YAY! HOUSERULES!
So we’ll be using Sword and Wizardry as a system for the Ashenvale mega-dungeon game.
I figured it would make me a decent human being if I actually published my house-rules (and the most gleefully stolen house-rules I have deemed worthy of my interest, of course) to the general public (IE, my players) a bit before the game (in this case, 2 months before the first one, I believe in early prep).
Enough with the overuse of glorious parentheses! On to the meat of the subject! The house-rules!
Weapon damage per class
Credits to Akratia for this one, you can find his exact wording on his blog.
To be brief (and to force you to give the man a hit or three), all three classes, based on their expertise, cause different damage depending on the type of weapon they use. For example, a fighter with a two handed sword is going to be much lethal than a cleric or magic-user would. As such, they make different dice of damage. If you want the number, check out the creator of the houserule!
Note : The magic-user does not take a -1 penalty to attack using two-handers.
Weapon proficiency change
This affects only the cleric and the magic-user. At character creation, the player of a non-fighter must choose a certain number of “weapon groups” he can wield with ease. The cleric chooses 2 and the wizard selects one. Fighters can easily use any weapons.
The weapon groups are the same as in 4E, with the addition of the following weapon “packs”.
Wizard’s pack : Dagger, quarterstaff, sickle, club
Knight’s pack : Longsword, Maces, Lances, Two-handed swords
Gladiator’s pack : Short swords, Flails, two exotic weapons of choice
Assassin pack : Dagger, short sword, crossbow, darts/blowgun
(Other packs can be created by the players if they make sense, the rule is “4 weapons per pack”)
Everyone can backstab!
Again, thanks to Akratia!
The idea is simple. If somebody sneaks in behind a bad guy, carefully positions herself and stabs said evildoer in the squishies with a non-two-handed weapon, she deals more damage. Check out the blog post on Akraticwizardry
Special people get special abilities
Anyone who rolls 17 or 18 on an ability score gets a special ability. It’s decided by both the DM and the player, here are a few examples.
Strength : Player can play an ogre (custom make a race), Player gains cleave (as in 3.X), Once per day, the player may deal max damage.
Constitution: Player may have a berserker rage ability, player gains 1 AC for thick skin, player gets +4 to saves against poison.
Dexterity: Player can make a called shot without penalty (1/day), may cancel a trap or an attack (1/day), may roll her own initiative and act either on her own turn, or with the party.
Intelligence: Player gets a hint when stuck (1/day), may provoke a saving throw to an opponent or said opponent loses 2 AC for the rest of the encounter (Outsmart opponent, 1/day)
Ascending AC
Simple enough.
Magic swords are special
Magic swords don’t give bonuses to damage like other magic weapons. On the plus side, every magic sword is unique and has special abilities. Magic weapons are cool, but magic swords are legendary. There might be other special weapons, of course (Gaebolg was a spear, was it not?) but swords are ALWAYS special.
Guild house system
The party begins play with a crap, shack-like guild-house on a tiny parcel of land. They can invest money in the guild house to make it grow, get special areas that will give the players various bonuses. At every guild level, the guild-leader chooses one new add-on for the house.
|
Level |
Total gold invested |
Number of add-ons |
|
|
1 |
0 |
0 |
|
|
2 |
1 500 |
1 |
|
|
3 |
3 500 |
2 |
|
|
4 |
6 500 |
3 |
|
|
5 |
14 000 |
4 |
|
|
6 |
30 000 |
5 |
|
|
7 |
60 000 |
6 |
|
|
8 |
110 000 |
7 |
|
|
9 |
165 000 |
8 |
|
|
10 |
225 000 |
9 |
|
|
+1 |
We’ll see |
+1 |
|
Note: The guild house can only host 8 characters before upgrade.
The add-ons and their effects
Gear locker: The players may purchase miscellaneous adventuring gear at a 25% discount.
Armoury: The players may purchase non-magical, non-exotic weapons at a 25% discount.
Forge: The players can have any non-magical weapon and armour repaired for free.
Laboratory: The laboratory creates one random minor potion per week.
Barracks: The house may hold 5 more characters. This upgrade is repeatable.
Expansion: Add a pointless room; the guild gains a reputation point. This upgrade is repeatable.
Shrine: At any given session in which at least one cleric participates, roll a 2D6 (+1 if the cleric has 15+ of wisdom)
2-5: Nothing happens
6-8: Divine favour: One cleric in the party gains a bonus spell for the day at which she visits the shrine before the adventure. That spell may be of any level.
9-10: Smite evil: The cleric deals 1 more damage with every attack on evil NPCs
11-12: Divine protection: Roll 2d6. The result is a pool of collective HP that may soak damage from any attack until depleted. The cleric is the final administrator of that collective pool of HP.
13: Roll twice, if the cleric scores the same result twice, it stacks (2 Divine protection results would be a pool of 4d6 HP)
Stash: A safe place for the players to place their personal loot if they do not wish to carry it them. It’s safer then leaving it lying around.
Trophy room: Allows a single reputation reroll per trophies considered “noteworthy” by the DM. The head of a dragon is noteworthy, the head of a kobold his not.
Fortifications: Add a decent fence to your guild house, additional level makes the fortification bigger.
Servants: Grants a small number of servants to the guild house. They keep it clean, make the food, etc.
Guards: Provides a group of 5 men-at-arms and one veteran to keep the guild house safe. They will not follow the players on an adventure. Addition purchase of this upgrade gives the guild house another squad of 5 men-at-arms and a veteran.
Library: Here magic-users may research spells of up to their maximum levels. No more then 1 spell per magic-user, per month, may be researched. The player adds the spell to his book.
Training room: Fighters of the guild get once per day +2 to an attack or damage roll, they may declare it after the actual attack or damage roll.
Stables: Provides free horses.
Reputation system
The guild has a reputation and must maintain it, the guild’s reputation starts at 15, and is modified by the following factors:
Guild leader as 13+ of charisma: -1
Guild leader as 13+ of strength: -1
Guild house gains a level: -1
Leader gains a level: -1
Major achievement: -1
A hireling or a player character dies: +1
Major social blunder by any guild member: +1
Guild leader dies: +leader’s level, +leader’s ability bonuses, -new leader’s ability bonuses
To succeed at a reputation roll, the leader must roll over the guild’s reputation score, modifiers may be applied.
The reputation system will be mostly used to find hirelings.
That is all for now! Love, happiness and joy to all of you