My personal D&D

Here we go. My personal D&D. Have fun.
Roll 3d6 in order for STR, INT, WIS, CON, DEX, CHA.
No ability modifiers
(from necropraxis)
dH = Hit Dice of class
Roll 2dH twice for beginning weapons; re-roll duplicates if desired.
  1. Hand axe (can be thrown)
  2. Club, cudgel, or truncheon
  3. Sling (ranged)
  4. Dagger (can be thrown)
  5. Quarterstaff
  6. Crossbow (ranged) 8. Short sword
  7. Long sword
  8. Short bow (ranged)
  9. Mace
  10. Battle axe
  11. Spear (bulky, can be thrown)
  12. Long bow (bulky, ranged)
  13. Halberd or other pole arm (bulky)
  14. Two-handed sword (bulky)
Roll dH for beginning armor.
  1. No armor
  2. Shield
  3. Leather
  4. Leather & shield
  5. Chain
  6. Chain & shield 7. Plate
  7. Plate & shield
Roll d20 four times; re-roll duplicates if desired.
  1. Holy water
  2. Wolvesbane
  3. Belladonna
  4. Garlic
  5. Small mirror
  6. Mallet & stakes (6)
  7. Small hammer & Iron spikes (12)
  8. Grappling hook & rope (50 feet)
  9. Tinder box & Torches (6)
  10. Lantern & flasks of oil (3)
  11. Ten foot pole
  12. Rations
  13. Tent & bedroll
  14. Fishing gear
  15. Lockpicks
  16. Book, pen, ink
  17. Riding horse, tack, saddlebags
  18. Mule, tack, saddlebags
  19. Canoe & paddle
  20. Ancient super science battery
Batteries will have a limited number of charges. The referee should track charges secretly.
Each PC begins play with
Two sets of travelling clothes Backback
Belt pouch
Water skin
3 empty sacks (for loot, of course)
2d10 gp
Additional equipment is rolled on the equipment table above (4d20, as specified). Any class can use any weapon or armor (though armor decreases movement through encumbrance and penalizes actions requiring fine motor control); characters do dH damage.
A skill that is related to your class and/or background has a better success chance. Referee determines what to roll.
Saving Throw (d20)
Fighters: roll equal to or under Level+4
Magic-users: roll equal to or under Level+5
Other player characters: roll equal to or under Level+6
Monsters: roll equal to or under HD+5
OR use Stat Checks
Unarmored: AC 0
Cloth: AC 1
Leather: AC 2
Studded Leather: AC 3
Chainmail: AC 4
Splint mail: AC 5
Full plate: AC 6
Shield: add +1
Group initiative: each side rolls 1d6, higher roll goes first (determine who goes when), lower goes last; draw=simultaneous attacks; roll initiative each round
To-hit rolls (d20)
Calculate Attack Value (AV)
Fighting-men: 10+(Level*2/3 – rounded)
Magic-users: 10+(Level/3 – rounded)
Other player characters: 10+(Level/2 – rounded down)
Monsters: HD+10
To hit: roll 1d20 ABOVE target‘s AC, but below or equal to your AV
Critical hit: roll exactly your AV; double the damage you roll
Stat checks
Option 1: Roll either 1d6, 2d6, 4d6 or even more, equal to or under the stat
Option 2: Roll 1d20 equal to or under the stat
Option 3: Roll (1d20 + 1 or more points bonus if the stat is high + Level) equal to or higher than 15
Option 4: Roll 2d6 + 1 or 2 points bonus if the stat is high equal to or higher than 9. Increase/decrease as needed
Pick a class. Every race that‘s not a human gets some modifiers to stats.
Fighting-man: Starting hp 10; HD 1d8; Damage d4 per Level (either roll all d4s against one opponent, or distribute them between foes; only one to-hit roll for all dice).
Magic-users: Starting hp 6; HD 1d4; Damage 1d4. Start with 3+Level Spell Points.
Others: Starting hp 8; HD 1d6. Damage 1d6.
Creating classes
base class on one of the three base classes; give them an interesting twist.
Importing other character classes
Use the perks/special abilities of any character class. Gain a new perk every few levels. Be creative.
Spell Points: Level+3 magic-users; cast spell for free, then save vs. WIS or INT to see if the spell drained your energy. Fail this roll and lose the spell level in points. You can cast every damn spell you can lay your hands on, and spells might be written, etched, tattooed or memorized – same game mechanic.

# of attacks: 1 (1-4 HD); 2 (5-9 HD); 3 (10-14 HD); 4 (15+ HD)

Attack Value: HD+10
Format: HD, armor, powers, equipment
Damage: 1 HD, or eyeball it
Special abilities are triggered when monster rolls a critical hit
1XP per GP, round weird totals to account for monster killed, 2000 then twice the new number for every level, +10 000 per level above 9. Add 1 HD. Maybe gain a new perk.
Common sense
Establishing prices
(ideas: Zak S., Necropraxis)
Number of letters in one item: price in standard coinage of your world (Gold standard? Silver standard?)
Negative adjectives decrease price: reduce price by # of letters; if price=0, reduce the type of currency one step down (gp>sp>cp), then continue subtracting copper pieces based on the remaining unused letters in the negative adjectives. If you bottom out of copper, well good luck, it’s trashed.
Large bulk purchases/sales of mundane items: roll (2d6+3) x 10% x list price.
Establishing treasure
(stolen from:
Use this die progression: d0/d4/d6/d8/d10/d12/d20/d100
To generate the value of a hoard:
Roll a d6. This tells you the number of significant digits in the hoard’s value. If you plan to feature hoards of 1 million gp or greater in value, you may adjust the die type upwards as you please.
To generate the value of specific items in the hoard:
Roll a d8 and a d4. The d4 tells you how many significant digits in the item’s value, and the d8 tells you which die type from the above progression to roll for the leftmost significant digit (the “head”). If an exact value is required, based on a use of the Appraise skill or whatever other method you prefer, roll 1d10 for each remaining significant digit. “0” on the d10s is read as zero, not ten.
e.g. You roll a 6 on the d8 and a 4 on the d4. This means the item is worth roughly d12 x 1000 gp. The d12 comes up 10. The item is worth roughly 10,000gp. A PC uses the appraise skill, so 3d10 are rolled, generating 3, 0, and 5. The item is worth 10,305 gp.

One continues using this process until the total value of the individual items in the hoard has the same number, or greater, as the number of significant digits in the total hoard value.

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