Post by Finarvyn on May 21, 2008 13:17:30 GMT -6
I was looking around on the "Out of Print" section of the Gleemax forums and found this interesting thread. A guy named "tankshmidt" posted his list and I thought this might promote some discussion. Remember, if you post here be nice and considerate to each other. This is NOT an edition-bashing place.
Tankshmidt said:
This is a fun idea, fellas, and I really like some of what has been posted above. My current game is a OD&D/RC/C&C hybrid, but I am looking at winding it back to more OD&D only.
Ability scores: 3d6 six times in order, highest can be switched with prime requisite, can subtract two-three from str, int, wis (depending on class) to raise PR by 1.
Races: Dwarves, Elves, Hobbits, and Men. No hard class/race restrictions for PCs, although NPCs do have listed restrictions.
Classes: Fighting man, Cleric, Magic-User, Unarmored fighter homebrew class.
Roll for hp at first level. At subsequent levels, reroll all HD. Take the higher result.
Multiclassing: Elves can advance as either Fighting man or Magic-user, others can dual class.
Skills: Entirely determined by one or two sentence character background.
Monsters and XP: XP given in monster entry, not dependent upon monster hp. Fighting monsters on higher dungeon level than character level results in reduced exp.
Followers/Leadership: Fighting men build a stronghold at name level. Clerics do so at half cost and attract followers. Strongholds are designed from RC.
Combat:
* Use THAC0, not combat charts.
* Five saves, TSR style.
* Take mass combat from Chainmail.
* No iterative attacks, accept when using Chainmail combat. In those situations, fighting men may attack up to their level times per turn when fighting normal men.
* "Physical combat is simplified to an attack roll and a damage roll. If you want to do fancy maneuvers, describe them, then just roll to hit and for damage normally." (that's a nice rule, elondir) Instead of damage, DM may allow for some special effect (unhorsing is an example). Some fancy maneuvers (split-move and fire, etc) covered in Chainmail.
* Don't require miniatures, but if you do, use a ruler and string instead of a grid of squares or hexes.
* Death happens at hp=-(level+1)
* All weapons deal 1-6 damage. Two handed weapons roll 2d6 and take the better roll, same for two-weapon fighting.
Epic: PCs naturally retire around level 14 or so.
Magic items:
* Straight from Monsters and Treasure, nothing higher than +3. Some magic items from Greyhawk supplement may be found.
* Item creation requires time and money, no exp needed or gained.
* Magic items are rare, although it's possible to find some for sale in out-of-the-way places.
Turning undead: accomplished with 2d6 roll. No limit to number of times per day.
Psionics: No psionics
Spells: From 3LB. Greyhawk supplement spells may be researched, occasionally found in the dungeon.
Tankshmidt said:
This is a fun idea, fellas, and I really like some of what has been posted above. My current game is a OD&D/RC/C&C hybrid, but I am looking at winding it back to more OD&D only.
Ability scores: 3d6 six times in order, highest can be switched with prime requisite, can subtract two-three from str, int, wis (depending on class) to raise PR by 1.
Races: Dwarves, Elves, Hobbits, and Men. No hard class/race restrictions for PCs, although NPCs do have listed restrictions.
Classes: Fighting man, Cleric, Magic-User, Unarmored fighter homebrew class.
Roll for hp at first level. At subsequent levels, reroll all HD. Take the higher result.
Multiclassing: Elves can advance as either Fighting man or Magic-user, others can dual class.
Skills: Entirely determined by one or two sentence character background.
Monsters and XP: XP given in monster entry, not dependent upon monster hp. Fighting monsters on higher dungeon level than character level results in reduced exp.
Followers/Leadership: Fighting men build a stronghold at name level. Clerics do so at half cost and attract followers. Strongholds are designed from RC.
Combat:
* Use THAC0, not combat charts.
* Five saves, TSR style.
* Take mass combat from Chainmail.
* No iterative attacks, accept when using Chainmail combat. In those situations, fighting men may attack up to their level times per turn when fighting normal men.
* "Physical combat is simplified to an attack roll and a damage roll. If you want to do fancy maneuvers, describe them, then just roll to hit and for damage normally." (that's a nice rule, elondir) Instead of damage, DM may allow for some special effect (unhorsing is an example). Some fancy maneuvers (split-move and fire, etc) covered in Chainmail.
* Don't require miniatures, but if you do, use a ruler and string instead of a grid of squares or hexes.
* Death happens at hp=-(level+1)
* All weapons deal 1-6 damage. Two handed weapons roll 2d6 and take the better roll, same for two-weapon fighting.
Epic: PCs naturally retire around level 14 or so.
Magic items:
* Straight from Monsters and Treasure, nothing higher than +3. Some magic items from Greyhawk supplement may be found.
* Item creation requires time and money, no exp needed or gained.
* Magic items are rare, although it's possible to find some for sale in out-of-the-way places.
Turning undead: accomplished with 2d6 roll. No limit to number of times per day.
Psionics: No psionics
Spells: From 3LB. Greyhawk supplement spells may be researched, occasionally found in the dungeon.