Fantastic
Heroes & Witchery, published by Dice of Might Publishing,
is D&D how I would have written it, and much more. Here are my
houserules for this great game. Pdfs for the following (and more) are
linked on the right. Be sure to download my Character Sheet.
Ability
Scores
Improving
Ability Scores
Upon
gaining a new level roll 3d6 for each Ability Score, if the result is
greater than the Ability Score's current rating, that Ability may be
raised by one point.
Hit
Points
Wound
Hit Points
A
character's minimum starting Wound Hit Points are equal to half his
Constitution score (rounded up).
Saving
Throws
All
characters regardless of class utilize the same Saving Throw chart,
with their Character Level not their Class Level, determining their
base Saving Throw number.
Character
Level
|
Saving
Throw
|
1st
|
17
|
2nd
|
16
|
3rd
|
15
|
4th
|
14
|
5th
|
13
|
6th
|
12
|
7th
|
11
|
8th
|
10
|
9th
|
9
|
10th
|
8
|
11th
|
7
|
12th 13
|
6 5
|
Combat
Bonus-to-Hit
and Weapon Proficiencies
A
character's Bonus-to-Hit is applied only to weapons with which he is
proficient. Non-proficient weapon use is not further penalized.
Declaration
of Intent and Initiative
At
the beginning of each round players declare their characters intended
actions, then d20 rolls are made for every character, representing
their attack roll, skill check, spellcasting roll, or other action.
While
all actions are generally considered to be occurring simultaneously,
certain types of actions can be completed more quickly than others,
these categories are, in descending order of precedence – Missile
Fire, Movement, Melee Combat, and Magic.
When
characters perform actions within the same category the person with
the highest total result (after factoring in all relevant modifiers)
is considered as having completed his action first. A character can
chose to delay an action, allowing him to act later in the round than
he otherwise would.
Magic
Spell
Preparation and Casting
Magicians must
memorize spells in order to cast them, but the memorized spell is not
"lost" when cast. The number of spells the caster may use
per day is unchanged, rather each casting uses a "spell slot"
of a particular spell level that represents the magical energy and
force of will the caster must exert. The magician has a number of
spell slots of a given level equal to the number of spells of that
level he can memorize.
Example: A 2nd level
Wizard may memorize two first level spells. He chooses to memorize
the following spells - Burning Hands and Charm Person. The Wizard may
cast Burning Hands twice, or Charm Person twice, or each spell once
during the day.
Additionally, higher
level spell slots may be used to cast lower level spells, though
provides no benefit apart from increased versatility.
Example:
The aforementioned Wizard is now 3rd level, allowing him to memorize
and cast an additional second level spell. He memorizes Invisibility
in addition to his usual repertoire.
This allows him to either use his second-level spell slot to actually
cast Invisibility, or to use it for an additional casting of Burning
Hands or Charm Person.
Spellcasting
Roll
Magicians
must make a Spellcasting Roll when casting magic; this roll is used
to check for spell failure, to determine when in combat their spell
is loosed, and to serve as an Attack Roll for spells that require it.
Roll d20 + the magician's spellcasting ability score modifier + the
magician's spellcasting level + specialty school bonus (if
applicable).
Spell
Failure
The base difficulty
to successfully cast a spell is 10 + the spell's level; casters
wearing armor in which they are not proficient also add the armor's
AC bonus to this target number. If the Spellcasting Roll is lower
than the spell's adjusted difficulty level the attempt fails,
although the spell slot is not lost.
Interrupting
Spellcasting
A successful attack
roll in combat may interrupt a magician attempting to cast a spell.
If a magician is hit before his spell can be completed he must make a
Constitution Saving Throw to maintain his concentration or the spell
will be disrupted and the spell slot used to cast it wasted.
Specialist mages may apply their specialty school bonus to this
Saving Throw.
Cantrips
Magicians
have access to cantrips, 0-level spells which may be cast at will. A
first level magician begins knowing up to three cantrips, and
automatically learns another whenever gaining the ability to cast a
higher level spell.
The
following classes possess this ability - Adventurer,
Agent of Chaos, Agent of Law, Agent of the Gods, Alchemist, Alienist,
Bard (Magic-Using), Diabolist, Draconic Sorcerer, Eldrich Archer,
Fae-Mage, Forestal, Gnome Illusionist, Magic-User, Psychic, Sea
Witch, Specialist Mages (all), Swan Maiden, Trickster, War-Mages
(both), Warlock, Wise-Man, Wizard