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HOUSE RULES AN EVEN DOZEN THINGS TO CONSIDER
AD&D is a wonderful game, but most DMs that I have seen have made a habit of changing some of its rules to fit their own needs (and I am no exception). So whether a rule was adjusted to make it seem more realistic in general, or just altered to fit into the scheme of my world, it is still important that you not be surprised by these changes. I have listed an even dozen of the major changes and present them below to help ease your character into the world of Orlantia (if you find more than 12, it is because I've added some after I initially wrote this, so don't write to tell me I can't count. I can). It is my intent that you should read these house rules so you will not be too surprised when my game deviates from any accustomed norm.
1.) Since I tend to dislike racial restriction on classes, I have relaxed these. (It also seems that the up coming 3rd edition of D&D has done the same). Thus, you can probably be whatever class you wish no matter which race you choose, but I do still have restrictions on the accepted races a PC might play and I do still have limits on the levels a demi-human or non-human may achieve. For example, the standard choice of races is fine, but playing a pixie, a leprechaun, or a dragon may or may not be. If you can think of a race that you would like to play that isn't obviously overly powerful, we can discuss it.
2.) You will notice right away that I do not play by the rule that clerics (priests) may use only blunt, bludgeoning weapons. They usually use swords like most people, or even more frequently, the weapon most often depicted with their deity. The priest class is also more versatile in two ways. One, I make them more of a reflection of their deity, giving them at least seven special spells (one for each level, 1 to 7) and a few secondary skills (for free) and an ability or two unique to their faith, in addition to their normal priestly powers, and Two, under the new mana spell system a priest may substitute any memorized spell for a cure wounds (healing) spell of Nd4 where N is the level of the spell. For example, they may cast a 5d4 cure wounds spell in place of their memorized fifth level Flame Strike spell.
3.) Due to the historical realities of using a bow in combat (and several other factors), I have made it cost two weapon proficiency slots to become proficient with bows (long and short, but NOT crossbows), though it only takes one extra slot to become specialized in bow (for a total of three slots, which is the same as standard AD&D). So if you want to be proficient in bow, you must spend two WP slots on it to begin with. You may spend one, however, and have half your classes normal penalty for non-proficient weapons (round up) if you wish.
4.) All player characters start with their first hit dice at maximum (plus whatever constitution bonus they may get). Thus, warriors start with 10, priests with 8, rogues with 6, and mages with 4 hit points (+ con bonus). All other hit dice must be subsequently rolled under direct DM supervision. Unconsciousness starts at 0 hit points and one will generally "bleed" or "suffocate" at a rate of 1 hit point/round (on their initiative) until given some aid (normally by their comrades taking an entire round to "bind wounds," a skill all adventurers have for free, or by employing more magical means). This "binding of wounds" may take the form of CPR, mouth to mouth, or just bandages. When bandages are employed, it is assumed you spend 10 SP (about $10) of equipment that is always on hand unless there is some reason to believe otherwise. Death occurs when a character reaches one hit point BEYOND their negative constitution score. For example, if your character's constitution is +15, he or she will die at -16 hit points.
5.) Many PCs end up living in the Alodarian Empire or some other area with strong governmental bodies or some such ruling class. Religious tithes (10%) are important world wide, and taxes (10%), imperial or otherwise, will be levied on the more fluid types of treasures (coins, gems, jewelry) and this is a standard practice pretty much everywhere (except poorly developed areas). Though a PC may attempt to withhold these taxes and tithes, it is generally such a bad idea to try that I naturally assume all PCs will pay them (to appease their gods (and all PCs must have some connection with a god to one degree or another) and to keep the government off their backs). Thus, if a party of 6 obtained 33,500 gp in gems, jewelry, and coins (magical treasure would not be counted unless they sold it), each member's share would come to 5,583 gp (the round off error going to pay for moneychangers and the like). Then, since 10% of that is 558 gp, they would pay their church 558 and also pay the government 558, leaving them with 4,467 gp (80% of the gross). It is ASSUMED the PCs will drop off at least this much cash at their church and/or at some governmental type office, keeping the rest, and one need not roleplay this. (But be sure to tell me personally if you are NOT doing this, as it is your choice and your risk). Thus, you can have a good idea of what your character's actual share will be by multiplying your gross share by 0.8 and then dividing by the number of people in the party. (I may even do this for you since I always have a calculator handy). This, again, assumes a few things that are probably true, but may not be. You may, for example, decide to divide things up differently or you may try to cheat god (which is bad) or cheat the government (which is worse since they may not wait until the after life to zap you). In exchange for the tithes, you remain a member in good standing within your church (unless you have sinned (a relative term), and in exchange for the taxes, you may live in the cities and benefit from their vast infrastructures and the skills of its populace.
6.) Of late, I am trying to use my mana system of spells. If you are a spell caster, you should read it. Follow the link below. If you are not a spell caster, you need not read it, but knowledge is power, so it's up to you.
