Post by Malcadon on Nov 7, 2014 6:51:12 GMT -6
I recently got the Crimson Blades rulebook, but I have not had the chance to play it, as everyone is so focused on the newer D&D game. I really like the Crimson Blades rules. It is simple, and I really like the Hit Dice system. Like any new rule set I get, I have been thinking about new rules that might enhance the game.
Revised Initiative
As a personal preference, I see initiative in a more tactical, where the side that has the edge, is the one who's leader's can read the battle and coordinate their actions accordingly. The end goal is not about being the first to act, but to know what the opponents are doing so the winning side could best react.
Before anyone declares anything, both side roll a d6, plus any adjustments that applies. A leader can adjust this with WIS with modifiers similar to the Melee 'To-Hit' Modifier used with STR. This Is based on the leader's intuition and ability to read the opponent's actions. A group with no coordination or ability to react properly in a fight (like distracting elements, or a difficult enviroment) would get a -1 or more. Repaired plans and some one-sided advantage (having higher ground, fighting with the sun on one's back, etc.) would grant a +1 or more. The side that rolled the lowest declarers their actions first, so the side that rolled the highest can declarers their actions accordingly. It might not sound much, but this is a tremendous advantage I learned with wargames, and keen players are usually smart enough to exploit this advantage.
Beyond that, actions are more or less simultaneous. Actions have priorities: Missile -> Movement -> Melee -> Magic. For example, an Archer can interrupt someone in mid-movement with a shot. Having a higher priority means that you can inflict damage on someone before they do the same with you. For example, if an Archer hits a Swordsman who is charging him, the Archer strikes first, and if the Swordsman survives the attack, he can attack the Archer in melee combat. If both sides have priority, then they both act accordingly to DEX.
Learning Other Skills
The idea came form the way Conan picks-up random skills, including this
ability to translate obscure text, to cast a wording spell on a demon,
and so on. That, and to make use of the even level advancements, between save bonuses.
At every even level (2, 4, 6, 8 & 10), a character can learn a new skill that is not of it's class. The skill can be any of the Barbarian, Griot, Mountebank or Thief skills, as well as the Acrobatics, Fighter Stunt or Lingo skill. This give a 5+ to-succeed score. You also have the option to lower a skill roll score by point, down to 1+. Such skills represent some of the odds-and-ends a character picks-up while adventuring. A Ref may even allow for additional abilities that works like class abilities, but not as effectively.
It is usually good for a player to setup this action by having the character make notes about what they are learning. For example, a player might say "Yeah, I (my character) have been running around with a motley lot! We play crooked shell games and lifting some wallets" in the middle of a game to justify taking a Slight skill. Or, "With all the sneaking we have been doing on our journeys, I'm sounding less like a massive rock-slide." Naturally, the Ref can overrule what a character can learn for whatever reason.
As an alternative, save bonuses or new skills maybe used to get bonuses to attribute-based rolls, like Lore, Notice, etc. It is up to the Ref to rule on how this is handled.
Revised Initiative
As a personal preference, I see initiative in a more tactical, where the side that has the edge, is the one who's leader's can read the battle and coordinate their actions accordingly. The end goal is not about being the first to act, but to know what the opponents are doing so the winning side could best react.
Before anyone declares anything, both side roll a d6, plus any adjustments that applies. A leader can adjust this with WIS with modifiers similar to the Melee 'To-Hit' Modifier used with STR. This Is based on the leader's intuition and ability to read the opponent's actions. A group with no coordination or ability to react properly in a fight (like distracting elements, or a difficult enviroment) would get a -1 or more. Repaired plans and some one-sided advantage (having higher ground, fighting with the sun on one's back, etc.) would grant a +1 or more. The side that rolled the lowest declarers their actions first, so the side that rolled the highest can declarers their actions accordingly. It might not sound much, but this is a tremendous advantage I learned with wargames, and keen players are usually smart enough to exploit this advantage.
Beyond that, actions are more or less simultaneous. Actions have priorities: Missile -> Movement -> Melee -> Magic. For example, an Archer can interrupt someone in mid-movement with a shot. Having a higher priority means that you can inflict damage on someone before they do the same with you. For example, if an Archer hits a Swordsman who is charging him, the Archer strikes first, and if the Swordsman survives the attack, he can attack the Archer in melee combat. If both sides have priority, then they both act accordingly to DEX.
Learning Other Skills
The idea came form the way Conan picks-up random skills, including this
ability to translate obscure text, to cast a wording spell on a demon,
and so on. That, and to make use of the even level advancements, between save bonuses.
At every even level (2, 4, 6, 8 & 10), a character can learn a new skill that is not of it's class. The skill can be any of the Barbarian, Griot, Mountebank or Thief skills, as well as the Acrobatics, Fighter Stunt or Lingo skill. This give a 5+ to-succeed score. You also have the option to lower a skill roll score by point, down to 1+. Such skills represent some of the odds-and-ends a character picks-up while adventuring. A Ref may even allow for additional abilities that works like class abilities, but not as effectively.
It is usually good for a player to setup this action by having the character make notes about what they are learning. For example, a player might say "Yeah, I (my character) have been running around with a motley lot! We play crooked shell games and lifting some wallets" in the middle of a game to justify taking a Slight skill. Or, "With all the sneaking we have been doing on our journeys, I'm sounding less like a massive rock-slide." Naturally, the Ref can overrule what a character can learn for whatever reason.
As an alternative, save bonuses or new skills maybe used to get bonuses to attribute-based rolls, like Lore, Notice, etc. It is up to the Ref to rule on how this is handled.