House Rules


Round Sequence
1. Determine SURPRISE – roll 1d6 [DMG 61]

  • A surprised party loses the first round of activity
  • Lost segments are subtracted from the subsequent round of the surprised party
    Example: A party is surprised by monsters with a lost segment value of 3. The party would only have 7 segments worth of time to strike or cast spells in the second round. This would preclude some high level clerical spells and unwieldy weapons such as a two-handed sword.

2. Determine DISTANCE – roll 1d6+4 x 5” or squares [DMG 62]

  • Note: spell casting must be declared before initiative is rolled

3. Determine INITIATIVE – roll 1d6 each party

4. Determine results of ACTIONS by party with initiative

  • Avoid [DMG 63]
  • Parley
  • Await Enemy Action (defer initiative)
  • Discharge Missiles/Spells
    Note: Cannot move and fire missiles or cast spells
  • Move to striking range or Charge [DMG 64]
    Option: Move up to half distance and strike a blow
    Option: Charge in a straight line to move full distance and attack
  • Set weapons
  • Strike blows
  • Cannot use multiple attacks if moved – multiple attacks only function on second round of being stationary
  • Grapple
  • i. Delay Action
  • i. This only comes into play when waiting for another player to do something – compare weapon speed or spell casting segments for order.
    Example: the party wants to wait until the cleric casts dispel magic into a room before charging in – the spell takes 6 segments, so only characters with weapon speed of 4 or less can attack, although everyone can move.

5. Determine results of ACTIONS by party with initiative

  • Check morale as appropriate


Armor and encumbrance govern movement speed. Inches indicate actual squares in tactical game scale.

Armor base movement:

None, Elfin Chain or Leather, : 12"
Banded, Chain, Padded or Studded Leather: 9"
Scale, Plate or Splint: 6"

Magic armor increases movement by one level (e.g. from 6-9, from 9-12).

Encumbrance base movement:

Based on a flat scale of 9", assuming average (70#) encumbrance. For up to 35# of encumbrance, movement is 12". For up to 105#, movement is 6", and for any more than this movement is 3-4" with no running possible. This includes armor, and is modified by strength; thus, a character with a 15 strength (+100#) has a 12" movement up to 135#, 9" movement up to 170#, etc.

More information can be found in the PHB, pages 101-102.

Combat Actions

In a round a character may move perform one of the following:

  1. Move their full movement
  2. Make a half move and attack or
  3. Cast a spell

Weapon vs Armor Type

Use the AC value based on the type of armor, not the modified for magic.


Simply subtract your modified “To Hit” roll from your THACO; this will tell you what AC you have hit.

For example, if you have a THACO of 18, and your modified roll to hit an opponent is 16, you have hit AC 2. If you had rolled a 19, on the other hand, you have then hit AC -1.

Critical Hits

Whenever a character’s “To Hit” roll comes up a natural 20, double damage is inflicted. For Thieves performing “Back Stab” maneuvers, on a roll of natural 20, increase the damage multiplier by one; attacks normally dealing double damage now deal triple, etc.

Critical Misses

When a character’s “To Hit” roll comes up a natural 1, he has fumbled, and something bad may happen. Roll a second 20-sided die, modifying by the bonus granted by any magical weapon. If the modified result of this roll is is over 10, the character simply misses; less than 10, the character has thrown his weapon 1d3 squares in a random direction determined by the roll of 1d8. If the modified roll comes up 3 or less, the weapon is instead broken.

Ganging Up

When more than one combatant attacks a single opponent, all attackers gain a bonus equal to their total number. Thus, if four characters attack a single opponent, all four characters gain +4 to their attack rolls. There is a maximum limit of four attackers on a single medium-sized foe at any one time; more than this becomes cumbersome rather than helpful as attackers get in each others’ way. For large opponents, the total attackers allowed is 6, and for huge and larger, the total allowed is eight, though “gang up” bonuses still cap at +4.

Parting Shots

Parting shots, as we know them, are in the first edition DMG, page 70, “Breaking off from Melee.” Whenever a character disengages from an unfinished combat, his opponent may make a single attack at him, treating the fleeing party as being stunned and attacked from the rear. This means the attack gains +4 to hit and thieves may attempt a Back Stab. In our game, characters may opt to negate this free attack by performing a “Fighting withdrawal,” but opponents may always negate a fighting withdrawal by choosing to move with the character, continuing combat as they move.

Weaponless Combat

Rather than using the odd percentile system for weaponless combat included in the Dungeon Master’s Guide, weaponless combat (brawling) will be scored as any other combat, with all combatants assumed to be proficient in the use of hands and feet. Hands deal 1d4 damage, half of which is always subdual and half real, and feet deal 1d6, half subdual and half real. Monks, of course, deal full real damage with hands and feet, and unlike other characters, can choose to deal all subdual damage if they desire.


No material components – all spells are assumed to require verbal and somatic components. No spell casting with your hands tied.

House Rules

White Plume Mountain Andaeson