MoldHammer: Alternate Rules & Bonus Content.

This post is an expansion for MoldHammer, which I also updated today.


Clarifications
Where I state "roll d20 under", I mean equal to or under. It's just a hassle to fit the extra words in.
Also, X in 6 chance is a short way of saying: "if you roll d6 equal to or under X, the thing happens."

More Rules Options

Funnel 
To start the game with a sort of bang, allow each player a handful of level 0 characters and let the mob run through a gruesome, brutal, but treasure-filled "funnel" dungeon (as in Dungeon Crawl Classics). If all goes well, a few weathered and mutated heroes should emerge at the end of the night's bloodshed.

Level 1 Starting Characters
There's nothing wrong with that!

Mighty Starting Characters
Each player starts with a level 0 character, then rolls 3d3 to distribute 3 levels. 1: Fighter, 2: Thief, 3: Wizard.

Shields 
In MoldHammer, I've incorporated Shields Shall be Splintered, a popular rule floating around the Blog Nebula. If that isn't to your taste, shields may simply grant some armor. +1 wooden shields, +2 metal shields. You could consider giving ornate & magical shields the deflection ability back.

Cinematic Armor
If you want a little extra grittiness, have one piece of armor break when someone makes a successful armor save. This makes armor a little more like shields, so you might have shields grant armor instead of blocking + breaking while using this rule.

Ornate & Magical Weapons
Many monsters can only be damaged by magical weapons. That alone is reason enough to appreciate them, but they may also confer To-Hit bonuses added to the stat while rolling to attack. Ornate weapons could confer the same bonuses without counting as magical for the purpose of attacking special monsters. Either type might be considered treasure.

Making d6 Rulings:
When a character attempts a task outside the realm of Fighting Feats or Thief Skills, attempt to discern if it would obviously succeed or fail. If uncertain, start by assigning them a 1 in 6 chance to accomplish the task. Add +1 for each of the following conditions:
  • Skills help with the task.
  • Natural traits help with the task.
  • Appropriate tool used to accomplish the task.
  • Especially clever or entertaining approach to the task.
  • Other conditions are generally favorable for accomplishing the task.
Masters
During your travels, you may encounter learned warriors or ferocious scholars, often at rest beside a campfire, who grow weary of pursuing greatness. They are for a moment without purpose, and consider, in the face of mortal ennui, passing their expertise to the next generation of adventurers. They offer to teach 1 level of their own unique class to any player who gives them a treasure. If any players take up this offer, the Master moves to one of the town's Guild Halls. They now offer their own class at the same rate as the guilds. Masters have full levels in their class, and are at least level 4 in Fighter and/or another class.

Jealous Masters
Pupils of a Jealous Master must not take lessons with any other Master, or the Jealous Master will be insulted and offer an ultimatum: "Never take another lesson with that master again, or you may no longer be my pupil.". They'll say so even if they themselves admit they have nothing left to teach you.

Example Masters

Master: Rogolf the Moon Owl
Level 1, Owl's Eyes
Exceptional distant and low-light vision, fully rotating head. Easily spot little crawling creatures.
Level 2, Night Way
Gain mastery of Hide in Shadows, which now also functions as Hide in Moonlight.
Level 3, Rolling Thunder
When the GM rolls a 6 while checking for encounters, you may call forth a heavy thunderstorm.
Level 4, Way up High
When falling towards your enemy from above, get one bonus attack and land safely from up to 40'.

Master: Kirzzo the Volt Champ (JEALOUS)
Level 1, Static Beat
Your unarmed attacks count as magical.
Level 2, Ultimate Hand
Your body is now a weapon.
Level 3, Voltaic Aura
You have a minimum of 6 armor, and roll d20 under 6 to prevent magical effects (even good ones)!
Level 4, Artery Charge
Electrify your blood, losing X Hearts in exchange for X bonus attacks, up to your current Heart total.