2. Ulflandia B/X House Rules (this post)
3. Influences, Yoinking and Appendix N
3. Influences, Yoinking and Appendix N
4. Solo Romping
5. Weather, Time, Rumors and Other Minutiae
...
GENERAL & COMBAT- Criticals: no effect on a 20 rolled (this was the players' choice). 🕇🕇
- AAC: Ascending Armor Class, that's how we roll.
- Maneuvers: attacker gives effect of the maneuver, then do a normal attack roll. The defender then chooses either to accept the maneuver, or accept the damage (before damage is rolled). From here.
- Morale: of course we embrace this "optional" rule.
- At 0HP, Save vs Death. On a fail, character is dead, otherwise they are unconscious and need to be stabilized immediately. (Only for PCs and Retainers).
CHARACTERS & CLASSES
- New characters get one random impedimenta and one minor magical item at start.
- No prime requisite bonus/malus to XP
- No Elf PCs 🕇
- Halfling: their hiding in the wilderness undergrowth or woods ability of 90% assumes a static/stopped case.
EXPERIENCE
- Overcoming Monsters does not grant any XP. 🕇🕇
EQUIPMENT & ENCUMBRANCE
- Extending the meager B/X equipment list to Equipment Emporium from Basic Fantasy RPG, with referee discretion.
- We use Basic Encumbrance.
🕇 Rationale: Ulflandia is peppered with different Elf variations and their factions. It would be a disservice to player discovery to just allow them as an option to play. Sword-mage but pointy-eared does not cut it this time around. This can change as the campaign progresses and players grow into Ulflandia.
🕇🕇 These were, in fact, the choice of the players.
The above are fairly minimal. This is intended, as we prefer to change the game as the campaign play progresses. It goes without saying that this post will see edits in the future. Fight On!

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