HOUSE RULES FOR LOCAL 509

he AD&D game has been getting increasingly complicated and the number of additional rules from sources other than TSR/WOTC has considerably. Additional spells, new classes, new races and alternative rules have proliferated and the rules and guides for this material has ('till now) been located only on my computer, or worse, a ruling made during a game to which folks have become accustomed to and don't even notice. Even with the basic rules there are many alternative rules.

This is an attempt to gather the materials used into a single work and detail material not previously available. The first section will be the notation of which alternative rules from the Dungeon Master's Guide, the Player's Handbook and the various race and class books I'm using and which I am not. The second section will be "House Rules" specifically. House Rules are those special cases where my method of rules is different than any of the existing "official" rules. The third section is devoted to additional rules and information gathered from previous writings of mine and lots of stuff downloaded from CompuServ, Online America and the Internet. The last section is material specific to the Worlds of SOS the campaign universe I am currently using.

I don't expect you all to read all this material! The idea here is to enhance your understanding of the game system and to reduce the possibility of an irreconcilable difference of opinion on the rules in use. There is a lot of material in here which is humorous (not to say frivolous) and fun to read. There is some which is as dry as yesterday's left over toast. Just read what you want and skip the rest.

I HOPE THIS HELPS EVERYONE TO ENJOY THE GAME MORE!

In the various books which make up the AD&D Second Edition game system, there are numerous places in the text which is marked in blue. These indicate a section of rules which may be used by a D.M. or not used at his discretion. Some of these are additional rules; some are alternates to the previously stated rules. I have attempted here to detail the choices I have made.
 

Rolling Ability Scores - Approved Methods
Method I - OK, usually used for non-adventurers
Method II - OK
Method III - OK
Method IV - OK
Method V - OK, most commonly used (4d6)
Method VI - OK, use cautiously!

Ability Scores Above 18
Not higher than racial maximums; exceeded only with a magical item (not a simple spell)
The stats above 20 will be used for non-human creatures and in those extremely rare cases where a character might stray into these numbers.

Languages PG 20
Since I do use Non-Weapon Proficiency rules (hereafter to be called SKILLS), the rule regarding the use of language slots as skill slots is used.

Average Height and Weight
These tables (or computerized facsimiles thereof) are used for standard NPCs and are guidelines for player characters. If a specific player wants his character to depart from these standards, consult with the D.M.

Hopeless Characters
I will not "kill" or allow a person to discard a character because the rolls are too low. I do not penalize players who may intentionally kill their characters in the game if they do it with imagination and amuse the other players.

Character Background
Whenever possible, I like to use a modified version of the Level 0 Character rules which are found in the Greyhawk Adventures book. Many class kits imply a characters background, and unless otherwise stated when the character is created, this background is used. In cases where the 0 level stage of a character was not played, the player of the character may develop any background desired AS LONG AS THE EFFECTS ON THE CHARACTER ARE MINIMAL!

In other words, you can't create a character and decide later that one leg is shorter than the other "and it's always been that way", nor can a player declare themselves "the Prince of Sillyan" and demand special treatment from the party and NPCs. I find it very helpful (not to mention fun) to write up a characters background. Feel free to do so. EXP are awarded for this after I have had a chance to review the material. The D.M.s ruling on the background of a character is final.

Race Level Restrictions
I use the Slow Advancement Rule which allows all races to continue to develop as far as possible. For races exceeding their racial maximum levels as listed for a class, their awarded EXP is cut in half. The rules on Exceeding Level Limits Optional rule is also used which adjusts the max level for a race by the characters ability score in the classes prime requisite.

Training
In most cases, training of some sort is necessary to advance to the next level. In come cases, simply time occupied exclusively honing skill will be proficient. For some levels (such as advancing to a new spell level), tutored training is necessary. For a character using his skills every day during an extended quest adventure, no time may be needed to advance. I regard training as desirable, but not something that should cause the flow of the game or severely disadvantage the other characters.

Both Multi-Class and Dual Class characters may be used with the standard limitations.

Alignment
This is a slippery concept which I find difficult to rule on. As such, only gross departures from alignment will have a negative effect. Initially these effects will normally be limited to bad dreams, poor reaction rolls in some situations, a word or advice from a knowledgeable NPC or other such "Clue". However, if these clues are ignored, really bad things may happen to a character. In cases where the alignment is neutral, I take the "long view". I think that a person may be unbalanced at times without ill effect, as long as an effort is made to balance it at some point. This may cause the character a problem in death however, as the Great Judge cares nothing for intentions and will rule on the disposal of a characters soul based only on the actions during life!

