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Smoldering Wizard

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Smoldering Wizard

Tag Archives: house rules

My Approach to the OD&D Elf

03 Wednesday May 2023

Posted by Doug in Class Tweaks

≈ 3 Comments

Tags

elf, house rules, nolenor, od&d, original d&d

Link to discussion

There is lots of ambiguity as far as how the Elf works in the original incarnation of D&D from 1974. Elves were a blend between fighter and magic-user (MU), although you had to choose a class to play each adventure, and it was anyone’s guess how saves, hit dice and level advancement worked.

Elves: Elves can begin as either Fighting-Men or Magic-Users and freely switch class whenever they choose, from adventure to adventure, but not during the course of a single game. Thus, they gain the benefits of both classes and may use both weaponry and spells. They may use magic armor and still act as Magic-Users. However, they may not progress beyond 4th level Fighting-Man (Hero) nor 8th level Magic-User (Warlock). Elves are more able to note secret and hidden doors. They also gain the advantages noted in the CHAINMAIL rules when fighting certain fantastic creatures. Finally, Elves are able to speak the languages of Orcs, Hobgoblins, and Gnolls in addition to their own (Elvish) and the other usual tongues.

Men & Magic, p. 8

That’s pretty much it, other than a paragraph about Elves in Monsters & Treasure which you may want to pick and choose bits from to apply to PC Elves:

ELVES: … Roll a four-sided die for level of fighting and a six-sided die for level of magical ability, treating any 1’s rolled as 2’s and 6’s(magical level), as 5’s… Elves have the ability of moving silently and are nearly invisible in their gray-green cloaks. Elves armed with magical weapons will add one pip to dice rolled to determine damage, i.e. when a hit is scored the possible number of damage points will be 2–7 per die. Elves on foot may split-move and fire…

Monsters & Treasure, p. 16

This lets you know that the Fighter and MU levels don’t progress in sync, at least as far as NPC Elves. Anyway there have been tons of variations on Elves and how they work over the years, many being based on splitting XP and averaging hit points as levels are gained. I have settled on something simpler, so here in a nutshell are my OD&D Elf house rules, including my take on the Chainmail abilities mentioned above.

Elves: Elves start as a combined Fighter/M-U, both at 1st level. They can allocate earned experience to either class, or to both as desired. Hit points are calculated normally  when a level is gained in one class, rolling all hit dice for that class (e.g. roll 4d6 for a 4th level Fighter) and keeping the previous total if it is higher (at first level, take the better of the two rolls). They have the benefits of the stronger class for saves, weapons and armor use, but can only cast spells in magical armor or Elven chain.

  • Elves of 9 or higher INT can speak the languages of Orcs, Hobgoblins, and Gnolls
  • Elves are immune to ghoul paralysis
  • Elves impart +1 damage with magical weapons
  • Elves on foot armed with bows may half-move and fire without penalty
  • Elves spot ‘something is amiss’ on a 1-2/d6 when passing near a secret or concealed door, and detect secret doors 1-4/d6 when actively searching

So there is no dividing hit points by two, which is how Gary Gygax famously said he handled Elves (a variation of that is what I used in my first OD&D campaign). I also don’t allow anything like the Moldvay B/X Elf, which tracks a single hit dice and XP total and allows all weapons, armor and spells to be used together. I now find the former is too fiddly, and the latter misses the feel of the original rules, despite being a bit simpler. I also don’t allow infravision for Elves, the original rules don’t mention this until the Greyhawk supplement.

And what about the ‘split-move and fire’ ability? In my OD&D games, stationary archers can fire twice per round, or half-move and fire once. Elves can do a half-move and still fire twice.

This is all subjective of course, but after having an Elf character in my Nolenor campaign use these rules for a few dozen sessions and ending at level 4/4, I felt these rules definitely played better in practice than my prior approaches.

Swords & Wizardry Forum Updates

13 Saturday Mar 2021

Posted by Doug in DM Resources, Forum Games

≈ 6 Comments

Tags

assassin, house rules, play-by-post, swords & wizardry

I was happy to see some activity in the Swords & Wizardy sub-forums of my Old-School Gaming Forum in the past few months, so I wanted to share links to some creations by forum users.

First is a revised assassin class for S&W Complete by Chuck Barchuk, which i think has a great and unique take on poison use. Also, here is a direct link to the PDFs – there is a percentile version and simpler d6-based version.

Next is a handy set of house rules by forum user ratmanof to make S&W White Box a bit more like Greyhawk with variable hit dice, a simplified thief class and greater ranges to weapon damage.

