Category Archives: House Rules

D&D Playtest, we give up

Each new update makes it worse. We will not play that thing.  After a promising beginning … it’s really a shame.

I save the awesome “magic items creation”. I suggest you all to cannabalize it and use it in your house rules.

Travel and Movement Tables

In my new sandbox I want a proper scale, something simple but accurate.

I found these numbers, they refer to standard conditions and trained individuals and animals. History is full of heroic episodes of forced marches, but we need a standard, we will have later a special rule for heavy exertion.

Nowaday walking (sport related stats)
Walk 2-3 km/h (1.2-1.9 miles)
Fast walk 4-5 km/h (2.5-3.1 miles)
Fitwalk/nordicwalk 6-8 km/h
Jogging 9-15 km/h
Marathon 16-20 km/h

Roman Legionary
6 hours march every day, over 35 kg of equipment (20 to 50 kg).
Roman “Iter Iustum” 30 km/day (18.6 miles)
Roman “Iter Magnum” 36 km/day (22.4 miles)

Napoleonic Infantry (usually no more than 120 km/week)
Normal march 3-4 km/h 20-30 km/day (12.4 to 18.6 miles)
Forced march 5 km/h 30-50 km/day (18.6 to 31 miles)
Desperate march 5-6.5 km/h 40-60 km/day (25 to 37 miles)

Cavalry (from a cavalry manual, a military one)
Walk 4 mph – 6.5 km/h
Trot 8-9 mph – 13-14.5 km/h
Trained men and horses can march at 6-6.5 mph (35 miles a day) 6/7.

Cavalry (weekenders, horse trekking)
Usually ride for 6 hours/day at 3.7 mph (6 km/h)

Cavalry (cursus publicus / postal service / pony express)
Mutationes (changing stations) every 12-18 miles
Gallop, 20-25 km/h, 12-15 mph; it can reach 40 km/h.

A playable table will follow …

Artefacts, basic powers and ego

Basic Powers of the Artefact
Control: An artefact can attempt to control any intelligent humanoid creature
Communications: an Artefact can communicate with any other artefact within 1 mile, and with its Vessel if the Ego Control Check is not Failure.
Stealing Lives: After they have Total Control over a vessel they learn everything about his culture, language and private life (havinga complete knowledge takes time, it could be a DM tool for role playing or adventure hooks)

Ego : +1/lvl
Ego checks: 1D20+ Ego VS 10+ HD + Mods

Earthling Creature with magic powers: +1
Magic Creature: +5
Extra Planar Creature: + ½ total HDs rounded up

Ego Control Checks
Degree of success:

-5 Failure
The Vessel has control over the Artefact, he is free to use its powers and ignore its will. All new Ego checks are made with a malus of -3

-4/-1 Mental Fight
Every action of the Artefact needs an ego check,

+0/+4 Symbiosis
The Vessel and the Artefact two wills coexist in the same body, whenever the artefact wants to impose his will in a potentially dangerous situation (both physical and social) it must succeed in an ego check. The behavior and knoledge are deeply influenced by the vessel, the artefact’s knoledges and personality can emerge when its purpose is active or after an ego check.

+5 Total Control
The Vessel is totally controlled by the Artefact, in 1D6 days the artefact will learn everything about the vessel’s life, the Artefact can uses at will any of the Vessel’s skills and special abilities, can speak with his mouth and in few words it substitutes the Vessels personality.

After a given time the Artefact can attempt to increase its control over the Vessel rolling a new Control Check. The time needed for this action is 1D6+ HDs of the vessel + ego checks Modifiers in days. If the actual Control Check is a Failure the Artefact has to wait this amount of days and roll to leave the Vessel. Leaving a Controlled Vessel also needs a check.

Artefacts gain experience when they Control a new Vessel and from Story Awards related to their Purpose. Defeated opponents grants only the 50% of normal XP.
Vessels gain full XP of defeated monsters if the Control Check is Failure or Mental Fight, 50% if in Symbiosis and no experience if in Total Control.

Powers and special abilities of the artefacts will follow …

Full Metal Ogres – M20

HD5 +25 (37hp), AC18 (chain and wall shield), By weapon +14/+9 (2D6+10 1h blade or mace)

The long wars and the tribe’s fights made some of the ogres to evolve in a stronger and smarter foe. They use an heavy chainmail and wall shields. Turrosh Mak, the orcish leader of the Pomarj, uses many of these brutal combatants. Some of them manage to escape the army and form their own hunting party with ogres and bugbears, often they move to north looking for richer preys.

Microlite 20 Class Builder 2.0 PDF

Old posts all in one PDF with the house rules for the creation of new classes in your M20 campaign 😀


Nobles ad Officers – The Court M20 new classes

• Melee Attack Bonus: +1/2 lvl
• Missile Attack Bonus: +1/2 lvl
• Magic Attack Bonus: +1/3 lvl
• Armor: heavy, shield
• Weapon: 1D8, all missile
• Special Abilities: Authority (lower classes bow and obey, officers, advisors and the ruler must receive you and grant some favours), Revenue (each month he can spend up to 1D6x500 gp, money isn’t stockable), Read Scrolls (arcane)

Trained from the youth to be a leader, a noble will always show his social status and take advantage from it. If you play a noble you will be the heir of one of the most famous House of the region.They usually stand for causes that can advance their Houses in the social ranking with no regrets about the losses.

• Melee Attack Bonus: +1/2 lvl
• Missile Attack Bonus: +1/2 lvl
• Magic Attack Bonus: no
• Armor: medium, shield
• Weapon:1D8, polearm, crossbow
• Special Abilities: Call Guards (at every moment an officer can summon guards, when he has time he can summon up to Lvlx2 +1D6 guards, in sudden situations 1D6+1 guards), Man of the Law (you can accuse, jail, interrogate, search)

Probably you are a minor noble, you serve under the citywatch, you have access to court.

The Spellbook – PDF

My house rules previously posted all in one PDF.