot walk without support. May crawl at 3” (1” if both legs broken).
3-4 L. Leg: Knocked down. Cannot walk without support. May crawl at 3” (1” if both legs broken).
5-7 Rib: -3 to hit and damage.
8 R. Arm: cannot use weapon, shield, or any other tool with right arm.
9 L. Arm: cannot use weapon, shield, or any other tool with left arm.
10 Skull: Treat as Fatal Wound. If wearing helmet, save vs. death to ignore result.

Broken bones may be cured immediately by a Cure Serious (or Critical) Wounds spell, but a spell so used will not return any hit points. A separate spell is needed for each broken bone (including the possibility of several breaks in each location).

1d12 Limb Severed
1 R. Foot
2 R. Leg
3 L. Foot
4 L. Leg
5-6 R. Hand
7 R. Arm
8-9 L. Hand
10 L. Arm
11-12 Head: Instant Death. If wearing helmet, may save vs. death to change result to stunned for one round.

That limb severing table is also useful with a Sword of Sharpness. I may have to make other tables for radically different body forms (a Grell or Beholder, for instance), but I'll worry about that when I get there. Note also that the DM may rule on variations of the above, so that fire doesn’t cause broken limbs and arrows don’t sever arms. Eventually, I may have a broader chart divided by weapon damage type.

Note that most NPCs are simply rendered out of the fight at zero hit points. This and the ability of fighters, Paladins, and Rangers to gain extra attacks against <1HD creatures constitute my “mook” rules.

4) Weapon Damage – when a character rolls a natural 1 to hit in combat, the weapon used is damaged. If a sharp weapon, the weapon must save vs. crushing blow or gain a notch. Each notch gives a -1 to hit and damage. If a blunt weapon, the character must roll 1d20 and add Dexterity. If the result is less than 20, the weapon slips from the character's grasp, ending up on the ground 2d6 feet away in a random direction. If the weapon is a strung weapon, the string (thin rope) must save vs. crushing blow or snap, destroying the weapon. A wet string will have to make such a save on a natural 1 or 2 in combat. On a roll of a natural 1, a pole weapon or staff must save vs. crushing blow (as thick wood) or become cracked. Every round that a cracked weapon is used requires a save vs. crushing blow (as thick wood). A failure means that the haft snaps, making the weapon unusable (if a character tries, they may use a half-haft as a club -1, or a polearm head as a hand axe -1). For hurled weapons and unarmed attacks, the character must roll 1d20 and add Dexterity. If the result is less than 20, the character is off-balance until their next round. Off-balance characters do not gain Dexterity bonuses to AC, do not gain Shield bonuses to AC, and lose 1d4 segments in the next round. Note that magical weapons add their bonus to any of the above saves, whether a regular saving throw or a Dexterity roll. Weapons that have not been tended at least four times in a year (cleaning, oiling wood and metal, replacing or waxing strings, etc.) gain a -1 on any saves for each such year of neglect (this does not affect Dexterity rolls). In tropical areas, weapons must be tended every week instead of every year, and gain -1 on saves for each month of such neglect.

5) Armor Damage – when a character rolls a natural 20 to hit in combat, there is a chance that the opponent's armor is damaged. If the target has he benefit of a shield against that foe, the shield takes the blow automatically, otherwise armor or helmet takes the blow. If the save (vs. crushing blow for melee and hurled weapons, or vs. normal blow for missile weapons and firearms) is failed, the armor hit receives a reduction in AC value of 1 point, and if this reduces the AC value to nothing the armor in question is destroyed. For instance, if a shield takes a hit and fails the save, it is destroyed (or reduced by 1 magical "plus"), leather armor (AC8) becomes leather armor -1 (AC9) on one such damaging hit, and is destroyed by a second damaging hit. A helmet hit is destroyed by one failed save. Magical armor adds its bonus to any saving throws. Armor that has not been tended at least four times in a year gains a -1 on any saves for each such year of neglect. In tropical areas, metal or cloth armors must be tended every week instead of every year, and gain -1 on saves for each month of such neglect.

6) Critical Hits – if a character hits with a roll of a natural 20 and the target is not wearing armor, then the blow does maximum damage for the weapon type. There are no other effects (but see “Grievous Injury, Death, and Dismemberment” above).