Afterlife
There is no reason that I can see to have some races possessing a "soul" and others having only "spirit". I can see little difference in the game play either way. In most campaigns, the racial level restrictions are sufficient to limit the abilities of those races. In a high level campaign, inability to resurrect a character can be a disaster for a player. . So,
ALL SENTIENT RACES HAVE SOULS AND MAY BE RESURRECTED.

Encumbrance PG 76
Although I do not require a running total of a characters equipment weight, I do use the encumbrance rules and tables. Normally, I assume a character has normal encumbrance, and will only enforce the movement rules when a character is trying to carry something new and heavy (like those 3000 GP you just found!). In less otherwise stated, large amounts of loot are carried in an item like a Bag of Holding or such. This means that if a character tries to buy something requiring an amount of coinage exceeding his Normal Encumbrance weight, he will need to get the coins out of the Bag first!

Occasionally, a character will find or buy something which is light but large. At this time I may rule that because of the bulk of the item, movement is slowed. Carrying a 10' long glass rod may not be heavy, but it's difficult to support it and going around corners is tough!

I do not normally use the rules for weight encumbrance during combat, although I may impose a "bulkiness" penalty if the character is trying to hold onto something large.

I use the Magical Armor Encumbrance rule.

Combat
I began using the Combat and Tactics rules not long ago. For the details on this new combat system, please see the separate document on the new concepts and procedures.

Initiative
The greatest difference in initiative is that the roll is made on a d10, but it is the high roll that wins initiative. (The old method with a d10).
In general, I use the group initiative rules. One roll per party for invitee. In the case of attacks between party member, both get a roll. When the party is split by a physical barrier, each portion of the party gets an initiative roll.

Armor
Armor Made of Unusual Materials (Metals) may be found and used. The construction of such armor by characters is very difficult and not possible unless the character expends an additional skill slot to Armor Making and learn how to construct a specific type of armor from one who has already worked with the material in question.

Death's Door rules are used
and can be summed up as follows:
A character at 0 HP is said to be uncontious and dying. A minimum of -1 HP per round will be taken unless the character is attended to (wounds bound, antidote given etc.).

At -5 HP the character is at Death's Door. The spell of the same name will bring the character up to 0 HP, but no further. Without this spell, a character must rest ONE DAY per HP until 0 is reached. During this time the character is in critical condition and may not perform any act physical or mental. Moving the character during this time may result in further loss of HP. No healing spell will have an effect on wounds resulting in HP going below -4

SENSE ABILITY SCORES
(Not sensibility; I know better than to expect that!)
I have many times felt that there are many common situations based on the senses which are not adequately handled by the existing rules. For this reason, in addition to the normal 6 attributes (Strength, Intelligence etc.) I am including the 5 senses as ability scores. Rolling up these scores will be done as usual using one of the methods listed in the Players Handbook with the exception of using 8 then adding the results of 7d6. As there are only 5 senses, this method would not work properly. The new attributes are as follows:
Vision, Hearing, Touch, Smell, Taste

Hopefully, the use of these attributes can easily be imagined. In cases where perception is already covered by an existing rules (like Thieves "Hear Noise"), the existing rule will take precedence.
When rolling to see if something is perceived, the DM will rate the difficulty and the player will roll a number of 6 sided dice. The number of dice rolled for difficulty is determined by the chart below.:

Roll Difficulty for Senses


Normally, each person will only have a single opportunity to notice something; if the roll fails the character will not notice the fact in question. However, it is possible to get a second roll. If the player states that he is concentrating on perceiving a specific thing and spend 10 minutes (1 turn) doing so, a second roll may be made. This requires that any others in the area be quiet, still and out of the line of sight. At the end of the 10 minutes, a second roll is made.
 

NEW SKILL RULES
The current Proficiency rules (called Skills) have no means of advancing other than to allow the character to choose a proficiency a second time when the character goes up a level. I don't care for this method for a number of reasons:

First, it is not realistic. Who would expect a person not to learn more about something as they advance in their abilities? To learn and advance is natural and for the game not to reflect this is a severe deficiency which was determined more by copyright law (percentile advancement of skill is the property of Dave Arneson game systems) than by any kind of logic.

Second, advancing in skills is more easily handled than Experience Points and allows for a more immediate means of reflecting a characters increasing power.

Last, I think it will be fun.

