Post by gloriousbattle on Dec 31, 2010 13:44:54 GMT -6
It is always unfair, IMHO, to take potshots at OD&D, because they were breaking new ground and were bound to make mistakes, but that doesn't mean we can't fix the mistakes later.
One such mistake was level limits for nonhumans, which only had the effect of making them increasingly unplayable in high level games.
Here is my fix:
In the Nordmark campaign, no race is limited by level, to include beast and monster races from Lewis Pulsipher’s “My Life as a Werebear”, White Dwarf #17. All humanoid races can attain unlimited level within their classes. Monsters can become Legendary Monsters, gaining one additional hit die per level to a maximum of nine hit dice, and 2 hit points per level thereafter. Ordinary beasts (these will be talking beasts) can become Legendary Beasts, gaining one additional hit die per level to a maximum of nine hit dice, and 2 hit points per level thereafter. In addition, beasts (not monsters) can multiclass as beast/druids if desired.
This, of course, puts humans at something of a disadvantage, as the other races have the ability to multi-class, and have such special abilities as infravision, increased spell resistance, etc.
To compensate for this, the following is based on the fantasy and sf trope that says "humans basically suck, but their diversity makes them cool". Each human player character (not NPC) is given a special ability which can be anything agreed on by both the player and the game master.
There is no “master list” of special abilities, but the list given below can provide examples:
Scion: The character is the first son of a great noble house, with all of the advantages and disadvantages that brings. He may inherit his father’s lands and title when he dies, and also be the subject of intrigues and assassination attempts.
Indomitable: The character is strong willed, and is not subject to mind affecting powers/spells or illusions of any type.
Weapon’s Master: The character is a master with a single weapon type (longsword, shortbow, heavy mace or any other type desired) and gains +2 to hit and damage when using that particular type of weapon.
Heirloom: The character begins the game with a single minor magic item. The player should have some input into what, but the game master will decide whether any item is too powerful, based on his campaign.
Lucky: Twice per day the character can choose to re-roll any single roll made by himself, the game master or any other PC or NPC, as long as he is present, even if he is not directly affected. The second roll is final, even if worse than the first.
Minor Magician: A non-magic-using character gains the ability to use any magic item usable by a first level magic user. This could be extended into similar classes, such as Minor Illusionist, Lay Priest or Lay Druid.
One such mistake was level limits for nonhumans, which only had the effect of making them increasingly unplayable in high level games.
Here is my fix:
In the Nordmark campaign, no race is limited by level, to include beast and monster races from Lewis Pulsipher’s “My Life as a Werebear”, White Dwarf #17. All humanoid races can attain unlimited level within their classes. Monsters can become Legendary Monsters, gaining one additional hit die per level to a maximum of nine hit dice, and 2 hit points per level thereafter. Ordinary beasts (these will be talking beasts) can become Legendary Beasts, gaining one additional hit die per level to a maximum of nine hit dice, and 2 hit points per level thereafter. In addition, beasts (not monsters) can multiclass as beast/druids if desired.
This, of course, puts humans at something of a disadvantage, as the other races have the ability to multi-class, and have such special abilities as infravision, increased spell resistance, etc.
To compensate for this, the following is based on the fantasy and sf trope that says "humans basically suck, but their diversity makes them cool". Each human player character (not NPC) is given a special ability which can be anything agreed on by both the player and the game master.
There is no “master list” of special abilities, but the list given below can provide examples:
Scion: The character is the first son of a great noble house, with all of the advantages and disadvantages that brings. He may inherit his father’s lands and title when he dies, and also be the subject of intrigues and assassination attempts.
Indomitable: The character is strong willed, and is not subject to mind affecting powers/spells or illusions of any type.
Weapon’s Master: The character is a master with a single weapon type (longsword, shortbow, heavy mace or any other type desired) and gains +2 to hit and damage when using that particular type of weapon.
Heirloom: The character begins the game with a single minor magic item. The player should have some input into what, but the game master will decide whether any item is too powerful, based on his campaign.
Lucky: Twice per day the character can choose to re-roll any single roll made by himself, the game master or any other PC or NPC, as long as he is present, even if he is not directly affected. The second roll is final, even if worse than the first.
Minor Magician: A non-magic-using character gains the ability to use any magic item usable by a first level magic user. This could be extended into similar classes, such as Minor Illusionist, Lay Priest or Lay Druid.