Working on a new campaign setting I have settled on using Swords and Wizardry for it, it's easy to use and bare bones enough that I can modify to my hearts content without fearing of screwing anything up.
I want a simple skill system for the game and so far have thought of two possible approaches.
If I use whitebox, which I am considering because it is even lighter than core, I had thought about using a simple d20 based skill roll in the vein of 3rd edition with players adding their BHB to a roll as general proficiency bonus. I had thought about coming up with various setting appropriate backgrounds that have packages of skills that add a flat bonus to any related roll.
It's simple and there isn't much to keep up with and it is similar to the core mechanic of combat. If I go that way with Whitebox, I had planned on doing away with the cleric and replacing it with the thief. If that's how I work skills then it would be easy just to use the clerics tables for the thief and give him a flat starting bonus to the classic thief type skills which will scale nicely anyway as he adds his BHB which grow with level.
The second option I had considered for skills is to stick with the core version of the rules and use the existing thief skills as the model for skills in general which would just make them a percentile roll. That works to but I just don't care much for a mechanic that seems to clash with the rest of the rule set in general.
As to magic, I had planned on borrowing Akrasia's spell cost system because I have used it before and found it worked quite well with the whole hit point/constitution point thing which I have been doing for a long time anyway.
Since I'm sidelining the Cleric for this world I had planned on porting some of his spell list over to M-U's.
Ritual magic is something I want to be fairly important to this setting so for an actual ritual system I have been thinking about something like this, a player learns the ritual, gathers the needed materials and performs, he rolls a d20 against a target number adding his BHB if he is a M-U'. The ritual succeeds regardless of the roll, however if the target number isn't met then there are unforeseen negative consequences.
For the actual effect of rituals I have them envisioned as having four possible types, Summoning, Banishing, Binding and Cursing. I prefer to keep things lose so I figure a successful rituals is resolved by GM discretion.
Anyway, this is a rough outline of the house rules I have planned for the current setting I am working on. I'm looking for general feedback, if anyone sees any potential mechanical pitfalls or imbalances I'm missing please feel free to point them out. If you see something I'm taking a crack at that someone else has already done better then feel free to point that out as well.
I want a simple skill system for the game and so far have thought of two possible approaches.
If I use whitebox, which I am considering because it is even lighter than core, I had thought about using a simple d20 based skill roll in the vein of 3rd edition with players adding their BHB to a roll as general proficiency bonus. I had thought about coming up with various setting appropriate backgrounds that have packages of skills that add a flat bonus to any related roll.
It's simple and there isn't much to keep up with and it is similar to the core mechanic of combat. If I go that way with Whitebox, I had planned on doing away with the cleric and replacing it with the thief. If that's how I work skills then it would be easy just to use the clerics tables for the thief and give him a flat starting bonus to the classic thief type skills which will scale nicely anyway as he adds his BHB which grow with level.
The second option I had considered for skills is to stick with the core version of the rules and use the existing thief skills as the model for skills in general which would just make them a percentile roll. That works to but I just don't care much for a mechanic that seems to clash with the rest of the rule set in general.
As to magic, I had planned on borrowing Akrasia's spell cost system because I have used it before and found it worked quite well with the whole hit point/constitution point thing which I have been doing for a long time anyway.
Since I'm sidelining the Cleric for this world I had planned on porting some of his spell list over to M-U's.
Ritual magic is something I want to be fairly important to this setting so for an actual ritual system I have been thinking about something like this, a player learns the ritual, gathers the needed materials and performs, he rolls a d20 against a target number adding his BHB if he is a M-U'. The ritual succeeds regardless of the roll, however if the target number isn't met then there are unforeseen negative consequences.
For the actual effect of rituals I have them envisioned as having four possible types, Summoning, Banishing, Binding and Cursing. I prefer to keep things lose so I figure a successful rituals is resolved by GM discretion.
Anyway, this is a rough outline of the house rules I have planned for the current setting I am working on. I'm looking for general feedback, if anyone sees any potential mechanical pitfalls or imbalances I'm missing please feel free to point them out. If you see something I'm taking a crack at that someone else has already done better then feel free to point that out as well.
Tinkering with Swords and Wizardry, magic and skills.
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