CondorDM Ad&d 2ed House Rules
Mar 13, 2023 5:25:37 GMT -4
Post by CondorDM on Mar 13, 2023 5:25:37 GMT -4
Lets go over some house rules and other information you will need.
1:Class choice is limited to - Fighter, Cleric, Thief, Wizard(No Specialist).
Note- I allow for kits that line up with the chosen race and kits that line up with the chosen class.
You may choose a kit for your character if you want.
2:Starting Money Fore The Character -
*Fighter:200GP
*Cleric:180GP
*Thief:120GP
*Wizard:50GP
3:Starting Hit Points -
*Fighter(When you level up you roll 1d10 for HP):10+Con Bonus(If you have any)
*Cleric(When you level up you roll 1d8 for HP):8+Con Bonus(If you have any)
*Thief(When you level up you roll 1d6 for HP):6+Con Bonus(If you have any)
*Wizard(When you level up you roll 1d4 for HP):4+Con Bonus(If you have any)
4:In combat I do not use these wrestling rules found in the book, I handle most actions the way I handle you punching something.
5:I allow characters to fire sheaf arrows with short bows.
6:I use a d10 for initial dice rolls, I ignore weapon speed, highest roll goes first, if you tie with your enemy, you win.
7:Above ground movement is measured in yards, underground movement is measured in feet.
8:I handle travel differently than the book.
9:I decide on bonuses and minuses when it comes to surprise attacks, hiding in shadows ect. Each situation is different.
10:If any character other than the fighter tries to fight with two weapons, they get a minus 2 to the weapon in their main hand and minus 4 to the weapon in their off hand.
Fighters only receive a minus 2 to the weapon in their off hand.
11:When Attacking & A Critical Dice Roll Is Made--
Success = Roll a 20 on a d20 when attacking. The Out-Come:Double the damage that attack does.
Failure = Roll a 1 on a d20 when attacking, The Out-Come:The character fumbles.
Note: My number one rule is this - "If I say something and the book says something else, the book is wrong".
----------------------
Ability Scores -
Strength: www.purpleworm.org/rules/PHB/DD01425.htm www.purpleworm.org/rules/PHB/DD01426.htm
Dexterity: www.purpleworm.org/rules/PHB/DD01427.htm www.purpleworm.org/rules/PHB/DD01428.htm
Constitution: www.purpleworm.org/rules/PHB/DD01429.htm www.purpleworm.org/rules/PHB/DD01430.htm
Intelligence: www.purpleworm.org/rules/PHB/DD01431.htm www.purpleworm.org/rules/PHB/DD01432.htm
Wisdom: www.purpleworm.org/rules/PHB/DD01433.htm www.purpleworm.org/rules/PHB/DD01434.htm
Charisma: www.purpleworm.org/rules/PHB/DD01435.htm www.purpleworm.org/rules/PHB/DD01436.htm
----------------------
Races -
Human: www.purpleworm.org/rules/PHB/DD01451.htm
Elf: www.purpleworm.org/rules/PHB/DD01447.htm
Half Elf: www.purpleworm.org/rules/PHB/DD01449.htm
Dwarf: www.purpleworm.org/rules/PHB/DD01445.htm
Gnome: www.purpleworm.org/rules/PHB/DD01448.htm
Halfling: www.purpleworm.org/rules/PHB/DD01450.htm
Average Height and Weight: www.purpleworm.org/rules/PHB/DD01453.htm
*Note:You may choose the height and weight for the character, do not go beyond the limits shown here.
Age: www.purpleworm.org/rules/PHB/DD01454.htm
*Note:You may choose your characters starting age, do not go beyond the limits shown here.
Racial Ability Score Requirements: www.purpleworm.org/rules/PHB/DD01440.htm
Racial Ability Score Adjustments: www.purpleworm.org/rules/PHB/DD01442.htm
Class Ability Score Minimums: www.purpleworm.org/rules/PHB/DD01458.htm
Constitution Saving Throw Bonuses: www.purpleworm.org/rules/PHB/DD01446.htm
----------------------
Classes -
Fighter: www.purpleworm.org/rules/PHB/DD01459.htm www.purpleworm.org/rules/PHB/DD01462.htm
Cleric(You will follow a popular good God known as Tarnist/Symbol is a cross): www.purpleworm.org/rules/PHB/DD01477.htm www.purpleworm.org/rules/PHB/DD01480.htm
Thief: www.purpleworm.org/rules/PHB/DD01498.htm www.purpleworm.org/rules/PHB/DD01500.htm www.purpleworm.org/rules/PHB/DD01506.htm
Wizard: www.purpleworm.org/rules/PHB/DD01469.htm www.purpleworm.org/rules/PHB/DD01472.htm
Wizard Spells - The wizard will start with Read & Detect Magic, in addition you can choose 3 other spells. 1st level spells you can choose from www.purpleworm.org/rules/PHB/DD01790.htm#faa31886
Note:Memorization means the wizard must memorize a spell before he can use it, in my game I only require that a wizard to memorize a spell for one hour before it is in their mind and ready to be used.
