Variants and House Rules for OD&D
As my first bit of content, I humbly present the house rules and variants I created for my current OD&D campaign. Enjoy!
Clerics gain the following benefits from high Wisdom: 13-15 = 1 extra 1st-level spell per day, 16-17 = 1 1st/2nd-level spell per day, 18 = 1 1st/2nd/3rd-level spell per day. This supercedes should the character's WIS go up during play, it does not stack.
Dwarves use d10 for hit dice.
Detection ability applies to all uses listed in the book except for traps.
Dwarves may use the battle axe one-handed. They may not use short bows. They may use the heavy crossbow even though it is Large size.
Elves are restricted to armor no heavier than chain mail. They may use bucklers (see below) but not full shields.
The choices of paladin and avenger are not available to fighters, though knight is still an option.
At creation, fighters may select one of the following variants. This is optional.
Barbarian
Change the hit die to d10, limit armor to no heavier than chain, and disallow the use of polearms and crossbows. Add Constitution to prime requisites. May use the battle axe one-handed. Add 2" to Movement, after applying reductions for armor. May not become knights at name-level.
Assassin
Change armor to no heavier than leather and disallow shields. Limit weapons as per a thief, but may use the bastard and two-handed swords. Gains the following thief abilities: hide/move, hear noise OR open lock, backstab, and climb walls OR find/remove traps. Add DEX to prime requisites (minimum DEX of 13, INT of 12).
Duelist
Armor no heavier than leather; bucklers only. Limit weapons to swords (normal, short), dagger, cestus, whip. Lessen penalty for dual wielding to -2 in the "off" hand. Gain DEX bonus "to-hit" with all allowed weapons except whip when used with no weapon or buckler in the off hand. At name level, a buckler may be used while retaining this bonus. Add DEX to prime requisites. When fighting humanoids in melee who are armed with one-handed weapons, gain +3 bonus to AC against melee attacks from those opponents. Add minimum DEX of 13 and Charisma of at least 9.
Halflings are limited to armor no heavier than chain mail.
Halflings gain one bonus general skill above and beyond all earned and given for high INT.
Magic users gain the following benefits from high Intelligence: 13-15 = 1 extra 1st level spell per day, 16-17 = 1st/2nd, 18 = 1st/2nd/3rd. This supercedes should the character's INT go up during play, it does not stack.
Mystics do not gain heal self, speak with animals, speak with anyone, or blankout. Gentle touch may only use the death and paralysis effects, and targets do get saving throws.
Limit weapons to staff, sling, club and javelin.
Mystics do not get faster MV rates as shown in the book. The mystic moves 8" (the equivalent of 40 feet in 3.5) under my rules.
Mystics get none of the thief abilities listed.
Mystics do not take the -20% penalty on earned experience listed under the acrobatics ability.
Mystic unarmed attacks do not ever count as silver or magical.
While the restriction against magical items that boost AC stands, mystics are able to own their own possession; ignore what the book says about the cloister owning his/her stuff.
Thieves use d6 for hit dice.
Thieves (and anyone else who has somehow gained/emulated thief abilities) add +5% per bonus point from DEX to the following skills: open locks, pick pockets, move silently/hide. The same rule applies to find/remove traps and open locks, substituting intelligence score for DEX. The two bonuses for open lock do not stack; use the one that is higher.
In addition, move silently and hide are one ability, using the progression for move silently.
Bucklers
Bucklers cost 5gp. In game terms, the buckler provides a +1 bonus to its user's AC against melee attacks only, but allows for the use of the shield hand when firing bows, dual wielding, etc. While doing any of these things, the buckler does not grant an AC bonus. The user may carry an object in that hand that is small enough to enclose in his fist and use the buckler without penalty.
Movement and How Armor Affects It
Humans move 6", as do elves. Humans in banded mail or plate mail move 5". Humans in suit armor, dwarves (who never suffer movement reduction due to armor), and halflings move 4". Movement is unidirectional and measured in inches on any game surface, using a ruler or similar tool. Characters, during one round, may double-move if they forgo attacks. If they move before attacking or acting otherwise, they may move their normal rate.
(Creator's note: When we play, I draw dungeons/etc. on a large, unmarked sheet of laminated paper or a large, laid-down whiteboard. If any of you are familiar with Warhammer 40k, the movement is similar, but shorter scaled. I believe I explained it well enough, but if anyone needs clarification, do not hesitate to contact me.)
General Skills/Languages
Characters may spend no more than four extra slots (not counting the slot spent to gain the skill) on a given skill to improve it.
Characters do not gain extra languages for high INT, but may spend a slot to learn an extra language. In addition to Common, a human may pick one additional starting language if their intelligence is 13 or higher. Demihumans start with Common and their racial tongue.
Use the list of languages from 3.5 D&D.