Thursday, August 8, 2024

House Rules
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

Alignment: We use the nine alignments from AD&D 1st edition located here.

Level One Hit Points: We give all level 1 characters max hitpoints. This is done "only" for level One. This gives the characters a fighting chance, especially the Wizard who could easily have 1-2 hit points. Yea I know, it is babying them at level 1. We try to make sure our players have a good time and not worry about tripping and taking lethal damage from a pebble. From level Two and higher, hit points are rolled normal.

Clerics & Level One Spells: In the classic B/X systems, Clerics do not normally start out with an opening spell at level One which I find a bit harsh so we have house ruled in that Clerics will gain one level One spell at level One. Level two and beyond the Cleric follows the spell chart as it is written. Basically we are following the rule from AD&D on Divine spellcasting for the Cleric class.

Playable Races & Classes: Every race & class can be found at this link. If you happen to notice any errors, please let us know.

Death & Unconsciousness: We use the official rule in AD&D 1st edition that says—a character becomes unconscious at 0 hit points (HP) and begins to die, losing 1 HP per round if left unassisted. Death occurs when hit points reach -10. If a character takes enough damage that takes him to -10 hit points or below, he/she is just dead. Our house rule we've added for recovery is, if a character is brought back to consciousness using non magical healing, that character requires one week of bedrest for recovery but if that character is brought back to consciousness using magical healing, that character needs to rest for eight uninterrupted hours before returning to full strength.

Wizard Starting Spellbook: The way we handle a Wizard's starting spellbook is, the player chooses one spell (any spell) from the 1st level list of Magic-User spells in the 1st edition Players Handbook as the starting spell for that character. The DM "gifts" the following spells to add to the starting spellbook—Write, Read Magic & Identify which gives a new starting Wizard four spells to start with.

Elves Resistances: In AD&D Elves have a 90% resistance to spells/abilities that charm or unnaturally cause sleep. It makes sense that elves would have this but in Old-School Essentials it is not a rule so I have chosen to make this a house rules of sorts. Elves, Drow, Moon Drow & Sylvan Elves are particularly resistant to spells and spell-like abilities that charm or unnaturally cause sleep. When making saving throws against these types of spells, they receive a +10 bonus, Half-Elves get a +5 bonus.

Elves & Resting: Elves, Drow, Moon Drow & Sylvan Elves do not need to sleep in the traditional sense. Instead, they engage in a meditative state called a "trance" for four hours, which provides them with the same benefits as eight hours of sleep for other races. While they can technically sleep if they choose, they rarely do, and it wouldn't provide them with the same restorative effects as their trance. Half-Elves however do require sleep.

Armor Class: Old-School Essentials gives the option of using either descending or ascending armor class. For our campaigns, we will be using descending armor class.

Detect Magic Skill: The "Wizard & Sorcerer class" can detect magic on an item by concentrating for 1 full turn. This procedure is repeatable.

Identify Skill: The "Wizard & Sorcerer class" can identify a magical object by studying it for 3 full hours. They then have a 3-in-6 chance of successfully determining its effects. This procedure is repeatable.

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