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Optional Rules for S&W Light

Optional Rules for Swords & Wizardry Continual Light

Start all characters with maximum Hit Points for their class at 1st Level. Helps with low level survivability.

Allow humans to swap their lowest ability score with a 15. Answers the “Why play a human? “ question.

Perks:

Here's how Perks work. After attaining 7th level, PCs can still accumulate game session  / adventure "credit" for playing and they can spend this "credit" as follows:

1 Credit - Add 1 HP to their HP total.  This perk can be bought a maximum of 10 times. Note, these are not HD and a Constitution Bonus does not apply. Also, see below.

2 Credits - Lower Saving Throw by 1 point. This perk can be bought a maximum of 5 times.

2 Credits - Cleric and Magic-user only - Add 1 First Level spell slot – This perk can be bought a maximum of 3 times.

3 Credits - Fighter only - + 1 to BAB - This perk can be bought a maximum of 5 times.

4 Credits - Cleric and Thief Only - + 1 BAB. This perk may only be bought a maximum of 2 times.

4 Credits – Cleric and Magic-user only - Add 1 Second Level spell slot. This perk can be bought a maximum of 2 times.

5 Credits - Thief Only - Add a 1 in 6 chance to Thief Skills. This Perk may only be bought once.

5 Credits – Add 1 HP to their HP total. There is no maximum number of times this perk can be bought. Note, these are not HD and a Constitution Bonus does not apply.

6 Credits – Cleric and Magic-user only. Add 1 Third Level spell slot. This perk can only be bought once.

8 Credits – Magic-user only. Add 1 Fourth Level spell slot. This perk can only be bought once.
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