1. Character creation is drastically shortened:
1.1 - Roll 2d6 +2 in order for ability scores, then you get all the boons on the table below depending on your results. This cuts the middlemen between rolling for scores to assign you a class, and then having that class give you your special stuff.
1.2 - Roll money and buy starting gear. You can carry 2 items in a belt (inmediate access), and 6 in a pack somewhere (takes 1 turn to search for it). Any extra item counts as "bulky". Certain items are bulky per definition (2-handed swords, polearms, a chest, platemail).
Carrying a bulky item makes you encumbered; but you can ignore one for each +1 force save you have.
2. In the table, “+ Items” means specialist's items like lockpicks, remove-trap devices, healing kits, poison brewing tools, etc. There should be a list. Basically you choose one and it makes your character capable of using that kind of stuff, while others normally aren't. The rate of success is 2 in 6 normally, picking the same item multiple times increases it by +1, up to 5 in 6. Strange racial abilities like dwarven architecture is represented by an intangible item.
3. Spell levels are changed from OD&D: 3rd and 4th level become 3rd; 5th and 6th become 4th.
* You get 1 spell of your max level and 3 of every other level below (learn as many as you want but you can only wield that much at a given time)
*Use magic item is (your max spell level) in 6. Magic wands or staves only work if you know a spell of the same level as the one they hold.
* Spells have no HD limits on choosing targets.
* Clerics and Mages are the same, just choose from whatever list you want.
* Fireballs take a hit for each caster's level; target gets to save for half. Magic missile is 2, save for half. Breath weapons also work like this: 1d6+x hits, save for half sounds like a good dragon breath.
* You must make a save to cast when in plate armor or when carrying a shield. On a fail, you lose the turn but not the spell.
4. Combat works by rolling 1d6 over AC. Success substracts 1 HD (hit points are not used). You can roll all your attacks at the same time or one by one; to a single enemy or to various adjacent ones. Just roll all those d6 and check how many of them hit:
Base 2
Shield or Leather 3
Chain, Plate or Leather + Shield 4
Plate + Shield or Chain + Shield 5
Wearing plate armor adds +1 hit
Dexterity grants AC only when unencumbered, and maximum AC is 5 at all times.
Attacks with surprise add 3 dice to the attack (three potential hits) instead of taking a whole round. Don't get surprised.
5. Saving Throws
5.1. Saves work by rolling x in 6, all of them start at 1 though mods might apply:
* Stealth for attempting thief skills or avoid breath attacks.
* Force for avoiding grapple, paralyzation and inoculated poison. The bonus also adds to hits dealt in melee damage (only applies to one attack each turn and only to an attack that has Hit)
* Find for noticing traps, also used to hear noise and find secret doors
* Will for save vs unclassificable. Saves vs death are at -1. Adds to reaction rolls and hireling morale.
5.2. An unified save as in S&W can be used instead based on level only, mods applying (death and poison at -1):
level 1= 1
level 2-4= 2
level 5-7= 3
level 8+ = 4 (always leave room for a +1 helping magic item)
Force, will, find and stealth still have other uses beside saving vs dangers so the table is still fine. Personally I like the second option better but the first one allows for not tracking levels at all.
6. Monster Conversion:
* Monsters get +1 attack at four, seven and ten Hit Dice, added to whatever they already got in their sheet. Alternativelly for each attack make an attack deal 1 more damage on a hit (whatever suits the monster best, the power is roughly equivalent)
* For each 2 attacks of less than 1d6 damage, they get 1 attack instead
* Monsters with armor better than plate+shield get HD x1.5 instead
* Attacks deal 1 hit for each d6 they would otherwise take, same for healing. 1d6+2 or 1d6+4 approximate to 2 hits
HD: 7
AC: 4 (as is equivalent to chain and shield on original rules)
Attacks: It would get 4, but as I don't want to increase the likelyhood to poison per round (4 in 6 per attack) I keep 2 attacks but each takes 2 HD on a hit.
7. Turning undead works as a reaction roll triggered by presenting a holy symbol to the undead: neutral is "held at bay", positive result destroys/dispels mindless undead, but those who have autonomy or a nearby lair will flee. They get a saving throw to negate this effect (use the highest Saving throw of all undead present, consider it the "leader"). Alternativelly, just substract their Saving throw from the reaction roll.
Certain spells such as light or protection from evil work as a holy symbol.
8. Every level roll 1d6 and raise that ability score by 1, then choose and raise another one by 1. Use any xp chart you like as long as everyone uses the same one.
9. Non-human races can swap their main ability score with the highest one rolled and add 1. For example, hobbits swap their highest roll to dexterity and get +1 on it. But it might carry unwanted penalties (- 3 to strength, cannot use big weapons).This method also makes it easy to create fast NPCs, if you prefer to use them than from a bestiary statblock.
10. Magic Swords increase the damage done per attack by 1. Fighter types with more constitution are organically more capable of taking advantage of this, as they deal more attacks per round. A magic sword that originally has +3 to hit vs any monster, here translates to +1 to hit AND +1 damage.
11. As all weapons do the same damage (just like in the original) keep on using your favorite houserules for that. I think that a good idea is to make 2 handed swords deal +1 damage in a single attack each turn, at the attacker's will. That or allow the wearer to attack any opponent charging towards them before they get to do the same, even if they have the initiative.
Daggers attack always after swords or common monsters. I have serious trouble thinking on how to rule unarmed damage. I accept suggerences. One idea is adding an extra attack to your #attacks and discarding the highest result. Another is having PCs dealing damage only on a succesful force save.
12. I specifically think a priori that Od&d will suit this better because of the "all d6 hit dice" and the "all d6 weapons" might adapt better to the "all is 1 hit" combat. But probably there is not much difference with any ruleset.



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