Standardization for Dungeon Delving in OD&D
To be used with the Delving Deeper base rules.
Compatible with Luke Gearing's Snackrifice Houserules.
| Skill | Tallfolk | Elf | Dwarf | Halfling | Orc |
|---|---|---|---|---|---|
| Listen at doors | 1-in-6 | 2-in-6 | 2-in-6 | 2-in-6 | 3-in-6 |
| Open Stuck doors | 2-in-6 | 1-in-6 | 2-in-6 | 1-in-6 | 3-in-6 |
| Find secret doors | 1-in-6 | 4-in-6 | 4-in-6 | 1-in-6 | 1-in-6 |
| Detect traps | 1-in-6 | 1-in-6 | 2-in-6 | 4-in-6 | 1-in-6 |
| Move silently | 1-in-6 | 4-in-6 | 1-in-6 | 4-in-6 | 1-in-6 |
| Hide in shadows | 1-in-6 | 4-in-6 | 1-in-6 | 4-in-6 | 1-in-6 |
| Level Caps | Tallfolk | Elf | Dwarf | Halfling | Orc |
|---|---|---|---|---|---|
| Fighter | 12 | 4 | 6 | 6 | 8 |
| Cleric | 12 | — | 6 | 6 | 8 |
| Magic-User | 12 | 8 | — | 6 | — |
| Thief | 12 | 12 | 12 | 12 | 4 |
Cleric
- Clerics have the ability to cast Miracles and to Turn Undead.
- Clerics may wear any armor and carry shields, but may not use any edged or piercing weapons.
- Clerics begin with a holy book containing all level 1 spells. They gain access to higher level spells as their level increases.
Fighter
- Fighters can use all armor and weapon options, and are the only class that may utilize magic weapons.
- Fighters may make a number of melee attacks in a round equal to their hit dice divided by 2, with a minimum of 1 attack.
Magic User
- Magic users may not wear armor and can only use daggers and staves as weapons.
- Magic Users begin with a spellbook containing all level 1 spells. They gain access to higher level spells as their level increases.
- Magic Users may develop their own unique spells.
Thief
- Thieves may use daggers, short swords, bows, and slings. They may only wear leather armor.
- When attacking from hiding or with surprise thieves get a +4 attack bonus. Sneak attack damage; lvl 1-4: 2d6, lvl 5-10: 4d6, lvl 11-12: 6d6
- Thieves have a 4-in-6 of succeeding at thief skills: lock picking, disarming traps, climbing sheer surfaces, sleight-of-hand, moving silently, hiding in shadows, and gaining surprise on a foe.
| Level | Thief Combat Bonus |
|---|---|
| 1 | +1 |
| 2 | +1 |
| 3 | +1 |
| 4 | +2 |
| 5 | +2 |
| 6 | +3 |
Dwarves
- Dwarves can see equally well in the dark and light but are entirely colorblind.
- Dwarves save as 4 levels above their current level.
- Dwarves are unusually nimble and take 1/2 damage from large enemies such as ogres and giants.
Elves
- Elves are the only class that may dual class, and may switch between Fighter or Thief and Magic User each time they advance a level. Elves begin play as one class and upon taking a level as a second class must maintain separate XP totals for each class. Once dual-classed Elves use the more favorable stats from both class, but my not cast spells while wearing non-magical armor.
- Elf fighters have a +1 dmg bonus when using magic weapons.
- Elves are immune to ghoul paralysis.
Halflings
- Halflings are preternaturally accurate with hurled or thrown objects and get a +3 attack bonus with thrown missiles.
- Halflings save as 4 levels above their current level.
- When reduced to 0HP Halflings roll a d6. They have a 1-in-6 chance of returning to 1HP due to their incredible luck.
Orcs
- Orcs have poor eye sight and cannot read, but have a extremely powerful sense of smell. Orcs can scent-track a target as well as a hunting dog.
- Orcs save as 4 levels above their current level.
- Orcs receive an unarmored AC bonus due to their thick hide (unarmored AC 6).
Tallfolk
- Tallfolk receive a +5% bonus to all XP earned.