tag:blogger.com,1999:blog-8561540689417623514.post8410760299561323184..comments2024-01-20T13:32:51.840-05:00Comments on Wargame Dork: My AD&D 2nd House Rules Part 8 - Combat AppendixCaptain Rufushttp://www.blogger.com/profile/00296697477771399357noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-8561540689417623514.post-2740473934362382872009-02-25T01:19:00.000-05:002009-02-25T01:19:00.000-05:00Some interesting ideas, albeit more complicated on...Some interesting ideas, albeit more complicated ones. I'm personally going for more simplified and streamlined bits. Basically what D&D 3 should have been before they went all overdetailed and Gurpsy. (Seriously. Full on Gurps makes my brain hurt. Reading Gurps Ogre is a joy for the fluff, a terror to make sense of the vehicle stats!)<BR/><BR/>I like your +2 / -2 thing. Im not sure I would use it as it kind of puts a damper on sword folks, but it does make a serious difference on how various weapons work.<BR/><BR/>(Course right now I am mostly playing tabletop minis games and prepping for a possible Trinity game so I can't even put my own silly ideas into actual playtest to watch them fall apart miserably. Too many games, too little time, too few players willing to try them all out...)Captain Rufushttps://www.blogger.com/profile/00296697477771399357noreply@blogger.comtag:blogger.com,1999:blog-8561540689417623514.post-46217182735406343002009-02-24T08:34:00.000-05:002009-02-24T08:34:00.000-05:00Hi... Good blog, just found it, only read a few bi...Hi... Good blog, just found it, only read a few bits so far. I'm a 30 year AD&D player, hate most other games except GURPS.<BR/><BR/>I like how your weapons v. armour system, separates out penalizing weapons... never thought of that bit... I would probably go with 4 categories, and include the pointies as their own group. We have used +/- 2 instead as well just to make the difference even more pronounced... <BR/><BR/>character roll ups: IMHO, 2d6+6 tends to produce cookie-cutter characters. Try this and tell me how you like it:<BR/><BR/>1) Roll 4d6, taking the best 3, until two scores of 15+ are rolled, ignoring all other rolls.<BR/>2) Once you have the two good scores, roll 4d6 recording the top 3 dice. Do this 5 times, drop the lowest of the five. Arrange remaining six scores per desired class.<BR/><BR/>Fresh Idea: Raising stats at level training time: A % chance to raise one stat one point, with the % going down if your stats are already good, and if you are of higher level. Racial max applies.<BR/><BR/>Base 80% chance to raise stat.<BR/>+5% if it is your primary stat.<BR/>-2%/level over 5th<BR/>-8% for each existing 15<BR/>-13% for each existing 16<BR/>-22% for each existing 17<BR/>-30% for each existing 18<BR/>-40% for each existing 19<BR/>-60% for any 20+ stats (yeah, like that happens... right.)<BR/>1% is minimum chance<BR/>10% is minimum if 5th level or lower.<BR/><BR/>Complex, but proven to be a lot of fun for players.<BR/><BR/>2x Dex bonus: Excellent idea. We have that attached to several home-brewed classes where you would traditionally expect people to wear light or no armour. Magic Items allowing the same are relatively common for those who want to ditch non-non-bulky armour. Never made it a general rule... Hmmm...<BR/><BR/>More some other day when more time available...<BR/><BR/>Nerd power!<BR/>edward oleanderEdward Oleanderhttps://www.blogger.com/profile/12927681925356101361noreply@blogger.com