B/X House Rules

Some ideas for using the Dungeons & Dragons rules from 1981…

TASK ABILITY CHECKS (HARD DIFFICULTY)
* 18 or more : Ability Score 3
* 17 or more : Ability Score 4 to 5
* 16 or more : Ability Score 6 to 8
* 15 or more : Ability Score 9 to 12
* 14 or more : Ability Score 13 to 15
* 13 or more : Ability Score 16 to 17
* 12 or more : Ability Score 18

Modifiers to d20 task roll:
* +10 for EASY difficulty
* -10 for EXTREME difficulty

SAVING THROWS
* Poison/Death Ray (also toxins, diseases, radiation)
* Magic Wand (also energy shocks, electrical power currents)
* Turn to Stone/Paralysis (petrification, Tasers)
* Dragon Breath (also catastrophes, explosions, collapsing buildings, vehicle crashes)
* Spells/Magic Staff (any anomalies, exposure to eldritch dimensions)

COMBAT INITIATIVE
One round lasts about 10 seconds.
Surprised: No turn in first round.
Initiative: All roll and add bonus from Dexterity.
* Highest individual initiative takes first turn. At end of turn, player then chooses next character to take a turn.
* Round ends after all characters on both sides have each had one turn.
* At start of next round, all individuals roll again for new initiative and repeat these steps until one side is defeated, surrenders, escapes, or successfully negotiates to stop hostilities.

SWEEPING ATTACKS
Roll one “to hit” attack roll per turn against any one target and one additional Level 0 or 1 Hit Die target per attacker’s level. Compare the attack roll versus each target’s AC and apply the same damage to each hit target. Example: A Level 7 character could attack one ogre (Hit Dice 4+1) and up to seven orcs (Hit Dice 1) with the same attack roll.

SOCIAL CHECKS (NEUTRAL NPCS)
(one check allowed on each NPC per 24 hours)
* 18 or more : Charisma Score 3
* 17 or more : Charisma Score 4 to 5
* 16 or more : Charisma Score 6 to 8
* 15 or more : Charisma Score 9 to 12
* 14 or more : Charisma Score 13 to 15
* 13 or more : Charisma Score 16 to 17
* 12 or more : Charisma Score 18

Modifiers to the d20 social roll:
* +10 for FRIENDY NPCs
* -10 for HOSTILE NPCs

Results…

Failure: Decreases NPC’s attitude by one step for 24 hours.

Success (Neutral, Hostile): Improves NPC’s attitude by one step for 24 hours.

Success (Friendly): Once per day, gain one boon…
* Learn a secret known to NPC.
* Know NPC’s intentions or goals.
* Access to NPC’s restricted areas.
* One-time use of NPC’s gear.

SUCCESS WITH DELAY
Instead of a failed task ability check, meaning “the character cannot succeed,” the Game Master may rule the action can be successful if taking more time. The character’s player may then decide to abandon the effort or stay focused to complete the task. (This rule doesn’t apply to attacks or saving throws.)

Assuming a successful task takes 1 “unit” of time (a round, minute, hour, day, week, or year), the duration to complete a task on a failed roll is based on the character’s closest related ability score:
* 8 units … Ability Score 3 or less
* 7 units … Ability Score 4 to 5
* 6 units … Ability Score 6 to 8
* 5 units … Ability Score 9 to 12
* 4 units … Ability Score 13 to 15
* 3 units … Ability Score 16 to 17
* 2 units … Ability Score 18 or more

Examples…

One-Round Tasks: Pick a simple lock, find and disable a trap, stow a weapon, search a chest, or search for secret doors on a 5-foot section of wall.

One-Minute Tasks: Pick a complex lock, search a small room or a corpse, calm a frightened animal, give a rousing speech to allies, break down a door, hide a small item, loot a chest, or pack up supplies.

One-Hour Tasks: Explore one wing of a ruin, forage for food or water, set up camp and cook a meal, interrogate a captured foe, translate or decipher a manuscript or book chapter written in a foreign language, carouse in one tavern for news and rumors, repair slightly damaged armor and weapons.

One-Day Tasks: Research a topic at a library or archive, craft a basic item (worth 2 g.p. or less), build a basic structure (large tent, barricade, raft), write a detailed report or coded message, carouse across an entire town for news and rumors, set traps to fortify a location, explore or search an area 5 miles by 5 miles.

One-Month Tasks: Build a specific small structure (forge, library, safehouse), conduct an archaeological dig, train a local militia, raise funds through a trade (profession, crime, performance), write a book.