ofCthulhu's one-shot od&d rules (V 0.1)
Intent
These are the house rules i use for od&d ones shots. My goal is to move away from the strategic survival horror style play of od&d, and reward reckless over the top action. They are meant for short pick-up games where mayhem and chaos make for a more entertaining game than careful planning and logistics.
they are a mix of stuff i’ve gotten from here, there, and everywhere.
Character Generation
- Starting Level:
- Characters begin at Level 3.
- Starting gold: Roll 3d6 × 30 GP.
- Ability Scores:
- Roll 4d6 6 times. Drop the lowest roll.
- Assign scores to attributes freely.
- Hit Points:
- Re-roll any 1s when rolling hit dice (HD).
- Roll for see if you get a magic item.
Magic Item Determination Table
When determining if a character has a magic item, roll 1d6 and consult the table below:
Roll (1d6) | Result |
---|---|
1 | no item |
2 | Potion |
3 | +2 weapon |
4 | +1 Weapon |
5 | +1 Armor |
6 | + 2 Armor |
Ability Bonuses
General Rules:
- Abilities 13+ give a +1 bonus.
Strength (STR):
- 13+: +1 to hit and damage (all classes).
Intelligence (INT):
- 13+: +1 additional 1st-level Magic-User spell.
Wisdom (WIS):
- 13+: +1 additional 1st-level Cleric spell.
Dexterity (DEX):
- 13+: 1 point bonus to AC.
Constitution (CON):
- 13+: +1 HP per HD.
Charisma (CHA):
- 13+: +1 to Reaction Rolls.
Combat Rules
Combat Round Structure
- Determine Surprise:
- Each side rolls 1d6.
- 1-2: The side is surprised for 1 round.
- 3 or more: No surprise.
- Roll Initiative:
- Both sides roll 1d6.
- The higher roll acts first; ties resolve as simultaneous actions.
- Within simultaneous actions, Dexterity determines the order.
- Casters who lose initiative and are hit before their turn lose their spell.
- Resolve Actions:
- Actions are resolved by side:
- High initiative group acts first.
- Low initiative group acts second.
- Actions are resolved by side:
Critical Hits
- A natural 20 adds +1 damage.
- The attacker may target the opponent’s head (if desired). Helmets negate this effect.
Charging
- Grants a 1-round bonus of:
- +1 to hit.
- +1 to damage.
- Imposes a 1 point penalty to AC during the round.
Weapon Damage
- Standard weapons deal 1d6 damage.
- Exceptions:
- Giants and creatures larger than Trolls/Ogres: 2d6 damage.
- Two-handed weapons: 1d6 + 1 damage.
- Two-handed fighting: 1d6 + 1 damage (only one attack per round).
- Improvised weapons and fists: 1d6 - 3 damage.
- Charging with a lance or spears set vs. charge: +1 damage.
Fighting Styles
- One weapon + shield: Grants +1 AC.
- Helmet doesn't not grant a bonus to AC. It just prevents your brains from getting splattered all over yourself, your friends, and your opponents on a critical hit.
Unconsciousness and Death
- Unconsciousness:
- A character is unconscious at 0 HP.
- Unconscious characters cannot act and are prone.
- Death:
- A character dies when their HP drops to negative levels equal to their character level.
- Example: A 3rd-level character dies at -3 HP.