Mar 1, 2016

House Rules

Game mechanics will be a mix of AD&D 1st and 2nd edition, plus some house rules (some inspired by, but not exactly duplicating 3e and 5e). In general, first edition rules will be used for PC and NPC classes, while 2nd edition will be used for monster and spell descriptions. Unless otherwise specified as a house rule, most mechanics will default to 2e (i.e. T.h.A.C.0, etc.). Most of these rules are meant to simplify the game, as well as improve on some things that decades of game play have shown don't work well in 1st edition. The goal is to improve 1st/2nd edition while preserving the feel of the game, rather than switch to a later edition that lacks the feel of the original. These rules are always evolving based on game play experience, so don't take anything here as final, although I will generally discuss changes with players before making them and I won't change anything mid-session.

For rules on death and resurrection, click here.

Characters and Races

  • Playable races are limited to human, elf, dwarf, gnome, halfling, and half-orc, with the following understanding
    • The setting is very human-centric and the campaign story lines will revolve around the human civilizations, human gods, etc.
    • Distrust and animosity is very real between humans and elves
    • Half-elves are very rare and considered an abomination by most elves, who may try to kill them. Similarly, half-orcs are viewed with disgust by many humans.
    • Demi-human numbers are dwindling, and those few remaining in the world are isolating (similar to how Tolkien describes the end of the third-age, with elves sailing west and dwarves disappearing into the mountains)
    • Class and level restrictions for demi-humans are strictly enforced for game balance. These restrictions can be overcome in-game through extraordinary measures (for example, getting a primary stat above 18, certain artifacts, divine intervention, etc.) but players should not count on these things happening
    • Barbarians, Monks and Druids can only be human (or in rare cases, half-elf)
    • Cavaliers may only be human or elf (elf cavaliers are a special class described in Dragon magazine)
    • Bards may be human or half-elf (see Bard restrictions below)
  • Class descriptions with optional kits and specialties from 2e will be used for most basic classes (Warrior, Priest, Thief, Wizard)
  • Additional classes and races described in the first edition Player’s Handbook and Unearthed Arcana that were removed from 2e may be used, with the following caveats:
    • Barbarians, Monks and Cavaliers are allowed, but require a lot more work to develop backgrounds, as these are extraordinary classes are rare and don't typically go adventuring
    • Two types of monk builds will be used. The Scarlet Brotherhood monks use the build from the “Scarlet Brotherhood” sourcebook. These are a subclass of cleric. Western monks, the disciples of Zuoken, use the “Improved Monk” rules from Best of Dragon Magazine Vol III. These are a subclass of thief.
    • The Improved Druid rules from Dragon Magazine #53, with additional druid spells from Dragon Magazine #122 are used. This is to grandfather an existing character and may change for new druid characters going forward
    • A note on druids: In this campaign, druids are not priests of a nature god. Druids revere, but do not worship nature gods. Druidic magic comes from rituals that manipulate the life force within Oerth itself and, by extension, the elemental planes. While druids generally work to preserve nature, their methods are distrusted by elves, who are spiritually bonded to Oerth. This creates some tension between elves and druids, who often have common goals and work together, but always at arms-length.
    • For all grandfathered 1e classes, 2e non-weapon proficiencies will be added to the 1e class to allow use of that mechanic.
  • Additional notes on Classes:
    • The setting is 1st edition Greyhawk, pre-war (starting at 579 CY). Not all deities will be available to cleric PCs, so check with the DM before choosing to play a cleric. 
    • There will be times within the campaign where clerical magic (and in some cases Arcane and Druidic magic) will not function properly - sometimes for long periods of time. Just be aware of this possibility before choosing these classes.
    • We will not generally be using psionics rules, however, for creatures that have psionic abilities (deities, Illythid, etc.) psionic attacks will be treated as spells, and saving throws with mental bonuses may be allowed, depending on the type of attack
  • Bards are an optional class in PHB appendix. Bards will be allowed with some restrictions:
    • Bards do not get to keep the backstab ability from the thief class
    • Bard abilities, such as Legend Lore and others, which say "like the spell" or "similar to the spell" do not work exactly as the spell they mimic, as these are not arcane magics being employed. The DM's judgement will be used, but for the most part, the below caveats will be applied
    • Legend Lore will provide a % chance to identify the properties of simple magic items, however, for more rare / powerful magic items and artifacts, a success check will provide the bard with a background/story about the item that will help to identify it with proper research. For example, a bard may be able to say "I think this is the fabled Lanthorn of Zagyg. Legends say he used it to repel undead, among other things. We should go to the library of Greyhawk and see if we can find out more information about it, or find someone who knew Zagyg in life and might know more about it."
    • "Suggestion" like abilities for creatures charmed by the bard's music will be limited to compelling intelligent beings to do things they may already be predisposed to doing. For example, telling them to stand in place and listen to the music is easy. Telling them to kill each other might be hard, unless they already hate each other. Telling a vigilant guard to stand aside and let you through a gate might not work, but telling a low-paid guard who hates his job to ignore you as you pass is likely to succeed. The DM will apply bonuses or penalties to a saving throw to account for this. Regardless, it will never be as powerful as an arcane Suggestion spell.
  • Ability Score Rolls:
    • New characters will choose between the following methods for rolling ability scores.
      • Roll 4d6 (drop the lowest) x 8. Ability scores may be distributed as desired between the following:
        • Strength (STR)
        • Dexterity (DEX)
        • Intelligence (INT)
        • Wisdom (WIS)
        • Constitution (CON)
        • Charisma (CHA)
        • Comeliness (COM) (see Unearthed Arcana)
        • Perception (PER) (see Dragon Magazine #133, page 12)
        • The above method is best when a player wants to play a particular class and needs to ensure the they get the right abilities.
      • Roll 5d6 (drop the 2 lowest) for each ability, in order. Values may not be redistributed.
        • The above method provides for the highest overall stats, and is best used if the player is open-minded about what class they wish to play.
        • This is a one-shot opportunity. If the above method results in a "peasant" (see below), then the next set of rolls must use the 4d6 method.
    • Peasant Rule: If a character is deemed "unplayable" as a PC (i.e. if there are multiple single-digit ability scores), the DM may declare that character to forever be a peasant, and allow the player to roll-up a new character.
    • Racial adjustments to attributes are made after distribution, but no other adjustments or re-distribution of ability scores are allowed
    • First level characters will start with maximum hit points, rolling for additional hit points per level thereafter.
    • When rolling hit points each level, ones may be re-rolled.
    • OPTION: Perception can be calculated as an average of Intelligence and Wisdom, instead of an ability roll on its own. If this method is used, then the player rolls 7 sets of dice for ability scores instead of 8. This must be decided before rolling. This method will generally be used for pre-generated NPCs

