Akrasia’s House-Rules
For AD&D (1e) or OSRIC
Part I: Character Creation, Races, and Classes
General Points
- The page references are to OSRIC, as it is available online for free. However, all of the rules are useable with AD&D (1e).
- The rules were designed for a very small group (two players with two characters each).
- These rules were written for a campaign set in the Moonshae Islands, which is a 'Celtic' region of the Forgotten Realms, hence the references to the 'Ffolk,' various FR deities, and so forth. But the rules should be useable in any AD&D game.
Character Creation
- Choose the character’s race
- Determine initial ability scores by rolling 4d6, dropping the lowest die
- Replace the lowest roll with ‘15’
- Assign scores in any order
- Apply racial modifiers to ability scores [see OSRIC, pp. 3-7]
- Ensure that the character’s ability scores fall within the acceptable range for his/her race (e.g., a dwarf must have a strength of 8-18, dexterity of 3-17, etc.)
- Human characters can add a total of 1 point to one of their ability scores, either +1 to two different ability scores (e.g., +1 to Strength and Intelligence), or +2 to one ability score (e.g., +2 to Dexterity)
- No ability score can be raised above 18 this way
- Non-human characters can add 1 point to their ability scores
- No ability score can be raised above the character’s racial limit this way
- (E.g., a halfling could not raise his strength above 17, an elf could not raise her dexterity above 19)
- Human characters select their ‘background professions’ (see my article).
- Either:
- Choose one profession from Chart I
- Or
- Choose two professions from Chart II
- If the character is a halfling, half-elf, or half-orc, choose one profession from Chart II
- Dwarves, elves, and gnomes have no background professions
- Choose the character’s class and alignment
- No evil characters permitted (thus no assassin characters)
- No monks permitted (at least initially — they are foreign to the region)
- It is advisable that classes from the following four categories be covered:
- Warrior (fighter or ranger; paladins are rare, though permitted)
- Thief (assassins not permitted)
- Arcane spell-caster (illusionist or magic-user)
- Divine spell-caster (cleric or druid)
- At least one druid, ranger, or bard should be in the party
- Paladins will not adventure (at least for a prolonged period of time) with characters of Neutral or Chaotic Neutral alignment
- Bards play an important role in this setting, so players may want to consider that class (even though bards do not fit neatly into one of the above four categories).
- The alternative Bard class (from Best of Dragon #3) will be used
Races and Classes (General)
- There are no level-limits on non-human characters
- Humans, however, enjoy the following benefits:
- 1 extra point to assign to ability scores at character creation (humans receive 2 points at character creation; non-humans only 1 point) (see above)
- Superior selection of background professions (see above)
- Maximum hit points at both levels 1 and 2 (instead of only level 1) (see below)
- A +1 to any ability score upon reaching level 6 (an ability score may not be raised above 18 this way)
- Racially-determined class restrictions apply, except:
- PCs of any race may be clerics
- Half-elves and Halflings may be druids (single-class)
- Half-elves may be druids and fighters, druids and rangers, or druids and magic-users (multi-class)
- The following multi-class options are available to non-human characters:
- Dwarves: (a) fighter/thief, and (b) fighter/cleric
- Elves: (a) fighter/magic-user, (b) fighter/thief, (c) magic-user/thief, and (d) fighter/magic-user/thief
- Gnomes: (a) fighter/illusionist, (b) fighter/thief, (c) illusionist/cleric, (d) illusionist/thief, and (e) cleric/thief
- Half-elves: (a) cleric/fighter, (b) cleric/ranger, (c) cleric/magic-user, (d) fighter/magic-user, (e) fighter/thief, (f) magic-user/thief, (g) cleric/fighter/magic-user, (h) fighter/magic-user/thief, (i) fighter/druid, (j) ranger/druid, and (k) magic-user/druid
- Halflings: fighter/thief only
Hit Points
- 1st level characters receive maximum hit points.
- Human characters also receive maximum hit points upon reaching level 2
- When rolling for hit points (levels 2+ for non-humans, levels 3+ for humans), characters take either the roll of the die, or half the die’s maximum, rounded down (so magic-users roll 1d4, and take 2 if they roll 1; fighters roll 1d10, and take 5 if they roll 1-4; etc.)
