So without any particular introductions: we all know that Original Dungeons & Dragons (especially if we consider only the three basic booklets) is a game which needs quite a lot of rule supplementation if we want to cover most of typical in-game situations. And the rules which are present are not always that useful and you don’t need to be a genius designer to replace them.
The result is that after each campaing the referee ends up with a bunch of houserules. After few iterations, dozens of games played and few campaigns one may find that surprisingly the volume of houserules qualifies for a completely new game system.
But it all starts with some minor tweeks and supplements. Such as these which I use in my current campaign. Enjoy!
Just as a disclaimer – I know that some of the issues were resolved in later editions of the game, but I’m not really a fan of these rules.
Learning new spells
It’s not really clear to me if the Magical Research section included at the end of Men & Magic volume should apply to learning spells of the basic list or only in case of expanding the list with your own homebrew spells. If the latter is true then you have no rules concering the listed spells, so here’s my take:
Magic-Users may learn spells from magical tomes or directly from other M-Us (no level requirements). The scrolls are of different nature so one can’t learn a spell from a scroll. Obtaining tomes or convincing other M-Us to share their spells are likely to become quests of their own (or should cost dearly).
So, when you have a source of a new spell, you need to spend some time and gold for magical materials and components. Roll a d6 to determine how many days you need to work on learning the spell. If a ‘6’ is rolled – roll again and add the results (apply multiple times if more sixes are rolled). The cost of components is 100gp per spell level per day (so, e.g. learning a Fireball spell will cost 300gp per day). You need to spend the time in a streak, you can’t divide the process between several sessions (so, e.g. if you roll five pips you can’t spend two days on the research, then go for a two week adventure, and spend the remaining three days – in such case the research before the adventure is lost).
Upon gaining a new level a Magic-User is allowed to research a new spell (from the level which is allowed for such M-U, so a 3rd level M-U may learn 1st or 2nd level spell) without having an external source of the spell, however costs of research needs to be borne and time needs to be spent.
When it comes to Clerics, the system is a bit different. They need to pray for new spells spending gold on ingredients and offerings. Roll d6 to determine how many days the prayer should take (reroll sixes as in case of M-Us). Each day needs expenditure or 50gp per spell level. After the prayers are over, roll a proper dice to determine what spell the deity granted to the Cleric (one may choose the spell level but not the particular spell).
Upon attaining each level, the Cleric is immediately granted a random spell from a random level available for the Cleric. You don’t need spending time or gold for such spell.
Identifying magical items
There are few Sages in the game world (possibile one in each major point of light), who can identify magical items by looking them up in their grimoires or by performing limited experiments. Cost of such service is 100-300 gp (determine randomly) per work day. To determine the number of days neede to identify an item roll a d6, rerolling sixes as in case of magical research. Additionally, if a five is rolled there are some extra expenditures needed so the cost is increased by 100-600gp.
The same rule may apply if the PCs want the Sage to research any other matter concerning the setting.
Holy water
I’m not a particular fan of the idea that holy water flask is a kind of an anti-undead grenade. So my proposal is that you may use such item as a short distance ranged weapon (you can sprinkle your opponent directly before melee commences). You hit your opponent automatically, only devils, demons and undead are affected, the result is dependant on the creature type:
- Skeletons and Zombies are automatically destroyed.
- Wights and Wraiths suffer 1-6 damage however the water will inflict damage only once per combat regardless of how much of it is used.
- Mummies, Specters, as well as undead of HD 8 or more and ethereal undead are immune to effects of the water.
- Devils, demons and all other undead not mentioned previously of HD 2 or less are automatically destroyed (or banished to their respective plain).
- Devils, demons and all other undead not mentioned previously of HD more than 2 but less than 8 are inflicted 1-6 damage (once per combat).
- Devils, demons and all other undead not mentioned previously of HD 8 or more are immune to effects of the water.
Additionally, you can use a flask of holy water to prevent a person from transforming into a Wight, Wraith or Specter after killed by these undead respectively (as in early D&D tournaments).
Water may be created by any Cleric by casting Bless spell on a flask of water (other liquids are not affected).
Turning undead – additional rule
Clerics may combine forces when turning. The base roll is determined basing on the highest level Cleric, each additional Cleric adds one to the roll. No more than two helpers are allowed however and they add nothing if they are unable to turn this particular type of undead on their own (so if a Village Priest turns a Wraith, a Vicar will not be able to provide any help).
Personal quests
Any time each player may take up a quest agreed with the referee. Completion of the quest should not be trivial. Upon completion the PC is awarded 500xp and may take up another quest. Completion of each subsequent quest grants twice the number of xp as the previous one, no more however than 10 000. Each subsequent qust should be more challenging than the previous. PC’s demise causes the quest counter to reset.
The premise of this rule is to encourage the players to add their own ideas to the setting, the quests are not meant to be a way to gain xp for things the PCs do anyway. So delving to level 2 of the Temple of Doom is rather not what I mean by quest. Arranging a marriage between the Black Knight and Sorceress Fedora the Grey is far better. Or convince the Red Fang orcs to join the war against Lord Bregg.
***
The rules
were previously published
in Polish. If you feel confused by all the Polish around check this
post.
Fajny jest ten pomysł z osobistymi questami. Niedługo może przekształcisz D&D w Burning Wheela ;D
OdpowiedzUsuńBiorąc pod uwagę moje zamiłowanie do czytania erpegów to niedługo houserulami do D&D opędzluję wszystkie topowe współczesne mechaniki.
UsuńNiestety, ten akurat houserule przyjął się średnio, gracze powyznaczali sobie jakieś questy, a potem zapominali albo nie wskazywali kolejnych po wykonaniu poprzednich.