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  Unconsciousness and Death  Parrying
 The Multiverse  Being Pierced  Arcane Magic
 Spells  Fear and Horror  Divine Magic
 Wounds and Damage  Critical Hits  Character Generation
 Healing  Critical Fumbles

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.