2nd Edition House Rules - slim

by DerekZarban

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House Rules for D&D 2nd Ed. - Short

These rules change the math to make it 3 points easier to hit, but PCs can mitigate it by using a shield and/or fighting carefully or defensively. However, it introduces resting and a death save to reduce lethality.

It also makes all classes a bit more flexible and offers martial classes more things to do in melee than just swing a weapon.

Why change the math? In old-school D&D, a 4th-level fighter with 16 strength (+1 to hit) had a THAC0 of 17. Hitting AC 2 (plate mail and shield) would only happen on a roll of 14-20, or 35% of the time. So, players of fighters would beg for an 18 percentile strength and magic weapons to have a decent chance of hitting.

Ability scores

Roll 4d6; drop the lowest die–unless you got more than one 1, then keep all four. This is your charisma. Roll this way five more times and assign these to abilities as you like.

If no score is at least 15, raise your lowest score to 15. You can swap charisma with another score to make charisma higher, but you can't make it lower.

Strength scores of 14 to 18/99 are given higher combat modifiers. However, PCs do not get percentile strength without magic.

Strength
Score Attack Mod. Damage Mod.
14 -- +1
15 +1 +1
16 +1 +2
17 +2 +2
18 +2 +3
18/01-50 +3 +4
18/51-75 +3 +4
18/76-90 +3 +5
18/91-00 +3 +6

HP, THAC0, & Advancement

  • PCs start with 2500 XP (2nd level or 1/1 for dual-class) with an additional 2d3 hp.
  • Hit points per level are: warriors 4, wizards 2, priests 3, and rogues 3 (plus CON bonus).
  • Attack bonus (20 - THAC0) replaces THAC0.
  • Experience points are awarded for milestones (48% of the difference between levels) and 1 per gold piece spent. No XP bonus for high prime requisite scores.
  • At 4th level, your lowest ability score (only one) gets +1. At 9th level, you gain +1 to any ability below 18. At 18th level, you gain +1 to INT, WIS, or CHA.

Warriors Classes

  • Horde bane: At 5th level, you can split your damage among as many creatures as you wish, as long as you have the movement to reach them all and your modified attack roll can hit their armor class. Each creature must receive at least 2 hp damage. And you treat all 1st-level creatures as if they had just 1 hit point. At 7th and 11th level, this extends to 2nd- and 3rd-level creatures.
  • Steely nerve: At 6th level, you are immune to non-magical fear, phobia, and morale problems. You get advantage (per 5e) on saves against magical fear and similar effects. This also gives you an air of authority. Check CHA to be able to tell NPCs up to 5th level what to do; if it’s reasonable given the situation, they try to do it.
  • Multiple attack: At 7th level, you get an extra attack at disadvantage (per 5e), which becomes normal at 13th. Specialized fighters get this at 1st and 7th and a third attack at disadvantage at 13th, which becomes normal at 17th level.
  • Grand charger: At 16th level for a fighter or paladin, and 11th for a ranger, you can go on a quest to find a (semi-intelligent) fantasy mount, such as a griffon or giant panther.
  • Sense unseen: At 18th level, you can uncannily detect creatures within 20 feet that are invisible or otherwise naturally or magically hidden. You can’t be fooled by illusions.

Fighter features

  • Warrior’s instinct: At 3rd level, if you use a shield, you can spend a point of luck or sacrifice your shield to block an attack on yourself or someone else within 5 feet after you know what damage it would do. If you are not using a shield, you can spend a point of luck to act as if you had an action readied for the round; this is not an extra attack.
  • Battle cry: At 8th level, you develop a battle cry that, when shouted as you close for melee, gives heart to all allies within 30 feet, including you. You each get advantage on your next attack in the current combat (once per combat).
  • Defiant Spirit: At 15th level, you can draw on your heroic spirit to cut the duration of magical effects on you in half and make saves against magic with advantage.
  • Unparalleled prowess: At 20th level, you can spend a point of luck to turn any successful hit into a critical hit or any miss into a normal hit.