Making New Characters After Death

Should the unfortunate circumstance befall a character that they die and cannot be brought back in a reasonable amount of time, a player may roll a new character. The following guidelines will be applied by the DM for the new character:
  • The new character will start one level lower than the party average level.
  • Starting EXP will be the mid-point of the level for the class selected. Because 1st edition classes have differing EXP requirements for each class, this means that the new character's starting EXP will vary by class
  • For dual or multi-class characters, we will figure out the highest amount of EXP for the starting level among the classes chosen. That will be the starting EXP. The player may then distribute this EXP across multiple classes.

    For example: If a player chooses to play an elven thief/magic-user and the starting level is level 7. The mid-point for a level 7 thief is 56,250. The mid-point for a level 7 magic-user is 75,000. In this example, the player will start with 75,000 points, distributed between thief and MU (37,500 to each class). This makes the new PC a level 5 magic-user and level 6 thief.
  • 12th level is the maximum level for any starting character, regardless of party average level
  • New characters will not join the game immediately. The player will work with the DM to develop at least a simple background and come up with a motivation for why the PC will be in the area where the party is. In a town or city, this is very easy. If the party is wandering through a demi-plane, this may be very difficult. Regardless of circumstance, the DM will do his best to incorporate the new character as soon as practical, but that may not always be right away.
  • A player may not have more than one character in the party at a time. Should the original PC be brought back to life, the player must retire one of the two PCs or turn them over to be an NPC. This does not have to be immediate. For story congruity, the player may play both characters until the earliest opportunity to allow one to depart. A "retired" character can always come back at a later time, but will not gain levels while they are retired.

