House/Optional Rules
Some of these are controversial. I may
can them if they do not work out. Most have to do with combat. The main
purpose being to make combat scarry and intimidating. I hope my games focus
on role playing more than combat.
Players and Behavior
The games may contain course language, sex, violence, as
well as unorthodox and politically incorrect situations. I ask that players
be at least 18 years of age (twenties and up are preferred) and not overly
sensitive. FYI, I am 30. Out of character vulgarity, harassment,
or other forms of annoyance toward me or the other players will not be
tolerated, and watch out if you do it in character. We are in this to have
fun so don't get too wound up over the game.
The Multiverse
Although I use the AD&D mechanics, do not assume that
"standard" AD&D planar meta-physics are the rule. Some things are as
per AD&D, others are not. Your characters will not know anything of
worlds beyond their own unless they learn it through the game or as part
of the character knowledge I give them. In other words, make sure you separate
player knowledge from character knowledge and do not assume your player
knowledge applies to the game.
Spells
Although I use the AD&D mechanics, do not assume that
"standard" AD&D spells are common knowledge. Typically your characters
will only know about the spells they have and maybe a few that they have
seen their instructors cast. I may let you select from the lists as players,
but the character is not necessarily looking through a menu of spells.
In fact, other than the initial selection (which I may have a role in),
spells will have to be acquired through adventuring.
Wounds, Pain, and Damage
Wound
/ Pain Rules
Healing / Wounds
It takes 2 HP of healing to heal 1 HP of wound damage. The
effects of a wound will last until the PC has healed the wound damage to
under his ToP
Natural Healing
A PC heals 3 HP per day of bed and 1 HP per of light activity
(walking with frequent rests). The Constitution HP bonus applies to the
natural daily healing rate for all classes.
General Healing
General healing includes natural healing, quaffing potions,
etc. General healing heals non-wound damage and wound damage in a ratio
of 2 to 1. For every 2 HP of general healing, the next HP of general healing
can apply to a specific wound.
Specific Healing
Specific healing is when healing is applied to specific wounds
and is either a directed spell or healing skill; the herbs packed on that
gash in your leg don't help heal the hole the arrow put in your arm. Specific
healing that brings a wound to within the ToP will negate the effects of
the wound, but the wound damage still requires 2 HP of healing per 1 HP.
Healing Proficiency
The benefits of the healing proficiency are in addition to
the natural healing rates. A herbalist healer could effectively restore
6 HP per day.
Unconsciousness/Death
A character can hover on "death's door" until his negative
HP's equal his constitution.
Being Pierced
If a piercing weapon (primarily missiles, but could apply
to others see below) hits, it has a chance of piercing. Modified "to hit"
rolls of 20 or more automatically stick if they hit. For "to hit" rolls
19 and less, the stuck character must make a save versus Petrifaction minus
the strength of the hit (the roll - # needed). For example, Fildro is struck
with an arrow shot by Drufus. Drufus needed a 12 and rolled a 17. Fildro
must save with a -5 modifier.
When pierced, a character continues to take damage each
as long as the weapon is embedded. If the character moves at all in a round,
the damage is rolled per the weapon. If the character remains motionless,
the damage is 1 point per turn. If the character moves normally, the damage
per round is maximum for the weapon. When the weapon is removed, damage
is rolled per the weapon unless it is barbed in which case damage is maximum.
A Healer can remove the weapon causing half the damage.
Piercing melee weapons can also stick into characters.
To do so, the attack must be called prior to rolling (-4 penalty). It the
target is pierced, the attacker can cause maximum damage each round until
the target frees himself by making a normal save versus Petrifaction. If
the pierced target chooses to attempt to free himself during a round, he
can not do anything else. The attacker holding the weapon does not get
his dexterity bonus to his armor class. If the attacker does anything besides
hold the weapon including defend with a shield, the target is freed. That
means no shield bonus for the attacker either unless he frees the target.
On the round the target is freed, damage is rolled again. The attacker
can release the weapon once it pierces and if it does not fall out of its
own weight, it is treated as above.
Fear/Horror
I will use the Ravenloft fear and horror checks when appropriate.
It is best for your characters to react appropriately to things bizarre,
gruesome, or frightening and alleviate the need for me to roll the dice.
