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House Rules for 2nd Ed. Advanced Dungeons & Dragons

Table of Contents

Beginning PC Considerations

  • Abilities - can only have one 18 before racial mods are applied, and ability scores must be bought from 300 points.
  • Races - all normal races are allowed, but instead of level limits, I use an XP penalty, see the house rule.  Any race not in the PHB needs to be approved.  For now, I will allow Half-Orcs because I don't think they should have ever been taken out to begin with.
  • Classes
    • Everything in the book is OK, but for now no Paladins or Specialty Priests of Tempus.
    • ALL specialty priests and kits must be approved by me.
    • Hit points - maximum at first level, then 1/2 max plus (1-1/2 max), e.g. a Cleric would get 4 +1d4 hit points instead of 1d8.
    • Multiclassed Wizards and Bards may wear any armor listed as having no encumbrance per Combat & Tactics, e.g. Leather, Ring Mail, etc., and still be able to cast spells without penalty, provided they would be able to wear armor otherwise.
  • Alignment - Everyone must be good, no discussion on this.
  • Proficiencies
    • All proficiencies are gained twice as fast, although starting proficiencies are as normal.
    • I will give you two free slots worth of background proficiencies based on your background.  These will likely be interesting/colorful proficiencies, the kind that would make power gamers cringe.  See the house rules about new proficiencies and modifications to the way the scores are figured.
    • Bonus Proficiencies:
      • Read/Write Common
      • Perception (Int+Wis)/2
  • Money and Equipment
    • Roll twice for money, take the best result
    • Do not assume any prices
    • Armor does not count towards your weight limit, but rather its encumbrance level becomes your minimum encumbrance

Attributes

Point-based system

I use a modification of the points system in Skills and Powers.  Instead of putting a cap on maximums, I make very high scores more expensive.  It is very easy to have a PC with all of their scores above average using my system.  A character may have no more than one 18 before racial mods. PCs have 36 points to spend as follows - 
     
    Ability
    Cost
    18/00
    16
    18/91-99
    15
    18/76-90
    14
    18/51-75
    13
    18/01-50
    12
    18
    12
    17
    9
    16
    7
    15
    5
    14
    4
    13
    3
    12
    2
    11
    1
    10
    0
    9
    -1*
    8
    -2*
    7
    -3*
    6
    -4*
    * - Gm approval required

Racial Bonuses and Exceptional Strength

Racial bonuses apply after purchasing abilities.  For a warrior with a racial bonus to strength, treat 18/00 as an intermediate value.  So, if you buy 18 and have a +1, you get 18/00.  If you buy 18/00 and your racial limit is 19 or greater, you get a 19.

Subabilities

The subabilities from Player's Option: Skills & Tactics are allowable, they require approval first, and I will  not allow subabilities to exceed racial maximums for the base abilities (which is the way the rules are set up).  The following are changes and clarifications: 
  • Strength & Constitution - the subabilities for this are absurdly indistinct.  As such, the subabilities for Strength, Muscle and Stamina, will have the same values and the subabilities for Constitution, Health and Fitness, will also have the same values.  I respect the attempt to have uniformity in the rules, but the distinctions seem to have been made solely to allow poor, point-deprived power gamers to make mechanically buff PCs.
  • Dexterity
    • Aim is essentially hand-eye coordination.  As such, it will be the skill used for fine work as well as ranged combat.  A skilled painter, woodcarver, surgeon, or archer would likely have a high Aim.
    • Balance is pretty straightforward, it's agility.  A tightrope walker, gymnast, or martial arts instructor would likely have a high Balance.
  • Intelligence
    • Reason - problem-solving and overall mental agility.  A successful physicist, detective, or hacker would likely have a high Reason.
    • Knowledge - what you know, formal and informal, as well as your mnemonic ability.  This is not meant to be a redundancy of the Proficiencies.  This reflects a general breadth of knowledge, whereas a Proficiency reflects a select depth of knowledge. Celtic Druids, scholars, and sages would likely have a high Knowledge.
  • Wisdom
    • Intuition - hunches, gut-feelings, sixth sense, etc.  A successful investigator, point-man, or bodyguard would have a high Intuition.
    • Willpower - mental strength, grit, moxie, chutzpah, etc.  A successful crime boss, special forces soldier, or holocaust survivor would likely have a high Willpower.
  • Charisma
    • Leadership - your force of personality, presence, and ability to get others to accomplish an objective.  One's bearing, demeanor, and use of voice all contribute to this.  Do not confuse this with Willpower.  One can have a strong force of personality but be easily manipulated, as history repeatedly shows.  The classic good king being used as a puppet by his evil vizier is a great example.  A successful general, senator, or evangelist would likely have a high Leadership.
    • Appearance - how physically attractive you are.  An actor, model, or beauty pageant winner would likely have a high Appearance.  This attribute tends to work in the short term, whereas Leadership tends to work in the long term.

Races

Dwarves and size

PCs are assumed to be Hill or Mountain Dwarves, which are man-sized.  Derro and Deurgar were not considered in the "Experience and level limits" rationales as I do not expect PCs to play them.  The latter races have different abilities and are generally evil or minions of evil, so I would have to consider heavily any request to play one (please don't ask unless you have a fantastic character idea). 

