Showing posts with label House Rules. Show all posts
Showing posts with label House Rules. Show all posts

Tuesday, March 26, 2019

[Advanced Labyrinth Lord] Rationalized Reaction Roll House Rules

One thing that has always bugged me about reaction rolls has been that they have never followed the basic curve that is presented with most ability scores. In BX and Labyrinth Lord, they are rolled on a 2d6 table, and so the Charisma modifiers are all on the 2d6 curve (as opposed to the 3d6 curve for all other ability scores); and AD&D had a d00 table which did not follow any curve.
 
And so, I have come up with the following new tables:
 
 
Note that Morale remains on a 2d6 scale, as I feel that works plenty well as it is.
 
 
The Charisma bonus of the party spokesperson affects how the encountered creatures react; if the character with the 18 Charisma stands at the back of the party and does not interact, their bonus is worthless; only one bonus counts, that of the spokesperson. If multiple party members try to speak all at once, any bonus is lost, but any penalty still applies; in such cases, there is an additional -2 penalty when dealing with Lawful groups.
 
Note that there are certain cases where a reaction roll is not needed. For example, certain humanoids always react with hostility and immediately attack certain demi-human races (and parties containing members of such races): kobolds always attack gnomes; goblins always attack dwarves; and orcs always attack elves. All humanoids otherwise react with a -2 penalty to any party whose members are of any demi-human race (such as orcs reacting to a party with dwarves, but no elves).
 
Chaotic creatures of extra-planar sort have a 5 in 6 chance of immediately attacking extra-planar Lawful creatures, and vice-versa, regardless of the reaction roll (as do Champions of Law or Champions of Chaos). Similarly, any group of obvious Chaotic nature that encounters a group of obvious Lawful nature has a 4 in 6 chance of attacking without even rolling reaction; Lawfuls encountering Chaotics have a 2 in 6 chance of immediately attacking (Orcs encountering the King’s Rangers; Crusaders of Law encountering members of the Cult of Chaos, etc.).
 
Other examples also include any party found in a creature’s lair, most especially if the party has already slain members of the creature’s clan or tribe or looted their treasury. In such cases, they will be immediately hostile and attack. They might, if patient and cunning, seek to trap the intruders in such a way that they gain advantage on their attacks and/or can eliminate the party without a fight (cf. The Hobbit, ex: Smaug and Barrel-Rider).
 
 
Otherwise, except in cases of immediate attack or immediate helpfulness, after the initial contact what thereafter occurs is up to how the party interacts with the creatures. If the party acts or the spokesperson speaks in a belligerent manner, add 2 to the chance of attacking and subtract 2 from the chance of helping. If they act in a friendly manner add 1 to the chance of helping and subtract 1 from the chance of attacking; if they act in a friendly manner and offer gifts, the modifier is 2 instead of 1.
 
Of course, all this is predicated on the fact that they can parley in a mutually intelligible language; if this is not possible, and they are trying to sign or use mummery to negotiate, add 2 to the chance to attack and subtract 1 from the chance to help.
 
If the party decides to attack suddenly, the chance of gaining surprise on an Indifferent, Friendly, or Cordial group is equal to the chance that they would have helped (2 in 6, 4 in 6, and 6 in 6); surprise only lasts for one round, regardless of the roll. A party that suddenly attacks cannot gain surprise on a Neutral, Uncertain, or Unfriendly group.
 
In the case of a Neutral and Uninterested group, there is a base chance of attack of 1 in 6 and a base chance to help of 1 in 6. After the first interaction, apply all modifiers and then check to see if the creatures attack or help.
 
If Lawful, first check the chance to help; if that fails, then check the chance to attack. If Chaotic, first check the chance to attack; if that fails, then check the chance to help. If Neutral, first check the higher chance, then the lower chance; if both chances are equal, then roll 50/50 to see which chance is checked first. If the creatures do not attack or help, continue the parley…
 

Thursday, April 12, 2018

[Labyrinth Lord] Alternate Thieves Skill System

Sifting through some old disks, I found an old alternate Thieves Skill system I worked on some years ago. It combined elements from Labyrinth Lord, 2E AD&D, and Warlock.
 
The thief chooses eight skills at 1st level from the following list. Each starts at 20%. At 1st level the thief gains 120 points to assign as she wishes, no more than 60 points to any one skill. Plus, an additional number of points equal to the greater of her Dexterity, Intelligence, or Charisma score, which can be divided up or assigned in a single block.
 