Clerics Spells - Unlike wizards, clerics access their spells by level, at level one they have access to level one cleric spells of course www.purpleworm.org/rules/PHB/DD01799.htm
Note:A cleric must pray for a spell before they have it ready to be used, in my game it takes thirty minutes to pray for a spell.
Thief Skills:
*Skill Explanations: www.purpleworm.org/rules/PHB/DD01505.htm
*Thieving Skill Base Scores: www.purpleworm.org/rules/PHB/DD01501.htm
*Thieving Skill Racial Adjustments: www.purpleworm.org/rules/PHB/DD01502.htm
*Thieving Skill Dexterity Adjustments: www.purpleworm.org/rules/PHB/DD01503.htm
*Thieving Skill Armor Adjustments: www.purpleworm.org/rules/PHB/DD01504.htm
----------------------
WP(Weapon Proficiencies) & NWP(Non-Weapon Proficiencies) -
Fighter:Can choose 4WP & 3NWP
Cleric:Can choose 2WP & 4NWP
Thief:Can choose 2WP & 3NWP
Wizard:Can choose 1WP & 4NWP
Non-weapon Proficiency Groups: www.purpleworm.org/rules/PHB/DD01538.htm
Fighters can spend two WP slots on one weapon to specialize with that weapon, this allows them to take more attacks per round with the weapon they specialize in.
The number of attacks per round that you get with a specialized weapon - www.purpleworm.org/rules/PHB/DD01527.htm
Also keep in mind that NWP are not used the way you normally use skills in RPGs, they are knowledge, so in many cases there maybe no dice roll required to perform the NWP.
----------------------
Alignment Options -
Lawful Good: Characters of this alignment believe that an orderly, strong society with a well-organized government can work to make life better for the majority of the people. To ensure the quality of life, laws must be created and obeyed. When people respect the laws and try to help one another, society as a whole prospers. Therefore, lawful good characters strive for those things that will bring the greatest benefit to the most people and cause the least harm. An honest and hard-working serf, a kindly and wise king, or a stern but forthright minister of justice are all examples of lawful good people.
Neutral Good: These characters believe that a balance of forces is important, but that the concerns of law and chaos do not moderate the need for good. Since the universe is vast and contains many creatures striving for different goals, a determined pursuit of good will not upset the balance; it may even maintain it. If fostering good means supporting organized society, then that is what must be done. If good can only come about through the overthrow of existing social order, so be it. Social structure itself has no innate value to them. A baron who violates the orders of his king to destroy something he sees as evil is an example of a neutral good character.
Chaotic Good: Chaotic good characters are strong individualists marked by a streak of kindness and benevolence. They believe in all the virtues of goodness and right, but they have little use for laws and regulations. They have no use for people who “try to push folk around and tell them what to do.” Their actions are guided by their own moral compass which, although good, may not always be in perfect agreement with the rest of society. A brave frontiersman forever moving on as settlers follow in his wake is an example of a chaotic good character.
Lawful Neutral: Order and organization are of paramount importance to characters of this alignment. They believe in a strong, well-ordered government, whether that government is a tyranny or benevolent democracy. The benefits of organization and regimentation outweigh any moral questions raised by their actions. An inquisitor determined to ferret out traitors at any cost or a soldier who never questions his orders are good examples of lawful neutral behavior.
----------------------
Character Saving Throws: www.purpleworm.org/rules/PHB/DD01724.htm
----------------------
Thaco -
This Is How Thaco Works: youtu.be/qebILTmNU8U
CALCULATED THAC0S: www.purpleworm.org/rules/PHB/DD01679.htm
THAC0 Advancement: www.purpleworm.org/rules/PHB/DD01680.htm
----------------------
Buying Equipment -
Equipment Lists: www.purpleworm.org/rules/PHB/DD01614.htm
Weapons: www.purpleworm.org/rules/PHB/DD01630.htm
Armor: www.purpleworm.org/rules/PHB/DD01631.htm
Armor Class Ratings: www.purpleworm.org/rules/PHB/DD01632.htm
Missile Weapon Ranges: www.purpleworm.org/rules/PHB/DD01625.htm
THE GREAT NET EQUIPMENT LIST: members.tripod.com/lord_eadric/netequip.html
Equipment that does not need to be purchased(the character starts with this):
*Clerics start the game with a symbol(cross for Tarnist).
*Thieves start the game with 2 sets of lock picks.
*Fighters start with a set of chainmail armor.
*Wizards start with a spell-book that has 100 pages and two vials on magical ink and a magical feather pen used to copy spells into their book.
All Characters start with a money pouch, backpack and two sets of clothes.
