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Post by The Perilous Dreamer on Oct 27, 2019 14:11:02 GMT -5
In the Greyhawk Supplement Extraordinary Strength was introduced (Fighting-Men) and in The Strategic Review Extraordinary Dexterity was introduced for thieves. Those tables appeared as follows:
18** **fighters with a strength score of 18 are entitled to make an additional roll with percentile dice in order to determine if their exceptional strength is highly extraordinary, consulting the table below:
Dice Score 01-50 51-75 76-90 91-99 00 Hit Probability +2 +3 +3 +3 +4 Damage +3 +3 +4 +5 +6 Weight Allowed +500 +600 +700 +900 + 1,200 Open Door*** 1-5 1-5 1-6(1) 1-6(1,2) 1-6(1-3)
***the numbers in parentheses represent the chance of a fighter with that particularscore of opening wizard locked or magically held portals.
Thief Bonuses for Dexterity by David Klempa
Dexterity Open locks/ Walls (base 13% Move silently/ Score Remove traps chance of falling) Hide in Shadow 3-4 - 10% + 12% -5% 5-6 - 5% + 6% normal 7-9 normal normal normal 10- 12 normal normal normal 13- 15 +10% - 1% normal 16 +10% - 1% + 5% 17 +15% - 2% +10% 18* +20% - 3% +15%
Extraordinary (Roll if natural 18)
% Roll 01-50 +20% - 3% +15% 51-75 +25% - 4% +15% 76-90 +25% - 4% +20% 91-99 +25% - 4% +25% 00 +30% - 5% +30% So what I intend to do is to rework all the tables and have Extraordinary Strength for Fighting-Men, Extraordinary Intelligence for Magic-Users, Extraordinary Wisdom for Clerics, Extraordinary Constitution for Rangers, Extraordinary Charisma for Paladins and Extraordinary Dexterity for all Classes.
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Post by hengest on Oct 27, 2019 14:55:13 GMT -5
Cool idea. Please post what you come up with.
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Post by mao on Oct 29, 2019 6:27:31 GMT -5
I am gravitating that each stat only provides 1 bonus St> Melee damage Int> To hit Wis>bonus spells Con >HP Dx >AC Cha >Saving throws
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Post by hengest on Oct 31, 2019 10:34:06 GMT -5
I am gravitating that each stat only provides 1 bonus St> Melee damage Int> To hit Wis>bonus spells Con >HP Dx >AC Cha >Saving throws Killer idea!! I dig it a lot.
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Post by ripx187 on Nov 1, 2019 15:46:55 GMT -5
In the Greyhawk Supplement Extraordinary Strength was introduced (Fighting-Men) and in The Strategic Review Extraordinary Dexterity was introduced for thieves. Those tables appeared as follows: 18** **fighters with a strength score of 18 are entitled to make an additional roll with percentile dice in order to determine if their exceptional strength is highly extraordinary, consulting the table below: Dice Score 01-50 51-75 76-90 91-99 00 Hit Probability +2 +3 +3 +3 +4 Damage +3 +3 +4 +5 +6 Weight Allowed +500 +600 +700 +900 + 1,200 Open Door*** 1-5 1-5 1-6(1) 1-6(1,2) 1-6(1-3)
***the numbers in parentheses represent the chance of a fighter with that particularscore of opening wizard locked or magically held portals. Thief Bonuses for Dexterity by David Klempa Dexterity Open locks/ Walls (base 13% Move silently/ Score Remove traps chance of falling) Hide in Shadow 3-4 - 10% + 12% -5% 5-6 - 5% + 6% normal 7-9 normal normal normal 10- 12 normal normal normal 13- 15 +10% - 1% normal 16 +10% - 1% + 5% 17 +15% - 2% +10% 18* +20% - 3% +15%
Extraordinary (Roll if natural 18)
% Roll 01-50 +20% - 3% +15% 51-75 +25% - 4% +15% 76-90 +25% - 4% +20% 91-99 +25% - 4% +25% 00 +30% - 5% +30% So what I intend to do is to rework all the tables and have Extraordinary Strength for Fighting-Men, Extraordinary Intelligence for Magic-Users, Extraordinary Wisdom for Clerics, Extraordinary Constitution for Rangers, Extraordinary Charisma for Paladins and Extraordinary Dexterity for all Classes. This is new to me. % chance of falling, vs. success. How odd. I've never read the Suppliment itself, but it makes me wonder if a thief improved their abilities over time, or always just stayed the same.
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Post by The Perilous Dreamer on Nov 1, 2019 16:06:38 GMT -5
This is new to me. % chance of falling, vs. success. How odd. I've never read the Supplement itself, but it makes me wonder if a thief improved their abilities over time, or always just stayed the same. Yes, (using Greyhawk) a thief of at least average dexterity becomes automatic on most thief skills at 14th level. That is one reason that I am working on revising this to apply to all characters and eliminate thieves. And yes, a thief of average dexterity starts with a base 13% chance of falling when scaling a sheer wall (87% chance of success) and this improves to 100% chance of success and even sooner if of high dexterity. Some thieves will be on autopilot by 9th level. I do not think anything should be 100% chance of success at any level. For instance, for fighting-men (and anyone in melee) a natural one is always a fail, so regardless of level and magic and bonuses, at fighter will always have to roll a two or better to hit.
