TEXT: Classes
  1. Fighter.
  2. Cleric. A holy warrior devoted to the One True God. 
  Undead turning max three times a day. May use any 
  weapons, but only holy magic weapons.
  3. Rogue. (See The B/X Rogue.)
  4. Magic-user. May spend one turn to detect magic (2 in 
  6 chance). Learning new spells takes one day per level 
  of the spell. Spells unrelated to ones already known 
  require an INT check or cannot be learned.
  5. Elf. Spells are instinctive and randomly selected from 
  the illusionist list. No spell book.
  6. Moss dwarf. (See Wormskin issue 1.)
  7. Grimalkin. (See Wormskin issue 1.)
  8. Ratling. Mechanically the same as a halfling.  Hiding 
  works 3 in 6 in any environment.
  (More to come: friar, woodgrue, enchanter, etc...)
  Armour
  Fighters roll 1d6, clerics and non-humans roll 1d4, rogues 
  get leather armour, magic-users get none.
  1. Leather armour
  2. Leather armour + shield
  3. Leather armour + helmet
  4. Chainmail
  5. Chainmail + shield
  6. Chainmail + helmet
  (Moss dwarfs get pinecone armour, instead of chainmail.)
  Weapons
  Fighters roll 2d8, clerics and non-humans roll 2d6, rogues 
  roll 2d4, magic-users get a ritual dagger.
  1. 3 daggers
  2. Club
  3. Shortbow + 20 arrows
  4. Shortsword
  5. Longsword
  6. Spear
  7. Battleaxe
  8. 2-handed 
  sword
  Class-Specific Equipment
  • 
  Clerics get a wooden crucifix.
  • 
  Rogues get thieve’s tools, a disguise kit, or an extra 
  piece of adventuring gear (player’s choice).
  • 
  Magic-users get a randomly chosen spell book.
  General Adventuring Gear
  All characters start play with a backpack, a tinderbox, 5 
  torches, 1d20gp, and four items rolled on the list below:
  1. Crowbar
  2. Hammer
  3. 10 iron spikes
  4. Sledgehammer
  5. 5 days’ rations
  6. Waterskin
  7. 50’ hempen rope
  8. Bedroll
  9. Lantern and 3 flasks of oil
  10. Ink, quill, and 5 sheets of parchment
  11. 10 sticks of chalk
  12. Small sack
  Miscellaneous House Rules
  Dying: Upon reaching 0 hit points, your character is 
  unconscious and bleeding out. If an ally heals you (either 
  with magic, herbs, or binding wounds) within 3 rounds, 
  you are revived (min 1 hp, suffer -3 penalty to attacks un-
  til you get a day’s rest). If your allies take longer than three 
  rounds, you may save versus death to avoid dying. In both 
  cases, a random ability score is permanently reduced by 1.
  Encumbrance: We’re not going to bother with tracking the 
  weight of every little item you’re carrying. Instead, charac-
  ters with light or no armour (up to leather) move at 120, 
  those with medium armour (up to chainmail) move at 90, 
  and those with heavy armour move at 60.
  Experience: In addition to the usual 1 XP per gp value of 
  treasure acquired through adventuring, you gain 1 XP per 
  gp you spend.
  Helmets: Grant +1 AC. Can be used by classes that can 
  use shields (i.e. clerics, figthers, non-humans).
  Initiative: We’ll use a slight variant:
  1. Each side rolls 1d6. Roll again if tied.
  2. The winning side moves or fires missiles.
  3. The losing side moves or fires missiles.
  4. The winning side performs other actions.
  5. The losing side performs other actions.
  Read Magic: Doesn’t exist. Spell books and scrolls are 
  written in normal (albeit sometimes obscure) languages. 
  Sages, study, and comprehend languages are valuable.
  Dolmenwood House Rules
  
SOURCE: textdata/thevault/Old-School Essentials BX Essentials/OSE-BXE Dolmenwood Wormskin/Dolmenwood House Rules (NGP) (BXE).pdf