MedievalMans House Rules
Posted: Mon Apr 28, 2014 7:24 am
These are my current House Rules. As of this time I consider them complete, and I am just placing them here for others to peruse (and to have a record in case GoogleDocs eats my copy there).
House Rules
Bind Wounds:
Any character can bind wounds, binding wounds takes 1 turn and heals 1d4 hit points plus Wisdom modifier. A character can only have their wounds bound once per day.
Cantrips and Orisons:
Cleric and Magic-User characters will be allowed to use 0 level spells.
Duel-Wield:
When duel-wielding weapons you make a single attack with your primary weapon as normal, if you miss with your primary weapon you may attack the same target with your offhand weapon. Off-hand weapons must be small sized weapons.
Healing Per Night:
Characters heal 1 hit point per hit die + Constitution modifier per night.
Lay on Hands:
Clerics have the ability to lay on hands, with a touch of their hand they may heal up to 2 hit points per level per day. Alternately, they may expend all their healing for the day to allow a touched character a saving throw vs paralyzation or disease. Evil clerics may instead harm individuals with their touch.
Light Weapons and Skillful Warriors:
A character may use their Dexterity modifier instead of Strength modifier for to-hit rolls with small sized weapons.
Sneaky Thieves:
Thieves can Move Silently and Hide with a combined roll of those two skills. The thief only moves half his normal movement speed while doing so.
Starting Hit Points:
Characters begin with max hit points for first level.
Thieves in Armor:
Thieves are allowed to wear metal armor. However, when doing so they cannot Move Silently and their thieving skills other than Open Locks and Listen are reduced by 50%.
Thief Hit Dice:
Thieves use d6 for hit dice instead of d4.
Weapon Restrictions:
Clerics are allowed to use all types of weapons. Magic-Users may use the crossbow (both light and heavy), the dagger, the club/cudgel/walking staff, and the quarterstaff.
Weapon Specialization:
Starting at first level fighters choose a single type of weapon (longbow, shortsword, maul, etc), while using this type of weapon the fighter gets a +1 bonus to hit and a +1 bonus to damage. At every fifth level thereafter the fighter may choose to specialize in a different weapon (gaining the same benefits as listed above) or choose to continue specializing in the same weapon, in which case they gain an additional +1 bonus to hit and +1 bonus to damage.