The latest Swords & Wizardry White Box rules
are used by-the-book, with the following house rules:Character creation
- Max hit points at first level
- Fighters get a +1 base “to-hit” bonus at first level
- Keep encumbrance simple, as per the rules, assume your 'standard' equipment weighs 10 lbs., to this add any armor and weapon weight and any coins at 10 per pound
- Fighters only get +1 to-hit and damage (melee or hand-hurled weapons) for a STR of 15+, all classes get -1 to-hit/dmg for STR of 6-, and +/- 20 lbs carry capacity for the same values.
- A DEX of 13 or higher gives anyone +1 to-hit with missile weapons, 8 or less is -1 to-hit.
- Spell-casters get an adjustment of +/- 1 to the target's saving throw vs. spells, when it applies, for INT (magic-users) or WIS (clerics) of 15+ or 6-
- Holmes scroll rules - M-Us and Clerics can create scrolls of spells they know for 100gp per spell level and 1 week's labor
- M-Us begin play with a spellbook containing all 1st level spells. Anything else must be found or bought. Clerics do not have spellbooks, they just pray for spells each day
- Dwarves can see in the dark up to 60 feet, assuming no other light source brighter than moonlight is nearby
- All players speak common. Clerics also speak their alignment language (law or chaos), which is more of a limited language used for religious ceremony. Other languages as per the rules, including the additional language for every point of INT above 10. I'll get a list you can choose from if needed
- Halflings of average or higher intelligence (9+) can speak Gnome and Elvish
- Bind wounds: Any character can bind wounds of another after a combat. This cures 1d4 HP, but can only be done once per day per PC
- 0 HP is unconscious, death at -level HP unless another player binds wounds immediately after combat
- MUs can use the dagger or staff as a weapon
- Halflings and Dwarves cannot use two-handed swords or polearms
- Elves get +1 to-hit with any pulled bow
- The Alternate Combat Sequence (S&W WhiteBox, page 28) is used:
- Roll for surprise. Anyone not surprised gets a free round of combat in the normal order (see below). If neither side, or both sides, are surprised, move on to the next step.
- Roll for initiative (one roll for each whole side), and follow the sequence described:
- First, any “prepared” spells are cast. It takes a full combat round to prepare a spell, but one can be prepared ahead of time. Spellcasters who won the initiative cast their spells first. They may then start preparing a spell for the next round, if desired.
- Next, missile weapons are fired (if the bow was already in the character's hands and ready to go). This also happens in order of initiative.
- Then melee combat takes place, in order of initiative.
- Finally, movement takes place, in order of initiative.
- If it is important to find out which character in the party goes before another one, just compare their Dexterity scores to see which is higher.