Im trying to capture 1E aesthetics with 3E/ d20 rules. Any constructive criticism appreciated.
Setting:
A three way mix of Middle Earth, Medieaval Europe, and Greyhawkesque D&D.
"Low-Mid" Magic: a relatively small selection of naturally occuring humanoids and monsters: generally a low-mid power level game. The planned campaign should take characters to about level 6-8 at which point they will be locally renowned heros.
Reason for not just playing 1E
xp for treasure difficult in 'quasi-mediaeval' setting
initiative etc. bit wooly
d20 looks easier to tweak
felt like a change
the old-school adventure to be used (Starstone) is a sort of drift away from normal 1E AD&D anyway.
dont like C&C
Races:
Human, Elf, half-Elf, Gnome, Dwarf, Hobbit
Classes:
Fighters, Rangers, Paladins, Clerics, Druids, Wizards, Rogues
Allowable Race/class combinations
Human and half-elf: any
Elf: Fighter, Ranger, Wizard, Druid, Cleric*
Dwarf: Fighter, Rogue, Cleric*
Gnome: Fighter, Rogue, Cleric*, Wizard* (illusionist)
Hobbit: Rogue
" * " - This combination must be multiclassed and cannot go above a higher level than the other classes.
Other rules mods:
Silver standard - all costs divided by 10: treasure rare
Item creation - back in the DMs hands
xp: For challenges as per 3E with extras for challenges avoided/deflected etc. and other goals achieved. Formula will be tinkered with once play underway. Earlier levels (3-6) should be achieved in 2-4 sessions per level. Later levels to take longer.
Players will start at 2nd level, but poor.
Any comments?
In particular, are there some d20-isms untouched that will 'spoil' my old school / Low-mid magic / low-mid power level aesthetic?
Setting:
A three way mix of Middle Earth, Medieaval Europe, and Greyhawkesque D&D.
"Low-Mid" Magic: a relatively small selection of naturally occuring humanoids and monsters: generally a low-mid power level game. The planned campaign should take characters to about level 6-8 at which point they will be locally renowned heros.
Reason for not just playing 1E
xp for treasure difficult in 'quasi-mediaeval' setting
initiative etc. bit wooly
d20 looks easier to tweak
felt like a change
the old-school adventure to be used (Starstone) is a sort of drift away from normal 1E AD&D anyway.
dont like C&C
Races:
Human, Elf, half-Elf, Gnome, Dwarf, Hobbit
Classes:
Fighters, Rangers, Paladins, Clerics, Druids, Wizards, Rogues
Allowable Race/class combinations
Human and half-elf: any
Elf: Fighter, Ranger, Wizard, Druid, Cleric*
Dwarf: Fighter, Rogue, Cleric*
Gnome: Fighter, Rogue, Cleric*, Wizard* (illusionist)
Hobbit: Rogue
" * " - This combination must be multiclassed and cannot go above a higher level than the other classes.
Other rules mods:
Silver standard - all costs divided by 10: treasure rare
Item creation - back in the DMs hands
xp: For challenges as per 3E with extras for challenges avoided/deflected etc. and other goals achieved. Formula will be tinkered with once play underway. Earlier levels (3-6) should be achieved in 2-4 sessions per level. Later levels to take longer.
Players will start at 2nd level, but poor.
Any comments?
In particular, are there some d20-isms untouched that will 'spoil' my old school / Low-mid magic / low-mid power level aesthetic?