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?
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?