-----------------------
For further information go here - www.purpleworm.org/rules/·····HHfVLZJy
1:Class choice is limited to - Fighter, Cleric, Thief, Wizard(No Specialist).
Note- I allow for kits that line up with the chosen race and kits that line up with the chosen class.
You may choose a kit for your character if you want.
2:Starting Money Fore The Character -
*Fighter:200GP
*Cleric:180GP
*Thief:120GP
*Wizard:50GP
3:Starting Hit Points -
*Fighter(When you level up you roll 1d10 for HP):10+Con Bonus(If you have any)
*Cleric(When you level up you roll 1d8 for HP):8+Con Bonus(If you have any)
*Thief(When you level up you roll 1d6 for HP):6+Con Bonus(If you have any)
*Wizard(When you level up you roll 1d4 for HP):4+Con Bonus(If you have any)
4:In combat I do not use these wrestling rules found in the book, I handle most actions the way I handle you punching something.
5:I allow characters to fire sheaf arrows with short bows.
6:I use a d10 for initial dice rolls, I ignore weapon speed, highest roll goes first, if you tie with your enemy, you win.
7:Above ground movement is measured in yards, underground movement is measured in feet.
8:I handle travel differently than the book.
9:I decide on bonuses and minuses when it comes to surprise attacks, hiding in shadows ect. Each situation is different.
10:If any character other than the fighter tries to fight with two weapons, they get a minus 2 to the weapon in their main hand and minus 4 to the weapon in their off hand.
Fighters only receive a minus 2 to the weapon in their off hand.
11:When Attacking & A Critical Dice Roll Is Made--
Success = Roll a 20 on a d20 when attacking. The Out-Come:Double the damage that attack does.
Failure = Roll a 1 on a d20 when attacking, The Out-Come:The character fumbles.
Note: My number one rule is this - "If I say something and the book says something else, the book is wrong".
----------------------
Ability Scores -
Strength: www.purpleworm.org/rules/PHB/DD01425.htm www.purpleworm.org/rules/PHB/DD01426.htm
Dexterity: www.purpleworm.org/rules/PHB/DD01427.htm www.purpleworm.org/rules/PHB/DD01428.htm
Constitution: www.purpleworm.org/rules/PHB/DD01429.htm www.purpleworm.org/rules/PHB/DD01430.htm
Intelligence: www.purpleworm.org/rules/PHB/DD01431.htm www.purpleworm.org/rules/PHB/DD01432.htm
Wisdom: www.purpleworm.org/rules/PHB/DD01433.htm www.purpleworm.org/rules/PHB/DD01434.htm
Charisma: www.purpleworm.org/rules/PHB/DD01435.htm www.purpleworm.org/rules/PHB/DD01436.htm
----------------------
Races -
Human: www.purpleworm.org/rules/PHB/DD01451.htm
Elf: www.purpleworm.org/rules/PHB/DD01447.htm
Half Elf: www.purpleworm.org/rules/PHB/DD01449.htm
Dwarf: www.purpleworm.org/rules/PHB/DD01445.htm
Gnome: www.purpleworm.org/rules/PHB/DD01448.htm
Halfling: www.purpleworm.org/rules/PHB/DD01450.htm
Average Height and Weight: www.purpleworm.org/rules/PHB/DD01453.htm
*Note:You may choose the height and weight for the character, do not go beyond the limits shown here.
Age: www.purpleworm.org/rules/PHB/DD01454.htm
*Note:You may choose your characters starting age, do not go beyond the limits shown here.
Racial Ability Score Requirements: www.purpleworm.org/rules/PHB/DD01440.htm
Racial Ability Score Adjustments: www.purpleworm.org/rules/PHB/DD01442.htm
Class Ability Score Minimums: www.purpleworm.org/rules/PHB/DD01458.htm
Constitution Saving Throw Bonuses: www.purpleworm.org/rules/PHB/DD01446.htm
----------------------
Classes -
Fighter: www.purpleworm.org/rules/PHB/DD01459.htm www.purpleworm.org/rules/PHB/DD01462.htm
Cleric(You will follow a popular good God known as Tarnist/Symbol is a cross): www.purpleworm.org/rules/PHB/DD01477.htm www.purpleworm.org/rules/PHB/DD01480.htm
Thief: www.purpleworm.org/rules/PHB/DD01498.htm www.purpleworm.org/rules/PHB/DD01500.htm www.purpleworm.org/rules/PHB/DD01506.htm
Wizard: www.purpleworm.org/rules/PHB/DD01469.htm www.purpleworm.org/rules/PHB/DD01472.htm
Wizard Spells - The wizard will start with Read & Detect Magic, in addition you can choose 3 other spells. 1st level spells you can choose from www.purpleworm.org/rules/PHB/DD01790.htm#faa31886
Note:Memorization means the wizard must memorize a spell before he can use it, in my game I only require that a wizard to memorize a spell for one hour before it is in their mind and ready to be used.