Experience and level limits

I use XP penalties instead of level limits, this consists of a penalty due to race and class (The Humanoids book is weird, ask me first): 
 
Race XP Penalty
Dwarves 15%
Elves 15%
Gnomes 10% (15% - 5% size)
Halfling with no Stout blood 5% (10% - 5% size)
Halfling with mixed Stout blood (30' IR) 10% (10% + 5% IR - 5% size)
Halfling with full Stout blood (60' IR) 15% (10% + 10% IR - 5% size)
Half-Elves 10%
Half-Orcs 15%

Level Limit
XP Penalty
Concept
15+
0%
Naturally suited to the profession
11-14
5%
Not perfectly suited to it
8-10
10%
An uncommon choice and/or a profession your race is not naturally well suited to

The Rationales

I decided Infravision costs 10% outright.  Ability mods bumped this up 5%, but that 5% would cover some small additional stuff (half orcs have no extra stuff, but they do have double ability mods, so they cost 15%). 

Elves and Halflings are among the more most plussy races more for their lack of penalties.  They both have a surprise ability, and a racial weapon bonus.  However the surprise ability can be very difficult to exploit, especially if the party is not comprised of all Halflings and Elves. 

Elves additionally have a 90% resistance to Sleep and Charm, but that pales in comparison to the Halfling's bonuses to all saving throws versus magic and poison. 

Elves have an ability to detect secret/concealed doors above that of others, but it is a special talent that could very well be useless most of the time and is more of a generic party benefit than a player benefit.  There is actually a NW Proficiency that simulates this as well, so it is not as unique or difficult to obtain as other abilities.  Halflings have a subtle attribute that all races get along well with 
them. 

So, not considering Infravision, Halflings come out more plussy.  However, they are short.  This is a big factor in my game mainly because I will be using Combat & Tactics.  Big weapons knock small people around more easily.  So, this will be reflected in a 5% bonus to experience. 

The least plussy is the Half-Elf.  Basically a quirky human with Infravision.  I set the scale with them at 10%. 

Next come Dwarves & Gnomes.  They have Infravision, so they start at 10%.  Their difficulty with magic item use is a very real disadvantage, but they have the very useful ability of a saving throw bonus vs. poison and magic.  They also have attribute mods, mining skills, and bonuses when fighting some commonly encountered monster types.  I roll this all together and give them a 15%. 

Half-Orcs fall in here as well because they have Infravision and double ability mods (one could conceivably make a Half-Orc with three 18's!) and their only penalty is to Charisma, which is an attribute that is usually not hard to avoid using.  Prejudice against them is minimal since Half-Orcs adventurers come from the upper 10% of the ones that can pass for human. 

Elves have no penalties, but their plusses are also not individually that amazing.  I feel that without accounting for size, Halflings definitely have it better than Elves.  So I could have Elves cost 20% and Halflings cost 15%/20%/25% (0 IR / 30' IR / 60' IR).  However, with class bonuses, a Halfling could end up with a 30% penalty, and I did not want to exceed 25% total.  Besides, the surprise ability is special and needs to be orchestrated and the Elven resistance is very specific, whereas the Short people's resistances are very buff and work all of the time.  So Elves weigh in at 15% and Halflings 10%/15%/20% 

Finally, there is size.  In my game, that will mean something, especially using Combat & Tactics, so I took off 5% for that.  This applies to Halflings and Gnomes. 

Finally there is class.  I used class level limits to reflect the relative difficulty that a given race had advancing in a given class.  Either the race's abilities are not ideal so it is very hard to learn, or perhaps their outlook is not well-suited to the profession.

Classes

Hit points

Hit points (HP) are allocated differently.  The first hit die is granted at its maximum.  Subsequent dice are handled as follows: 
  • Take half the HP
  • Roll for the other half
  • Example: Clerics would get 4 + 1d4 instead of 1d8
You will also want to read "Hit Points, My Philosophy"

Alignment

Follow yours.  For the moment, I am requiring all PCs to be Good, unless their alignment shifts due to in-game occurrences.  I have no desire to encourage people to role-play scumbags.  I run a heroic fantasy campaign. 
 


Good vs. Neutral vs. Evil: This is not as black and white as the books would have you believe.  I prefer moral ambiguity to foster more interesting player choices and obstacles.  However, my philosophy on this is approximately as follows: 

  • Good: generally, altruism is a necessary quality, as is reasonable adherence to a "good" moral code.
  • Neutral: morality is "OK" until it endangers your situation.  This is sadly a very common stance, such a person might obey the law and not kill, etc., but when faced with a morally ambiguous situation, they are equally likely to choose the "good" choice over the "evil" choice.  This is not meant to suggest that one play a neutral PC as schizophrenic.  You should pick and choose which side of the line you stand on with respect to various issues, rather than flipping a coin each time.
  • Evil: the opposite of "good".  However, note that one does not need to be a craven, puppy killing, candy stealing deviant to be evil.  One who kills indiscriminately is just as evil as one who exploits and abuses his slaves but is very reluctant to kill.
Law vs. Neutral vs. Chaos: Generally, I take this to mean order versus chaos.  For simplicity, I would generally expect a lawful character to not only be concerned about following the law, but to naturally feel compelled to do so.  As such, I expect such PCs to desire order in execution of all affairs.  Chaotic characters would tend to be more dismissive of the (perceived) shackles of law.  Such people would also be expected to be less eager to plan things out and more likely to take matters into their own hands.  Clearly, this has to be offset by the PC's choices of Law/Neutral/Good.  A Lawful Evil person would plot and scheme and work to exploit laws to his own end and thus is very fond of laws.  Some extreme thoughts for you to interpolate from: 
  • Chaos: tactics and discussion are for the weak, deluded, and cowardly.  Rules are meant to be broken.  Independence is essential.  Down with the system!
  • Neutral: some laws are ok, but generally only if the law agrees with what I believe/want.  Sure, I stole his sword, but he was a right bastard.
  • Law: obey the law, the law is your friend.  Planning your next move is wise.  Work within the system.
Absolutes not necessary: With only nine permutations of alignment, it is would absurd to expect a given alignment to be rigidly defined.  As such, there is room to maneuver in each slot.  Lawful Good does not mean you have to play your PC like a Paladin.  A Lawful Good person might drive the speed limit, work in a soup kitchen once a week, and put their lives on the line for others at the drop of a hat.  However, driving a little over the speed limit in a conscientious fashion, no overt charity work, or an aversion to laying down one's life would not kick a PC out of the Lawful Good club. 