Magic

  • All Cleric, Magic-User, Druid and Illusionist spells from any and all first and second edition publications may exist in the world, at DM’s discretion, including, but not limited to:
    • Player’s Handbook
    • Unearthed Arcana
    • Greyhawk Adventures
    • Tome of Magic (except “wild” magic, because that was just stupid)
    • Dragon Magazine (issues 1 through 250)
    • Any published AD&D 1st or 2nd edition module or boxed set
  • The Priest and Wizard Spell Compendiums will be used as a reference since it has all of the above spells compiled, however, because a spell might have existed somewhere in the multi-verse at some point throughout history does not make it available or even known about. Only spells listed in the PHB and Greyhawk Adventures are readily attainable.
  • Priest and magic spheres (from 2nd edition) do not apply, however, magic users do tend to favor certain types of spells, and clerics of a given deity may be granted only specific spells (the DM will provide a spell list for each deity). In general, we will follow what is published in the first and second edition Greyhawk books for guidance.
  • Spells of 3 segments or less will be cast immediately when it is the spell caster’s turn. Spells of 4 to 9 segments will begin casting on the spells caster’s turn, and go off at the end of the round. This eliminates the ability to disrupt most lower level spells by hitting the spell caster, and speeds up game play by not having to track segments for each round (we may revise this if it proves unworkable)
  • Common spell components do not need to be kept track of so long as the mage has in his possession the means to carry them and reasonable ways to replenish. These are most spells up through 4th level (based on description of the spell). Rare or expensive components (usually for spells 5th level and higher, depending on the description), must be tracked individually.

Learning, Studying & Writing Spells

  • 2e PHB rules will be used for spell writing and memorization with the following exceptions, which use the 1e spell called Write.
  • Magic Users must learn a spell before being able to memorize it or write it, however;
  • Casting Read Magic before using Write will allow a magic user to copy a spell that they have not learned, with a chance of failure equal to 10% per spell level
  • A spell properly written onto a scroll or spellbook through use of the Write spell can be “burned” by reading the spell directly from the spellbook page or scroll, without the use of spell components. Doing so will consume the page or scroll in a flash of fire.
  • Spells can still be copied without use of the Write spell, if the magic user knows the spells and has either:
    • Memorized it for the day or
    • Has access to the spell from another book or scroll
  • Spells written without using the Write spell cannot be “burned” – only memorized
  • The nature of the Write spell is that it imbues the page or scroll with the magic of the spell itself, such that it acts like a triggered spell when it goes off. As such, in addition to the special ink and paper requirements for the spell, the spell components required for the spell are also consumed by the process. This isn’t much of a problem for spells of 4th level and lower, but higher level spells require rare, expensive, and sometimes unique spell components (for example, a gem worth no less than 500,000 gp for a Wish spell), and writing the spell to a scroll does not eliminate the need for the components, they are just consumed during scroll creation rather than at casting time.
  • In order to burn a spell that the magic user does not know (has not learned), a Read Magic spell must first be cast
  • When rolling to learn a new spell, if the magic user fails, he may be given another chance to learn the spell only after apprenticing with a tutor of at least 11th level for one month. Such tutoring must be very focused and consume a good portion of the magic user’s time between studies and practice (176 hrs is a good approximation)
  • Studying to memorize spells for the day requires one half turn (5 minutes) per spell to be memorized for the day (regardless of level). This applies to magic users memorizing spells, clerics praying for spells, and druids doing their nature rituals (this is shorter than what is in the 2e PHB).
  • Properly writing a spell, whether or not the write spell is used, requires one hour per spell level, for each spell to be written to a scroll or book (this is shorter than what is in the 2e PHB).
  • Writing spells requires uninterrupted time in a suitable environment. Dungeons and outdoor environments are generally not suitable, but there are exceptions.
  • Clerical and druidic scrolls are still created as per the DMG – requiring a minimum of 11th level and for the spell to be prayed for and then “cast” into the scroll, however, not all deities grant scroll creation as an ability.
  • Any cleric can read any clerical scroll, however, if the spell contained on the scroll is not one that is normally granted by the cleric's deity, consequences may apply (DM's discretion). These consequences are more likely if the scroll was created by an opposite-aligned or rival deity or used in a way that goes against the will of the cleric's deity.