7) Religion – everything that I wrote about religion for Terra Ultima still applies in the Middle Sea world, though I have added the following for Paladins (and these Paladin notes would also apply to Terra Ultima):

Paladins of the Middle Sea world are fighting monks of a small religion which worships the Light, called the Radiant Church. Their religion sees the world as a field of conflict between the Light and Darkness. They envision Darkness as being merely the absence of Light, and so incapable of any creative impulse in itself, but its oppressiveness tends to tear down the works of the Light. The holiest animals of the Light are the unicorns, which are its messengers. In addition to the Light, they honor Saints, who are those who have performed miraculous actions after their death. Saints are not sanctified quickly, but are closely investigated and vetted so as not to admit any unholy influences into the liturgy of the Church of the Light. Besides Paladins, the religion boasts clerics. Like all of the religions of the Middle Sea world, not everyone who holds a position in the Church needs to have a class and level, so don't just assume that you can find a priest and get a healing spell or even a magical blessing (though certainly some priests can do so).

(Note that this is effectively the default “Law vs. Chaos” cosmology of original D&D, as the Light implies but does not require “good” action. The Radiant Church sees the world as a system of Points of Light in a vast, chaotic, formless Darkness.)

8) Cleric Spells – clerics (and any other users of the clerical spell list, such as Paladins) are not required to specify their spells in advance, and they automatically know all spells of any level that they are able to cast. They still must prepare the spell slots as normal, and their spells may require material components as normal, however. Druids (and any other spell-users) must specify their spells during preparation just as magic-users and illusionists do, although Druids (and other users of the druidical spell list, such as Rangers) do automatically know all of the spells in their available Druid spell lists. I have added a few spells to the Druid list.

9) Cantrips – magic-users and Illusionists may learn cantrips as per Unearthed Arcana.

10) Spell Books – magic-users and Illusionists (along with other classes that use arcane or illusion magic) must maintain spell books according to the rules in Unearthed Arcana.

11) Orisons – “Orisons” (except for “Candle”, “Find a Stray”, and “Ripen”, which are magical effects) are available to non-classed priests (see Dragon magazine #108, pp. 28-29), giving them some small ability with healing and blessing magics. Similarly, druidic orisons are available to non-classed polytheist priests (replacing "Ripen" with "Ceremony: Oath"). This is justified because the orisons in the Middle Sea world are not magical, but instead make use of socio-religious and psychological tricks. Non-classed priests may perform one orison per day. If they wish, a cleric or Druid (or other class with clerical or druidic magic) may use two orisons in place of one first-level spell slot, and additionally clerics, Paladins, Druids, monks, and illusionists (only) get one free orison per day, which they do not have to prepare.

12) Liquid Courage – a character may take a stiff drink before going into battle. A full drink allows the character to gain, temporarily, 1d4 hit points and a +1 (or +5%) bonus to morale and to all saves vs. fear effects at the expense of taking a -1 to all “to hit” rolls. This lasts for four hours, at which time the penalty “to hit” is removed and any hit points in excess of the character’s normal maximum are removed. “Liquid Courage” cannot be used again until the current effects wear off. This replaces the “Effects of Alcohol and Drugs” table and rules on p. 82-83 of the DMG, though some of those rules may be used in extreme cases.

I'm still working out the details of the alignment system I am going to use, but it almost certainly will be based on the article “For King and Country” in Dragon magazine #101. That is to say, it will be based on the character's religion (and how well they live up to their religion's virtues) and attitude toward the ruler of their land. I'll probably add a “piety” rating, perhaps based on the method in Lee Gold's RPG, Lands of Adventure.

Minor changes – the “Chromatic Orb” spell (illusionist level 1, Unearthed Arcana) is significantly altered. Basically, I want to get rid of the non-illusionary effects like fire and magnetism, as well as the “save or die” effect in a first-level spell slot. Basically, the only special powers that will remain will be light, blindness, stinking cloud, and paralysis, and the whole thing will be reorganized (for instance, the light effect won't happen until second level, so that the spell is not inherently better than the basic Light spell). The spell “Restoration” (cleric level 7) is now a cleric level 5 spell, though the reversed form, “Energy Drain”, remains a level 7 spell (it is harder to safely manipulate Negative Energy than Positive).

I'll be using a number of resources from Dragon magazine that affect logistics, such as the material spell components article in Dragon #81, the effects of nature article in Dragon #108, the value of natural objects in Dragon #137, the weather system in that same issue, and so on. In addition, I'll work with players when they want to do something unusual, such as run a shop or inn (there's an article in Dragon that helps out with those, by the way).

I'll be using parts of the Random Events system in Oriental Adventures, in addition to regular random encounters.

Coins will be significantly lighter, 100 to the pound instead of 10. Despite this, many weights of objects will still be in “gold piece equivalents” of 1/10 pound each. Each gemstone will be treated as weighing the same as one coin, 100 to the pound.

That's all for now. I may change other things after the game gets going (for example, I am looking at the possibility of using the Attack Priority initiative system from Dragon magazine #71, but want to try the combat system as written first, with the aid of a flowchart; certainly, it would be difficult to incorporate psionics into the AP system, though perhaps five segments of psionic combat at the beginning of a round, then five more at the end might work).