I’m still working on a bunch of stuff for Dark Streets & Darker Secrets. I wanted to play around a bit with the Gifted Class to define it a little more precisely for how it would fit into New Bay City. The class pretty much stands as it but where I’m really tweaking it is in the area of Supernatural Heritages. I’m putting them into three broad groups or dare I say sub-classes. The Gifted, The Blooded and The Cursed.
First, instead of rolling the player gets to choose and I’m doing a few little tweaks and changes to their specific boons too. So here’s the list.
Magic-User (Witch, Warlock, Sorcerer, Shaman, Wizard, etc): Same as The Witch in the Core Book. But remember player may be a bit more creative with Familiars.
Psychic: Gain the Minor Psychic ability as I blogged about before.
Nephilim: As Celestial in the Core Book.
Cambion: As Daemon in the Core Book.
Changeling: As Serpent Man from the Core Book.
Vampire: As Vampire in the Core Book.
Lycanthrope: Keen senses. Gain Positive Die to perception tests a number times per session equal to half their level/HD.
The Magic-User and Psychic run as they would straight out of the book. But the others get a few little extra setbacks and tweaks. Of course, all of this is up to the GM’s discretion. First up Powers. It needs to fit with the concept of the character. Change Body doesn’t make sense for Werewolf but Ferocity or Augmented Strength does. Some gifts should be redefined as “Self Only”. Continuing on with the previous of example, sure that Werewolf could have Augmented Strength but they couldn’t “cast” it on another character. So when a Power is redefined as Self Only, the character gains a Positive Die activate it. All other rules to using Powers apply.
Backlash and Corruption: Here’s where I think that it gets interesting. Like the Powers, Backlash and Corruption should fit the character’s theme. Werewolves get more feral, hirsute, affected by the phases of the moon, animals may start to react badly to them, silver may become a problem. And, well, Vampires will there’s a whole laundry list things a creative GM could use. There’s plenty of lore.
That’s bleeding beta of the idea. Sure there will probably be some changes before the dice hit the table.
I made a post last week about using the concept of kits for a BX game. And I’ve had some time to think more on it.
My first impression was to do the whole run of subclasses as kits. It seemed like a good idea at the time. Then I put pen to paper, looked over some rule books and traveled deep into quagmire that is my brain. While the base classes are pretty standard across the board, the subclasses aren’t. There are many an interpretation as well as my own. So lots of options.
This all doesn’t mean I’m not working on a crunchier way of doing this. But I’ve got the quick ersatz way of doing it right now and like many good things it’s pretty simple.
If you’re running a game that only has the four basics and don’t really feel like adding in more classes. Start by talking to the players and negotiate a little. At first level, the characters would start off as the base class. Let’s face it. Most of the subclasses have pretty much the same abilities as the core classes plus some extra bennies. And after that bit haggling and discussion, the GM and the player should have some idea on what direction the character is headed. At second level, the character is headed down that special path then at third they start getting whatever cool stuff added in.
Now, I do want to make an exception for the so called specialist wizards. You want to be illusionist. Hunt out and learn illusion spells. Necromancer. Same thing. And there’s always spell research.
As far as clerics go, this should be something at first level. Because in my humble opinion, all of the cleric’s abilities derive from their faith. Now they may pick something cool based on divine quests.
So there you more rants and thoughts on another project that I’ve got on the fire. And more specifics are on the way.
Well, why not? This idea popped into my head while listening to a podcast. I’m not sure which one. I think THAC0’s Hammer. I remember the kits of Second Edition. In case you don’t here’s the low down.
Basically, kits were specializations for each class. Sounds pretty simple, right? Well, TSR did go kind of overboard with kits for every class and some of them were overpowered while others were just plain meh. What I’m thinking here is something much more simple and expands on the idea of sub-classes.
First, we start with the four basic classes; Fighter, Cleric, Magic-User and Thief. Then we apply the “kit” concept to make the “Advanced” classes. Now, I did talk about something similar in one of the early episodes of Playing It Wrong where I talked about Class Vs Job. And I guess this expands on this concept. To apply this, it’s a game of give and take. The base class has to lose something in order to gain some other special ability.