My friend John of Damn Elf Press fame also has a long-running and amazing White Box:FMAG play-by-post “Beyond the Borderlands”. Stop by if you like that sort of thing, and keep an eye out for player openings. Even if you don’t enjoy gaming by PbP, it is entertaining reading!

Musings on Retro B/X House Rules

06 Saturday Mar 2021

Posted by Doug in Musings

≈ 21 Comments

Tags

3lbb, b/x, house rules, moldvay/cook, od&d

Both D&D basic sets in the late 70s and early 80s tried to simplify D&D but of course at the time, what we now think of as “Original D&D” (OD&D) meant the original three Little Brown Books (3LBBs) plus all of the supplements. Chief among those was the first supplement Greyhawk, which changed the game fundamentally into what we recognize today as “core D&D” – four base classes including the thief, variable hit dice and weapon damage, higher level spells, attack routines (claw, claw, bite) and d8 hit dice for monsters.

moldvay-basic-front-page

Moldvay Basic D&D (B/X) in 1981 was an attempt to clarify even further what Holmes Basic had done in 1977, but still used OD&D at its core (both authors were clear at the time on their intent to clarify OD&D). Now, most OD&D clones start with either the 3LBBs as a base (Swords & Wizardry White Box, Delving Deeper, Full Metal Plate Mail), or the 3LBBs plus Greyhawk (Swords & Wizardry Core, Iron Falcon), and work forward, adding some rules and changing others. I think it would be interesting to start with B/X and work backwards to the 3LBBs. To 3LBB aficionados, this gives them the best of both worlds – an essentially complete and coherent base rule system, walked backwards in time to revert some of the ‘Greyhawk-isms’. Or, to put it another way, what if Greyhawk had never been published? How would B/X have been different?

Here is what I envision a “no-Greyhawk B/X” would look like:

  • No variable hit dice – standardize hit dice for all player classes and monsters to d6.
  • Remove the thief class.
  • All weapons do d6 damage (which is already an option in B/X).
  • Monsters no longer gain attack routines. Multiple attacks are fine where sensible (e.g. a five-headed hydra still gets five attacks per round, but a ghoul would do just 1d6 damage as an abstraction for clawing or biting multiple times).
  • Reduce ability score bonuses/penalties to mostly +1 or -1.

Everything else can stay the same, including race-as-class, which is not all that different from forcing demi-humans into one class option. I should mention that Labyrinth Lord Original Edition Characters (LL OEC) does something like this in that it starts with LL as a base and changes the player options to be more like OD&D – but as I noted in my review of LL OEC, it has an identity crisis and keeps much of the trappings of Greyhawk.

So what are the advantages to doing this? You may ask, “Sure Doug, that’s great and all, but why not just play 3LBB D&D”? It’s a valid question. I see B/X as a solid and complete base that fills in the gaps and clarifies many of the rules from OD&D. So why not use it as-is and just tone it down a bit to get to a place I and other 3LBB fans are comfortable with?

Thoughts on Critical Hits & Fumbles in Old-School Games

04 Thursday Mar 2021

Posted by Doug in Opinion, OSR

≈ 7 Comments

Tags

critical hits, fumbles, house rules

Over the years I’ve tried various methods of spicing up combat in my old-school games, including using different flavors of critical hits and fumbles charts. Like many of you, I’ve tried them both as a referee and a player, and I can say unequivocally that I dislike most of them.

Initially they are fun – “Ooh your PC tripped and fell on his own dagger… roll damage… oh damn, you’re dead!”…riotous laughter (yes, this actually happened to me). But after a while they tend to get old and samey, and at least in my games we have eventually dropped the table-driven critical hit and fumble charts.

Worse are the charts that describe some sort of debilitating injury, like losing a hand, or breaking a leg. I find results like this don’t mesh well with the intentionally abstract nature of old-school combat, and are difficult to adjudicate. Just how should losing a hand affect a fighter? Do they lose more hit points bleeding out? Is it their weapon hand? Are they ambidextrous? Can they still use a shield?  Maybe they get  -2 to attack rolls forever… but is that too severe of a penalty for rolling badly? Do they get a chance to train and learn how to use the other hand effectively? So now we are adding some training rules in the mix? Bah! Call me a curmudgeon, but that is all too complicated.

What I have settled on over the years is this – if you roll a natural 1, you miss. Even if you can’t possibly miss, you miss. You can make it a flavorful miss if you want to describe it that way, but nothing untoward happens apart from that. If you roll a natural 20, you hit. Even if you can’t hit, you hit (barring magic or silver weapon requirements of course). Further, you do maximum damage. Not double, or triple. No exploding dice. Just maximum damage. Nice and simple, and it still gives players some bit of cool factor for rolling that natural 20 (I also use this rule for monsters and NPCs).

