House Rules

Titan House Rules



Initiative is rolled at the start of EVERY combat round. It determines when, in the course of the round, a character may act. A Combat Round in AD&D is 1 minute long, 60 seconds. That round it divided into 6 segements of 10 seconds each. Initiative is rolled using a D6 to determine when your character’s actions take place. The lower the roll, the earlier in the round it occurs. Ties are resolved using a D10 to determine which second of the segment the character or non player character, acts. Further ties are resolved by comparing Reaction Adjustments and/or base Dexterity. (Continued ties are resolved by random dice roll.)


The ability to see Infrared Light. This is an ability of many non human races (Humans cannot see Infra Red without magical aid.) What can be seen in terms of detail is a reflection of the quality of the vision, not just the range.

A character with 60′ infravision would be able to see a lava flow much farther than 60′ away, just not very clearly. At the same time, a large stone in the passageway at ambient temperature would only be visible at 20’ range. Reading is not possible.

Characters can use regular vision OR infra vision at any given time, never both at once. ANY light source will wash out Infra Vision.

Someone with Fair infravision can track warm-blooded creatures by their footprints for 1 round, and Good infravision for 2 rounds, after their passing, if their quarry is not wearing thick-soled boots or shoes. Soft boots or shoes (or hooves) might allow tracking for 1 round, and very warm creatures such as red dragons could be tracked for a while longer. Similarly, touching a wall can leave a visible hand print for 2 rounds (1 round if wearing a leather glove, as people in armor normally would), and if a warm-blooded animal has sat or lain in one spot for a while it will leave a visible impression for up to 6 rounds. Poor infravision is unable to track or distinguish heat residue.

Good Infravision: The individual is able to distinguish wooden doors from walls at close range 20’ or less. Recognizing the face of a comrade is limited to 20’ range.

Fair Infravision: The individual is only able to see things noticeably warmer or colder than their environment—they could spot, and recognize, a goblin as a goblin. But they’d have to feel the walls to find a door, they’d trip over obstacles, and faces could be made out only very close up, 5’ or less.

Poor Infravision: The individual is usually seeing heat signatures only as vague blobs: they might know where the monster was coming from, but not what it was; anything at ambient temperature would be invisible and recognizing faces is pretty much impossible.

Character Race





Infravision 60′



Infravision 60′

Half Elf


Infravision 60′










Infravision 60′

Infravision 30′



Common Goblin




Very Good




Infravision 60’+

Infravision 60′

Infravision 30′


  • NOT Player Character Races!

Magic Spells and Items that grant Infravision do so at Good Quality and 60’ Range unless stated otherwise.


Armor and Padding

Most armors require wearing an under layer of padding, multiple layers of cloth or leather. Metal armors, with or without under layers, are very good at stopping/deflecting cutting and impaling attacks, but are poor at preventing damage from crushing damage. The padding helps take up the slack vs crushing damage. Wearing mail, lamellar, splint, plate, studded leather or boiled leather WITHOUT an under layer will cause crushing damage to be increased 50%. Example: A blow from a mace does 6hp damage. The target is not wearing an under layer beneath his mail. He takes 9hp damage from the blow.

Bulk and what it means

The Bulk of an object is different then the Weight of an object. Weight, and how much your character can carry before being slowed down is addressed by the character’s strength. But Bulkiness impacts an indidual’s ability to move about, squeeze through spaces, bend and stretch and so on. Specifically it impacts the character’s Dexterity.

Generally speaking, the things that most impacts a player character’s ‘bulkiness’ are armor, shields and back packs, Of the three, armor is the most important. (A character can easily drop a shield or pack as needed, armor is harder to set aside.)

Armor is specifically designed for Defense and as such will NOT impact a character’s Defensive Adjustment in a negative way. However, it WILL impact the character’s Reaction Adjustment. Specifically in the character’s Reaction Roll for Initiative. Note: It DOES NOT impact Surprise rolls! Just because the heavily armored fighter may be slower getting to his feet or unlimbering shields and weapons, it does not mean that he or she was less attentive or aware and more easily surprised. Nor, does it mean that once a missile weapon is in hand, the armored fighter is impaired in ability to use it. It strictly impacts the Initiative Roll in determing who gets to act when in the combat round.