Spellbooks and Scrolls

  • On a scroll of vellum, the number of spells that can be written is 6 of levels 1-3, or 4 of levels 4-6, or 2 of levels 7-9. This is for scrolls only.
  • Spellbook pages work as described in the 2e DMG, page 63 (Each spell requires a number of  pages equal to its level plus 0–5 (1d6–1) additional pages. The actual number of pages a spell takes differs for each wizard.)
Spell Disruption

Disrupting a spellcaster's spell does not happen automatically with a successful attack. To disrupt a spell in-progress, the following applies:
  • The spell must be longer than 3 segments. Spells shorter than 3 segments are assumed to happen too quickly to be disrupted (the DM may allow exceptions based on circumstances)
  • Innate spell-like abilities and triggered spells (such as a ring of spell storing) cannot be disrupted
  • Spells have verbal, somatic and/or material components. To disrupt a spell, at least one of these things must be targeted
  • The attacker must specifically declare that they wish to disrupt the verbal, somatic and/or material component of the spell as it is being cast
  • Attacking the material or somatic components requires a targeted attack on the hands/arms of the spell caster, made at -4 to hit
  • Attacking the verbal component of a spell requires a targeted attack on the head of the spell caster, made at -8 to hit
  • The DM may adjust the above chances up or down depending on circumstances
  • A successful hit disrupts the spell and it is consumed for the day
  • Spells may also be disrupted if the spellcaster takes 50% or more hit points of damage in a single round after they start casting a spell, regardless of how the damage occurs. In this case, the spellcaster will roll a save vs. death, failure of which disrupts the spell.
  • The DM may determine other effects to cause spell disruption if it causes a failure of the verbal, somatic or material components.

Wands and Wand-like Devices

Experience has revealed that most wands are really overpowered. Allowing a spellcaster to just keep throwing fireballs round after round without stopping isn't good for anyone, so the following restrictions will apply (for the purpose of these rules, "wand" means any wand-like device that uses charges to cast spells):
  • All wands have a chance of breaking when used. The base chance for this is 5% (a roll of 5% or less on percentile dice), though some wands of poor quality may have a higher chance
  • Each time a wand is used, it's chance of breaking increases by 5%
  • For each hour that a wand is not used, its chance of breaking decreases by 5%, down to its base chance
  • Some wands can be recharged as per Unearthed Arcana rules. Recharging a wand has a 25% chance of breaking it (01-25% on percentile) and a 25% chance of making it weaker (26-50% on percentile). Making a wand weaker increases its base chance of breaking by 5%.
  • Expending the last charge in a wand causes it to break
  • These rules do not apply to artifacts or, at the DM's discretion, to high-powered (named) items
Turning Undead

Unless a specialty priest approved for the campaign says otherwise, all clerics must use a holy symbol to turn undead. Turning undead generally works as per the PHB, however, the presence of certain powerful evil clerics or beings may increase the difficulty of turning or, in some cases, provide the undead a saving throw vs. being turned. Likewise, some intelligent undead which have higher HD than normal or character levels (like vampires, liches, death knights, etc.) will be turned at their level.

