_________________________ // \\ ||| B/X HOUSE RULES ||| \\_________________________// Character creation Roll 3d6; if one or more of these result in a 1, choose one of those and reroll it until it turns up a different number. Add the final results together. Do this five more times and assign as desired. You can lower an attribute by two points to increase another by 1, up to a maximum of 17 or down to a minimum of 9. Ability Score bonuses: 3 = -2; 4-8 = -1; 9-12 = 0; 13-17 = +1; 18= +2 Infravision All monsters can see in the dark. PCs who cannot and do not have artificial light are reduced to half speed. A torch burns for 6 turns. Elves and dwarves lose their night vision if there is light within 30'. Character Hit Dice At 1st level, a PC rolls their HD and adds their Con score. At each level, they reroll all their hit dice (not counting con score bump), rerolling any result lower than their constitution modifier; if the previous amount was higher, keep that one. Healing Surges: A character can spend a Healing Surge as a full- round action to regain hit points equal to 1/4 of their maximum hit points, and they have a number of starting Healing Surges equal to 1/2 their HD size + their Constitution modifier. A character regains 1 Healing Surge per night of rest, and an additional surge per night with medical care. Healing Spells restore health equal to the value of the target's Healing Surges. Fighter: Exceptional Strength A starting fighter rolls d100 on the chart below, which grants them a bonus to some of their rolls. A fighter's Bend Bars/Lift Gates roll is a d20+Str mod+Might adjustment, attempting to hit 20 or higher. OPEN BEND BARS/ MIGHT ATK DMG DOORS LIFT GATES 0-50 +0 +1 +1 +0 51-75 +1 +1 +2 +1 76-90 +1 +2 +3 +2 91-99 +1 +3 +4 +3 00 +2 +4 +5 +4 Thief Actions Rather than the percentage system in the rules, use the following: Roll a d20, add the thief’s level and the modifier given below, and equal or beat a 20. All but Hear Noise are modified by Dexterity modifier. These aren't normal actions; failing just means the thief isn't having any better luck than a normal person - Climb Walls can let a thief Jackie Chan up a wall, but if they fal they have to make Strength checks and such. A failed Move Silently or Hide in Shadows means they have the same chance of being noticed as any other person trying to sneak. Thief Action Modifiers: Find traps, remove traps, hide in shadows (+0) Open locks and barred doors (+1) Move silently, pick pockets (+2) Hear noise (+4) Climb walls (+15) Non-thief characters can also attempt thief actions, but do not apply the above modifiers. Attack and Defense Your Strength (melee) or Dexterity (ranged) modifier determines your minimum attack roll and minimum damage, in the same manner as Constitution applies to hit points gained each level: reroll any number equal to or less than the ability score's modifier. Ascending AC & attack bonuses. Attack Bonus Progression: Elf/ Cleric/ Level Fighter Dwarf Thief Magic-User 1 +1 +1 +1 +0 2 +1 +1 +1 +0 3 +2 +2 +1 +1 4 +2 +2 +1 +1 5 +3 +3 +3 +1 6 +3 +3 +3 +2 7 +6 +5 +3 +3 8 +6 +5 +3 +3 9 +7 +6 +5 +3 10 +7 +6 +5 +3 11 +8 +7 +6 +5 12 +8 +7 +6 +5 13 +9 +8 +7 +6 14 +9 +8 +7 +6 Initiative PC initiative rolls are made with varied dice dependent on the character's dexterity score, with the lowest result going first. DEX SCORE INITIATIVE DIE 3-4 1d12 5-7 1d10 8-13 1d8 14-16 1d6 17-18 1d4 Saving Throws Saving throws/defenses are unified and per attribute: Clerics and Thieves get +7, Dwarves +11, Elves and Fighters +8, Magic-Users +6. Normal Man +5. To this, add Prime Requisite modifier (if two, use the higher), relevant ability score modifier, and 1/2 level. Equal or beat 20. Generally, roll a saving throw if it's to avoid damage, and an ability check if it isn't. Strength: Paralysis & Petrification Dexterity: Wands, Breath, falling into pits Constitution: Poison (but not death ray), disease, drowning, intoxication Intelligence: Mind attacks (Charm, confusion, control, fear, feeblemind) Wisdom: Spells, Staves (but not mind attacks) Charisma: Not much. Difficulty The average difficulty for anything not combat or magic is 11. If the character's relevant Ability Score is equal to or greater than the difficulty, they automatically succeed; otherwise, roll under stat. Advancement When PCs befriend a person or creature, they gain 1 XP. When PCs make two people or groups friends who weren’t before, that’s 2 XP. When PCs solve a complex open-ended problem, such as a lack of water, bad sickness, missing child, or an alcoholic farmer (fix in this instance means heal, you can’t just kill the farmer), they gain 3 XP. +2 XP per new location explored. +10 XP at the end of each adventure. +XP for monsters equal to their Hit Dice. -1 XP for killing a noncombatant person, like a peaceful shopkeeper. 0 XP for other noncombatants, like harmless fluffy bunnies. Deadly man-eating bunnies are fair game, though. Experience totals are divided among all PCs. A character can never gain more than one level at a time; any excess XP is discarded. PCs may only level up at a safe haven. Level up at 20*[current level] XP Morale Rolls Enemies check morale (2d6, roll at or under to succeed, individually for 5 or less, if larger in groups): Before a battle, if they aren’t under attack already and don't fairly outnumber the other side. If they’re caught by surprise at the start of the fight. After the first death in combat, on any side. When half of the enemy have been incapacitated (whether killed, unconscious, or have already failed their morale rolls) When the creature is reduced to 1/2 hit points for the first time in the battle. When a creature has no way to harm any opponent on its turn (such as after being disarmed). When the leader of a group is killed, incapacitated, taken prisoner, flees, or otherwise is unable to continue fighting. When any of the above have occurred and they are given an opportunity to surrender.