Editing Crown House Rules

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1.) All starting PCs have maximum hit points for the first two levels.  Hit points thereafter are rolled normally.
 
1.) All starting PCs have maximum hit points for the first two levels.  Hit points thereafter are rolled normally.
 
 
2.) Stats are generated by rolling 4D6 drop lowest, in order.  Further modification of stats is permitted as per the rules laid out on page B6.
 
2.) Stats are generated by rolling 4D6 drop lowest, in order.  Further modification of stats is permitted as per the rules laid out on page B6.
 
 
3.) Starting PC magic-users begin the game knowing all first-level spells present in the Basic rulebook.  This is intended to represent a basic starting level of esoteric education, and should be taken as an implication that all NPC magic-users have the same amount of knowledge at 1st level.
 
3.) Starting PC magic-users begin the game knowing all first-level spells present in the Basic rulebook.  This is intended to represent a basic starting level of esoteric education, and should be taken as an implication that all NPC magic-users have the same amount of knowledge at 1st level.
  
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1.) As is usual in my games, a natural 20 in combat always results in max damage and a natural 1 always results in a fumble.
 
1.) As is usual in my games, a natural 20 in combat always results in max damage and a natural 1 always results in a fumble.
 
 
2.) In this game, all weapon restrictions (but not armor restrictions) are eliminated.  PCs of any class may use any weapon.  All weapons do an amount of damage equal to class hit die.  Thus, a thief does d4 damage with a sword, while a fighter does d8.  Add two to the damage die for two-handed weapons.  For example, a fighter does d10 damage with a two-handed sword, while a thief only does d6 damage with the same weapon.
 
2.) In this game, all weapon restrictions (but not armor restrictions) are eliminated.  PCs of any class may use any weapon.  All weapons do an amount of damage equal to class hit die.  Thus, a thief does d4 damage with a sword, while a fighter does d8.  Add two to the damage die for two-handed weapons.  For example, a fighter does d10 damage with a two-handed sword, while a thief only does d6 damage with the same weapon.
 
 
3.) Encumbrance (ENC) will not be tracked strictly in this game.  Move rate is determined in the simplest way possible (other than handwaving): by using a) armor worn and b) whether or not a character is "carrying treasure." See, for example, page X2. The DM reserves the right to audit characters' ENC, but does not foresee the necessity of such an action arising.
 
3.) Encumbrance (ENC) will not be tracked strictly in this game.  Move rate is determined in the simplest way possible (other than handwaving): by using a) armor worn and b) whether or not a character is "carrying treasure." See, for example, page X2. The DM reserves the right to audit characters' ENC, but does not foresee the necessity of such an action arising.
  
 
4.) This game will be run on a silver standard.  Experience points are now tied to the silver piece rather than the gold piece, and all item costs in the B/X rulebooks should now be read as being in silver pieces rather than gold pieces.  Treasure distribution will be adjusted accordingly.
 
4.) This game will be run on a silver standard.  Experience points are now tied to the silver piece rather than the gold piece, and all item costs in the B/X rulebooks should now be read as being in silver pieces rather than gold pieces.  Treasure distribution will be adjusted accordingly.

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