But if I think a situation calls for one you will be asked to abide by
the results in character. For example, although zombies and skeletons
are common low-level AD&D monsters and every player has destroyed hundreds
if not thousands in their gaming careers, a character probably has no idea
these things even exist until they encounter one at which time it would
very likely freak them completely out. Of course as more and more are encountered
the character becomes used to them.
Fear and horror checks are saves vs. Paralyzation modified
by wisdom/willpower and other factors. Failing a fear check causes panic
and flight. Failing horror checks has a variety of effects: revulsion,
shock, nightmares, amnesia, etc. I will explain them if they happen.
Fear is caused by belief that you are mortally threatened
by something and are incapable of defending yourself against it. Horror
is more subtle. From, Ravenloft Realm of Terror, "say a lad spies a maiden
beside a pool in the woods, and he watches her remove a few articles of
clothing as she prepares for a swim. Next she removes her head. He faces
no immediate threat, but he still may be horrified."
Critical Hits
Natural "to hit" rolls of 20 cause double damage. (DMG 61)
Critical Fumbles
Natural "to hit" rolls of 1 cause loss of attack next round.
(DMG 61)
Parrying
Defending only in a round increases AC by half character's
level (half plus one for warriors). (DMG 61)
Arcane Magic
Memorization
Wizards must memorize spells, but spells are not forgotten
once cast. Standard spell memorization rules apply including the need to
rest before memorization. A spell can be forgotten intentionally (to replace
it with a different spell).
Spell Points (Mana)
Spells are cast by expending personal mana (spell points),
magical energy stored in the wizard himself. A wizard's level determines
how much mana he can store (1 + number of spells per level times that spell
levels). Mana can be generated and stored at 1 SP per hour of meditation,
studying, etc. (Memorizing spells and regaining mana can be done simultaneously.)
Some items, some places, and some behaviors affect this rate for better
or worse. Lack of sleep and food can reduce a wizard's mana. Specialists
gain the ability to store additional spell points for only spells in their
school - enchantment mana or necromantic mana for example.
Casting
A spell expends spell points equal to its level. Spells
that are not currently memorized but have been memorized previously may
be cast at twice the spell point cost to the wizard, and a chance of failure.
Divine Magic
Memorizing
Priests must pray for spells, but spells are not forgotten
once cast. Standard spell memorization rules apply including the need to
rest before praying. A spell can be forgotten intentionally (to replace
it with a different spell).
Spell Points (Mana)
Spells are cast by expending personal mana (spell points),
magical energy stored in the priest himself. A priest's level determines
how much mana he can store (1 + number of spells per level times the spell
level). Mana can be generated and stored at 1 SP per hour of meditation,
praying, etc. (Memorizing spells and regaining mana can be done simultaneously.)
Some items, some places, and some behaviors affect this rate for better
or worse. Lack of sleep and food can reduce a priest's mana. Bonus
spells from Wisdom apply to the spell point total.
Casting
A spell expends spell points equal to its level. Spells
that are not currently memorized may be cast at twice the spell point cost
to the priest, and a chance of failure.
Character Generation
Characters will be standard 2nd edition
classes. Kits from the Complete Books may be okay; I'll have to approve
them. Mention in the submited background which kit you are using and where
I can find it. I have Core Rules 2 Expansion so I have most everything.
Do not submit a character until requested; I will review backgrounds first
then ask for the character.
Ability Scores
Option 1: Divide 75 points between abilities. Warriors with
an 18 Str can spend an extra point for a roll of the d100 (use Irony
and email me with your character's name in the subject note) for exceptional
strength. Obey racial min/max limits.
Option 2: Roll 4d6 six times (dropping the lowest die
each roll) on
Irony and
have the rolls sent to me by Irony with your character's name as the subject.
If you give your warrior an 18 Str, send the d100 to me through Irony
also. Arrange as desired and apply racial adustments.
Non-Weapon Proficiencies
Additional languages from Intelligence can be used as NWP
slots. NWP from the Complete Books are okay.
Hit Points
First level characters start with maximum hit points.
Money and Equipment
Depending on background and class, I will let you know how
much money you have to purchase equipment. I will review the equipment
and reserve the right to modify your selection before the game begins.
Spells and Magic
Wizards start with Detect Magic and Read Magic and three
other 1st level spells (even specialists).
I will review your selection and reserve the right to modify it.
Spells can be from PHB, ToM, and the Complete books (the books that are
part of the Core Rules 2 Expansion). Spell research or adding spells to
the game from other sources will be role-played within the games.