Here are some more house rules dealing with the AD&D Dungeon Masters Guide.
Pg. 25 – Player Character Expenses: 100 GP a month per level? Really? Not including taxes or room and board? That can safely be ignored. The DM will occasionally ding the total treasure brought into town to cover minor costs of living, but not 7200 GP a year + expenses for a party of 6.
Pg. 58 – Outdoor Movement: It is hot and muggy in most areas in Mu. This chart assumes as much and gives movement in miles per day. Easier areas are per the old chart on pg. 58:
Burden.. Normal..Rugged..Very Rugged
Light.. 20.. 15.. 10
Medium.. 15.. 10.. 5
Heavy.. 10.. 5.. 2
Mounted movement miles/day
Mount.. Normal.. Rugged.. Very Rugged
Light.. 50.. 20.. 5
Medium.. 35.. 15.. 5
Heavy.. 25.. 10.. 5
Cart*.. 20.. 10
Wagon*.. 20.. 5
* With some kind of road or flatland.
Pg. 64 – Grenade Like Missiles: Misses: When a grenade like missile misses its target, roll 1d3 and 1d8. The d3 represents the squares away from the target that the missile will land. The d8 gives the direction, clockwise from the target’s square with the front square being “1”.
Pg 72 - Grappling: Grappling is a Strength vs. Strength battle. If a character wishes to grapple another, then he or she must first roll to hit as normal. After hitting, the struggle begins. The procedure is to take the strength of the attacker and compare it to that of the defender. For every point of strength that is different, a plus or minus 5% is given. For example: a person with 16 Strength grapples someone with 12 Strength. 16 – 12 = 4. 4 X 5% = +20%. Therefore the attacker would have a base 50% chance of holding his or her target prone, plus 20% due to being stronger. The attacker would have a 70% chance of successfully Grappling the defender each round, holding the defender prone and unable to act. Of course, the defender must be able to be grappled (i.e. not a slime, or a spirit, etc.)
Pg –192 Harlots: We really don’t need to roll on a chart to determine what kind of harlot you are hiring.
Extra: Suffocation: Suffocation: A breathing, humanoid creature that is roughly human sized, will suffocate to death if they are held without air for their Constitution score in rounds or more. For example: a fighter with a Con of 12 will drown to death if submerged in water for 12 rounds (2 min, 24 sec.)
A similar person held without air for half of their Constitution score (rounding down) in rounds will require additional rounds to recover. For example: if the same fighter with Con of 12 is held for 10 rounds without air. For each round in excess of 6 (half Con), the fighter will require 1 round to recover, or 4 rounds in this case. During those rounds the character will be treated as prone.