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House Rules
by Angelo Bertolli
- Two-handed weapons roll initiative normally
- Smash manoeuvre requires two hands.
- Initiative: 1d10 (represents the seconds of a round, first goes on 1)
- Wrestling: no armour adjustments except suit armour
- Creature can move 5' and still take an action
- Switch items on belt with no penalty (about 4 items on belt, max 2 small sacks)
- Handedness: -4 to hit with off-hand; assume handedness of the player or as otherwise noted.
- Aimed Attack: -4 to hit, special effect
- Saving Throws
- Players must ask for saving throws (tell what they are doing to avoid the effect)
- Modifiers:
- STR - paralysis/stone
- INT - mind attacks
- DEX - wands and breath
- WIS - spells
- CON - poison/death
- Spellcasters can cantrip any time.
- Clerics must be convinced to administer services--they aren't running a business; they're concern is their religion (helping poor, natural healing, law, chaos, etc.)
- Wounds are healed either by resting or magic. To heal by resting the creature must relax in a safe place and do nothing but rest. Each full day of rest heals 1d4 hp. Otherwise heal 1 hp/day.
- Item Adjustments:
- Boots of Speed: double movement rate
- Shield weapons: min 100 enc do not provide second attack
- Spell Books: 200 Enc
- Travelling: figure time (miles=move/5); check food; choose encounters; describe journey.
- XP from treasure gained by whoever gets the treasure.
- Starting characters: d8 reroll 1-2, d6 reroll 1
- "DM's RULE": applies to critical hits/misses, and damaging items. DM randomly chooses when these things happen.
- Turning Undead: undead may return in 1d10 rounds
- Dwarves and elves cannot read or write their bonus languages (from race/class).
- Fighting Withdraw: 1/2 movement rate.
- Use attack roll modifiers p108, large creatures have -2 vs halflings
- A character receives 1 point of damage for falls under 10'
Extended levels: Using the extended levels for demihumans and mystics (Ch 19); elves can either gain ability in magic or in fighting, but not both. At level 10, an elf is considered level 10 in both fighting and magic. After level 10, the elf may choose to gain a level in either fighting or magic. An elf that chooses fighting will not gain any more spells. An elf that chooses magic will forever be considered 10th level for fighting purposes.