Now that that is out of the way, here are some house rules and variants that I use in my home campaign - feel free to steal anything you find, I hope to have some more - new spells - posted this afternoon.
·
Races: All races from Swords & Wizardry Complete
are allowed.
o
Races from other sources should be approved by the Referee prior to use
o
Race-as-Class is available to players who
request it. This is the same as the
Swords & Wizardry White Box rules.
·
Classes: All classes from Swords & Wizardry
Complete are allowed.
o
Any race can be a cleric, with non-human clerics advancing up to 7th level of experience, fighter or thief.
o
Non-standard race / class combinations are subject
to DM approval.
o
Neutral clerics are Druids.
o
Wizards gain a bonus first level spell at INT
13-15, or two bonus first level spells at INT 16-18
o
Clerics gain a bonus first level spell at WIS
13-15, or two bonus first level spells at WIS 16-18 (after they attain second
level or higher).
·
Level
limits: are still in effect, but are three higher than stated in S&W
Complete.
·
HP: All PC characters (not NPC’s) will receive a
+1d6 hp ‘kicker’ at first level. This
represents their ‘above average’ status. Note that the first 'normal' hit die is not maximized. You only receive this kicker once.
·
Ability
Score Generation: Roll 3d6 down the
line, but generate (7) scores. Your
extra score can be swapped out with any one score (if you wish). No other rerolls allowed.
·
Alignment: PC’s may be Lawful, Neutral or Chaotic as
they see fit, unless required by class.
·
Initiative: 1d6 per side. If necessary, the Referee can call for
individual initiative.
o
Individual initiative will be 1d6 per character
modified by Dexterity
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