Money, Exploration, Stabbing Monsters: Old School Flava

Anabstercorian

First Post
For my next campaign, I seek to emulate the style of play put forth by OD&D in the Rules Cyclopedia. In doing so, I would like advice in putting forth the following rules variants:

First off, I'd like to employ the 'Experience for Treasure' rule. In OD&D, a character could earn experience points by gaining treasure, at the rate of 1 xp per gp value of the treasure retrieved, though only the final cash value received for the treasure (less the cost of moneychangers, sly merchants, and other ways by which the character might be short-changed for his efforts) would count for gaining experience. I am quite aware that this would force me to alter the methods by which experience is gained, and I believe that the wisest method would be for me to use the Flat Exp. Rewards rules variant proposed in the Unearthed Arcana optional rules supplement.

Second, I enjoy the concept of a large group of adventurers, composed of four to eight player characters and perhaps twice again as many NPC hirelings, embarked upon great explorations in the wilderness and underdark without too much teleporting about all hither and yon. While I certainly would strive not to fall prey to the lazy trap of simply negating the possibilities of teleportation, etherealness, and similar ornery magics, I would very likely limit their application so as to keep the adventures of the characters grounded comfortably in reality. I would like advice in doing so.

Third, I imagine that, for players to comfortably control more than a single character at a time, the rules would have to be simplified somewhat. I would plan to reduce the complexity of feats that require a great deal of attention to be used effectively (such as Power Attack, Dodge, Combat Expertise, or any other which varies from round to round), and limit the number of feats and spells available for selection so as to make the creation of new characters less arduous.

That's about it. Any advice?
 

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instead of limiting the feats and spells, just use the core rules. They are easy to master and keep track of. Allow for cheat sheets for the characters so they can keep track of the options of differnet characters.
 

Anabstercorian said:
Third, I imagine that, for players to comfortably control more than a single character at a time, the rules would have to be simplified somewhat.
I can comfortably handle way more than one character at a time, using material from 10 or more books - while handling all other DMing duties at the same time. ;)

I think ca. 2 PCs and 1-3 bruisers wouldn't be too difficult for most people familiar with the system.
 

XP for gp - maybe dividing gps by PC's level would work? ie at 1st level 1 gp = 1xp, at 20th 20 gp = 1 xp. That would give a lot of xp for gp, which is how OD&D worked AIR. :)
A more 'balanced' approach might be (per xp):

1st level 1gp
2nd level 2gp
3rd level 3gp
4th level 4gp
6th level 6gp
7th level 8gp
8th level 12gp
9th level 16gp
10th level 24gp

etc - this is the same ratio as CRfor , +2 level doubles gp needed per xp.

You can reduce incidence of teleport etc by using a 1e AD&D style level distribution, with slow advancement and very few NPCs of 9th level & above. In eg my '80s White Dwarf magazine scenarios "low level" was 1-3, medium 4-6, high 7-9, and very high 10+.
 


Here's what I've got so far:

Campaign Structure: You'll be an adventuring company, not an adventuring party. You'll be a group of about 40 novice adventurers looking to make their mark on the world, and you'll send these adventurers out in groups of whatever size you feel is appropriate - usually 8 'active' characters and four 'backup' characters who watch the base camp and replace people who die, but possibly more on expeditions that require it, along with whatever NPC's you can hire on.
The focus will be on exploration: Finding and plumbing ruins or other mysterious underground complexes (dungeon crawling), seeking out the aforementioned ruins or underground complexes (wilderness exploration), and looting both of the above to the last drop.

Ruleset: We'll be using the DnD 3.5 edition rules. I know you aren't totally familiar with these, Tomasz, but no worries - I'm not making you buy anything. The rules are available for free at http://www.systemreferencedocuments.org/35/sovelior_sage/home.html.

Characters: Any class, feat, or skill available in the above link will be available. Nothing else for a while yet, I think. We'll be using _very_ conservative ability generation rules, 3d6 with no rearranging. However, you'll each be allowed (nay, encouraged!) to produce as many as ten characters, and to play at least two and as many as three at a time, so what this will mean in practice is that, if your exceptionally talented characters die, you'll be stuck with the lame ones until you can hire more interesting people.