As far as spicing up combat – I think the players should be the ones doing that, enabled by the aforementioned abstract combat and old-school style “rulings over rules” play. They can be descriptive about routine attacks, or try unconventional attacks. “I leap from the ledge and try to land on top of the Goblin’s head” or “I flip the table over and push it into the Orc shield wall”. The variations are endless. A good referee will make rulings on the spot as to when such an attack succeeds or fails and the results.

Labyrinth Lord OEC House Rules

11 Friday Sep 2020

Posted by Doug in DM Resources, Player Resources

≈ 3 Comments

Tags

house rules, labyrinth lord, oec, Original Edition Characters

I mentioned starting a Labyrinth Lord Original Edition Characters (OEC) campaign recently, and having created some house rules. I tried to keep them as minimal as possible, my main goal was to slightly increase the power of the Fighting Man and give Magic-Users (MUs) some extra flexibility to cast utility spells by way of the Holmes scroll rules (a MU of any level can create a scroll of any spell they know for 100gp and 1 week per spell level). I’ve created a player quickstart, like I did for a few other games, which allows the MU to start play with a scroll of one 1st-level spell, or 100gp (I’ll post the quickstart in the next few days).

I’ve also incorporated the special trait tables for demi-humans from the Non-Human Player Codex, to add some flavor. I don’t think this gives demi-human PCs too much power, the trait abilities are minor, and I am still using the by-the-book level limits for
Halflings, Dwarves and Elves.

The save vs. death rule is one I’ve been using in my games recently. I’ve found it works very well in play, without eliminating the pervasive fear of death that makes old-school games so exciting. If anything, leaving the PC who saves vs. death alive with 1hp but no second chance and no possibility of non-magical healing increases the tension during a combat.

Ability Scores

  • All classes get +1 to open door attempts and +600 coins carry capacity for a STR 15+, with corresponding penalties for a STR of 6 or less.
  • Fighting Men get +1 to damage rolls for a STR 15+.

Combat

  • If a Fighting Man kills his opponent, he can immediately attack another foe who is within melee range (one only).
  • Variable weapon damage is used.
  • Spears do double damage if set against a charge, and can attack from the second rank. They do d8 damage if used two-handed.
  • Firing missile weapons into melee is risky (-4 to-hit). On a miss, roll a random friendly target and re-roll attack with no bonuses or penalties.

Wounds/Dying

  • PCs at zero or negative HP must save vs. death to survive, adding any CON bonus/penalty and +1 for Fighting Men. If they fail they are dead, otherwise they live with 1 HP and cannot regain more without magical healing or a full day’s rest.
  • Any PC can bind wounds of another (or themselves) after any combat to heal 1d3 HP, but this can never restore full HP.

Class and Racial Abilities/Limitations

  • Elves, Dwarves and Halflings roll one special trait from the Non-Human Player Codex.
  • Clarification on weapon use: Dwarves and Halflings cannot use lances, polearms, two-handed swords, or longbows (but can use other two-handed weapons).
  • Halflings gain +1 to missile attack rolls and can sneak quietly & hide when not in metal armor.
  • Magic-using Elves can cast spells in Elven chain armor (in addition to magic armor).
  • Magic-Users know read magic as an extra spell each day.
  • Holmes scroll rules in effect for MUs.

Simplified Encumbrance

  • PCs can carry a reasonable amount of equipment (the easiest way to do this is to have them note where they are carrying each item) and 1,200 coins (one large sack), no more.

Forgotten Gems of the OSR – White Box Heroes

04 Friday Oct 2019

Posted by Doug in Review

≈ 12 Comments

Tags

character class, forgotten gems, house rules, rules supplement, swords & wizardry, white box heroes, whitebox

White Box Heroes by Salvatore Macri was one of the very first supplements to be released for Swords & Wizardry White Box, way back in 2009. It provides all the standard AD&D classes and races, plus a few original classes in a nice, concise format.

wbheroes-front-page

Here are the classes and races detailed in White Box Heroes:

  • Thief
  • Paladin
  • Assassin
  • Monk
  • Druid
  • Ranger
  • Bard
  • Illusionist
  • Northern Godi
  • Jester
  • Tunnel-fighter
  • Summoner
  • Gnomes
  • Half-orcs
wb-heroes-paladin

Everything is of course d6-based and the base hit bonus (BHB) is noted in all of the class advancement tables, as it was in the 1st printing of Swords & Wizardry White Box. The standard classes offer no surprises – everything there is pretty well-known, still it’s nice to have these options available for players that want them. There are a few spots where house-rule options are given, which is very much in the style of the White Box rules. Examples of this are the Halfling Thief-variant class (a Fighter/Thief Halfling), and the expanded foe list for Rangers.

