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How to put together a BECMI mini-series...
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<blockquote data-quote="Korgoth" data-source="post: 5406690" data-attributes="member: 49613"><p>BECMI is not my flavor of Old School, but it's a bummer that people keep telling you to play a different game. It's totally fine. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>Really, the only things I would do would be to allow some latitude in ability score generation so that a player doesn't get saddled with something he absolutely hates, and to allow players to reroll 1s for hit points (1s AND 2s for Fighters and Dwarves). It might sound good in theory to take a hard line on HPs, but it's hard enough to level up in that game, only to have your Fighter roll a 1 for HP. Everyone else might even think it's funny... but it's not.</p><p></p><p>Beyond that, I have two possible suggestions. The first is to let each player say what his character's background is (apprentice blacksmith, pirate, woodsman, etc.). Then that counts as a "skill bundle" system inasmuch as it tells what the character should know how to do. Everybody in the Middle Ages, even the Fantasy Middle Ages, probably knows how to start a fire, skin a boar, climb a tree, etc.</p><p></p><p>The second is to look at the Fighter special moves from the Companion set (especially the Smash attack, but also Parry and Disarm). Though these are normally only allowed to "Name" level Fighters (and advanced Demihumans), I'd consider allowing them earlier. Even at mid Expert level (6-8) the monsters are really starting to lay the smack down in terms of damage. The assumption seems to be that you've got at least on Artillery Wizard who is dealing out a ton of damage all the time, casting Haste, etc. Because the Fighter's damage doesn't scale at all until he hits 9th (when he can build a stronghold or undertake a Companion option; that's normally when the Fighter special moves kick in). I personally would offer these moves to Fighters right out of the gate (not to Dwarves simply because Dwarves are already so cool).</p><p></p><p>Conversely, I'd avoid the Master set Weapon Mastery rules like the plague. Same with the skill system from the RC. Also, when in doubt, roll an Ability Check.</p><p></p><p>Hope that helps!</p></blockquote><p></p>
[QUOTE="Korgoth, post: 5406690, member: 49613"] BECMI is not my flavor of Old School, but it's a bummer that people keep telling you to play a different game. It's totally fine. :( Really, the only things I would do would be to allow some latitude in ability score generation so that a player doesn't get saddled with something he absolutely hates, and to allow players to reroll 1s for hit points (1s AND 2s for Fighters and Dwarves). It might sound good in theory to take a hard line on HPs, but it's hard enough to level up in that game, only to have your Fighter roll a 1 for HP. Everyone else might even think it's funny... but it's not. Beyond that, I have two possible suggestions. The first is to let each player say what his character's background is (apprentice blacksmith, pirate, woodsman, etc.). Then that counts as a "skill bundle" system inasmuch as it tells what the character should know how to do. Everybody in the Middle Ages, even the Fantasy Middle Ages, probably knows how to start a fire, skin a boar, climb a tree, etc. The second is to look at the Fighter special moves from the Companion set (especially the Smash attack, but also Parry and Disarm). Though these are normally only allowed to "Name" level Fighters (and advanced Demihumans), I'd consider allowing them earlier. Even at mid Expert level (6-8) the monsters are really starting to lay the smack down in terms of damage. The assumption seems to be that you've got at least on Artillery Wizard who is dealing out a ton of damage all the time, casting Haste, etc. Because the Fighter's damage doesn't scale at all until he hits 9th (when he can build a stronghold or undertake a Companion option; that's normally when the Fighter special moves kick in). I personally would offer these moves to Fighters right out of the gate (not to Dwarves simply because Dwarves are already so cool). Conversely, I'd avoid the Master set Weapon Mastery rules like the plague. Same with the skill system from the RC. Also, when in doubt, roll an Ability Check. Hope that helps! [/QUOTE]
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