Every level thereafter she gains 40 points, no more than 20 points of which can be placed into a single skill. She can also choose to gain a new thief skill, but it must start at 20 points.
 
Here are the skills to choose from:
 
ACROBATICS: Use of this ability includes performing tumbles, flips, handstands, tightrope walking, rope swinging, and so forth. Use to entertain is generally relatively easy unless the stunt is complicated, while use during combat is often difficult and requires penalties even under the best of circumstances.

ARSON: This ability enables the Thief to quickly start fires, assure that fire goes where desired and at the speed desired, burn specific buildings or sections of buildings as appropriate, and so forth, including the detection of an arson job by another arsonist. This skill also enables the Thief to properly and (usually) safely manufacture and handle Greek Fire as well as various fire accelerants.

BLUFF: This broad skill includes all forms of con games (both long and short con), lies, deception, persuasion, diplomacy, haggling, and bargaining.
 
CLIMB: This skill includes climbing trees, ship masts and nets, slopes, walls, sheer surfaces, overhangs, and the proper use of ropes, grapnels and grappling hooks, pitons, and other such equipment.
 
DECIPHER: This skill includes the deciphering of ancient and modern scripts, alchemist and magic-user codes, maps and map symbols, and the memorization and recollection of the same. Special: At 90 and above, this skill can be used to read magic-user scrolls and cast the spells thereupon.
 
DISGUISE: Use of this skill enables the Thief to disguise himself to appear as a generic being of the same or even a different race, or even specific individuals. This skill includes modification of physical appearance, plus mimicry of voice and vocal traits, physical mannerisms, and memorization and application of the “targets” specific personal affairs and knowledge (requires extensive observation for long-term disguise).
 
ENTERTAIN: This skill provides the Thief with in-depth knowledge of and performing abilities in a single sort of entertainment, as well as broad general knowledge of all sorts of medieval entertainment. Possibilities include: musical instrument (specific type), singing, dancing, sword swallowing, mummery, stage magic, puppetry, animal training, buffoonery, and so forth. Special: At 90, 95, and 99 each, the Thief gains in-depth knowledge of another single sort of entertainment.
 
ESCAPE: Successful application of this skill allows the Thief to escape from personal body restraints such as cuffs, shackles, ropes, chains, straitjacket, and so forth; picking locks requires the use of the Locksmith ability, and some of the more complicated and diabolical of these devices require multiple rolls of both skills!
 
EVALUATE: This skill includes the evaluation of common goods, trade goods, and precious treasures, from weaponry and armor to gems and jewelry, works of art, raw materials (especially ivory, furs, hides, and materials of interest to magic-users and alchemists). This is essentially the same skill that a merchant would have to evaluate goods. This skill is especially useful for a Thief with little time on his hands; successful use increases the search rating quality of a location by one grade (from Entrance to Rapid Glance, Rapid Glance to Detailed Look, Detailed Look to Brief Search, and Brief Search to Thorough Examination)
 
GAMBLING: This skill includes the theoretical knowledge of and practical playing skills in various games of skill and chance; it can be applied to regular game play as well as to cheating, and to the detection of other player’s cheating. With games of skill it can be applied as normal, and cheating can up to double the relative skill level of the player, while with games of chance the application of this kind of skill is essentially only in cheating (slipping in weighted dice, using marked cards undetected, etc.) to weigh the game’s chances in the Thief’s favor.
 
HIDE IN SHADOWS: This skill includes hiding in shadows, camouflaging one self in difficult backgrounds, and so on. In order to “slip into nearby shadows” from direct visual sight, the Thief must provide some sort of distraction, perhaps using Slight of Hand, Bluff, a smoke bomb, or some similar skill or device. Any attempt to Hide while moving at half or less normal Speed results in half the normal chances; moving faster than half normal Speed results in merely one-quarter the normal skill chance (all rounded down)!
 
INTIMIDATE: Similar to Bluff, this skill is used to get people to do what you want… by any means necessary. Application of this skill is both physical and mental, and at higher levels includes intimate knowledge of the finer methods and application of torture.
 
LISTEN: This skill subsumes all listening at doors, hearing and discerning noises down a corridor or pit, and listening in on a conversation across a crowded tavern, as well as reading lips.
 
