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==House Rules== I will be using a number of House Rules to better fit B/X D&D to 1e Gamma World's concepts, survival horror themes and my lazy DM philosophy: * Character Generation ** Character Classes: Only humans allowed but to give players more options, I'll roundabout bring back the Elf and Halfing as two new classes, the Spellsword (Fighter/Magic User) and Scout (Fighter/Thief). ** Characters get a Standard Array for ability scores 16, 14, 12, 10, 10, 8 (arrange to suit). Then, PCs modify ability scores with bonus points depending on class. NB- it costs 3 bonus points to increase a 17 to an 18, it costs 2 bonus points to increase a 16 to an 17, and all other increases cost 1 bonus point *** Fighter, 6 bonus points *** Thief, 4 bonus points *** Cleric, 3 bonus points *** Magic User, 3 bonus points *** Scout, 2 bonus points *** Spellsword, 1 bonus point ** Characters get static hit points depending on class, modified by Constitution scores. (i.e., hit points DO NOT INCREASE WITH LEVEL) *** Fighter, 16 hit points + (Constitution adjustment x 2) *** Cleric, 12 hit points + (Constitution adjustment x 2) *** Scout, 12 hit points + (Constitution adjustment x 2) *** Spellsword, 12 hit points + (Constitution adjustment x 2) *** Thief, 10 hit points + (Constitution adjustment x 2) *** Magic User, 8 hit points + (Constitution adjustment x 2) ** Cleric, call forth magic light from a holy weapon at will *** Unlike Magic Users, a Cleric does NOT need to select his/her spells beforehand (i.e., s/he decides at the time of casting) ***A Level 3 Clerics casts any two of the following per day: **** Cure Light Wounds **** Detect Evil **** Detect Magic **** Light **** Protection from Evil **** Purify Food and Water **** Remove Fear **** Resist Cold *** Every day, a Cleric can produce one vial of holy water ** Thief, divide 360 points among 1) open locks, 2) find and remove small traps, 3) pick pockets, 4) hide in shadows, 5) hear any noise and 6) move silently *** After Character Generation, add 30 points for every new level ** Scout, divide 180 points among 1) open locks, 2) find and remove small traps, 3) pick pockets, 4) hide in shadows, 5) hear any noise and 6) move silently *** After Character Generation, add 15 points for every new level *** Unlike Thieves, a Scout CANNOT backstab ** Spellsword, cast spells as per a Magic User of half level round down (i.e., 3rd level Spellsword cast spells as per a 1st Magic User, 4th level Spellsword cast spells as per a 2nd Magic User) * Characters Generally ** All classes can use all weapons, armor and magic items (e.g., MUs can use swords and fighters can use wands). ** All classes use the Fighter XP and Saving Throw tables ** All PCs start at 3rd level ** All PCs speak at least Latin and Celtic ** All PCs begin with whatever mundane gear they would like, 50 gp, and two potions of either ESP, Gaseous Form, Growth and/or Healing (PC's choice) ** For Fighters, Scouts and Spellswords, THAC0 improves by 1 each level. For others, THAC0 improves by 1 every other level. ** For Fighters, Scouts and Thieves, natural AC improves by 1 each level. For others, natural AC improves by 1 every other level. ** XP is awarded for completing mission objectives, NOT FOR KILLING CREATURES AND/OR TAKING THEIR STUFF * Equipment ** shields deduct 3 from Armor Class, rather than 1 * Standard Checks ** Spot Checks use Intelligence ** Fear Checks use Wisdom ** Stealth Checks use (Intelligence + Dexterity) / 2 * Combat ** Facing *** Flank Attacks are at +2 *** Rear Attacks are at +4
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