Swords & Wizardry White Box House Rules

>>>>>> Player's Section <<<<<<

Character Creation

* Referee rolls ability scores, 3d6 in order
* 3d6x10 starting silver, again rolled by referee
* Silver standard (1gp = 10sp; 1sp = 5cp; 1sp = 1xp)
* Fighters can swap INT or WIS 2/1 for STR
* Clerics can swap INT OR STR 2/1 for WIS
* MUs can swap WIS or STR 2/1 for INT
* No ability can be lowered below 9, or raised above 18
* Max hit-points at 1st level

Ability Scores

Universal attribute bonus (UAB) as modified with carrying bonus or
penalty in coins (cn):

* 3-6: -1 (-400cn)
* 7-14: 0
* 15-18: +1 (+400cn)

STR: All classes get an adjustment to open doors or lift gates, and
+/-400cn carry weight for purposes of movement.

INT: All human characters know one additional language for each
    point of INT over 10.

WIS: Clerics get a bonus 1st-level spell with a WIS of 15+

DEX: All classes get a bonus to-hit with missile weapons.

CON: All classes get a bonus to hit-points per hit-die.

CHA: As per the rulebook, with an additional bonus to humanoid
    reaction rolls equal to the loyalty bonus.

Classes

Fighter

* Fighters do not get the multiple attacks as defined in the
 rulebook, however, if they kill an enemy with a melee attack, they
 can attack another adjacent foe that same round (this can keep
 going as long as they kill each enemy).

* Fighters get +1 to attack rolls with one favored weapon of their
 choice. They add an additional +1 OR one additional weapon at
 levels 4 and 8.

Magic-Users (MUs)

* MUs can only use the dagger as a weapon

* At first level MUs get a spell book with all first level spells,
 at subsequent levels they gain spells automatically in their spell
 books as per the spells-per-day progression chart (a different
 spell book is used for each level of spells). They must acquire
 anything else through spellbooks, scrolls, tutelage or
 research. Example: A 7th-level M-U advancing to 8th-level would
 add one 3rd level spell and one 4th level spell to his spellbooks.

* Scrolls can be penned by a MU of any level, for 100GP per level of
 the spell and one week's labor, as long as he or she knows the
 spell to be transcribed.

* All Mus can read their own magical writings, and have read magic
 as an automatic spell once per day. Once a bit of magical writing
 has been read, read magic is no longer needed.

* Detect magic is also an automatic spell once per day.

Clerics

* Clerics do not have spellbooks, rather they have access to the
 entire list of spells at each level, and pray/meditate for what
 spells they will memorize each day.

* Scrolls can be penned by a Cleric of any level, for 100GP per level
 of the spell and one week's labor, as long as he or she knows the
 spell to be transcribed.

All classes

* Any character with a CHA of 15+ starts play with one 1st-level
 retainer. The retainer is rolled up as a normal PC, including
 silver and equipment. Upkeep and additional equipment is provided
 by the PC. Retainers get half of a full share of XP (the other
 half is "lost"), and a half-share of treasure. If a player dies,
 they can resume play immediately with their retainer. Retainers
 are under the control of players, but are subject to loyalty and
 morale checks at the referee's discretion.

* Hit points are rolled fresh at each level gain, with a minimum
 gain of +1.

* XP bonuses are taken all at once, at the start of each level. So a
 Fighter with a 10% bonus would get 200xp at first level, and 400xp
 at second.

Races

Non-humans

* Halflings and Dwarves cannot use two-handed swords, long bows or
 polearms.

* All non-humans must be of average or higher intelligence (9+) in
 order to speak the additional languages of their race.

Dwarves

* Dwarves can be Clerics of up to 7th level.

* Dwarves can see in the dark up to 60 feet, assuming no other light
 source brighter than moonlight is nearby.

Halflings

* Halflings of average or higher intelligence can speak Gnome and
 Elvish.

* Interpret a Halfling's 'near invisibility' to mean a 1-5/d6 chance
 of moving silently or hiding, adjusted down if needed based on
 circumstances, and never while wearing metal armor.

Elves

* Elves get +1 to-hit with any bow or magic sword, and do not incur
 any penalties for moving on foot and firing a bow in the same
 round.

* Elves can be Fighters, MUs, or a Fighter/MU multi-class. In the
 case of the latter, experience is earned for one or the other
 class during any given adventure. Hit points are calculated as
 noted above - when an Elf gains a level, HP are rolled anew for
 the class in question, with a minimum gain of +1. When
 multiclassed, they can use any armor or weapons, but can only cast
 spells in magical armor or Elfin chain.

