White Box House Rules
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Two years ago I'd posted a set of house rules for Swords & Wizardry in a very rough form. It proved a fairly popular post and I've had a chance to give it some more thought - along with possibly having a White Box game in my future. What I've been learning about the White Box rules is I don't quite like them as they are. I think there's a place for a thief class. I think magic-users have gotten the shaft at low levels. But I've also discovered they are super-easy to customize. It's very different from my experience with D&D 3rd Edition. I had a lot of fun playing with D&D 3.0 and 3.5. But one thing I found was it is a tough game to customize. For example, trying to remove miniatures or counters from D&D 3.5 is a massive undertaking, with many basic assumptions suddenly changing. What I'm going to do in this article is list a series of house rules. For the most part they are mix and match. I'll illustrate the rule and then expl