LITIGATION TRICKSTER: This skill includes an intimate and thorough knowledge of the laws, of all grades and classes, and the ability to defend oneself using the law or to prosecute (or persecute) another using the same laws. This skill is also very useful in navigating and understanding bureaucracies so common in cities and Lawful realms, though Decipher skill might also be required to cut through arcane terminology. This skill also subsumes some oratory skills, but use of Bluff or Intimidate are required when the laws really are not with your cause.
 
LOCKSMITH: Successful use of this skill allows the Thief to identify the quality of a lock, pick a lock, repair a lock, manufacture a new lock, make a lock that looks complex but is really simple, make and modify keys, and guess the proper key for a lock from a large ring of keys in a short matter of time. With experience and close study, the Thief can even identify the maker of a specific lock, knowing thereby certain weaknesses and likely combinations between the lock on the chest and any potential traps included therein.
 
POISONS: This skill allows a would-be assassin to safely handle, identify, and brew poisons and antidotes. The skill is not as thorough nor as in-depth as that of true Assassins, however, and proper handling of poison is never assured; however, whenever the Thief might poison himself through mishandling or the fumbling of a weapon, he can make a Poisons check to negate the effect. Note that secretly insinuating an ingestive poison in a drink requires successful use of both the Poisons skill and the Slight-of-Hand skill! Special: At skill levels of 90, 95, and 99 each, the Thief may choose one poison against which he gains immunity.
 
PUZZLES: This skill applies to solving mental puzzles, such as riddles, mazes, the proper order of pushing of buttons and pulling of levers, special oddities, and all other non-script and non-cipher puzzle solving.
 
SAP: This skill allows the Thief to “backstab” a target with a blunt weapon or object (a sap, club, staff, rock, etc.) with the goal of knocking the target unconscious directly rather than causing lethal damage. First, the Thief must make a successful backstab attack with the blunt object. Damage dealt is subdual only; if the target is still conscious after application of subdual damage, the Thief makes a Sap roll; if successful, the target must make a saving throw against Death Ray or Poison, with a penalty equal to the damage dealt or the Sap roll (whichever is higher) and a bonus equal to the AC value of any helm worn (i.e., a Plate-quality helm gives the target a +6 bonus to his saving throw). If the save fails, the target falls unconscious.
 
SCRUTINIZE: This skill subsumes all sorts of searching, spotting, double-checking, sighting, noticing, and other forms of visual observation and perception. It is used to find traps, spot pits, detect secret and concealed doors, and otherwise visually determine the true status or nature of a physical object or area.
 
SLIGHT-OF-HAND: This ability includes small acts of prestidigitation, cutting purses, lifting kerchiefs, picking pockets, and manipulation of fine objects with the fingers. This skill is modified by 5% per level difference greater than 5 levels between the Thief and the target; toward the Thief’s favor if he is of higher level, against the Thief if the target is of higher level.
 
STEALTH: This is the ability to move silently; it is usually used in urban, rural, or dungeon settings. Use in wilderness or cavern settings is at half normal chances, at best. Movement is limited to half normal Speed for best chances; half the skill chance if moving more than half normal Speed up to full Speed, and quarter chances for movement from full Speed to double Speed; it is impossible to use Stealth at faster Speed rates.
 
TRAIL: This ability enables the Thief to find and follow a target unseen through a generally urban or, at best, rural area. The more deserted the streets and wary the target, the more difficult the use of the skill. Disguise skill can be of great help in trailing a subject, as can Hide and Stealth.
 
TRAPSMITH: This is the ability to manufacture or disable traps of all sorts. Lack of the proper tools makes this quite difficult, if not impossible, depending on the nature of the trap. This ability also subsumes the ability to find traps at half its normal value, rounded down, if such skill level is greater than the Scrutinize ability of the Thief.

 

Saturday, March 5, 2011

[House Rules] Player Character Morale

Players may always consider their characters to be death-dealing fearless machines; however, while the player may force the issue, and have the character dive into battle willy-nilly, the character himself may not always feel so very certain about the results! Thus, PC Morale is an important issue.