Gray areas: well, here are some areas that will create some interesting role-playing challenges.  Most of them would only really be dilemmas for good PCs.  You might want to think about your character's view points on these: 

  • Rendering aid and prisoners of war: what is your PC's view on rendering aid to an enemy?  How strong is your conviction? This is a *very* important issue to resolve for a healer.
  • Cannibalism: Clearly, if a group of screaming savages eat humans for no good reason or simply for the sake of killing and eating humans, then that is evil, but is any form of cannibalism evil according to your PC?  What about, say, eating the heart of a slain enemy?  What about the Aztec's ritual sacrifice of great warriors?
  • Slavery and class inequality: generally, these are hallmarks of neutrality and evil.  However, what if your PCs came across a nation of happy, smiley, peaceful people that had slaves which were well cared for?  What if only prisoners of war and/or criminals were used as slaves?
  • Ends justifies the means: an oldie but a goodie.  What is your take?  Does your PC excuse the chauvinist (in the original sense of the word) that kills and tortures a dozen men to protect thousands?  hundreds? dozens?

Proficiencies

How I Run Proficiencies (some of my philosophy)

I would love to have the most realistic, consistent, smooth-running campaign possible, with players that naturally limit themselves and have a limited telepathy that allows them to comprehend everything I say with crystal clarity.  However, while I am waiting for that to happen, I try to use proficiencies to help me out. 

I put a lot of stock into character concept and would be happy to simply make interpretations on it, but it would be unrealistic for the players or myself to work out a concept in such detail that the skill levels are so obvious that relative, quantifiable abilities spring forth as needed.  Also, one scout may be at one with the wilderness whereas another might be a city boy that has just recently joined the scouts for the excitement.  How do we flesh out their abilities in a timely fashion?  Proficiencies! 

I use a very simple method.  I will tell you to roll against your proficiency or one half your proficiency (rounded down).  You tell me how much you made it by and I interpret the result.  Generally, in a contest, the person that makes it by more wins.  If you do not possess a proficiency, you might still try to accomplish an effect with it.  Competing with someone trained in the skill will usually be silly, though it *might* be damn heroic and that counts for something in my game.

People can usually help out.  In such a case, a fellow skilled user can usually confer a +2.  Modifiers can never take your skill above the maximum of 16.  If time is of the essence, people might be able to reduce the time needed, depending on the task, the skill, and their abilities.  In general, be creative and don't ask me for long lists of numbers that we both have to look up because that's not gaming; that's accounting and unlike some I do not consider that to be a recreational activity. 

Beginning

I will give you up to five character points of background proficiencies based on your background.  These will likely be interesting/colorful proficiencies, the kind that would make power gamers cringe.  If you have non-combat but interesting/supportive proficiencies in mind, then let me know and I will probably just apply the points to them. 

Beginning players will receive two bonus proficiencies - Read/Write Common and Perception (Int+Wis)/2 

Progression

5 CPs will be awarded per level.  Additional CPs might be given out on occasion, but no more than one or two points. 
 

Weapon of Choice, Expertise, and Specialization

Non-warriors that purchase the ability to specialize in a weapon can benefits from Weapon of Choice and Expertise provided they have the points, until they reach the necessary level to specialize.  Either of the abilities can be purchased and the points applied later to the cost of Specialization.  If the points to Specialize are lower than the combined cost of Weapon of Choice and Expertise, then the character can spend the points to specialize to receive the benefits of Weapon of Choice and Expertise.  This means that the character is limited to the +1 hit and/or multiple attacks until they reach the necessary level, then they get the +2 to damage as well. 

Combined cost 

Example: Able, a Druid, pays the 15 points for Weapon Specialization as a class ability, it will cost him an additional 6 points to Specialize and he can not take advantage of the benefits until 5th level.  At first level, he pays the three points for Weapon of Choice to get the +1 to hit.  At third level, he has three points available, but is not high enough level to Specialize.  Looking at the cost for Expertise, 4 points, he appears to be short on points, but Specialization would only cost him 6 points, so the three points is enough. 

