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Monday, September 24, 2018

My House Rules: Base Classes

I love (almost) all things OSR, and I love tinkering with things, so as a result; I do sort of have my own house rules. They change and evolve often as I take inspiration from other sources, but common trends are:


  • A focus on d6s, either exclusively or using d6s and d20s only. (In this more recent ruleset, you can use a d6 and a d20, or a d6 and a d18. A d18 is when you roll 1d6 and add the result of a die that is numbered 0,0,6,6,12,12, thus generating a number between 1 and 18.)
  • Not very many classes, and what classes there are are fairly simple.
  • Simplified saving throw systems.
  • Alignment doesn't exist.
  • XP either doesn't exist, or is awarded by treasure.

While my current house rules document is under construction, I have completed a first draft of the classes, based off of mainly LOTFP. These should be pretty compatible with most old school rulesets, and are pretty simple.

Fighter
You are good at killing things, and at avoiding being killed. Outside of combat you don’t have any particularly special abilities, but in combat you can slay your enemies and protect your comrades better than the average person.



Hit Points: You begin with 8 Hit Points.
Combat Bonus: When rolling to attack, you add 1 to your roll’s total.
Leveling Up: When you gain enough experience points to level up, you gain an additional +1 bonus to your attack rolls, and add 1d6+1 to your total Hit Points. Every odd level after the first, you gain the ability to make 1 more attack each round. For example, a level 3 fighter may make 2 attacks each round, a level 5 fighter may make 3 attacks each round, etc.
Rogue
You don’t fight fair, and usually survive by avoiding combat rather than enduring it. Outside of battle, your skills you picked up from a life of being a criminal make you exceedingly useful in the dungeon.



Hit Points: You begin with 6 Hit Points.
Skills: You begin play with 4 skill points, to upgrade your skills as you please. All skills begin with a score of 1, meaning you must roll a 1 on a d6 to successfully use them. Each skill point spent increases a skill by 1, to a maximum of 6. If your skill is 6, you roll 2d6, and if both come up as 6, you fail to use your skill.
You may choose from the skills below to upgrade, or ask the Game Master to create your own.
Move Silently
Lockpicking
Disguise
Hide in Shadows
Disable Traps
Find Hidden Things
Sneak Attack: When attacking an enemy who is not aware of you, you gain a +4 bonus to your attack roll and deal double whatever damage you roll.
Leveling Up: When you gain enough experience points to level up, you gain 2 more skill points to upgrade your skills, and add 1d6 to your total Hit Points.

Priest
You are devoted to your god, having spent your life worshiping them and spreading their word. It appears as though your god has rewarded you for your services. You can cast spells through the sheer power of your faith, and can turn back the unholy by brandishing your faith as a weapon.



Hit Points: You begin with 6 Hit Points.
Spells: At first level, you know two level 1 spells, and have 1 Mana per day. Casting a spell expends Mana equal to the spell’s level, which is restored to full at the beginning of each new day.
Repel Unholy: You can repel the unholy once per day. By praying loudly and perhaps brandishing your holy symbol, you can cause 2d6+1 Hit Dice worth of unholy creatures to flee for 1d6 rounds.
Leveling Up: When you gain enough experience points to level up, you gain 1 more Mana per day, and add 1d6 to your total Hit Points. In addition, you now can repel +1 more hit dice of unholy creatures. For example, a 2nd level Priest can repel 2d6+2 Hit Dice worth of unholy creatures, and a 5th level Priest can repel 2d6+5 Hit Dice worth of unholy creatures. Also, you learn any 1 new spell (as long as you have enough Mana to cast it).


Wizard
Whether through blasphemous rituals, a strange and magical bloodline, or simply decades of research, you are able to bend the energies of reality to cast spells. While Priests may be able to use their faith to produce magic, you are better at it.



Hit Points: You begin with 4 Hit Points.
Spells: At first level, you know three level 1 spells, and have 1 Mana per day. Casting a spell expends Mana equal to the spell’s level, which is restored to full at the beginning of each new day.
Familiar or Focus: At first level, you may choose to have a familiar or focus to help you cast your spells. A familiar is a small animal that is possessed by an otherworldly spirit, and a focus is a small item that helps you channel your magical energy. If you have a focus, you have 1 extra Mana per day as long as the focus is on your person. If you have a familiar, you can see through its eyes and communicate with it telepathically.
Leveling Up: When you gain enough experience points to level up, you gain 1 more Mana per day, and add 1d6-1 (minimum 1) to your total Hit Points. Also, you learn any 1 new spell (as long as you have enough Mana to cast it).

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