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House rules

Posted: Wed May 18, 2016 7:51 pm
by Wouter
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
Combat
  • 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:
    1. 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.
    2. 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.