Make the Character
- Roll 3d6, total them, and write them down in any order.
- Any score above 13 gives you a +1 in that ability.
- What is your race?
- Human: unlimited
- Dwarf: fighter 6th, thief 6th
- Elf: fighter 4th, magic-user 8th
- Halfling: fighter 4th, thief 6th
- Are you a fighter, magic-user, cleric or thief?
- When rolling your hit points, and add your constitution score for 1st level.
- What's your character's name?
Equip the Character
STEP #1: ROLL FOR STARTING GOLD
Roll 3d6 x 10 to determine your starting gold pieces.
STEP #2: BASE ADVENTURER KIT
Spend 15 gp to purchase the base adventurers kit.
- Large sack (2 gp)
- 1 week of standard rations (5 gp)
- Water skin (1 gp)
- 6 torches (1 gp)
- Flint and steel (1 gp)
- Suit of clothes (2 gp)
- Bedroll (3 gp)
STEP #3: ARMOR
Pick one type of armor.
- Leather Armor (15 gp)
- Chain-type Armor (30 gp)
- Plate (50 gp)
Optionally, pay for any or all of the following:
- Shield (10 gp, +1 AC)
- Helmet (10 gp, without helmet suffer -1 AC)
- Gorget (10 gp, +1 AC vs. vampires)
STEP #4: MELEE WEAPONS
Choose a melee technique:
- Sword & Board
(If you select sword & board, but don’t buy a shield, you’re just fighting one-handed.)
Sword & Board: 1d6 damage unless otherwise noted.
- Dagger (3 gp, 2d6 take lowest damage)
- Hand Axe (3 gp, 2d6 take lowest damage)
- Mace (5 gp)
- Sword (10 gp)
- Battle Axe (7 gp)
- Morning Star (6 gp)
- Flail (8 gp)
- Spear (1 gp, provides reach)
Dual-Wielding: Pick any two Sword & Board weapons (+1 to attack).
Two-Handed: 2d6 take highest damage.
- Pole Arm (7 gp, provides reach)
- Halberd (7 gp, provides reach)
- Pike (5 gp, provides reach)
- Two-Handed Sword (16 gp)
- Lance (4 gp, must be riding horse)
STEP #5: MISSILE WEAPONS
You can optionally select a ranged weapon in addition to your melee technique:
- Sling (1 gp, 2d6 damage take lowest)
- Light Crossbow (15 gp, 2d6 take lowest damage, 1 round reload, 1-hand fire)
- Heavy Crossbow (25 gp, 3d6 take highest damage, 2 round reload)
- Short Bow (25 gp, 2d6 take lowest damage, 2 shots round)
- Long Bow (40 gp, 2d6 take highest damage, 2 shots round)
Ammunition: Sling stones can be gathered from the wilderness at no cost.
- 20 arrows (5 gp) + Quiver (5 gp)
- 30 quarrels (5 gp) + Case (5 gp)
STEP #6: ADDITIONAL EQUIPMENT PACKAGES
Optionally select one or more additional equipment packages. You can also roll 1d6 to select one randomly.
- Lockpicks (30 gp)
- 20' spool of wire (10 gp)
- 6 sticks of chalk (1 gp)
- 12 iron spikes (6 gp)
- 6 wooden stakes (1 gp)
- Mallet (2 gp)
Prepared Adventurer Package:
- Ink, quill, 10 pieces parchment (5 gp)
- 50' rope (1 gp)
- Lantern (10 gp)
- 3 flasks of oil (6 gp)
- 10' pole (1 gp)
- Bedroll (1 gp)
- Small tent (4 gp)
- 1 week iron rations (15 gp)
- Leather Backpack (5 gp)
Basic Mount Package
- Light Horse (40 gp)
- Saddle (25 gp)
- Saddle Bags (10 gp)
One-Handed Weapons: 1d6
Two-Handed Weapons: 2d6, take highest
Light Weapons: 2d6, take lowest
Short Bow: 2d6, take lowest
Long Bow: 2d6, take highest
Light Crossbow: 2d6, take lowest
Heavy Crossbow: 3d6, take highest
Dual-wielding grants you a +1 bonus on your attack roll. On a hit, you deal damage as per the most effective weapon. (You can’t dual-wield with a two-handed weapons unless you have more than two hands.)
Not wearing a helmet inflicts a -1 penalty to Armor Class.
(This was another rule prompted by consideration of the equipment list: Helmets are listed, but what are they good for?)
Shields grant a +1 bonus to Armor Class (as shown on the combat tables) when they are readied. (Surprised characters do not benefit from their shields.) In addition:
Shields Shall Be Splintered:Whenever you take damage, you can opt to have the damage absorbed by your shield. The shield is splintered and destroyed, but you don’t take any damage from the blow.
Magic Shields: You can do the same with a magic shield, but the shield won’t be destroyed. Instead there will be a 75% chance that the shield will lose +1 of its enchantment.
Magic Shields vs. Spells: In addition, you can automatically sacrifice +1 from a magic shield in order to make a successful save vs. any spell, breath weapon, gaze, or similar effect.
What I like about all of these house rules, however, is that they provide a simple-yet-effective method of making greatsword wielders (effectively +1 damage), dual-wielders (+1 to hit), and sword-and-boarders (+1 AC plus the splintering) all mechanically diverse and rewarding options.)
MOVE/TURN IN THE UNDERWORLD
1 turn = 10 minutes = 10 rounds = 2 moves
1 segment = 5 minutes = 1 move
1 move = speed x 10 feet
1 turn = 2 moves = speed x 20 feet
1 turn of flight = speed x 40 feet
Search a 10’ wall = 1 full turn
Listening/ESP/Clairvoyance/X-Ray = 1 quarter turn
(Check out Reactions to OD&D: Turns, Rounds, and Segments – Oh My! for a complete description of archaeological text work that was required to piece out this system.)
- Roll 1d6 for surprise if necessary
- Roll 1d6 for the party and 1d6 for the opponents to determine initiative, ties go to the party
- highest roll goes first
- You get to make a movement and an action (in any order) or hold
- Lower roll moves second, and the cycle (3-5) repeats until battle is complete
lifted and modified from: https://thealexandrian.net/wordpress/45636/roleplaying-games/character-creation-in-5-sentences-dd-1974