- Stats will follow the BASIC/EXPERT rules exactly, so no minimums for the base classes. There will be no XP granted based on ability score adjustments (however, see below).
- No such thing as percentile strength (which I did not like anyway) and no change in weapon damage based on defender size (however I am working on modifying damage based on weapon size used by the attacker, by changing the die type up or down).
- Races permitted are Human (sub-races of Oeridian, Suloise, Baklunish, and Flan), Dwur (sub-races of Hill Dwarf and Mountain Dwarf), Olve (sub-races of Sylvan, Grey, and High), and Hobniz (sub-races of Hairfoot, Stout, and Tallfellow). Gnomes are not permitted as PCs, and Half-Elves and Half-Orcs are not viable races. Also Rhennee humans are only permitted as NPCs.
- Classess available for play include: Cleric, Druid, Monk, Magic-User, Fighter, Paladin, Thief, Assassin. I see no need to include rangers although I could as NPCs. Also, the Illusionist is really unnecessary since the spell selection of the magic-user class precludes the need for a separate class. I'm also thinking of merging assassin and thief or breaking thieves down by alignment (N = thief, E = assassin) but that seems too restricting. Clerics must be Good or Evil; Druids must be Neutral.
- Level limits may or may not be used depending on the way humans are played. Perhaps allowing the demi-humans to advance unlimited in one class only (i.e. Fighter for dwarf, Magic-User for elf, and Thief for Halfling) and limit the others to mid-level (say 6th to 8th) depending on aptitude. A halfling, unsuited for fighting, may only advance to 6th level fighter, while an elf could go to 8th level. The only benefit humans get is a 10% bonus to XP earned across the board, regardless of ability score. This represents human tenacity and adaptability.
- Multi-classing will be an option for demi-humans only, but functions differently. They only have ONE level to deal with and both classes advance together by adding XP requirements. Advancing one level beyond one that has reached it's level limit requires DOUBLE the necessary XP. This is the price for multiclassing, slower advancement. Example, an elven fighter/magic-user of 1st level needs enough XP to make both his classes 2nd level in order to advance (add together Fighter XP for 2nd level and Magic-User XP for 2nd level). When he reaches the level limit for fighter, double his required Magic-User XP to advance to next level.
- Alignment is changed from Lawful, Neutral, Chaotic to Good, Neutral, Evil. This makes more sense since all the spell names deal with good or evil, not law or chaos.
- Equipment will remain as listed in the Basic/Expert rules with possibly some additions from AD&D lists as required. All containers will be listed with encumbrance capacities.
- The coin weight system will remain at 10 coins/pound of weight. Assume this: if 40 quarters = 1 lb, and D&D coins are roughly the size of half dollars, and these are double the weight of a quarter, then 20 coins = 1 lb. Now, assuming that a gold coin (the weight standard) is double the weight of a half-dollar coin, then 10 coins = 1 pound as already established in D&D. Weights will add up quickly so size of sacks and capacities of chests need to be worked out.
- Spells will remain as presented in the Basic/Expert rules, but the spells added for higher levels will also be used. Clerics cannot cast spells at 1st level in Basic/Expert rules. They also receive no bonus spells for high Wisdom.
- Combat rules will remain fast and ambiguous; combat maneuvers add too much difficulty to the system and will be used sparingly.
- Monsters from AD&D, Fiend Folio and the Monster Manual II will be adapted for use in Basic Greyhawk.
- Treasures may also be included from AD&D but made for Basic/Expert Rules.
- Maximum level of the Campaign will be 14th level unless the players agree to progress further.
Friday, February 1, 2013
Further Musing on Basic Greyhawk
Since I decided to use Basic/Expert rules as the basis for my next Greyhawk campaign in Castle Greyhawk I've been trying to decide all the options I would allow in the game. So far I've come up with the following:
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