While Red Mists goes through play testing and Tower of Adamant cools off in my addled mind (before I jump back in), I'm returning to a project that has been on my mind for years. I've long held a great deal of affection for the second edition of AD&D and wish to create a "2.5" game that pays homage to 2e while cleaning it up and adding some extra bits. This is NOT a retro clone, but an evolution that aims to keep the feel of 2e. I would like your suggestions based on these criteria:
Things I'm sure of:
- keep the tradition of quirky saving throws while changing them to make a degree of sense in their categories and progressions
- consistent ability modifiers and mechanics
- keep NWPs, but make each one available to every class.
- keep the way schools of magic and priest domains work
- race/class combinations will be unique (a holdover from earlier version of Tower of Adamant , where a dwarf fighter is very different from an elf fighter, etc)
- retain kits, but balance them better
Things I'm not sure of:
- roll over or roll under?
- should sub-classes like paladin and ranger be kits or classes?
- standard arcane schools (abjuration, evocation, etc) or a more 'classic' breakdown (fire, water, weather, illusion, mind, etc)?
- use standard weapon damages (d4 for dagger, d6 for short sword, d8 for longsword, etc) or base damage on class and/or level? In other words, a 1st level fighter deals 1d8 damage while a 5th level fighter deals 1d10?
- AC… based on the old school -10 to 10 scale or something like 0-20, or…? I'm partial to the former, but not sure how to implement it without resorting to THAC0...
Regarding saving throw categories, what do you think of these?
- surprise & ambush
- system shock
- poison & disease
- mind attacks
- illusions
- elemental blasts (against things like dragon breath where you need a combination of dexterity and constitution)
I've also considered basing saves on environment: wilderness, desert, dungeon, seas, cities… where your experiences in each environ means you have faced their respective monsters, poisons, traps, etc.
Looking for any and all feedback & ideas. Thanks.
Things I'm sure of:
- keep the tradition of quirky saving throws while changing them to make a degree of sense in their categories and progressions
- consistent ability modifiers and mechanics
- keep NWPs, but make each one available to every class.
- keep the way schools of magic and priest domains work
- race/class combinations will be unique (a holdover from earlier version of Tower of Adamant , where a dwarf fighter is very different from an elf fighter, etc)
- retain kits, but balance them better
Things I'm not sure of:
- roll over or roll under?
- should sub-classes like paladin and ranger be kits or classes?
- standard arcane schools (abjuration, evocation, etc) or a more 'classic' breakdown (fire, water, weather, illusion, mind, etc)?
- use standard weapon damages (d4 for dagger, d6 for short sword, d8 for longsword, etc) or base damage on class and/or level? In other words, a 1st level fighter deals 1d8 damage while a 5th level fighter deals 1d10?
- AC… based on the old school -10 to 10 scale or something like 0-20, or…? I'm partial to the former, but not sure how to implement it without resorting to THAC0...
Regarding saving throw categories, what do you think of these?
- surprise & ambush
- system shock
- poison & disease
- mind attacks
- illusions
- elemental blasts (against things like dragon breath where you need a combination of dexterity and constitution)
I've also considered basing saves on environment: wilderness, desert, dungeon, seas, cities… where your experiences in each environ means you have faced their respective monsters, poisons, traps, etc.
Looking for any and all feedback & ideas. Thanks.