The table below determines the base Morale of the Player Character, based on the PC's Charisma Score:

Player Character Morale Table
Score ....... Base Morale
1 ...................... 3
2 ...................... 4
3 ...................... 5
4-5 .................. 6
6-8 .................. 7
9-12 ................ 8
13-15 .............. 9
16-17 ............. 10
18 ................... 11
19 ................... 12

A paladin adds his level to his base Morale; a knight adds half his level, rounded up, to his base Morale. A fighter, mystic, or ranger adds 1 to his base Morale every three levels (3rd, 6th, 9th, etc.) [Note: a ranger instead adds his full level to his base Morale when facing goblinoids and giants].

Any magical bonuses that apply to fear effects instead affect a character’s Morale (as does now the bless spell). Note that any character that is immune to fear need never make a morale check! If Morale, after any modifiers, remains at 12 or better, there is no need to check Morale, as the character's morale cannot break (but neither can he gain the benefit of becoming Resolute, see below).

Note: Any time the player responds to surprise or other such events by exclaiming, “I’m scared!” or “I piss myself!” it is an automatic Morale failure, save in the case when the character is a knight or paladin, in which case the player may make a Morale check unmodified by level (but certainly negatively modified if applicable) to not break Morale.

A player must check Morale for his character under the following circumstances:
  • Whenever he is surprised; if surprised by an obviously superior foe (numerically or supernaturally), he suffers a penalty to his Morale of -2 or half the difference in EHD/Levels between him and the most obviously powerful foe, whichever is greater;

  • Whenever encountering certain supernatural or potent and mighty creatures, such as dragons, giants, demons, and devils, or culturally terrifying legendary creatures (i.e., “boogie-men”), whether surprised or not;

  • If a non-spell caster, he must check Morale the first time in an encounter that an enemy spell caster uses obvious magic against the PC party (+2 bonus if his own party has a spell caster);

  • Whenever he is first struck in combat for Hit Point damage;

  • Whenever he falls to less than 1/2 his full Hit Points;

  • The first time a comrade-in-arms/party member is slain or flees in the current combat;

  • Whenever half or more of his party is slain or has fled.

A player character never need make more than three Morale checks in any one encounter; if he makes all three successfully, he is Resolute, and gains a +2 bonus to hit, to damage, to all saving throws, and to all ability checks (+10% to %-based skills) for the rest of the encounter.

The first time he fails a single Morale check, however, he is Shaken, and suffers a -2 penalty to hit, to damage, to saving throws, and to ability checks for the duration of the encounter (-10% to any %-based skills), and spell casters casting spells while shaken suffer a 10% chance of spell failure (base if normally no chance, or increases normal chances); if he successfully makes two subsequent Morale checks, he is no longer Shaken, but he is not Resolute.

If he fails a second Morale check in the same encounter, he is Frightened; he suffers double the penalties as per Shaken, above. If he succeeds at the third Morale check, he is merely Shaken and is no longer Frightened.

Finally, if the character fails his third Morale check in an encounter, he is Panicked; he must drop anything he holds and flee at top speed from the source of his fear, as well as any other dangers he encounters, along a random path. He can’t take any other actions. In addition, he suffers the penalties outlined in Shaken, above. If cornered, a panicked character acts confused, as per the spell confusion. A panicked character can use special abilities, including spells, to flee; indeed, the character must use such means if they are the only way to escape.

Monday, January 10, 2011

[LL House Rules] Alignment in the Realm

Alignment in the Realm is not merely an issue of ethics and morals; taking on an alignment is spiritually aligning oneself metaphysically with one or the other of the opposing Cosmic Forces of Nature, either Law or Chaos. The vast majority of peoples (“Normal Men and Women”) will be Neutral in this battle, as will many adventurers, and even no few clerics. Declaring oneself for Law or Chaos is a very deep and personal action that cannot lightly or easily be undone, though one can all too easily “fall from grace” with one’s Cosmic alliance. There also exists the possibility of Apostates, even hidden within Hierarchies (NB: In this campaign setting, the know alignment spell does not work, and detect evil only senses immediate intent). [Alignments in brackets refer to where a character in the standard 9-alignment system would fall in this new system]

Lawful Good: This alignment represents the best of all that is Good about Law. This is the alignment of the truly Saintly; thus, very, very few fall into the Lawful Good category. Should they ever lift their hand in anger, save against Chaos, they lose Lawful Good status and merely become Lawful, until they can atone through an appropriate quest. Lawful Good clerics need not memorize their spells in the morning; they still need to pray for an hour after eight hours of rest, but they can miraculously (“spontaneously”) cast their spells as they need them; they may only cast “Good” versions of spells, never the Evil versions. They can use any spells listed in the Labyrinth Lord Core book; additional spells from the AEC and otherwise can only be cast after the nature of the miracle has been revealed to them by their deity or one of its servants. Even non-clerical Lawful Good characters and NPCs can gain miraculous benefits, if the need is dire and their faith is strong. [Lawful Good]