Proficiencies
Non-Weapon Proficiencies are used, but they are called SKILLS.
Weapon Proficiencies are called PROFICIENCIES

Secondary Skills are only used by level 0 NPCs

In addition to the skills listed in the Player's Handbook and scattered around the Race and Class Handbooks, there are a number of skills obtained through the NET or invented by myself. For a complete listing of the available skills, see Skill Compendium printout.

Obtaining skills usually requires a teacher. This may be another member of the Party (if that character is willing to spend the amount of time necessary) or a tutor. The time spent with the trainer is determined by the proficiency and the dedication of the character. As these are both variables, the time is determined by the D.M. <g>

Language Slots obtained by a Intelligence bonus may be used for Skills; Language slots and skill slots are interchangeable.
The skills have been added to by several sources. The Class Handbooks, the Race Handbooks, the SpellJammer rules and others have detailed new skills. Material downloaded from the Net have also presented skills of value. Thus, a number of new skills are detailed in a separate print out.

Using and advancing in skills are very much tied together. The rules presented here are similar to those used in games such as Call of C'thulu and Rune Quest and others. They have been modifies somewhat to fit in with existing skills characters already possess.

Obtaining Skills

New skills are gained when a character is created and when a new proficiency in indicated by a characters advancement in levels as indicated in the standard AD&D rules. The Intelligence bonus of additional Languages may be exchanged for additional Skills.

The skills are placed into one or more groups. These groups are:

* General - Skills on this list may be chosen by any character
* Mage, Priest, Psionic, Rogue, Warrior - The skills on these lists may only be chosen by a character of the appropriate class. Double-Class and Multi-Class may chose from all of their class lists.
* Oceanic, Spelljammer, Underground, Urban, Rural - Skills on the location list may only be learned from someone who spent much time in the location shown. New players must choose one only.

The D.M. will tell a new character which of these "location lists" he may choose from.
Existing characters will need to have a tutor from the specified area in order to obtain the skill.

All skills have a attribute like Strength or Wisdom. To determine a character's percentile score for any skill, roll a 6 sided dice for each point of the specified attribute. Treat all 1s rolled as 2s.

I.E. Jim-Bob with a Wisdom of 14 wants to learn about Animal Training. He rolls 14 6 sided dice. 3 of these dice landed as 1s. These all become 2 when the 14 dice are added up. The dice add up to 54. This is his percentile score for the Animal Training skill. Some skills may have a percentile modifier specified. This is added to your rolled score.

Anytime a character wishes to use his skill, he declares his attempt. When advised to by the D.M. the player makes a roll below the characters score for that skill on percentile. The D.M. may assign a difficulty modifier between -30% and 30%. If the player is successful, he immediately makes a second percentile roll. If this roll is successful, the character rolls 1d4 this indicates the percentile score added immediately to the characters skill score.

The D.M. may opt to make the roll for the player. If this happens the DM will keep track of the use and advise the player later if it was successful. The character then rolls percentile to see if his skill increases; the rolling a 1d4 as above if the second roll is over his score.

Each skill has a % increase per Level value associated with it. If no increase on a skill has taken place while a character is at a level, this score is added to the characters percentile as part of going up a level. If the skill score has increased, this value is not used. I.E. Billy-Bob is 1st level and is involved in killing a dragon. The EXP gained from this will take him up to 3rd level immediately, bypassing the 2nd level. In this case he would add the %+ per Level value to his skill scores from first level. This value could also be used if a character just wasn't successful in using the skill before going up a level.

Coup d'grace:
Any character/monster sleeping, held, or otherwise totally immobilized, can be killed with a single blow of an appropriate weapon (as determined by the DM). Note that only characters with the assassination skill can kill totally soundless (the victim doesn't scream, make disgusting sounds etc.), and such a kill must be done with a slashing/piercing weapon. Add level, and 10% if done by a warrior or thief. Subtract 10% if it is done by a mage, and 20% if a blunt weapon is used.

Aerial Combat Rules are used for Atmospheric Flight

Spelljammer Rules are used for flight through Wildspace or the Phlogiston

Infravision works the "Simple Way".

The Effects of Armor on Dex Checks table is being used.

Treasure
The characters are free to distribute treasure in what ever way they choose. I will assist them by sometimes estimating the value of a particular piece of treasure, but I will not be held to these estimates! In my opinion, deviling up treasure is one of the dullest aspects of gaming, so the less time spent on it the better. I do understand its importance to the characters (and to the players) so I will exercise patience. BUT... If I think the process has dragged on to long or if there are players who refuse to agree with the rest of the party:
I WILL DIVIDE UP THE TREASURE FOR YOU!!
(so there.)

