House rules for CZ game:
2 level characters with max HPs.
4D6 drop lowest (re-roll 1s & 2s).
Roll for comeliness (from AD&D Unearthed Arcana).
Max gold X 2.
All races get 3 prime attributes.
Mages can wear non-metal armor (+3 max) and use long swords.
Monks can wear padded or leather coat (+1 max).
Natural 20 roll (crit) = dmg roll + ½ of total possible.
2nd nat 20 in a row = dmg roll + max.
Fumble = dropped weapon, lose 1 turn.
2nd fumble in a row – weapon damage.
If the party has 2 or more of any class they get special bonuses
All classes or races, please feel free to pick 3 or more deities from Of Gods and Monsters, Greyhawk, Aihrde and/or another source. You don't have to, you can be an agnostic or atheist but you might be sorry when you're at deaths door, unless your fellow party members pray for you and their Gods intervene.
Spell casters have/know all 0 level spells and some are permanently memorized/known, i.e – wizard can detect magic without having to study, but must state that he is doing so.
Demi-human races have magic users and clerics.
Spell Resistance bonuses for demi-humans:
Elves +10 for charm/sleep (per the PH), +8 for all others (where appropriate).
Gnomes +8 for charm/sleep, +6 for all others.
Halflings +4 for charm/sleep, +2 for all others.
Dwarves +3 vs. arcane magic (per PH).
Half giant/half human races are available.
No evil PCs.
PH encumbrance rules will not be applied, but common sense will be loosely enforced.
Feel free to create any back story or background history/info for your character. It's not required but it very well may help him/her during your adventures.
Illusory magic:
Illusory monsters or spells cause damage to the mind/psyche – 1D6 (at least through the first 4 levels of spells). No physical damage occurs.
Cure spells can only cure above type damage, not gaping wounds that are bleeding out. The wounded fellow may think he is healed and feel great, but blood is pouring out and infection is imminent, so he needs a divine healer.
Major image – caster can only present images of creatures that he has seen in battle and the monster cannot be one of a higher HD than his (per Robert’s house rules). If you’ve seen a monster, but he didn’t move/fight etc., you can present that image and it will be unmoving – as you saw it.
Illusory rope/bridge/latter, etc.: Excellent illusions, but cannot be physical. So the party or other monsters cannot climb the rope or walk the bridge. However, used as decoys/bait, foes can be fooled and easily killed if they fail their checks and try to utilize said illusions.
No remove blindness/deafness unless caused by an illusory spell (not sure if there is one that can cause them).
Other:
I don’t allow insta-kill spells. If blasted by that type of spell, the PC goes to -1.
All magical protection items stack . . armor, cloaks, rings. etc. And they all stack with expert armor.
Multi/dual classing allowed - use PH or the CZ options/skills PDF (this is in the Yggsburgh book as well).
Also, pick 1 or 2 skills from CZ Yggsburgh book/PDF, at no cost to XP. Future level additions to skill bonuses will cost you.
Or you may pick a skill from the CKG.
Half-giants:
Racial modifiers = +2 STR, + 2 CON, and +2 to save against fear rolls.
7-8 feet tall.
Move: 35 ft.
Can hurl boulders 100 ft. Large boulders 2D6, large rocks 2D4.
Can use 2 handed weapons with one hand.
Any armor, any weapons.
Add 10% to armor costs.
All other rules - follow the Player's Handbook.
[House rules complete].