Paladin features

  • Your ability to detect evil intent begins at 5th level and is limited to 1 foot per level.
  • Your aura of protection begins at 8th level.
  • You can cure disease (and become immune to it) at 11th.

Ranger features

  • You pick your species enemy at 3rd level.
  • Dual-weapon fighting ability begins at 4th level.
  • You cannot build a stronghold; at 9th level, you become a forest warden and begin attracting followers, one per level, starting with a mundane animal.
Derek Jensen | D&D 2e House Rules

Wizard classes

  • You can use Cantrip at will without expending a spell slot.
  • In place of mundane spell components, you carry a custom-made staff, wand, or other sorcerous channel. Without it, you can only cast cantrips.
  • Fireball does 3d6 hp damage +1 hp/level.
  • Sorcerer class instead of illusionist. No specialization.

Sorcerer features

  • You don't have to memorize spells.
  • The maximum number of spells you can learn per level is 3 plus your intelligence modifier. You can swap 1 between adventures.

Priest classes

  • Favor: You gain 1 point of luck each morning.
  • Minor miracle: You can spend a point of luck to find–or suddenly recall packing–one item or a few small items of a mundane sort, such as chalk or candles.

Rogue classes

At 3rd level, you start every day with 1 point of luck.

You pick up skills haphazardly: at 5th, 7th, 9th, 11th, 13th, 15th, and 17th levels, the DM should randomly offer two choices you don’t already have:

  • Coup de grace: If maximum damage from your backstab could kill a bloodied opponent, you can spend a point of luck, and, if you hit with a normal attack, kill the opponent.
  • Uncanny Agility: Get advantage on agility-based checks. You can climb most walls, cross roofs, and catch hand-holds as parkour; on a failed check, you must merely get down. (1d6 damage on a natural 1.)
  • Evasion: When hit in melee but before you know the damage, you can spend a point of luck to evade the blow, but you end up… (1d12: 1=DM chooses; 2-10=clock points around the opponent, 11-12=you choose).
  • Hide in Plain Site: Creatures with greater than beast intelligence tend to not notice you if there are at least two humanoids with you. When engaged in combat, they will generally not target you, unless you are doing something conspicuous (about to attack, starting a fire, etc.).
  • Silver tongue: Given the opportunity to spend adequate time with a person you can communicate with, you’re so persuasive that you effectively have the ability of Charm Person by spending a point of luck. If successful, it lasts 1 day.
  • Swashbuckler: Daring feats only cost you 1 point of luck instead of 2. You can also spend a point of luck to tuck and roll after a fall (up to your DEX score in feet) to avoid falling damage.
  • Viper strike: You can perform a backstab-like attack face-to-face, as long as it is the very first attack of a combat encounter. You create your own surprise.

Thief features

  • Jack-of-all-trades: Twice when offered a rogue feature, you can instead choose a fighter or warrior feature of equal or lower level.
  • The Big Score: At 20th level, you get a shot at the score of a lifetime. You define it.

Bard features

  • You can use Cantrip as many times a day as you have bard levels without expending a spell slot.
  • Your 5th-level feature is automatically silver tongue.
  • Jack-of-all-trades: As for thieves, but only once, starting with 7th level.

Hero Dice

Adventurers add a hero die as a bonus to certain rolls. It starts at nil and advances +1, 1d3, 1d4, 1d6, 1d8, 1d10, 1d12.

  • Warriors' die advances at levels 2, 5, 8, 11, 14, 17, 20.
  • Clerics and rogues' die advances at levels 4, 8, 12, 16, 20.
  • Wizards' die advances at levels 5, 10, 15, 20.

Luck

You gain luck when you roll a 3 or more on your hero die.