wb-heroes-ranger

The classes listed as original (Tunnel Fighter and Summoner) are quite interesting. A Tunnel Fighter is a Dwarf who “specializes in combat within the tight confines of the tunnels, caverns, and dungeons”. The Summoner is, as you can guess, a magic-user who specializes in summoning demons and other monsters. The Northern Godi is not marked as an original class, but I have never seen it elsewhere. It is a Norse-themed sub-class of cleric that trades undead turning ability for runic magic.

wb-heroes-runes

I find White Box Heroes an excellent resource and still use it to this day. It’s my first choice when a player asks for alternate classes, and everything works fully with White Box: Fantastic Medieval Adventure Game. You can download a copy of White Box Heroes in PDF format, or if you want a print copy, the author still sells POD copies of White Box Heroes at Lulu.

White Box FMAG House Rules

09 Wednesday May 2018

Posted by Doug in DM Resources, Player Resources

≈ 26 Comments

Tags

house rules, swords & wizardry, whitebox, whitebox: fmag

I don’t ever play S&W White Box anymore, at least not the ‘official’ version. I play the much-improved S&W White Box Fantastic Medieval Adventure Game (FMAG), and have since it was released in 2016. I’ve never done a review, only because it has some of my material in it – namely the ‘essential adventuring rules‘, but suffice it to say that Charlie Mason did a great job putting together the needed improvements – errata, rules, layout and art.

wb-fmag-dragon-cover

Anyway, I thought I’d share my house rules for the game (which can, of course, be used for ‘official’ White Box, or even OD&D). They are a streamlined version of my original house rules for S&W White Box. Encumbrance is very simple – I stole the idea from Pits & Perils that PCs can carry what is ‘reasonable’, plus 1200 coins in a large sack – no more. Adding the maximum coin weight just drops the character to the next lower movement rate. This, I think, embodies the spirit of the original game that gold equals XP, and this should influence your goals as far as avoiding combat and seeking out treasure (of course it also mirrors the original game that provided all equipment weights in coins).

New to the rules are the equipment packs. I think they will be a good way to speed up character creation (not that it was slow already, but even still, equipment selection is probably the slowest part). I’m a bit stingy with the starting gold – I think this enhances the treasure hoards during that first adventure or two that might include the more expensive armor and weapons, like long bows or silver arrows. It might also encourage the PCs to pool their resources if they absolutely must have that mule or lantern or whatever. You’ll also notice Magic-Users can choose between a first-level scroll, or 50GP. I removed my rules on scroll creation, so this is a nice boon for the starting mage, if they choose it. There are two thief packs, for those who allow thieves.

White Box FMAG House Rules (PDF)

White Box FMAG House Rules (Libre Office)

wb-fmag-house-rules

~

OD&D House Rules for Classes ~ Chronicles of Nolenor

26 Tuesday Sep 2017

Posted by Doug in DM Resources

≈ 14 Comments

Tags

campaigns, character class, chronicles of nolenor, house rules, nolenor, od&d, original d&d

I mentioned the thief class I’m using in the previous post on my new OD&D campaign, so I thought I’d share my OD&D house rules for thieves and the other classes.  In addition to the four classes below, I’ll be allowing my warden class for OD&D, which I’m working on updating with a few minor changes. In future posts I’ll share my house rules for the races and combat.

Classes

Hit points are rolled anew at each level gain,  the old total is kept if it is higher but with a minimum gain of +1.

Note: Prime requisite experience bonuses  are taken in bulk at the start of each level gain. For example, at first level, a fighter with a 15 STR starts with 200xp, since 200 is 10% of the 2000 needed for 2nd level. At 2nd level, he would add 400xp, 10% of the 4000xp needed for 3rd level.

Fighters

Two-handed weapons: Fighters who use a two-handed melee weapon roll two dice for damage and take the better roll. Note this precludes the use of a shield.

Fighters get +1 to attack rolls with a favored weapon. Add one favored weapon every three levels (so levels 1, 4, 7, 10).

Fighters that kill an opponent with one blow get a free attack on an adjacent opponent.

Thieves

A thief is a (human) fighter who gives up the favored weapon bonus and free attack and has 1 starting HD (as opposed to the fighter’s 1+1 HD). DEX is the thief’s prime requisite. Thieves are able to perform thiefly skills (pick locks, pick pockets, hide/sneak, sneak attack) in leather armor while unencumbered (up to 600 coins) on a 1-3/d6 (1-4 at 4th level, 1-5 at 8th level).

