Category Archives: Home Brew Hacks

Just some house rules that I made up.

Fleeting Luck: Not Just For DCC

Lankhmar for Dungeon Crawl Classics will be hitting the shelves some time soonish. The PDF’s have gone out to Kickstarter backers (Yep, I’m one) and the physical copies should be in my grubby hands in a couple months or so. One of the new mechanics added was Fleeting Luck which has been around a while for public consumption and comment for a while. I’ve used in Dungeon Crawl Classics and Mutant Crawl Classics and the players loved it. Then I got to thinking why not use it other games.
So here’s a real brief outline how Fleeting Luck works. The PC’s each get a Fleeting Luck Point at the beginning of the session. If player rolls a Natural 20 or does something cool then they get another point. If any of the players roll a Natural 1 then ALL of the players lose all of their Fleeting Luck.
Since other games don’t have a Luck Score like DCC, I looked around and thought what could I use? Oh yeah. Hello, Fifth Edition. Inspiration Points. So if you don’t Inspiration Points let the player roll two d20’s and take the better for checks. And there you go. Use Inspiration Points with the Fleeting Luck mechanic.
There is one change that I would make for Fifth Edition, I wouldn’t let characters use Fleeting Luck to heal. There’s plenty (almost too much) healing in 5E.

White Box House Rules Version 2


Still working and tweaking and brainstorming. You know that feeling. So here’s the bulk of the House Rules for my White Box Games. And like many things it’s still a work in progress. And helps explain the character sheet I did last week.
I like using the x in d6 for lots of different things and I think that it works well. If you go back in the blog archives, I talked about other systems too like using Saves As Skills and using an x in d12 system. Those things I’ll probably keep in my back pocket for Swords & Wizardry Complete/Core hack.
Plus I’m still doing some tweaks on races and classes. So stay tuned for that.
So here’s why you’re here: White Box House Rules V2
Also go ahead and check out the Downloads Page for other stuff. Yes, I know there some typos in some old stuff.

Version 2 of the White Box Character Sheet

The actual house rules that go with this are still a crazy mess that only I can understand. So that will hopefully get posted next week. But I made some tweaks based around my own ideas. YMMV. And could work for about any of the versions of the Swords & Wizardry. Once again YMMV and depends on the house rules.
Enjoy folks!
White Box Character Sheet V2

Episode 40: Know When To Hold ‘Em. Know When To Roll ‘Em

And we’re back with a new episode. I decided to a little break. Both because of the happy holidays and because of stupid Internet drama. Just didn’t feel like doing an episode.
But here it is and back into the saddle again. This episode is about when to roll dice. When not to. When to roll in the open and when to roll in secret. I also continue with my readings and thoughts from the 0E Little Brown Books and give notice that I’m already thinking of some changes and making plans for the New Year.
Here you go. Episode 40

Even More Variable Weapon Damage for White Box

So yep still playing around getting ready to run a White Box game. We’ve talked some scheduling within the group and it looks like it will be just after the New Year. Yep, we plan that far ahead. Anyway, on to the subject at hand. I’ve been thinking about weapon damage and making a little variable or swingy as some say. My first gut instinct was just port in the variable weapon damage and HD from Supplement 1 or Basic. While it would probably work, it just doesn’t keep with the vibe of White Box (just needing d20’s and d6’s). I thought a bit and then I remembered some bits from Open D6. Hey that might work.
So here’s the low down. Each +3 bonus becomes an additional die. For example:
A fighter with 15 Str (+1) with a +2 Sword (d6+2). Normally, that would be 1d6+3. Under this it becomes 2d6.
Let’s take the same fighter but this time give him a +5 Great Sword. Normally, that be 1d6+7. Under this that become 3d6+1
Now let’s take these two examples and look at averages:
1d6+3: 6.5; 2d6: 7
1d6+7: 10.5; 3d6+1, 11.5
And now damage range:
1d6+3, 4 to 9; 2d6, 2 to 12
1d6+7, 8 to 14; 3d6+1, 4 to 19
Averages are close enough for my tastes. The damage ranges are more variable and have more of a bell curve. Which can put the idea of a crit that does more damage based on the damage roll rather than the to-hit roll. And it let’s the players roll more dice which most enjoy. Of course, the same would go for monsters and NPC’s too. So the PC’s might be on the receiving end of that damage.
Once again, the dice have not yet met the table on this one and YMMV.
I just talked about a Frankengame on the podcast. And this is an example.

House Rules: Season To Taste

Yep. House Rules. They’re like in every recipe you read. Season to taste. My philosophic rambles I’ll put in the Playing It Wrong Podcast. As mater of fact, here’s Episode 28: House Rules: Season To Taste. But then you’re here on the blog to read. So a reading you shall do. I’ve come up with a couple more house rules for my White Box campaign.

Why are you cool? Each player character gets a +1 bonus to something specific (HP, Attack, Save, AC, etc) or an extra “skill”(Roll 1d6: 1=1 in 6, 2-5=2 in 6, 6=3 in 6). Talk it out. Up to GM approval. Just a little boost to make the player characters been more special and customized without being overpowering.

Death & Dying: Save or Die=Dead. Level drain and so. Still dead. If “Normal” damage takes a character to Negative CON score HP then dead. Otherwise the character is at 0 HP. Make a System Shock check*. Failure means the character is dead. If successful then character then the character is still alive but will bleed out in a number of rounds equal to the number rolled on the System Shock check.

* System Shock: That’s in the Version 1 of the house rules. Here’s the quick version. X in d6 Chance based on character’s Constitution score.
3 to 5: 1 in d6
6 to 8: 2 in d6
9 to 12: 3 in d6
13 to 16: 4 in d6
17 to 18: 5 in d6

For reference: Here’s a link to the free PDF of the Third Printing of the Swords & Wizardry version; or the Fantastic Medieval Adventures by Seattle Hill Games. They’re both great and nearly identical. So get both…

White Box House Rules Version 1

Yes, I’m still working/prepping for a White Box (Swords & Wizardry/Fantastic Medieval Adventures) campaign. But if you’ve been around this blog more than one then you know that I just love house rules. So I put together my Version 1 of them. Because I know I’m going to change up some the stuff in there before I start. Ideas will come up and some feedback (Hopefully) will happen. So this is very much a living document.
I’m also hacking the basic classes and putting together my own versions of the “Advanced” classes plus some others that I just think are cool. And since I’m messing with classes I’ll probably do some other races too. And do some versions of the classic spells that are from Supplement 1: Greyhawk. Chances are that will end up as a cheap PDF on RPGNow. It’s been way too long since I’ve published anything but then I’ve said that before. Sigh.
White Box House Rules Ver 1
Like I said. Changes will happen to it. And remember folks. Roll Dice. Have Fun. That’s always a house rule.