Tuesday, September 28, 2010
Fun Fact! [Empire of the Petal Throne Edition]
Instead of the "Monster Summoning" series found in D&D, the original Empire of the Petal Throne has a similar bonus spell called "Creatures." Both spells summon a number of low hit die monsters to do the caster's bidding for a short period of time. Unlike the original, the "Creatures" spell are created.
Friday, September 24, 2010
Proficiency Stream of Consciousness
Goals:
1. Make weapon choices matter, or at least interesting.
2. Keep classes distinguishable.
3. Support or improve and fun but challenging attack probability.
In AD&D, classes can select from a distinct list of weapons to become proficient in. Having the proficiency allows you to attack without penalty. The non-proficiency penalty is determined by class.
In 4th Edition D&D, each class grants you proficiency in a group of weapons. Using a weapon you're proficient in allows gives you a bonus specified by that weapon. A wizard can use a two-handed sword, but doesn't get the bonus that all fighters (automatically being proficient) would have.
Tactical Simulation Ruleset proposes:
1. Classes get the number of weapon proficiencies and can select from the same list of weapons as in AD&D.
2. Using a weapon you are proficient in grants a flat bonus based on your class, for example:
Fighter: +2
Cleric: +1
Thief: +1
Magic-user: +0
3. Use of weapons not on the class' proficiency options invokes the non proficiency. penalty as listed in AD&D.
Example:
* A fighter, proficient in long sword, using a long sword: +2
* A fighter, not proficient in long sword, using a long sword: +0
* A thief, proficient in long sword, using a long sword: +1
* A thief, not proficient in long sword, using a long sword: +0
* A magic-user, unable to be proficient in long sword, using a long sword: -4
1. Make weapon choices matter, or at least interesting.
2. Keep classes distinguishable.
3. Support or improve and fun but challenging attack probability.
In AD&D, classes can select from a distinct list of weapons to become proficient in. Having the proficiency allows you to attack without penalty. The non-proficiency penalty is determined by class.
In 4th Edition D&D, each class grants you proficiency in a group of weapons. Using a weapon you're proficient in allows gives you a bonus specified by that weapon. A wizard can use a two-handed sword, but doesn't get the bonus that all fighters (automatically being proficient) would have.
Tactical Simulation Ruleset proposes:
1. Classes get the number of weapon proficiencies and can select from the same list of weapons as in AD&D.
2. Using a weapon you are proficient in grants a flat bonus based on your class, for example:
Fighter: +2
Cleric: +1
Thief: +1
Magic-user: +0
3. Use of weapons not on the class' proficiency options invokes the non proficiency. penalty as listed in AD&D.
Example:
* A fighter, proficient in long sword, using a long sword: +2
* A fighter, not proficient in long sword, using a long sword: +0
* A thief, proficient in long sword, using a long sword: +1
* A thief, not proficient in long sword, using a long sword: +0
* A magic-user, unable to be proficient in long sword, using a long sword: -4
Monday, July 12, 2010
Tactical Simulation Rules: Fatigue
Fatigue
Hit points reflect your physical health, as well as stamina, luck, grace, and training. As such, the majority of "hit" do not reflect actual wounds of any significance. To reflect this, after any combat or strenuous action, a character can be brought back to their "fatigued" level, meaning 50% of their total hit points by resting one turn (10 minutes).
Example: Hrothgar has 40 hit points at full strength. After a vicious fight with a neiberlung, he was reduced to 14 hit points. By resting for a turn after the battle, he will be raised to 20 hit points. While fighting a marshtroll, he takes a wound, but survives at 10 hit points. Resting again will raise him back to 20 hit points. Additional days of rest or magical healing will be required to restore him to the full 40 hit points.
Hit points reflect your physical health, as well as stamina, luck, grace, and training. As such, the majority of "hit" do not reflect actual wounds of any significance. To reflect this, after any combat or strenuous action, a character can be brought back to their "fatigued" level, meaning 50% of their total hit points by resting one turn (10 minutes).
Example: Hrothgar has 40 hit points at full strength. After a vicious fight with a neiberlung, he was reduced to 14 hit points. By resting for a turn after the battle, he will be raised to 20 hit points. While fighting a marshtroll, he takes a wound, but survives at 10 hit points. Resting again will raise him back to 20 hit points. Additional days of rest or magical healing will be required to restore him to the full 40 hit points.
Tuesday, June 8, 2010
Training and Gaining Levels
Upon gaining sufficient XP for a new level, the character can "immediately" roll for new hit points. All other class abilities and improvements require training.
- Training takes one week of time, regardless of level.
- The "Trainer" must be at least one level higher than the character he/she is training.
- Upon reaching "Name Level", the character must spend the same amount of time and money, but does not need a trainer.
- Training costs [Current Level x 1000 GP]. Loans can be made, and *some* trainers will accept goods or services in lieu of coins. The fee for characters reaching 2nd level is waived cause Shawn is a nice guy.
- Magic-users and Illusionists automatically gain one new spell upon completing training. This can be of any level they can cast, does not require a Spell Learning Test, does not require a fee to scribe into the spellbook, BUT must be from the Player's Handbook.
- Training takes one week of time, regardless of level.
- The "Trainer" must be at least one level higher than the character he/she is training.
- Upon reaching "Name Level", the character must spend the same amount of time and money, but does not need a trainer.
- Training costs [Current Level x 1000 GP]. Loans can be made, and *some* trainers will accept goods or services in lieu of coins. The fee for characters reaching 2nd level is waived cause Shawn is a nice guy.
- Magic-users and Illusionists automatically gain one new spell upon completing training. This can be of any level they can cast, does not require a Spell Learning Test, does not require a fee to scribe into the spellbook, BUT must be from the Player's Handbook.
Thursday, June 3, 2010
Wizard Spells, 1st Level, 1st Draft
Spells
Alarm, Armor
Burning Hands
Charm Person, Comprehend Languages
Dancing Lights, Detect Magic
Enlarge, Erase
Feather Fall, Friends
Grease
Hold Portal
Identify
Jump
Light
Magic Missile, Melt, Message, Mount
Nystul's Magic Aura
Protection from Evil, Push
Run
Shield, Shocking Grasp, Sleep, Spider Climb
Taunt, Tenser's Floating Disc
Unseen Servant
Wizard Mark, Write
Rituals
Find Familiar
Read Magic
Alarm, Armor
Burning Hands
Charm Person, Comprehend Languages
Dancing Lights, Detect Magic
Enlarge, Erase
Feather Fall, Friends
Grease
Hold Portal
Identify
Jump
Light
Magic Missile, Melt, Message, Mount
Nystul's Magic Aura
Protection from Evil, Push
Run
Shield, Shocking Grasp, Sleep, Spider Climb
Taunt, Tenser's Floating Disc
Unseen Servant
Wizard Mark, Write
Rituals
Find Familiar
Read Magic
Wednesday, April 28, 2010
Welcome to The Antithesis of Weal!
Welcome to The Antithesis of Weal, my new blog focuses on Advanced Dungeons & Dragons, it's precursors and derivations (particularly 2nd edition). I've been sporadicly writing on Iron Rations with a fellow DM/Player, but I've created this to focus my thoughts. What you should expect:
* Some rules commentary on AD&D 1st Edition
* Explanations of 1st Edition based on the changes and text from previous editions
* What we can learn from 2nd, 3rd, 4th, and Basic D&D that could be applied to "improve" 1st edition
* My revisions to the AD&D Rules
* House rules to develop the exploration, resource management, and "end game" portion of the rules.
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