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Post by hengest on Nov 2, 2019 17:40:50 GMT -5
Yes, (using Greyhawk) a thief of at least average dexterity becomes automatic on most thief skills at 14th level. That is one reason that I am working on revising this to apply to all characters and eliminate thieves. And yes, a thief of average dexterity starts with a base 13% chance of falling when scaling a sheer wall (87% chance of success) and this improves to 100% chance of success and even sooner if of high dexterity. Some thieves will be on autopilot by 9th level. I do not think anything should be 100% chance of success at any level. For instance, for fighting-men (and anyone in melee) a natural one is always a fail, so regardless of level and magic and bonuses, at fighter will always have to roll a two or better to hit. I agree about 100% chance of success. What I struggle with in my half-thoughts about advancement and rules is that if the game is harsh, some characters may never get far enough to have any skill at anything. It ain't the 70s, after all, and I'd be lucky to get people for one session. So I guess I wonder just how much advancement is likely, etc, and whether even to worry about high chances at 9th level (which is 0E terms is pretty high).
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Post by The Perilous Dreamer on Nov 2, 2019 20:07:02 GMT -5
Yes, (using Greyhawk) a thief of at least average dexterity becomes automatic on most thief skills at 14th level. That is one reason that I am working on revising this to apply to all characters and eliminate thieves. And yes, a thief of average dexterity starts with a base 13% chance of falling when scaling a sheer wall (87% chance of success) and this improves to 100% chance of success and even sooner if of high dexterity. Some thieves will be on autopilot by 9th level. I do not think anything should be 100% chance of success at any level. For instance, for fighting-men (and anyone in melee) a natural one is always a fail, so regardless of level and magic and bonuses, at fighter will always have to roll a two or better to hit. I agree about 100% chance of success. What I struggle with in my half-thoughts about advancement and rules is that if the game is harsh, some characters may never get far enough to have any skill at anything. It ain't the 70s, after all, and I'd be lucky to get people for one session. So I guess I wonder just how much advancement is likely, etc, and whether even to worry about high chances at 9th level (which is 0E terms is pretty high). When I get this all worked out, I will post it and you can give me feedback. IRL people in every endeavor get better over time, so the concept makes perfect sense to me. Just as a runner is not ready for the Olympics right out the gate, PCs must work their way up to attempting some things.
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Post by Hexenritter Verlag on Nov 2, 2019 22:14:09 GMT -5
In the Greyhawk Supplement Extraordinary Strength was introduced (Fighting-Men) and in The Strategic Review Extraordinary Dexterity was introduced for thieves. Those tables appeared as follows: 18** **fighters with a strength score of 18 are entitled to make an additional roll with percentile dice in order to determine if their exceptional strength is highly extraordinary, consulting the table below: Dice Score 01-50 51-75 76-90 91-99 00 Hit Probability +2 +3 +3 +3 +4 Damage +3 +3 +4 +5 +6 Weight Allowed +500 +600 +700 +900 + 1,200 Open Door*** 1-5 1-5 1-6(1) 1-6(1,2) 1-6(1-3)
***the numbers in parentheses represent the chance of a fighter with that particularscore of opening wizard locked or magically held portals. Thief Bonuses for Dexterity by David Klempa Dexterity Open locks/ Walls (base 13% Move silently/ Score Remove traps chance of falling) Hide in Shadow 3-4 - 10% + 12% -5% 5-6 - 5% + 6% normal 7-9 normal normal normal 10- 12 normal normal normal 13- 15 +10% - 1% normal 16 +10% - 1% + 5% 17 +15% - 2% +10% 18* +20% - 3% +15%
Extraordinary (Roll if natural 18)
% Roll 01-50 +20% - 3% +15% 51-75 +25% - 4% +15% 76-90 +25% - 4% +20% 91-99 +25% - 4% +25% 00 +30% - 5% +30% So what I intend to do is to rework all the tables and have Extraordinary Strength for Fighting-Men, Extraordinary Intelligence for Magic-Users, Extraordinary Wisdom for Clerics, Extraordinary Constitution for Rangers, Extraordinary Charisma for Paladins and Extraordinary Dexterity for all Classes. When I was younger and new to AD&D I loved the extraordinary strength stat stuff but eventually I found it unnecessary. 3 to 18 for humans and human type beings is fine and come up with something for larger beings if needed.
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Post by mao on Nov 3, 2019 5:47:09 GMT -5
I both love and hate the OP.I love the idea of this being for all stats, it actually makes sence that if your going to have this for ST , then they all should have it. I look forward to your ideas on this.
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Post by hengest on Nov 3, 2019 7:20:57 GMT -5
Hexenritter Verlag I hear you and I still think the project outlined could be a cool optional system. If one, why not the others, if applied only to 3d6 18 rolls, will be quite rare anyway. On the other hand, kind of cool if brute strength is the only one. All that said, I have always thought 3-18 is plenty for any stat. For the strengths of 3E that some on here have brought my attention to, the expansion of the curve and the stat-creep really bother me. Maybe it's an unnecessary attitude on my part, but there it is.
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Post by Hexenritter Verlag on Nov 3, 2019 21:49:32 GMT -5
I am in no way in opposition to the project, just stating I saw it as unnecessary addition. But if a new takes on appeals to me I might use it.
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Post by The Perilous Dreamer on Nov 19, 2019 1:48:47 GMT -5
I have got to find some time and get back to this, too many projects at once and too little time. I like it.
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