Ideas/house rules for OSR D&D -
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Usage die from the Black Hack. Hack. An item with charges has a usage die associated associated with it. Each time a charges or charges are used, roll the usage die: if the result is 1 or 2, the then the usage die is downgraded to the next lower die in the following chain: d30 > d20 > d12 > d10 > d8 > d6 > d4 When you roll a 1-2 1 -2 on a d4 the item i tem is expended and the character has no more of it left or there are no more charges.
Proficiency and non-proficiency -
Proficiency with weapons, armour, and tools (e.g. thieves’ tools) are determined by class. If you are not proficient with an item, you can still use it but with a penalty. (What penalty? -2, -4, or -5 on d20?)
Shields shall be splintered: lose your shield to avoid taking damage from an attack; can decide after damage is rolled. Helms shall be sundered: lose your helm to avoid taking damage from an attack: can decide after damage is rolled. Stunned for 1d4 rounds. Tasks: roll d20 under a relevant attribute. Lower, success; higher, failure; spot on, succeed with a complication. Natural 20: botch with with serious consequences (damage (damage or serious setback); natural 1, stellar success with unhoped-for bonus. “Skills”: if your class or background plausibly gives you some kind of skill at a task, roll d20 under a relevant attribute with advantage (i.e., roll two and take the best result).
Attacks: Critical hit (natural 20): regain hp equal to 1d6 x level or roll on Arduin Critical Hit table. Your enemies do the same, but randomly (1- 3 hp boost, 4-6 crit table). Fumble (natural 1): Consult the damage die: 1-5, stumble or lose grip, spend one round to recover; 6, break weapon. Two-handed weapons: deal +1 damage on a hit, always attack last in round. Dual-wielding: gain +1 to hit, light one-handed weapons only. Injury and death: When reduced to 0 hit points, save vs death: if successful, you are unconscious for 1d6 rounds then awaken at 1 hp. Failure signifies death. (Does not apply to critical hit results that cause death.) Spellcasting:
Spellcasters have a grimoire (MUs) or a holy book (clerics) containing the spells they know. Non-literate spellcasters have analogous mnemonic devices (string of bones, carved staff, inscribed stones, etc.). SPELL ROLL: Arcane spellcasters may attempt to retain a spell in memory by passing a saving throw vs. spells minus the spell’s level plus their Int modifier. If the roll fails, the spell is cast and forgotten as normal. If the roll is passed, the spell is retained to be cast again. If a 1 is rolled the spell fails, is lost, and something weird may happen. If a 20 is rolled something amazing may happen. Elves do not make spell rolls. (From James V. West’s house rules for LL.) DETECT MAGIC: Arcane casters may detect the presence of magic on a 1-in-6 without using the detect magic spell. For every 3 levels of experience this ability improves by 1, though it is never better than 5-in-6. They cannot know the nature of magic using this intuitive ability. (From James V. West’s house rules for LL.)