I am running a Call of Cthulhu campaign, just generated a character for a 3rd ed D&D game, have a play by post S&W character kind of still in play and an active play by mail De Profundis character. Guess what? I know had my brain bounce unto another game. Gamer ADD...
Savage Worlds is a game where they explicitly in the book tell you not to invent new stuff for it when adapting it to another setting. Since I have been there myself (WH40k, for those who are curious), I can confirm that that is sound advice. The stats are the same in all settings, the skills are the same and most of the Edges and Hindrances are the same. What do differentiates are the so called Trappings, and some specific setting and flavour enhancing Edges. I kind of like this idea, and I guess it makes sense for most people who had played a bunch of D&D characters who actually differed very slightly from the others within the same class and level.
So, I know that I never managed to feel comfortable with the skill list in Rolemaster 2nd ed. It was something like 15 skills, and they were very general. You did have the optional so called Secondary Skills, which on the other hand in some cases was ridiculously specialized. I guess the line developers thought something similar when they developed 3rd ed which had something more like a 100 skills! Maybe you could combine old school Rolemaster with the Savage Worlds way of thinking?
What I'm thinking of is to make each of the Professions in RM each give you a few of those Secondary Skills and differentiators, just like the setting specific Edge in a Savage Worlds game makes that character with the same skills different from another character in another setting. It is the same line of thinking that lies behind the old school feats suggestion (which might or might not be a popular idea. I got many visitors to the blog that day, but few comments...) of making two level 2 fighters be different somehow.
The question is of course if I managed to develop the idea before I get interested in another game...
Showing posts with label Feats. Show all posts
Showing posts with label Feats. Show all posts
Monday, February 27, 2012
Friday, February 24, 2012
D&D character generation. Return of an old... friend?
So, tonight I made my first new D&D character in a while! Some friends of a friend have been playing in a campaign for the last five or six years, and now they had an opening. Never being one to pass an opportunity to play, I jumped at it.
Have you made a character in 3rd ed. D&D recently? I can tell you I haven't. I bought the book when they were new, never got on the revised bandwaggon, and ran a campaign for some years. I don't even remember how long time it was! Five years? Three?
I at once felt how some things in that game didn't make sense, already at the character generation step. Many skills are kind of wonky, and the cross class system is clunky. Also, the feat tree is something of a mess. The fact that I got to generate a level 8 character to be on par with the rest of the party might have made it fiddlier than usual, though.
Tinkerer as I am, I started thinking how you could streamline things. How about you take out the hierarchical system for the feats, making it all flat? How about you remove some skills like Use Rope and Escape Artist and merge agile manoeuvres into a few sensible skills, and social interaction skills into active and passive ones? There are many loose ends to start pulling on! I still really like the idea of metamagical feats, though.
I ended up with a multi-classed human Rogue 3/Wizard 5 character. It will be interesting to see how it feels in play!
Have you made a character in 3rd ed. D&D recently? I can tell you I haven't. I bought the book when they were new, never got on the revised bandwaggon, and ran a campaign for some years. I don't even remember how long time it was! Five years? Three?
I at once felt how some things in that game didn't make sense, already at the character generation step. Many skills are kind of wonky, and the cross class system is clunky. Also, the feat tree is something of a mess. The fact that I got to generate a level 8 character to be on par with the rest of the party might have made it fiddlier than usual, though.
Tinkerer as I am, I started thinking how you could streamline things. How about you take out the hierarchical system for the feats, making it all flat? How about you remove some skills like Use Rope and Escape Artist and merge agile manoeuvres into a few sensible skills, and social interaction skills into active and passive ones? There are many loose ends to start pulling on! I still really like the idea of metamagical feats, though.
I ended up with a multi-classed human Rogue 3/Wizard 5 character. It will be interesting to see how it feels in play!
Tuesday, February 21, 2012
Making deities matter
I just browsed the Players Guide for the 3rd ed setting Kingdoms of Kalamar. In the chapter on clerics it had some options I found interesting. Those who have followed me through the years know I have a soft spot for KoK, and this was something I felt could be imported to other games.
You know how clerics can turn undead? In newer editions of D&D, that it because the channel some kind of positive energy from their god. That sounds kind of iffy to me, but you can take the concept and run with it.
If your cleric is channeling power from the gods when casting spells (from a spell list that is mostly identical to all), why not take one effect that conceptualize the area of influence of that god, and make that a power of the cleric?
So, a cleric of the god of merchants should be able to channel the power of smooth talking, charming or something similar. A cleric of the god of death should be able to somehow be more deadly once in a while. A cleric of the god of love could... Well, you get the idea.
How about that?
You could make it happen on a d20 lower than the character level, on a 1 in 6 or just once every session. Scalable to every power setting. Also, if the death channeler just gets +1 dmg or kills outright is also one of those "setting dials". Even a +1 could be fun. Everyone likes to be somewhat special.
You say it sounds like those fiddly "daily" powers from my post on old school "feats"? Yeah, it will take some bookkeeping unless you make it happen just once every session. Everyone should be able to remember if they have used their power this night, unless very drunk while gaming, right?
Then you could just tweak the spell list to be unique for every god/temple/whatever. I think the power channeling idea is more fun, though.
You know how clerics can turn undead? In newer editions of D&D, that it because the channel some kind of positive energy from their god. That sounds kind of iffy to me, but you can take the concept and run with it.
If your cleric is channeling power from the gods when casting spells (from a spell list that is mostly identical to all), why not take one effect that conceptualize the area of influence of that god, and make that a power of the cleric?
So, a cleric of the god of merchants should be able to channel the power of smooth talking, charming or something similar. A cleric of the god of death should be able to somehow be more deadly once in a while. A cleric of the god of love could... Well, you get the idea.
