AD&D House Rules
Aedenne House Rules
version 3.0
These house rules were developed concurrently with the Realms of Aedenne campaign in fits and starts over the past 16 years. Many have changed as some ideas worked, others did not, and new ideas came to the fore. As with any part of this Guidebook, use what you wish and discard the unwanted or unneeded.
CARDINAL RULE: THE DM IS ALWAYS RIGHT! Seriously, the DM is always willing to hear a dispute about a ruling, but it should either be brief or you should wait until after the game session and it will be discussed in detail. Any DM decision made during the game is final for the game session. It may be reviewed and changed for future games, but never retroactively.
CHAPTER 1: PLAYER CHARACTER CREATION
Determining Characteristics
Characteristics are the same 7 from standard AD&D (Strength, Intelligence, Wisdom, Constitution, Dexterity, Charisma, Comeliness), with the addition of a eighth: Perception (see below).
Characteristics are determined by rolling 3 six-sided dice eight times (re-rolling 1’s)and adding the total
each result. The eight number sets are then put into the characteristics as determined by the player.
If some numbers are too low or too high, then certain characteristics can be increased by taking away points from other characteristics. This trade of points can be done on a 2 for 1 basis. This can only be done in REASONABLE circumstances, and all trades must be approved by the DM.
Increasing Characteristics
As characters raise in level, a .25% fractal is added to any one characteristic the player wishes once per level advanced. NOTE: The above is void if the player elects to use the Cavalier rules for such advancement as described in the Unearthed Arcana for their Paladin/Cavalier character.
Characteristics Table Changes:
Strength: All per AD&D PHB, no changes.
Intelligence: Players can use language slots for additional Non-Weapon Proficiencies if desired. Languages chosen are spoken, not read/write as the latter is a Non-Weapon Proficiency.
Wisdom: The additional spell advantages may be used for Magic-Users as well,
though based on INT score instead of WIS.
Constitution: Characters start at first level with their class die roll plus ½ their CON score (rounded down) as starting hit points. This ½ is only at first level, though normal CON bonuses apply at each additional level.
Dexterity: High DEX can add to Thieves skills as noted in the Thieves Skill section below.
Charisma: All per AD&D PHB, no changes.
Comliness: All per AD&D UA, no changes.
Perception: The PER characteristic is to denote a person’s base awareness of their surroundings. A low or high Perception (PER) can effect detection rolls, disbelieving illusions, and other feats based on the character’s senses. Such modifications are defined on the table below.
Perception Table:
Perception bonus to +% to +bonus to bonus to
Score PER check Hear Noise Disbelieve
3 +2 -15% -3
4-5 +1 -10% -2
6-7 0 -5% -1
8-12 0 0 0
13-14 0 0 +1
15-16 0 +5% +2
17 -1 +10% +3
18 -2 +15% +4
Perception Score: This is the score rolled as all other characteristics (Strength, Intelligence, etc.) that determine the Perception (PER) of the character. Elves cannot have a PER less than 6 and Dwarves cannot have a PER more than 17. Half Orcs cannot have a PER more than 15).
Bonus to PER Check: This modifier is given whenever a character is performing any check (Surprise, checking for Secret Doors, etc.) that the DM feels is appropriate. The bonus is based on a D6 score and this die must be used at all times. For example, a dwarf’s 1-3 on d4 to check sloping passages becomes 1-4 on a 1d6. This bonus (at DM’s discretion) may also be added to any non-weapon proficiency checks that have PER as a base or combined statistic.
+% to Hear Noise: This addition is a one-time bonus to a Thief or any class with the Hear Noise skill. This bonus is added at character creation. Multi-classed characters cannot obtain this bonus, though the other bonuses for a PER still apply.
Bonus to Disbelieve This number is used to adjust the Saving Throw versus illusions whenever a character is actively attempting to disbelieve an illusion.
Please note that the DM is free to throw in additional modifiers that may adjust the PER bonuses at will due to circumstances and difficulties.
Character Races
All AD&D races are allowed, with the exception of Gnomes. Other races may apply in extremely rare circumstances (DM’s choice).
Character Classes
The permitted PC Classes allowed are:
Standard AD&D Classes;
Fighter, Paladin, Cavalier, Barbarian, Ranger; Cleric or Druid; Magic-User or Illusionist; Thief, Assassin; Monks.
Non-Standard Classes:
Bard, Warcaster, Elven Protector Knight, etc. See Appendix A in this handbook for these classes. Others may be allowed with the permission of the DM.