Artifacts and Relics
Huh? What's that? There may be some out there, but you won''t find it this week!

Wishes
I have given the party wishes before, but I severely limit them and will try to twist the effects to fit a very literal meaning of the wish itself. Wishes are unpredictable in exact effect and the more words in the wish, the easier it is for me to pervert them. Pick the words of the wish carefully and don't hope for too much.

Cheating
CHIP CHEATS - CHIP CHEATS - "nah nah nah ne nah nah"
Yes, it's true, I do change the rolls behind the screen, but only to avoid overpowering encounters, to protect a weak character or to rectify an unfair condition.
"I thought there were 4 monsters" Sometimes with games where an unexpected number of characters show up, I'll beef up and encounter to make it challenging for the larger group. Particularly perceptive players may even notice that a monster described early in an encounter disappears without notice. I will do this most often if a party is smaller than normal and getting their collective butts kicked.
Yup, I sometimes change a ruling for a specific case. Most times because there is something going on the characters could not be aware of. In this case, I will not listen to questions and you may hear "that's just the way it works this time and you don't know why".
Alas, I will sometimes stick to a bad ruling or mistake and because rewriting the incedent would be to time consuming and would ruin the flow of the game. I have been known to listen to the occasional "off-line" appeal, and they have even worked once or twice. But I HATE hearing about this kind of stuff more than once and I'm stubborn as hell when I'm pissed off.
I do not take out vendettas against characters (blue lightening not withstanding <g>). If I wanted a character dead, the char would die. I will not drag out the process or use this as a way to "get to" a player. If it seems this way, there is either a hidden reason (a curse or a malevolent spirit) or its a run of bad luck.
I do not kill characters out of hand and never will (sorry Huichol!)
PCs seldom die in such a way that they can not be resurrected. Because I feel my job as ref is to show the players a good time, I am reluctant to kill PCs (NPCs are a different story) unless I feel they have acted in an irresponsible way. If you throw yourself into a disintegration gate that has a wall around it, signs saying "Caution this gate will disintegrate you" and townspeople shouting at you "Don't go through that gate for you will die!" and you still go through, you're dead. This actually happened in one game. Even then, one of the characters did survive, but the character was deformed for life and was known forever more as "McGoomitch Monkey Paws".
Spells I use spells from a number of different sources. Although I try to understand them all, sometimes the players will find a use for the spell I hadn't thought of or point out something in the spells wording that I had not considered. On as few occasions, I have allowed a spell to be played one way until I believe it has become game unbalancing and then I've changed the way the spell works.
One example of this is the Stoneskin spell. The rules allow for it to take 5 to 8 attacks for some mages. The spell will now protect against a single attack.
Stunning and unconsciousness is the other important spell difference as I ref it. There are some low level spells that when cast will cause stunning or unconsciousness even if a save is made. The characters hated when the same thing happened to them, so the effects if a save is made have been altered to either a minimal effect (minuses to hit or slowing) or eliminated. If they fail the save, the effects are as described.

EXPERIENCE POINTS
Although I hope that AD&D is played for the abstract enjoyment of being another person in another world, it is true that the concept of Experience Points provides a method for players to "win" in the game of fantasy life. The rules provided in the DMG for Edition 2 are full of holes and inequities based on class and level. I have been using a modified method of my own that I have never been satisfied with, but has allowed the party to advance in levels at a reasonable rate (but somewhat slower than I would like to see it). This method now requires some fine tuning and more definition. This check list is what I will be using in the future.

One of the problems with calculation EXP (IMHO) has always been that the DM is required to keep track of too much. Paper work has always been the bane of the DM, particularly when it is in the thick of the adventure. It is counter productive to the DM trying to achieve a mood or pace to have to stop and record that Mingo the Mighty was successful in detecting that the party was 2000 feet underground in order to get him his additional 20EXP. I propose to try letting the players keep track of as much as possible in this area. There are things they can't know about at the time the game is in progress and these things I will keep track of. Below is a list of things the characters should keep track of themselves. (Thanks to John Marvin for proposing this solution).

It is the responsibility of the party members to keep track of their EXP. If you don't you will not get them! I have been known to ask for the notes a player used to calculate them to verify they are correct, but for the most part this operates on the honor system.

I usually give out EXP after some major accomplishment; not every game as recommended. There are several reasons for this. First, as players often need to leave before the game is over, this would mean halting the game for the other to give them their EXP. I tried doing it at the beginning of the game and had a problem with late arrivals interrupting to get their EXP. But mostly as I've mentioned before, I hate calculating EXP and I would rather do it once every six months to a year rather than having to do it every week. Sorry about that.

