Friday, March 25, 2016

Dungeon Crawl Classics House Rules

Here's a dump of a bunch of DCC house rules I'd like to use, with some bits of flavor thrown in to imply a vaguely Arthurian setting with bits of Celtic and Norse influence.

Clerics must pick an alignment. Law is the One True Church, which supports the High King. Neutral is one or more pagan gods, nature spirits, or ancestors, still common among common people. Chaos is a forbidden cult or demon worship. 
Healing someone with no alignment works the same as healing someone one alignment step away. Simplifying spells. Critical successes and failures will still be special but I want to reduce charts. 

Luck bonus applies to Defense rolls instead of a weapon. Lots of house rules for combat.

Instead of picking an alignment, pick a Path and get bonuses accordingly. 

Simplifying spells. Critical successes and failures will still be special but I want to reduce charts. 

Flavor: "Halfling" is a mortal term for any number of small, unassuming fae. Could even be a goblin.

Flavor: If dwarves were ever fae, they left those realms ages ago. 

Simplifying spells. Flavor-wise, elves are fae creatures with unique supernatural traits. 
  1. Horns-antlers or spiral, and small tail
  2. Always wears an elaborate hat, must have it to cast spells
  3. Plants grow from hair and beard, and from blood spilled on ground
  4. Skin is covered in markings like tattoos
  5. Eyes are starry fields with no pupils
  6. Wild red hair, glowing eyes
  7. Rough, dark skin, heavy footsteps
  8. Flowing hair, doesn't touch ground when running
  9. Hair always wet, excellent swimmer
  10. Dresses very old-fashioned, constantly lost in deja-vu
  11. Shines brightly in sunlight, gets morose in darkness
  12. Gets more lively and slightly taller closer to full moon
  13. Forked tongue and slit pupils
  14. Animal ears, similar animals are never afraid of the elf
  15. Looks like a child, but has adult voice
  16. Clothes, eyes, hair, and anything they pick up has the same color hue
  17. Voice is a whisper that can be heard within shouting range
  18. Art the elf makes seems to move from the corner of the eye
  19. Anyone looking at the elf thinks they look kind of like a relative
  20. Roll twice

Alignment is an optional choice, because its not just an outline for behavior. In a land where the reign of a king determines the vitality of their kingdom, conviction has real implications. 

Law supports the divine right of the Good King to rule the land, supported by the One True Church. Law says that an oath cannot be broken, fealty cannot be ignored, and order brings peace and safety.
(Knights, Lords, loyalists, Clergy)

Neutral respects their ancestors, the spirits of nature, and the fickle pagan gods. Neutral can believe in a lot of things but overall believes mortals are but a small part of a bigger world.
(Druids, berserkers, witches, wildmen)

Chaos just wants to watch the world burn. Chaos flouts the rightful rulers, spits on just laws, and take what they want from those that need it.
(Reavers, cultists, demon-worshippers)

Ability Scores: roll 2d10, Roll 6 times and arrange.
2-12 No bonus
13-15 +1 bonus
16-17 +2 bonus
18-20 +3 bonus

Defense:  d20 plus Reflex bonus (from class and Agility bonus), plus any shield and helmet bonus.
Armor:  Fortitude bonus + any armor bonus, and subtracts from damage you take on every hit.

Power Weapons 
One-handed 1d8 damage
Two-handed 1d12 damage
Uses Strength bonus for attack and damage
Finesse Weapons
One-handed 1d6 damage
Two-handed 1d10 damage
Uses Agility bonus for attack and damage
Swords count as Power and Finesse weapons, whichever is most beneficial to the user. They do damage as Power weapons.

Tuesday, March 8, 2016

Underdark Rules

Here's how rules for Underdark D&D, from the players' perspective. I'll post more from the DM's perspective soon.

