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The Lawful the Neutral and the Chaotic
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==House Rules== 1.) Fighter and clerics, when unencumbered (carrying 400 cn or less), get a bonus of -3 to AC (doesn't protect vs. backstab).<br/> 2.) Thieves, when unencumbered (see above), get a -1 bonus to AC (also doesn't protect vs. backstab).<br/> 3.) Fighters and clerics can use their movement to "dive for cover": -2 AC.<br/> 4.) Anyone who is unencumbered (see above) and moves during their action gets -1 AC (it's harder to hit a moving target).<br/> 5.) Anyone who is in full cover is not a valid target.<br/> 6.) Partial cover grants -2 AC.<br/> 7.) Anyone in full cover who shoots only gets -2 AC; they're now considered to be in partial cover.<br/> 8.) Yes, thieves may "backstab" with firearms.<br/> 9.) Max hp at first level for this campaign.<br/> 10.) No clerical weapon restrictions for this campaign with the exception of magic weapons: a cleric can't wield a magic weapon of any weapon type which would be forbidden to the class under standard B/X rules.<br/> 11.) No non-human PCs.<br/> 12.) Initiative and missile fire - Side A wins initiative. Side A closes with Side B and makes a melee attack, if Side A kills Side B via that melee attack, then my interpretation is that they got the jump and Side B is dead before firing a shot. *If* Side B survives, even if it's just with 1 hp, I'll still let them make the missile attack, even though I wouldn't normally allow a rifle (or bow, or sling) attack while meleed. This only applies in this situation.<br/> If combat lasts into a second round, then Side B can't keep making rifle attacks unless they want to try and make a fighting withdrawal (or a full retreat followed by later turning and firing in a different round). The reason I'm doing this is because it should be dangerous to charge right into a line of dudes with rifles levelled at you.<br/> 13.) Silver bullets cost 25gp (5x normal) *Wilderness Encounter Evasion **Per the book, the party can ALWAYS evade successfully if it has the advantage of surprise. **Per the book, evasion is totally off the table when the party has ''been'' surprised. **Dice-rolling on the evasion table comes in when neither side has the advantage of surprise. **If the reaction roll is 6-12 and the encountered creature is Neutral or Lawful, the party may evade with out a roll in situations where neither party has surprise. **If the encountered creature(s) is/are Chaotic, the party may only auto-evade on a reaction roll of 9-12 (this will also apply to buccaneers, dervishes, and nomads). **There is still an element of uncertainty, as some human encounters aren't going to have an obvious alignment. **As a general rule, no auto-evasion of non-intelligent undead and/or intelligent undead who basically just attack on sight (a reaction roll isn't really appropriate here). Same would apply to some golems or robots. 14.) '''a.)''' fighters to perform multiple attacks per round (# of attacks permissible = fighter's hit dice + 1, and # of attacks with a missile weapon can't exceed the weapon's current capacity) on opponents with less than 1 HD, provided that none of the opponents fighting the PCs have 1 or more HD. I know some forms of early D&D which I don't myself play or own (OD&D? Holmes, maybe?) allow a similar rule. This is basically meant to permit skilled gunfighters to shoot their way out of bars full of mooks and stuff like that. '''b.)''' fighters, WITH HANDGUNS ONLY, may "dual wield", although they're at -2 to hit when doing so. This is meant to permit blazing away with a pair of revolvers; both weapons have to be handguns, in other words. No two-weapon fighting with a revolver in one hand and a halberd in the other or anything silly.
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