Jack Daniel
Legend
Update: 7 Mar 07
Well, I've finally, finally finished weeding through the combat rules and effecting all the changes that I wanted to make. Most of it is the same as d20/3e combat, so it's not worth slogging through everything if you do actually mean to read what I've posted here. Major differences between my combat system and 3rd edition D&D boil down to initiative (I go back to using group initiative, like basic D&D did), the elimination of full attacks and attacks of opportunity, and major overhauls of grappling, charging, and two-weapon combat. Oh, and I suppose the capacity to move some or all of your speed before, during, or after your actions (essentially giving everyone Spring Attack by default) is worth mentioning.
Next on the list... magic! (Hey, I've only got magic and technology to finish up, and then the "player's handbook" half of the book is done! Hard to believe I'm already so close to doing up "dungeon master's guide" stuff... whew.)
http://mypage.iusb.edu/~jodhiggi/Basic_E&E.pdf
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Original Post, 25 Jan 07:
Well, I've finally, finally finished weeding through the combat rules and effecting all the changes that I wanted to make. Most of it is the same as d20/3e combat, so it's not worth slogging through everything if you do actually mean to read what I've posted here. Major differences between my combat system and 3rd edition D&D boil down to initiative (I go back to using group initiative, like basic D&D did), the elimination of full attacks and attacks of opportunity, and major overhauls of grappling, charging, and two-weapon combat. Oh, and I suppose the capacity to move some or all of your speed before, during, or after your actions (essentially giving everyone Spring Attack by default) is worth mentioning.
Next on the list... magic! (Hey, I've only got magic and technology to finish up, and then the "player's handbook" half of the book is done! Hard to believe I'm already so close to doing up "dungeon master's guide" stuff... whew.)
http://mypage.iusb.edu/~jodhiggi/Basic_E&E.pdf
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Original Post, 25 Jan 07:
The problem I seem to have with "retro" gaming is that for most, "retro" means AD&D 1st edition. Everything about Castles & Crusades, for example, screams "1e groupie". It's very unsatisfying for those of us who are 2e and OD&D groupies. True 20 is interesting, but it just doesn't "do it" for me -- like they went one step too far in moving away from roll-playing and some of D&D's sacred cows (ability scores, leveled spells) for me to feel comfortable playing it.
So I've decided to try my hand at the retro remix. And a remix it is indeed, because what I seem to be doing is patching together a veritable Frankenstein monster of cross-edition D&D conventions. I have OD&D-style level advancement (and the Rules 'Cyclopedia is informing every aspect of how I organize the book I'm writing), AD&D 1st-edition style magic (even if the spell names sound more like something out of Final Fantasy), 2nd-edition style combat, and 3rd edition style multi-classing and die-rolling (with the exception of task resolution itself, which I've adapted from C&C's SIEGE engine).
And the weird thing is, it's working. It's actually shaping up to be a coherent RPG that just might be playable when all is said and done. And best of all, it's exactly what I've always wanted D&D to be. Which, I hope, is why any of us homebrew and hose-rule in the first place. Anyhow... take a look.
http://mypage.iusb.edu/~jodhiggi/EnEpt1_preview.pdf
I'd just like some opinions and criticism. Do the rules (what's there so far, anyway) look like they work? Does it feel appropriately "OD&D"ish?
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