New and Modified Proficiencies

Area Knowledge (General, 2/8, Int/Know, +2 for Precise Memory): Area Knowledge covers those general knowledge skills that most people have.  It is raw knowledge of some place.  The more specific the knowledge, the less likely the user will need to roll to know something.  Area Knowledge of a small town would require very few rolls to know information of concern, whereas Area Knowledge of a country would require rolls with large penalties to know of a specific building in a specific town, unless it were a nationally famous building.  Remembering information is essential, so Precise Memory confers a +2 bonus. 

Barter (General, 3/7, Wis/Will, Wis/Intu, +2 for Empathy, +2 for Fast-Talking): This is the skill of conducting trade of any sort.  A person with this skill will usually be able to obtain normal prices for a given region.  Skill checks would be necessary to obtain discounts, buy something that is not for sale, etc.  This skill might also be useful in parley when monsters come upon the party and wish to slap them around and take all of their cool stuff.  Being able to gauge your mark and convince him of the attractiveness of your offer is very useful, hence Empathy and Fast-Talking both confer a +2. 

Fast-Talking (Rogue, 2/8, Charisma/Leadership, Wisdom/Intuition, +2 for Glibness): Fast-talking, generally a polite word for "lying", is essentially trying to convince a target of something before they have time to really think it through and/or distracting them from bothersome facts and truths that could complicate your situation.  It requires a good deal of improvisation based upon what the user thinks the target wants to hear as well as a good measure of force of personality.  It is typically used to accomplish an immediate effect, not broker negotiations.  Although long term plans can be executed with Fast-Talking, any given episode of Fast-Talking will become progressively more difficult as the opportunity to trip over one's words and expose inconsistencies increases.  The target must be intelligent and able to converse with the user.  This skill is often used to intimidate people by implying some negative consequence if they do not comply.  For those to whom prevarication comes naturally, Fast-Talking is child's play, hence Glibness confers a +2 bonus. 

Healing (modifications): See Combat: First Aid

Intimidation (Warrior, 2/8, Str/Musc, Con/Fitness, +2 for Fast-Talking): This is simply the skill of looking dangerous and convincing someone to comply with your wishes.  As opposed to convincing someone of some unseen danger to not complying with you, say with Fast-Talk, Intimidation is the skill of appearing dangerous enough to give people reason to pause.  Of course, throwing out a couple of threatening words or a good one-liner doesn't hurt and a Fast-Talker knows just what to say in such a situation.  Hence, Fast-Talking confers a +2 to this proficiency.  Working in concert with a Fast-Talker can also confer this +2 bonus - "You don't wanna make Mila angry, cause I don't think I could stop her from . . . well, you don't wanna know." 

Locksmith (Rogue, 2/8, Dex/Aim, Int/Know, +2 for Keen Touch): "This is the specialized skill of making locks.  It is treated like other "Craft" proficiencies when checking for success.  Also, thieves with this proficiency gain a +10% bonus to their lock picking skill because they are intimately familiar with the internal structure and working of so many locks." [Complete Thief's Handbook, TSR, pg. 19]  This skill also confers the ability to make keys.  If the locksmith manufactures the lock, then he will be able to make keys for it without difficulty.  If he is trying to copy a key or make keys from an impression, then he will need to make a check, based on the complexity of the lock.  Deft hands can make short work of Locksmithing tasks, hence Keen Touch confers a +2. 

Looting (Rogue, 2/ 8, Int/Reas, Wis/Intu, +2 for Keen Eyesight): This is the ability to quickly determine the most valuable loot available in an area.  This skill would allow the user to swiftly decide what bits of treasure have the greatest value.  It is limited to the characters' knowledge however, e.g. if the character were in a land were beetle dung was fantastically valuable, but did not know that, then he would probably not identify a pile of beetle dung as good loot.  Seeing the goodies as well as knowing how much they might be worth is the greater part of this ability, so the Keen Eyesight trait and Appraising proficiency each provide a +2 to this skill. 

Observation (General, 3/7, Int/Reason, Wisdom/Intuition, +2 Alertness, +2 Tracking): This is the skill of noticing details.  A private investigator would be nigh useless without this proficiency.  While someone with Alertness may notice the strange person off in the shadows, the person with Observation would notice the waiter serving him is wearing sollerets under his apron and the slight bulge of a knife sheath under the towel draped over his arm.  This skill is crucial for Rogues, especially if they want to live long.  The skill itself does not reflect keener senses as much as it reflects being able to assess the sensory input you have and to pick out important details.  If you can not see the waiter sneaking up behind you, then you can not assess whether or not he is an assassin or the bearer of that tankard of ale you asked for.  This skill is constrained by the user's senses and is almost exclusively vision-based, and so Keen Eyesight provides a +2 to this ability. 

Spellcraft - Agility (Priest/Wizard, 2/8, Dex/Bal, Dex/Aim): This skill allows a spell caster the opportunity to move and cast spells.  Successful use allows the caster to move one fourth of their movement and benefit from one-half their AC bonus (rounded down) due to Dexterity/Balance during a round in which they cast a spell.  A failure will delay the caster one initiative step (Combat & Tactics) and force them to choose between casting the spell or taking the quarter move and 1/2 AC bonus.  Coordinating movement with the somatic components of spells and the preparation of material components is a small test of athletic ability and Tumbling confers a +2 to this skill. 

Strategy (Warrior, 3/7, Int/Reas, Wis/Intu, +2 for Tactics): This reflects an ability to plan and conduct operations involving large-scale conflicts.  Generally, planning above the specific actions of small units.  It can also be used to anticipate other party's strategies.  Knowledge of the intricacies of the inner workings of the battles you are planning helps you anticipate needs and consequences, so possession of the Tactics proficiency confers a +2 bonus. 

