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Sir Bedivere wrote:Here are some thoughts for the next release. I'm using a number of these now and they seem to work well, though I haven't played them extensively.
1. Starting HP
Option 1: I think it's common to boost the starting HP for PCs. One common option is giving PCs max HP for their class at 1st level.
Option 2: Working with the idea that the PC was once a 0-level character in training, have the player roll d4 for that period of the PC's life, regardless of class, w/o CON bonuses. Then the player rolls the class HD normally for gaining first level. This gives an average 2-3 HP boost.
2. Armor and Movement
Option 1: Don't use any armor penalties for movement, but do add the weight of armor for encumbrance purposes.
Option 2: Allow Magic-Users to wear specially-made leather armor which is designed to allow full range of motion. Stats: Magicians leather, 40 gp, 14 lbs., AC 13.
3. Weapons
Option 1: All classes except the cleric can use crossbows. (Clerics might, however, be able to use crossbows with blunted bolts that cause subdual damage.)
Option 2: Due to the extended training time necessary to become proficient, only Fighters may use long bows. Long bows cannot be used while mounted (at least, not by M-sized beings).
4. Movement and Attack
Option 1: Allow movement and attack in either order.
Option 2: A character has three options: he can move one-half his movement and then attack, attack and then move one-half, or move his full movement without attacking.
Option 3: Fighters can forego all movement and attack twice in one round. The first attack takes place on their initiative number and is a normal attack. The player must declare that he is taking a second attack immediately after the first attack is resolved. The second attack comes at half their initiative, rounded down. So, a fighter who rolls a 6 for initiative and who chooses not to move can attack once at 6 and again at 3. If the fighter has a 1 initiative, he cannot use the Double Attack ability. The second attack gets no bonuses to hit or damage from strength or dexterity (though it does get penalties from low STR or DEX) and is at -2 to hit.
5. Attack Bonus
Fighters get +1 per level up to 8th level, then +1 at every even level thereafter (i.e., 10th, 12th, etc.). Clerics, Magic-users, and Thieves all have an attack bonus of 0 at first level, then from second level on use the core rules table as written.
6. Missiles that Miss (Massed enemies version)
When a missile is launched into a mass of enemies and misses its intended target, roll to see if it hits any enemies behind it. Roll once for each 'row' of enemies behind the intended target without any bonuses.
Sir Bedivere wrote:Here are some thoughts for the next release. I'm using a number of these now and they seem to work well, though I haven't played them extensively.
1. Starting HP
Option 1: I think it's common to boost the starting HP for PCs. One common option is giving PCs max HP for their class at 1st level.
Sir Bedivere wrote:Option 2: Working with the idea that the PC was once a 0-level character in training, have the player roll d4 for that period of the PC's life, regardless of class, w/o CON bonuses. Then the player rolls the class HD normally for gaining first level. This gives an average 2-3 HP boost.
Sir Bedivere wrote:2. Armor and Movement
Option 1: Don't use any armor penalties for movement, but do add the weight of armor for encumbrance purposes.
Sir Bedivere wrote:Option 2: Allow Magic-Users to wear specially-made leather armor which is designed to allow full range of motion. Stats: Magicians leather, 40 gp, 14 lbs., AC 13.
Sir Bedivere wrote:3. Weapons
Option 1: All classes except the cleric can use crossbows. (Clerics might, however, be able to use crossbows with blunted bolts that cause subdual damage.)
Sir Bedivere wrote:Option 2: Due to the extended training time necessary to become proficient, only Fighters may use long bows. Long bows cannot be used while mounted (at least, not by M-sized beings).
Sir Bedivere wrote:4. Movement and Attack
Option 1: Allow movement and attack in either order.
Sir Bedivere wrote:Option 2: A character has three options: he can move one-half his movement and then attack, attack and then move one-half, or move his full movement without attacking.
Sir Bedivere wrote:Option 3: Fighters can forego all movement and attack twice in one round. The first attack takes place on their initiative number and is a normal attack. The player must declare that he is taking a second attack immediately after the first attack is resolved. The second attack comes at half their initiative, rounded down. So, a fighter who rolls a 6 for initiative and who chooses not to move can attack once at 6 and again at 3. If the fighter has a 1 initiative, he cannot use the Double Attack ability. The second attack gets no bonuses to hit or damage from strength or dexterity (though it does get penalties from low STR or DEX) and is at -2 to hit.
Sir Bedivere wrote:5. Attack Bonus
Fighters get +1 per level up to 8th level, then +1 at every even level thereafter (i.e., 10th, 12th, etc.). Clerics, Magic-users, and Thieves all have an attack bonus of 0 at first level, then from second level on use the core rules table as written.
Sir Bedivere wrote:6. Missiles that Miss (Massed enemies version)
When a missile is launched into a mass of enemies and misses its intended target, roll to see if it hits any enemies behind it. Roll once for each 'row' of enemies behind the intended target without any bonuses.
Sir Bedivere wrote:Notes: The fighter getting a second attack and/or using the adjusted attack bonus would make them too powerful in a core rules game, I think. I use them because my house rules increase the abilities of the other classes to roughly match these, so they balance in my game. (Thieves start w/ higher thieves abilities scores, mages start w/ more magic, and clerics start w/ more divine power.)
