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Wednesday, April 17, 2013

Well, for starters I think we need to send a big 'thank you' out to Erik Tenkar, Matt Finch and the gang at Frog God Games.  Not only has Swords and Wizardry Appreciation Day proved once again that the hobby has been reinvigorated, I forsee many years of succes in the future!

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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