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It also outlines thief skills, wizard spell preparation and research, and key fighter feats, plus weapon damage, sizes, and missile timing.",{"@graph":14,"@context":73},[15,34,56],{"@type":16,"itemListElement":17},"BreadcrumbList",[18,23,27,31],{"item":19,"name":20,"@type":21,"position":22},"https://docshare.wps.com","Home","ListItem",1,{"item":24,"name":25,"@type":21,"position":26},"https://docshare.wps.com/document/","Document",2,{"item":28,"name":29,"@type":21,"position":30},"https://docshare.wps.com/document/comic/","Comic",3,{"item":32,"name":10,"@type":21,"position":33},"https://docshare.wps.com/document/original-edition-delta-house-rules-compatible-with-original-dd-players-rules-v-107/508954/",4,{"url":32,"name":10,"@type":35,"image":36,"author":41,"headline":10,"publisher":44,"fileFormat":47,"inLanguage":8,"description":12,"dateModified":48,"datePublished":49,"encodingFormat":47,"isAccessibleForFree":50,"interactionStatistic":51},"DigitalDocument",{"url":37,"@type":38,"width":39,"height":40},"https://docshare.wps.com/thumbnails/original-edition-delta-house-rules-compatible-with-original-dd-players-rules-v-107/508954.png","ImageObject",300,407,{"name":42,"@type":43},"SANS","Person",{"url":19,"name":45,"@type":46},"DocShare","Organization","application/pdf","2026-10-14","2026-10-05",true,{"@type":52,"interactionType":53,"userInteractionCount":55},"InteractionCounter",{"@type":54},"ViewAction",8,{"@type":57,"mainEntity":58},"FAQPage",[59,65,69],{"name":60,"@type":61,"acceptedAnswer":62},"What is the main success target used for most rolls?","Question",{"text":63,"@type":64},"Most combat actions use a roll of d20 plus level and modifiers; success is indicated by a total of 20 or more.","Answer",{"name":66,"@type":61,"acceptedAnswer":67},"How are random abilities generated at first level?",{"text":68,"@type":64},"Roll one selected ability as 2d6+6, and roll the other abilities as 3d6 in order. Reroll any starting results of “1” or “2” for hit dice.",{"name":70,"@type":61,"acceptedAnswer":71},"What rules govern thief skills and their success checks?",{"text":72,"@type":64},"Thief skills include opening locks, removing traps, pickpocketing, moving silently, and hiding in shadows. Success requires rolling d20 + level + Dex modifier for 20 or more (with 3 tries per target), with additional situational bonuses that increase every 4 levels.","https://schema.org",{"og:url":32,"og:type":75,"og:title":10,"og:site_name":45,"og:description":12},"article",{"robots":77,"canonical":32},"index,follow",{"doc_id":79,"site_id":7},508954,1791283852,{"code":4,"msg":82,"data":83},"success",[84,88,92,96,100,105,110,114,119,122,126],{"id":22,"doc_module":4,"doc_module_name":25,"category_name":85,"show_sort_weight":86,"slug":87},"Story & Novel",90,"story-novel",{"id":26,"doc_module":4,"doc_module_name":25,"category_name":89,"show_sort_weight":90,"slug":91},"Literature",80,"literature",{"id":33,"doc_module":4,"doc_module_name":25,"category_name":93,"show_sort_weight":94,"slug":95},"Exam",70,"exam",{"id":97,"doc_module":4,"doc_module_name":25,"category_name":29,"show_sort_weight":98,"slug":99},5,60,"comic",{"id":101,"doc_module":4,"doc_module_name":25,"category_name":102,"show_sort_weight":103,"slug":104},6,"Technology",50,"technology",{"id":106,"doc_module":4,"doc_module_name":25,"category_name":107,"show_sort_weight":108,"slug":109},7,"Healthcare",40,"healthcare",{"id":55,"doc_module":4,"doc_module_name":25,"category_name":111,"show_sort_weight":112,"slug":113},"Research & Report",30,"research-report",{"id":115,"doc_module":4,"doc_module_name":25,"category_name":116,"show_sort_weight":117,"slug":118},9,"Religion & Spirituality",20,"religion-spirituality",{"id":117,"doc_module":4,"doc_module_name":25,"category_name":120,"show_sort_weight":117,"slug":121},"World Cup","world-cup",{"id":123,"doc_module":4,"doc_module_name":25,"category_name":124,"show_sort_weight":123,"slug":125},10,"Lifestyle","lifestyle",{"id":127,"doc_module":4,"doc_module_name":25,"category_name":128,"show_sort_weight":97,"slug":129},19,"General","general",{"code":4,"msg":82,"data":131},{"doc_id":79,"user_id":132,"nickname":42,"user_avatar":133,"doc_module":4,"category_id":97,"category_name":29,"doc_title":10,"doc_description":12,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":55,"is_deleted":4,"is_public":22,"is_downloadable":22,"audit_status":22,"page_count":115,"language":139,"language_code":8,"site_id":7,"html_lang":8,"table_of_contents":140,"faqs":141,"seo_title":142,"seo_description":12,"update_tm":143,"read_time":30},962090760505,"https://ap-avatar.wpscdn.com/davatar_155a257f0dc6eb9ab79c44ca47cae57d","ORIGINAL EDITION DELTA  \nHouse Rules Compatible With Original D&D  \nPLAYER’S RULES (V. 1.0.7) 1  \nRACES  \nHumans: Unlimited level advancement (book limits apply to other races) . 2 Dwarves: Infravision 60', resist magic +4, dodge giants +4, find stone traps +1. Elves: Multi-classed, infravision 60', hide in woods (4 in 6), find wood traps +1. Halflings: Hide in woods (4 in 6), resist magic +4, ranged attacks +4 . 