Compromise and Conceit
Infernal adventuring…
Category: Reconfiguring AD&D
-
Having promised it in comments, here is my attempt to put forward a very simple, balanced, and pretty much entirely skill-based d20 system. In keeping with previous entries on this topic, it aims to: amalgamate combat, magic and skills under a single compatible skill-based framework get rid of saving throws make armour a damage reduction…
-
Over at tenletter, there are some example abilities for Fighters to take when they have leader training. This reminded me of some of the more fun feats that my players chose for their characters in the Compromise and Conceit campaign, and which I thought I would reproduce here. These feats are sometimes overpowered, either because…
-
I’m pretty confident that demi-human level limits, at least in AD&D 1st edition and onwards, never worked effectively to balance demi-human powers because the experience point system was rigged to ensure that multi-classing as a demi-human was massively unbalanced. I am writing this theory out by memory, and I’m aware that it has been done…
-
When I first returned to D&D through the 3.5 edition rules, I was quite impressed by the idea of attacks of opportunity, though as a game mechanic they add a lot of work and could perhaps be simplified without difficulty. I particularly liked their use to discourage spell-casting and missile weapon use in melee combat,…
-
Having rested for some weeks in Iceland, and having cavorted to their hearts content in the snowy Autumn of that matriarchal and faerie-touched land, our heroes returned to their quest, setting off now to head to the West coast of Ireland and the mountains of Carron Tuohill, where they hoped to find clues as to…
-
We rejoin our heroes in the snow flurries created by the departure of the Greenland dragon, and in a new bind. Their task now is to journey to the ruined old town of Good Hope, and invade the church there to kill a lich. They have been geased by the dragon, and so have no…
-
This is a topic which has bothered me consistently since I first played Neverwinter Nights, and I was reminded of it today when reading the debate about unified game mechanics at Jeff’s Gameblog. I have been a fan of the development of unified game mechanics for many reasons for quite a while (that is what…
-
Following the discussion of RPG systems with class vs. those without class, I feel now is the perfect time to present my “classless” (but tasteful!) version of the d20 character development system. I hope the brief notes presented here serve to outline how it works without too much concentration on the detail. Liberating hit points…
-
Spells are cast as a skill, with the base difficulty for partial success given by DC = 15 + Spell level + Effect Modifications Usually these effect modifications represent a decision to increase the number of targets beyond the basic amount allowed by the spell level; or an attempt to increase duration. Partial failure occurs…
-
Over at Grognardia, Sir Grognard had a long-standing objection to the Thief character class, primarily on the basis that it takes a single character out of play for a short time and leaves the other players twiddling their thumbs[1], and he slates this as the cause of the ultimate play-wrecker, the Cyberspace hacker character, which…