Clerics Spells - Unlike wizards, clerics access their spells by level, at level one they have access to level one cleric spells of course www.purpleworm.org/rules/PHB/DD01799.htm
Note:A cleric must pray for a spell before they have it ready to be used, in my game it takes thirty minutes to pray for a spell.
Thief Skills:
*Skill Explanations: www.purpleworm.org/rules/PHB/DD01505.htm
*Thieving Skill Base Scores: www.purpleworm.org/rules/PHB/DD01501.htm
*Thieving Skill Racial Adjustments: www.purpleworm.org/rules/PHB/DD01502.htm
*Thieving Skill Dexterity Adjustments: www.purpleworm.org/rules/PHB/DD01503.htm
*Thieving Skill Armor Adjustments: www.purpleworm.org/rules/PHB/DD01504.htm
----------------------
WP(Weapon Proficiencies) & NWP(Non-Weapon Proficiencies) -
Fighter:Can choose 4WP & 3NWP
Cleric:Can choose 2WP & 4NWP
Thief:Can choose 2WP & 3NWP
Wizard:Can choose 1WP & 4NWP
Non-weapon Proficiency Groups: www.purpleworm.org/rules/PHB/DD01538.htm
Fighters can spend two WP slots on one weapon to specialize with that weapon, this allows them to take more attacks per round with the weapon they specialize in.
The number of attacks per round that you get with a specialized weapon - www.purpleworm.org/rules/PHB/DD01527.htm
Also keep in mind that NWP are not used the way you normally use skills in RPGs, they are knowledge, so in many cases there maybe no dice roll required to perform the NWP.
----------------------
Alignment Options -
Lawful Good: Characters of this alignment believe that an orderly, strong society with a well-organized government can work to make life better for the majority of the people. To ensure the quality of life, laws must be created and obeyed. When people respect the laws and try to help one another, society as a whole prospers. Therefore, lawful good characters strive for those things that will bring the greatest benefit to the most people and cause the least harm. An honest and hard-working serf, a kindly and wise king, or a stern but forthright minister of justice are all examples of lawful good people.
Neutral Good: These characters believe that a balance of forces is important, but that the concerns of law and chaos do not moderate the need for good. Since the universe is vast and contains many creatures striving for different goals, a determined pursuit of good will not upset the balance; it may even maintain it. If fostering good means supporting organized society, then that is what must be done. If good can only come about through the overthrow of existing social order, so be it. Social structure itself has no innate value to them. A baron who violates the orders of his king to destroy something he sees as evil is an example of a neutral good character.
Chaotic Good: Chaotic good characters are strong individualists marked by a streak of kindness and benevolence. They believe in all the virtues of goodness and right, but they have little use for laws and regulations. They have no use for people who “try to push folk around and tell them what to do.” Their actions are guided by their own moral compass which, although good, may not always be in perfect agreement with the rest of society. A brave frontiersman forever moving on as settlers follow in his wake is an example of a chaotic good character.
Lawful Neutral: Order and organization are of paramount importance to characters of this alignment. They believe in a strong, well-ordered government, whether that government is a tyranny or benevolent democracy. The benefits of organization and regimentation outweigh any moral questions raised by their actions. An inquisitor determined to ferret out traitors at any cost or a soldier who never questions his orders are good examples of lawful neutral behavior.
----------------------
Character Saving Throws: www.purpleworm.org/rules/PHB/DD01724.htm
----------------------
Thaco -
This Is How Thaco Works: youtu.be/qebILTmNU8U
CALCULATED THAC0S: www.purpleworm.org/rules/PHB/DD01679.htm
THAC0 Advancement: www.purpleworm.org/rules/PHB/DD01680.htm
----------------------
Buying Equipment -
Equipment Lists: www.purpleworm.org/rules/PHB/DD01614.htm
Weapons: www.purpleworm.org/rules/PHB/DD01630.htm
Armor: www.purpleworm.org/rules/PHB/DD01631.htm
Armor Class Ratings: www.purpleworm.org/rules/PHB/DD01632.htm
Missile Weapon Ranges: www.purpleworm.org/rules/PHB/DD01625.htm
THE GREAT NET EQUIPMENT LIST: members.tripod.com/lord_eadric/netequip.html
Equipment that does not need to be purchased(the character starts with this):
*Clerics start the game with a symbol(cross for Tarnist).
*Thieves start the game with 2 sets of lock picks.
*Fighters start with a set of chainmail armor.
*Wizards start with a spell-book that has 100 pages and two vials on magical ink and a magical feather pen used to copy spells into their book.
All Characters start with a money pouch, backpack and two sets of clothes.
-----------------------
For further information go here - www.purpleworm.org/rules/·····HHfVLZJy