Solomoriah wrote:Sir Bedivere wrote:Option 2: Working with the idea that the PC was once a 0-level character in training, have the player roll d4 for that period of the PC's life, regardless of class, w/o CON bonuses. Then the player rolls the class HD normally for gaining first level. This gives an average 2-3 HP boost.
This fails continuity with the traditional game, but it isn't that bad a rule. But I don't see any need to codify it.
Solomoriah wrote:Sir Bedivere wrote:2. Armor and Movement
Option 1: Don't use any armor penalties for movement, but do add the weight of armor for encumbrance purposes.
Removing armor penalties for movement, at least in my group, guarantees that everyone will suddenly move very fast. I think I even explained that in the Core Rules. Remove it at your own risk. As far as I'm concerned, it's staying in.
Solomoriah wrote:Sir Bedivere wrote:Option 2: Allow Magic-Users to wear specially-made leather armor which is designed to allow full range of motion. Stats: Magicians leather, 40 gp, 14 lbs., AC 13.
Fails continuity with previous rules, and further, I just don't like it. What's to prevent a thief from wearing this armor?
Sir Bedivere wrote:Weird. Because it extends an existing dynamic, I felt this was actually more in line with the original game than just giving max HP at first level. That was the very thing that appealed to me about it.
Sir Bedivere wrote:Well, I wasn't proposing taking that out, just allowing the change as part of an optional rules supplement. But, with two no votes so far, it isn't winning any popularity contests. And, as artikid points out, it does increase bookkeeping.
Sir Bedivere wrote:Why would a thief want to wear it? They can already wear leather and this stuff is twice the cost. It is one pound lighter, but that seems pretty much irrelevant.
Sir Bedivere wrote:At this point I have a design philosophy question. How much should optional rules supplements try to maintain continuity with the Core Rules? For example, in my mind the sorcerer class is a pretty significant break in continuity from the CR, as are quasi-classes. Am I not looking at this properly?
Sir Bedivere wrote:At this point I have a design philosophy question. How much should optional rules supplements try to maintain continuity with the Core Rules? For example, in my mind the sorcerer class is a pretty significant break in continuity from the CR, as are quasi-classes. Am I not looking at this properly?
What do you guys think?
Solomoriah wrote:Sir Bedivere wrote:Well, I wasn't proposing taking that out, just allowing the change as part of an optional rules supplement. But, with two no votes so far, it isn't winning any popularity contests. And, as artikid points out, it does increase bookkeeping.
Um... how? I guess I don't see it. The weight of armor always counts for encumbrance.
Solomoriah wrote:Sir Bedivere wrote:Why would a thief want to wear it? They can already wear leather and this stuff is twice the cost. It is one pound lighter, but that seems pretty much irrelevant.
I guess my point is, why do we need this at all? If you want to let magic-users wear leather, go for it. It doesn't break the game, just tweaks it a bit. In my regular Glain campaign, I've allowed it for a long time.
Solomoriah wrote:Sir Bedivere wrote:At this point I have a design philosophy question. How much should optional rules supplements try to maintain continuity with the Core Rules? For example, in my mind the sorcerer class is a pretty significant break in continuity from the CR, as are quasi-classes. Am I not looking at this properly?
Rules that affect the balance between the core classes, or between PCs and monsters, have to be scrutinized pretty closely. I'm extremely conservative with what I'll publish, specifically because people will look at the rules we put out as a starting point, and give additional advantages from there. It's the key source of power creep, in my opinion. So, I'm very, very conservative about it.
Solomoriah wrote:The other reason is, when I put out an optional rule, I have a reason. I asked "why" to a lot of the rules you posted above, and you really didn't answer, so I still don't know what you intend to accomplish with them.
Solomoriah wrote:I agree with artikid here. I'll go point-by-point, though:
...Sir Bedivere wrote:3. Weapons
Option 1: All classes except the cleric can use crossbows. (Clerics might, however, be able to use crossbows with blunted bolts that cause subdual damage.)
Basically, this means magic-users can use crossbows; of the core classes, fighters and thieves can already use them, and you aren't allowing them for clerics without some trickery.
Solomoriah wrote:
Why should magic-users be allowed to use them?
Solomoriah wrote:Sir Bedivere wrote:4. Movement and Attack
...
Option 2: A character has three options: he can move one-half his movement and then attack, attack and then move one-half, or move his full movement without attacking.
Really, if you look at the running rules, you'll see that we do something like this anyway... if you add 4.1 above, we already have all of this.
Solomoriah wrote:An "advanced" supplement, incrementing the power of all the core classes, could do this; but I prefer to hold the game balance math as close to the core rules version as possible.
Solomoriah wrote:Sir Bedivere wrote:6. Missiles that Miss (Massed enemies version)
When a missile is launched into a mass of enemies and misses its intended target, roll to see if it hits any enemies behind it. Roll once for each 'row' of enemies behind the intended target without any bonuses.
I don't like this. For non-grenade-like-missiles, the attacker should never get a second chance to hit after blowing the first roll.
Sir Bedivere wrote:If you don't like it, then it doesn't go in, but it's both fair and logical. If you fire at an enemy next to an ally and miss, the Core Rules make you check to see if you accidentally hit your ally instead. So, it's fair to possibly hit another enemy standing behind the one you missed as well. And it works both ways; when the orcs launch arrows at the PCs all lined up in a hallway, they get the same benefit.
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