Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
How to put together a BECMI mini-series...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dausuul" data-source="post: 5404609" data-attributes="member: 58197"><p>Let me see.</p><p></p><p>First of all, I would take a hard look at the relevant sections of the spell lists and consider their potential for insta-winning combats and trivializing obstacles. Tweak or ban as you feel necessary. This is a good rule of thumb for any pre-4E game, but much easier to do in BECMI, since the spell list is so much shorter. (Also, keep in mind that BECMI is a lot more tolerant of the occasional insta-win. When combat only lasts 10 minutes, it's not a big deal if the M-U sometimes terminates a fight in the first round with a snap of her fingers. The main concern is when they can do it in every single battle, or against "bosses.")</p><p></p><p>Second, decide what level you want to start at. 1st-level characters are very fragile. This may or may not be what you want.</p><p></p><p>Third, work out a fair approach to stat-rolling. The approach where everybody rolls up a set of stats, then anybody can choose any one of those stat sets to build their character with, is one good way to ensure balance while preserving that old-school gambling thrill.</p><p></p><p>Beyond that, it's pretty much a question of what you want out of your game. These are the things I would do if it were me:</p><ul> <li data-xf-list-type="ul">Replace TSR-era saving throws with something a little more coherent; either Fort/Ref/Will, or something custom-made.</li> <li data-xf-list-type="ul">Add in a few character options (backgrounds and such) to make my players happy.</li> <li data-xf-list-type="ul">Replace Vancian casting with 3E-style sorceror casting.</li> <li data-xf-list-type="ul">Introduce some sort of limiting mechanic to prevent abuse of certain spells without having to ban them outright.</li> <li data-xf-list-type="ul">Replace the worst "you got a bad die roll and now you're totally screwed" monster abilities (save-or-die effects, energy drain) with something that gives players a chance to do something about it.</li> <li data-xf-list-type="ul">Work up a very primitive skill system, probably based on simple ability checks, to address questions like "What happens when the fighter tries to move silently?" Have thief abilities stack on top of this system somehow.</li> </ul><p>Obviously, these are just my particular preferences and would not necessarily apply to you. BECMI is best understood, not as a game in itself, but as a framework upon which to build your own.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5404609, member: 58197"] Let me see. First of all, I would take a hard look at the relevant sections of the spell lists and consider their potential for insta-winning combats and trivializing obstacles. Tweak or ban as you feel necessary. This is a good rule of thumb for any pre-4E game, but much easier to do in BECMI, since the spell list is so much shorter. (Also, keep in mind that BECMI is a lot more tolerant of the occasional insta-win. When combat only lasts 10 minutes, it's not a big deal if the M-U sometimes terminates a fight in the first round with a snap of her fingers. The main concern is when they can do it in every single battle, or against "bosses.") Second, decide what level you want to start at. 1st-level characters are very fragile. This may or may not be what you want. Third, work out a fair approach to stat-rolling. The approach where everybody rolls up a set of stats, then anybody can choose any one of those stat sets to build their character with, is one good way to ensure balance while preserving that old-school gambling thrill. Beyond that, it's pretty much a question of what you want out of your game. These are the things I would do if it were me: [LIST] [*]Replace TSR-era saving throws with something a little more coherent; either Fort/Ref/Will, or something custom-made. [*]Add in a few character options (backgrounds and such) to make my players happy. [*]Replace Vancian casting with 3E-style sorceror casting. [*]Introduce some sort of limiting mechanic to prevent abuse of certain spells without having to ban them outright. [*]Replace the worst "you got a bad die roll and now you're totally screwed" monster abilities (save-or-die effects, energy drain) with something that gives players a chance to do something about it. [*]Work up a very primitive skill system, probably based on simple ability checks, to address questions like "What happens when the fighter tries to move silently?" Have thief abilities stack on top of this system somehow.[/LIST] Obviously, these are just my particular preferences and would not necessarily apply to you. BECMI is best understood, not as a game in itself, but as a framework upon which to build your own. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How to put together a BECMI mini-series...
Top