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AD&D Houserules - Version 1.1


Below you'll read the various house rules I have developed when I am the DM. Some of these you may not agree with, though I have found that they work fine, or seem better than the original rules.

The houserules have changed, View changes for what got added or removed.

These house rules follow each chapter of AD&D (Second Edition) Players Handbook or Dungeon Master Guide, so that those that are familiar will be able to know where items are located.


Chapter 1 - Ability Scores

I use 7 Ability scores as follows...

Ability Score Rollup method I

Normally the method is 4d6, rerolling any 1's, and dropping the lowest result, up to 8 times. The lowest of these 8 get dropped. Players may sort scores in any order. Players may 2-for-1 scores up to 3 times only. This is taking two points off one to improve another score by 1. No stat can go above racial maximum, or below racial minimum in this way.

Ability Score Rollup method II

Players recieve a total of 35 d6's to alot in any combination to any stat. For instance, a player wishing to recieve a character with a high score in Strength may alot 8 d6's to the strength score. Only the 3 highest dice will count toward the final score, and no 2-for-1ing is allowed. By default, a player is required to place atleast 6 d6's into their prime requisite scores. Any other scores not being a prime requisite have a base of 3 d6's worth. Players can alot the remaining number of dice to any score.

View this chart to see the default numbers of d6's for each ability stat, for each class.

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Chapter 2 - Player Character Races

Player must give a suitable reason why his/her character would be adventuring. Unless given a plausible reason why a loner type character would adventure with others, no loners or hard to get along with characters are allowed. Generally Humans have been disadvantaged quite a bit by game mechanics in comparison to the demi-human races. One of the main reasons players play demi-humans is to multi-class. I know I do myself. These houserules will give back some power to humans as will be showned below.

Here is provided a list of available PC races. * Half-Vistani are from the Ravenloft setting described in detail in the "Domains of Dread" Hardcover book.
** Unless otherwise Specified, use description from the Dragonlance "Tales of the Lance" box set.

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Chapter 3 - Player Character Classes

Multi/dual classing has been changed. Humans can Multi or Dual class. Demi-humans (except Halflings and Half-Elves as noted below) - may only Dual class. This is because the shorter lived humans would prefer to do more things at the same time when they are still capable (ie youthful). The demi-humans on the other hand, have years and years to look forward to becoming very good at anything they want, and why would they be in any rush to become very good as a fighter and mage at the same time. They would in most cases become a master as a fighter, and then change careers to that of a mage. Halflings, and Half Elves may dual or multi as though they were considered humans. Other Demi-humans recieve a 10% penalty to all experience (after bonuses for high ability scores have been added) if they wish to multi-class.


Hitpoints for Multiclass characters

Multi classed characters recieve different die rolls when rolling hitpoints rather than the regular method. A Fighter Mage only has a 1 in 4 chance to recieve 2 hp from the mage class, where I feel it should be 1 in 2 chance.

Class Single Classed 2 Classes 3 Classes
Warrior 1d10 (1-10) 1d5 (1-5) 1d3 / 1d3 / 1d4 *
Priest 1d8 (1-8) 1d4 (1-4) 1d2 / 1d2 / 1d3 *
Rogue 1d6 (1-6) 1d3 (1-3) 1d2 (1-2)
Wizard 1d4 (1-4) 1d2 (1-2) 1 / 1 / 2 *

* At the appropriate level character rolls or is given (in the case of the mage) this amount of hitpoints. The first number is for levels 1,4,7, and 10. The second number is for levels 2, 5, and 8. The last number is for levels 3, 6, and 9.

** Characters above 10 use normal rules for that level.


Specialist Wizards.

Specialist Wizards gain a number of spells as though they are 1 level higher than they normally are. Saving throws against spells or effects from the specialty are made at this level, whereas saving throws against spells or effects from opposite schools, are made at 1 level lower than they normally are. Any extra spells they recieve from their "bonus" level may only be used to cast from their specialty.

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Chapter 4 - Alignment

Players may choose any good alignment, Lawful Neutral, or if DM deems appropriate True Neutral. Chaotic Neutral characters allowed only they improve the game, and not detract from it. Any Evil not recommended, but only allowed on a case by case basis if appropriate reasons can be given.

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Chapter 5 - Proficiencies

Players may put up to half (rounded up) of available slots given by Intelligence to Proficiencies. Half (rounded down) of these Proficiency slots may be used for Specialization, and Continued Specialization, two weapon style, or anything else that is not a specific Non-Weapon Proficiency, or specific Weapon.

For characters with Dexterity scores of 15+ Ambidexterity costs 1 slot. Characters with Dexterity scores between 11-14 require 2 slots for ambi-dexterity, and those with Dexterity scores of 9-10 require the use of 3 slots. Anyone 8 or below does not have the dexterity for this. All characters test for handedness before ambi-dexterity may be purchased. Players roll a d6 and a d12 at the same time. If the result of the d6 is higher than the d12, the character is Left Handed. If the result of the d12 is higher than the d6, the character is Right Handed, but if the d6 and d12 roll the same the character may purchase ambi-dexterity for one less than normal, for their dexterity, thus the 15+ dexterity characters recieve ambi-dexterity for free, if they choose (but who wouldn't). Rolling this test for Ambi-dexterity must be rolled infront of the DM.

