House Rules

Ability Scores

  • We will be using the Rules Cyclopedia universal ability modifiers (-3 to +3)
  • New Ability Score: Movement
    • Add your movement modifier to your base movement as determined by race.


  • Infravision is removed from the game, no race receives infravision.


  • Warriors
    • All warriors begin their careers as fighters.
    • A fighter can become a Paladin at 4th level. See the paladin page for details.
    • The ranger class is no longer available, it has been re-skinned as the Weren racial class.
  • Priests
    • There are split into two classes: Clerics and Diabolists.
    • The druid is no longer a priest class, it has been re-skinned as the Elf racial class.
  • Scholars (Wizards)
    • The wizard class is now renamed the Scholar. A wizard is simply a scholar who has learned arcane magic. A scholar who learns divine magic is referred to as a canonite. If a scholar so wishes he may direct his studies towards non-magical subjects, and in fact the vast majority of scholars do just that.
    • The Diabolist is a new character class that gains magical powers not through study but through pacts with demons. Diabolists are thoroughly evil and can never receive benefits from divine magic.
  • Rogues
    • Not all thieves are trained assassins, thus they don’t all gain the backstab ability. A thief may trade in backstab for an 8-sided hit die. Good aligned thieves must make this trade.
    • The bard may choose between casting divine or arcane magics. If the bard chooses arcane magic he cannot cast spells while wearing armor. If the bard chooses divine magic he may trade in his thief abilities to gain the ability to turn undead as a cleric of equal level. A bard who chooses divine magic often rises quickly in the church hierarchy due to their skills in influencing people.
  • Racial Classes

Multi-Classing, Dual-Classing, and Gestalts.

  • There are two ways you can multi-class, gestalting or dual (or even triple) classing.
  • Gestalts
    • Add the experience requirements of both all your classes together. You advance in all classes simultaneously.
    • At first level you gain the hit dice of the weakest class. At every even level you gain the better class’ hit die and at odd levels you gain the weaker class’ hit dice. If you have more than one class, adjust accordingly.
    • Gestalt warriors are limited to the armor type of his other class. If he wishes to learn heavier forms of armor he must spend proficiency slots.
    • Gestalt arcane casters suffer a -15% penalty on their rolls to learn new spells.
    • Gestalt divine casters cast spells as if they were one level lower. Thus, a gestalt cleric must wait until 2nd level to receive his spells.
    • Gestalt characters with access to thief skills suffer a -10% penalty to all starting thief skills. Thus, a gestalt thief’s base pick pockets score is 5% instead of 15%.
  • Dual Classing.
    • You may choose to pick up a new class at any time.
    • Immediately drop your experience points by half when you decide to dual class. You do not lose any levels, but you must dig yourself out of the experience hole to gain levels in your old class.
    • You must spend a year training in your new class before gaining the benefits of that class. At the end of that year you must make a learning check (same as learn spells%). Success means you are now a member of your new class at first level. Failure means you must wait a year to try again. If you fail to advance you can add all earned experience for that year to your other classes, so the year wasn’t a total waste.
    • Once you successfully add a new class all future experience is divided by the number of classes you have and may be divided up however the player chooses. So if your 5th level fighter dual classes into wizard you divide all your experience by half and may divide this experience between the fighter and wizard classes as you deem fit.


  • Your armor class is no longer determined by the armor you wear. Instead it is equal to THAC0-10. Think of this as your defensive class.
    • Your AC can be further improved by shields and weapons. Some weapons are well suited to parrying and lower your AC significantly.
    • Armor now absorbs damage instead of making you harder to hit.
    • Some Weapons are particularly adept at parrying blows, these weapons improve your AC.
      h3. Damage
  • When struck in combat you take a number of points of damage equal to the amount you were hit by plus the weapon’s damage bonus.
    • If your attacker rolls a natural 20 he can roll another attack roll to try to increase the damage delivered, this is all considered one attack.
    • Weapon or spell damage dice also explode, if maximum is rolled for damage keep that amount and roll again. Repeat until you fail to roll maximum damage.
  • Armor absorbs damage, converting it to stun damage.
    • If you are still standing at the end of a round, all stun damage disappears.
    • If you fall below 0 hit points from stun damage you are knocked unconscious and regain one point of stun damage per round. Once all your stun is gone, you regain consciousness.
    • If you are suffering from any stun damage you receive a -1 penalty to attack rolls per five points of stun you have received.
  • All characters have a damage threshold equal to half his constitution score.
    • If you suffer damage less than your damage threshold it is considered a light wound. Light wounds heal at the rate of one point per day. Light wounds are each tracked separately for the purposes of healing. If you suffer one or more light wounds you suffer a minus 1 penalty to all actions you take later in the round for every 5 points you have suffered that round.
    • Any damage received beyond your damage threshold is a serious wound. Serious wounds heal at only one point per week. If you have received a serious wound you are at a -2 to all actions involving the wounded limb until healed. A serious wound to the torso or head affects all
    • 10 or more points of serious wound damage results in a critical wound. The limb that suffers a critical wound is useless until healed. The amount of critical damage suffered is equal to damage minus 10, with a minimum of 1. Critical damage heals at one point per week, just as serious damage. Once the wound is reduced below 10 points it is treated as a serious wound.
      • If a limb suffers critical damage it is useless until healed.
      • If the head or torso suffers critical damage the character must roll a saving throw vs. death or be reduced to negative 1d10 hit points. If the wound is a torso wound he can fight to remain conscious as per the rules below. If the wound is to the head he automatically falls unconscious.
  • If a character is reduced to below 0 hit points (unless by stun damage) he rolls 1d10 to determine how negative he is. The character loses one additional hit point per round until reaching -10, at which point he dies. The character can roll a d10 each round, if he rolls a 10 he stabilizes. If the character wishes he can fight to remain conscious with a system shock roll, success means he stays up for one round. He must make this check each round and the first time he fails he will fall unconscious.

House Rules

New World templarknight