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Criticise my Grognard d20
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<blockquote data-quote="NN" data-source="post: 4551382" data-attributes="member: 4770"><p>Im trying to capture 1E aesthetics with 3E/ d20 rules. Any constructive criticism appreciated.</p><p></p><p></p><p>Setting:</p><p>A three way mix of Middle Earth, Medieaval Europe, and Greyhawkesque D&D.</p><p>"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.</p><p></p><p>Reason for not just playing 1E </p><p></p><p> xp for treasure difficult in 'quasi-mediaeval' setting</p><p> initiative etc. bit wooly</p><p> d20 looks easier to tweak</p><p> felt like a change</p><p> the old-school adventure to be used (<em>Starstone</em>) is a sort of drift away from normal 1E AD&D anyway.</p><p> dont like C&C </p><p></p><p>Races:</p><p>Human, Elf, half-Elf, Gnome, Dwarf, Hobbit</p><p></p><p>Classes:</p><p>Fighters, Rangers, Paladins, Clerics, Druids, Wizards, Rogues</p><p></p><p>Allowable Race/class combinations</p><p></p><p>Human and half-elf: any</p><p>Elf: Fighter, Ranger, Wizard, Druid, Cleric*</p><p>Dwarf: Fighter, Rogue, Cleric*</p><p>Gnome: Fighter, Rogue, Cleric*, Wizard* (illusionist)</p><p>Hobbit: Rogue</p><p></p><p>" * " - This combination must be multiclassed and cannot go above a higher level than the other classes.</p><p></p><p></p><p>Other rules mods:</p><p></p><p>Silver standard - all costs divided by 10: treasure rare</p><p>Item creation - back in the DMs hands </p><p>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.</p><p></p><p>Players will start at 2nd level, but poor. </p><p></p><p></p><p>Any comments?</p><p></p><p>In particular, are there some d20-isms untouched that will 'spoil' my old school / Low-mid magic / low-mid power level aesthetic?</p></blockquote><p></p>
[QUOTE="NN, post: 4551382, member: 4770"] 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 ([I]Starstone[/I]) 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? [/QUOTE]
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