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ORIGINAL EDITION DELTA

House Rules Compatible with Original D&D by Daniel R. Collins (version 1.0)
RACES
Humans: No special traits; no level limits. Dwarves: Infravision 60', resist magic +4, dodge giants +2, find traps +1. Elves: Infravision 60', multi-classed !i"+1#, $ide in !oods 4%6#, find secrets +1. Halflings: &esist magic +4, fire missiles +2, $ide in !oods 4%6#, small !eapons.

CLASSES
Fighters: 'its d(, at)s +1 per level; $eav* armor, all !eapons, fig$ter feats. Thieves: 'its d6, at)s +2%+ per level; lig$t armor, lig$t !eapons, t$ief s)ills. Wizar s: 'its d4, at)s +1%2 per level; no armor, dagger onl*, magic spells.

ALIGNMENT
Three Alignments: ,a!ful, Neutral, -$aotic. Ne! c$aracters s$ould list eit$er ,a!ful or Neutral if t$e c$aracter is -$aotic, secretl* inform t$e ./#.

ABILITIES
Ran !m A"ilities: 01ilities are rolled +d6 in order 2trengt$, Intelligence, 3isdom, .e4terit*, -onstitution, -$arisma#. 5$en s!ap an* t!o.

EQUIPMENT
#tarting $!ne%: 2tarting mone* +d6610# and e7uipment prices are in silver pieces. 0 potion of healing can 1e 1oug$t for 80 sp up to 8 doses#.

CORE MECHANIC
Target &': /an* actions !ill 1e c$ec)ed for success 1* rolling d20 + level + modifiers, !it$ success indicated on a total of 20 or more.

ABILITY MODIFIERS
(alues: 2ee ta1le to t$e rig$t for standard modifiers. 5$e se7uence continues in eac$ direction 91 for ever* + a1ilit* score points#. Effe)ts: 2trengt$: melee attac)s and damage. Intelligence: secret door and trap detection. 3isdom: mental-attac) saves. .e4terit*: missile attac)s and armor class. -onstitution: rolls for $it points. -$arisma: reaction rolls.
#)!re +-8 6-( ?-12 1+-18 16-1( $! ifier @2 @1 0 +1 +2

FIGHTER FEATS
Feats: ;ig$ters can select one feat ever* 4 levels starting at 4t$# to e4pand t$eir com1at a1ilities. 2ee 0ppendi4 0 for availa1le feats.

THIEF SKILLS
#*ills: 5$ieves $ave t$e a1ilit* to 1# open loc)s, 2# remove traps, +# pic) poc)ets, 4# move silentl*, and 8# $ide in s$ado!s. 2uccess re7uires rolling d20 + level + .e4 modifier, and scoring 20 or more. 5$ieves also stri)e silentl* from 1e$ind for dou1le damage, and add +1 to $ear noises and clim1 c$ec)s increment t$ese 1onuses ever* 4 levels#.

WIZARD SPELLS
#+ells: 3i"ards start !it$ a spell1oo) containing all 1st-level spells up to 10#. 0dding a ne! spell from a captured 1oo) or scroll re7uires a roll of d20 + level + Int modifier, and scoring 20 or more. 5$is ta)es one !ee), or one !ee) per level if creating a 1rand-ne! spell and li)el* significant e4pense for spell researc$#. 3i"ards cannot memori"e duplicates of an* single spell.

MOVE RATES
#)ale: ;or man-to-man action, one round lasts a1out 10 seconds. <ne ta1letop inc$ indicates 8 feet. En)um"ran)e: =7uipment carried is measured in stone !eig$t. 2ee ta1le to t$e rig$t for values. $!vement: -$aracters can carr* stone !eig$t of up to 1%+ t$eir 2trengt$ score at 12> move rate; up to 2%+ at ?>; and up to full 2trengt$ at 6>.

Weight 4 2 1

1%+

Items Alate mail -$ain mail ,eat$er, s$ield, polearm, $al1erd, pi)e, 2-$anded s!ord, morning star, flail, 1attle a4e, staff, pole, standard rations, 1000 coins 'elmet, s!ord, spear, $anda4e, mace, 1o!, arro!s, rope, spi)es, !aters)in, torc$es, lantern, iron rations

