House Rules

This is a general list of house rules for mechanics. Expect this to be occasionally updated as rules are added/remembered in game (it’s been long enough I’m rusty on what rules are house vs official)


  • Male and Female characters get the same stat adjustments
    • Female characters originally received negatives to physical attributes such as Str and Con in comparison to the male counter parts of the same race.

Eligible Classes per Race Adjustments

  • Half Elves can dual class for the purpose of becoming Bards.
    • Though Half Elves are listed as being able to become Bards they, being non-humans, can only have the ability to multiclass whereas to become a Bard one needs to be able to dual class. This was nevery clarified/corrected by TSR.
  • Dwarven PCs can be Clerics.
    • Normally only NPC Dwarves can be Clerics.
  • Halfling PCs can be Druids.
    • Normally only NPC Halflings can be Druids.
  • Class Level Limits for Non Human races
    • If a non-human character meets the stats requirements for reaching the max level possible for her race then that character has an unlimited level cap.
    • Normally a non-human has a level cap for classes regardless of her physical stats.


  • Level up training is not necessary.
    • In AD&D a PC needs to train between adventures to go up in level; this training equals to 1 week per level equal to the level the PC is entering. This is after the PC gains all necessary experience and also cost 2000gp per level per week.
  • Treasure and money does translate to xp with the following stipulations:
    • XP is only awarded upon returning to a place where the party can sell the treasure and use/store money.
    • Anything left in the adventure cannot count towards XP
    • Magic items have two xp values that are dependent on whether the magic item is kept or sold.
      • If kept the user of the magic item gets a small bonus xp award (about a sixth the value of sell value).
        • If kept XP cannot be gained later on from selling the item.
        • If later sold the XP award for keeping the item is not revoked.
        • What qualifies is DM’s discretion (hint: no claiming the xp award and then selling the item at the first town).
      • If sold the party gets an XP award equal to the amount the item sold.


  • Money weight and encumbrance
    • All coins weight a tenth of a pound
    • The normal encumbrance of a player is 500 coins before factoring in strength.


  • Critical Failure
    • When a natural 1 on an attack is rolled the attack automaically fails and the individual (regardless if PC or opponent) must roll a d% to determine an additional effect. In addition the individual’s turn ends regardless of results of d% roll.
      • Roll d%
        • 1-50 end turn. no other effects
        • 51-60 drop weapon
        • 61-70 hit ally (rolled randomly based off encounter)
        • 71-80 drop weapon and hit ally (rolled randomly based off encounter)
        • 81-90 Hit Self
        • 91-99 Hit Self and drop weapon
        • 100 Weapon shatters and PC is treated to equivalent of a critical hit on self
      • For Projectile-based ranged weapons (e.g. bow and crossbow) weapon effects are applied to the launcher (bow, crossbow) and not the projectile (arrow, bolt)
      • For spells that require attack rolls, ignore weapon effect and just apply hit effect.
    • Critical Failures did not become official rules until 3rd Edition.
  • Critical Hits
    • On the roll of a natural 20, an individual automatically hits and does double damage with the attack (determined by rolling damage twice).
      • Critical Hits did not become official rules until 3rd Edition
  • Negative Hit Points
    • When a PC hits 0 hit points he or she will be knocked unconscious.
      • Any additional damage taken will contribute to negative HP score to a max of -10. Upon hitting -10 the PC dies.
      • If the damage that takes the PC to 0 also takes the PC to -6 then a permanent negative trait is applied as well (insanity, scarring, loss of member, etc)
      • Though a mainstay of D&D now, the negative -10 HP scale did not officially exist until 2nd or 3rd Edition AD&D. Before that it was a popular house rule.

House Rules

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