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Post by tetramorph on Aug 28, 2015 17:12:05 GMT -5
Okay, then here is a thought:
What if players could choose to "spend" HD in any combination of the following ways. Let's take a hero as an example:
1. Attack once with full HD, so d20 + 4 = 20+. If successful, 1d6 damage 2. Attack twice with half HD, so d20 + 2 = 20+ per attack. Damage as above 3. Attack twice with 1HD for one attack, 3HD for the other, so d20 + 1 for the first, d20 +3 for the second. Success/damage as above 4. Attack three times with 1 HD for two attacks, 2 HD for the third, etc. as per above 5. Attack once declaring the "purchase" of additional damage dice, so, e.g.:
a. attack with one HD (d20 + 1) success granting three (3) additional dice of damage for a total damage role of 4d6! b. attack with two HD (d20 +2) success granting two (2) additional dice of damage for a total damage role of 3d6 c. attack with three HD (d20 + 1) success granting an additional dice of damage for a total damage roll of 2d6
Crazy? Or Awesome? . . . You decide.
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todd
Prospector
Posts: 75
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Post by todd on Sept 3, 2015 14:23:51 GMT -5
Nice idea. I am fond of things that open up some possibilities for the martially inclined.
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Post by tetramorph on Mar 7, 2016 13:32:48 GMT -5
scottanderson , monk , Admin Pete , The Red Baron , Bartholmew Quarrels , finarvyn , Necromancer , waysoftheearth , merctime , The Semi-Retired Gamer , todd : At long last the efforts of this labor have come to fruition! Announcing: A Supplement for Perilous Realms: Suggestions for Pick-up Sessions and Otherwise Rollicking Fantastic Medieval Wargames Campaigns Playable with Original Edition Rules and their Various SimulacraThe announcement thread is on the general board folder. I could NOT have done this without you on this forum in general, and those involved in this thread in particular! A special thanks to waysoftheearth , who actually gave of his time and energy to look over not one but several iterations of the draft for this project. I think the result is fun and thought provoking at the very least, and, I hope, helpful towards simple old school fun! The resulting product is from the POV of the referee who wants to modify the LBBs. The idea is that it is a kind of "anti-supplement." That is to say, in the main, it attempts to reduce rather than add to the existing rules. (A depplement?) If you want the "Player's Ready Ref Sheet" version for what the players need in a player-friendly kind-of-way, ask and you shall receive! (Also a referee's ready ref for turning into a ref screen, a character reference sheet, etc.) Thank you all, again!
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Post by Admin Pete on Mar 7, 2016 15:47:23 GMT -5
I like it, quite a nifty little booklet!
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Post by hengest on Apr 20, 2016 10:50:39 GMT -5
I finally read through this and it's more than nifty -- it's totally cool. It brings up one minor (?) point I've recently heard of elsewhere and hadn't given much thought to before: "some referees reroll hit dice per level, adventure, or even encounter." (emphasis mine) Does anyone here do it by adventure or even encounter, and if by encounter, do you have it remove the need for healing magic (survived the encounter? Re-roll your HD with your add-on points and move on.) -Reroll HD after each encounter. -Dead at zero, no messing around (raising and resurrection still possible later on) -Healing magic and potions largely dropped from exploration sessions, but see tweaks below Leaves clerics with more room to play among their non-healing magic. I kind of like this idea, but I'm not sure if it would be way too wobbly in practice. Possible tweaks: -re-rolling per encounter begins only at 3 full HD for each class. That means, per Men & Magic, that for Fighting-Men and Clerics the change happens at level 3, for MUs at level 5. Per Delving Deeper, FM at 3, Cleric at 4, MU at 5. Until then, reroll per adventure and level. Still dead at zero. This leaves plenty of deadliness and resource management (with healing magic) for early play, which then tumbles into "pretty deadly, but mostly at the level of encounters". Maybe this is a little contrary to the spirit of tetramorph's booklet, but there's something I like about it. Not sure.
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Post by tetramorph on Apr 21, 2016 11:40:43 GMT -5
hengest, thanks so much for the high praise. It means a lot after sharing a long labor-of-love when it receives a good reception. You know, I never even though about it. I always just assumed you would be down however many HP you would be down for. I don't do it that way, myself, I was just reporting how other old-schoolers have told me they do it. More war game in style. I would do this. A lvl 4 FM is down 2 HP from a previous battle then stumbles upon another random encounter. I would roll 4d6 and subtract 2 until the player "healed up" for those lost two HP. At least, off the cuff, I think that is how I would do it. Thanks for interacting!
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Post by hengest on Apr 21, 2016 11:43:42 GMT -5
Oh, yeah. I think my brain must be turning to stone -- all I could see was reroll and go with that total, or be unable to reroll until healed. Of course just "stay down the same amount" makes sense. I think I like this best.
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