Streetwise (Rogue, 2/7, Cha/Lead, Int/Know, +2 Empathy, +2 Fast-Talking): This skill reflects having an ear to the streets.  It combines dealing with street-types directly as well as being able to tap into the information stream of the streets.  One might use this skill to "go to ground" in a city or to try and find out about that rumored slaving ring.  Simply having this skill is adequate for the user to receive some rumors as it is assumed such a person spends some time in taverns etc. and knows how to conduct themselves in a fashion that fosters such communication.  Being able to feel people out and convince them to help you out is all part of this, so Empathy and Fast-talking both confer a +2 bonus. 

Note: this skill's utility will be somewhat different for one that does not live and breath the street life, e.g. a noble-born captain of the city guard.  Such a person would probably glean little benefit from indirect use of the skill.  Rather, they would need to lean on their sources to get the info they need.  Such a person could still hope to use his sources to "go to ground". However, how safe they are would be heavily dependent upon how said sources were treated previously . . . 

Tactics (Warrior, 3/7, Int/Reas, Wis/Intu, +2 for Alertness): This reflects an ability to quickly assess a combat scenario involving small groups of combatants and decide on preferred courses of action.  Simple tactical questions require no roll.  Flanking, holding a pass, defending a specific area, e.g. a pass or a door, are Tactics challenges.  Tactics can be applied towards such decisions.  Tactics is the "hands-on", small-unit counterpart to Strategy.  Being aware of your environment facilitates your ability to react to it, so Alertness confers a +2 to this proficiency.  Opposing Tacticians can reduce, negate, and/or overcome any benefits conferred.  How useful the skill is in the heat of battle will be dependent on how much the Tactician can see, effectiveness of communication, familiarity with the units in question, etc.

Money and Equipment

Starting Money

 Roll for starting money twice, take the better of the two rolls. 

Prices

Don't assume any prices, ask me. 

Combat & Tactics Changes

There are some differences of note: 
  • Ranges are in terms of 5' squares
  • The Footman's Flail is a Large weapon
  • Initiative is handled a little differently

New Weapon Stats

Note that I allow the sap to function in one of two ways, the normal way, and a "head critical" way. 
 
Weapon
Wt
Sz
Type
Speed
Melee 
Reach
Missile 
ROF
Range 
S/M/L
Damage 
S-M
Damage 
L
Knockdown 
die
Sap
1/2
S
B
Fa(2)
1
-
-
1d2
1d2
d4
Sap (head)12
1/2
S
B
Fa(2)
1
-
-
1d8
1d8
d4

12 - The sap, when used to strike the head of a target that can be subdued by such a weapon, does 1d8 points of 
       damage, but it is subdual damage.  Roll for the chance for knockout (5% per point, max of 40%) as normal. 

Encumbrance

Note that your armor type establishes a minimum encumbrance equal to the level listed for that armor type in C&T, e.g. if you wear chain, carry nothing else, and have a Strength of 20, you will still "suffer" the effects of Light encumbrance (chain mail's listed encumbrance level).  Unless it is very important, I will stick with the simple approach of encumbrance levels, as opposed to comparing your Strength to your exact load.  I will make a redundant mention of the fact that I will use C&T.

Magic

Spellcasting in combat

If you are attacked before your spell goes off, you may voluntarily let it fizzle and take your Dexterity bonus for armor class. 

Spellcasting and surprise

If you win surprise, you may start casting as your surprise action and thus reduce the Phase during which your spell goes off in the first  round of combat by one, i.e. Fast to Very Fast.  If you wish to move before casting and you do not have Spellcraft - Agility, then spellcasting starts the Phase after you stop moving. 

Using the Spellcraft - Agility proficiency

This skill allows a spell caster the opportunity to move and cast spells.  Successful use allows the caster to move one fourth of their movement and benefit from one-half their AC bonus (rounded down) due to Dexterity/Balance during a round in which they cast a spell.  A failure will delay the caster one initiative step (Combat & Tactics) and force them to choose between casting the spell or taking the quarter move and 1/2 AC bonus. 

Casting Spells With Spell Points

I am using the spell point system.  For Priests and Mages, this means fatigue.  I use the system from Spells & Magic except:
  • Can not exceed highest spell level
  • Highest Spell level starts at Moderate Fatigue
  • Second Highest Spell level starts at Light Fatigue
  • All other spells start at zero fatigue
  • A spell caster passes out at zero spell points
  • Getting wounded to or below zero hit points "zeros" your spell points
An illustration: 
 
Magnus, newly trained in third level spells, tries to cast a fixed slot Fireball to vanquish the hoary host of an ancient wicked guy.  He suffers Moderate fatigue, and is left with 30 spell points, 75% of his starting amount of 40, so he is still doing fine.  He decides he needs to cast another, now he stages up to Heavy fatigue and is left with 20 spell points.  Because being at 50% or below but greater than 25% stages the fatigue up one level,  he could cast a 1st level spell with no increase in fatigue, but a 2nd level spell would stage up to Moderate and then Heavy due to his current Moderately fatigued state.

