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House rules (v 1.0)
Initiative and Armor:
-heavy armor = no INIT bonus;
-medium armor = max INIT bonus of -1;
-light armor = max INIT bonus of -2;

Critical Hits/misses
-natural 20 does max damage for weapon used
-natural 1 gives attack of oppurtunity to foe (melee) or hits ally (missile)

Breaking off from Melee:
-Fall Back Fighting: move half your movement rate away from opponent in whatever direction you choose; any bonuses to hit are added to your AC; you still get an attack, but with no bonuses;
-Withdraw: maove your full movement rate but still facing your opponet; any attack bonuses are added to AC but you get no return attack;
-Flee: one opponent gets an attack of oppurtunity (i.e. one attack routine) at +2 to hit

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AD&D Greyhawk Campaign, set in the Hold of the Sea Princes Rodaxx