Some armors, especially those that need padding underneath them, are very Bulky. Some of this type can benefit from custom fittings and high levels of craftsmanship to reduce their bulkiness to some degree. These, along with many armors made of multiple material layers, are Fairly bulky. Some armor types are, by nature, stiff and unyielding. For example, Molded or ‘Boiled’ Leather or a Gambeson. These are Slightly bulky. And some armors do not inhibit at all. These are Non bulky. An armor types Bulk can be found on the chart alon with weight, price and AC.

Degree of Bulkiness

Impact on Initiative Rolls


+3 to Reaction Adjustment


+2 to Reaction Adjustment


+1 to Reaction Adjustment


No effect. Normal Reaction Adjustment

Note: A + to reaction adjustment means that the penalty is ADDED to a character’s initiative roll. Lengthing the time the character takes to react to a crisis situation.

Magic Armor: The enchantment effect of magic armor reduces the armor type’s Bulkiness by 1 level. Bulky to Fairly. Fairly to Slightly. Slightly to Non. Non cannot be reduced further. The enchantment also reduces armor weight slightly, typically 20% unless specified otherwise.



There are several notable changes to Weapons.  These are primarily in terms of weight and damage as well as description.

In general, ALL sword weights are being revised downwards.  With particular attention to the Two Handed Sword!

Long Swords vs ‘Bastard Swords’ (Hand and a Half Swords) Long Swords ARE by definition a ‘hand and a half sword’.  A significant part of their length, that makes them ‘long’ IS the longer grip then is found on a one handed sword like a Broadsword or Short Sword.   Consequently, the PHB entry for ‘Bastard Sword’ is being amended.  Longsword damages are being upped, when used with two hands.  While the ‘Bastard Sword’ entry will now reference a heavier, hand and a half sword with a broader, heavier, blade.  When used One Handed it will be treated as a Broadsword.
Two Handed Swords (Great Swords)  The PHB weight for a Two Handed Sword (here after called a ‘Great Sword‘) is absolutely ridiculous! It lists a  weight of 250gp or 25lbs!  This is being reduced to 5lbs. 
Broadswords  The Broadsword is a one handed weapon.  The extra blade width, (which makes it ‘broad’) starting at the tang, helps to balance the weapon for one handed use.   If the PC intends to use a shield routinely, then the Broadsword is a good choice.


The standard Footman’s Mace can be used one handed or two handed (like the Long Sword.)  The Horseman’s Mace is a one handed weapon (you don’t need to be mounted to use it!) Neither of these maces qualify as ‘bloodless’ weapons for Kostrin Clerics.  (See Bar Mace for that.)  They usually have flanges, spikes, blades or bumps on the striking surface to enhance their effectiveness.


Magic Weapons:

Unless stated otherwise, magic blades DO NOT GLOW!


Crossbows & Bows

Several changes to damage, cost and accuracy can be found on the appropriate pages.




Mounted Combat

While most people in a predominantly agrarian world can ride well enough to stay on a horse or pony, actually ‘fighting’ from horseback is another matter.  This requires training!  Specifically, a character who wishes to be able to conduct a fight from horse back MUST take ‘Mounted Combat’ as a Weapon Proficiency.


Healer Sub Class

Healer is NOT a stand alone class but is intended to be paired with any other class. It has no hit points, attack roll or saving throws. It is simply a mechanism to learn how to create certain non magical healing substances. Experience points are used to advance in the sub class, but since the craft of healing does not benefit from fighting monsters, looting tombs and engaging in combat (the stuff that brings in most EXP for players) only a small percentage of earned points may be applied to Healer. The purpose of this sub class is to take some of the weight off of Clerics as the primary source of healing, especially at low levels, and make small parties without Clerics viable from a healing view point.  See the page Healer & Healing  for more details.