One problem I've had is that players will ask in the middle of action if a specific action will grant the EXP. The answer to such questions will invariably be an emphatic "NO!" as they are interupting the game for all to determine something that is intended to be settled after the game. Hold questions regarding EXP until the end of the game. The exception to this is determining the number of HD a monster has. This information will be given either right after a battle or (if I want to maintain the mystery about a monster) when the party is unlikely to encounter them again.
 

Warriors - Monster Slaying

The DMG suggests the following: 10EXP per HD of monster per level of warrior. Thus a 10th Level fighter killing a 1HD ork would gain 100EXP at little or no danger to himself while a first level fighter fighting the same ork would only gain 10EXP to put his life at considerable risk. This not the best solution. The following will be used:

Hit Dice x 100/Level

Thus, the 10th level fighter attacking a ork would get 1 x 100 /10 or 10EXP

While the 1st level warrior would get 1 x 100 /1 or 100EXP a 2nd level fighter against a 3HD monster would get 3 x 100 (300) /2 or 150 a 15th level fighter would get 3 x 100 / 15 or 20 EXP.

These points are awarded only if the monster is killed or flees after being attacked by the characters. It will not be awarded if the monster flees before entering combat.

PALADINS:
A paladin gains 20EXP for each time he effectively uses a special ability. Effectiveness is defined as those cases were the use of the ability makes a difference. If the paladin needs to make a ST of 14 and rolls a 14, no bonus is given; if he rolls a 12, the bonus is given because without the ability, the ST would have been lost. If a paladin cures disease, and the character is not diseased there is no bonus. A paladin's use of spells gains him 1/2 the EXP that would be awarded to a cleric under the same conditions.

EXP for monster slaying is calculated as normal for a fighter.

RANGERS: As above.

RECORDING THESE EXPERIENCE POINTS

At the conclusion of a battle it is the responsibility of the Warrior to ask the DM the HD of the monsters killed. The player then makes the calculation and writes the result in his notes. At the end of the game when the DM is calculating the party EXP, sum up the points and be prepared to submit the sum to the DM. These notes should be sufficiently legible to the player that the sum could be recounted if the DM so requests.
 
 

Mages - Spells Cast

I would like to encourage a few things in those playing mages. So I am changing somewhat the EXP awards as given in the DMG. Creating magic items is something that has always been given low priority by players, and to further this I am going to award the following EXP:

Creating a already known Magical Item - EXP value shown in DMG

Creating a new Magical Item involving research - EXP value from DMG of item with comparable effect plus 100 EXP per level per spell cast in creating the item.

I also want to encourage Mages to develop their own spells. The DMG recommends 500EXP per spell, but as the cost of developing high level spells is so great, I am changing this to be 500 x Spell Level. I would like to increase the realism of spell casting by granting exp for developing areas of spells cast that require somatic and/or verbal components. If a player describes on paper and submits to the DM a written description of what the character does to produce a magic missile spell he will get 50EXP. These spell descriptions will be propagated throughout the game. A character who copies the spell from the original character will be unable to get the 50exp as it is assumed that the spell will function in the same manner. However, if a character finds a spell book containing a Magic Missile spell, he may then created his own version of the same spell and gain the extra points if the spell is successfully added to his spell book.

If he uses this description in the battle when he is asked what the Mage is doing that round, he will get an additional 10EXP each. It would work like this. The DM asks for spells and the Mage tells the DM that he will be casting a Protection from Evil spell just the same as always. When the DM subsequently ask the Mage what he is doing, the mage says "I am sprinkling some powdered silver in a 3' circle around me" (the material component) "while saying "Dekalic Asto, E coregnum valix" (the verbal component) then spreading my hands out and turning around inside the circle" (the somatic component). This will gain the Mage an additional 10EXP.

At present, there are no exp given to a mage who casts a spell that benefits himself; only to those spells that help the party. This reduces drastically the value of spells like Shield that protect the mage or Unseen Servant that add color to the game, but have only minimal impact on game play. The DMG recommends 50EXP per Level of spell cast to aid the party.

This seems too high. So I will be using the following:

Spells cast to benefit the party 25 EXP per Level

Spells cast to benefit the caster alone 10EXP per Level

New Schools

A mage must be of at least 7th level before designing a new school of magic and can not be a specialist. Creating a new spell school will grant the character 5,000 EXP. See the Wizard's section below for details.

