Optional Rules from the Core and expanded Rules that are used in this campaign.
Individual initiative: Occasionally we use individual initiative instead of group initiative. Initiative rolls are made for each individual involved in a battle, modified by DEX.
Death Saves: When a PC drops to 0 hit points, they must roll on the Death and Dismemberment Table. A PC dies immediately if they take damage equal to twice their maximum hit points.
Retainers still die outright at 0 hit points.
Experience Gain: Players gain experience based on treasure recovered, monsters slain, locations discovered, and primarily through gold spent. 1 gp spent directly translates to 1xp point gained. Regular rules for leveling up apply. A downtime action is considered a session for the purpose of determining maximum XP gain. See Gaining Experience Points for more info.
Ascending Armor Class. When using AAC, higher scores are better. Bonuses to Armour Class increase the AAC score and penalties decrease it.
Expanded Weapon Proficiency: All Classes are proficient with all weapons. Your Magic-user can use a sword, but he will be worse at it than a fighter or knight. Clerics are no longer restricted to blunt weapons.
Weapon Damage Die: Your class's Hit Die determines your base weapon damage.
Advanced Spell Book Rules: There is no limit to the number of spells in the character’s spell book, Arcane Spell Casters can learn additional spells. See Spell Book Rules for more!
Weapon Mastery: At each Attack Bonus (THAC0) increase, your base weapon damage improves by one step, as follows:
1st Bracket - 1dN, N=Class's Hit Die
2nd Bracket - 1 die type up, e.g. 1d6 -> 1d8
3rd Bracket - 2dN
4th Bracket - 3dN
Modified Weapon Traits: Many Weapon Traits have been altered. See Modified Weapon Traits.
Attacking with Two Weapons: Classes with Strength or Dexterity as prime requisites can attack with two weapons. Both weapons or the off-hand weapon must have the Light trait. Attacking with two weapons grants a single attack with Advantage (roll the attack die twice and take the best result).
Item Slot Based Encumbrance: Encumbrance is based on the number of significant items carried. Using the optional STR based slots as Detailed in Carcass Crawler #2 or in Item Based Encumbrance .
Expanded Gear List: Expanded Adventuring Gear List from Carcass Crawler Issue #0. (Subpage coming soon)
(Optional) Quickstart Equipment. Players can elect to forgo rolling gold and instead follow the quick equipment table in Carcass Crawler #2 or on pg. 6. Reference the modified weapon traits when determining your result.
(Optional) D6 Thief Skills & Expertise: Thief players can optionally choose to use the complex expanded rules for d6 Thief Skills and Expertise found on page 29 in Carcass Crawler Issue #1.