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BECMI House Rules

The document outlines house rules for character classes and combat options in a BECMI D&D campaign. Key points include: Clerics and Druids can use weapons specific to their deity and have spell progression up to 7th level spells. Elves can be Druids or advance as Lords/Wizards. Dwarves and Halflings get bonuses and can advance further in levels than other races. Fighters can become Paladins/Avengers and Swashbucklers use DEX for attacks. Weapon Mastery has level restrictions. Initiative is determined by an order table rather than a d6 roll. Encumbrance is measured in stones carried instead of coins.

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100% found this document useful (1 vote)
1K views2 pages

BECMI House Rules

The document outlines house rules for character classes and combat options in a BECMI D&D campaign. Key points include: Clerics and Druids can use weapons specific to their deity and have spell progression up to 7th level spells. Elves can be Druids or advance as Lords/Wizards. Dwarves and Halflings get bonuses and can advance further in levels than other races. Fighters can become Paladins/Avengers and Swashbucklers use DEX for attacks. Weapon Mastery has level restrictions. Initiative is determined by an order table rather than a d6 roll. Encumbrance is measured in stones carried instead of coins.

Uploaded by

urieal
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Classes: Details various character classes, their specific rules, and abilities in the game, including Cleric, Druid, Elf, and Fighter.
  • Combat Options: Outlines various combat rules and options including initiative, weapon mastery, and encumbrance.

BECMI House Rules

last updated 4/16/2014

Classes
Cleric and Druid

Elves

Elves may opt, during character creation, to be a Druidic


Clerics may use weapons specific to their deity as well as Elf. They advance and work identical to normal elves,
except that they use the druid (and cleric) spell list and
standard cleric weapons.
spell advancement chart. They are not bound by any druid
st
nd
Clerics and Druids know all 1 2 level spells. They learn restrictions. They cannot turn undead.
3rd 5th level spells from higher members of their order.
th
They learn 6th 7th level spells via direct communion or Upon gaining 10 level, an Elf must decide to advance as
a
Wizard
or
Lord.
A Druidic Elf chooses to advance as a
through deific emissaries.
Druid or Lord. Those who choose Lord advance in Attack
Dwarves
Ranks as normal. Elves who choose to advance as a Lord
Dwarves gain +2 HP per Attack Rank gained beyond C gain +2 HP per Attack Rank.
and can achieve Attack Ranks N and O.
Elves that choose Wizard or Druid gain additional spells but
will advance in Attack Ranks more slowly and cannot reach
Dwarf Extra Attack Ranks*
the same level of combat ability as other elves. Wizard Elves

Attack Rank
XP
Equivelant Fighter Level
gain +2 HP per Attack Rank gained, beyond C, and Druid
N
2,900,000
28-30
Elves gain +1 HP per Attack Rank gained, including C.
Druids can be played from 1st level.

3,200,000

31-33

* Only applies to the Dwarf class, not Dwarven Clerics

Dwarves will come close to a Fighter in combat capabilities, but will


never get the 4 attacks per round available to 36th level Fighters

Use these levels in the Hit Roll Chart for determining each Attack
Ranks matrix

Dwarven Clerics
Dwarves can be clerics. Dwarven Clerics advance as
clerics and use cleric attack tables. They suffer a 10%
penalty to XP up to max level. They use a d8 for Hit Dice,
may advance to 12th level, and may use any weapon
available to dwarves. They gain +2 HP at levels 10, 11, and
12. Dwarven Clerics gain Attack Ranks at different
intervals than other dwarves. Each Attack Rank gives +1
HP per rank, including B, as well as additional spells.

Dwarven Cleric Attack Ranks


Attack
Rank
B
C
D
E
F
G
H
I
J
K
L

XP*
500,000
700,000
900,000
1,100,000
1,300,000
1,500,000
1,700,000
1,900,000
2,100,000
2,300,000
2,900,000

1st
4
5
6
6
7
7
7
7
7
7
7

Cleric Spells per Day


2nd 3rd 4th 5th 6th
4
4
3
2
1
5
5
3
2
2
5
5
4
4
3
6
5
4
4
3
6
5
4
4
4
6
5
5
5
4
7
6
6
5
4
7
6
6
5
5
7
7
6
6
5
7
7
7
7
6
7
7
7
7
7

