Tarnhelm's Terrible Tome: House Rules For 0e Games
Tarnhelm's Terrible Tome: House Rules For 0e Games
Tarnhelm's Terrible Tome: House Rules For 0e Games
Terrible Tome
House Rules For 0e Games
Tarnhelm’s Terrible Tome
House Rules For 0e Games
Version 1.0 (March 17, 2013)
Copyright © 2013 Randall S Stukey
All Art is in the public domain.
The rules in this booklet (or at least those the GM elects to use) override
any contradictory rules in the 0e rulebooks. In cases of direct conflict, the
rules in this booklet should be used unless the GM decides otherwise.
There is one completely new rule in this booklet: Special Shield Defense.
This rule, in one form or another, has become common in old school
game over the past four years. I like it, so my version is included here.
Important Note: The rules in this booklet change the way 0e works in
both major and minor ways. Some people will probably claim that some
of the more major changes turn the game into something that is no
longer “really 0e”. This point-of-view would have been alien to at least
90% of the groups of 0e players I was familiar with in the 1970s.
Back then, each 0e campaign was different, often very different, from
other 0e campaigns. Groups borrowed rules from magazines like The
Dragon and Judges Guild Journal, from fanzines, from third party
products like Warlock and the Arduin Grimoire, and from other
campaigns. To top it off, most campaigns had house rules that
campaign’s GM had thought up. There were no game police declaring
campaigns that used spell points, percentile combat rolls, playing cards
instead of dice, etc. were “not real 0e”.
So, if you believe that the rules changes in this booklet would turn a
game into “not really 0e,” don’t use these rules. However, please don’t
try to convince others that games using these rules would have normally
been considered “not really 0e” back in the 1970s when 0e was standard
version of the game -- as that is nothing but revisionist history.
Spellcasters incude any class able to learn and cast spells: Magic-Users,
Clerics, Druids, Illusionists, Bards (and Rangers and Paladins in some
versions of 0e).
Fighter Bonus: Fighting Men have a Fighter Bonus equal to 1 plus their
Level/4, rounded up. Other Fighting Classes have a Fighter Bonus equal
to their Level/5, rounded up.
When “stat bonus” is mentioned in these rules, the general stat bonus
should be used unless otherwise indicated.
Magic Dart – An arcane caster can shoot a 1d4 dart of magic energy
from the tip of their handmade wand once per round provided no other
action is taken. The arcane caster must roll to hit the target normally.
Range: short 60; medium 120; long 180. Usable once per round if no
other action taken. Requires pointing a handmade wand at the target and
costs 1 HP per use. The visible effects can be whatever the Magic-User
desires. This does not affect damage, it only adds color to the ability.
Some examples: Light a candle or pipe with a flame from the finger tip.
Dust things – at first level a minor magic spell might be needed for each
shelf or piece of furniture, while at third level a single spell might dust a
room and at sixth level the magic-user's the entire floor of a house or
tower. Tie or untie a knot. Float coins from the magic-users coin purse to
a merchant's hand.
Smite - A divine caster may imbue his normal weapon with holy power
allowing it to hit monsters that normally require silver or even magical
weapons to hit. Spending 1 HP before making the attack roll will allow
hitting monsters that require silver (or other special non-magical)
weapons to hit. Spending 2HP before making the attack roll will allow
hitting monsters that require magical weapons to hit.
The word “word” should be taken loosely. For example, the name of a
culture/location should be considered “one word” even if it is “Holy
Panamon Imperium” “Blue Knight of the Holy Panamon Imperium” could
count as “two words” if such clearly describes a single background in the
campaign world.
Skills
There are no specific skills in 0e. Instead players are expected to think
like adventurers, tell the GM what they are doing and the GM decides if it
will succeed in the situation, taking into account the characters’ classes
and backgrounds. If the GM decides a random success chance is truly
needed he may resolve the situation with a roll of his choice or he may
call for one of the following rolls:
Primary Skill Roll: 1d20 + Stat Bonus + Class Level if the character is
attempting something directly related to their class or background.
Secondary Skill Roll: 1d20 + Stat Bonus + (Class Level/2, round up) if
the character is attempting something only loosely related to their class
or background.