Bards
- We will be using the ‘alternative’ Bard class from Best of Dragon #3
- Bards play an important cultural role within the setting
- The bards of the Ffolk serve many functions: historians, entertainers, poets, heroes, and spies
- Most Bards are Neutral or Neutral Good in alignment
Clerics
- Northman (human) clerics typically worship the god Tempus (the ‘Lord of Battles’, ‘Foehammer’)
- Clerics of Tempus generally are Chaotic Neutral, Neutral, or (rarely) Chaotic Good
- Humans from the Moonshaes (both Ffolk and Northmen) may also be clerics of:
- Azuth (patron of mages; LN)
- Deneir (God of literature and art; NG)
- Lathander (God of Spring, Dawn, Vitality, Youth, Renewal, Self-Perfection; NG)
- Non-human clerics worship deities of their respective pantheons
- Elves: Corellon Larethian, Solonar Thelandira, Hannali Celanil, Labelas Enoreth
- Dwarves: Moradin, Clangeddin, Vergadain, Berronar
- Haflings: Yondalla, Sheela Peryroyal, Avoreen, Cyrrollalee, Bandobaris
- Gnomes: Garl Glittergold, Baervan Wildwanderer, Segojan Earthcaller, Flandal Steelskin
- Half-Elf and Half-Orc clerics typically revere a ‘human’ god
Druids
- Druids of all races within the Moonshaes revere the ‘Earthmother’.
- Druids are common on each of the isles dominated by the Ffolk.
- There is a Great Druid on each of Gwynneth, Alaron, and Moray
- Most druids are assigned a certain portion of one of their isles as their territory. At the centre of this territory is a druidic grove.
- (PCs are assumed to be wandering druids, at least until they reach level 12, and thus do not have their own territories.)
Fighters
- Only single-class fighters may specialize or double specialize in a weapon (multi-class fighters may not specialize or double specialize in a weapon)
- Fighters may specialize in one weapon at level 1 (see OSRIC, p. 14)
- Fighters may double specialize in that weapon (the same weapon with which the character already is specialized) at level 3+ (see OSRIC, p. 14)
- No fighter may specialize or double specialize in more than one weapon
Rangers
- Single-class rangers may specialize in one weapon at level 1 (see OSRIC, p. 14)
- Multi-class rangers may not specialize in a weapon
- Rangers (single-class or multi-class) may not double specialize in a weapon
Paladins
- Paladins may not specialize (or double specialize) in a weapon
Magic-Users and Illusionists
- Magic-users and illusionists are held in suspicion by most of the peoples of the Moonshaes, thus they generally try to hide their profession whilst travelling.
- Magic-users and illusionists with an Intelligence of 16+ may prepare and cast one additional first level spell each day
- Material components for spells cost the cube of the spell’s level in gold pieces (e.g., the material components for a 1st level spell cost 1 g.p., the material components for a 2nd level spell cost 8 g.p., and the material components for a 9th level spell cost 729 g.p.).
- Note which spells for which your character has the necessary components, and remove those components when the spell is cast (obviously this applies only to spells with material components)
- Material components pouch = 20 gold pieces (holds material components for up to 20 spells; weighs 2 pounds when full)
- 1st level magic-users and illusionists start with one pouch
- Spell books are necessary for memorizing spells
- 1st level magic-users and illusionists start with one ‘standard’ and one ‘travelling’ spell book
- Both books may be assumed to contain the character’s starting spells (4 spells, including ‘read magic’, for magic-users; 3 spells for illusionists)
Thief Abilities
- Thief characters may either:
- Use the base thief ability percentages listed in the class description (OSRIC, p. 26)
- OR
- Distribute the following points amongst the thief abilities at each level — except Climb Walls, Hear Noise, and Read Languages (which follow the chart on p. 26)
- 1st level = 130 points
- 2nd level = 022 points
- 3rd level = 022 points
- 4th level = 022 points
- [Etc.]
- Racial and dexterity adjustments are applied after base skill percentages are determined
Thanks Stu Rat. It's not a typo, as humans receive 2 points at character creation and non-humans receive 1 point (so that is '1 extra point' for humans). However, the text was unclear. I've added a clarification.
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