House Rules in DM Kirby Flake's World
Metagaming, i.e. player's having their PC act on player's knowledge not PC's, will not be tolerated in my game. DM reserves the right to change PC's action and/or ask the player to change his or her PC's actions. Playing in my game means players are agreeing to this policy.
Combat is done using the THAC0 “to hit” system. Which means there will be no successive 20's. On the other hand, if you bonuses to hit are high this means you don't need a natural 20 to hit certain things.
Armor Classes lower than -10 are allowed and should be used.
Two-weapon styles and off-hand weapons. The off-hand weapon (player's choice if ambidextrous and using weapons of the same length) will only get 1 normal attack. This attack is subject to increase for speed weapons and haste.
Two-Handed weapons (such as a two-handed sword or a pole arm) and weapons used with two-hands will get one-half (½) their strength bonus in additional damage (round down), e.g. PC with 25 strength will get (+14 x ½ = +7, so +21 total).
Certain creatures that require a magical weapon to hit may be able to be done damage. The attack must do a certain amount (depends on monster) and only that damage over that creatures “damage resistance”, will the creature take in damage. E.g. If damage resistance of creature is “25” and the damage done to it is 35 then the creature only takes 10 HP of damage for that strike.
All PC's and monsters should use maximum HP.
Thieving skills over 100% will be allowed and encouraged. If PC still has a 100% or more (after penalties) and they roll a “00” they still get another roll with their percentage over 100%.
In mid to high level games characters are encouraged to purchase and wear a scarab of protection, to enable then to have a save vs. unsaveable magics.
1st Edition PC's are allowed to take 2nd Edition non-weapon proficiencies, and via versa. However, 1st Edition PC's are not allowed to take 2nd Edition weapon proficiencies such as styles or group weapon proficiencies. Also 2nd Edition PC's are not normally allowed to take Oriental martial arts styles because 2nd Edition martial arts are different.
Races level limitations are enforced. However, it is possible for PC's to go on quests to have this limitation raised or lifted.
Divine Intervention. This can happen under certain situations, such as PC's death or impossible foe. The chance of d.i. is as follows:
Base chance is 1% per level.
+1% per level if PC is cleric, druid, paladin or ranger.
Certain magic items can effect this chance.
Special circumstances can effect this as well.
Alignments of PC's should be followed by the player. If the PC does something outside their alignment this could have effects. If the activity continues to happen this could result in a PC's alignment changing and thus could result to some undesirable results.
Clerics and druids (1st and 2nd Edition) have access to orisons (0 level spells). Please request a packet from me.
1st Edition druids have an extended spell list and abilities in my world. Please request a druid packet from me and I will be happy to provide one. 2nd Edition druids do gain additional spells as well. Please contact me.
No critical fumbles. If PC rolls a 1, then a second roll is made. If PC fails then he loses the rest of the attacks that round. If that roll is a 1 then the PC loses all his attacks in that round, drops his weapon (if applicable) and automatically looses initiative the next round (recovering the weapon and/or oneself).
Critical system similar to 3rd Edition critical system. Certain creatures can and will be immune (like undead for example). Please see other document for more information.
Clerical bind. All PC that have can cast a “Cure” spell. This also would include Psionicists that have take Cell Adjustment, but not psionic PC's that have Cell Adjustment.
Healing Proficiency.
If PC has clerical bind, it can be combined with healing prof.
Roll prof. Check.
If successful, then PC rolls 1d6 for healing.
If fails check, then PC rolls binding 1d4-1.
Can be used in conjunction of healing herbs, to combine to a very helpful non-magical healing.
On the proficiency check: For each point the PC makes under the roll required (+ or – adjustments) that amount is added to healing; 1 point per point under. For example, if PC has an 18 Wisdom and rolls an 6 on the check, then the PC will heal the target 10 additional HP's (18 - 2 = 16 (healing check penalty); 16 – 6 = 10).
This additional amount is added to the 1d3 or 1d6 rolled from the healing bind itself.
The additional amount can be improved by adjusting the check penalty by taking additional proficiencies in healing (1 point per extra time healing is taken).