RECORDING THESE EXPERIENCE POINTS

Points granted for creating magic items and new spells will be granted immediately upon successful completion. EXP will be granted immediately upon approval by the DM for spell descriptions. Please remind the DM about these awards if necessary! When the game is in progress, it is the responsibility of the Mage to keep track of what spells were successfully cast by him, (forget about the interrupted or ineffective spells) and if the proper descriptions of action were used. At the end of the game when the DM is calculating the party EXP, sum up those points gained and be ready to give this number to the DM. You should be prepared to justify this total upon the demand of the DM.
 
 

Priests - Spells cast and abilities used.

We know that priests use spells granted by their gods. But how does the god know what and when to grant the spell effect? This gap in role playing priests is now going to be filled. I will be granting additional EXP for creating prayers. The player who submits to the DM a complete written monolog of a prayer will gain 50EXP. The priest who recites this spell in at the appropriate time will gain 10EXP. The name of the god, the name or a description of the effect of the spell and perhaps an allusion to the sphere involved should always be included in the prayer. It should not be longer than 2 lines or 40 words. The use of these prayers in the game will be the same as the spell descriptions of the Mage.

I have always thought that those priests who concentrate on spell casting at the expense of fighting have always gotten the short end of the experience point stick. So, more changes! First, the DMG recommends 100EXP "for the successful use of granted powers". This is vague. Is it just for turning and such or for all spells as well? If it was intended to include spells then a first level mage casting his 4 healing spells would gain 400exp! Uh...not in my campaign. Otherwise, what about spell casting?

Using a granted power:
Turning Undead (All priests) - 50EXP plus 10EXP per HD per monster affected by the turned. So a priest who turns 8 would receive:
50 + 1*8*10 or 130EXP while a priest turning 8 Shadows would receive 50+2*8*10 or 210EXP.

Identify Plants, Pass through brush, woodland language use, deflecting charm spells, Shape Changing (Druids) - 50EXP

Using spell effects granted for being a specialist or for worshipping a specific god - 50EXP

Spells cast to further mythos - 100EXP (Additional to below)

Spell Casting:
Casting a spell to aid another, or the party - 20 EXP times the spell level

Casting a spell to aid just the one character - 10 EXP times the spell level
 

Physical Attacks:

This will be similar, but less than the EXP granted to warriors:
Hit Dice *25/Level

Designing a Faith = 5,000 EXP (See the section on Priests for details)

RECORDING THESE EXPERIENCE POINTS

A player successfully making use of granted abilities should make of note of this as soon as it is completed. In the case of turning undead, wait until the conclusion of a battle and ask the DM for the HD of the undead. The DM may defer passing on this information until the end of the game. If so, wait until the end of the game and then remind him about this. For spells, make note of the successful use of the spells in your notes. Monsters the Priest attacks physically should be noted during the battle. At the end of the battle ask the DM for the HD of the monsters. At the end of the game while the DM is calculating the party EXP, add up all the points for spells, granted abilities, and monster slaying. Be prepared to justify this total if so requested by the DM.
 
 

Rogues - Skill Use

In the description of granting EXP for using thieves skills it is listed as a flat 200EXP per usage. Regardless of how tough the lock was or how good the thief's skill was! If the thief listens at a door, and succeeds in his role, does the thief get the 200EXP even if there was nothing inside? The award of EXP should take more into account without becoming too encumbering.

Thief Skill EXP Award:

Picking Pockets - (100 - Necessary % roll)*2*level

Example: A first level thief (20% pick) succeeds. (100-20)*2*1=180EXP

While a 5th level thief (60%) succeeds (100-60)*2*5 = 400EXP

Open Locks - (100 - Necessary % roll) * 2 * Level

Find/Remove Traps Where trap exists (100 - Necessary % roll) * 4 * Level

Find/Remove Traps Where no trap exists (100 - Necessary % roll) * 2 * Level (I feel that the added danger of a situation where a trap exists warrents the additional EXP award over situations where there is no danger.)

Move Silently - (100 - Necessary % roll) * Level

Hide in Shadows (100 - necessary % Roll) * Level

Detect Noise where noise could be heard (100 - % roll) * 2 * Level

Detect Noise where there is no noise (100 - % roll) * Level

Climb walls - 50EXP

Read Languages - (100 - % roll) * 2 * Level

Successful Attacking from behind - Monster HD * 100/Level

Successful Attack from behind with surprise - (HD * 100/Level) * 2
EXAMPLE: A 2nd level theif attacks a giant lizard (3*100)/2=150

If surprise successful the same would be ((3*100)/2)*2=300
 

BARDS:
Bards get 20EXP for each effective use of a non-thief ability. If a bard who sings composes an original poem to sing, he gains an additional 20 EXP. A bard gets EXP for thief abilities in the same manner as a regular theif.