7th

1
2
3
3
4
5
5
6

* Upon reaching 12th level, a Dwarven Cleric no longer suffers a 10%


penalty to XP

Dwarven Clerics do not gain multiple attacks

Half damage from any damage-causing spell or spell-like effect

Elf Wizard Attack Ranks


Attack
Rank
C
C
D
D
E
E
F
F
G
H

XP
850,000*
1,100,000
1,350,000
1,600,000
1,850,000
2,100,000
2,350,000
2,600,000
2,850,000
3,100,000

1st
4
4
5
5
6
6
6
6
7
7

Magic-user Spells per Day


2nd 3rd 4th 5th 6th 7th 8th 9th
3
3
3
2
1

4
4
3
2
2

4
4
4
3
2
1

5
5
4
3
2
2

5
5
4
4
3
2
1

5
5
5
4
3
2
2

5
5
5
4
4
3
2
1
6
5
5
5
4
3
2
2
7
6
6
5
5
4
3
2
7
6
6
5
5
4
4
3

* Wizard Elves do not gain multiple attacks

Half damage from breath weapons, or one-quarter damage if the saving


throw is successful

Elf Druid Attack Ranks


Attack
Rank
C
D
E
F
G
H
I
J
K
L

XP
850,000*
1,100,000
1,350,000
1,600,000
1,850,000
2,100,000
2,350,000
2,600,000
2,850,000
3,100,000

2nd
4
5
5
6
6
6
7
7
7
7

3rd
4
5
5
5
5
5
6
6
7
7

4th
3
3
4
4
4
5
6
6
6
7

5th
2
2
4
4
4
5
5
5
6
7

6th
1
2
3
3
4
4
4
5
5
6

Fighters can become a Paladin, Avenger, or Knight at 2nd


level but they must role play the conversion in the game.
Paladin and Avenger special abilities are determined by
deity.
Fighters can choose, at 1st level, to be a Swashbuckler.
They use their DEX modifier for attack rolls (not damage).
They cannot use armor that weighs 2 or more stones.

Halflings

Halflings gain +2 HP per Attack Rank gained beyond A.


They advance in Attack Ranks, beyond A, every 250,000 XP
(instead of every 300,000) and can reach Attack Rank M.
Halflings can perform the following thief abilities:
Move Silently* (as a thief of 3 levels higher)
Pick Pockets* (as a thief of equal level)
Climb Sheer Surfaces* (as a thief of equal level)
Hear Noise (as a thief of 3 levels higher)
* Requires non-encumbering armor

Magic Users

Magic users can use any weapon available to thieves.


Spell Acquisition and Research*:
Spells can be learned from extraplanar creatures and
various monsters 70% of the time.
Spells can be learned from higher level casters at a
success rate of 5% per level difference (so a 9th level
caster teaching a 1st level caster would have an 45%
chance to succeed)
Spells can be learned from studying another magic
users spellbook with a 20% chance of success
Spells can never be learned from scrolls
* INT bonus modifies learning by 10% for each point (i.e. an INT of 18
will give you a 50% chance with learning from anothers spellbook)

Thieves

Druid/Cleric Spells per Day


1st
4
5
6
6
7
7
7
7
7
7

Fighter

7th

1
2
3
3
4
5
6

* Druid Elves do not gain multiple attacks

Half damage from breath weapons, or one-quarter damage if the saving


throw is successful

Thieves use a d6 for hit dice. They use the B/X progression
for skills. Higher level skills and information will be
determined at a later date.
Backstab improves to 3 at 9th, 4 at 15th, 5 at 25th

Mystics

Mystics function as explained in the Rules Cyclopedia


except for level progression. They progress as listed up
to, and including, 8th level. 9th level requires 280,000 XP
and each level beyond requires 300,000 XP. At 8th level,
Mystics use Attack Rank A and gain one Rank for each
level higher. Mystics can reach 17th level. CON bonus does
not apply after 9th level. They continue to roll for HP at
each level. They dont add STR to attack or damage when
fighting unarmed. Mystics do improve their AC using DEX.

Combat Options

Initiative

Fighters can Smash and Parry at any level; Swashbucklers cannot Smash; Mystics can only Smash when using
a weapon.

Initiative is not a d6 roll. Instead, use the following chart Coin encumbrance is tiresome. Encumbrance is now
to determine initiative each round based on your action. tallied in stones. Use the following charts to determine
The lowest number goes first.
encumbrance and movement.

