Post by edsan on Jan 21, 2008 6:52:28 GMT -6
I have recently started my 1st Tekumel campaign. My group is using EPT with some slight mods.
I was just wondering how many people are currently running EPT and which house rulings they have made and why.
From our own part here's what we are doing different:
* Creature experience increased to account for special abilities (poison, extra attacks, energy drain, immunities, etc)
* Experience bonus given for ideas, roleplay, achieving goals and showing up for sessions.
* Warrior skills grant a +1 attack bonus with weapon(s) they are skilled in.
* Sorcerers and Priest get at least one new random Group spell when leveling up if they fail to obtain a chosable one from the tables.
* A greater range of saving throws and modifiers applied for high/low stats.
* Use of 4 new static rolls calculated from stats: Idea, Knowledge, Luck and Perception.
* Use of Charisma stat.
* New attack table progression for each different class.
* 1st Lvl characters begin with a hefty bonus to HPs (which wont increase until the player gets a better result rolling his HDs after leving up, automaticaly go down on 2 HP or less and must make a "Shock" saving throw when oosing enough HPs in a single blow.
* Monetary treasure from tables is decreased by 90%.
* Experience from treasure in only gained if it is "wasted" (i.e. giving it away for the good of the tribe/clan), and not used for the benefit of the PC.
That is all I can remember for the moment. Some of these were adapted from CoC/BRP.
I made these rulings mainly to help me run the type of Tekumel game I envisioned.
Simple D&D-like rules, but making sure low-level PCs are easier to keep alive without too much unbalance, greater differentiation between the classes, and faster level progression that does not require thousands of gold coins to be obtained.
I was just wondering how many people are currently running EPT and which house rulings they have made and why.
From our own part here's what we are doing different:
* Creature experience increased to account for special abilities (poison, extra attacks, energy drain, immunities, etc)
* Experience bonus given for ideas, roleplay, achieving goals and showing up for sessions.
* Warrior skills grant a +1 attack bonus with weapon(s) they are skilled in.
* Sorcerers and Priest get at least one new random Group spell when leveling up if they fail to obtain a chosable one from the tables.
* A greater range of saving throws and modifiers applied for high/low stats.
* Use of 4 new static rolls calculated from stats: Idea, Knowledge, Luck and Perception.
* Use of Charisma stat.
* New attack table progression for each different class.
* 1st Lvl characters begin with a hefty bonus to HPs (which wont increase until the player gets a better result rolling his HDs after leving up, automaticaly go down on 2 HP or less and must make a "Shock" saving throw when oosing enough HPs in a single blow.
* Monetary treasure from tables is decreased by 90%.
* Experience from treasure in only gained if it is "wasted" (i.e. giving it away for the good of the tribe/clan), and not used for the benefit of the PC.
That is all I can remember for the moment. Some of these were adapted from CoC/BRP.
I made these rulings mainly to help me run the type of Tekumel game I envisioned.
Simple D&D-like rules, but making sure low-level PCs are easier to keep alive without too much unbalance, greater differentiation between the classes, and faster level progression that does not require thousands of gold coins to be obtained.