This post is kind of a mess, and I'll probably compile an easy to use house rules document in pdf format at some point. Feel free to steal anything you want from this (especially my d18 I'm stupidly proud of that).
Stats
Roll 3d6 to determine stats (Attribute Scores). Each stat has a modifier as defined
below:
Stat Modifier
3 -3
4-5 -2
6-8 -1
9-12 +0
13-15 +1
16-17 +2
18 +3
STRength modifies damage
and attack rolls with melee
DEXterity modifies damage
and attack rolls with ranged, also AC
CONstitution modifies hit
points at first level and gained each level
INTelligence modifies
languages known, base 2, minimum can’t read but can still speak
simple sentences in one language
WISdom modifies saving
throws against magical effects
CHArisma modifier is
multiplied by 10, added to starting currency
Saving Throws
When told by the game master to make a saving throw, roll
a d20 (or d18). Your aim is to roll equal to or higher than 15 minus
your level (Or 14 minus your level if rolling a d18). Add your WIS
modifier to your saving throw roll if you are attempting to resist a
magical effect.
What the heck is a d18?
This, rolled in conjunction with a normal d6, is a d18. Its basically how I brute forced my home system to technically be d6 only if I wanted it to. Take a d6 or a blank cube, and write +0 on two opposing faces, +6 on two opposing faces, and +12 on two opposing faces. When you roll that with a d6, it will generate a number between 1 and 18. Whenever a mechanic in my system uses a d20, there is an option to replace it with a d18.
Combat
In combat, player characters go first, followed by NPCs. During a round of combat, characters can move and perform an action. An action is anything that takes a few seconds to complete, such as casting a spell, attacking, or drinking a potion.
In order to attack,
roll a d20 (or d18), add any modifiers to your attack roll, and check
table below to see if hits, cross referencing your modified roll and
the armor of the opponent.
D18 Roll D20 Roll Hits
9 10 Unarmored
10 11 Unarmored
plus shield
11 12 Leather/Light
armor
12 13 Leather/Light
armor plus shield
13 14 Chainmail/Medium
armor
14 15 Chainmail/Medium
armor plus shield
15 16 Platemail/Heavy
armor
16 17 Platemail/Heavy
armor plus shield
Weapon Damage Table
Weapon Damage
Unarmed 1-3 (1d6, divided by 2)
Light Weapon 1-5 (1d6-1, minimum 1)
1 Handed Weapon 1d6
2 Handed Weapon 1d6+1
Heavy Weapon 1d6+2
Every time the player characters complete an important task/quest, they gain a level. This could be as simple as clearing a dungeon of monsters or as complex as banishing an eldritch deity to the moon. This method works better for a quest based/heroic fantasy game.
Method 2: Money as XP
For every coin of treasure one acquires, they gain 1 experience point (XP). When one acquires enough XP, they gain a level. This method works better for a sandbox game. Below is a table containing the total amount of XP needed to level up. Note that XP is cumulative, and is not lost upon gaining a level, and that if coins are lost, XP is not lost.
Level Total XP Gained
1 0
2 2000
3 4000
4 8000
5 16000
Characters are assumed to be human, but don’t necessarily have to be. If one wants to play as a non-human creature, roll up a character as normal, and then apply the modifiers given by each species.
Elves
Elves automatically gain +2 to their DEX, but take a -1 penalty to CON and STR. Elves can see by moonlight as if it were daylight. Elves tend to be shorter than humans, but not much so. If their pointed ears are covered they can pass for exceptionally graceful humans.
Elves tend to be at home in the woods, building their homes in and on top of trees, or in underground caves. There is no known upper limit to how long elves can live, as they have only ever been recorded dying from battle, disease, or suicide.
Dwarves
Dwarves automatically gain +2 to their CON, but take a -1 penalty to CHA and DEX. Dwarves can always see at least a few feet in front of them, even in complete and utter darkness. Dwarves are only around 4 feet high, but as wide as a human. Dwarfish features tend to be bulbous and rounded, with exaggerated faces.
Dwarves are adapted to live underground, and many spend their entire lives without ever seeing the sun. Dwarves usually live in large extended family units, called clans. They live a couple centuries.
Halflings
Halflings gain +1 to their DEX and CHA, but take a -1 penalty to CON and STR. Halflings are only around 3 to 4 feet high. Halflings have long fingers and slightly pointed ears.
Halflings are essentially a smaller subspecies of humans, who dwell in burrow-like homes or small cottages. They have a faster metabolism than humans, but still tend to live longer, around a century or so on average.
Healing
Characters may heal 1d3 HP after a combat, representing resting and
catching one’s breath. Characters who rest for a full day regain
1d6 HP.
Leveling
Up
Method 1: MilestonesEvery time the player characters complete an important task/quest, they gain a level. This could be as simple as clearing a dungeon of monsters or as complex as banishing an eldritch deity to the moon. This method works better for a quest based/heroic fantasy game.
Method 2: Money as XP
For every coin of treasure one acquires, they gain 1 experience point (XP). When one acquires enough XP, they gain a level. This method works better for a sandbox game. Below is a table containing the total amount of XP needed to level up. Note that XP is cumulative, and is not lost upon gaining a level, and that if coins are lost, XP is not lost.
Level Total XP Gained
1 0
2 2000
3 4000
4 8000
Non-Human
Species
Characters are assumed to be human, but don’t necessarily have to be. If one wants to play as a non-human creature, roll up a character as normal, and then apply the modifiers given by each species.
Elves
Elves automatically gain +2 to their DEX, but take a -1 penalty to CON and STR. Elves can see by moonlight as if it were daylight. Elves tend to be shorter than humans, but not much so. If their pointed ears are covered they can pass for exceptionally graceful humans.
Elves tend to be at home in the woods, building their homes in and on top of trees, or in underground caves. There is no known upper limit to how long elves can live, as they have only ever been recorded dying from battle, disease, or suicide.
Dwarves
Dwarves automatically gain +2 to their CON, but take a -1 penalty to CHA and DEX. Dwarves can always see at least a few feet in front of them, even in complete and utter darkness. Dwarves are only around 4 feet high, but as wide as a human. Dwarfish features tend to be bulbous and rounded, with exaggerated faces.
Dwarves are adapted to live underground, and many spend their entire lives without ever seeing the sun. Dwarves usually live in large extended family units, called clans. They live a couple centuries.
Halflings
Halflings gain +1 to their DEX and CHA, but take a -1 penalty to CON and STR. Halflings are only around 3 to 4 feet high. Halflings have long fingers and slightly pointed ears.
Halflings are essentially a smaller subspecies of humans, who dwell in burrow-like homes or small cottages. They have a faster metabolism than humans, but still tend to live longer, around a century or so on average.
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