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Looking for help & ideas for my AD&D 2e inspired OSR mishmash game!
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<blockquote data-quote="vivsavage" data-source="post: 6636153" data-attributes="member: 6673703"><p><span style="color: #333333">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:</span></p><p></p><p><span style="color: #333333">Things I'm sure of:</span></p><p><span style="color: #333333">- keep the tradition of quirky saving throws while changing them to make a degree of sense in their categories and progressions</span></p><p><span style="color: #333333">- consistent ability modifiers and mechanics</span></p><p><span style="color: #333333">- keep NWPs, but make each one available to every class.</span></p><p><span style="color: #333333">- keep the way schools of magic and priest domains work</span></p><p><span style="color: #333333">- 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)</span></p><p><span style="color: #333333">- retain kits, but balance them better</span></p><p></p><p><span style="color: #333333">Things I'm not sure of:</span></p><p><span style="color: #333333">- roll over or roll under?</span></p><p><span style="color: #333333">- should sub-classes like paladin and ranger be kits or classes?</span></p><p><span style="color: #333333">- standard arcane schools (abjuration, evocation, etc) or a more 'classic' breakdown (fire, water, weather, illusion, mind, etc)?</span></p><p><span style="color: #333333">- 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?</span></p><p><span style="color: #333333">- 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...</span></p><p></p><p><span style="color: #333333">Regarding saving throw categories, what do you think of these?</span></p><p><span style="color: #333333">- surprise & ambush</span></p><p><span style="color: #333333">- system shock</span></p><p><span style="color: #333333">- poison & disease</span></p><p><span style="color: #333333">- mind attacks</span></p><p><span style="color: #333333">- illusions</span></p><p><span style="color: #333333">- elemental blasts (against things like dragon breath where you need a combination of dexterity and constitution)</span></p><p></p><p><span style="color: #333333">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.</span></p><p></p><p><span style="color: #333333">Looking for any and all feedback & ideas. Thanks.</span></p></blockquote><p></p>
[QUOTE="vivsavage, post: 6636153, member: 6673703"] [COLOR=#333333]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:[/COLOR] [COLOR=#333333]Things I'm sure of:[/COLOR] [COLOR=#333333]- keep the tradition of quirky saving throws while changing them to make a degree of sense in their categories and progressions[/COLOR] [COLOR=#333333]- consistent ability modifiers and mechanics[/COLOR] [COLOR=#333333]- keep NWPs, but make each one available to every class.[/COLOR] [COLOR=#333333]- keep the way schools of magic and priest domains work[/COLOR] [COLOR=#333333]- 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)[/COLOR] [COLOR=#333333]- retain kits, but balance them better[/COLOR] [COLOR=#333333]Things I'm not sure of:[/COLOR] [COLOR=#333333]- roll over or roll under?[/COLOR] [COLOR=#333333]- should sub-classes like paladin and ranger be kits or classes?[/COLOR] [COLOR=#333333]- standard arcane schools (abjuration, evocation, etc) or a more 'classic' breakdown (fire, water, weather, illusion, mind, etc)?[/COLOR] [COLOR=#333333]- 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?[/COLOR] [COLOR=#333333]- 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...[/COLOR] [COLOR=#333333]Regarding saving throw categories, what do you think of these?[/COLOR] [COLOR=#333333]- surprise & ambush[/COLOR] [COLOR=#333333]- system shock[/COLOR] [COLOR=#333333]- poison & disease[/COLOR] [COLOR=#333333]- mind attacks[/COLOR] [COLOR=#333333]- illusions[/COLOR] [COLOR=#333333]- elemental blasts (against things like dragon breath where you need a combination of dexterity and constitution)[/COLOR] [COLOR=#333333]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.[/COLOR] [COLOR=#333333]Looking for any and all feedback & ideas. Thanks.[/COLOR] [/QUOTE]
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