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Post by Scott Anderson on Jul 30, 2017 19:04:19 GMT -6
My brain is germinating the ideas that will go into the Ref's guide book, which is roughly analogous to UW&WA. It will have the rules you need to make a campaign, make a dungeon, and make a wilderland.
It will have an expanded advancement table to get Men to level 12 and others to a sufficiently high level, probably 10 and 8 for Hobbits. There will be no Thief class nor will it's absence be addressed.
Outside of that it will have some other corner case rules that are meant to spur the home brewer's imagination. I want to know which of these is interesting to you to read about?
Simple rules for grenade weapons - oil and holy water Moderately complex rules for same Alternative methods of initiative Interesting normal equipment Interesting alchemical equipment Dry goods and merchant supplies for trading A carousing mini game (bear in mind this is aimed at children, so it would be very tame) Good but complex rules about ruling a domain and playing a domain campaign
Also, is there something on the list you would like to have, but do not see? Something critical I missed?
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Post by Deleted on Jul 31, 2017 14:39:44 GMT -6
I like:
Simple rules for grenade weapons - oil and holy water Interesting alchemical equipment Dry goods and merchant supplies for trading Good but complex rules about ruling a domain and playing a domain campaign
My bairns would like:
sea travel - pirates/vikings gates/portals to other worlds/times etc monster henchmen/pets
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Post by Scott Anderson on Jul 31, 2017 16:06:16 GMT -6
Oh! Good! Thanks.
I would like to find good naval rules to be honest. I don't have any. AD&D isn't bad but it's clunky. I wrote simpler ones from the same chassis in Treasure Hunters but they're still clunky. Still looking.
One thing I can tell you and your kids is that there are simple rules for having special pets and henchmen monsters, and anyone can have some. It is important enough to me that I included it with the rules for regular henchmen and retainers.
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Post by Deleted on Aug 2, 2017 14:03:20 GMT -6
I think Delving Deeper's rules did a good job of simple sea travel and encounters. Maybe focus on that and one-on-one ship stuff like ramming, chasing and boarding actions rather than complex battles ?
With a title like Mythical Journeys maybe the Refs guide could have an equipment list that caters more to travel and exploration (howdahs, palanquins, coracles - my kids love new words!) rather than loads of different weapons.
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Post by Scott Anderson on Aug 2, 2017 18:21:52 GMT -6
Transport, tack and harness! Wonderful! You are so right.
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Post by Deleted on Aug 3, 2017 13:19:24 GMT -6
Catering for quests, expeditions, monster hunts and pilgrimages rather than just dungeon-centered heists and commando raids.
Travel unlocks the setting, the better/faster transport (magical and non-magic) you can use/acquire (or afford at higher levels) the farther you can roam from your base (and the further into unknown dangers).
D&D as a strange and wondrous road trip
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