Combat

  • We will be using the simplified second edition ThAC0 system (ThAC0 stands for “To Hit AC 0”)
  • A roll of a natural 20 always hits, no matter what (even in cases where a creature requires a magic weapon to hit, as a natural 20 represents a super-heroic move)
  • A roll of natural 20 is considered a “critical” and damage, after all bonuses are applied, is doubled
  • A roll of a natural 1 is a fumble, and always misses, regardless of circumstance (other than missing, there are no penalties for a fumble)
  • We will not use AC adjustments for weapons
  • “Point Blank” adjustments (Unearthed Arcana, page 18) apply for anyone with the appropriate ranged weapon proficiency, but only in the first round of combat and only if the weapon is readied (arrow knocked or crossbow loaded). Specialization is not needed, and no class restrictions apply. Specialization is required to continue the point blank bonuses after the first round.
  • Shooting into melee is allowed, however, the target will be considered to have cover depending on the angle of the shot, size, and numbers of creatures engaged in the melee (DM’s discretion)
    • 90% cover = -10 AC
    • 75% cover = -7 AC
    • 50% cover = -4 AC
    • 25% cover = -2 AC
  • Strength bonuses apply to "To Hit" and damage for thrown weapons, however, damage bonuses are limited to +2 (no matter how hard you throw a dagger, it isn't going deeper than the hilt).
  • Sharpened projectiles/missiles are considered piercing damage no matter the weapon type (i.e. a thrown axe is still piercing damage).
  • Very large projectiles, such as boulders, are treated as Area of Effect weapons. The attacker only needs to hit the 5 ft. square in which the opponent is standing, not the opponent's AC. Everyone in the radius of the projectile may make a saving throw vs. paralyzation, adjusted for dexterity, for half or no damage (DM's discretion depending on the type of projectile). To hit a 5 ft. square, the effective AC is based on range. Take the total range of the projectile and divide it into four quarters. The first quarter is considered AC 6, the second quarter is AC 4, the third is AC 2 and the last quarter is AC 0. Dexterity adjustments for aim apply, as per a bow, but strength adjustments do not apply. The DM may adjust these chances to hit based on cover, type of weapon, or other difficulty factors. The DM may also grant bonuses or penalties to the save based on the circumstances (for example, a boulder thrown from far away may provide more chances to escape its path).

Weapon Specialization

Single weapon specialization is allowed as per the Unearthed Arcana rules. Although second edition rules restrict specialization to pure fighters only, these house rules will allow rangers to single-specialize in lieu of two-weapon fighting bonuses (this is grandfathered to support an existing character and this exception may be removed going forward). Other fighter sub-classes, such as cavalier and barbarian, may not specialize.

Double-specialization is a rare and unique ability that will be allowed for pure fighters on a limited basis. First, double-specialization must be declared at character creation. It cannot be added later. This represents the fact that double-specialization requires a lifetime of practice. Second, the character must be of lawful alignment. Third, the background of the character must include a daily regimented practice of the chosen weapon from a very young age, at the expense of other studies. This training must be one on one, between a master and an apprentice. The goals and desires of the character are to become "one with the weapon," forever in pursuit of unattainable perfection. If the character does not, or cannot keep up the grueling practice required to maintain double specialization (DM's discretion), the character will be reduced to single specialization until the DM feels that enough practice has been performed to restore double specialization. Finally, a double-specialized character may not be proficient in any other weapon, and using a weapon other than the one they are specialized in results in double the non-proficiency penalty (-4 to hit for fighters).

If a double-specialized fighter decides at some point to become dual-classed, the character loses double-specialization and becomes single-specialized as soon as they begin the apprenticeship/training/study required to prepare for the new class.

Double-specialized characters may dual-wield, provided they use the same weapon in both hands. All other restrictions for dual-wielding apply (see below).

Dual-wielding

Any fighter-class character may dual wield. Dual-wielding results in one, and only one additional attack per round, using the off-hand weapon, regardless of level or specialization. Effectively, the off-hand weapon attack is 1/1, while the primary weapon attack is determined by level and specialization. Magic means may be employed to increase the speed of the off-hand weapon. So, for example, a fighter who attacks 3/2 with their primary weapon also attacks 1/1 with the off-hand weapon. If that fighter drinks a potion of haste, both the primary and off-hand attacks are increased one level. This makes the primary hand 2/1 and the off-hand 3/2 for the duration of the haste.

The following restrictions apply to dual-wielding:
  1.  Attacks with the primary hand are made at -2 to hit
  2. Attacks with the off-hand are made at -4 to hit
  3. The "reaction adjustment" for dexterity may be used to offset the penalties above, up to no penalty, but may not provide bonuses
  4. Specialization bonuses, if any, may only be applied to the primary hand. Racial, stat and magic bonuses apply to both hands.
  5. Dual-wielding may only be done in no armor or light armor (leather, studded leather, elven chain, bracers, etc. - the same as required for thief skills). This represents the additional speed and dexterity required for dual-wielding maneuvers.
  6. Fighters may take the dual-wielding weapon proficiency as per the 2e PHB to offset some of the penalties, or specialize to eliminate all proficiencies. Rangers receive the dual-wielding proficiency for free so long as they are wearing light armor.

