| ||
|
These are the house rules that The Unlit World uses. It wouldn't be D&D if we didn't have any house rules, now would it? Granted, you don't need as many house rules as one might argue that one needed to play AD&D 2nd Edition properly - whatever 'properly' might mean in this context. However, a couple of house rules did pop up - and this is the section where they are.
Critical Criticals:
There is no upper limit on a critical critical - technically, one might score arbitrarily high, provided you just keep rolling high enough. So far, in our campaign, I believe the highest multiplier scored was x7, something which did an incredible amount of damage.
Fumbling Fumbles:
Possible results, from the less severe to the more severe, might be that one accidentally drops the weapon your shield, that you drop your weapon and fall prone, that not only did you drop your weapon and fall prone, you also dropped your weapon in such a fashion that it skitters away a few feet, and, obviously, for an incredibly bad roll, an outcome might be that you slip and fall prone, unwillingly throwing your weapon in the direction of one of your comrades as well as breaking a few breakables in your pack that is suddenly squished under your weight when you fall on your back.
Shield and Magic Missile:
The ruling in The Unlit World is as follows: A magic missile spell will cancel a shield spell - but the shield spell will remain active until the end of the round that it was hit by a magic missile spell. This does mean that one shield spell might be active against any number of magic missile-like effects, provided that all of the missile effects hit the shield in the same round.