3  \nCLASSES  \nFighters: Use heavy armor, all weapons, fighter feats; attack bonus +1, hit points d8 per level (hp +3/level after name) .  \nThieves: Use light armor, light weapons, thief skills; attack bonus +2/3, hit points d6 per level (hp +2/level after name) .  \nWizards: Use no armor, dagger only, magic spells; attack bonus +1/2, hit points d4 per level (hp +1/level after name) . 4  \nALIGNMENT  \nThree Alignments: Lawful, Neutral, or Chaotic. New characters should list either Lawful or Neutral (if Chaotic, secretly inform the DM) . 5  \nABILITIES  \nRandom Abilities: At first level, roll one selected ability 2d6+6, others 3d6 in order. For starting hit dice, re-roll any results of “1” or “2”. 6  \nEQUIPMENT  \nStarting Money: Starting money (3d6 × 10) and equipment prices are in silver pieces. Chain mail costs 50, plate 200; a silver dagger 30, potion of healing 200, potion of mithridate 1000; rumors 10-60, ads for hires 100 sp each. 7  \nTARGET 20  \nCore Mechanic: For most combat actions, roll d20 + level + modifiers, with success indicated on a total of 20 or more. 8  \nABILITY MODIFIERS  \nValues: See table to the right for standard modifiers. The sequence continues in each direction (1 point modifier for every 3 ability score points) . 9  \nEffects: Strength: melee attacks & damage. Intelligence: secret door and trap detection. Wisdom: mental-attack saves. Dexterity: missile attacks and armor class. Constitution: hit die rolls. Charisma: reaction rolls. 10  \nFIGHTER FEATS  \nScore Modifier  \n3-5 −2 6-8 −1 9-12 0 13-15 +1  \n16-18 +2 19-21 +3  \n22-24 +4  \nFeats: Fighters can select one feat every 4 levels (starting at 4th) to expand their combat abilities (see the section later for available feats) . When fighting 1st level (1-hit-die) opponents in melee, fighters get one attack per level. 11  \nTHIEF SKILLS  \nSkills: Thieves have the ability to (1) open locks, (2) remove traps, (3) pickpockets,(4) move silently, and (5) hide in shadows. Success requires rolling d20 + level + Dex modifier, and scoring 20 or more (3 tries per target) . Thieves add +1 to hear noise and climb wall checks, and score double damage from a silent attack from behind. These bonuses increment every 4 levels. 12  \nWIZARD SPELLS  \nSpells: Wizards start with a spellbook containing all 1st-level spells. Only one instance of a given spell can be memorized at a time (no duplicates) . Adding anew spell from a book or scroll takes a roll of d20 + level + Int modifier, scoring 20 or more, and one day per spell level (3 tries per spell) . Wizards may research new spells at any level, craft potions & scrolls at 4th , wands & weapons at 8th , and any other magic items at 12th level. See book for costs. 13  \nMOVE RATES  \nScale: One turn is 1 minute. One round is 10 seconds. One inch is 5 feet (also called one “pace”) . 14  \nEncumbrance: Gear carried is measured in stone weight. See table to the right for values. 15  \nMovement: Characters can carry stone weight of up to 1/3 their Strength score at 12\"move rate; up to 2/3 at 9\"; and up to full Strength at 6\". 16  \nItems Weight  \nLight weapon, helmet, bow, arrows, 1/3 rope, skins, spikes, torches, lantern Medium or heavy weapon, leather, 1 shield, staff, pole, rations, 1K coins Chain mail 2  \nPlate mail 4  \nWEAPONS  \nSee the matrix below for melee weapon damage and special effects. 17  \nSize  \nType Light Medium Heavy  \nSword Dagger (1d4) Sword (1d8) 2-H Sword (1d10)  \nSpear Spear (1d6) Polearm (1d8) Lance/Pike (1d8) *  \nAxe Hand Axe (1d6) Battle Axe (1d8) Halberd (1d10) Club Mace (1d6) Morning Star (1d8) Flail (1d8)","cbCaigeGh49E55Og","https://ap.wps.com/l/cbCaigeGh49E55Og","pdf",165289,"English","# RACES\n## Humans\n## Dwarves\n## Elves\n## Halflings\n# CLASSES\n## Fighters\n## Thieves\n## Wizards\n# ALIGNMENT\n# ABILITIES\n# EQUIPMENT\n# TARGET 20 (Core Mechanic)\n# ABILITY MODIFIERS\n# FIGHTER FEATS\n# THIEF SKILLS\n# WIZARD SPELLS\n# MOVE RATES & ENCUMBRANCE\n# WEAPONS\n## Melee weapons and special effects\n## Missile weapons\n# COMBAT\n## Surprise\n## Initiative\n## Attacks and Saves","[{\"question\":\"What is the main success target used for most rolls?\",\"answer\":\"Most combat actions use a roll of d20 plus level and modifiers; success is indicated by a total of 20 or more.\"},{\"question\":\"How are random abilities generated at first level?\",\"answer\":\"Roll one selected ability as 2d6+6, and roll the other abilities as 3d6 in order. Reroll any starting results of “1” or “2” for hit dice.\"},{\"question\":\"What rules govern thief skills and their success checks?\",\"answer\":\"Thief skills include opening locks, removing traps, pickpocketing, moving silently, and hiding in shadows. Success requires rolling d20 + level + Dex modifier for 20 or more (with 3 tries per target), with additional situational bonuses that increase every 4 levels.\"}]","ORIGINAL EDITION DELTA - House Rules Compatible With Original D&D - Player’s Rules (V. 1.0.7) | PDF",1791233476]