WEAPONS
Damage: 2ee ta1le to t$e rig$t for Die Wea+!ns 1ase !eapon damage. d4 .agger, sling #w!r s: .aggers, s!ords, and t!od6 'and a4e, mace, spear, arro!, $anded s!ords can 1e dra!n from t$e 7uarrel sca11ard and used to attac) in t$e same 2!ord, 1attle a4e, morning star, d( round ot$ers re7uire a round to read*#. flail, pole arm, lance, pi)e #+ears: 2pears, lances, polearms, 'al1erd, t!o-$anded s!ord d10 and pi)es get a free attac) if readied against an attac)er in t$e appropriate direction. 5$e* cannot 1e used against a close enem*. A,es: 'and a4es, 1attle a4es, and $al1erds gain +2 to $it c$ain or plate armor. -lu"s: /aces, flails, and morning stars get +4 to $it opponents in plate mail. .!ws: Bo!s can 1e fired ever* round; slings and cross1o!s ever* ot$er round. Indoors, all missile !eapons $ave an effective range of 6>%12>%24> +0%60%120 feet; assume a 10' ceiling#. 0ttac)s are +4 at s$ort range, +2 at medium range. Thr!wing: 0 spear, dagger, or $and a4e ma* 1e t$ro!n up to 12> 60 feet# indoors. 5$ese are al!a*s treated as long range no 1onus to $it#. Halflings: 2mall creatures suc$ as $alflings re7uire t!o $ands to use medium !eapons e.g., s!ord, 1attle a4e, morning star, flail#. 5$e* cannot use large !eapons polearm, $al1erd, t!o-$anded s!ord, lance, pi)e, long1o!, $eav* cross1o!#. Thieves: 5$ieves are limited to t$e dagger, s!ord, sling, and lig$t cross1o!.

COMBAT
#ur+rise: Cenerall*, a roll of 2 in 6 indicates surprise. 3arning great lig$t, noise, =2A# ma)es t$is impossi1le. Dnseen parties $ide in s$ado!s, invisi1le, elven cloa)# add +2. 2ilenced parties still am1us$, move silentl*, elven 1oots# add anot$er +2. 2uspicious parties get @1. 2urprise gives a free round, t$en automatic initiative. Initiative: &oll d6 initiative for eac$ side re-roll ties#; pla* goes around t$e ta1le. 5$e first round permits no movement, 1ut an* ot$er attac)s or actions. ,ater rounds allo! eac$ part* to move and attac), in order. ;igures must stand to fire missiles, cast spells, read* spears, and reload slings and cross1o!s 1ut not to t$ro!#. Atta)*s: 0ttac)s are made 1* rolling d20 + attac) 1onus + 0T%+e $! ifier of target and scoring 20 or more. /onsters use t$eir $it dice for 2pells 0 attac) 1onus. Breat$ +1 #aves: 2aving t$ro!s are made 1* d20 + level + modifiers 2tone +2 see ta1le# and scoring 20 or more. 3ands give +2 to saves.
Aaral*sis .eat$ ++ +4

MISCELLANEOUS RULES
-lim"ing: Base 2-in-6; add .e4 1onus, +1 for spi)es, @1 per encum1rance level. <n success, clim1 move rate in feet; failure 1* over 2 is a fall. /odif* 1* 1 or 2 points for ver* $ard or eas* surfaces $and$olds, smoot$, slipper*, etc.# -!m"at $! ifiers: 'orsemen get +2 0- versus footmen unless t$e* $ave long spears or missiles#. Dnseen or rear attac)s get +2 no s$ield 1onus#; silent and unseen attac)s get +4. 'elpless targets are automaticall* $it for ma4 damage. -riti)al Hits: <n a natural 1 or 20, possi1le fum1le%critical $it occurs; t$e victim saves vs. paral*sis or consults a special ta1le. 0lso, a >natural 20> counts as +0 for to$it purposes. Dete)ti!n: 0ll c$aracters $ave a 1ase 2-in-6 c$ance 1* default to find secret doors, find traps, listen at doors, etc. E,+l!ring: 5urns for e4ploration are 10 minutes eac$, allo!ing a 20 foot move per inc$ of speed assumes 1asic e4ploring, mapping, vigilance#. /ultipl* 1* 2 for Eogging, 4 for running no mapping possi1le#. Falling: .amage is 1d6 per 10 feet for a normal fall eart$, !ood#. .ecrease for *ielding surfaces !ater, sno!, mud#; increase for $ard ones metal, stone#. Healing: Natural $ealing recovers F level in $it points ever* da* after t$e first. -ritical $its ta)e longer to $eal if ever#. Helmets: 0 $elmet must 1e !orn !it$ an* armor t*pe, or a one-step 0- penalt* is assessed. 0 $elmet provides 0-( alone, or 0-G !it$ s$ield. L!ng Distan)e: 'ig$ ceilings allo! longer 1o!s$ots, 1ut t$ese are at H10 to $it individual targets. 2$ots at great distance outdoors are effective onl* against armies. $agi) t! Hit: =ver* natural 4 '. permit stri)ing as magic +1 to $it. Oil/ .urning: ,amp oil cannot 1e 1urned in t$e open as a !eapon. #aving Thr!ws: 0ll $armful spells give a save $alf damage or no effect#. #+ell Durati!n: 5$e standard IturnJ indicated for spell durations, po!ers, potions, etc. is 1 minute in lengt$ assume 8 rounds per turn#. Thief #*ills: 5$ese are $ard to accomplis$ 1ut po!erful. Aic) poc)ets gets most desired item e.g., ring on finger#; remove traps failure doesn't trigger trap; move silentl* from 1e$ind gets 1ac)sta1; still $ide in s$ado!s gets auto-surprise, etc. Treasure: -onvert to >silver standard>: &ead all values in gold as silver. .ivide coin treasures 1* 10. 0!ard KA for eac$ sp value ta)en. 0121: =4perience points are 7uintupled from 1ase. 5a)e monster K.A. as in 2up-I, add treasure value in silver, t$en multipl* 1* 8. 3er! Hit 2!ints: 2ave vs. deat$. 2uccess indicates !a)ing in 1-6 e4ploring turns, still at 0 $p and incapacitated; an* $ealing allo!s normal activit*. 'its !$ile unconscious re7uire save vs. deat$ !it$ penalt* e7ual to damage li)el* ma4#.