Movement & Encumbrance

Note: 20 coins (cn) of any type = 1lb.

Standard adventuring equipment weighs 200cn (10lbs). To that, add
weapon and armor weight, then add any treasure at 20 coins to the
pound to calculate encumbrance.

Indoor  (1" = 10 feet)
+-------------+----------+----------+----------+-----------+
|Weight       |Base Move |Walk (x2, |Run (x4,  |Combat (/3,|
|             |          |per turn) |per turn) |per round) |
+-------------+----------+----------+----------+-----------+
|Up to 750cn  |    12    |   24"    |    48"   |     4"    |
|             |          |          |          |           |
+-------------+----------+----------+----------+-----------+
|751-1000cn   |    9     |    18"   |    36"   |     3"    |
|             |          |          |          |           |
+-------------+----------+----------+----------+-----------+
|1001-1500cn  |    6     |    12"   |    24"   |     2"    |
|             |          |          |          |           |
+-------------+----------+----------+----------+-----------+
|1501-3000cn  |    3     |    6"    |    12"   |     1"    |
|             |          |          |          |           |
+-------------+----------+----------+----------+-----------+

Outdoor (1" = 10 yards) *
+-------------+----------+----------+---------------+-----------+
|Weight       |Base Move |Walk (x1, |Forced March   |Combat (/3,|
|             |          |miles/day)|(x2, miles/day)|per round) |
+-------------+----------+----------+---------------+-----------+
|Up to 750cn  |    12    |    12    |    24         |     4"    |
|             |          |          |               |           |
+-------------+----------+----------+---------------+-----------+
|751-1000cn   |    9     |    9     |    18         |     3"    |
|             |          |          |               |           |
+-------------+----------+----------+---------------+-----------+
|1001-1500cn  |    6     |    6     |    12         |     2"    |
|             |          |          |               |           |
+-------------+----------+----------+---------------+-----------+
|1501-3000cn  |    3     |    3     |    6          |     1"    |
|             |          |          |               |           |
+-------------+----------+----------+---------------+-----------+
* Normal rate of movement decreased for travel over difficult
 terrain, like swamps or mountains.
* Dwarves and Halflings start at a 9" move instead of 12", but never
 go below 3".

>>>>>> Referee's Section <<<<<<

Combat

* A combat round is 10 seconds long, a turn is 10 rounds.

* The ascending AC combat table is used.

* Bind wounds: Any character can bind wounds of another after a
 combat. This cures 1d4 hit points, but can only be done once per
 day per PC.

* Arrows or quarrels that are shot can be recovered with a simple
 die roll, 1-for-1. For example, if a Fighter shoots 4 arrows, roll
 a d4 to see how many can be recovered intact.

* Missile attacks into melee are made at -4 to-hit. If they miss
 with a 1, roll for a random target and re-roll to-hit with no
 bonuses.

* A natural 20 which hits does maximum damage.

* Players must give a statement of intent prior to the initiative
 roll.

* Lamp oil or lanterns cannot be used as Molotov cocktails. If
 someone is doused in oil, the oil must be lit separately by an
 open flame. Burning oil does d6 damage for two rounds.

* Holy water does d6 damage on a hit.

* A thrown flask (oil, holy water) of has a 10% chance (2 in 20) of
 not breaking.

* Initiative is d6 per side, but adjusted for dexterity
 individually, allowing some characters to attack before others.

  * Combatants are normally allowed one action per round, i.e. full
    move, cast spell, missile or melee attack.

  * A half-move can be taken before or after missile attacks. Such
    missile attacks are at -2 to-hit, but Elves on foot can
    half-move and fire bows with no penalty.

  * Spells can be interrupted by a successful attack on the M-U or
    Cleric and are lost in such cases.

* Six man-sized creatures can attack a single PC in a 10-foot space,
 shields have no effect on AC in the three "rear" attack positions.

* Rear attacks or attacks on retreating enemies are at +2 to-hit,
 and shields are not factored into AC.

* Death is at -level HP.

* Humanoid monsters or Fighters with initiative or surprise can
 charge into melee at twice normal move rate for first attack only
 and gain +2 to-hit. If they miss, they suffer a +2 to the next
 attack(s) against them.

* Spears do 2d6 damage when set against an initial charge from an
 opponent.

* Spears and polearms can attack from the second rank.