My mash up's rules so far.1. Thief skills gain a +5% bonus per point of Dexterity bonus. I think that's a very common house rule here anyway.
2. Backstab, set spear vs. charge and lance attack scale with class level at a rate of +1 to damage multiplier per four levels after 1st.
3. While any character may
attempt to backstab, set a spear against a charge or perform a lance attack, unless you actually possess the class ability needed, you only inflict 1.5 times normal base damage.
4. If a character attacks with a weapon that he or she is non-proficient with, that same character takes a -4 penalty to hit.
5. Multiclassing is allowed. However, to multiclass you must first reach 2nd or 3rd level in your current class. Then you must undergo a training period of two weeks per 250 experience (rounded up) to achieve 1st level in your new class. Afterword when you gain levels in this new class you use either it's THAC0, hit dice or saving throw progression, or your old class's, which ever is better for the time. Redundant class features use the higher progression of the two as well. You may advance in either class freely when you reach the 3rd level of your second class. In effect this is more like a combination of AD&D dual and multiclassing rules
6. Hit dice for all classes except magic-user rise one step. Thief rises to d6 (for an extra 50 experience), cleric, halfling, mystic and elf to d8 and both fighter and dwarf to d10.
7. PCs, significant NPCs and some monsters (read spidergoats) can take up to their constitution in negative hit points before dying. The redundant organs mutation multiplies this number by one plus its mutation modifier.
8. After 9th level the experience goals of all classes are doubled. This means that priest types need 200,000 per additional level, fighter and thief types need 240,000 per level and magic user like classes require 300,000 per level
after 9th.
9. I also treat the three BECMI alignments differently than others. First the Lawful alignment places civil order, group effort and often times conformity above the the wants, needs and desires of the individual. It would correspond well with either one of AD&D's Lawful alignments. It's opposite Chaos proclaims the individual's right to take what he wants from others with little or no consequence. The AD&D alignments it would synch up with best are Chaotic Neutral, Chaotic Evil and Neutral Evil. And finally Neutrality, which aims to balance out the extremes of both. Whether this is through kindness mixed with individualism, simple benevolence or morally ambiguous heroism. The Neutral alignment is best reflected in the True Neutral, Neutral Good and Chaotic Good alignments.
10. I'm using Dyson Logos' Mutant Score rules.
11. Player classes advance as normal (1,250, ect. for thief for example) but total character level (the amount needed for extra attacks per round, melee damage bonus and ability score increases) is roughly the same as in core Mutant Future rules. This means that you can have a character with a higher class level then character level.
12. Class level, not character level, determines saving throws and THAC0.
13. Saving throws vs energy attacks use the old vs spells values, saving throw vs death is the same, vs stun attack progression is equal to the old save vs paralysis and petrifaction save (I prefer petrifaction to turn to stone) and radiation saves are made with the old breath weapons value. These differ among classes as in LL/BECMI.
14.
"A good old one-two knock-out punch." When making an attack in melee a character or monster may follow through with another attack at a -3 penalty. However this off-hand attack comes into play only if the first strike hits.
15.
"Two halves of a single weapon. Don't think of them as separate, because they're not. They're just two different parts of the same whole." Any character with at least a 13 to Dexterity can attack with two weapons in one attack. When doing this the attacker makes two to-hit rolls and choses the lower of the two, inflicting damage equal to both weapons if he hits. He instead uses the average of the to attack rolls at Dexterity 16 and makes only one hit roll at a Dexterity of 18+. This is the default weapon style for the
hook sword.