What would a campaign be without a few tweaks and revisions to the rules?

  1. Alignment: Although the notions of good/evil and law/chaos exist as abstract concepts within the setting, alignment and its “footprint” on the rules system have been removed. This includes spells and related magical effects like Detect Evil or Protection from Evil.
  2. Classes: All classes in the PHB, aside from the Paladin, are available as PCs.
  3. Criticals & Fumbles: I’ve made some great charts based on material that originally appeared in Dragon. These also address the subject of weapon damage.
  4. Death’s Door: Instead of the rules for “knocking on death’s door,” whereby a PC is unconscious between 0 and -10 hitpoints, the interval is between 0 and half CON +5, rounded up. The reasoning here is to make DD more varied and character specific. (Source: Tarania)
  5. Dropping Things: A dropped boulder (or any heavy weight) will do damage as follows: Each 1o lbs. of weight will inflict one point of damage per foot of distance dropped between 10′ and 60′.
  6. Encumbrance: Basic encumbrance rules apply (see page 78 in the PHB).
  7. Hit Points: All characters begin the game with the maximum value of their Class’ Hit Dice, combined with their CON score and regular Hit Point Adjustment (if any). For example, a Fighter with a CON score of 16 would begin the game with 28 HP. As a member of the Warrior Class Group, he would receive the full 10 of his d10 Hit Die. His CON score would be added to this number (10 + 16 = 26), and finally his Hit Point Adjustment (26 + 2 = 28). Note that this is strictly a one-time deal. When our Fighter reaches 2nd Level, he will roll 1d10 and add his +2 bonus to the result to determine his Hit Point increase.
  8. Magic Armor: For every +1 of the armor’s enchantment, it weights 20% less than it’s non-magical equivalent. Example: A +3 suit of platemail would weigh 60% less than normal platemail. (Source: General Starlight)
  9. Oil (flammable): A hurled glass flask of flaming oil must MISS a saving throw vs crushing blow (20 on d20) in order to break and catch fire. Flaming oil does 2d4 hit points of damage, maybe more against especially flammable opponents.
  10. Penetration Damage: This occurs when a monster or character rolls the maximum number on any damage die. When this happens the beast/character can immediately get an additional damage die of that type as penetration damage (but not including any bonuses, just as with multipliers). The result of the extra die, less one point (so penetration can actually result in zero extra damage if a one is rolled), is added to the total damage. This process continues indefinitely (but there’s always only a -1 subtracted from the extra die, even if it’s, say, the third die of penetration damage) as long as the damage die in question continues to come up maximum. (Source: Hackmaster)
  11. Perception (PER): Perception is an ability score that measures a character’s awareness of his environment. Typically this applies to normal sense impressions: sight, hearing, smell, sensitivity to temperature changes, etc., but it can also be useful when a character is actively scanning an area for signs of magic. The primary use for PER is making PER checks. The roll is modified according to how concealed or subtle the particular item/sense impression is, as well as whether or not the particular item/impression is actively being looked for or monitored. For example, noticing a coin on the floor in front of you would require no modifiers, while perceiving a slight change in temperature might call for -4 modifier to the PER check. Actively looking for or monitoring a particular item or element of a character’s environment would add +2 to the PER check.
  12. Proficiencies: There is no extra slot cost associated with taking proficiencies outside of one’s class group. However, a strange array of skills must be adequately explained in the character’s background.
  13. Races: Only humans are available as PC. See the section(s) on Peoples.
  14. Read Magic: This spell does not exist in Lands of Yore. In essence it has been replaced by the Rune Lore proficiency, which is a non-magical skill.
  15. Spell Components: Material components are only necessary for certain spells. See the DM for clarification.
  16. Weapon Restrictions: There are no restrictions as to what types of weapons a particular class has access to. In other words, a mage can become proficient in any weapon, though he gains weapon proficiencies as normal.
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