Fighters:
The Fighter class is the only class able to specialize in Weapon Proficiencies. Neither the Cavalier nor Fighter sub-classes may specialize, though they still attain their class bonuses as normal.
Thief Variant Rules
Thieves and those classes with Thieflike abilities (Assassin, Bard, Monk) may elect to allocate theving skill pts. rather than accept the standard allotments. This is done by the following method:
The base starting percentages for a Thief are:
Pick Pockets 15%
Open Locks 10%
Find/Remove
Traps 5%
Move Silently 10%
Hide in Shadows 5%
Hear Noise 15%
ClimbWalls 60%
Read Languages 0%
To determine the initial value of each skill, start with the base scores listed above. To these base scores, add (or subtract) any appropriate modifiers for race, Dexterity, Perception, and armor worn (see tables below).
The scores arrived at in the preceding paragraph do not reflect the effort a thief has spent honing his skills. To simulate this extra training, all thieves at 1st level receive 65 discretionary percentage points that they can add to their base scores. No more than 30 points can be assigned to any single skill. Other than this restriction, the player can distribute the points however he wants, though a skill less than 1% can never be used.
Each time the thief rises a level in experience, the player receives another 35 points to distribute. No more than 15 points per level can be assigned to a single skill, and no skill can be raised above 95 percent, including all adjustments for Dexterity, Perception, and race and all increases are at the discretion of the DM.
Armor Penalty
When a Thief wears any armor other than Padded, leather, or Studded Leather the thief's (or any class with Thief skills) abilities are penalized (-10% per AC grant over Leather). For example, normal Chain Mail (AC 5) would detract –20% from skill use. Magical pluses for AC do not add any penalty to the Thief’s skills. Elven Chain counts as Studded Leather, with no penalty.
Dexterity Adjustments to Thief Skills
A high dexterity can provide additional initial points that can be used to increase the following skills:
Pick Pockets,Open Locks, Remove Traps, Move Silently, ClimbWalls.
Dexterity point
modifiers
3-4 -20
5-6 -10
7-9 -5
10-12 0
13-14 +5
15-16 +10
17-18 +20
19 +30
Spell Casters (Magic-Users, Illusionists, Warcasters, Clerics, Druids)
Spell Point System
Magic Users and Clerics (and their sub classes) may use spell points to determine spell casting limitations. This
is described in the Spell Points System section in Appendix B.
Spell Casting Time
Casting times for combat spells will be used with a 'common sense' approach.
Find Familiar
The tables for the Find Familiar spell are changed in style. Consult Appendix D for details.
Clerical Healing
Cleric healing dice are as per AD&D, though the penatration rules apply for those healing spells granted by a healing deity (Hermes, Melikki, Aqui, etc.).
Clerical Weapons
Clerics may opt to use the weapon of their god rather than the standard weapons (i.e. non edged) given to the Cleric class. In this case, the weapon of the god is the ONLY one allowed, and a -5 penalty is given for the use of any other weapons.
Multi Classing
While multi-classed characters are allowed, the multi-class combination of Cleric-Magic User is ONLY available to female characters that worship either Aeir/Hecate or Lolth.
Psionics
Psionic rules are not used for the creation of PC’s, though monsters may still have such abilities.
Weapon & Non-Weapon Proficiencies
This game uses the Weapon/Non-Weapon Proficiencies of AD&D, but uses a variant system to determine skill checks. Please consult Appendix C for details.
CHAPTER 2. COMBAT
To hits and damage:
The AD&D 2nd edition THACO tables are used for all classes & monsters. No matter the skill, a NATURAL 20 is always a hit, and a 1 is always a miss. A natural 20 is always a ‘Critical Hit’, unless a 20 is the only number that could hit at all in which case the hit is considered only a normal hit. A natural 1 is always a ‘Fumble’, unless a 1 is the only number that could miss at all in which case the miss is considered only a normal miss.
Armor Damage
In order to properly simulate combat damage to armor and equipment, a Variable armor damage system will be used. Whenever a character is hit with a ‘critical hit’ (ie a 20) the AC of their armor degrades by one. That is, leather hit by a critical will move from AC 8 to AC 9. This damage remains until repaired by using armorer proficiencies (check w/DM for time & cost). Any armor reduced to AC 10 is destroyed and cannot be repaired.
Shields (non-magical) may be substituted for an AC reduction to spare armor, but in such a case the shield is destroyed.