Lawful: The Cosmic Force of Law involves all things that are Good and Orderly; Law seeks to bring Order unto Chaos (often, placing Order before individual Freedom) and bring the most Good unto the most beings (often counterpoised with the idea that “The needs of the Many outweigh the needs of the Few”). Note that one cannot truly be Lawful and Evil; Evil is by its nature Chaotic. At best, one who is Lawful can be dispassionate about individual weal, but cannot proactively seek to oppose it. Conversely, one who is Good cannot truly be Chaotic, as Chaos is by its nature Evil and thus opposed to Good (seeking “aggrandizement of the Self whatever the cost to the Other”). Lawful clerics must pray for and memorize spells as per the normal rules; like Lawful Good clerics, they can only choose from the LL Core book, and only the “Good” versions of spells, though they too may have additional spells revealed to them by the Gods of Law. [Lawful Neutral, Neutral Good, Chaotic Good (sometimes)]

Neutral: Most beings fall into this category, choosing neither Law nor Chaos, whether out of a lack of passion for either side or merely because they seek to remain independent from either force. Neutrals can be good or evil, orderly or disorderly, even saintly or diabolic in word and deed; many can be as good as one who is Lawful Good, or as vile as one who is Chaotic Evil. However, Neutrals do not actively serve these Cosmic Forces, even if they may do so unwittingly. Those who act regularly in such a fashion do, however, become targets for recruitment by the servants of the Powers Cosmic. Neutral clerics serve both the Gods of Law and the Gods of Chaos; however, these devout if less-than-zealous clergy cannot advance beyond 6th level without first fully committing themselves to their Cosmic Force. Neutral clerics must keep a Prayer Book/Grimoire, from which they memorize their spells as does a magic-user. The Prayer Book/Grimoire normally contains only the spells their specific Hierarchy allows; to learn to cast any other spell, even a spell otherwise appropriate to their alignment, is considered Heresy! Neutral clerics serving Law, like their Lawful and Lawful Good brethren, cannot wield bladed/piercing weapons. Neutral clerics serving Chaos can use any weapon, even bladed ones (and usually prefer to wield daggers and scimitars). Neutral clerics of Lawful deities, like Lawful and Lawful Good clerics, can only cast the “Good” versions of spells; Neutral clerics of Chaotic deities can cast only the “reversed” or “Evil” versions of spells (yes, this means that there are no normal cure spells available to clerics of Chaotic deities). [Neutral, Chaotic Good (mostly), Lawful Evil (sometimes)]

Chaotic: Metaphysically, Chaos is simply that… Chaos, unbridled action without concern for reaction or causality… it is Eternal, Infinite Cosmic Madness, after a fashion. Chaos doesn’t make sense, as there is no sense, no reason; things just… are, with Chaos. On a personal, mortal level, Chaos is all about Evil, Anarchy, Personal Power, Domination of Others, and Whatever Else We Can Get Away With. That said, followers of Chaos aren’t stupid, or foolish, or even insane, necessarily; they merely place personal self-interest and gratification above all other considerations in all situations. Personal loyalty, notably, isn’t out of order; many Chaotic minions serve their masters unto death not necessarily out of fear, but out of a weird, often sick, and invariably perverse joy… they like giving themselves and their will over to more powerful beings, though most also expect rewards on a quid pro quo basis. Devils, with their strict (if usually roiling and ever-shifting) hierarchy, epitomize the best, “organized” form of Chaos, where terrible and powerful being co-operate enough toward their common goals, if they are still ever out to stab each other in the back to gain a bit of leverage or power. Chaotic and Chaotic Evil clerics, like Neutral clerics of Chaotic deities, may only learn and memorize spells from their Grimoire, or as otherwise provided from time to time (often without rhyme or reason) by their Masters… and woe betide an ambitious lesser functionary who is granted greater powers than his Hierarchal superiors! Chaotic clerics may wield any weapon, preferring daggers, scimitars, and especially poison. [Lawful Evil (mostly), Neutral Evil, Chaotic Neutral]

