Thursday, July 9, 2026

Justin's Random House Rule Generator

Oh no, Justin insists on using house rules for D&D again! Roll some dice to see what he ruins changes this time.

Level Limit - 50% chance of a limit, then roll d8 if indicated
1. Level 5
2. Level 9
3. Level 10
4. Level 12
5. Level 13
6. Level 14
7. Level 16
8. Level 20

Ancestry* - roll d6
1-2. Humans only
3-4. Demi-humans, race-as-class
5-6. Demi-humans, separate race and class

Classes - roll d4
1. Just Wizards & Warriors, baby!
2. Fighter, Mage, Cleric
3. Fighter, Mage, Thief
4. Fighter, Mage, Cleric, Thief

How do classes work? - roll d8
1-5. Like normal
6-7. A la carte multi-classing: pick the class you assign to each level (example: At Level 20, Conan is a Warrior 15, Thief 5, Wizard 0, while The Gray Mouser is a Warrior 9, Thief 10, Wizard 1)
8. Everyone is (theoretically) every class at once, earning experience in each class separately based on their actions (example: Strider and Elric have defeated the same number of enemies in melee combat, so both are Level 9 Warriors, but Elric has been casting spells, so he is also a Level 3 Wizard. Strider decides to do some sneaking and soon gains his first level of Thief.)**

(Human) Fighter perks - roll d4
1. Attack multiple low-HD enemies (one per PC level or HD)
2. Multiple attacks in general at higher levels
3. Both options 1 and 2
4. Both options 1 and 2, plus some other bullshit

Spell memorization - roll d6
1. Default (except no Read Magic spell, duh)
2-3. Don't need to memorize multiples of the same spell
4-5. Don't need to memorize specific spells at all (but still limited to casting spells you "know" i.e. have in your spellbook)
6. Same as 4-5 but with spell points

What else will I fuck with? - Roll 2d4 to see how many times to roll on the table, then roll d10 as many times as indicated
1. Ability Scores
2. Searching for Secret Doors and Traps and such
3. Initiative
4. Light/Food/Supply Tracking
5. Thief skills/Skills in general (either change progression or swap in a totally different skill system)
6. Experience tables
7. HP progression
8. Attack Roll progression
9. Saving Throw progression
10. Spell slot progression

Wild Card, bitches - roll d12 once if cowardly, d12 twice if cool, or d12 thrice or more if you're feeling naughty
1. Wild Magic/Risky Casting
2. Guns/Explosives
3. High Tech stuff like lasers or robots
4. Psychic Powers
5. Mutations
6. Divine Blessings from Weird Gods
7. Critical Hit Table
8. Sanity or Stress mechanics
9. Drugs, preferably magical
10. Ritual Magic
11. Unusually Smart Pets
12. Easy Revival of the Dead...for a Terrible Price

Now lets make everything entirely too... - roll d8
1. Goofy
2. Scary***
3. Sexy
4. Goofy and Scary
5. Goofy and Sexy
6. Scary and Sexy
7. Goofy, Scary, and Sexy
8. Incredibly stupid

Stuff I Always Ditch: the Read Magic spell, rolling for HP (I give maximum HP every level), weapon speeds, the need to rest every certain number of turns of movement, lowering XP gained for defeating weaker monsters, default Encumbrance rules (I either change them radically or ignore them), default Alignment (either change or ignore), doubts about whether or not my game is "OSR enough." 

Finally, roll one last d8. If you roll an 8, discard all of this and play a different fantasy RPG altogether.

*Halflings optional.
** I THINK this is how it works in Fantasy Wargaming: The Highest Level of All, by Bruce Galloway. And maybe how it works in Adventures in Fantasy, by Dave Arneson?
***I'll settle for Gross.