OED-v100

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    ORIGINAL EDITION DELTA

    House Rules Compatible with Original D&D

    by Daniel R. Collins (version 1.0)

    RACES

    Humans:No special traits; no level limits.Dwarves:Infravision 60', resist magic +4, dodge giants +2, find traps +1.Elves:Infravision 60', multi-classed !i"+1#, $ide in !oods 4%6#, find secrets +1.Halflings:&esist magic +4, fire missiles +2, $ide in !oods 4%6#, small !eapons.

    CLASSES

    Fighters:its d(, at)s +1 per level; $eav* armor, all !eapons, fig$ter feats.Thieves:its d6, at)s +2% per level; lig$t armor, lig$t !eapons, t$ief s)ills.Wizars:its d4, at)s +1%2 per level; no armor, dagger onl*, magic spells.

    ALIGNMENT

    Three Alignments: a!ful, Neutral, $aotic. Ne! c$aracters s$ould list eit$era!ful or Neutral if t$e c$aracter is $aotic, secretl* inform t$e /#.

    ABILITIESRan!m A"ilities: ilities are rolled d6 in order trengt$, Intelligence,

    3isdom, eterit*, onstitution, $arisma#. 5$en s!ap an* t!o.

    EQUIPMENT

    #tarting $!ne%:tarting mone* d610# and e7uipment prices are in silverpieces. potion of healingcan e oug$t for 80 sp up to 8 doses#.

    CORE MECHANIC

    Target &':/an* actions !ill e c$ec)ed for success * rolling d20 + level +modifiers, !it$ success indicated on a total of 20 or more.

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    ABILITY MODIFIERS

    (alues:ee tale to t$e rig$t for standard modifiers. 5$ese7uence continues in eac$ direction 91 for ever* ailit*score points#.

    Effe)ts:trengt$: melee attac)s and damage. Intelligence:

    secret door and trap detection. 3isdom: mental-attac) saves.eterit*: missile attac)s and armor class. onstitution: rolls for$it points. $arisma: reaction rolls.

    FIGHTER FEATS

    Feats:ig$ters can select one feat ever* 4 levels starting at 4t$# to epand t$eircomat ailities. ee ppendi for availale feats.

    THIEF SKILLS

    #*ills:5$ieves $ave t$e ailit* to 1# open loc)s, 2# remove traps, # pic)poc)ets, 4# move silentl*, and 8# $ide in s$ado!s. uccess re7uires rolling d20 +level + e modifier, and scoring 20 or more. 5$ieves also stri)e silentl* from e$indfor doule damage, and add +1 to $ear noises and clim c$ec)s increment t$eseonuses ever* 4 levels#.

    WIZARD SPELLS

    #+ells:3i"ards start !it$ a spelloo) containing all 1st-level spells up to 10#.dding a ne! spell from a captured oo) or scroll re7uires a roll of d20 + level + Int

    modifier, and scoring 20 or more. 5$is ta)es one !ee), or one !ee) per level ifcreating a rand-ne! spell and li)el* significant epense for spell researc$#. 3i"ardscannot memori"e duplicates of an* single spell.

    MOVE RATES

    #)ale: or man-to-man action,one round lasts aout 10 seconds.

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    WEAPONS

    Damage: ee tale to t$e rig$t forase !eapon damage.

    #w!rs:aggers, s!ords, and t!o-$anded s!ords can e dra!n from t$e

    scaard and used to attac) in t$e sameround ot$ers re7uire a round to read*#.

    #+ears: pears, lances, polearms,and pi)es get a free attac) if readiedagainst an attac)er in t$e appropriatedirection. 5$e* cannot e used against a close enem*.

    A,es:and aes, attle aes, and $alerds gain +2 to $it c$ain or plate armor.-lu"s:/aces, flails, and morning stars get +4 to $it opponents in plate mail..!ws:Bo!s can e fired ever* round; slings and crosso!s ever* ot$er round.

    Indoors, all missile !eapons $ave an effective range of 6>%12>%24> 0%60%120 feet;

    assume a 10' ceiling#. ttac)s are +4 at s$ort range, +2 at medium range.Thr!wing: spear, dagger, or $and ae ma* e t$ro!n up to 12> 60 feet#indoors. 5$ese are al!a*s treated as long range no onus to $it#.

    Halflings:mall creatures suc$ as $alflings re7uire t!o $ands to use medium!eapons e.g., s!ord, attle ae, morning star, flail#. 5$e* cannot use large !eaponspolearm, $alerd, t!o-$anded s!ord, lance, pi)e, longo!, $eav* crosso!#.

    Thieves:5$ieves are limited to t$e dagger, s!ord, sling, and lig$t crosso!.

    COMBAT

    #ur+rise:Cenerall*, a roll of 2 in 6 indicates surprise. 3arning great lig$t, noise,=A# ma)es t$is impossile. Dnseen parties $ide in s$ado!s, invisile, elven cloa)#add +2. ilenced parties still amus$, move silentl*, elven oots# add anot$er +2.uspicious parties get @1. urprise gives a free round, t$en automatic initiative.

    Initiative:&oll d6 initiative for eac$ side re-roll ties#; pla* goes around t$e tale.5$e first round permits no movement, ut an* ot$er attac)s or actions. ater roundsallo! eac$ part* to move and attac), in order. igures must stand to fire missiles, castspells, read* spears, and reload slings and crosso!s ut not to t$ro!#.