  • Spend 1 point to reroll a die roll (keep either roll).
  • Luck resets to zero at the end of the adventuring day.
  • The DM gets luck when a player rolls a natural 1 on a d20. The DM’s luck never resets.
  • The DM can get a point of luck by describing an ill omen (crows, bats, thunder clap, wolf howl, ominous echoes, slammed door) at a moment when danger is near.

Equipment

Armor class is ascending from 7 for none (17 minus the old 10 AC). Shields give +2 to AC instead of +1.

Armor
Armor Class Description Old AC
9 leather or padded 8
10 studded leather or ring mail 7
11 brigandine, scale mail, or hide 6
12 chain mail 5
13 splint, banded, or bronze plate mail 4
14 plate mail 3
15 field plate (shields give +1) 2
16 full plate (shields give no bonus) 1

Weapon Quality

Fine-quality weapons are 3x the standard price. Poor-quality weapons (as of goblin and orc make) are rarely available for purchase.

You can have a weapon custom-made of a silver alloy to fight werebeasts and such for 10x the standard price (silver plating is not sufficient). However, silver makes for poor weapons, so only a silver dagger, arrow/bolt, spear, or mace will be of standard quality; others will be of poor quality.

If you roll a natural 1 in combat or otherwise are in a position to break your weapon, you must meet or beat an 8 on 1d20, or your weapon breaks. If you succeed, you merely drop it. Poor weapons get disadvantage; fine ones get advantage; magic ones get advantage plus their magic bonus. A broken magic weapon causes a minor wild magic effect to all in a 10-foot radius.

Derek Jensen | D&D 2e House Rules

Daring Feats

At 5th level, you can declare a daring feat, spend 2 points of luck (1 point for warriors), then hit for damage:

  • Swap: You put yourself between an opponent and either an ally or something they are protecting.
  • Mount: You do half damage but get the opportunity to leap onto a rock or piece of furniture and fight from the high ground. Or you leap onto the opponent, if larger than you, where your blocked attacks count as hits for damage.
  • Target: You do half damage but hit a specific body part (such as the hand) that is not typically a target (like the head).
  • Spoil: You do half damage but spoil an opponent’s next attack or attempt to chase you by throwing sand or dirt, knocking over barrels, toppling a brazier, etc.
  • Demoralize: You display skill at arms that rattles same-sized or smaller opponents and causes them to make a morale check (describe the display).

The GM is free to allow similar daring feats appropriate to the adventure using these as a model.

Initiative

Each side rolls 1d20 and adds the number of characters on their side; higher modified roll wins. Deal with readied actions first, then a chosen character from the winning side, then their opponent, and so on, each side choosing. Reroll initiative after area-effect spells.

Combat

Each round, you can decide on your fighting tactics:

  • Cautious: Add your hero die to your attack roll.
  • Aggressive: Add your hero die to your damage roll. If you hit for damage and your opponent does not, you can force an opponent back 5 feet, if they are no more than one size larger.
  • Defensive: Add your hero die to your armor class. If you also fall back 5 feet, melee hits against you from your front do half damage; you cannot also be forced back by an aggressive attack.
  • Sweep: Your hero die +1 determines now many opponents you can hit for half damage with one attack roll, as long as you hit their AC and can move to reach them.

To attack, roll 1d20 and add your attack modifiers. If at least equal to the opponent's AC, the attack hits and does damage according to your weapon die. Otherwise, the attack was fended off or bounced off the opponent's armor or hide, but a natural 4 or less indicates an actual miss.

Natural 1 is a mishap and could cause your weapon to break (see Weapon Quality above). The GM gets 1 point of luck for the opponents. For ranged weapons, the arrow, etc., is merely dropped. For unarmed attacks, you fall down.

