These were designed with a mind to simplify game play and address a few balance issues:
Castles & Crusades House Rules
Generating Attribute Scores
Players have two options for generating attribute scores for their characters.
Option I: This option is a random generation method that ensures a basic level of competency. The player rolls 3d6 for each attribute, in order. Once all six attributes are determined, their modifiers are added together. If the result is less than +2, the player may roll a new set. Once a set is rolled that provides net attribute modifiers of +2 or greater, that set must be used.
Option II: This option is a point-build generation method that lets players create a particular kind of character that they want to play. Here, the player chooses the scores he wants for each attribute, with two limitations. First, no two attributes can be given the same score. Second, the net of all attribute modifiers cannot exceed +3. Note that attribute generation occurs before racial selection, and that as a result of racial attribute bonuses / penalties, it is possible for characters created by this method to have more than one attribute of a single score or net modifiers exceeding +3.
Combat Dominance
This ability, gained by Fighters at 4th level, is, like the AD&D ability it is derived from, usable against all 1HD creatures. Against such foes, Fighters have two attacks per round at level 4 plus an additional attack per round for every 4 levels achieved thereafter.
Primal Fury
This ability, gained by Barbarians at 3rd level, provides a +2 bonus to hit and damage with melee and thrown weapons for a number of rounds equal to the characters level plus one. Alternatively, the Barbarian can choose to forego the hit and damage bonuses and instead attack twice per round with melee and thrown weapons, though with a -2 penalty to hit for each attack. Either way, a +2 bonus to wisdom checks also applies during the fury.
The fury cannot be ended prematurely, and while it is in effect, the character suffers -2 penalties to AC and intelligence checks. Furthermore, should no foes remain for an enraged Barbarian, he must make a successful wisdom check to avoid turning on his companions.
The after effects of the Primal Fury ability are -2 penalties to hit, damage, AC, and all attribute checks for a number of minutes equal to the number of rounds that the Barbarian spent in his rage.
Encumbrance
The effects of encumbrance are determined during character creation after all equipment has been selected. Once this is done, encumbrance will only be recalculated at the GMs discretion and will typically be limited to times when a character takes on or frees himself of a significant burden or at the start of a new game session.
Initiative
To allow a characters experience to influence initiative, to minimize the number of rolls in a combat, and to more closely link initiative rolls with the SIEGE system, initiative shall be determined as follows:
At the beginning of each combat, player characters make a dexterity roll (d20 + DEX modifier + level) to determine their initiative score. Most NPCs have a set initiative score of 12 plus their hit die, though particularly quick or powerful NPCs may have a score of 18 plus their hit die. The order of initiative is from the highest score to the lowest, with ties going to PCs. This order is used each round until the battle is concluded.
Hit Points
In order to enhance character survivability, particularly in smaller groups where there is a greater danger of being overwhelmed in combat, the means by which players determine their characters hit points is as follows:
When starting play, if a party of player characters numbers six or more, hit points are rolled normally. If there are less than six PCs, however, any roll for hit points that is less than the relevant hit dies average may be re-rolled. For instance, in the case of a character with a d8 hit die, which has an average roll of 4.5, a roll of 1, 2, 3, or 4 can be discarded and re-rolled until a 5, 6, 7, or 8 is achieved.
This rule applies to hit die rolls for a number of levels of experience equal to (6 - average number of player characters in the party). Thus, parties of five PCs only apply this rule to their first level roll for hit points while a party of two PCs can apply this rule to their first four hit die rolls.
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Unjust laws exist: shall we be content to obey them, or shall we endeavor to amend them, and obey them until we have succeeded, or shall we transgress them at once? -- Henry David Thoreau
My House Rules
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