Armor

Anyone can wear any kind of armor, however, their ability to function may be impaired. Thieves (and anyone using stealth-like skills, including barbarians, monks and thief sub-classes) in heavy armor have excessive penalties to skills and magic users have a chance of spell failure as per the books. Heavy armor does not penalize or negate the dexterity bonuses for AC or initiative (with the exception of barbarians as outlined below), however, the following restrictions do apply to anyone wearing heavy armor, regardless of class:
  • Barbarians wearing bulky armor do not get a double dexterity bonus (as per UA)
  • Movement is reduced by 10ft/round. If a character normally has a movement rate of 60, it is now 50 (with half movement for combat being 25 instead of 30)
  • Heavy armor is loud, not only severely impacting stealth skills, but increasing the chances of an enemy hearing you during normal movement. This means it is not possible to gain surprise on an opponent most of the time if moving (effectively negating the Ranger's surprise ability)
  • Maneuvers that require a dexterity check will always be made at a penalty. The exact penalty depends on the difficulty of the maneuver and the DM's judgment on how much the armor matters for the type of maneuver being accomplished, but generally starts at -2 (+2 on the die)
  • Heavy armor is meant to be donned when going into battle and removed after the fight (hence one reason knights have squires). Characters who choose to wear heavy armor all day will tire more quickly, reducing the distance they can cover in one day by 25%, and will begin to suffer fatigue penalties after 2 hours in heavy armor if not riding a horse (high con bonuses can increase the time spent in armor before fatigue sets in)
  • It is not possible, no matter how strong the character is, to swim in heavy armor. Characters who attempt to enter deep water while wearing heavy armor will sink and die if they do not have magical assistance.

Wounds & Healing

Non-fatal wounds
Wounds (hit point loss) represent a combination of physical injuries, exhaustion, and other factors. In general, a character is not considered to have taken a potentially fatal wound unless their hit points are brought below zero. So long as a character is not brought below zero hit points, there are no penalties to a character's actions. The character may be in pain, but that pain is not so severe as to restrict actions in any way.

Potentially fatal wounds

When a character is brough below zero hit points, this is considered a potentially fatal wound. When this happens, the character is provided a save vs. death magic to determine whether or not their body can sustain the wound. Success places them at zero hit points, unconscious, stable, and ready to begin a process of recovery. A character who is taken below zero hit points and survives will not be able to function until they are restored to at least half of their hit point total, and they will suffer penalties to their actions until they are fully restored.

A character that does not make their save is considered to be at "death's door" and dying. They will continue to lose 1 hit point per round unless / until stabilized by some external means (such as a healing spell or potion, or first aid provided). A character stabilized with negative hit points must be brought to zero or more hit points before being moved or resting overnight. A stable character with less than zero hit points that is moved will take damage, and will risk taking additional damage overnight.

Any character brought below -10 hit points is dead. Con bonuses can extend this. For example, a fighter with 18 Con can be brought to -14 hit points before death.

Scarring

Extreme violence leaves a mark. Permanent scarring may occur if a character is subjected to unusual amounts of damage, or encounters of an epic nature (for example, being struck by a legendary weapon wielded by a demi-god). Sometimes such things have no in-game impact, other than to tell a good story. But some wounds can cause severe scarring that affects the appearance of the character. Anytime a character sustains a single wound that is more than half of their hit points and takes the character below zero hit points, severe scarring that affect Comeliness and reaction rolls may occur. For example, being burned alive in lava, or having one's flesh melted away by a black dragon. In such cases, magical healing, if applied immediately, may prevent or reduce such scarring. In any case, if such severe scarring occurs, regeneration magic (rings, potions, spells) may be used to restore the character back to their original state.

Healing

A wounded character, with wounds properly treated, and given a proper rest in ideal conditions, will recover 1 hit dice worth of hit points overnight, for every three levels. Ex. a 1st level thief will recover 1d6 hit points overnight. A 7th level thief will recover 2d6 hit points overnight. Con bonuses, if any, will be applied to the die roll. If wounds are not properly treated, or conditions are not otherwise ideal, or a full rest cannot be obtained, the number of hit dice recovered may be reduced at the DM's discretion.


Searching

Perception rolls will be used to determine the chance of finding hidden or concealed items during searches. Each character has a Perception attribute and success of finding something is indicated by rolling equal to or below the perception value on a d20, after applying modifiers. Unlike passive perception, in which the DM will ask a player to roll a perception to see if the character notices something of potential interest, a search must be declared by the player and takes a set amount of time, determined by the DM based on what is being searched.