Luck – A thief can re-roll one die roll per encounter if it affects them only.

Sneak attack is at +2 and does two dice of damage (note adding the normal +2 attack bonus from behind gives +4).

Thieves speak thieves’ cant in addition to any other languages by INT.

Magic-Users

Starting Magic-users get a spell book with two first-level spells. M-Us will subsequently learn spells automatically according to the spell level progression chart. Other spells must be acquired through adventuring (copied from scrolls or spellbooks) or study. Example: An Enchanter (7th) who advances to Warlock (8th) would add one 3rd level spell and one 4th level spell to his spellbooks automatically. One spellbook is used for each spell level, and a blank book can hold up to 14 spells.

Read Magic is only needed for spells or scrolls not written by the M-U himself, and is considered to be automatically memorized once per day, as an extra spell. Once Read Magic is used, it is not needed again to understand those particular pieces of magical writing.

Scrolls can be penned by a M-U of any level, (as long as they are able to use that level of spell) for 100GP and one week per level of the spell (so a 2nd level scroll takes 2 weeks and costs 200gp).

Clerics

Clerics do not have spellbooks, rather they have access to the entire list of spells at each level, and pray/meditate for what spells they will memorize each day.

Scrolls of clerical spells can be penned by a cleric of any level (as long as they are able to use that level of spell), for 100GP and one week per level of the spell.

Clerics receive double the listed CHA bonuses for loyalty.

~

 

A New OD&D Forum

13 Friday Feb 2015

Posted by Doug in OSR

≈ Leave a comment

Tags

campaigns, forum, house rules, od&d, original d&d

I learned recently that a new OD&D forum has sprung up – Campaigns and House Rules Discussion for OD&D.  Who doesn’t like talking about house rules and campaigns? Swing by if you have an interest. There are boards for simulacra and classic D&D as well, so conversation is not just limited to OD&D.

Original D&D House Rules

29 Tuesday Jul 2014

Posted by Doug in DM Resources

≈ 5 Comments

Tags

as&sh, bfrpg, BLUEHOLME, delving deeper, dwarven mine, Holmes Basic, house rules, original d&d, philotomy, seven voyages of zylarthen, swords & wizardry, whitebox

My own OD&D campaign is based on just the 3LBBs, plus some house rules. These were informed by lots of different sources, including Holmes Basic, BLUEHOLME, Philotomy’s Musings, the Delving Deeper rules, the OD&D FAQ from Strategic Review magazine, and various bits and pieces mentioned in games, forums or blogs that stuck in my memory. Most recently, I’ve read through the Seven Voyages of Zylarthen (SVoZ) and pulled in spending gold for experience from that. Here are some highlights (last updated 2015-06-02):

  • I don’t like the stat/hit dice/bonus inflation that was ushered in with the Greyhawk supplement, so I keep d6 for all hit dice and d6 for all weapon/monster damage. I only add minimal bonuses/penalties for strength, and keep the other ability bonuses as-is.
  • Magical healing is downplayed, with binding wounds available to all PCs along with the Warden class’ healing poultices. I prefer not to use Clerics, but I keep the option available as some players really like them, and at least this way the Cleric can be something other than ‘the party healer’.
  • I really liked the idea of gold being used for experience, but only if it is spent (from SVoZ). This avoids the problem of “where do I keep my mountain of gold?” that is so often hand-waved away as PCs get to higher levels, and gives PCs a choice if they want to buy pricier items like scrolls or potions – gain experience, or spend it on cool stuff?
  • I love the scroll/spellbook rules from Holmes and BLUEHOLME, so I incorporated those as-is.
  • I don’t like race-as-class (as much as OD&D did not ostensibly have this, giving a Hobbit or Dwarf one ‘choice’  for a class, and the odd Elf multi-class are all pretty much the same thing). So I allow other class choices for non-humans, including Dwarven Clerics and my own Rogue and Warden (a Ranger minus the spells) classes for Hobbits and Elves, respectively. Elves can also choose to be just FM or M-Us if they wish.
  • I like the encumbrance rules from Men & Magic, particularly that ‘Miscellaneous Equipment’  is a set weight. No need to count every torch and iron spike. I just don’t like that the max encumbrance is 300lbs worth of gold coins. So I just changed the weight of a coin from 10 coins per pound to 20. This effectively halves that weight allowance while still allowing lots of coins to be carried.
  • I use the Delving Deeper interpretation of the FMs multiple attacks being based on normal-types of less than 3HD.

You can download the OD&D house rules document in PDF or Libre Office format.

~

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