House Rules 2005
*Race is divorced from class. Hit Rolls, saving throws and hit points are decided by class alone.
*Any class can use any weapon or armor. Mages can't cast spells in armor. If a thieves wears chain mail or heavier, they receive penalties for trying to moving silently, climb walls, hide in shadows, and in some circumstances pick pockets.
*Mages must have one hand free of any items to cast their spells. Spells that effect the caster only, like Protection from Evil or Shield are automatically dispelled if the mage equips armor. Clerics need only to speak to cast their spells.
*Characters can multi-class by splitting their experience between two classes. The best hit rolls and saving throws are used. Hit points on each class level up is divided by 2. No triple classes.
*If a new character is created, they can multi-class by splitting their experience between two classes. The best hit rolls and saving throws are used. Every time one of the classes levels up, the appropriate number of hit points gained are cut in half. Fractions are rounded down but has a minimum gian of 1 hit point per level. No triple classes.
*If a 9th level+ character wants to add a secondary class, hit points will only be gained when the primary class advances. If either the primary class or secondary class is fighter, mystic, or thief, 2 hit points are gained on level up. Otherwise, 1 hit point is gained. The best hit rolls and saving throws are used. Experience gained will be divided in half between the two classes. Experience gain is capped at one level per adventure and any additional experience will be lost.
*An old character can dual-class instead by quitting their current class and beginning anew with a different class. The new saving throws and hit rolls are used instead of the old one. No hit points are added until the new class level surpasses the old one. Experience is awarded only to the new class.
*Encumbrance limits are adjusted by strength. A Strength bonus affects how many additional items can be carried without first losing speed. A strength penalty means a decrease in the maximum number of items that can be held before first losing speed. The adjustment is not cumulative. Elves and dwarves suffer a penalty for every 7 (+Strength adj.) items. Halflings can only carry 6 (+Strength adj.). Large weapons count as 2 items; small items count as half an item. Rations will be counted in the encumbrance. Magic armor is half the encumbrance of normal. Backpacks and sacks can always be dropped before a fight to lessen the load.
*Wrestling: To get your wrestling score, Divide your level in half, rounding up, and add Strength and Dexterity adjustments. Fighters get an additional +2 bonus. Mages get a -2 penalty. Elves and Halflings get an additional -2 penalty when aggressively wrestling. Halflings attempting to escape a wrestle gain a +2 instead. Armor gives a penalty according to the AC bonus (but magic armor is half the penalty). If the character being wrestled wants to try to do something else with both hands instead of wrestle back, he does not get 1d20 added to his wrestling score like the aggressor does. If he wants to wrestle back with one hand, 1d10 is rolled instead of 1d20. If an unarmed opponenet attempts to wrestle an armed opponenet, he automatically loses initiative. Monsters gain a bonus equal to their hit dice.
*Email campaigns earn 10 times the monster experience listed. Live tabletop
campaigns earn 5 times the experience listed. No XP for treasure.
*Some campaigns earn 10 times the monster experience listed. Other campaigns will have a straight number is decided, either to be awarded per character or divided up.
*If group initiative is tied, then individual initative is rolled. If two characters fighting each other then tie their individual initative, both actions are undertaken, so that they may end up killing each other. If an individual attacker's initiative is 6, the attack will disrupt spells unless the target spellcaster also rolled a 6.
*If group initiative is tied, all actions are performed at the same time.
*Four items can be equipped on the belt: each of them being either a small weapon, a medium weapon, or a small sack. The items can be used without losing a round, but initiative will be lost. Two weapons of any size can be strapped to the back, but they will take 1 action to pull out. Small sacks can only carry 2 items; a character taking an item out of a small sack loses initative. Backpacks can carry 12 items and large sacks can carry 18. It takes 1 action to fish out an item from a backpack or large sack with 7 or less items. It takes 1d2 actions to fish it out if it holds 8 or more items unless one or two of the items chosen have been purposely set close to the opening prior to the battle.
*8 items can be carried on the belt, either in pouches or small bags. 8 other items can be carried on the back, either tied to a strap or in a backpack. Pulling an item out of a pouch causes the user to lose initiative. Pulling an item out of a bag or backpack takes 1 round.
*For every 5 hp taken from an edged weapon, the character will lose 1 hp/10 minutes until the wound is bound. The maximum damage from bleeding is equal to half the damage already taken.
*Halflings gain 35 extra ability points on the first level and 10 ability
point each additional level to distribute among the Thief abilities
regardless of what class he is.
*Fighters lose their extra actions if wearing full suit plate armor.