Roll 2d6 Fighting-Man Benefits Table
2 .+1d6 hit points, modified by CON
3. Reduce A single Saving Throw by 1
4-5. +1 combat bonus (all)
6. +1 combat bonus with one type of weapon.
7. Horsemanship: +1 to attacks/maneuvers on horseback.
8. +1 to parrying with a shield when fighting defensively (partial or total defense).
9-10. +1 initiative
11. +2 to one type of saving throw (choose from poison, area-effects, magic, etc.).
12. +2 Cursed Weapon that contains the soul of a Demonic Red Giant. Triggers a battle fury when reduced below 6hp. +2 to attack and damage, -4 to AC. (weapon only activates +2 magical bonus when in a fury). *only triggers 1x per combat.
In OD&D it is really important that any bonuses are kept low. Even a +2 weapon is probably a bit too powerful and should be very rare. Double damage on crits while fun to incorporate does tend to make for an overly deadly game especially if applied to enemies/monsters aw well and seems out of place to me within the OD&D power/level ranges. For an example of power levels just take a look at the maximum stat bonuses and magical/cursed weapons in the 3LBB’s.
My next one will be on Clerics. Should be up in a few days.
I like the the simplicity of these, but also the flavor they provide. Do you have any similar house rules for the other classes?