The next week, he decides to be economical and burn all of his points casting fixed 1st level spells.  He has 40 spell points.  He can cast 20 spell points, or five such spells at no fatigue before hitting the 50% mark, when his low spell points step up the fatigue level one step to moderate.  He can then cast another 3 spells before reaching/passing the 25% mark.  At this point he is lightly fatigued and has 8 spell points remaining.

He now casts another fixed 1st level spell, but it is now Moderate fatigue, so he is Moderately fatigued.  He uses his last 4 spell points to squeeze off one last fixed 1st level spell.  His Moderate fatigue state and his low spell points state step the spell up to Heavy, which surpasses his current level, so he ends up at Heavy fatigue. 

Realize that wounding also stages up the fatigue, so it can really add up if you're not careful.

Also, note the following stylistic choices from Spells & Magic®: 

  • Wizards - use spell points as "channellers"
  • Priests - use spell points as "channellers" with conditional magic tossed in for fun
  • Druids - use spell points as Preserver channellers

Casting Spells Without Spell Points (if I do not use spell points)

  • Maximum number of spells per level, the "long list": In my game, this reflects the number of spells the Wizard is keeping himself current on.  The Wizard may have more spells stored away somewhere, but he only has ready access to this number of spells.  I do not play with "All," rather, an Intelligence of 18 or higher grants the Wizard a number of available spells equal to his Intelligence.
  • Choosing spells for the day, the "short list": Choose a number of spells you would like to have access to equal to the number you can cast for that level per day.  This reflects the powers you have prayed for (Priests) or the methods you are currently reviewing (Wizards).  You may cast any of these spells repeatedly, within your spell casting limit, i.e. you are not  required to "memorize" a spell twice to be able to cast it twice.  However, you must spend the normal 15 minutes per spell per level reviewing/praying to initially add it to your short list.
  • Switching spells: You may change the spells you have immediate access to at any time by spending 15 minutes per level per spell praying/reviewing.  This might irritate a Priests' deity if abused, though.  In a pinch, you may cast a spell different than those on your "short list".  To do so requires a successful roll vs. Spellcraft minus the spell's level.  There is a bonus of +1 for every level below your maximum casting level the spell is, i.e. if you can cast third level spells, a 1st level spell would confer a +2 to the above check.  The above applies to spells "available" to a Wizard, i.e. the "long list" of spells constrained by his Intelligence.  If a Wizard wants to try to do this with a spell that they have in their library, but have not been keeping current on, then there is an additional -4 penalty.  The deleterious effects of failed checks will vary, but the very least will be failure of the spell, the worst well, all I can say to that is muhahahahahahaha!  Bad effects could be a backfire, disfavor with deity, etc.
  • Spell recovery: For clarity, Wizards and Mages need a full, restful night's sleep to regain their spells.  Anything else will result in partial or no spell recovery.  Tossing off spells hours after you wake up and going back to sleep will have little or no effect as you will likely not be able to get a full, restful night's sleep.  Clerics and Priests work on a daily cycle (or perhaps deily?).  While sleep deprivation might complicate their acquisition and casting of spells, they are really expected not to tax their deity's patience.  If they try to request their daily allotment of spells more frequently than once a day, then unpleasant things might happen.

Transcribing vs. Learning vs. Gaining vs. Researching Spells

Transcribing a spell is when a Mage copies a learned spell from one book to another.  This process takes 1 hours per spell level.  Every time a spell caster reaches a new level, they have the opportunity to realize epiphanies about spells they already know and have used.  As such, they may check to see if they had an insight about a spell they used in a meaningful way since their last level.  To check for such an epiphany, roll 1d20.  If the number is less than the caster's level minus the spell level, then the mage can try to recopy it in a more condensed form.  They take the normal time for transcription, one hour per spell level, then reroll the number of pages needed for the spell.  If they roll less, then it works and the spell is rendered in fewer pages.  If not, then there is no change.  Materials expended for transcribing spells into spell books average 100 GP per spell level.

Learning a spell is when a mage has the spell in a spell book form to refer to and someone that can cast the spell on hand to answer questions.  Without a tutor, the time is doubled.  It is also assumed a library is available with a value equal to the spell level squared, in thousands of gold pieces, e.g. a 49,000 GP library for 7th level spells.  Without an adequate library, the time is doubled (cumulative with other modifiers).  The base time, assuming all materials above are available one day per spell level.  This reflects said spell caster helping the student learn everything necessary in a directed, efficient way.  As with Transcribing, above, the expended materials needed average 100 GP per spell level.

Gaining spells occurs when a new level is reached.  When a Mage gains a level, the player should submit a list of spells desired to me.  Every level, I will pick a spell from said list and decide the character automatically learns it.  Generally, if the PC fails to learn a desired spell that I feel is important and/or interesting to plot progression, I will simply give that spell to the character.

Researching spells can be done one of two ways, with a scroll, or from scratch.  On their own, a student can learn a spell from a scroll, but it will take decent research materials.  Usually, any decent magical library (spell level squared times 1,000 GP) is a good start and a lab is even better.  It generally takes one week per spell level this way, but the self-taught will feel better about themselves and may earn some XP for playing the part.  This time can be reduced by the presence of higher level spell casters, money thrown around, exceptional facilities, etc.  Ask the game master.  Starting from scratch will require two weeks per spell level, but this includes spells not in the standard lists, especially custom spells.  The cost is variable, roll a number of d10 equal to the spell level of the spell and multiply it by 100 GP.  This is the cost per week.  Such an endeavor will definitely earn you XP, albeit not a lot compared to adventuring.

