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==House Rules== I will be using a number of House Rules to better fit B/X D&D to Call of Cthulhu's concepts, gothic 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 limited hit points depending on class, modified by Constitution scores. (i.e., after 2nd level hit points DO NOT INCREASE WITH LEVEL) *** Fighter, 8 hit points + (Constitution adjustment) *** Cleric, 6 hit points + (Constitution adjustment) *** Scout, 6 hit points + (Constitution adjustment) *** Spellsword, 6 hit points + (Constitution adjustment) *** Thief, 5 hit points + (Constitution adjustment) *** Magic User, 4 hit points + (Constitution adjustment) ** 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) *** Every day, a Cleric can produce one vial of holy water ** Thief, divide 60 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 6 points for every new level ** Scout, divide 30 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 3 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., 1st level Spellsword cannot cast spells, 2nd level Spellsword cast spells as per a 1st Magic User) * Complications ** Every PC has one to three complications from their past (ala the characters from βLostβ). *** if one or more of your complications impacts your character alone (i.e., not causing problems for the whole party) in a significant way, you get bonus XP. * Investigator skills ** All PCs start with 60 points to distribute among skills *** Athletics- includes Swim *** Engineering *** Etiquette- knowledge of what is becoming or appropriate for a person of good breeding *** Fast Talk- confuses someone for a few minutes. Not Persuasion *** Law- includes Bureaucracy *** Medicine- includes Herbalism and Forensics *** Navigation- getting around. Includes Tracking *** Occult- '''**THINGS MAN WAS NOT MEANT TO KNOW**''' *** Psychology- detects lies and insanity *** Research *** Stealth- broader than Thieves' Skills of Hide in Shadows and Move Silently, and at an amateur level *** Streetwise- the necessary knack, personality and instinct for survival in rough, urban environments ** Occult starts with max 3 points- further increases in Occult cost permanent reduction in Wisdom via reading forbidden books. * 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 speak at least Latin and one other language of their choice ** All PCs begin with whatever mundane gear they would like and 25 gp ** 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 tasks, 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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