Check Out The Mana System Of Spell Casting
7.) Alignments are very important to my game, yet paradoxically, you needn't concern yourself with them too much. If you wish to "go with the flow" and not be bothered by moral and ethical concerns, playing a neutral character may be right up your alley. (However, this does not mean you can play neutral and do nothing but evil, for that is evil, not neutral. Neutral people tend to do good and evil, as well as law and chaos, to varying degrees, not striving to maintain balance, but it just works out that way). And since I dislike alignment restrictions on classes, you may probably play whatever classes you wish with whatever alignment you wish (though there are a few exceptions). For example, Paladins are "Holy Warriors" (of a LG variety), but Holy Warriors may be of any corner alignment (LG, CG, LE, CE), Rangers must still be "Good," but Trackers are similar (nearly as skilled) and may be of any alignment. Priests must still conform to the alignment of their deity, but what deity you wish is up to you. I favor the Greek and Norse Mythos, but others in the Deities And Demi Gods book may also be used (perhaps other non-standard ones as well, but ask me first). Ask me, and we'll probably be able to work something out no matter what you want to play. If you are, however, actually interested in my alignment system, follow the link below and read a 50 page article on it (it even has an alignment test at the end). I know that sounds like a lot, but like I said, read it ONLY if you're interested.
Interested In My Alignment System? Check It Out
Naturally, two more restriction will apply. One, most games, for the sake of harmony, try to stay away from evil or anti social characters since when played properly, other PCs tend to get it in the neck too frequently to risk having them around, and Two, characters must be chosen in consideration of the party's needs. Too many fighters won't help, more than one ranger will not be needed, etc., etc.
8.) I allow and encourage all PCs to start to obtain tertiary skills in addition to their secondary skills. These skills start at lower percentages than the secondary ones (probably starting around 5%), but you can increase them over time through book learning or actual practice and experiences using the skills while in the field. A more detailed write up may be found by following the link below.
Take A Look At The Secondary And Tertiary Skills System
9.) Remember, your character is not you, and many times you, the player, will have information that your character does not. It is frowned upon if your character basis their actions on player information. In fact, many rules in the book ARE player information, and most characters do not have such a detailed quantitative understanding of the world, so your character should not act like they do. Furthermore, never make the mistake of assuming simply because a Monstrous Manual (or something) says an Orc is evil, that an Orc you meet is, in fact, evil. Those given alignments are a.) tendencies, not absolutes, and b.) probably player information anyway, and c.) no reason to start a fight. Actions and deeds are important, so even if you knew someone was evil without a doubt, your character can't act on that information alone and must, instead, have a better reason.
10.) Detect Good/Evil, Know Alignment, and similar spells have been removed from my game world and replaced with Detect Enemy or similar spells. This is to prevent alignment abuse. Similarly, certain abilities have been altered as well. A Paladin, for example, would have Detect Enemy as a natural ability instead of Detect Evil.
11.) My world will be primarily based on the 2nd ed. Player's Handbook. Use this. I tend to dislike the Skill and Powers and Combat and Tactics books, and the handbooks for individual classes are similarly restricted. This does not mean I do not use them, but only you should not automatically assume you might freely use the material in them without checking first. I must first clear each and every rule out of a source other than the PHB. Also, I do tend to use a lot of 1st ed. stuff (as this is where I learned the game), and may frequently still hold to some of these rules as well. Fortunately, all of this stuff is "player information" and should not get in the way of properly roleplaying your characters. My policy is simply this: though you may not be able to rely upon the written rules, you can rely on my consistency within the game. I do not make things up arbitrarily just to slam your characters, and it really isn't my job to be out to get the PCs (though it is part of my job to make it seem that way sometimes).
12.) It is not my job as DM to police your characters and make sure you are not cheating. Everyone should keep reasonably good character records and scrupulously keep track of equipment and money and magic items (though I do not have any desire to audit your characters). This is primarily done on the honor system, though I will be looking at your character sheets whenever I can manage it (in fact, if you can submit the latest version via DCC or Email after each major revision, that would help). Bear in mind, however, that if I miss a mistake on your character sheet after you have submitted it to me (and this frequently happens), you should not take this to mean that I have given it my seal of approval. Mistakes will be excised as soon as they become apparent. Hopefully, this will not be too detrimental to your character or the game, but if it is, remember, it is probably your mistake. I have gotten into the habit of using EMAIL to supplement all my games. This can be used to submit character sheets, asks questions, correct mistakes, get rulings, and or even some play by email (PBEM) may help flesh out your characters. If you do not have an E-Mail address or you do not read your email several times a week, this may hinder your character.
Email Jim Your Comments (Send Praise, Critique, Complaints, Suggestions, Ideas, or Submissions).
13.) Always remember that this is a game and everyone, myself included, are here to try to have some fun. If this isn't your goal, or you make it your mission to curtail the fun of the other players, you will probably not fit into my game very well. Please keep this in mind.
OK, I think that's fine for a beginning look at some of the major changes or important points of information. A solid dozen points (or more) of interest should set you on the right road, and though there is always something else you could learn to help avoid mistakes and misunderstandings, or always something you could read to glean better the ways of my world, remember I'm not shooting for perfection here. It is a game, after all, and no one wishes their game to become something resembling real work, and reading several hundred pages of material just to play may not be something you'd care to do. However, as you continue to play, taking in information in little steps certainly will help, so I do encourage it along the way, even if I don't insist you enter the game with an encyclopedic knowledge of my world. After all, your characters will not know everything, and roleplaying them well should see you through.
© November of 1999
by
James L.R. Beach
Waterville, MN 56096
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