DnD House Rules

Some fun rules to help break your game.

Detailed below are house rules ordered by attribute. See custom character sheet for more context. 

The main differences between these rules and base B/X are as follows:

  • WIS changed name to PER and has stolen Ranged attack from DEX

  • Every attribute has an associated ‘attribute dice’ (most of which were already in the game – added CHA dice, INT Dice) These can be used for ‘Contests’. Which are similar to attribute checks but for more interpersonal situations. This helps to make CHA more useful as it can be used as a bonus during all of these events (outside of combat).

  • Initiative is linked to player weight and is a ‘contest’ 

  • Introduced a spatial inventory system

  • Introduced Mana points which increase in the same way as Hit Points and are used to cast spells / use magical items

 

—STR—

Dice decided by: chosen melee weapon. 

Used for: 

‘melee damage’. If no weapon is present, assign 1d4 for the ‘STR dice’

Note that without a weapon you cannot roll for ‘melee damage’ but may use unarmed rules (i.e. 1d2) for melee combat.

STR contest [See ‘Contests’]

Attribute: (3 / 4-5 / 6-8 / 9-12 / 13 -15 / 16 – 17 / 18)  

Corresponding Mod:  (-3 / -2 / -1 / 0 / +1 / +2 / +3)

 

Mod applies to: Attack Roll, Damage Roll, ‘STR Dice’ Roll

—PER—

Dice decided by: chosen ranged weapon (excludes throwable weapons, these should be treated at melee weapons until the point at which they are thrown)

Used for: 

‘ranged damage’. If no weapon is present, assign 1d4 for the ‘PER dice’ (exception: Thief, Acrobat and Assassin may assign 1d8)

Note that without a ranged weapon you cannot roll for ‘ranged damage’. 

PER contest [See ‘Contests’]

Attribute: (3 / 4-5 / 6-8 / 9-12 / 13 -15 / 16 – 17 / 18)  

Corresponding Mod:  (-3 / -2 / -1 / 0 / +1 / +2 / +3)

 

Mod applies to: Ranged Attack Roll, Saving Throws, ‘PER Dice’ Roll

—DEX—

Dice decided by: ‘Carry Weight’. 

The Weight categories are as follows: (0 / 1-3 / 4,5 / 6,7 / 8+)

And the corresponding dice: (1d12 / 1d10 / 1d8 / 1d6 / 1d4)

And movement speed: (50’+ / 40’ / 30’ / 20’ / 10’) 

Weight comes from the sum of: Armour/Shield, Weapons, Inventory.

Armour/ Shield: None (0), Leather/Light (2), Chain/Medium (4), Plate (5), Shield (1)

Weapons: Small weapon (smaller than forearm) (0), One handed weapons (1), Two handed weapons (2)

Inventory: Empty (one or two small items held/ in pockets) (0), <? full (1), >? full (2) 

[See ‘Inventory’ Section for rough guide on item sizes/slots] 

Used for: 

Initiative roll. Player and NPC each roll, roll determines order of play. (this is the same as a DEX contest)

DEX contest [See ‘Contests’]

Attribute: (3 / 4-5 / 6-8 / 9-12 / 13 -15 / 16 – 17 / 18)  

Corresponding Mod:  (-3 / -2 / -1 / 0 / +1 / +2 / +3)

 

Mod applies to: Armour Class, ‘DEX Dice’ Roll

—CON—

Dice decided by: player Class [see classes in manual]

Used for: 

Increase in Hit Points on player lvl up. 

CON contest [See ‘Contests’]

Attribute: (3 / 4-5 / 6-8 / 9-12 / 13 -15 / 16 – 17 / 18)  

Corresponding Mod:  (-3 / -2 / -1 / 0 / +1 / +2 / +3)

Mod applies to: ‘CON Dice’ Roll

—INT—

Dice decided by: player class, either 1d4, 1d6 or 1d8. Usually the inverse of CON dice. (i.e. 1d4 CON Dice, 1d8 INT Dice)

Used for: 

Increase in Mana Points on player lvl up

All players roll at each level to decide how many Mana Points they gain (the same way as HP with modifier as well). Mana points are used to cast spells.(no. of spells learnt and level at GM’s discretion) Each spell has an associated dice which tells the caster how many points they have used to cast it. Generally spells fall into the following categories:

Spell: Normal attack/heal (1d6+1 damage)MP Cost: 1d6

Spell: Strong attack (1d6 per lvl)MP Cost: 1d20

Spell: Influence EnvironmentMP Cost: 1d4

Spell: Influence EntityMP Cost: 1d8

Spell: Control EntityMP Cost: 1d10

Spell: Harm Entity (up to 1d4 HP)MP Cost: 1d12

Spell: Change Entity/ EnvironmentMP Cost: 1d20

A spell caster may choose to use a spell with a max MP usage higher than their current MP. If it rolls higher, they lose all of their MP and are unable to cast the spell.

MP regenerates at the same rate as HP (i.e. 1d3 per day of rest)

Optionally, MP may be consumed for non-magical users when using magical items

INT Contest [See ‘Contests’]

Attribute: (3 / 4-5 / 6-8 / 9-12 / 13 -15 / 16 – 17 / 18)  

Corresponding Mod:  (-3 / -2 / -1 / 0 / +1 / +2 / +3)

Mod applies to: ‘INT Dice’ Roll

—CHA—

Dice decided by: player class/race. Humans get 1d8, Other races get 1d6, Subterranean and half-orcs get 1d4. Bards get 1d10.

Used for: 

CHA Contests [See ‘Contests’]

Attribute: (3 / 4-5 / 6-8 / 9-12 / 13 -15 / 16 – 17 / 18)  

Corresponding Mod:  (-3 / -2 / -1 / 0 / +1 / +2 / +3)

Mod applies to: ‘CHA Dice Roll’, Out-of-combat ‘Attribute Dice Contests’ (instead of relevant stat – if higher).

 Attribute Dice Contests—

If a player wishes to perform an action on another NPC with unpredictable odds, they can use a ‘Dice Contest’ for that stat (instead of an attribute test). This Works in a similar way to initiative (see DEX). The Player uses their dice for a given stat (plus modifier). The DM rolls for the NPC using an appropriate set of dice (plus a modifier) (depending on how likely the event is to succeed). If the Player beats the NPC’s roll – they succeed. 

Examples 

STR –  To compare strength with a weapon (quite rare). Out of combat weapon training. 

PER – Archery skill. Stealth – roll to see if you are spotted by an NPC. Pick Pocketing. 

DEX – To compare the speed of two characters. 

CON – Intimidation. 

INT – When trying to convince another player of something. 

CHA – Bartering. Charming.

Note that the CHA modifier can be applied to any contest that occurs outside of combat instead of the players relevant modifier for that stat.

Inventory

The inventory is a 5×4 grid. Players may arrange items as the wish but are given some (very rough) guidelines.

1×1 100 GP
1×1 Rations (4 days) 

1×1 Potions (2)

1×1 Oil Flas (2)

1×1 Tinderbox

1×1 Book/Tome

1×1 Rope 25’

2×1 Waterskin

2×1 Bedroll

2×1 Torches (6)

2×1 Lantern

2×1 Dagger

3×1 Short sword

4×1 Two-handed Sword

5×1 Staff

2×4 Armour


Other Rules

For regular attribute checks ‘roll above’. I.e. take your attribute score away from 20 and roll higher to succeed. +4 V.difficult < – – – > -4 V.easy. Players usually write (20 – attribute) next to the attribute score for convenience.

Allow players to increase attributes. Usually one attribute point at the same time as  [AC] rating increases.

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