RECORDING THESE AWARDS:

Upon learning that an ability use is successful, the thief should make the necessary calculation and write it down immediately. In the case where the DM declines to say if the attempt is successful, make not of the successful roll, and when the success is determined, make the calculation and write it down. At the conclusion of the game, add up these awards and note the total. If the amount can not be justified point by point to the DM, the DM may decide at his desecration to award no points at all!

NON-WEAPON PROFICIENCIES

Players will gain an additional 20EXP each time a non-weapon proficiency is used effectively. In cases where a ST bonus is involved, the bonus is awarded only when the use of the ability makes a difference in the outcome of the roll.
 
 

RACIAL ABILITIES

Any player who effectively uses a racial ability will gain an additional 10EXP.

ADDITIONAL EXP ON A PER CHARACTER/PLAYER BASIS

At the conclusion of a playing session, the DM will consult the outline below and may decide to award to the characters EXP in addition to those gained from the sources above. These awards are not mandatory, and are entirely at the desecration of the DM. These points are normally awarded only to player characters, but on rare occasions may be awarded to NPCs.
I admit to being a bit lax on this stuff lately. I will try to do better.

  1. Fun - Did the player make it a fun game for others (and DM)
  2. Did player make the game fun for others can be plus or minus their level times 10
  3. Did Character survive? - Rate the difficulty level for the adventure from 1-20 and multiply by Level
  4. Individual Awards (New) - Based on the actions of the character

PARTY EXPERIENCE POINTS

The points awarded for monster slaying will be calculated by the DM. I will use the following system:
Sum of EXP per monster as listed in the MC/number of character in marching order.

The DM may decide to award the party EXP upon completion of a quest, adventure or such an amount of EXP. This will then be divided equally among the party members used during the entire adventure. Thus it is advisable to keep to a minimum the number of characters played throughout an adventure!

WHAT WILL NOT BE GRANTED EXPERIENCE POINTS
In the past, EXPs have been granted for treasure and/or magic items. This will no longer be the case. As additional points are being granted for other action oriented reasons, this has been discontinued. Besides, it is to be hoped that this will ameliorate contention for treasure and magic among the party members.

Un-necessary use of abilities and spells will not gain the character any points. This is why it is necessary to detail EXP actions during the game. Again, the DM reserves the right to disallow the granting of EXP if he deems the used contrary to the rules set out above, or if the use was contrary to the "spirit" of the game.

Again, any one who asks in the middle of a game "does this get me any EXP" the answer will be an automatic and irreversible "NO!". If the player has a question about granting EXP, write the question down, and after the game or during a break (if you are absolutely BURNING with curiosity) ask the question. Arguments about granting EXP in the middle of the game not only will not receive the EXP in question they will also have EXP deducted under section 1.D of the additional EXP outline!

Remember, it is the story, the character interaction and the adventure that are important. I will be generous in my granting of EXP to players who keep this in mind.

Optional Class Rulings:
For all Classes:
The Class Handbook rules are supported in every case with some exceptions. These exceptions are listed below under their appropriate class. I will also allow almost every kit detailed therein and some others of my own invention, downloaded from the Net or invented by a party member.

Players Inventing Kits

I encourage characters to invent their own kits for their own characters. This can be done only for new characters or new NPC's. The process for this is similar to that used for inventing new spells:

Read the section on creating new kits in the Class Handbook for the base class you are considering. The Handbook has a sheet which you can copy and use for your final design.
Make some notes and discuss the general idea with the DM to make sure it is acceptable. Concepts may be disallowed if:


Fighter Rules
Weapon Group Proficiency rules are not supported. Ambidexterity, Style specialization, and Fighting styles are used. Called Shots can be used. Disarming may be attempted. Martial Arts proficiencies and weapon skills are not supported with the exceptions of characters raised in Kara Tur. As these characters are seldom (read never!) found elsewhere, these characters may not be used as NPC's.

There are certain combinations of weapon skills that will allow a relatively low level fighter to attack 8 times in a round. Forget it. Attacks per round are limited to a maximum of 6.

