Showing posts with label houserule. Show all posts
Showing posts with label houserule. Show all posts

Wednesday, September 14, 2011

Let the Players Divide their XP like their GP?

Wanted the PCs in my campaign to gain XP lvls a bit quicker; we don't play often enough to advance much, so I changed XP req. for level advancement from Ad&D1st to Labyrinth Lord.  I've retained AD&D's Monster XP values, and treasure is worth 1XP/GP, so we're moving quicker now.

Still, I just don't like the idea of getting XP simply for acquiring a magic item, I suppose for "aesthetic reasons"... isn't the Item itself enough of a reward?  Suppose that's entirely subjective, but it's my campaign, and I like it my way!

Considering requiring the Party to "spend" their GP to get the XP.  During summarized periods between adventures, it will be assumed to have been spent on research, weapon instruction, etc.  This will allow the Players the option to spend some, or all, of their share on goods &/or level advancement, which I thought would be fun for them, and would also allow for the fun of getting big money every once in a while, but would likely prevent them from becoming walking cash machines...

Also considering the idea of turning the Total XP gained for adventure over to the players; rather than dividing it equally among the PC's, I'll just say, "The party  has a total of 15,000 XP and 2,500 GP - How do you want to split it?"  Will they decide to allow the Cleric a little extra XP so he can get that better Cure Spell, or perhaps the Wizard, needing more XP to advance, will get a larger share...?  Personally, I'd look to see if everyone could level-up, and split any XP leftovers equally, or perhaps assign leftovers according to need, or maybe as "bonuses" for one thing or another (see also here). 
Interesting experiment?  I'll let ya know what happens.

Tuesday, May 17, 2011

Misc Gems

Not much to post lately, plus laptop is dying a lingering, ugly death.  New PC arrives this wk.

Some random ideas from This Week's Game:
- alien raygun, or other device, which requires gold for fuel.  A 10gp ingot, placed into the "battery compartment", will power the device for a certain number of shots/uses... and of course the Party will need a specially constructed ingot mold, and will have to smelt their GP into the necessary shape
- alien/tech device which requires Futurama-style "Dark Matter" to operate, "a pound of which weighs more than 10,000 pounds!"  Thinking a golfball-sized pellet might weigh about 1,000 lbs, and must somehow be lifted/moved and put into a slot or compartment in order to activate
- have been severely restricting the Gold flow to the PCs, so that they actually have to think about what to spend cash on, rather than throwing GP around like armor-clad rock stars.  Liking the idea of having the option of keeping cash treasure, or using it to "purchase" XP (1GP = 1XP), choice is up to the players
- Magic Item: quill or chisel which can be used to inscribe Glyphs of Warding, limited # charges
- Mace of Corruption: basically an anti-Mace of Disruption... killing blow turns victim into Zombie follower

Saturday, March 19, 2011

THACO = SAVE VS SPELLS

Someone out there has noticed this already... right?

Here's the MONSTER ATTACK MATRIX I'm currently using.  The values are comparable to those in 1ed, Labyrinth Lord, etc; that is, they are generally the same throughout, varying no more than one (or rarely two) points from the standard tables, but weighted slightly in favor of the mid-level Monsters.  I have not included values for Monsters of less than one HD; when it occurs I attach a TH penalty of -1 to -3, a -3 rendering high AC invulnerable to these nuisances.

HD     1      2      3      4      5      6      7      8      9     10
TH0  18     17    16    15     14    13     12    11    10    10

HD    11    12    13    14     15    16     17    18    19    20    21+
TH0    9      9      8      8      7      7       6      5      4     3      2

Why bother?  Its easy for me to use, seems to follow some sort of regular progression, and here's the bonus:
The TH0s are also very, very close to the Fighter Saving Throw vs Spells values, so I can quickly glance at the same Matrix for either value, and when in combat with most creatures, one number does the job for both!
Of course, some Monsters Save as other than Fighters, and this shortcut doesn't work!
Use these Save Modifiers for values nearly identical to 1st ed:
Paral/Pois/Death +3
Petrif/Poly +2
R/S/W +1
Spells (unadjusted)
as for Breath Weapon, this quick and easy system doesn't work... but really, how often is a Monster the one Saving vs BW?

Saturday, March 5, 2011

...and the Award goes to...

Houserule:
MVP AWARD: each time XP is awarded, the Players (not each PC) vote
for which PC gets the MVP award.  DM presents a list of exceptional instances of
gameplay, and the winning PC is granted an XP bonus, up to +10% of the PCs
share of  XP.  DM does not vote, but does resolve any "ties", possibly choosing
to divide the bonus among two or more PCs.  Exact amount awarded is up to DM.
(Optional: Players cannot vote for own Character; prob depends more on # of Players rather than modesty issues)
Nomination-Worthy:  mind-blowing originality, "staying in character" despite obvious advantages to the contrary, self-sacrifice on Party's behalf, really good decisions, keen strategy, etc.

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

Thursday, February 10, 2011

DAMMIT DAMMIT DAMMIT


HOUSERULE - SPELLCASTING
Wanted an alternate to automatically losing the Spell if struck during casting.  These rules allow the possibility of completing the Spell despite being hit, if the Player chooses to take the risk, and also provides for a chance of a more severe penalty to occur...

If caster is struck for damage prior to starting the Spell, the
Spell cannot be cast, but is not lost.  If caster is struck after beginning, but prior
to completing a Spell, a save vs Spells may be (Player option) made to determ if casting may be completed (-1/Spell lvl).  If failed, the spell is lost, and if the fail result is "1" or less, caster is subject to the Spellcasting Failure Table.  Damage greater than 1/2 of the Spellcaster's HP negates the option of saving, Spell is lost, no other effect.

SPELLCASTING CRITICAL FAILURE (d6)
1. Spell attempted affects caster, and possibly others
    in area of effect (save, if any, applies)
2. 1d4 additional random Spells memorized also lost
3. Auto Stunned 1d4 rnds
4. Unable to employ Spells for 1d4 trns
5. Unconscious for trns = to lvl of Spell attempted
6. Feebleminded, save -4, permanent until Dispelled, a successful 
    Save requires a second roll on this table, using a d4

Athanor has the best take on this I've seen, I just wanted something less extensive.