Chaotic Evil: The epitome of all that is Evil and Nasty in Chaos, Chaotic Evil beings have zero consideration for other beings, and often little enough for themselves; psychopathy and sociopathy are but limited forms of the true Evil that is one who is Chaotic Evil. Merest whims are as great Cosmic Truths; perversions and horrors are as bread and butter. The pain of others is the greatest source of pleasure, whether said pain is a means in pursuit of another end or merely the end in and of itself. Demons and their ilk are the metaphysical personification of Chaos and Evil; they are great enemies of Devils not merely out of simple rivalry over power and influence, but also out of a “lack of dedication” to “The Cause,” whatever that may be to each Demon Lord. Chaotic Evil clerics must use Grimoires, as above, for spell memorization; they may wield any weapon, preferring daggers, scimitars, and especially poison. [Chaotic Evil]

Notes: This system is inspired by the original Law vs. Chaos system from B/X, with a helping of the five-fold alignment system that briefly existed between OD&D and AD&D (LG, LE, N, CG, CE), and a retrenchment of influence from the current alignment system of (gasp!) D&D 4E (LG, G, U, E, CE). The Metaphysical Cosmic Force aspect of it comes from the original sources, the works of Poul Anderson and Michael Moorcock.

Sunday, January 2, 2011

[The Realm] The Realms and the Rules

I am currently using the Realm as a campaign setting for one Labyrinth Lord campaign, and plan to use it for my second, Advanced Edition Companion campaign once I can get that started.

Inspiration for the Realm
As you can tell from its history, the Realm is a post-apocalyptic fantasy setting, though it is still quite strongly High Medieval/late Renaissance in culture and style. Science-fantasy elements are minimal, though present.

The strongest broad influences on the Realm are the default assumptions present in the game itself... there are a lot of dungeons filled with treasure, there are monsters crawling all over each other in the wilderness between the small settlements, and there are a lot of adventurers seeking to loot said treasures and slay (or better, avoid) said monsters.

The strongest pre-existing world that has the strongest influence on the Realm is the Realm of Dungeons & Dragons presented in the old Dungeons & Dragons cartoon. Though I've scrapped the "Dungeon Master" and "Venger" characters and duality, the rest of the nature of the world and its design assumptions are the strongest influence, stylistically, for the Realm.

The works of Lin Carter are another strong influence, particularly the Gondwane Epic and, to a lesser extent, the Thongor Cycle; small realms with diverse landscapes, ancient ruins piled on ancient ruins beneath the very feet of rat-on-a-stick vendors, wandering heroes and scoundrels getting caught up in the strange world around them and either getting chewed up and spit our or grasping the tiger by the tail and building their own kingdoms. The science-fantasy elements come mostly via these sources, especially the use of crystals in magic, floating islands, and the pseudo-science of some wizardry... though such is usually masked artistically (i.e., not chrome and plastic, but gold and gems).

Tolkien's Middle-earth: everything else said aside, elves, dwarves, and hobbits (yup, hobbits, not halflings) are all done up high-fantasy Tolkien style. There are a few exceptions here and there, but they are very much exceptions to this rule. However, like the D&D Cartoon Realm, such races are found mixed together in the towns and villages, as well as living separate and distinct.

Judges Guild's Ready Reference Sheets and other such materials in various JG booklets (Village Book, Castle Book, etc.); the three original LBBs; Holmes; the original 1E Dungeon Masters Guide; select pre-2nd Edition Dragon Magazine articles; select tables and articles from Fight On! magazine; select elements of B/X BlackRazor's B/X Companion; and of course, the works of the OSR fans of the Blogosphere, especially Jeff Rients, Al of Beyond the Black Gate, Joe Bloch, Lord Kilgore, and many others, an article here, a mention there. I also plan to add the Castles & Crusades Castle Keeper's Guide to this list once I secure a copy.