Clarifications & optional rules choices

Wild Magic/Mages - No
Elemental Mages - Yes

Experience

I handle Experience a little differently.  I have a base value in mind that the party will receive per session.  This can increase due to monsters vanquished, obstacles overcome, heroics, and good role-playing.  I do not rattle off numbers regularly after sessions.  Actually, I handle the experience point tally for the PCs and tell them when they gain a new level.  The baseline XP are currently what I deem to be appropriate to guarantee a level in four to five sessions, if nothing exciting happens.  Overall, the players focus on the role-playing and not the XP, which is very cool.

Combat

Hit Points, My Philosophy

Hit points are a mixture of physical ability to take damage, tolerance for pain, endurance, luck, and skill.  I feel that any system of healing and damage needs to account for the normal schmuck and the hero alike.  The only way to have a clean correlation, IMO, is to go with a relative approach.  When a common 6 HP soldier is at 3 HP, he should about feel the same as the dragon slaying, 60 HP death machine when he is at 30 HP, and vice versa.  That is not as important to me as healing.  If a standard person with 6 HP can heal up from near death in less than a week, then a 60 HP fighter better do the same.  The standard rules would have the fighter take ten times as long to recover from his wounds, and that is silly.  Realize that in my game it's all relative.  The 60 HP fighter shrugs off 12 HP of damage as well as the scrawny, 15 HP Wizard shrugs off 3. 

So, I use a percentage approach to things.

I do not want to complicate matters with extra numbers for my players and me to memorize, but I do want to communicate that I expect people to role play appropriate to their state of health.  I have decided to not inflict wound penalties as I want people to still be able to execute a desperate charge when they are near death.  Please role-play accordingly though.  It' not really heroic unless it looks/sounds challenging. <grin>

  • Healthy - 75%-100% Max: "Almost got me"; "that was a close call".
  • Scratched - 50%-75% Max: First blood, depending on your character's physical courage this may be "just a scratch" or a "grievous injury".  Your character's muscles may be starting to build up fatigue poisons (lactic acid) and starting to get tired.
  • Wounded - 25%-50% Max: You feel like you need to take a break, it's time to consider your options.  You are probably stiff, sore, tired.  Wounds are still mostly "flesh wounds", but they are real wounds now, not just scratches.  It's getting harder to keep that shield up and your arm is getting a little numb from blocking attacks.  Your really starting to feel a serious "burn" in your muscles.
  • Grievous - 1 HP - 25% Max: On your last legs.  You are probably seriously wounded, dazed, and/or very tired.  It's time to hole up lest you get killed.  Roll vs. Constitution to stay conscious and a Willpower test to continue aggression.
  • -Con < HP < 0: You are mortally wounded and may very likely die.  You are probably bleeding out 1 HP per round unless someone helps you.  Also, I will probably consider a crippling or scarring effect to remind your PC of his folly.  To resolve this, I will roll a critical hit based on the attacks that downed you and improvise from there . . .
  • -Con: You are devoid of life, cold, deceased, defunct, departed, exanimate, extinct, inanimate, late, lifeless, spiritless, unanimated; bloodless, breathless; gone, reposing; inactive, inert; belowground, buried, dead as a doornail, gone the way of all flesh, out of one's misery, pushing up daisies. [You too can have fun with the Merriam-Webster thesaurus]

Hit Point Book Keeping (done by me)

I keep track of player hit points.  I will tell you which wound category you are in.

Healing Factor

To facilitate my percentage-based approach to HP, I determine healing rates for PCs based on 5% of their Max Hit Points, rounded up.  I call it your Healing Factor (HF).  So, your HF is 1 point for every full 20 HP you have.  It's pretty simple and since I keep track of your HP, it's my burden to shoulder.  This Healing factor represents:
  • how many HP one can heal for a full day of rest without outside aid.  Double this for a Healer or Herbalist, triple if both.
  • how many subdual HP one recovers in a minute
  • normal Healing success restores twice HF, critical successes restore four times HF.

Real Damage vs. Subdual Damage

Subdual damage replenishes at a rate equal to your Healing Factor every minute.  If you would reach or go below zero hit points with subdual damage, you are knocked unconscious.  You can not be roused until you recover enough subdual HP to reach 1 HP.  Subdual damage does not contribute to mortal wounding and as such should be a safety net for the foolhardy in most cases.  Subdual damage can only be regained naturally, magical healing will not affect it.

Subdual attacks: these represent damage that inflicts more pain, concussion, and stunning than actual long term wounding.  They inflict 1/4 real damage (round down) and the rest is subdual damage. 

Real Damage: Unlike the game suggests, real damage does 1/4 subdual damage (round down) and the rest is real damage.  This accounts for the trauma and stunning related to wounding.  Most people will fall down or pass out before they take enough damage to kill them.  Of course, facing down a Dragon nullifies such claims.

First Aid (no effect after magical healing)

First Aid Checks: First aid checks can be made after any wounding.  First aid requires 20-Healing Proficiency rounds to render, with a minimum of five rounds.  After that time, the Healer makes a Healing proficiency check.  This roll is reduced by one for every minute that has passed since the wounding occurred at the time the proficiency check is made.  The patient's hit point bonus is also applied to the roll.  Success restores an amount of hit points equal to double the patient's HF. A critical success restores four times the patient's HF.  First Aid affects only real damage, not subdual damage.  Any success always stops any bleeding.

