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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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