Since I just finished work on the second installment of the Basic game, I thought I'd share the house rules used last session. I'll include the rule in italics, then my justification of the rule, and finally I'll evaluate the effect of the rule last session and whether it will continue to see use. This is probably a two-poster.
1. Creating Characters
a. Roll Abilities (4d6, drop lowest, six times)
b. Choose Class/Race
c. Assign Abilities
d. Record Hit Points (Max + Con)
e. Select / Assign Class Abilities
f. Determine Bonus Languages
i. Abyssal
ii. Celestial
iii. Draconic
iv. Dwarvish
v. Elvish
vi. Giant
vii. Goblin-Speech
viii. Old Elvish
g. Determine Starting Wealth (3d6 x 10)
h. Purchase Equipment
i. Determine Armor Class, Encumbrance, and Movement Rate
j. Determine Attack Bonus and Saving Throws
k. Determine Signature Headgear (1d8)
l. Determine Teammate Relationships (1d100)
Okay first of all, since these rules deal specifically with character creation they obviously can't be changed going forward. That said, I would change a few.
Generating abilities with 4d6 drop lowest seemed to create more powerful characters then necessary, especially with the additional tweaks made in other areas (more later.) Max hits at first level is fine and would not be changed. I went back and forth on whether to even bother including languages in this game, but when I did decide to use them, I wanted to have a compact and complete(ish) list. It is largely based on third edition with certain tweaks. There is now only one "evil alignment" tongue, and I created Old Elvish to serve as the campaign's dead language. Easily the most memorable addition was the two tables lifted from JB/Blackrazor (thanks!). These humorous tables immediately gave each character additional personality, and set a light tone. One thing I did notice, none of the players initially enjoyed their results, but each enjoyed watching the other characters get saddled with strange and whimsical backgrounds and hats. My favorite was the "three-tiered ziggurat," but that proved too much for the player and was exchanged for a "ninja hood." Good times.
2. Class Changes
a. Clerics may wield only blunt weapons and their deity’s favored weapon.
b. Elves may wear up to Chain Mail Armor, and find secret doors on 3 in 6.
c. Magic-Users may wield any 1-handed weapon and the quarterstaff.
Classes in my game remain as written for the most part. The changes to the Elf class are nerfs pure and simple (though the armor restriction is somewhat based on my own taste.) I may rule that certain plate may be worn by elves if and when we reach an appropriate power level. The weapons changes made to MU and Cleric are subtle and profound. MU is the least noteworthy as it still restricts their ability to use ranged weapons, and MU's even armed with a longsword should stay far away from combat. The quarterstaff becomes the "best choice" but only after other tweaks later. Clerics using any single weapon in addition to all blunts is a game changer if the right weapon is chosen. My player selected the longsword which is one of the better choices, though I personally feel the longbow would have been more impactful. So far, I'd keep these changes in a future campaign, but we shall see.
Combat
a. Combat Maneuvers
i. 5' Step: Make free 5' step at the beginning or end of each round if no other movement.
ii. Aimed Attack: -4 to Hit, special effect.
iii. Charge: Move 10' in straight line and attack - +2 to Hit, -2 AC for rest of round.
iv. Cleave: Whenever your melee attack drops a foe, gain an immediate bonus attack.
v. Parry: +4 AC, but no other action in round.
vi. Set v. Charge: Delayed - when charged, make immediate attack for double damage.
vii. Stunt: Win an opposed To Hit roll verse Target, special effect.
b. Critical Hits: Rolls of natural twenty result in maximum damage.
c. Death: Death occurs at -10 HP.
d. Dying: Below 0, must Save v. Death every round or fall unconscious.
e. Fighting with 2 Weapons: Elves, Fighters, and Thieves may fight with two weapons if one is light (d6). Such characters make only one attack, but roll damage for each weapon and use the best result.
f. Healing: Characters heal 1 HP per Character Level, per day. Binding wounds after combat restores 1d4 HP.
g. Initiative: Rolled every turn, d10 + Dex + Weapon Speed.
h. Weapon Speed = d4/+1, d6/+0, d8/-1, d10
Now to combat, and I warn you, there is a lot here to cover. Combat maneuvers simply lists or clarifies things that are already in the rules - for the most part. Cleave is new, and is something that I might restrict to pure fighters depending on how it impacts the game. It did not see use in the last game for whatever reason. The stunting system didn't either, though I'm inclined to leave it in as its more of a DM ruling guide than anything else. The others all seem good to me right now.
The next up is critical hits. I like em, and they are iconic to the game and therefore, they stay. Death at -10 hp. My groups almost always used a rule like this, and though it GREATLY reduces the risk of pc fatality, I'd feel uncomfortable removing it. I do however acknowledge how great an advantage this gives clever parties. If not every member is wiped, then death is practically impossible. Dying rules allow for cinematic "fight til the last breath" type scenarios - keep it in (as long as I keep -10 hp in anyway.) Two weapon fighting is a solid rule and I doubt that I ever remove that particular house rule. It allows that option (for flavor) without making it clearly better or clearly worse. So far, its been avoided. Healing. I'm not sure that the "bind wounds" was used as we were all drinking at the time, but for now I like faster healing and so it stays. The initiative system here is a vast departure from basic as written, and I think that it is going away. Individual initiative modified by weapon speed does not a better experience make. Its going to go, and initiative will likely go back to 1d6 or 1d10 unmodified, players win ties. This does undercut dexterity and weapon choice, but again, it doesn't add enough to be worth the effort. Finally, weapon speed. Again, this was part of my attempt to fix weapons (which may only need fixing if variable damage is used, but that is surely another post.) Again, it does not hold up to the fun test and it goes.
NEXT: House Rules Part 2
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