Let’s look at the Fighter. OK, the class as written is pretty boring. Most hit points. Best Armor and best To-Progression. That’s it. Most retroclones and some house rules give the Fighter something extra beyond the fore mentioned. For my games, I use the “Chop While Drop” rule and the “Shattered Shield” rules as extras for the fighter. So for the Fighter kits, the character losses those two abilities. For Kits, we’ll start off with the two most common. Ranger and Paladin.
Rangers are know for Tracking, Survival, being a badass (in the old school games), some spell casting at high level, and doing extra damage to some foes. For this exercise, we’ll focus on the Tracking/Survival and extra damage. Let’s give the Ranger a new “skill” called Hunter and it’s rated at 4 in 6. Use this for tracking, foraging, and even stealth check’s if you want. Then like some versions, then they also get a damage bonus equal to half their level against goblinoids. And there you go.
I’m not going through every class in this post. This is just a sample/proof of concept for the idea. What do you think?
I constantly play around with rules and since I just rambled on about Thieves’ Guilds on the good old pod cast. I guessed I should do a little rant on skills.
The thing is that in the early editions all thieves has pretty same chance to do their trademark skills. No real specialization other than creating more specialized classes. Later editions and other games (like Dungeon Crawl Classics) came up with various ways of changing this up a bit. So I sat and thought for a minutes on a quick and easy method that just feels right with those earlier days. So here you go.
The player can choose to modify their some (or none) of the character’s skills at first level. Skills may be either raise or lowered once. You can’t do both to the same skill. Raised skills: roll 1d10 and add the percentage, Lowering skills: Roll 1d10 and lower that percentage (except Climb Walls and reduce that by 2d10 since it’s much higher). Since Hear Noise is on x in d6. That should be tougher. So to raise it by one, double reductions to another skill.
Any way just a thought for a little tweak. In case a player wants to play a pick pocket or burglar or trap specialist or whatever you want to call it.
Have fun, folks! And of course the usual disclaimer, some body may have already done this better than me.
Here’s the first draft of my own take on Bards and Barbarians for my upcoming Labyrinth Lord game. I wanted to put my own spin on these. Heck, there’s a lot of other very fine versions out there. They just didn’t quite do it for me. Yeah. I’m weird. I like bards as jack of all trades and barbarians without armor and that’s the way I roll. I want to keep them simple but still give them their own feel. Or course, these are beta versions so there might be a change or two before the dice hit the table. Hell, there’s probably a typo in there too.
barbarian and bard
Another day and another episode. Yes, I recorded this yesterday morning and wasn’t quite awake yet. Which makes it a little entertaining in train wreck sort of way.
I go into another of those OSR debates and stand foolishly in the middle. Race as Class is OK but also shouldn’t be the only option and should be cool. Plus I go into a short little ramble on Zoong and maybe an odd idea to mess around with clerics (again). Any here you. Listen. Subscribe. Roll Dice….
Episode 31: Race as Class
Yes, I’m still working/prepping for a White Box (Swords & Wizardry/Fantastic Medieval Adventures) campaign. But if you’ve been around this blog more than one then you know that I just love house rules. So I put together my Version 1 of them. Because I know I’m going to change up some the stuff in there before I start. Ideas will come up and some feedback (Hopefully) will happen. So this is very much a living document.
I’m also hacking the basic classes and putting together my own versions of the “Advanced” classes plus some others that I just think are cool. And since I’m messing with classes I’ll probably do some other races too. And do some versions of the classic spells that are from Supplement 1: Greyhawk. Chances are that will end up as a cheap PDF on RPGNow. It’s been way too long since I’ve published anything but then I’ve said that before. Sigh.
White Box House Rules Ver 1
Like I said. Changes will happen to it. And remember folks. Roll Dice. Have Fun. That’s always a house rule.