Post by korgoth on Oct 10, 2009 15:03:38 GMT -6
Probably as a result of the fever that was wracking me with chills last night, I had this thought (which others have probably already had, and I simply haven't read up on):
D&D without levels. The idea would be a swords and sorcery setting, and character abilities would be fixed at character creation (barring in-game craziness, of course). The basic outline would be something like the following:
Class Options:
Swordsman
Sorcerer
Swordsman: 4 HD, Thac0 15, one "Background" choice
Sorcerer: 2+1 HD, Thac0 17, one spell
A Background choice is a catch-all skill suite that suggests what your character can know/do. Like "primitive hunter" or "sellsword" or "burglar" or "blacksmith" or "pirate" or whatever.
Spells all belong to one unified list, and they're all quite good. Not all D&D spells would be included... I haven't made up the list yet. Maybe not some doozies like Cloudkill, but definitely Lightning Bolt, Fireball, Animate Dead, Charm (not limited... works on anybody), Heal (complete), Remove Curse, Curse, Invisibility and so on. Damage/level spells would assume the lowest castable level, so LB and FB would be 5d6 spells (still quite tough!).
The trick is that a Sorcerer gets to cast each spell he knows only once per day, and he knows only 1 to start. He must gain the others by finding scrolls. Also, a Sorcerer can only "know" a number of spells at a time equal to his (INT/4), rounded down. He can "forget" spells he knows and learn others off of scrolls that he finds, if he wishes.
Naturally some spells which are unique to the campaign can be added... one isn't restricted to the canonical list. Like Create Homunculus might be a good one to throw in.
The gods come into play as follows: some spells (formerly "clerical" in nature) are tied to a particular god, and therefore initiates of that god get better mileage out of them (but one is not required to be an initiate to cast them... these are "little 'g' gods" and are compelled by mortal magic). That spell effect bonus and the ability to freely enter the temples of that god are the upside of being an initiate; a required tithe and one or more other burdensome responsibilities are the downsides.
Since the putative milieu is S&S in nature, the gods should mostly be jerks. One I thought of is "Gorg the Toad, Knower of Secrets". He's a big toad that enjoys the flavor of human sacrifices; his followers get the best mileage out of a divinitation spell (perhaps Legend Lore or Identify). You probably have to go to his main temple and manually feed him a human sacrifice every year to keep your membership current.
The standard suite of Stat bonuses apply, if you've got 15+ in the ability:
Str: +1 to hit/damage in melee
Int: +1 Background choice
Wis: +1 to saves
Con: +1 hp per HD
Dex: +1 to hit in missile; +1 to Surprise*; -1 AC
Cha: +1 to reactions
Surprise: +1 to Surprise if whole party has Dex 15+; +1 to Surprise if whole party in No Armor; -1 to Surprise if anyone in party in metal armor
There would be no level advancement. Hit Dice would be rolled per battle as in Carcosa.
The goal of this kind of game would be that the players determine their own goals and need not worry about advancing in level. If they want money, fine; if not, also fine. Ditto with any other possible character pursuit.
Anyway, just a thought.
D&D without levels. The idea would be a swords and sorcery setting, and character abilities would be fixed at character creation (barring in-game craziness, of course). The basic outline would be something like the following:
Class Options:
Swordsman
Sorcerer
Swordsman: 4 HD, Thac0 15, one "Background" choice
Sorcerer: 2+1 HD, Thac0 17, one spell
A Background choice is a catch-all skill suite that suggests what your character can know/do. Like "primitive hunter" or "sellsword" or "burglar" or "blacksmith" or "pirate" or whatever.
Spells all belong to one unified list, and they're all quite good. Not all D&D spells would be included... I haven't made up the list yet. Maybe not some doozies like Cloudkill, but definitely Lightning Bolt, Fireball, Animate Dead, Charm (not limited... works on anybody), Heal (complete), Remove Curse, Curse, Invisibility and so on. Damage/level spells would assume the lowest castable level, so LB and FB would be 5d6 spells (still quite tough!).
The trick is that a Sorcerer gets to cast each spell he knows only once per day, and he knows only 1 to start. He must gain the others by finding scrolls. Also, a Sorcerer can only "know" a number of spells at a time equal to his (INT/4), rounded down. He can "forget" spells he knows and learn others off of scrolls that he finds, if he wishes.
Naturally some spells which are unique to the campaign can be added... one isn't restricted to the canonical list. Like Create Homunculus might be a good one to throw in.
The gods come into play as follows: some spells (formerly "clerical" in nature) are tied to a particular god, and therefore initiates of that god get better mileage out of them (but one is not required to be an initiate to cast them... these are "little 'g' gods" and are compelled by mortal magic). That spell effect bonus and the ability to freely enter the temples of that god are the upside of being an initiate; a required tithe and one or more other burdensome responsibilities are the downsides.
Since the putative milieu is S&S in nature, the gods should mostly be jerks. One I thought of is "Gorg the Toad, Knower of Secrets". He's a big toad that enjoys the flavor of human sacrifices; his followers get the best mileage out of a divinitation spell (perhaps Legend Lore or Identify). You probably have to go to his main temple and manually feed him a human sacrifice every year to keep your membership current.
The standard suite of Stat bonuses apply, if you've got 15+ in the ability:
Str: +1 to hit/damage in melee
Int: +1 Background choice
Wis: +1 to saves
Con: +1 hp per HD
Dex: +1 to hit in missile; +1 to Surprise*; -1 AC
Cha: +1 to reactions
Surprise: +1 to Surprise if whole party has Dex 15+; +1 to Surprise if whole party in No Armor; -1 to Surprise if anyone in party in metal armor
There would be no level advancement. Hit Dice would be rolled per battle as in Carcosa.
The goal of this kind of game would be that the players determine their own goals and need not worry about advancing in level. If they want money, fine; if not, also fine. Ditto with any other possible character pursuit.
Anyway, just a thought.