lobsterGun
Explorer
I go through phases. First, I get bored with D&D and I start thinking start thinking of all the ways it could be better. That leads to thoughts about better game system, and that (inevitably) leads to Rolemaster.
Last year, I ran a one shot adventure that used d20 characters, but with Arms Law as the combat system. For the most part, it went over pretty well. The players were thrilled with the awesome power of the critical hit. The adventure really just consisted of 4 encounters (each one more challenging than the last): First came a large group of goblins, then a small group of orcs, then a large group of orcs, and finally a Stone Troll.
In one regard, the the adventure went really well; By the end, the players were leery of heading into combat without exploring all their options first (in fact, the ran from the Stone Troll without fighting it).
However, flipping though the Arms Law charts and having to do the extra arithmetic that a d100 demands really bogged the game down. I had prefigured all of their bonuses for them and provided each of them with a packet with their weapon tables and critical hit charts - but it was still too much. It broke the flow of the game. I wished it had gone smoother, but I was satisfied enough that I could go back to d20 for a while.
Well that was year ago, and I find myself back in familiar territory. D&D is going stale again. Nine months ago we were low level and nary a fight went by where we were not in mortal peril. Every fight was the fight of our lives. But now we're mid level, and it just doesn't seem as dangerous as before. The challenge is slip-slip-slipping away.
So I've got it in my head to run some more, but I don't want to make the same mistakes as last time.
I'm still going to use d20 characters (building Rolemaster characters is just to much work, and I don't want to go through the pain of teaching the players an entire new system).
I'm not going to use the Arms Law weapons tables, but I am going to use Arms Law Critical Hits.
How?
Well, I've given it some thought...a lot of thought actually. Enough thought that I thought the project needed a name. I call it... Project Wombat (d20Master sounded a bit too pretentious).
Basically it works like this: When a character attacks, they roll their d20 and add their attack bonus. If they roll a natural '1' it's off to the fumble table with them. If they miss, their turn is over. If they hit, they need to figure out how much they hit by. If they hit by enough they do a critical hit. There's more to it than that, but you've just read the gist of it right there.
I haven't sprung this on my gaming group yet (I'd like it to be a bit more polished before I do). But I have had a couple of friends look at it and have incorporated their feedback into it. I'd like to hear yours.
At this point, I'm not sure on what protocol to follow. I'm tempted to just cut and paste it into this post, but that would make for a fairly long read. So instead I'll just post this link to it --> LINK TO PROJECT WOMBAT
Last year, I ran a one shot adventure that used d20 characters, but with Arms Law as the combat system. For the most part, it went over pretty well. The players were thrilled with the awesome power of the critical hit. The adventure really just consisted of 4 encounters (each one more challenging than the last): First came a large group of goblins, then a small group of orcs, then a large group of orcs, and finally a Stone Troll.
In one regard, the the adventure went really well; By the end, the players were leery of heading into combat without exploring all their options first (in fact, the ran from the Stone Troll without fighting it).
However, flipping though the Arms Law charts and having to do the extra arithmetic that a d100 demands really bogged the game down. I had prefigured all of their bonuses for them and provided each of them with a packet with their weapon tables and critical hit charts - but it was still too much. It broke the flow of the game. I wished it had gone smoother, but I was satisfied enough that I could go back to d20 for a while.
Well that was year ago, and I find myself back in familiar territory. D&D is going stale again. Nine months ago we were low level and nary a fight went by where we were not in mortal peril. Every fight was the fight of our lives. But now we're mid level, and it just doesn't seem as dangerous as before. The challenge is slip-slip-slipping away.
So I've got it in my head to run some more, but I don't want to make the same mistakes as last time.
I'm still going to use d20 characters (building Rolemaster characters is just to much work, and I don't want to go through the pain of teaching the players an entire new system).
I'm not going to use the Arms Law weapons tables, but I am going to use Arms Law Critical Hits.
How?
Well, I've given it some thought...a lot of thought actually. Enough thought that I thought the project needed a name. I call it... Project Wombat (d20Master sounded a bit too pretentious).
Basically it works like this: When a character attacks, they roll their d20 and add their attack bonus. If they roll a natural '1' it's off to the fumble table with them. If they miss, their turn is over. If they hit, they need to figure out how much they hit by. If they hit by enough they do a critical hit. There's more to it than that, but you've just read the gist of it right there.
I haven't sprung this on my gaming group yet (I'd like it to be a bit more polished before I do). But I have had a couple of friends look at it and have incorporated their feedback into it. I'd like to hear yours.
At this point, I'm not sure on what protocol to follow. I'm tempted to just cut and paste it into this post, but that would make for a fairly long read. So instead I'll just post this link to it --> LINK TO PROJECT WOMBAT