So far, we've been using the following house rules for the Adventurer Conqueror King System (ACKS):
- Thieves and thief-like characters (e.g. Dwarven Delver) add their Dexterity modifier to Move Silently, Hide in Shadows, Open Lock, Pick Pockets, and Disarm Traps rolls.
- War dogs take Henchman "slots" and are limited by them.
- War dogs get Mortally Wounded and may be stabilized by a character with Animal Husbandry. This, of course, entails a roll on the Mortal Wounds table for the poor hound.
- Dwarves have "darkvision", which seems appropriately natural given their subterranean habitat. This is not necessarily perfect infra-red vision but (probably) rather the ability to see with very little light. It seemed to us that dwarves, who often spend their entire lives underground, should have a way to see in darkness, or at least in very dim light.
- Turned undead who flee far into the dungeon (i.e. out of the fight) grant XP as they are "vanquished". However, you can gain experience from a given group of undead only once per "foray into the dungeon", which is approximately a week. This is to prevent abuse of Turn Undead to gain infinite experience from turned undead.