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How to put together a BECMI mini-series...
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<blockquote data-quote="Wik" data-source="post: 5407035" data-attributes="member: 40177"><p>A few of the ideas I was thinking of implementing, thanks to the suggestions in this thread:</p><p></p><p>1) Thief skills are additions, not either/or checks. In short, failing a check never incurs a negative penalty. I really like that idea, and I think it actually is RAW. One of those things I've never actually realized in reading the rules, and something that will really help the class out a bit.</p><p></p><p>2) Floating hit point buffer of 15 hit points - once they're gone, they're gone. A neat idea.</p><p></p><p>3) As for stat generation, I think I'll allow everyone to roll one set of stats, including the GM. Those stats are put into a pool, and the group can figure out who plays what set (leaving the really crappy roll out). Any player can choose to keep their set of rolls if they like.</p><p></p><p>4) I'm actually thinking of going old-school for attack rolls. The reasoning is, there is no addition required - players just roll the dice, look at their character sheet, and say the AC they hit. I kind of like that idea - gets rid of any math whatsoever.</p><p></p><p>5) Skills - I want to do a random roll on a table, with each class providing their own percentile list. Players can roll twice, and choose one. These reflect knowledge, and are based off ability checks. Otherwise, there's a penalty on the roll.</p><p></p><p>5) PCs start at 3,000 XP. This is enough for everyone but elves to be at least level 2. </p><p></p><p>6) Starting spells will be determined randomly. All casters get read magic. Each mage rolls twice, each elf rolls once. Those spells are all put in a pool, and the various magic-users take turns picking spells from that pool. I will also make sure sleep is one of the options, because it really is an important low-level spell.</p><p></p><p>7) Not really rules-related, but the PCs will have access to many hirelings, so that there will be numerous player-run NPCs on hand should a PC kick the bucket. There will also be healing potions available for purchase. No resurrection, though. </p><p></p><p>8) I have a feeling I'm gonna have about eight players for this - I have a lot of people who are interested in going back to the classics. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Wik, post: 5407035, member: 40177"] A few of the ideas I was thinking of implementing, thanks to the suggestions in this thread: 1) Thief skills are additions, not either/or checks. In short, failing a check never incurs a negative penalty. I really like that idea, and I think it actually is RAW. One of those things I've never actually realized in reading the rules, and something that will really help the class out a bit. 2) Floating hit point buffer of 15 hit points - once they're gone, they're gone. A neat idea. 3) As for stat generation, I think I'll allow everyone to roll one set of stats, including the GM. Those stats are put into a pool, and the group can figure out who plays what set (leaving the really crappy roll out). Any player can choose to keep their set of rolls if they like. 4) I'm actually thinking of going old-school for attack rolls. The reasoning is, there is no addition required - players just roll the dice, look at their character sheet, and say the AC they hit. I kind of like that idea - gets rid of any math whatsoever. 5) Skills - I want to do a random roll on a table, with each class providing their own percentile list. Players can roll twice, and choose one. These reflect knowledge, and are based off ability checks. Otherwise, there's a penalty on the roll. 5) PCs start at 3,000 XP. This is enough for everyone but elves to be at least level 2. 6) Starting spells will be determined randomly. All casters get read magic. Each mage rolls twice, each elf rolls once. Those spells are all put in a pool, and the various magic-users take turns picking spells from that pool. I will also make sure sleep is one of the options, because it really is an important low-level spell. 7) Not really rules-related, but the PCs will have access to many hirelings, so that there will be numerous player-run NPCs on hand should a PC kick the bucket. There will also be healing potions available for purchase. No resurrection, though. 8) I have a feeling I'm gonna have about eight players for this - I have a lot of people who are interested in going back to the classics. :) [/QUOTE]
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