You have three choices, which can be made in any order.
1) Pick an attribute that you excel in.
2) Pick a class.
3) Pick a race.
Then figure out your To-Hit Rolls, Hit Points, Armour Class, weapon damage, and spells.


Your character has one High attribute, two if you're human. You get a bonus to some rolls depending on your High Attribute.

Strength (Str) +1 on Melee To-Hit Rolls and Damage Rolls
Intelligence (Int) +1 to Search Rolls and Wizard Spells
Wisdom (Wis) +1 to Saving Throws and Cleric Spells
Dexterity (Dex) +1 to Missile To-Hit Rolls and Armour Class
Constitution (Con) +1 to Hit Points per level
Charisma (Chr) +1 to Parley Rolls


"Beware the man who loves battle"
Hit Points: 1d10 per level
Best To-Hit rolls
Can use Small, Medium, or Large Weapons, Chainmail and Shield
Cleave: if you kill an enemy with a melee weapon attack, you may immediately make another attack against an enemy within reach

"Hell Awaits"
Hit Points: 1d8 per level
Average To-Hit Rolls
Can use Small Weapons, Chainmail and a Shield
Turn Undead: Roll 4+ on D6 (+1 for Wis) to make an Undead enemy cower or flee.
Divine Spells: Cast a limited number of spells. Roll 4+ on D6 if necessary (+1 for Wis). Check spell chart for spells per level.

Hit Points: 1d4 per level
Poor To-Hit Rolls
You can use Small weapons but no armor.
Arcane Spells: Cast a limited number of spells. Roll 4+ on D6 if necessary (+1 for Int). Check spell chart for spells per level.

"Without the ties of kin, folk turn to banditry and murder"
Hit Points: 1d6 per level
Average To-Hit Rolls
You can use Small weapons and leather armor.
Burglary skills: Roll 4+ on D6 (+1 for Dex) to pick locks, find traps, and disarm traps.
Use Scroll: Roll 4+ on D6 (+1 for Int/Wis) to use an Arcane or Divine spell scroll.
Backstab: +2 to hit and x4 damage if you attack an unsuspecting enemy
Poison Use: safely handle and apply poisons


Human: two high attributes
Dwarf: resistant to poison, stonecunning talent
Elf: resistant to enchantment, detect secret doors and magic talent
Halfling: resistant to fear spells, once per adventure reroll a failed defensive roll
Drow: see in normal or magical darkness, once per adventure you can blanket a room in shadows (other drow can see through this)
Orc: once per adventure when you hit do double damage

To-Hit Rolls

Roll 1d20, beat the number for your class/level on the chart. High Strength gives +1 on Melee (hand to hand weapons). High Dexterity gives +1 to Missile (ranged seapons).
This roll assumes a creature with moderate armor on. Attacking a low armor creature gives you a +2 bonus, attacking a high armor creature gives you a -2 penalty.


Small Weapons do 1d6 damage. Ex. dagger, shortsword, mace, handaxe. Clerics, Wizards, and Thieves.
Medium Weapons do 1d8 damage. Ex. longsword, battleaxe, flail. Fighters.
Large Weapons do 1d10 damage and negates the reach advantage of large creatures like giants, but you cannot use a shield while wielding the weapon. Ex. spear, great axe, claymore. Fighters.

Hit Points

Roll one die per level (varies by class). Add +1 per level for High Con.

Armour Class

Base is 11.
+1 for High Dex
+2 for Leather Armour (Thieves)
+4 for Chainmail (Clerics and Fighters)
+2 for Shield (Clerics and Fighters, cannot be used with Large Weapons)

Saving Throws

Roll 4+ on D6 to avoid danger. +1 bonus for High Wis. Other High Attributes may give bonuses for specific types of dangers.


I used the spell list from Microlite74 Basic, one of several D&D retroclones. Use your own spell list from any edition of D&D and adapt on the fly, or make your own.

That's it! There are lots of holes that require heavy DM adjudication, but honestly that's in the spirit of Basic D&D.