Ambi-dexterity allows for someone to use one hand with the same ability as the other, but does not give 2 weapon style (attacking with two weapons for instance). To use your off hand to do something results in a -2 penalty to that action. Normal penalties for using two weapons without 2 weapon style apply (-2 for good hand, -4 for off hand).

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Chapter 8 - Experience

Session Points

I have designed a new method of handing out "Experience" that takes into account the amount of time the character was played, rather than how many goblins Joe Fighter Slaughtered, and how many Magic Missile spells James the Mage cast. This method does not take into account individual actions, that a character might do, but that's not the point. You can now concentrate on playing your character how you want, without worrying that you'd never go up in level because you don't want to have to hack at *everything* you see.

Each session of play will award a character 1 Session Point (refered to as SP's or SP from here on). For impressive play, as determined by the DM, he may award you an additional point or two, and for sleeping half the night, none.

At this time, everyone has the same rate of growth, but as with all campaigns, there will tend to be character deaths. Some classes tend to have faster growth than others, and in this case, as an optional rule, the DM may penalize certain classes (such as the Mage, Ranger, or Paladin) or help along other classes (such as the Thief and Bard).

To rise in level, a character must gain enough SP's to "buy" the next level. Thus a character with 2 SP's going from level 4 to level 5 would need 3 more session points. Once a level is gained, the character spends the equivalent amount of points (most times starting back at 0 points unless there is carryover). If the DM wants to institute training for a certain level, he might require that atleast that number of days or weeks (equivalent to the number of points being spent) are required before a character is able to raise in skill. Some things might only take a number of days, others might take a number of weeks.

This next section is simply a chart showing the rate (in sessions) that a character would normally go up, without any additional, or lack of effort on the part of the character. Those that play say once a week, can use this to predict where they will be in 2 months time, or 6 months time, or even a year.

Gaining Level# of total sessions to reach the level
2 2
3 5
4 9
5 14
6 20
7 27
8 35
9 44
10 54
11 65

Of course, the table continues, just it's not necessary to list every level.

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Chapter 9 - Combat

Unarmed Combat - Wrestling

This is a new wrestling combat system that I had developed during a game. It is fairly easy to understand, and very quickly to play. This system can also be used to see who wins "tug of war" contests and their like. It is very flexible allowing the player to decide what he will try and then check to see if he does it.

Each person rolls initiative to determine who goes first. The person who wins iniative announces what "move" he wants to perform (which can be anything, from pulling on a rope someone is holding on to, to take it out of their hands, to pick someone up and through them, or trying to stay in front of someone you're trying to run from).

Each person then rolls 1d20 and the results are compared. If the roll is higher than 5, they succeed in exactly what they are doing (and the opponent takes whatever effects as determined by DM). The loser of initiative can then (if still able to) do whatever move he wants to do, with both players rolling 1d20 again and comparing the results as above. If roll is below the roll needed to succeed the attack has no effect.

This all assumes that both opponents are of equal talent. In most cases, and as it mentions in the players handbook, everyone is proficient in wrestling. For those with the tumbling proficiency the number needed to succeed is reduced to 3. Specialization in wrestling reduces this further to 2. Someone who is not completly physically capable (ie broken leg, or has a penalty to a normal attack), see a increase to 7 needed to succeed, and if not capable under normal circumstances (ie lying down) see an increase to 8 needed. The DM is free to institute whatever number is needed to succeed by, depending on the situation.

Critical Hits

When a Critical Hit is rolled, roll on the below table to determine what happens. This table is a combination of the many type of results from various groups or individual DMs.

Roll Result
1-5 Automatic Hit (No other special benefits except that the character hits even when matematically
not able to.
6-9 Roll Damage Dice twice; take better result
10-12 Roll Damage using next larger category such as;
1 -> 1d2 -> 1d3 -> 1d4 -> 1d6 -> 1d8 -> 2d4 -> 1d10 -> 1d12 -> 2d6 -> 2d8 -> 3d6 -> 1d20 -> 2d10
-> 5d4 -> 2d12 -> 3d8 -> 4d6 -> 1d30 -> 3d10 -> 5d6
13-15 Double the damage Roll result
16-17 Double number of damage dice
18-19 Roll normal damage, Roll another attack (this may become culmulative, unlimited times)
20 +2 Bonus to damage with this attack and next attack recieves a +2 bonus to the attack roll.

* With result of 10-12, if your weapon normally deals 1d6 (Short Sword) you roll 2d3 instead. Likewise if your weapon does 3d6 (2 handed sword) it does 1d20 instead.

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