Rogue/Theif Rules

Theif Pickpocketing Rule PG 39
A theif will modify his pick pocket roll as stated by subtracting the level of the thief from that of his victim and adding the result to his normal adjusted pick pocket roll.

Thieve's Cant
This is a language of whispered syllables and detailed hand gestures. Most of the simple words of action are signed only, but detailed instructions will usually need a word or two to make clear. There is a small but perceptible chance of these whispered words being heard, but no chance of them being understood from more than 5' away.

Special Locks and Pick Lock Modifiers
There are certain kinds of locks with which a theif of normal experience could have no experience. It is possible to gain an understanding of this kind of lock (usually one left over from before the Black Millennium), but it would require a teacher of rare skill.

I will use the Modifying Checks detailed on page 111 of the Thieves Handbook.
 

Mages

Magical Components
I do use the rules on Verbal, Somatic and Material components. Characters can obtain experience points for detailing the VSM components for their own spells. (See EXP Award section). I will soon be using the additional rules from Spells and Magic book.

I hate keeping strict track of magical components although their use enhances the "flavor" of the game. Thus, I generally rule that if the cost of a component is less than 5gp per use, I don't require a mage to purchase them specifically. Instead, the mage will spend an arbitrary 20 to 50gp when in a city to purchase these ingredients.

For spells requiring expensive spell components (gems, custom made figures, etc.), I do require the player to keep track of these items and to purchase them when necessary. I may ask at any time how many a character has and where (in general) they were obtained. The player should have a good answer to this question, or an arbitrary quantity will be assigned by the D.M. (you won't like it!).

Determining Spell Components
Unless the component of a spell is already listed as having a cost of more than 5gp, the player may invent his own component if desired (and get EXP too!). When inventing (researching) his own spell, the character will submit the component as part of the approval criterion from the D.M. It is not uncommon for me to insist on an expensive component if I think a spell could be overused.

Exceeding the Maximum Number of Spells in a Spell Book
I will allow Mages to research spells and add them to their book even if their current spell book contains the maximum legal number of spells for that level.  Note that the use of the Erase spell (discontinued in 2nd Edition Rules) may be found and used, but it is extremely rare!

New Spell Schools
Players may create new spell schools, but can only do so after they have attained the 7th level of mastery. The procedure will be similar to creating new spells (and indeed will include the creation of more than 1 spell as part of the process). The worksheet at the back of the Wizards handbook will be helpful. Creating a new School will be time consuming and expensive, but doing so will grant the character 5,000 EXP upon completion.
 

Spells in Other Planes
The rules in the Planes Handbook will be used if the wizard visits another plane except where the information in the Wizard's Handbook contradicts those rules. The detailed charts in the Planes box sets supersede the information in the earlier works.

Familiars
I will support Table 17 for alternate Familiars described in the Wizard's Handbook. I do modify the player's role depending on where the Find Familiar spell is cast. There is a chance of receiving a familiar not found on the list if the spell is cast where few or none of the listed creatures could be found.

Priests
Designing a Faith

On most worlds, the Gods of that place have already been created and can not be changed. But on Isis (and perhaps on other worlds as well) it is possible to work with the DM to create a mythos for your character. Although the name, alignment and a basic description of the god, saint or thrall exists, other details in many chases have been left open. If you are interested in this, first discuss what gods have not been "fleshed out" yet. It is not possible to invent a new god, as the existing gods have been carefully balanced by plane and alignment. However, this still leaves a very broad canvas for the interested character to paint on. Examine the information on Designing Faiths in the Priest's Handbook. Of course, the D.M. will have to approve the faith and may ask that modifications be made to balance and "tune" the proposal. A character whose player makes such a design will receive 5,000 EXP for this. Use the Faith Design Sheet on page 39 of the P.H.

Bards
Any of the tables in the Bard's Handbook may be used, but are not necessary except where noted below.

The Detect Noise Modifiers on table 15 will be used.

The Verbal Components table 18 may be used; in fact I encourage it's use! But it is not necessary.

EXP will be gained as detailed in this document, not as in the B.H.

Reputation
Bards are encouraged to keep track of their reputation as described on page 102. The D. M. will not be keeping track of this for you!

Race Optional Rules
The rules presented in the Race Handbooks is supported as is some additional rules from various other sources. Information on the origins of races and their history is considerably changed though the flavor has (hopefully) been retained. As the SOS campaign involves many planets and the origins of the planets come from at least 2 different SOlar Systems for accurate info on history, read the material provided by the D.M. This is not intended to be comprehensive as additional material will be revealed when it is appropriate and as I have a chance to organize and type it up.