Lanefan
Victoria Rules
Various things I'd like to see brought back...
- re-rolled initiatives each round using something smaller than a d20
- possibility of simultaneous actions/initiatives rather than strictly turn-based
- casting times for spells, if you start a 3-segment spell on initiative 5 you'll resolve on init. 2
- no such thing as "combat casting", you get hit or disturbed while casting and the spell's lost, period
- risk in casting - lightning bolts bounce off walls, fireballs expand to fill a volume, spells like "fly" have random durations, etc.
- d% resurrection and system shock survival rolls straight from 1e
- henches, hirelings, and associate adventurers as a relatively common part of an adventuring group
- morale rules (though I find this pretty easy to wing)
- facing - a shield only protects your front and off-hand side
- cursed magic items (though also easy to wing)
- different advancement tables for different classes
- training rules where you don't get the full benefit of gaining a level until you spend some time in town and train into it
- much slower natural healing - an overnight rest gets you back a few h.p. only
- stat-based bonuses only at the ends of the bell curve - anything between about 7-14 should be +0
- rules or guidelines for followers, castles, temples, etc. at whatever point 5e decides "name level" will be
- "looser" math behind the system
Lan-"the above is but the tip of an iceberg"-efan
- re-rolled initiatives each round using something smaller than a d20
- possibility of simultaneous actions/initiatives rather than strictly turn-based
- casting times for spells, if you start a 3-segment spell on initiative 5 you'll resolve on init. 2
- no such thing as "combat casting", you get hit or disturbed while casting and the spell's lost, period
- risk in casting - lightning bolts bounce off walls, fireballs expand to fill a volume, spells like "fly" have random durations, etc.
- d% resurrection and system shock survival rolls straight from 1e
- henches, hirelings, and associate adventurers as a relatively common part of an adventuring group
- morale rules (though I find this pretty easy to wing)
- facing - a shield only protects your front and off-hand side
- cursed magic items (though also easy to wing)
- different advancement tables for different classes
- training rules where you don't get the full benefit of gaining a level until you spend some time in town and train into it
- much slower natural healing - an overnight rest gets you back a few h.p. only
- stat-based bonuses only at the ends of the bell curve - anything between about 7-14 should be +0
- rules or guidelines for followers, castles, temples, etc. at whatever point 5e decides "name level" will be
- "looser" math behind the system
Lan-"the above is but the tip of an iceberg"-efan