How about that?
You could make it happen on a d20 lower than the character level, on a 1 in 6 or just once every session. Scalable to every power setting. Also, if the death channeler just gets +1 dmg or kills outright is also one of those "setting dials". Even a +1 could be fun. Everyone likes to be somewhat special.
You say it sounds like those fiddly "daily" powers from my post on old school "feats"? Yeah, it will take some bookkeeping unless you make it happen just once every session. Everyone should be able to remember if they have used their power this night, unless very drunk while gaming, right?
Then you could just tweak the spell list to be unique for every god/temple/whatever. I think the power channeling idea is more fun, though.
Wednesday, February 15, 2012
Are feats that uninteresting?
Amazing. I had a big peak in readership when I posted about my take on FrDaves old school feats, but only one guy left a comment. Odd.
I wonder if there's a flame war going on somewhere that I'm missing...
*shrug*
I think they look cool anyway.
I wonder if there's a flame war going on somewhere that I'm missing...
*shrug*
I think they look cool anyway.
Monday, February 13, 2012
Old School feats - my take
In a post some while back, FrDave posted his ideas about how to spice up the use of stats in old school D&D by some "feats" for those with exceptional stats. I liked the idea of some extra ability that set just that level 2 fighter apart from the dozen next to him in line at the dungeon entrance. Stats mean very little in earlier editions, and while I think the way it works in, say 1st ed AD&D, is a a bit excessive I still think some more use could be had out of them.
Here are my lists for "old school" feats.
This is build for the B/X edition of D&D, with a +1 for 13-15, +2 for 16-17 and +3 for 18 in a stat. The reverse applies for stats lower than 8.
Fighter
So what say you? I think these can be used to great effect to make that character of yours stand out a bit from the rest, without degenerating into super heroics of a kind not fitting for B/X.
Here are my lists for "old school" feats.
This is build for the B/X edition of D&D, with a +1 for 13-15, +2 for 16-17 and +3 for 18 in a stat. The reverse applies for stats lower than 8.
Fighter
- STR - 1-3 times a day, the fighter attack may stun an opponent who must make a save or dazed only defend himself.
- INT - Once a day, you can find and exploit a flaw of the opponent. Adjust his and/or your AC up or down 1-3 points.
- WIS - 1-3 times a day the fighter can feint an opponent, who then looses his next action.
- DEX - 1-3 times a day, a successful attack may disarm an opponent.
- CON - 1-3 extra HP added at character generation.
- CHA - daily an intimidate attempt may be made, and 1-3 bonus gained to one to hit roll.
- STR - 1-3 spells per day have their durations doubled.
- INT - 1-3 spells with variable effects are maximized.
- WIS - 1-3 spells may be spontaneously cast in place of memorized spell of equal or lower level.
- DEX - 1-3 spells with an area effect have it doubled.
- CON - may use 1-3 weapons or armour chosen at character generation not normally available. Leather must be the first choice and no heavier than chain.
- CHA - 1-3 spells a day require two successful saves.
- STR - thrown weapons gets +1-3 damage
- INT - 1-3 times a day the thief manoeuvre himself so to grant initiative for his side. Ignore the dice.
- WIS - daily the thief may push and shove enemies in a fight, granting +1-3 to one attack/save on a friendly side.
- DEX - 1-3 times a day, an attempt at sleight of hand will automatically succeed.
- CON - 1-3 times a day you get +1 to a save of your choice.
- CHA - you can tell 1-3 totally convincing lies each day.
- STR - 1-3 times a day, you can re-roll a to hit or damage for one ranged attack.
- INT - 1-3 bonus once a day to find hidden things.
- WIS - once a day, your sixth sense will warn you of impending danger, on a roll of [1-3] in a six.
- DEX - one fight a day, you get 1-3 bonus to AC.
- CON - 1-3 bonus to any save, once a day.
- CHA - 1-3 times a day, you may sing a silly song gaining a 1-3 morale bonus for the whole party.
- STR - if an opponent if of a faith directly opposing your own, you may once a day smite the unbeliever for 1-3 extra damage.
- INT - 1-3 memorized spells may be swapped out for a healing spell of equal or lower level, at will.
- WIS - once a day, turning attempts will affect 1-3 extra targets.
- DEX - 1-3 spells of variable area of effect is doubled once a day.
- CON - daily after a short prayer, the cleric will regain 1-3 HP.
- CHA - the true intentions of 1-3 individuals with whim he has conversed will be revealed by the cleric's god.
- STR - once a day, you get 1-3 bonus to a save against spells with physical effects.
- INT - 1-3 times a day, a spell cast will be retained in memory.
- WIS - on a [1-3] in 6, small woodland creatures will give you warnings of dangers and happening in the wild you are travelling through.
- DEX - 1-3 rounds a day the elf may shoot twice in combat.
- CON - 1-3 days an adventure the elf may survive without sleep/food or water.
- CHA - on a 1 in 6 the elf might know, once a day, a snippet of knowledge of greater or lesser relevance to the adventure at hand.
- STR - 1-3 attacks a day will not only harm, but also stun the target into loosing their next action.
- INT - may identify the make and/or source of gems and precious metals, on a [1-3] roll in six once a day.
- WIS - once a day 1-3 spells of the dwarfs level or lower will not affect him.
- DEX - when an enemy falls for your axe, you may 1-3 times a day immediately roll to also attack the closest enemy.
- CON - 1-3 days a week, the dwarf may drink any amount of alcohol without passing out.
- CHA - once a day, saves against any fear effect will get a 1-3 bonus for everyone within 10' of the steady dwarf.
So what say you? I think these can be used to great effect to make that character of yours stand out a bit from the rest, without degenerating into super heroics of a kind not fitting for B/X.
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