Spells and Magic in general: For the most part, starting wizards will be limited to the following selection:
Burning Hands
Charm Person
Comprehend Languages
Disguise Self
Enlarge or Reduce Person
Erase
Feather Fall
Floating Disc
Hold Portal
Identify
Jump
Magic Missile
Protection from Chaos, Evil, Good, or Law
Shield
Shocking Grasp
Sleep
Unseen Servant
As to why this is so, read the following excerpt from the OD&D Rules Cyclopedia, presented in Italics to heighten the mood:
By ancient tradition — of necessity and common sense — magic-users are loathe to trade spells among themselves. Each magic-user knows that he may become a very powerful wizard some day... and that he may end up being the enemy of another wizard of similar power. No wizard wants to teach the other fellow magic that can kill him. This is something the DM should reinforce in his campaign: if he finds characters casually trading spells from their spell books, he should remind them of the traditions of secrecy, of the good reasons for that tradition, of the paranoia that infects the magic-users' community, and so on. If they decline to accept his recommendation, their characters may pick up a reputation as magic users who can't keep their trade secrets. Other spellcasters, perhaps even their old teachers, will refuse to teach them and will take special pains to keep their magic hidden from them...
This does not apply to the spells mentioned above (and other spells of higher level which I have not mentioned here) because these spells have long since become common knowledge - too well known to bother to keep secret.

Magic items, and the creation, buying, and selling thereof: Magic items will be bought and sold, but not as often or as cheaply as described in the DMG. Indeed, it will be a crapload more expensive than it is currently presented as. This is because you guys will be earning craploads more treasure in the form of cash, jewelry, art, gems, land, and commodities - stuff that's only good for spending. As a whole, the economy will more resemble OD&D than 3e.
More news on this will be forthcoming - I'll probably invest in an alternate set of rules for the creation of magical items.

Setting: Greyhawk.

Spells, and further notes: Certain spells will be edited in this campaign to more closely resemble their earlier versions, because their presence mucks up the game as I envision it.
Create Water has been moved to 4th level, and produces enough water for 3 humans or one horse per caster level for one day. If there is a local water source, this spell divines the location thereof instead of conjuring water, and if there is no local water source, the spell creates a magical spring or fountain instead of creating all the water at once.
Create Food And Water functions normally except it no longer creates water.
Teleport will function differently, I'm not sure how just yet.

Equipment List: The following stuff isn't generally available for purchase:
Spiked Armor
Spiked Shields
Axe, orc double
Chain, spiked
Flail, dire
Hammer, gnome hooked
Sword, two-bladed
Urgrosh, dwarven
Repeating crossbows of any variety
Alchemist's Fire
Antitoxin
Everburning Torch
Sunrod
Tanglefoot Bag
Thunderstone
Tindertwig
Spellcasting services

Racial Abilities: Darkvision is spoiled by bright light, and hampered by light such as torches or lanterns. Yes, this sucks for dwarves and half-orcs - regarding dwarves, I have no apologies, they kick enough ass even if they has serious vision problems. Regarding half-orcs, they no longer suffer a -2 to charisma, and enjoy a +2 bonus to saving throws against disease.
 

You should take a look at "Castles & Crusades" from Troll Lord Games. It's a rules lite version of D&D (OGL, not d20) that's pretty compatible with all the old 1st edition AD&D and OD&D modules. There are no feats, no skills (they're replaced with an alternate system based on the ability scores), and simplified combat. It might be too rules lite for you, but then again, you could draw some ideas from it.
 

Anabstercorian, your campaign sounds like it will ROCK. That would be a wonderful change of pace to play in. It has some 1e/OD&D feel, but it's got a vibe all its own. Way, way cool!
 

jstater said:
You should take a look at "Castles & Crusades" from Troll Lord Games. It's a rules lite version of D&D (OGL, not d20) that's pretty compatible with all the old 1st edition AD&D and OD&D modules. There are no feats, no skills (they're replaced with an alternate system based on the ability scores), and simplified combat. It might be too rules lite for you, but then again, you could draw some ideas from it.

I would, but I polled my prospective players, and they prefered 3.5. Plus, we have one new player, and 3.5 is available free on the internet. Besides, we all go the MIT, so slightly complex rules aren't too much of an issue.

Anyhow, I'm working on finalizing the rules handout - I'll pass it up here when I'm through.
 


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