Minor Skill Roll: 1d20 +Stat Bonus + (Class Level/3, round down) if the
character is attempting something not really related to their class or
background.
When the GM calls for a skill roll, he will declare the type of skill roll,
which stat the skill roll falls under, and any situational modifiers and the
player will make a skill roll. (The GM should make the roll in secret if
Tarnhelm’s Terrible Tome -5-
seeing the result would give the player more information than his
character should have.)
Roll higher than the GM assigned Difficulty Class to succeed. Unless the
GM rules otherwise, a natural roll of 20 always succeeds for a Primary
Skill Roll. Suggested Difficulty Classes: Easy - 8, Normal - 12, Difficult -
16, Hard - 20, Very Hard - 24, Legendary - 28, Unbelievable - 32.
Dark: Dark aligned characters only care about themselves and those
who are currently useful to them. While they may not go out of their way
to harm others, they do not care if others are harmed as long as they
succeed at their personal goals. They are generally only willing to help
others/society if they get something they want or need out of it. If given
power over others they tend to abuse it and use it mainly to help
themselves.
Neutral: Neutral characters tend to put themselves and their friends first,
but will generally not allow others to come to unnecessary harm or
inconvenience in order to succeed. They are willing to help
others/society so long as doing so is not inconvenient. If given power
over others, they tend to use it for good, but they and their friends come
first.
Virtues and Vices (Optional): As in real life, each character has virtues
(admirable character traits) and vices (not so admirable character traits).
Players select six traits from the lists below before play starts. Neutral
characters must select three from each list. Light aligned characters
must select at least one (but no more than two) vices. Dark aligned
characters must select at least one (but no more than two) virtues.
Players can select virtues and vices not on the list with GM approval.
Players should select virtues and vices they are willing to roleplay when
appropriate. While there is no mechanical penalty for failing to do so,
GMs who award XP for roleplaying will likely consider how when the
character roleplays his virtues and vices when awarding suc XP.
Body Points (BP): All characters have 20 Body Points. If Body Points
reach 0, the character is dead. Each two points of body damage a
character has suffered gives a -1 to all attack, success, saving, and
similar D20 rolls.
Recovering Hit Points: All characters recover all hit points after six
hours of total rest. If a character has lost Body Points due to wounds,
only 50% of total hit points lost are recovered per six hours of rest.
Healing Body Point Damage: Body points lost recover at a rate equal
to the character’s CON Bonus (minimum of 1 point regained) per full day
of complete rest. If a character with up to 50% Body Point damage (up to
10 points of BP damage if base 20 BP is used) performs more than very
light activity or careful, slow travel during a day, he has a 50% chance of
losing an additional body point. If a character with more 50% of Body
Point damaged (11 or more points of BP damage if base 20 BP is used)
does anything other than rest quietly in bed during a day, he has a 50%
chance of losing an additional body point.
Healing Magic: Cure spells or their equivalent no longer affect hit points
on characters (but continue to do so on creatures who only have hit
points). A Cure Light Wounds (or equivalent) will cure 1d2+1 Body
Points. A Cure Serious Wounds (or equivalent) will cure 3d2+3 Body
Points. In either case, 1 point will be cured per 10 minutes of rest after
the spell is cast (up to the maximum the spell will cure), if the rest in
interrupted any remaining points of healing are lost.
Second Wind (Optional): Once per day, characters may regain 20% of
their total hit points (round up) by resting in a safe place for an hour while
eating a meal. This amount is reduced by 2 hp per point of body damage
(to a minimum of 0 hp recovered).
Arcane casters start with Read Magic and 1d2 additional first level spells
in their spell book (which must be approved by the GM) and can add
more spells by finding (or buying) them on scrolls or books and copying
them into his spell book.
Divine casters start with 1d2 first spells in their prayer book (which must
be approved by the GM) and can add more spells by finding (or buying)
them on scrolls or books and copying them into his prayer book.
A divine caster can memorize up Level plus WIS bonus spells and these
spells can be directly cast (others spells may be cast via a casting ritual).
An arcane caster requires his spell book and 1 hour of prayer to change
the spells he has memorized.
