Compromise and Conceit
Infernal adventuring…
Tag: Reconfiguring AD&D
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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…
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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…
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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…
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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…
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A while ago I mentioned that I used to like skill systems which incorporate partial success/ partial failure, but now I am not so enamoured of them. Since I wrote that I had to rejig my magic system slightly, because I had configured it to be a little too easy. As my magic system was…
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I envisage magic working very simply: many characters can learn magic, either as a central skill or as dabblers characters learn spells individually, almost like feats all characters who use magic have a certain number of fatigue slots, equal to their concentration skill all spells have a DC to cast all spells are cast using…
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The last 4 sessions of Compromise and Conceit have been conducted using the basics of the system I have been developing, with the main properties of this system being: All actions are skill-based, with no difference between saving throws, skill checks, magic use and combat All results are determined by a difference between the result…
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This week at the Pub where I role-play I will start a series of sessions testing my ideas for changing the AD&D rule system. Starting depends on whether there will be players – everyone else seems to be intent on drifting off to some Call of Cthulhu madness – but I currently have at least…