Real men live and die by the sword, axe, and dagger.
The only two classes:
Barbarian Predator: Barbarians see clearly in complete darkness for to 30’, and can track most creatures. Swashbuckler: Against foes of one hit die or fewer, barbarians get one attack per level each round. Swords against death: Barbarians get +1 on saving throws against death.
Thief Cutthroat: Thieves can backstab for surprise, +4 to hit, and double damage. Swashbuckler: Against foes of one hit dice or fewer, thieves get one attack per level each round. Swords against death: Thieves get +1 on saving throws against death.
“Healing Potions”: Once a day, a pint of wine heals 1d6 damage.
Law of the 13: For each animal kind there are thirteen individuals possessing manlike intelligence. Capturing the master of the inner circle gives control over all animals of that kind.
Villains: Frost giants, skeletons, guards, spider-gods, rat-people, and thugs.
The only monsters you get experience for killing are magic-users. All other experience is strictly from treasure.
Not a bad concept, actually, except that I have players who really love playing magic users. That could be a problem for my group. Can I assume since you stopped the XP tables at 3rd level that this was intended as more of a "Holmes" style campaign?
For variety I suppose one could bring in the pure Fighter and maybe a Ranger.
Certainly this style would reinforce the style of Conan and similar stories, but not the Grey Mouser. I suppose with some sort of patron one might be able to simulate Elric type stories.
Last Edit: Jul 13, 2014 4:10:10 GMT -6 by Finarvyn
Marv / Finarvyn DCC playtester (2011) S&W WhiteBox author (2009) C&C playtester (2003) Builder of the TrollBridge for T&T; Amber Diceless player since 1993 OD&D Player since 1975; Metamorphosis Alpha since 1976
"Don't ask me what you need to hit. Just roll the die and I will let you know!" - Dave Arneson
Post by oakesspalding on Jul 13, 2014 6:47:05 GMT -6
This brings up an interesting point. In a sense these classes don't differ by very much. And yet they seem to. So perhaps you can satisfy the desire to "be" a certain thing without the usual long list of differences that most people think are important.
Level titles are certainly a big part of it. Changing Veteran, Warrior, Swashbuckler to Freebooter, Buccaneer, Corsair (or First Matey) can make two mechanically similar fighting-men seem completely different.
Last Edit: Jul 13, 2014 8:45:47 GMT -6 by Red Baron
The S&W variant CRYPTS & THINGS does this quite well IMO. The system has three classes - barbarian, thief, sorcerer - and a unique swords and sorcery inspired magic system. If you're into this you should check it out.
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