Monday, June 18, 2012

The state of B?X

Well it has been a while since my last post., I guess that's how it goes sometimes. I suppose I would rather post sporadically when I want to then push myself to post frequently just for the sake of it and end up burning myself out.

Anyway, here is a bit of an update on my B?X project:

The release of the 5th ed playtest materials really re-ignited my interest in the project. People will tell you that 5th ed looks like 2nd or 4th ed but honestly it looks to me mostly like B/X, or at least how my group used to play B/X back in junior high.

Right now my core rules are basically very similar to the rules from the playtest with a few major changes.

Experience and leveling
I am having the characters start out at lvl 0- heavily inspired by the DDC beta rules. First they will roll stats in order, and then roll on a separate occupation table depending on what their highest stat was. So a character who rolled strength as their highest stat would roll on the strength based occupation table.

The 0lvl characters start with no class and virtually no money or equipment, just what their occupation gives them. They will start with a "background trait" just like in 5ed, but they will have to wait till they hit level 1 to choose a theme for their class.

I am probably not using standard experience points for leveling. Instead the characters will stay at their current level until the complete a big level appropriate quest. The players and I will discuss what a worthy quest would be and come to an agreement about it. Increasing in level gives a hp increase and increases the character's ingame prestige and renown. In between tackling the big "level up" quests the players can engage in any number of smaller quests or adventures to gain money and supplies or possibly unlock and improve abilities. - So you wont become a better swordsman just by leveling up; you need to go on a specific quest to find a sword-master to train you.

Race as class. Also some weird changes to some of the races.

Alignment: there will be Lawful, Chaotic and Neutral. There are no real gods in my setting per se but there is an absolute force of good and an absolute force of evil fighting it out.

I am thinking about setting a flat level cap at lvl 6. I think a low level cap will be overall more manageable, and I hope that it will encourage players to get involved in creating a legacy with their characters- when a fighter hits lvl 6 and settles down to become a ruler, the player can make a new character from a  former follower they had.

I am completely overhauling magic. Going to be using mana pools and piety dice and getting rid of Vancian spellcasting entirely. I made up new types of wizards with their own new schools of magic. Magic will be learnt from found spellbooks and there will be no such thing as spell lvl or spells per day.

I could get more into specifics but I'm going to bed now.

Comments and questions are welcome.

-Cheers!

Friday, June 8, 2012

Adventuring Equipment


 Some adventurers bring "healer's kits" with them into the dungeon and rely on herbs and bandages to keep them going. The more rough and tumble brand of adventurers bring strong drink.

Fortified Wine
A swig of strong fortified wine can keep even a gravely injured warrior on his feet. Fortified wine is laced with tonics and restorative medicines plus the biting flavor will shock the drinker into wakefulness while the liquor dulls pain.
  • 25gp for a canteen, 5 uses - 1lb. same effect as a healer's kit.
Hard Liquor
The most foolhardy adventurers are fond of carrying small "handcasks" of powerful liquor such as moonshine or the dreaded dwarven fire whisky.  In contrast to fortified wine these drinks have very little medicinal value aside from occasionally being poured into wounds as disinfectant.
  • 25gp for a handcask ,10 uses - 2lb. same effect as a healer's kit*.
  • 50gp for a pony-keg ,20 uses - 5lb. same effect as a healer's kit*.
*If you expend more uses than your CON ability score modifier during the same rest you suffer from the Intoxicated condition for a full hour.


Sturdy Steel-shod Boots
These tough steel and leather boots are the absolute best protection available for an adventurers' feet. The toughened leather exterior has been treated with several coats of protective varnish and wax, making them both water proof and extremely durable. Although padded and comfortable on the inside these boots have a reinforced steel toe and a thick steel sole, as well as several small metal plates to protect the heel and sides of the feet.  The drawbacks that come with these boots are that they tend to make a loud clanging sound when walking across stone and they are obviously very dangerous to wear while attempting to swim.
  • 10gp for pair (must be worn as pair), 4lbs. as pair, +1 to wearer AC.
  • At the end of your turn if the wearer is in melee combat and hasn't moved they may make a extra kick attack using only their basic strength modifier. If it hits the attack does 1d4 bludgeoning damage.
  • At the DM's discretion these sturdy boots can protect the wearer's feet from nearly any damaging effect that would target feet specifically.
  • Anytime the wearer attempts to climb, jump, swim, or move stealthily   the DM should impose severe penalties.
Sturdy Gauntlet
Most of the heavier types of armor come with a set of gauntlets but sometimes even lightly armored warriors choose to wear them. Although it may not be the most heroic tactic, a well timed punch can be very effective.
  • 5gp each, 10gp for pair. 1lb. each, 2lb. as pair, +1 to wearer AC if a pair is worn.
  • If the wearer is in melee combat and has a free gauntleted hand they may make a extra punching attack using only their basic strength modifier. If it hits the attack does 1d4 bludgeoning damage.
  • A gauntleted hand cannot cast arcane spells or preform delicate tasks.




Just some ideas I had, Cheers!