House Rules

Our rules are based on the original Advanced Dungeons & Dragons (AD&D) rulebooks from the late ’70s (for simplicity, and a bit of nostalgia) combined with some SRD 3.5 refinements (e.g., Skills), elements from Pathfinder (“3.75”) and fifth edition D&D (5e) — as well as a few original campaign-specific rules.

“This game is unlike chess in that the rules are not cut and dried. In many places they are guidelines and suggested methods only.”

Gary Gygax, AD&D Players Handbook 1978

Some important “house” variations on standard rules (AD&D, D&D, Pathfinder, etc.) are described below. For further information, consult the Sessions and Basics pages, and the items in the Character Definition and Adventuring menus at right.

“Less is more.”

Mies van der Rohe

Simplicity of rules is desirable because D&D is first and foremost an exercise in interactive storytelling in the oral tradition. Keeping explicitly defined rules to a minimum means less time consulting books … and more time for adventure!

Classes

We’re running original AD&D classes, with the addition of Bard. Subclasses, prestige classes, etc. are still possible but not explicitly defined by rules. E.g., if you want to run a barbarian, create a fighter and play it like a barbarian – choosing appropriate special abilities, equipment, etc. Inventing your own special abilities may help (see below).

Similarly, cleric domains, wizard magic schools, etc. are not explicitly defined by the rules, but may nonetheless be manifested as desired by the choices of the player character.

Special Abilities (including Feats)

All classes have some sort of special abilities particular to the class.

Feats didn’t exist in AD&D; we’re including some feats from later versions of D&D and grouping them under Special Abilities.  We’re also handling them a little differently, in that most Special Abilities are specific to a class, e.g.,  combat-specific abilities (feats) are available only to Fighters; others pertain to magic and are available only to Wizards (Magic Users).

In addition to these special abilities drawn from D&D Feats, some classes have other types of class-specific special abilities (e.g., Clerics’ Channel Energy, derived from Pathfinder).

Players have the option of inventing (or importing) Special Abilities starting at 3rd level. Upon approval by the DM these will be added to our rulebook.

There are also a few general Special Abilities (derived from Feats from 3.5) available to all classes.

Mundane Abilities (Skills)

These are available to all classes; they represent basic knowledge and not-so-special abilities. They’re good for rounding out a character’s modus operandi and backstory — and they can at times prove very useful in the course of an adventure!

Characters gain additional skill points at each level, as described in each class description.

Max ranks for each skill = 3 + character level (+ ability modifier where applicable)

Players have the option of inventing skills starting at 3rd level. Upon approval by the DM these will be added to our Rulebook.

Leveling-Up

Experience (XP) is awarded for a variety of achievements, including completing quests, solving puzzles, killing (appropriate) monsters, and (to a limited extent) finding loot. Running a character in a manner consistent with the characters definition (especially Alignment) is essential to gaining XP. Experience is tracked by the DM and players are notified when they level up.

The benefits of leveling-up (attack bonus, more spells, etc.) are described in the description of each class.

All classes gain additional hit points at each level, type of die based on class. Unlike first level, where you automatically get the max, for subsequent levels you have to roll dice (there is more than one way to do this; review with the DM):

  • Roll three dice, take the average (round down), add one (not to exceed max value of hit die)
  • Roll two dice, take the higher.

All classes gain additional skill points (per class) and may choose one additional Special Ability per level. Some classes receive certain class-specific Abilities based on level (e.g., Wizards may also choose from Magic User Special Abilities (Metamagic Feats) and Fighters may also choose from Fighter Special Abilities (Feats) as described in the level advancement chart for the respective classes). The lists of Special Abilities in this rulebook cover basic abilities appropriate for first- and second-level characters. At third level and beyond, players may invent their own or draw from the available sources, with review and approval by the DM. This allows for more refinement of a character’s personality and modus operandi. It also makes characters slightly more powerful at each level than standard D&D (but this is balanced by the fact that monsters and the world in general may very well have “special abilities” of their own!)

Additionally, at 4th, 8th, 12th, etc. the character gains a +1 to an ability score (of the player’s choice).

Generally you won’t level-up “in the field” even if the requisite XP threshold has been met. Rather, you’ll gain the benefits of the new level when the current “chapter” (adventure) is completed, and, for example, the party is back in a town, resting up. The assumption is that the new abilities that come with a new level take a little time, practice – not to mention rest and recuperation – to fully manifest; you don’t just instantly get new powers out in the wilderness or in the depths of a dungeon the moment your XP total hits a certain number.

Other House Rules

Additional rule variations are found throughout this rulebook, including:

It might also be mentioned that none of the “official” D&D multiverse campaign settings (e.g., Greyhawk, the Underdark, etc.) — and associated historical figures, backstories and such — are subscribed to, here.