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White Box House Rules

House Rules for Charlie Mason's White Box Edition
(Last updated December 30, 2016)

Optional or alternate rules not mentioned are not in play.

1. Attributes and Bonuses. Roll 3d6 in order; record any result of 3-8 as a "9." Swap any two scores if you like. Ignore all XP bonuses as written (see "Races and Level Limits" below).

2. Starting Level and Hit Points. PCs start at level three. When rolling starting hp, use what you roll unless you roll less than the following minimums (in which case you start with the minimum indicated) – Clerics 10, Fighters 11, Magic-Users 9. Thereafter, roll hp normally except that all 1's are re-rolled.

3. Fighter Abilities. "Combat Fury" (p. 15) applies only to melee. Fighters also get: +1 to damage with two-handed melee weapons or with crossbows and +1 to hit with bows or when wielding two one-handed melee weapons.

4. Thieves. Thieves are in play; they get a +1 bonus to all thievery numbers ("6" always fails). All other classes also have thievery (p. 18) with no bonus. Characters always succeed in picking locks; the die roll determines whether success takes one round or longer. Any race can be a thief.

5. Elves. Can be thieves, fighters, magic-users or "variants" (p. 22); the chainmail limitation (p. 23) applies to "variants."

6. Races and Level Limits. There are no level limits. Humans get a 10% XP bonus as a racial trait.

7. Languages. Roll 1d12 to determine each language randomly: 1. Bugbear, 2. Dwarvish, 3. Elvish, 4. Giant, 5. Gnoll, 6. Goblin, 7. Hobgoblin, 8. Kobold, 9. Lizardman, 10. Ogre, 11. Orc, 12. Player Choice. Re-roll repeats.

8. Weapon Restrictions. None – any class can use any weapon.

9. Weapon Damage and Rate of Shot. All weapons do 1d6 damage (exception: Fighter Abilities above). All missiles have a rate of shot of one per round.

10. Equipment Weight and Movement. Everyone moves 120'. Encumbrance is ignored except in cases of obvious excess.

11. Rations, Light Sources, Ammunition. Buy them once; replenishment is hand-waved (except "Liquid Fire," below).

12. Liquid Fire. Liquid Fire (100 gp per flask) is required for molotov-cocktail-style grenades or rapid conflagrations (e.g. blocking pursuers). Lamp oil works as a slow fire-starter.

13. Armor Class. Use ascending AC (p. 29) and "Quick Method" Combat (p. 40).

14. Hiring Assistants. Henchmen count against the PC's charisma limit. They get ½ share of xp, require ½ share of monetary treasure, and they level up. Hirelings do not count against the charisma limit. They receive a flat fee, no xp, and never level up.

15. Binding Wounds. This rule (p. 41) is in play.

16. Grappling/Subdual. Each participant rolls 1d6 per HD. Higher roll wins and can throw, hold, trip, evade lower roll. Ties mean locked in grapple until next round.

17. Magic Items. Items are always recognizable as magical. Common items are identified automatically. Rare items are recognized as magical, but require testing/study for identification.

18. Experience. 1 XP per gold piece worth of treasure recovered; 1 XP per hit point of monsters defeated.

19. Strongholds. PCs can build strongholds (or buy houses) whenever they have the funds.

20. Magical Research. Spellcasters can consult with the GM to research spells at any experience level.

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