Natural 20 is a critical hit: do maximum damage. On a natural 19 or 20 attack roll, choose an effect based on your weapon type:

  • Mace: Bonus or knockback
  • Axe: Rend or trip
  • Hammer: Knockback or trip
  • Sword: Bonus or rend
  • Spear: Bonus
  • Pick: Bonus or trip
  • Flail: Knockback (also: ignore opponent's shield)
  • Polearm: Pick three: Bonus, rend, knockback, or trip

Effects:

  • Knockback: Knock a similar-sized opponent back 5'; smaller opponent also falls prone.
  • Rend: Rend the opponent’s armor or hide for -2 AC (or chops off a tentacle, tendril, tail, etc.)
  • Bonus: +2 damage.
  • Trip: Same or smaller size opponent takes half damage and falls prone (or is unhorsed).
  • Grapple: Regardless of weapon, if you have one hand free, you can choose to deal normal damage and still perform a grapple hand-to-hand combat maneuver.

Great Blow

If you kill a creature with an attack that does 10 hp or more damage, you chop off its head, crush its skull, or pierce it thru the heart, etc., as appropriate for the weapon. (This goes both ways, but PCs get a system shock check to avoid death at zero hp.)

Injury

At half hit points, you are bloodied. Monsters check morale.

When reduced below 10 hp, you are injured. You get disadvantage on physical saves, checks, and attacks.

When reduced to zero hp, you are seriously injured. Make a system shock check at the end of the round and again at the end of the following round or die. If you take more damage, you die immediately. If conscious, you can crawl.

Hit Location

Roll for hit location when injured or seriously injured.

1d6 Description Zero HP
1 head Unconscious for 1d4 rounds
2-3 torso Unconscious unless CON is 13+
4 right arm
5 left arm
6 leg

Resting and Healing

If you were seriously injured, you heal at 1 hp per week until you have 10 hp, unless healed by magic.

If you were not seriously injured, you recover hit points with a good night’s rest. Sleep at least 6 hours and regain 2 hp per level (or, if disturbed by attack or sleeping in heavy armor, 1 hp/lvl) and all "once a day" abilities.

Derek Jensen | D&D 2e House Rules

Falling Damage

If you fall more than 5 feet, save vs half the height in feet using your constitution modifier. If you succeed, you take take 1d4 hp damage per 5 feet. If you fail, you are reduced to zero hp by a serious injury (broken bone). See Injury, above, for the effects of being reduced to zero hp.

Hand-to-hand Combat

Roll 1d20 against the target listed for the maneuver you attempt. Strength bonus applies. For creatures one size smaller, you get advantage. For creatures one size larger, you get disadvantage. (You can’t fight most non-humanoids or creatures much larger or smaller this way.)

  • Tackle: On a 6 or better, you tackle your opponent and go down together. Fail: only you go down.
  • Plow: On an 8 or better, you plow your opponent back 5 feet and go with them. Fail: you go past them.
  • Grapple: On a 10 or better, you get a hold on your opponent. The next round, you can make an opposed strength check to do 1d6 hp damage plus strength bonus or move the opponent 5 feet in any direction. Failure (or being hit for damage) means the hold is broken.
  • Knockback: On a 12 or better, you shove or kick your opponent back 5 feet. Smaller opponent is also knocked prone. Fail: do 1 hp damage plus strength bonus.
  • Knockdown: On a 14 or better, you knock your opponent prone. Fail: do 1 hp damage plus strength bonus.

Magic Items

Potions have a short shelf life. If a potentially fresh one is found, check difficulty 8 or it is spoiled. On a natural 1, it is just starting to spoil, so it works but you get a minor wild magic effect. Drinking two potions also causes a minor wild magic effect. All potions spoil between adventures.

Except for potions, magic items are worth 5x their XP value in gold pieces. They cannot be bought, but, by pursuing rumors, a player can forgo gold treasure equal to the item’s value and find one on the next adventure.

Also, a powerful specialist wizard can give a weapon a +1 for 1000 gp (maximum of +3) or add a magic weapon’s effect to yours by paying half its value.

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Derek Jensen | D&D 2e House Rules
 

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