APPENDIX A: FIGHTER FEATS


1. Great -leave: 3$enever t$e c$aracter drops an enem* in melee com1at, $e gets an immediate, 1onus attac). 5$is ma* result in ot$er, e4tra attac)s. 2. Great F!rtitu e: 5$e c$aracter gains a +4 1onus to saves against poison, disease, and deat$ magic. +. Great #trength: 5$e c$aracter adds +2 to 2trengt$. 4. Ir!n Will: 5$e c$aracter gains a +4 1onus to saves against mental attac)s including c$arm, fear, illusions, etc.# 8. $!unte -!m"at: 0n* attac)s made from $orse1ac) are at +1 to $it. 0lso, t$e c$aracter can urge t$eir mount to +80L speed for up to 6 turns. 6. Ra+i #h!t: 5$e c$aracter gets one e4tra attac) per round !it$ an* missile !eapon. G. Ra+i #tri*e: 5$e c$aracter gets one e4tra attac) per round !it$ an* melee !eapon. (. Running: 5$e c$aracter can add +80L speed !$en running, and can maintain t$is rate for ( $ours. ?. T!ughness: 5$e c$aracter gains +2 $it points per level. 10. Tra)*ing: 5$e c$aracter $as a 4-in-6 c$ance of trac)ing pre*. 0dd +1 for soft ground, large part*, etc. 2u1tract @1 for eac$ da*'s lead, $our of rain, etc. 11. Tw!4Wea+!n Fighting: 5$e c$aracter can fig$t !it$ a lig$t melee !eapon in t$e off $and up to d6 damage#. =ac$ round, t$e c$aracter can opt for eit$er an e4tra attac) or a parr* +1 0-# !it$ t$e off-$and !eapon. 12. Wea+!n #+e)ializati!n: 5$e c$aracter pic)s one !eapon t*pe, and gains +1 to $it and +2 damage !it$ t$at !eapon.

APPENDIX B: MULTI-CLASSING
A ing -lasses: =lves automaticall* start !it$ t$e !i"ard class, plus one more of t$eir c$oice. 5o add ne! classes, an* c$aracter needs an a1ilit* of 16 or more in t$e ne! prime re7uisite, and must sacrifice t$eir current top class level. E,+erien)e: 0t t$e start of eac$ adventure, t$e pla*er states !$ic$ class t$e* are training in, and all KA is a!arded to t$at class. .enefits: 5$e multi-classed c$aracter uses t$e 1est entr* for $its, attac)s, saves, armor, and !eapons; t$e* can freel* use a1ilities from an* class feats, s)ills, spells, etc.#. ;ig$ter%!i"ards ma* cast spells in leat$er or c$ain melee !eapon in one $and, no s$ield#; t$ief s)ills are restricted to leat$er armor onl*. $!nsters: /onsters use t$e same rules; 1ase $it dice are ta)en as ;ig$ter levels !it$ 6-sided $its.

APPENDIX C: HIGH-LEVEL GENERATION


Levels: 3$en ma)ing a part* a1ove 1st level for a one-off game, t$e normal level limits are not good 1alancing factors. 'umans s$ould 1e created at +1 level. 3i"ards must $ave a minimum Intelligence of 10+$ig$est spell level. A"ilities: ,evels 1-4 roll a1ilities as normal. ,evels 8-( re-roll an* t!o scores. ,evels ?+ roll 4d6 drop lo!est#, plus ot$er modifiers. E5ui+ment: 0ssume t$at $ig$er-level c$aracters can ta)e an* mundane item e4cept s$ips#. $agi) #+ells: 3i"ards s$ould generate a random spell1oo) of 4-10 spells per usa1le level more for $ig$er Intelligence#; t$e most useful can 1e memori"ed. $agi) Items: -$aracters s$ould 1e c$ec)ed for magic items at 1-in-10 per level for NA-s, 1-in-20#. ;ig$ters and t$ieves c$ec) for 1# s!ord, 2# armor, +# potion, 4# miscellan* !eapon, ring, or misc.#. 3i"ards c$ec) for 1# potion, 2# scroll, +# !and, 4# miscellan* !eapon, ring, or misc.#. Items start at +1 or 1asic t*pe#; c$ec) again at F round do!n# for +2 medium or 2-dose potion, etc.#; and again at M for ++. /ulticlassed roll for eac$ class, ta)ing 1est in a categor* ma4imum 8 items total#.

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