House Rules

Document version 2.0.0

This document and indeed my D&D games use the OSRICUpdated 2nd Edition” rules by Stuart Marshal.

Why OSRIC? Simply because it’s the far more accessible and affordable AD&D.

Keeping with the tradition of creating or modifying rules to suit the DMs taste and codifying decisions made to solve misunderstandings that emerge through the natural course of play the following house rules extend, clarify or supercede the above mentioned OSRIC rules.

  1. Ability Scores
  2. Classes
    1. Cleric
    2. Druid
  3. Encumbrance and Base Movement
  4. Combat
    1. Combat Tables
    2. Initiative
    3. Life Energy Levels and Level Drain

Ability Scores

To generate ability scores during character creation the player rolls 4d6 six times dropping the lowest die to generate six scores from 3 to 18. The player may then place these six numbers into their ability scores in any way they like. Any set of scores containing 2 numbers 6 or less or 4 numbers 9 or less is considered unplayable. In this case the generated scores are discarded and generation begins anew.

Classes

Cleric

Clerical and Druidical (below) spells are granted based on rules in the AD&D Dungeon Master’s Guide.

A clerical spell is a prayer. Spells of 1st and 2nd level are symbolic of the Cleric’s training and connection to faith in general terms. The Cleric may therefore access and use all 1st and 2nd levels spells within the limits of their spell slots.

By the time the Cleric has reached 5th level he or she should have established a connection with a divine servant of his or her god. This servant grants the cleric access to 3rd, 4th and 5th level spells. The servant hears the cleric’s daily prayers and will at it’s discretion grant spells requested by the cleric or spells of its choosing. The servant may seek out the cleric or the cleric the servant.

By the time the Cleric has reached 11th level he or she has established a direct connection with his or her god. That god grants access to 6th and 7th level spells. The god hears the cleric’s daily prayers and will at it’s discretion grant spells requested by the cleric or spells of its choosing.

In game terms the Cleric must ask the DM for specific spells of level 3 or greater.

Druid

Spells are granted as Cleric (above).

Encumbrance and Base Movement

The values in this table are based on the text of “ENCUMBRANCE AND BASE MOVEMENT RATE” on page 122 of OSRIC. It’s provided so players don’t have to perform the suggested calculations manually. This following table assumes the character’s base movement rate is 12.

Strength12963
8-110-35 lbs.36-70 lbs.71-105 lbs.106-150 lbs.
12-130-45 lbs.46-80 lbs.81-115 lbs.116-160 lbs.
14-150-55 lbs.56-90 lbs.91-125 lbs.126-170 lbs.
160-70 lbs.71-105 lbs.106-140 lbs.141-185 lbs.
170-85 lbs.86-120 lbs.121-155 lbs.156-200 lbs.
180-110 lbs.111-145 lbs.146-180 lbs.181-225 lbs.

See OSRIC Core Rules Version 2.2. “Strength” (p. 1) and “Encumbrance and Base Movement Rate” (p. 122). Also see “Armour Table 1” (p. 33) for armor’s limit to movement.

Combat

Combat Tables

Conversion of the class “To Hit” tables from OSRIC to THAC0(Ascending AC). Added in v2.0.0

LevelFighter / Paladin / RangerAssassin / ThiefCleric / DruidMagic-User / Illusionist
120(0)20(0)20(0)20(0)
219(+1)20(0)20(0)20(0)
318(+2)20(0)20(0)20(0)
417(+3)20(0)18(+2)20(0)
516(+4)19(+1)18(+2)20(0)
615(+5)19(+1)18(+2)19(+1)
714(+6)19(+1)16(+4)19(+1)
813(+7)19(+1)16(+4)19(+1)
912(+8)16(+4)16(+4)19(+1)
1011(+9)16(+4)14(+6)19(+1)
1110(+10)16(+4)14(+6)17(+3)
129(+11)16(+4)14(+6)17(+3)
138(+12)14(+6)12(+8)17(+3)
147(+13)14(+6)12(+8)17(+3)
156(+14)7(+13)12(+8)17(+3)
165(+15)7(+13)10(+10)15(+5)
174(+16)12(+8)10(+10)15(+5)
183(+17)12(+8)10(+10)15(+5)
192(+18)12(+8)9(+11)15(+5)
20+1(+19)10(+10)9(+11)13(+7)

Initiative

OSRIC uses group initiative but at my table I use initiative that emulates the process as described in the AD&D rule books. The process in brief follows.

  1. Determine actions for the round (attacking, moving, casting and so forth).
  2. Roll a d6 for the players and monsters, high roll goes first.
  3. The DM places the actions into segments for the round and calls for attacks.

For more information see AD&D Combat, but Mostly Initiative.

Life Energy Levels and Level Drain

Due to the speed and difficulty of bookkeeping in combat I don’t use level drain. In place of level drain I use Constitution drain.

When a creature or effect drains the character’s Constitution the player must check to see if the lowered Constitution score reduces the character’s Hit Point Bonus. If so the character takes damage equal to the loss in bonus hit points in addition their Constitution being drained. Characters are slain when their Constituion reaches 0. Characters slain by either Constitution loss or Hit Point loss as a result lost Constitution may arise as undead.

Lost Constitution is restored at a rate of 1 point of Constitution per week of rest or may be restored (in part or in whole) by a wish.