Disarm is only available when given by weapon mastery.

Weapon Mastery (WM)

The following level restrictions are in place for WM


EX 9th level (8th for halflings)
MS 15th level or 1,000,000 XP (for demi-humans)
GM 25th level or 2,200,000 XP (for demi-humans)
Demi-humans gain WM slots every 400,000 XP beyond
max level (instead of every 200,000).
Deflect will use 1/3 the enemy HD as a penalty for your Save
vs. Death Ray.

Shield Weapons

Shield weapons are not available

Normal Sword

I dislike how a Normal Sword outshines all other weapons.


Here are the new stats for a normal sword:
SWORD, NORMAL
(B) [P = H]

CST: 10gp
ENC: 60cn

BS
SK
EX

--/5/10

MS

--/5/10

1d8
1d10
2d6

P: 2d6+4
S: 2d4+4
GM 5/10/15 P: 2d6+6
S: 2d4+6

H: -2AC/1
H: -3AC/2
H: -4AC/3

Deflect (1)
Deflect (1)
Disarm (Save)
Deflect (2)
Disarm (Save +2)
Deflect (3)
Disarm (Save +4)

Two-handed stuff

Two-handed weapons do not automatically lose initiative.


Two-handed weapons do 2 STR bonus to damage.
Dual wielding does not grant an extra attack each round,
rather it gives +1 to your attack bonus, regardless of magical bonus to off-hand weapon. The off-hand weapon
must be a small weapon (a symbol on the WM table).

Order
1*
2*
3*
4*
5
6
7
8
9
10
11
12
13
14

Encumbrance and Movement

Encumbrance

Order of Initiative

Action
Glance Attack
Readied Action (missile, potion, wand, etc., spells cant be readied)
1th 3rd Level Spell
Missile Fire, Wand
Movement and Acquisition (incl. beginning a charge attack)
Breath Weapon
Extreme Weapon (pike, long tail, etc.)
4th 6th Level Spell, use an Acquired Item
Long Weapon (2-H sword, pole arm, tail, long tentacle, etc.)
Medium Weapon (normal sword, battle axe, tentacle, etc.)
Short Weapon (dagger, mace, hand axe, long claw, etc.)
7th 9th Level Spell
Scroll
Touch Attacks (bite, short claws, etc.)

* These actions may be deferred until after movement and occur


sequentially afterwards (i.e. glance attacks happen on 6, breath
weapons and 1st 3rd level spells happen on 8, etc.)

A PC can move 1/3 your movement rate and still attack in a round or
you can move your full movement rate in a round

Acquisition is when a player tries to acquire something (pick up a


dropped weapon, grab the MacGuffin and get ready to run, get a
potion from a pack, etc.)

Scale or Chain Armor*


Banded or Plate Armor*
Every 5 items carried
Every 100 coins carried
Every oversized item carried

+1 stone
+2 stones
+1 stone
+1 stone
+1 stone

* Armor does not count as an item, it is given its own stone value

Does not include elven chain (which weighs the same as Leather)

Use the info below for guidance, clothing does not count towards
encumbrance, very small things like garlic, rings, wolvesbane, etc. are
not counted except in excessive quantities

Everything is normally considered a single item with the following exceptions: 1 full quiver is 1 item, 2 daggers are 1
item, a scroll case is 1 item, 3 stakes + mallet are 1 item,
12 iron spikes are 1 item, 2 vials is 1 item, 2 mirrors are 1 item, 10
jewelry pieces are 1 item, etcuse good judgment.

Movement
Stones*
0-1
2
3
4
5+

Encumbrance Description
Unencumbered
Lightly Encumbered
Heavily Encumbered
Severely Encumbered
Overencumbered

Base
Speed
120
90
60
30
0

* STR bonus increases carrying capability on a 1-1 ratio; therefore a PC


with a STR of 18 would be unencumbered on a value of 0-4, lightly
encumbered on a 5, heavily encumbered on a 6, etc.

Classes
Cleric and Druid
Druids can be played from 1st level.
Clerics may use weapons specific to their deity as well as 
sta
Combat Options
Fighters can Smash and Parry at any level; Swashbuck­
lers cannot Smash; Mystics can only Smash when using 
a

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