Core House Rules
Here are the current House Rules that I'm using with the Core LL Game:

Roll 3d6 six times in order; if the total modifiers of all six abilities do not equal +1, you may reroll all six;

Your starting level is d6: 1 = 1st level, 2-5 = 2nd level, 6 = 3rd level;

Hit Points at 1st level are equal to your Constitution score plus your class Hit Die plus Constitution Modifier; each level thereafter goes up as normal;

Alignments are: Lawful Good, Lawful, Neutral, Chaotic, Chaotic Evil; alignment is as much an alliegance to a Force as it is a moral/ethical issue;

Lawful Good clerics can cast their spells "miraculously," i.e., do not need to memorize their spells, but still must pray every morning for their spell slots. Lawful clerics gain and memorize spells normally. Neutral, Chaotic, and Chaotic Evil clerics must maintain and use a Prayer Book of spells they are granted by their Hierarchy; to add a spell otherwise to this book is Heresy.

Lawful Good and Lawful clerics can only cast spells in a "good" fashion, i.e., the "normal" version of spells (note the "good" version of animate dead is destroy undead). Chaotic and Chaotic Evil clerics can cast either version of a spell, but of course, rarely use the "good" version of a spell except to save themselves or chosen minions. Chaotic and Chaotic Evil clerics can also use edged weapons.

Neutral clerics cannot advance beyond 7th level.

Clerics can belong to one of the organized temples or not; with a temple, they get hierarchical support, without they are on their own.

Fighters get Weapon Specialization in a weapon of choice at 1st level; +1 to hit and damage OR +1 to AC (if weapon appropriate), choose before Initiative is rolled each round; increases to +2 at 3rd, +3 at 6th, and so forth.

Magic-users get bonus spells for their Intelligence as clerics get bonus spells for Wisdom. Each spell they have memorized also has an attendant Cantrip that can be used again and again (though rarely with certainty) as long as the spell is memorized. In Core MU spellcasting remains otherwise Vancian; I'll use a Spell Slot Power Point system in the AEC Campaign. Magic-users can use any weapons they choose, but only do 1d4 damage with 1-handed weapons; they do 1d6 damage with 2-handed weapons. They can wear armor but not cast spells while wearing it; the armor's AC is one worse, and for encumbrance, it counts as one worse (leather as metal, metal as 30' (10')).

MUs have a spell book for every spell. If they do not have their spell books, they can only re-memorize spells they cast the prior day (Vancian style). All MUs start with a townhouse, small tower, hut, cottage, etc. as their base of operations, needful for the large magical paraphernalia needed to research and maintain their spells (c.f., Shimrod's cottage in Vance's Lyonnese trilogy). They also have a manservant/minor animate/permanent unseen servant/demonling/ etc. to serve them in basic butler/maid/chef capacities at their home.

Thieves in my AEC Campaign will get a wide variety of skills they can choose from, but the Core campaign skills are by the book. They can wear any armor, but it affects them like it does magic-users; if they try to use a skill while wearing it, they suffer a 10% penalty per point of AC the armor provides better than Leather, and if they fail, they fail spectacularly.

Elves get bonus spells as per magic-users, but can only choose one Cantrip per spell level rather than getting all cantrips for all spells memorized. Elves get weapon specialization but can only choose from sword, bow, or spear.

Dwarves get weapon specialization with axes AND hammers OR crossbows.

Hobbits can choose weapon specialization with one weapon OR any three thieves skills that advance as he does.

I have a different pricing scheme for armor; 10 gp for AC 8, 20 gp for AC 7, 40 gp for AC 6, and so forth, up to 2500 gp for AC 0 Jousting Armor.

Characters have three "Loot Carrying Capacities:" Hands-Free/Backpack (400 cn), One-Handed/Small Sack (700 cn), Two-Handed/Large Sack (1,000 cn). We keep track of loot carried and what they have in their hands thusly... the first time they had an encounter while everyone was carrying large sacks was rather comical... the floating disk spell is now considered indispensible!

I keep close track of time in the dungeon and thus of of torches/oil lantern quantities, especially in parties with humans.

Obviously, Resource Management is quite important in my games!

I give 100 XP per HD of creatures slain, overcome, or carefully (not accidentally) avoided, plus GP value of treaure... advancement is at a nice clip, but not blazing, nor classically slow.

We use group Initiative, with PCs then acting either in order that seems most sensible based on the situation at hand or, when in doubt, by Dexterity order.

I use Carl Parlagreco's "Good Hits & Bad Misses" critical hit charts from Dragon #39; Critical Hits are on every Nat 20, Fumbles on every Nat 1; PCs always get saves against really bad results, as do Major Villains.

I use a variant of Jeff Rient's Death's Door rule for PCs and Major Villains.

that's about it for now...