Please note that the above rules apply only to normal armor and shields. Enchanted armor and shields ‘heal’ themselves as part of the enchantment and subsequently behave as normal AD&D equipment. As such, magic shields may not be ‘sacrificed’ to save non-magical armor.
Penetration Damage
When damage dice are rolled, if the die comes up with a natural maximum roll, (i.e. an 8 on a d8, a 12 on a d12) the die may be rolled one additional die of damage per maximum damage die roll.
CHAPTER 3: CAMPAIGN
Experience
The awarding of experience points is done solely at the discretion of the DM. Extra points are awarded for good role-playing!
Player Attendance
If a player is not able to attend a session, the player must either arrange in advance to have another player run the player’s character(s), or the DM will run the character for the player. NO DISAPPEARING AND RE-APPEARING CHARACTERS!
FINAL RULE!!!
The primary object of any role playing game is to HAVE FUN! The goal is not to kill the most monsters, get the most treasure, or get to the highest level. If anything, the goal is to create a character with dreams, drives, and emotions all their own. After all, isn't that what "Role-Playing" means?
Appendix A: Classes
Bard
Ability Requirements: Dexterity 12, Intelligence 13, Charisma 15, Comliness 12
Prime Requisite: Dexterity, Charisma
Races Allowed: Human, Half-elf
Alignments: Any non-Lawful
The bard is an optional character class that can be used if your DM allows. He makes his way in life by his charm, talent, and wit. A good bard should be glib of tongue, light of heart, and fleet of foot (when all else fails).
In precise historical terms, the title "bard" applies only to certain groups of Celtic poets who sang the history of their tribes in long, recitative poems. These bards, found mainly in Ireland, Wales, and Scotland, filled many important roles in their society. They were storehouses of tribal history, reporters of news, messengers, and even ambassadors to other tribes. However, in the AD&D game, the bard is a more generalized character. Historical and legendary examples of the type include Alan-a-Dale, Will Scarlet, Amergin, and even Homer. Indeed, every culture has its storyteller or poet, whether he is called bard, skald, fili, jongleur, or something else.
To become a bard, a character must have a Dexterity of 12 or more, an Intelligence of 13 or more, and a Charisma of 15 or more. The prime requisites are Dexterity and Charisma. A bard can be lawful, neutral or chaotic, good or evil, but must always be partially neutral. Only by retaining some amount of detachment can he successfully fulfill his role as a bard.
A bard, by his nature, tends to learn many different skills. He is a jack-of-all-trades but master of none. Although he fights as a Thief, he can use any weapon. He can wear any armor up to, and including, chain mail, but he cannot use a shield.
All bards are proficient singers, chanters, or vocalists and can play a musical instrument of the player's choice (preferably one that is portable). Additional instruments can be learned if the optional proficiency rules are used -- the bard can learn two instruments for every proficiency slot spent.
In his travels, a bard also manages to learn a few wizard spells. Like a wizard, a bard's Intelligence determines the number of spells he can know and the chance to know any given spell. These he keeps in his spell book, abiding by all the restrictions on memorization and spell use that bind a wizard, especially in the prohibition of armor. Hence, a bard will tend to use his spells more to entertain and impress than to fight. Table I below lists the number of spells a bard can cast at each level.
Since bards are dabblers rather than full-time wizards, their spells tend to be gained by serendipity and happenstance. Beginning bards do not have a selection of spells. A 2nd-level bard begins with one to four spells, chosen either randomly or by the DM. (An Intelligence check must still be made to see if the bard can learn a given spell.) The bard is not guaranteed to know read magic, as this is not needed to read the writings in a spell book. The bard can add new spells to his spell book as he finds them, but he does not automatically gain additional spells as he advances in level. All spells beyond those he starts with must be found during the course of adventuring. The bard's casting level is equal to his current level.
Table I
BARD SPELL PROGRESSION
Bard Spell Level
Level 1 2 3 4 5 6
1 -- -- -- -- -- --
2 1 -- -- -- -- --
3 2 -- -- -- -- --
4 2 1 -- -- -- --
5 3 1 -- -- -- --
6 3 2 -- -- -- --
7 3 2 1 -- -- --
8 3 3 1 -- -- --
9 3 3 2 -- -- --
10 3 3 2 1 -- --
11 3 3 3 1 -- --
12 3 3 3 2 -- --
13 3 3 3 2 1 --
14 3 3 3 3 1 --
15 3 3 3 3 2 --
16 4 3 3 3 2 1
17 4 4 3 3 3 1
18 4 4 4 3 3 2
19 4 4 4 4 3 2
20 4 4 4 4 4 3
Comba
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