House Rules

Tom’s House Rules (in progress)

Important Mechanics & General Rules

Character Generation


The standard coin is a silver piece, not gold. All prices in gp should be read as sp. Coins are silver, copper, and gold. There are no electrum or platinum pieces.

15 silver or copper coins = 1 lb. in weight, and are round. 10gp = 1 lb., because gold is heavier.

1gp = 10sp = 50cp. Each 1sp gained by adventuring = 1xp.

Silver pieces are called shillings, copper are pennies, 1/2 copper is a bit; they are round, with a hole in the middle (to aid in splitting), about the size and thickness of a large peppermint Life-Saver. Gold coins are called crowns, and are square with a round hole in the middle (to aid in splitting), and are about the size and thickness of a quarter.

Encumbrance, Rounds, Movement

Calculating encumbrance can alternatively be done using the old English unit of the “stone” (that is, approx. 14 pounds). For example, a grown man weighs approximately 11 to 12 stone.

We’re going to round 1 stone off to 15 pounds, just because. Conversions for gear are as follows:

15 coins = 1 lb., 15 pounds = 1 stone.

Heavy weapons include the polearm, halberd, pike, two-handed sword, morning star, flail, and battle axe. Light weapons include the sword, mace, hand axe, and bow – or items like a helmet, small sack of coins, large chalice, etc. Tiny items are counted only if a character carries a large number of them; such gear as a dagger, potion, scroll, jewelry, etc. can be counted at 1 stone per 6 items, if so desired. Obviously, every 150 coins of treasure adds 1 stone (a backpack or large sack can carry 2 stone worth).

A combat round is 10 seconds. An exploration turn is 10 minutes.

Conversions for movement categories are as follows (1” = 5 feet = 1 movement square)

It should be fairly easy to remember the 5-10-20 stone weight maximum categories (for movement rates of 12”, 6”, and 3”). Yes, a greater Strength should be able to carry more stone weight, but this system assumes that BULK impedes movement just as much as WEIGHT, and is not considered dead LIFT capacity (which would obviously be greater). Alternate rule: Up to 1/3 Strength (1 pt of STR = 1 stone ) for 12” move, then up to 2/3 Strength for 9”, and then up to full Strength for 6”, allowing “encumbered” movement, 3” rate, at up to twice Strength score.


There are no alignment languages. Bitch, please.


Luck points can be used as a bonus of +1 to any Save or Ability check die of 5, or as a re-roll of a die during combat or a challenge. You can use as many Luck points as you like, but you can only use them once per roll. You can also use Luck points to re-roll a combat roll or a damage roll, but only once per roll.

You start off each session with 1 Luck point plus 1 for each point of Charisma modifier you have (up to a max of 4 at the start). The Referee might grant additional Luck points throughout the session for exceptional roleplaying, making everyone at the table spit out their Mountain Dew and Cheetos, or the like. It behooves you to spend the points as needed, but perhaps not profligately. The Referee might occasionally call for a Luck roll to resolve a particular situation, which is similar to a skill check (needs a 6 to succeed), with any remaining Luck points as a modifier. And no, you can’t use a Luck point to re-roll a Luck roll…

Wear and Tear

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