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Showing posts from May, 2012

Dungeons and Dragons Pro Option Two

Here is another DnD "Pro" Option Option Two: Making Combat Deadlier and Faster Inspiration : Warhammer Fantasy Role Playing Reason: Hi level characters have too many hit points, slows combat down, makes it less deadly. Rule Description --------------------- The hit point system should be changed as follows- Characters start out with 4 hit points, plus any Constitution bonuses. Fighter / Combat focused characters gain 1 hit point per level Cleric, Thief, Secondary fighting classes gain 1 hit point per two levels Magic users, non physical combat types gain 1 hit point per three levels Example. Strom the fighter has a Constitution of 16, and gains a +2 modifier to his hit points (maybe +3 in some retro game systems). Strom is level one so he gains an additional hit point.  So Strom starts out with 7 hit points.  At level 10, Stom has gained a further 9 hit points, giving Strom a total of 16 hit points. Example. Jargena the mage starts out with four hit points p...

Dungeons and Dragons Pro Option One

There are a lot of retro D&D RPG's out there.  I've been pondering a few rules tweaks that I think might add to these retro games.  Each rule tweak option I propose will be modular, so Dungeon Masters can take or leave what they like.  Here is my first rule tweak. Option One: Stat Potentials Inspiration : Space Master Reason : A way to make character's stuck with low stats able to eventually compete with characters that randomness favored. Rule Description ---------------------- Characters role up there initial character stats in the normal method approved by the Dungeon Master. Next, a player roles the the stats over again using the same method.  These are potential stats.  If the first rolled stat is higher than a potential stat, the potential stat is increased to the first rolled stat.  The potential stats are written down on character sheet right next to the first rolled stats.  This second set of stats represents a characters given nat...