Friday, March 4, 2011

"LANDMARK" LEVELS

Houserule: When reaching the XP lvls of 5, 10, and 15, PCs of all classes receive a +1 to their Primary Ability Score as a result of intense training in their chosen class, max of 18.

Why not?  Would seem odd if it did not occur, to me.  Of course, the increase could happen every four XP levels, or every six, but I'm going with 5/10/15 for my game, as 15th lvl is nearly impossible to achieve in it.  You started out with an 18 and don't get to advance?  Lucky you, what are you complaining about?

I'm using Labyrinth Lord Ability Scores, NOT AD&D Scores (no % STR!), not using any Weapon Specialization, or Weapon vs Armor Type mods

5 comments:

Lord Stark said...

Certainly a notion that's been addressed before in other games and subsystems of games. AD&D allows for stat increases AND decreases based on the age of the character, rather than level. Unearthed Arcana allowed Cavaliers to increase ability scores over time.

I was just talking to my wife about this the other day, although we've made no firm decision on how to rule this for our own campaign. I like the stat increases/decreases as determined by age in the DMG, but adding a point at level X includes that notion of training over time, which makes sense. Maybe both could work.

prof Chaos said...

Was hoping to get some feedback. Not a new idea certainly, wondering if anyone else tried something similar. I have no compelling reason to add this houserule, just thought it might be fun for the Players. Glad you brought up Aging/Ability Scores; I do plan on using these also... but by the time it becomes an issue for most in my game, they are either deceased or retired! I know a number of OSR gamers strongly dislike the tendency toward "ability inflation" in AD&D... this seemed like a way to "earn" a few extra points.

Lord Stark said...

I don't see a problem with something like this, depending on the methods used during chargen. If an aggressive dice rolling method is being used to generate high ability scores, then I could see not using something like this. But if you're using some version of 3d6 (in order or arrange as desired), then I think this could be good way to boost characters as they level up, and reward players who manage to survive at higher levels.

It makes sense that a fighter would improve strength or constitution over time, a thief dexterity over time, a cleric would become more wise or stronger, a wizard increase his IQ (and thus his ability to learn spells and gain higher levels of spells), etc.

I definitely hear what you're saying about age effecting stats over time. That makes me think that maybe 5th, 10th, and 15th level might be spread out too far for most campaigns, as most character/campaigns won't reach those levels. Indeed, this is the reason why in our home campaign we've greatly reduced the XP needed to get beyond Name level. We'd like to play some high level campaigns before we hit the retirement home!

Maybe something more aggressive? 3rd, 6th, and 9th level, and allow the character to increase by 1 point ANY stat. That way, if they already have an 18 in a prime requisite, they could increase another stat that would benefit them. So a lucky fighter with high STR and CON could instead raise his CHA and thereby attract more henchmen. I definitely like the idea of EARNING a stat increase by surviving the events of the campaign over time. I think its better that way, than to "have" to start with high stats from the get go (using dice conventions that, to my mind, are close enough to be called "cheating).

Heh, I like that so much I might use it!

prof Chaos said...

hmmm... Thanks for the comments, btw.
like the ANY stat idea... part of what attracted me to Laby Lord after playing 1st ed for many yrs was the presentation of Ability Scores; not skewed like ADD, and also the XP tables, which are very similar to their ADD counterparts at low levels, but much more lenient re advancement at higher level.
maybe 5/10/15 is too broad, maybe 4/8/12/16, possibly with restriction of "no more than +2 to any stat" or something similar... oh, and great blog - adding link, and just beginning to ransack it!

Lord Stark said...

Ability scores are another thing I've taken a stab at, and I've redistributed the various bonuses downward (and the penalties upwards) so that even a barely above average score grants a bonus rather than needing 16+ to get one.

I've set a roll of 9-12 as an "average" ability score, so 13 is where the character starts gaining bonuses. For example, a 13 STR grants a +1 to damage, 14 grants +1 attack & damage, 15 is +1/+2, 16 is +1/+3, 17 is +2/+3, and 18 is +3/+5. I've done away with exceptional strength altogether, pushing those numbers downwards on the chart.

I'll post my tables on my blog at some point.

Would every player like to still have an 18 STR in my system when playing a fighter? Sure, I guess, but we've found that most players are happy to get some kind of bonus in their prime requisite, and don't feel "left behind" if they don't chalk up a 17 or an 18.

Anyways, your 4/8/12/16 formula seems good. I personally wouldn't cap the increase at +2. If you had a fighter that started with a 14 STR, he'd be able to get an 18 if he survived to level 16. If you cap it at +2, he'd top out at 16 at level 8, and will never become the next Conan. A thief with a 14 DEX would be in the same boat, maxed out at 16 DEX at level 8. I think your original notion of no stat above 18 makes better sense. YMMV.