Showing posts with label modifiers. Show all posts
Showing posts with label modifiers. Show all posts
Saturday, September 23, 2017
House Rules Summary page
Hey, folks. I just put together a new "page" on my web log:
House Rules
Wherein I summarize my house rules for table play.
This house rules summary compresses into brief form the house rules I suggest in my Perilous Realms supplement.
NOTE: I freely utilize DELTA's "Target 20" approach. Thank you, Delta and your D&D Hot Spot!
I look forward to any comments.
Fight on!
Sunday, February 15, 2015
a game where anything can be attempted
My title to this post refers, or course, to Jon Peterson's definition of a role-playing game.
In my Dun Kells house rules, I try to make this quite explicit.
Any character can engage in combat. Knights are just the best for melee, scouts for range. Knights and dwarves get the best armor class possibilities.
Any character can attempt to cast an arcane spell. Magi are just best at it. It is safest for them. Other characters ability check intelligence for success and save against insanity. Clerics loose the favor of their patrons until they confess and do penance.
Any character can attempt to call down a patronal boon. Okay, well, almost any. Fay characters, dwarves and elves, cannot. They are not baptized so they have no heavenly patrons. Clerics do this best and it is the safest for them. Others characters ability check wisdom for success and save against "blight."
Any character may explore and attempt to use those skills associated with the "thief." Dexterity modifiers apply in most cases. "Scouts" (my lawful "thieves") get an additional bonus every three levels, starting at level four.
That seems to me to cover just about all of the kinds of actions that get parceled out as class specific. In the main they are no longer class specific. Class just makes you better, safer, or both. Players who choose a class still get to feel that they have a special role in the party and that their role progresses. But, in the main, characters can "attempt anything."
Sunday, February 1, 2015
Ability Scores and "Modifiers" in Dun Kells
One of the things that some folks complain about in 0e is that "ability scores don't mean anything." Some say this to the degree that they simply drop them.
In Dun Kells, I have decided that a 3d6 check against ability is something I want to do, but not all the time. For normal exploration and combat I want role-play and rulings to determine the outcome. But sometimes players want their characters to attempt something pretty crazy, gonzo, or, well, just difficult. I want ability checks, as a referee, so that the dice can play the "oracle" for me that I can interpret. I don't want it to turn into "New School" style "feats" and "skills." I just want some probability to be added to the mix so that I, as ref, have something else to help me to interpret what is going on and the likelihood that characters are successful, and the degree to which they are successful.
I also decided, contrary to what A LOT of fellow Old School folks like, to use the B/X modifier table:
18 = +3
17-16 = +2
15-13 = +1
12-9 = n/a
8-6 = -1
5-4 = -2
3 = -3
I like this, because it allows me another way to get ability scores to "mean something" in the game. The modifiers apply to various game mechanics such that one's ability scores affect other game mechanics than simply ability checks.
So, some examples: strength modifiers directly apply to melee "to hit" and damage, dexterity modifiers directly apply to range fire "to hit," constitution modifiers to hit point rolls and restoration, etc.
I realize this makes my game a bit more "crunchy" than many Old Schoolers like. I am willing to take that. I just want the ability scores to "mean something"! And I don't think it is too much crunch, just a little arithmetic. Players might choose simply to factor it into their "to hit" schedule directly rather than adding it per roll. There are ways for them to get used to it. And I believe they can and will get used to it.
Finally, I think it adds to the "flavor," or "feel" of a character, making role-play more fun - both for me and the players. And not just in the "bonus" category. Imagine someone who, astronomically, rolls a 3 for strength, but is determined to play a "knight" (the "fighting man" of my campaign). Well, now that is going to grant some very interesting situations that the player is going to have to role-play!
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