Casting Cost: Direct casting a spell of any kind costs Hit Points. The
cost is 1 + the level of the spell being cast if the spell is cast with an
implement and 1 + twice the level of the spell being cast if the spell is
cast without an implement:
Although there are ways to reduce the cost of casting spells, the casting
cost cannot be reduced below 2 Hit Points.
Signature Spells: Both arcane and divine casters select one ‘signature’
spell per spell level from first upward that they prefer to use over any
other. These spells are easier to cast due to familiarity, costing 1 less HP
to use. Signature spells are always in memory and do not count against
the number of spells a caster can memorize.
Ritual Magic
Both arcane and divine casters can perform ritual magic to cast spells of
any level (and other special rituals that might be found in old books or
scrolls) provided the caster has a written copy of the spell or ritual, any
needed materials (mainly required by special rituals), and the time and
space needed to perform the ritual.
Counterspells
Arcane spell casters have the ability to disrupt other arcane casters by
attempting to counter the spell. Casters can attempt to counter any type
of arcane spell; however they get a -1 penalty when countering spells
cast by a class different from their class.
The moment that a spell is cast, any caster within range (10 feet per
level) and who has not yet acted that round may abandon their planned
action to try to counter the spell. In order to succeed the countering
caster must make a magic attack roll and beat a DC equal to 20 + (spell
caster's level) at a cost of 3 + the level of the spell being countered in
HP. Before rolling they may choose to use their magical energies to
improve their chances of success: for each additional 2 HP spent (for
each 3 HP spent if the caster is of a different class), their roll gains +1
bonus.
Critical Hits
A natural 20 that would otherwise hit is automatically a critical hit doing
maximum damage and doing a number of body points damage equal to
the number of damage dice rolled (normally 1). Most monsters do not
have body points, so a critical hit will do maximum damage plus a normal
damage roll to them and cause them to lose their next attack.
Critical Misses
A natural roll of 1 is a critical miss. Unless the optional rule below is
used, the only effect of a critical miss is that the attack always fails,
regardless of modifiers.
For example, a 5th level fighter (maximum combat stunt penalties of -4)
might want to do a great blow causing 4 points extra damage in
exchange for reducing his AC until his next action and reducing his
chance to hit with the attack. For example, +4 to damage, -2 to AC and -
2 to hit would balance the bonuses and penalties.
Weapon Damage
Characters of any class can use any weapon. However, because of
different levels of training, the amount of damage a character can do with
a given weapon varies the type of weapon and the wielder’s class. The
Weapon Damage Table below is used instead of any other weapon
damage given in the rules.
Note that a form of this rule was in the original 0e, but is not in some 0e
retroclones. It is listed as a house rule here because the author feels that
without it, many situations will automatically default to combat which isn’t
really in a good idea in 0e games.
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Strike Speed: Characters and monsters act in order of their strike speed
from high to low. Base Strike Speed is determined by their action type in
the table below. Characters/Monster add +5 to the Base Strike Speed if
their side has initiative. Fighting Classes add their Fighter Bonus.
Monsters add one-half their hit dice, rounded down if the GM classes
them as fighters. (Ties in Strike Speed are resolved by Character
Level/Monster Hit Dice, with the higher acting first.) The Strike modifier
from a character’s combat stance is added if the GM use this option.
SS Weapon/Attack Action
1 Read Scroll
2 Cast Spell
3 Short Length Weapon
4 Medium Length Weapon
5 Long Weapon
6 Very Long Weapon
7 Pole Arms
8 Missile Fire/Arcane Blast
9 Breath Weapon
10 Glance
Base Armor Class: Each class has a base armor class that is in effect
anytime the character is conscious and not tied up to the point they can't
move at all. This base armor class takes into account the character's
combat training which allows him to dodge and parry blows.
Armor: Armor adds to the character's Base AC when worn. Armor may
have side effects for some classes.
Petitioning for divine intervention can be done at any time provided the
character is capable of thought. A d100 roll on the appropriate table
using the column for the characters level below will determine the result.
Clerics, Druids, and Paladins add 5 to their level before consulting the
chart.