    Atta)*s:ttac)s are made * rolling d20 + attac) onus + of target and scoring 20 or more. /onsters use t$eir $it dice forattac) onus.

    #aves:aving t$ro!s are made * d20 + level + modifierssee tale# and scoring 20 or more. 3ands give +2 to saves.

    Die Wea+!ns

    d4 .agger, sling

    d6

    d(

    d10 'alerd, t!o-$anded s!ord

    'and ae, mace, spear, arro!,

    7uarrel

    !ord, attle ae, morning s tar,

    flail, pole arm, lance, pi)e

    T%+e $!ifier

    pells 0Breat$ +1

    tone +2

    Aaral*sis +

    .eat$ +4

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    MISCELLANEOUS RULES

    -lim"ing:Base 2-in-6; add e onus, +1 for spi)es, @1 per encumrance level.

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    APPENDIX A: FIGHTER FEATS

    1. Great -leave:3$enever t$e c$aracter drops an enem* in melee comat, $egets an immediate, onus attac). 5$is ma* result in ot$er, etra attac)s.

    2. Great F!rtitue:5$e c$aracter gains a +4 onus to saves against poison,disease, and deat$ magic.

    . Great #trength:5$e c$aracter adds +2 to trengt$.4. Ir!n Will:5$e c$aracter gains a +4 onus to saves against mental attac)s

    including c$arm, fear, illusions, etc.#8. $!unte -!m"at:n* attac)s made from $orseac) are at +1 to $it. lso,

    t$e c$aracter can urge t$eir mount to +80L speed for up to 6 turns.6. Ra+i #h!t:5$e c$aracter gets one etra attac) per round !it$ an* missile

    !eapon.G. Ra+i #tri*e:5$e c$aracter gets one etra attac) per round !it$ an* melee

    !eapon.(. Running: 5$e c$aracter can add +80L speed !$en running, and can

    maintain t$is rate for ( $ours.?. T!ughness:5$e c$aracter gains +2 $it points per level.10. Tra)*ing:5$e c$aracter $as a 4-in-6 c$ance of trac)ing pre*. dd +1 for soft

    ground, large part*, etc. utract @1 for eac$ da*'s lead, $our of rain, etc.11. Tw!4Wea+!n Fighting:5$e c$aracter can fig$t !it$ a lig$t melee !eapon in

    t$e off $and up to d6 damage#. =ac$ round, t$e c$aracter can opt for eit$eran etra attac) or a parr* +1 # !it$ t$e off-$and !eapon.

    12. Wea+!n #+e)ializati!n:5$e c$aracter pic)s one !eapon t*pe, and gains +1to $it and +2 damage !it$ t$at !eapon.

    APPENDIX B: MULTI-CLASSING

    Aing -lasses:=lves automaticall* start !it$ t$e !i"ard class, plus one more oft$eir c$oice. 5o add ne! classes, an* c$aracter needs an ailit* of 16 or more in t$ene! prime re7uisite, and must sacrifice t$eir current top class level.

    E,+erien)e:t t$e start of eac$ adventure, t$e pla*er states !$ic$ class t$e* aretraining in, and all KA is a!arded to t$at class.

    .enefits:5$e multi-classed c$aracter uses t$e est entr* for $its, attac)s, saves,armor, and !eapons; t$e* can freel* use ailities from an* class feats, s)ills, spells,etc.#. ig$ter%!i"ards ma* cast spells in leat$er or c$ain melee !eapon in one $and,no s$ield#; t$ief s)ills are restricted to leat$er armor onl*.

    $!nsters:/onsters use t$e same rules; ase $it dice are ta)en as ig$ter levels!it$ 6-sided $its.

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    APPENDIX C: HIGH-LEVEL GENERATION

    Levels:3$en ma)ing a part* aove 1st level for a one-off game, t$e normal levellimits are not good alancing factors. umans s$ould e created at +1 level. 3i"ardsmust $ave a minimum Intelligence of 10+$ig$est spell level.

    A"ilities:evels 1-4 roll ailities as normal. evels 8-( re-roll an* t!o scores.

    evels ?+ roll 4d6 drop lo!est#, plus ot$er modifiers.E5ui+ment:ssume t$at $ig$er-level c$aracters can ta)e an* mundane item

    ecept s$ips#.$agi) #+ells:3i"ards s$ould generate a random spelloo) of 4-10 spells per

    usale level more for $ig$er Intelligence#; t$e most useful can e memori"ed.$agi) Items:$aracters s$ould e c$ec)ed for magic items at 1-in-10 per level

    for NAs, 1-in-20#. ig$ters and t$ieves c$ec) for 1# s!ord, 2# armor, # potion, 4#miscellan* !eapon, ring, or misc.#. 3i"ards c$ec) for 1# potion, 2# scroll, # !and,4# miscellan* !eapon, ring, or misc.#. Items start at +1 or asic t*pe#; c$ec) again atF round do!n# for +2 medium or 2-dose potion, etc.#; and again at M for +. /ulti-

    classed roll for eac$ class, ta)ing est in a categor* maimum 8 items total#.

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