Searching for secret & concealed doors

One turn must be spent for every 40 linear feet of wall to be searched. Additional people searching can increase the chances of finding something but does not reduce the time. Each character may attempt only one roll (to thus prevent a player from re-rolling until they succeed). A player may declare ahead of time that they wish to spend more time searching for secret doors. Each additional turn increases the effective perception by 2, up to a maximum of 20.

Example: Jack declares he wishes to search for secret doors along a 40 ft. stretch of hallway. He has a perception of 12. Jack is certain there is a secret door somewhere nearby and is intent on finding it, therefore he states he wishes to spend 3 turns, raising his effective perception to 18. The DM has determined that the secret door is especially difficult to locate, and has placed a +4 modifier on the die (Jack does not know this). Jack then rolls a d20 and gets 15, which is 3 below his perception. Jack informs the DM that he beat his effective perception by 3. Normally, this would indicate success, but with the +4 modifier, it fails. The DM informs Jack that he does not find any secret doors.

Note: Locating a secret door means that the PC has discovered tell-tale signs that a door exists. Grooves in the stone, a seam in the mortar, footprints or disturbed dust on the floor, unusual or out of place architectural elements, etc. Finding the existence of a secret door does not automatically mean that the PC understands the means to open it. A hidden lever or button can be searched for and found, but some doors have more complex mechanisms, often involving magic. Additional searches, intelligence checks, puzzle solving, finding clues, interrogation, or good old fashioned spying may be necessary to open some doors.


Other Searches

A player who wishes to perform any other kind of search, such as sifting through a pile of trash, or looking through a library, or searching for hidden compartments in a desk, etc. must declare what they are searching for and how. For example, a generic search can be “I wish to sort through the pile of rubble to see if there is any valuable treasure among the junk” or a specific search can be “I want to search through the wizard’s room, tearing apart the bed and other furniture, until I find where he has hidden the amulet that he stole from the guild.” In either case, the DM will declare how long such a search will take if the character performs the actions specified.

Some searches can take less time with more people. For example, if a character wishes to search for a needle in a haystack, which would take 36 hours, the haystack can be divided 6 ways, so 6 people each search for 6 hours. In this case, the DM would roll a d6 to determine which stack the needle is in, and then apply that perception rolled by the player searching that stack to determine success.

Whenever specific items are being looked for, the more the player beats the required perception roll by, the sooner the item (or items) are found. However, if the items being looked for are non-specific (such as “treasure” or “hidden doors”) then the full amount of time is spent during the search and the DM will inform the player of the number and nature of the items found during that time.

Passive Perception

The rules above pertain to using the Perception attribute to actively search. Sometimes the DM may ask a player to roll a perception even when they have not declared they are searching for something. This is known as an Active Perception check, and is used to determine if a character senses something notable that the DM should describe. This could be anything from seeing the signs of a major ambush up ahead, to noticing a change in wind direction that could be a useful clue. Passive perceptions can also be called for when encountering a poorly concealed trap, or a thief is attempting to hide in shadows nearby or attempts to pick pockets, but fails his roll (a thief that makes their required skill roll will never be spotted with perception alone).

Passive perception checks are also used to determine surprise in dungeon settings. This is generally in lieu of the Surprise die roll, though characters that have advantage to surprise (1e rangers) or resistance to being surprised (1e barbarians) will have these advantages factored into the relevant perception rolls.

Passive perception is always rolled at a penalty compared to an active search. The DM secretly determines penalties and bonuses, so the player must declare how much they made or missed their roll by when they make a passive perception check.