Aside from wasting time, failure has no effect on the patient.  A fumble also inflicts 1d3 points of damage.  Other Healers may attempt to help the patient if the Healing fails, but with a cumulative -4 penalty.  A patient can only benefit from one Healing attempt per period of wounding, and a Healer may only make one attempt per patient per period of wounding.  If wounding occurs after the healing is complete, then the first aid process begins anew. 

Interruptions of one round will delay the healing and will require a proficiency check to avoid having to start over again.  Any disruption beyond one round in length will force the Healer to start over again. 

Assistant Healers in First Aid

The assistance of a trained Healer.  Normally, I will only allow one, but ask in exceptional situations.  The assistant makes a check against her unmodified Healing proficiency.  If she succeeds, the primary Healer (the one making the rolls) gains a bonus to their Healing proficiency check of +2 if the assistant succeeds, and the healing progresses twice as fast, although Healing always takes a minimum time of 4 rounds. Failures by assistants have no effect.  Fumbles by assistants inflict a -2 on the primary healer's proficiency check.  Any interruption of the assistant before the Healing is completed negates any bonus they would have conferred, but the benefit of quicker Healing is only lost for the remaining time.  Note that a penalty due to an inept healer assistant does not go away if the assistant leaves.

Example: Sid gets hit by three arrows, suffering 20 points of damage in an ambush.  The Healers in the party, Gen and Able, are tied up helping the party vanquish their foes for a few rounds.  When the party seems sure of success, Sid, Able, and Gen break off so his wounds can be taken care of.  By now, only 8 rounds have passed, so they have no penalties yet.  They roll 5d4 and the result is 14.  Able plans to assist and makes a successful check against his Healing.  Seven rounds later (42 seconds in my system), some reinforcements show up and threaten the Healers and their patient.  However, because of Able's assistance, Gen can make a Healing roll this round and finish rendering first-aid to Sid.  Able confers a +2 to her 15 rating, and she easily succeeds, much to Sid's delight, and heals Sid for 10% of his uninjured hit point total. 

Staunching Bleeding (What do you mean the Healer is down?!)

People tend to bleed when they are cut.  Someone that has passed below 1 HP is generally assumed to be bleeding to death at 1 HP per round.  Unless someone helps them, they will probably die.  If your PC dies from some attack that would not produce bleeding or some similar continuing damage, please feel free to point that out to me.

Any non-Healer can staunch the bleeding of a comrade's wounds, but it usually requires 4 rounds.  Bleeding will still occur until the end of that time period.  After that, the bleeding will have been arrested and first aid will have no further effect on the wounds, the damage is done.  Realize that some wounds require more than a simple bandage to stop bleeding . . . 

Mortal Wounds

When a character is taken below 1 hit point, things get serious. Healing of various sorts can be attempted, but the character will only have a 1d4+HP bonus minute window (recall ten rounds a minute) in which healing can occur.  This window of time is kept secret from the Healer.  The Healing proficiency can be used as normal, but it will still have no effect after Magical healing.  Note that the patient can not be Healed above 0 hit points.  After that time, the patient must roll against his Constitution, modified by his current hit points.  This means that most normal people will be unable to be saved beyond -10 hit points and even heroes will have a good chance of dying at less than -10.  The multiple dice rules do apply here if the character's Constitution is greater than 15. 

If the character is still alive, they are unconscious and incapable of little more than brief periods of lucid consciousness.  The rest of the time they will fade in and out, being capable of little more than eating, drinking, and resting.  There is a chance of crippling which will be resolved by rolling a critical hit result for the weapon and ignoring anything but crippling effects.

Lifesaving Measures Example: Gen wants to Heal her compatriot Magnus, who has just been savagely clawed by a Bulette and lies bleeding on the ground, at -16 hit points.  The GM rolls and determines she has a mere three minutes (30 rounds) to save Magnus.  The party is engaged for another 8 rounds before Gen can break off to heal Magnus.  She has a Healing of 15, so it will take her 5 rounds to render first aid.  Her comrade Able assists her.  He succeeds and will reduces her time to the minimum of 4 rounds and give her a +2 to her roll.  At the 10 round mark, Magnus promptly bleeds down to -17 and Gen rolls, succeeding.  Magnus is a Wizard and thus has only 18 points, so she manages to heal him to -15 and his bleeding is arrested.  With 17 rounds to spare and concern that Magnus may not be lucky enough to make it on his own, she heals him up to zero hit points.  Magnus makes his Constitution roll and his comrades take him to an inn to recover. 

Healing

Healing from negative hit points up to one hit point requires three days per hit point naturally, two days per hit point if a Healer tends to them, and one day per hit point if the Healer also knows Herbalism.  During this time, the character is unconscious and incapable of little more than brief periods of lucid consciousness.  The rest of the time they will fade in and out, being capable of little more than eating, drinking, and resting.  This level of wounding reflects mortal wounding and brushes with death.  Such wounds will likely leaves scars, although magical healing usually remedies that. 

Healing from 1 to full hit points simply requires rest.  A character can recover their HF each day, twice that if a Healer tends to them, triple that if the Healer knows Herbalism as well.  This level of wounding reflects getting beat up, but not mortally wounded.