Greater Deity
Result 1-5 6-10 11-15 16-20 21+
Retribution 01-80 01-70 01-60 01-50 01-40
No Effect 81-95 71-90 61-85 51-80 41-70
Intervention 96-00 91-00 86-00 81-00 71-00
Major Deity
Result 1-5 6-10 11-15 16-20 21+
Retribution 01-70 01-60 01-40 01-30 01-20
No Effect 81-90 61-80 41-70 31-60 21-50
Intervention 91-00 81-00 71-00 61-00 51-00
Minor Deity
Result 1-5 6-10 11-15 16-20 21+
Retribution 01-60 01-40 01-30 01-20 01-15
No Effect 61-85 41-75 31-65 11-55 16-45
Intervention 86-00 76-00 66-00 56-00 46-00
-26- Tarnhelm’s Terrible Tome
Demi-God
Result 1-5 6-10 11-15 16-20 21+
Retribution 01-50 01-30 01-20 01-10 01-05
No Effect 51-80 31-65 11-55 11-45 06-35
Intervention 81-00 66-00 56-00 46-00 36-00
Characters may make an offering to their deity before rolling for divine
intervention. All offerings musty be in the possession of the petitioner at
the time of the request (deities do not accept IOUs). This table lists the
die roll modifier for various types of offerings:
Only evil deities accept the sacrifice of intelligent beings. A minor quest
will take 4 to 8 months. A major quest will take 1 to 3 years. The quest
will be imposed by the deity (and need not involve actual questing).
Special Spells by Deity (Optional): Deities may not offer all of the
standard Divine Spells (Cleric) to their clerics. They may simply not
provide some of the standard spells, substitute special spells for some of
the standard spells, or even add additional spells to the standard spells.
* A Mnemonic Mage must spent at least one hour of time studying his
spell books to memorize any spells. Therefore, while it only takes 10
minutes to force a single minor spell into memory, if that is the only spell
the Mnemonic Mage wishes to memorize, it still takes him one hour to do
so.
Spell Lists: The Minor spell class includes spells from the first and
second level magic-user spell list. The Lesser spell class includes spells
First level Mnemonic Mages start with a spell book holding the Cantrip
spell and 3 minor spells, 2 lesser spells, and 1 greater spell. The player
may select two of the minor spells from those the GM allows were
available to the mage during his apprenticeship, the others are selected
by the GM by whatever method he wishes.
10% of the arcane scrolls and spell books found as random treasure
should contain spells in mnemonic form. These items are useless to a
standard magic-user.
Spell Casting:To cast a memorized spell, all the Mnemonic Mage needs
to do is to recite it. This releases the spell from his memory and causes it
to take effect. Once cast, the spell is no longer in memory. A Mnemonic
Mage cannot cast spells through ritual magic although he may perform
special rituals (that do not duplicate spells) through ritual magic.
Memory and Lore: Due to the training required to hold spells in memory
a Mnemonic Mage can set easily memorize long passages of speech or
written text. As they must study ancient history and civilizations, they are
storehouses of historical information, and can often identify legendary
and magic items that appear in old tales.
Saving Throw Bonus: If using the single saving throw system from
S&W, Mnemonic Mages gain a bonus of +2 on all saving throw rolls
against spells, including spells from magic wands and staffs.
* Ignore not using the single saving throw system from S&W.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan,
Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on
original material by E. Gary Gygax and Dave Arneson.
Microlite20 © 2006, Robin V. Stacey (robin@greywulf.net)
M20 Hard Core Rules © 2008, Alex Shroder
Microlite74 © 2008, Randall S. Stukey
Swords & Wizardry © 2008. Matthew J. Finch
Swords & Wizardry: Whitebox © 2008. Matthew J. Finch Authors Matt Finch and Marv
Breig
Labyrinth Lord © 2007-2009, Daniel Proctor
Dark Dungeons published 2010, no copyright is asserted on the original text found in this
work.
Microlite74 2.0 © 2009, Randall S. Stukey
Microlite75 © 2011, Randall S. Stukey
Microlite74 3.0 Extended © 2011, Randall S. Stukey
Microlite74 3.0 Companion I © 2011, Randall S. Stukey
Microlite74 Swords & Sorcery © 2012, Randall S. Stukey
Tarnhelm’s Terrible Tome © 2013, Randall S. Stukey
[End of License]
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