Other Game Mechanics

  • Normal arrows do not need to be tracked, unless otherwise noted by the DM
  • In general, food, water and basic survival gear will not be kept track of so long as the party are near civilized areas. 
  • When the party is exposed to a remote or exotic location for an extended period of time where food, water and other necessities are hard to come by, the Wilderness Survival Guide or Dungeoneer’s Survival Guide rules will kick in, as appropriate.
  • Timing: During combat, a “round” is 6 seconds. Outside of combat, a “round” is 1 minute and a “turn” is 10 minutes. This does mean that some spells will burn out faster in combat than they will out of combat
  • Initiative: Initiative will be rolled on a d10, adjusted by any "reaction adjustment" or other initiative bonuses. The initiative does not determine when in a round a character gets to take an action - all actions are considered to be happening at the same time. Rather, it is used to determine in which order combat results are resolved. The DM will adjudicate any ties in initiative, usually based on who has the higher dexterity, but considering other factors such as combat advantages, etc.
  • Movement during combat: A character may move as far in one round as he can move in 6 seconds, considering race (size), class, and encumbrance. A character with initiative may move up to half the distance below and still perform a melee attack, however, they may not attack until the next initiative number after their opponent whose space they have moved into. This rule does not apply if the character is acting on a surprise round, or if the character has an advantage with weapon reach. 

Size
Walk (unencumbered)
Jog
(unencumbered)
Small (halfling, dwarf, gnome)
20 ft.
40 ft.
Medium (Human, elf, half-elf)
30 ft.
60 ft.
Large (large humanoids)
40 ft.
80 ft.


  • Note: The "medium" table above is used on place of the standard movement rate of 15" If a movement rate of more than 15" is listed somewhere, we will apply the relative difference to the table above


6 comments:

  1. I'm a junkie for even the driest of actual play-reports ... I just love 'em ... so if you ever become inclined to share the scoop on some of your ToEE sessions, however cursory or half-remembered, I'd enjoy the vicarious thrill.

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    1. The intent is to use this blog as a journal to document each session. I have already been doing that offline, and just need to convert the offline journal into something that makes more sense for everyone else reading it online. Removing some stuff, embellishing some other stuff.

      This party (like many, I supposed) has done absolutely everything wrong, and it has really taxed my DM brain to keep up and adjust everything in the module to the craziness they are doing. Its been a year and half in real-life, and they are still at this thing. I've thrown the party so many bones, just because I want to see them finish this, but as we progress, I become less and less forgiving. I am not a fan of the random death that Gary Gygax likes to seed his dungeons with. I believe PCs should always have a chance to be smart and do things right, and live. I think that's something I appreciated about your DMing. I always came up with some pretty crazy ideas, and most of the time, you'd let me do it, thus avoiding the random "save or die" scenarios. But I do have a bunch of players that love to charge ahead without thinking, and I am much less forthcoming with warnings than I used to be. As such, we have finally had our first PC written-off (turned to stone and assumed he can't or won't be brought back), and a new character has been rolled-up.

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    2. Sounds good--can't wait to see what antics they've gotten up to.

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  2. Speaking solely as Athanathios, apprentice to Alyndra of Celene, and one of the most intelligent grey elves to have ever walked Oereth, said party has done absolutely nothing wrong. Everything we have accomplished (Ahem, or not accomplished) has gone precisely according to our carefully laid plans. We have been highly circumspect about every turn, every segment of activity. Sure, Hommlet was burned to the ground by an unspeakably evil god, but there was no evidence of complete genocide, and let us not forget; Said God was not released by us, and how many party members over the decades of play can attest to our accomplishments. Please allow me to sum up, or summarize, if you will: (1) freeing Prince Thrommel of Furyondy, (2) forcing, and I mean against his will, Iuz to dance a Jig while we giggle and run for our very lives, (3) we have also managed to transform an otherwise useless barbarian into a valuable statue, a picturesque example of the great barbarian king of the Cold Crow. We have actually done him a favor by immortalizing him. He was just a fragile human you know. I'm sure he would thank us if he could. I'm sure of it. (4) and on a more personal matter, coercing... or mayhap barely surviving, but in any event living through direct control by the despicable Zuggtmoy, another divine being of alleged great power, and using her efforts against her.

    Now, I am sure none of these things are what our DM has expected, but I assure you, nothing is a bad as it seems. Keep in mind, these are historical, world impacting times we are playing through, and we would like to leave our mark upon this world. Trust me, I'm an elf. I know what I'm talking about. (wink, wink)

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    1. It will take me a while to get all of the session synopses uploaded here, so in the meantime, I'd say that's a pretty good summary. Thanks for posting.

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  3. Of course, that is Athan's point of view. I felt he deserved some final words.

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