House Rules

Combat House Rules

Simple Weapons

  • All small weapons do 1d4 damage (clubs, daggers, etc.)
  • All medium weapons do 1d6 damage (swords, maces, axes, etc.)
  • All two-handed weapons do 2d4 damage (bastard sword, etc.)
  • Fighting with two weapons at once allows you to roll 2d4 or 2d6 damage (small or medium) and take the better roll.

Shields Will Be Splintered!

  • Shields provide +1 to AC, but can also be used to absorb a blow, being sundered (destroyed) in the process.
  • Magic shields act the same way, but can absorb it’s bonus in extra hits before being destroyed (e.g. +2 shield can absorb 2 hits; on third, it’s sundered)

Armor Class & Attack Bonuses

Unarmored characters have a Base AC of 11; attackers must roll 11 or better to hit an unarmored individual. Armor adds a bonus to this Base AC. Along with this, each class gets a progressively higher Attack Bonus as they go up in level.

Armor Cost AC Bonus Weight
Banded mail 250 gp +5 35 lb.
Chain mail 150 gp +4 30 lb.
Horse barding 150 gp +4 60 lb.
Leather 20 gp +2 15 lb.
Padded 5 gp +1 10 lb.
Plate mail 600 gp +6 50 lb.
Scale mail 65 gp +3 40 lb.
Shield 10 gp +1* 10 lb.
Splint mail 200 gp +5 45 lb.
Studded leather 30 gp +3 20 lb.
Unarmored 0 gp +0 nil
* See also “Shields Will Be Splintered!” above.
Attack Bonuses
Cleric and Thief Fighter and
Demi-human
Magic-user Monster HD ATTACK BONUS
- 0 - - +0
1-3 1-2 1-3 1 or less +1
4-5 3 4-7 1+ and2 +2
6-8 4 8-10 2+ and 3 +3
9-10 5 11-12 3+ and 4 +4
11 6 13 4+ and 5 +5
12 7-8 14-15 5+ and 6 +6
13-14 9 16-18 6+ and 7 +7
15-16 10-11 19-20 7+ to 9 +8
17-18 12 21-23 9+ to 11 +9
19-20 13 24+ 11+ to 13 +10
21+ 14 - 13+ to 15 +11
- 15 - 15+ to 17 +12
- 16 - 17+ to 19 +13
- 17 - 19+ to 21 +14
- 18 - 21+ and up +15
- 19+ - - +16

Ability Skill Rolls

When a character needs to attempt something within their class repertoire for which there are no other rules, the optional Ability Check rule will be used (p. LL55).

Should a character need to attempt something outside their normal dungeon-delving, class-based skill set, the player will roll the ability check at a penalty of 5. For example, a character with a Dexterity of 13 would need to roll an 8 or less on a d20 to succeed.

In either case, the difficulty can be varied by +/-4 as per the rules.

House Rules

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