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House rules

We play using the following rules, options and house rules.

Base Rules

The base rules are Basic Fantasy Role-Playing Game, third edition. It is available free as a pdf.

Published Supplements

We use the following supplements:

House Rules

Hit Points

We don’t roll for HP--assume the highest possible roll for each hit die. This applies to PCs as well as most NPCs and monsters.

Ability Rolls

In the book, Ability Rolls are listed as an optional rule. We use this rule, with the following modification:

When asked make and Ability Roll (or an Attribute Check), roll 2d10 and add your full Ability Score plus any modifier given by the DM. If the total is 21 or greater, you succeed. If your roll is 19 or less you fail. If the total is exactly 20, it’s technically a failure, but see the “Miss by One” house rule below.

A “natural 1” is always a failure and a “natural 20” always succeeds.

Luck

In addition to Strength, Intelligence, Wisdom, Constitution, and Charisma, we also use a Luck stat. A new character’s Luck is 10-(sum of all the ability modifiers).

Minimum Ability Scores by Class and Race

As written, the rules require certain ability scores to play certain character types. For example a Dwarven Thief requires both Constitution and Dexterity to be 9 or better. Bloodport replaces these rules by modifying ability scores based on race and class:

Race/Class Bonus Penalties
Dwarf +1 CON -1 DEX
-1 CHR
Elf +1 DEX -1 STR
-1 CON
Halfing +1 CHR -1 STR
-1 CON
Human +1 ANY*none
Fighter +1 STR -1 INT
Cleric +1 WIS none
Magic-user +1 INT -1 STR
Thief +1 DEX -1 WIS

These combine to form this table:

Dwarf Elf Human Halfling
Fighter +1 STR
-1 INT
-1 DEX
+1 CON
-1 CHR
-1 INT
+1 DEX
-1 CON
+1 STR
-1 INT
+1 any
-1 INT
-1 CON
+1 CHR
Cleric +1 WIS
-1 DEX
+1 CON
-1 CHR
-1 STR
+1 WIS
+1 DEX
-1 CON
+1 WIS
+1 any
-1 STR
+1 WIS
-1 CON
+1 CHR
Magic-Userno-2 STR
+1 INT
+1 DEX
-1 CON
-1 STR
+1 INT
+1 any
no
Thief -1 DEX
+1 CON
-1 CHR
-1 STR
-1 WIS
+2 DEX
-1 CON
-1 WIS
+1 DEX
+1 any
-1 STR
-1 WIS
+1 DEX
-1 CON
+1 CHR

Miss by One

When making an ability roll or a saving throw and you miss the target roll by exactly 1, you can choose to have a “bad thing” happen in exchange for a success. Sometimes the DM will ask you what the bad thing is, and sometimes he’ll declare it without your input.

Example: Jalice is jumping across a cavern, so the DM asks her for a Strength Check. Jalice has a Strength of 13, but the DM assigns a -3 penalty to the roll because she is carrying a heavy load. Her player rolls the dice and get 10. 10 + 13 (her strength) - 3 (the penalty) = 20, 1 less than the 21 she needed (See Ability Rolls, above). Rather than plummet to her death, Jalice tells the DM that she’ll take the Bad Thing. The DM rules that she barely made the jump, just clinging to the ledge on the other side; as a result she’s lost her weapon and pack as they fall into the inky darkness below.

Saving Throws

Rather than use the arbitrary Poison, Paralysis, etc. types of Saving Throws we will use Ability Rolls. When saving, though, a character’s general experience helps and he made add his level bonus to the roll.