Snackrifice Houserules

This is the baseline

Instead of the Combat Matrix, characters have a Combat Bonus.

Level Fighter Combat Bonus Cleric Combat Bonus M.U. Combat Bonus
1 +2 +1 +1
2 +3 +1 +1
3 +4 +2 +1
4 +5 +2 +2
5 +6 +3 +2
6 +7 +3 +2

No adjustments to XP gain are made based on Prime Requisite Abilities.


Dwarves lose access to Darkvision.


Characters may carry items equal to their AC plus 5. 250 coins count as an item. Worn or wielded equipment does not count towards this limit.
Characters carrying over this amount are encumbered. They move at half-speed, and are liable to drop items and fall.
Characters carrying double this are overburdened. They are exhausted by any sustained movement.
Beasts of burden may carry 24 items.


Characters not wearing a Helm are subject to Critical Hits from monsters.


Fallen characters may be given a funeral. Doing so buys their XP at a rate of 1GP = 1XP, shared between all those contributing to the funeral.


n.b. Damage is 1d6 by default, with the size of the weapon giving dis/advantage. (That is - Light weapons roll damage twice and take the worse result, Heavy weapons roll twice and take the highest result. Medium weapons just roll once.)

Weapons Cost Size Fighter Techniques
Battle-Axe 10gp Medium May sacrifice 3 damage from an attack to attempt a weapon/shield strip. Roll a second attack - if successful, a weapon or shield can be ripped from the grip of the opponent.
Club 5gp Light Forgo damage to attempt to stun - after a successful attack, target attempts to save vs paralysis - failure results in them losing their combat round. Further strikes against them are at +2.
Crossbow* 30gp Medium Ignores armour, 1 round reload. AC from sources other than armour are treated normally (e.g. supernatural speed)
Dagger 5gp Light Throw-able, usable in grapple situation.
Flail 8gp Medium Ignores shields.
Greatsword* 20gp Heavy Upon a killing blow, the wielder can roll another attack. This effect can be triggered multiple times.
Hand-Axe 6gp Light Throw-able. If 4+ damage is dealt, the Hand-axe bounces, attacking’ again.
Polearm*† 20gp Heavy Strikes against adjacent allies are at -2.
Poleaxe* 20gp Heavy AC of target is treated as 7 when attacked.
Javelin 5gp Medium Throw-able.
Longbow* 30gp Medium +1 to hit per round spent aiming.
Mace 8gp Medium Increases AC of those struck by 1 to a maximum of 7. This effect is permanent.
Quarterstaff* 5gp Light Opponents must make a Save vs Breath Weapon, failure resulting in an automatic hit with this weapon.
Shortbow* 15gp Medium Can split move and fire (i.e. move fire move).
Shortsword 5gp Light Riposte twice.
Sling 1gp Light Can be used to launch grenades.
Spear† 4gp Medium Wielder may choose hold their attack until someone tries to approach them - they then roll an attack first.
Sword 8gp Medium Riposte once.
Two-Handed Axe* 15gp Heavy If a 6 is rolled for damage, roll another d6 and add the result. This effect can be triggered multiple times. Attacks against the wielder are at +1.
Warhammer* 25gp Heavy Those struck are thrown backwards if unable to make a Save. Use the damage rolled to determine distance, minus the HD of the creature struck.

† denotes a weapon with reach, being able to strike from behind another
* denotes weapons requiring two hands
Riposte: Attacks against the wielder which score below 7 (before AC is applied) result in the wielder being able to attempt a counter-attack, resolved normally.


animal control 400gp
climbing 500gp
diminuation 500gp
extra-healing 800gp
fire resistance 400gp
gaseous form 1000gp
growth 400gp
healing 300gp
invisibility 500gp
levitation 400gp
speed 450gp
water breathing 900gp