The following rules are optional and may be used (or not used) as determined by the referee.

  • Start all characters with maximum Hit Points for their class at 1st Level. Helps characters survive at low levels.
  • Treat 1st Level Clerics as having "Zero" 1st level spells and allow them their bonus spell for high wisdom if they have one.
  • Re-roll Hit Points at the beginning of every adventure. This averages out bad rolls and can simulate both “good days” and “bad days.”
  • To advance a level, a character must spend at least half of the treasure they have gained from adventuring.