System & Houserules
Jul 20, 2010 19:24:50 GMT -5
Post by Dom on Jul 20, 2010 19:24:50 GMT -5
For the first game, we're gonna go with Swords & Wizardry: Core Rules with some additional house rules. You can either post in French or English as it suits you.
Here are the house rules I plan on using for this adventure, everyone is free to discuss about them:
Here are the house rules I plan on using for this adventure, everyone is free to discuss about them:
- The Halfling Adventurer: Players can choose the Halfing Adventurer as a class/race. (Available for free at www.rpgnow.com/product_info.php?products_id=59698 or I can send it to you by email).
- Variant Elven Adventurer: Players can choose a variant of the Elven Adventurer as a class/race (see below).
- Binding Wounds: A character can bind 1d3 hp worth of wounds following a battle. Note that the character can only recover hit points lost during this particular battle. Recovered hit points cannot exceed the uninjured maximum amount. One clean cloth bandage must be used per hit point regained. Binding wounds takes a whole turn. Clean linen cloth bandages should be available for purchase in most villages and towns.
- Scroll Making: Spells casters of any class and level may create scrolls at a cost of "200 gold pieces and 3 days of work" per level of the spell to be inscribed. The scribe must do an Intelligence check for magic-user scrolls or a Wisdom check for clerical scrolls (adding the spell level to their roll) to know if the scroll was created successfully. When creating a scroll, the character is not considered resting.
- 100 XP/HD: Monsters give 100 experience points per hit dice instead of the normal amount. CL A gives 25 XP and CL B 50 XP.
- Time: Round length will be set to 10 seconds instead of the original 1 minute. Movement rates and some spells durations will have to be reworked but I don't think it will matter much for a Play-by-Post game.
- Movement Rates of PC Races:
Race Up to 75 pounds 76-100 pounds 101-150 pounds 151-300 pounds Human 12 9 6 3 Elf 15 9 6 3 Dwarf 9 9 6 3 Halfling 9 6 3 3
A movement rate of 12 means a walking rate of 40' per round, 20' per round half speed and a 80' per round running/charge speed. A movement speed 3 points higher means a walking rate 10' faster. Inverse for a movement speed 3 point less. Extrapolate other movement speeds from there. - Death: Characters die a -level hit points. So a level 1 character dies a -1 and a level 2 at -2. At 0 and below they are unconscious.
- Secondary Profession: Optionally, a player can roll on the Secondary Skill table (see attachment) to determine which occupation his character has/had apart from being an adventurer.