Always more house rules lurking. |
Everybody house rules B/X. It's like chicken soup, you season to taste. Here's the house rules I'm thinking of using for my budding vanilla fantasy campaign.
GENERAL
- HIT POINTS--Max at 1st Level.
- DEATH--When 0 or Less HP is reached a character may make a save vs death to instead be knocked unconscious for 2d6 turns with 1HP.
- SECOND WIND--Characters may spend a turn immediately after combat to regain 1d3+1 hit points. This represents bandaging, rest, food/water intake, weapon upkeep, etc.
- CRITICALS--Max damage is dealt on a natural 20, 1’s are an auto-miss.
- AAC-- Ascending AC because descending AC is very meh.
- SEARCH CHECKS--May be reattempted but takes another turn.
- HELMETS--Grant +1 AC.
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CLASSES
CLASSES
- CLEAVE--Whenever a Fighter eliminates an enemy in melee, they can make another melee attack. If this attack also kills an enemy, they can attack again, and so on.
- SHIELDS SHALL BE SPLINTERED--The fighter may sacrifice their shield to negate an attack. Make a Save vs Death to succeed, a fail means damage is taken as normal.
CLERIC:
- TURN UNDEAD--Can only be attempted once per combat encounter.
- SCROLL PRODUCTION-- As seen here.
- WEAPON RESTRICTION-- based on in-game religion.
MAGIC-USER:
- DETECT MAGIC--Magic-users can spend a turn to detect magic. 2-in-6 chance of success.
- SCROLL PRODUCTION-- As seen here.
- STARTING SPELLS-- M-Us begin play with 1x 1st level spell + Read Magic.
- WEAPON RESTRICTION-- +Crossbow.
- THIEF SKILLS--Changed to d20 target number as seen here.
HALFLING
- NAME CHANGE-- Halflings called Rheas in-game.
I'll update this page as I add or remove rules.
I've been hammering out and unifying my own house rules recently.
ReplyDeleteI might be wrong, but I get the impression you've been similarly influenced by 5e and Ten Foot Polemic's treatise.