Rule Additions

S&W House Rules V8

S&W Complete Rules Online

Resurection

When a character is brought back from the dead, there are two things that happen.
  1. They roll their Raise Dead Survival % based on their CON score.  
  2. If your % is 50% or 75% and you roll that successfully, you then roll a d12 and the DM consults the resurrection chart.  If you have a 100% chance to survive a resurrection, then you may CHOOSE to roll on the resurrection chart.  
The resurrection chart has both good and bad results which can, at worst, result in a permanent death and at best, result in boosted stats, thus the choice.   Rolling high on the d12 is good while rolling low is bad, very bad.  (I'm debating always having to roll on the resurrection chart, what do you think)

Combat


Flanking:  Having opponents positioned to the left and right of a target are considered in flanking position and gain +1 to hit and negates benefit from target's shield'

Attack from Behind: Rear position grants a +2 to hit and negates any benefit from target's shield

Drawing Weapons: You can draw a weapon and attack the same round but at a -1 to hit penalty


New Experience Rule

From now on PCs will receive full monster experience for monsters killed instead of splitting them between the party.

Example:  5 ghouls = 300xp.  Instead of a party of 5 PC getting 60xp each, each character involved gets the full 300xp.

Treasure experience points based on Gold Piece value will still be divided between party members as per standard rules.

Example:  2,000 gp = 2,000 xp divided equally to party.

Ghouls

Since we made some changes on how ghouls paralyze foes, I thought I'd balance that out a bit.

Ghouls get 3 attacks per round, the infamous claw, claw, bite.

Claw attacks do not cause paralysis, only bites do.  Also, bites have a 25% chance of passing a disease onto the player which will kill them in 1d4 days turning them into ghouls unless a cure disease spell is cast.

NOTE: most effects from paralysis have been changed from turns to rounds.

Energy Drain

When hit by a creature that energy drains you get a CON based save with a penalty equal to the HD of the creature.

Each energy drain gives the PC a temporary but cumulative “negative level” (-1 on any roll involving a d20) and a HP loss equal to your HD average plus CON bonus.

RecoveryEach day the PC can make a save to recover one of the negative levels – drain penalties apply.

If a creature who stole your life force is killed within 24 hours, the life force will be released and may be recovered.  You must be within 10' of the creature when it is destroyed for this to happen, no save is needed.  For every 10 feet beyond that there is a cumulative -2 penalty to your CON save.

Fighting-man  Abilities

Weapon Proficiency:  Only fighters gain a proficiency in weapons use.  At first level they may choose a single weapon to be proficient at gaining a +1 to hit.  At 5th level, and every 5 levels beyond, they may choose different single weapon for a +1 to hit bonus or the same making it a +2.

Multiple Attacks: Against creatures with 1HD or less, a Fighting-man makes one attack per level each round.