House Rules
Here is a list of the optional rules and house rules being used:
Ascending armour class: Better AC is higher (unarmoured: AC 10, leather: AC 12, chainmail: AC 14, plate mail: AC 16). Bonuses increase AC, penalties decrease. Attack rolls use an attack bonus, defined by class / monster HD. Ascending AC values and attack bonuses noted in [].
Reload: Crossbows require a round to reload between shots— they can only be fired every second round.
Slot Encumbrance:

Variable weapon damage: Different types of weapons inflict different damage, as noted in the equipment lists.
Morale: 2d6 rolls versus monsters’ morale rating is used to decide if they may surrender or flee. Morale is checked on the first death on a side and when half the side is incapacitated.
Arcane spell casters and staves: Illusionists and magic-users can wield a staff in combat.
Limits on turning the undead: Each character may attempt once per encounter. Turned undead are affected for 1 turn.
Advanced spell book rules: Spell books are unlimited. Spell acquisition is governed by INT.

Limits on returning from death: Chance of resurrection is governed by CON. Characters lose 1 CON after resurrection.
Attacking with two weapons: Characters with DEX or STR prime requisite may wield two weapons, making 2 attacks a round. Primary weapon –2 to attack, secondary weapon –4.
Charging into melee: Once per encounter. 20’ (or yard) charge, +2 attack bonus / –1 AC this round. Missile attacks on targets in melee: Randomly determine target before attack roll.
Parrying: Characters with STR 13+ may forfeit their attack to add their STR bonus to their AC.
This can be use as an optional alternative to the Vanilla Thief.
No Customising Thief Skills optional rule (bottom right in the screenshot below)


These rules are not considered active yet. They are here for the group to review and discuss. If there is an agreement we might implement them at the table.
This is to prevent PCs from immediately dying at 0 HP. Two possible variants:

