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House rules

by Parzival

Cantrips for Magic-users and Elves, but very limited in power and incapable of doing any damage. I more or less borrow the old 1e UA/Dragon Mag “The Little Wish” lists. Unlike 1e, I don’t require these to be memorized, and they are unlimited in casting. But they don’t do that much except allow for some very, very clever thinking.
Elves can learn and cast Druid spells (and Alfheim spells).
Elves, Halflings and Thieves can opt to use their Dexterity bonus as a combat bonus with light handheld weapons— dagger, short sword, normal sword, spear, rapier (Darokin GAZ).
Clerics gain additional spells based on Wisdom bonus— this will provide spells at 1st level. (Never really understood why they had to wait, when so much of their magic is practically essential for a party.)
Magic-users gain additional spells based on Intelligence bonus.
In both cases the amount of bonus can be “spent” on different level spells, as follows:
+3 bonus can be one 3rd level spell OR one 2nd and one 1st OR three 1st.
+2 can be one 2nd level spell OR two 1st level spells
+1 is obviously only one 1st level spell.
Except for the cleric exception for 1st level spells, you can’t claim a bonus spell for a level you as yet can’t cast.
Magicusers also start with 4 1st level spells, not 1.

Halflings may choose two thief skills instead of two of their starting General Skills.

Thieves have skill bonuses as follows:
Find/Remove Traps and Pick Locks: Add the thief’s Intelligence score to the value from the table (the whole score, not the modifier).
Hide in Shadows/Move Silently/Pick Pockets: Add the thief’s Dexterity score to the value from the table.
Climb Walls: Add the thief’s Strength modifier to the value from the table.
Hear Noise: Add the thief’s Wisdom modifier to the value from the table.

Though of course as Cab has pointed out in other threads, the rules recommend that the DM simply rule the thief successful or not in most circumstances without making any roll— especially when failure means the adventure comes to an abrupt end.

And the biggie:
While most people start with max HP at 1st level, I’ve implemented a Life Points rule, which is a set 1d8+Con value secretly rolled and tracked by the DM. Each time a PC is reduced to 0HP he’s not necessarily killed, but instead loses a Life Point (which can never be restored). The PC is unconscious, but not dying. He can be revived and healed by his comrades (if they have healing magic) or can be carted back to town for rest and healing there. One he is healed, he’s back to fighting strength. However, when all Life Points are gone, the PC is dead. The player has no idea when this could be, and is never informed of the remaining Life Points. “Death” poison instead causes 0HP and loss of a Life Point. Also, if a single round of damage exceeds both the PC’s HP and his LP, that PC is dead. Otherwise damage itself does not effect Life Points.

The above are my departures from the standard rules, and produce a game I prefer. Your preferences may not be mine.