I have been crazy-busy recently, and have not had any RPG time. With the Independence Day holiday approaching, I do intend to run a session of “For Gold and Glory” (as reviewed last month.) If you haven’t yet done so, please point your browser to http://drivethrurpg.com/product/156530/For-Gold--Glory, and download the free PDF. As I mentioned, this game is very similar – almost identical in most respects – to AD&D 2nd Ed. (I’m going to assume – or maybe just pretend – that you’re familiar with 2nd Ed.)
What I’m going to talk about here is combining the minor differences between FG&G and 2nd Ed AD&D with some house rules which I plan to try out. First, I intend to open up advancement in appropriate classes to all races. I have so very rarely played any high-level RPGs that this isn’t really a factor, anyway. I’m also opening up more single-class options for most races. Although I won’t allow a Dwarf Magic-User, I don’t see why a gnome or Halfling can’t become a Bard, or a Ranger, or a Druid… Instead of a blanket set of rules, this sort of thing will be “GM’s Judgement.” MY judgement. Demi-human multi-classing will work the same way. Bards can cast spells even while wearing armor. Bards are special that way, and they have the training to wear the armor while casting their spells. (Multi-classed Magic-Users are still restricted in their use of armor. It’s the way wizards cast spells, as opposed to the way bards do.) Starting level: 3rd. If you’re multi-classed, it may be 3rd/3rd, or 2nd/2nd… haven’t decided yet. Starting equipment will include two random rolls on the Magic Item tables. If you get something you can’t use, too bad. (Maybe you can trade it with another character…) FG&G doesn’t quite use Weapon Proficiency rules, replacing it with “Combat Skills.” Combat Skill points may be spent on learning how to use individual weapons, groups of weapons (long blades, axes, spears, short blades, etc), entire classes of weapons (bludgeoning, slashing, piercing), combat styles (single weapon, weapon & shield, dual-wielding, etc.) An option in the rules permits exchanging extra language slots (gained from a high Intelligence score) for extra Combat Skill points. I will permit this. AD&D’s Non-Weapon Proficiencies (NWPs) are likewise changed in FG&G to Skills. The way they work in FG&G is about the same as NWPs in AD&D, with the addition that each character has a free Trade Skill, reflecting the career path he followed before becoming an adventurer. I will add to that the option of taking a free Knowledge Skill, if appropriate, representing the same type of character history. For example, one PC may have started out as a Hunter, or a Blacksmith, while another may have been a student of Ancient Languages, or a Navigator on a ship… I will continue to use the “Stars Without Number” combat method, instead of the standard THAC0. This means that we subtract the character’s THAC0 from 20 to provide a “Base Attack Bonus”, add that bonus to all other appropriate combat modifiers and the opponent’s AC, and roll a d20. If the total is 20 or greater the attack hits. A natural (unmodified) roll of 1 always misses, and may indicate a fumble; a natural roll of 20 always hits, and does double damage. I’ll let you know how it works! Grab some dice, and let’s start killin’ some goblins… Sum non Satis? Commodore Tank Clark, SFMD Team Leader, 33rd STARFLEET Rangers (“The Paladins”) “Have Phaser, Will Travel”
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Commodore Tank ClarkCommodore Clark has been the Team Leader of the 33rd STARFLEET Rangers for several years. His monthly articles about games (usually Role-Playing Games -- RPGs -- but sometimes about other tabletop forms of entertainment) appear regularly in the Regulator Charge!, the ship's newsletter. Archives
September 2017
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