Lost Londinium: Difference between revisions

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Created page with "Category: Dungeons & Dragons A play-by-post game using a mash up of Call of Cthulhu (BRP) and B/X D&D, set in apocalyptic Roman Britain. [https://forum.rpg.net/showthrea..."
 
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[https://forum.rpg.net/showthread.php?780791-Semi-closed-Recruitment-Lost-Londinium Meta Thread]
[https://forum.rpg.net/showthread.php?780791-Semi-closed-Recruitment-Lost-Londinium Meta Thread]
[[File:Gustave_Dore_Inferno32.jpg]]
The apocalypse rages. Mighty empires have fallen.  But some pits are darker than others...
==House Rules==
I will be using a number of House Rules to better fit B/X D&D to Call of Cthulhu's concepts, gothic horror themes and my lazy DM philosophy:
* Character Generation
** Character Classes: Only humans allowed but to give players more options, I'll roundabout bring back the Elf and Halfing as two new classes, the Spellsword (Fighter/Magic User) and Scout (Fighter/Thief).
** Characters get a Standard Array for ability scores 16, 14, 12, 10, 10, 8 (arrange to suit). Then, PCs modify ability scores with bonus points depending on class.  NB- it costs 3 bonus points to increase a 17 to an 18, it costs 2 bonus points to increase a 16 to an 17, and all other increases cost 1 bonus point
*** Fighter, 6 bonus points
*** Thief, 4 bonus points
*** Cleric, 3 bonus points
*** Magic User, 3 bonus points
*** Scout, 2 bonus points
*** Spellsword, 1 bonus point
** Characters get static hit points depending on class, modified by Constitution scores. (i.e., hit points DO NOT INCREASE WITH LEVEL)
*** Fighter, 8 hit points + (Constitution adjustment)
*** Cleric, 6 hit points + (Constitution adjustment)
*** Scout, 6 hit points + (Constitution adjustment)
*** Spellsword, 6 hit points + (Constitution adjustment)
*** Thief, 5 hit points + (Constitution adjustment)
*** Magic User, 4 hit points + (Constitution adjustment)
** Cleric, call forth magic light from a holy weapon at will
*** Unlike Magic Users, a Cleric does NOT need to select his/her spells beforehand (i.e., s/he decides at the time of casting)
*** Every day, a Cleric can produce one vial of holy water
** Thief, divide 60 points among 1) open locks, 2) find and remove small traps, 3) pick pockets, 4) hide in shadows, 5) hear any noise and 6) move silently
*** After Character Generation, add 6 points for every new level
** Scout, divide 30 points among 1) open locks, 2) find and remove small traps, 3) pick pockets, 4) hide in shadows, 5) hear any noise and 6) move silently
*** After Character Generation, add 3 points for every new level
*** Unlike Thieves, a Scout CANNOT backstab
** Spellsword, cast spells as per a Magic User of half level round down (i.e., 3rd level Spellsword cast spells as per a 1st Magic User, 4th level Spellsword cast spells as per a 2nd Magic User)
* Characters Generally
** All classes can use all weapons, armor and magic items (e.g., MUs can use swords and fighters can use wands).
** All classes use the Fighter XP and Saving Throw tables
** All PCs start at 3rd level
** All PCs speak at least Latin and Celtic
** All PCs begin with whatever mundane gear they would like, 50 gp, and two potions of either ESP, Gaseous Form, Growth and/or Healing (PC's choice)
** For Fighters, Scouts and Spellswords, THAC0 improves by 1 each level.  For others, THAC0 improves by 1 every other level.
** For Fighters, Scouts and Thieves, natural AC improves by 1 each level.  For others, natural AC improves by 1 every other level.
** XP is awarded for completing mission objectives, NOT FOR KILLING CREATURES AND/OR TAKING THEIR STUFF
* Equipment
** shields deduct 3 from Armor Class, rather than 1
* Standard Checks
** Spot Checks use Intelligence
** Fear Checks use Wisdom
** Stealth Checks use (Intelligence + Dexterity) / 2
* Combat
** Facing
*** Flank Attacks are at +2
*** Rear Attacks are at +4

Revision as of 19:42, 24 April 2016


A play-by-post game using a mash up of Call of Cthulhu (BRP) and B/X D&D, set in apocalyptic Roman Britain.

Meta Thread


The apocalypse rages. Mighty empires have fallen. But some pits are darker than others...


House Rules

I will be using a number of House Rules to better fit B/X D&D to Call of Cthulhu's concepts, gothic horror themes and my lazy DM philosophy:

  • Character Generation
    • Character Classes: Only humans allowed but to give players more options, I'll roundabout bring back the Elf and Halfing as two new classes, the Spellsword (Fighter/Magic User) and Scout (Fighter/Thief).
    • Characters get a Standard Array for ability scores 16, 14, 12, 10, 10, 8 (arrange to suit). Then, PCs modify ability scores with bonus points depending on class. NB- it costs 3 bonus points to increase a 17 to an 18, it costs 2 bonus points to increase a 16 to an 17, and all other increases cost 1 bonus point
      • Fighter, 6 bonus points
      • Thief, 4 bonus points
      • Cleric, 3 bonus points
      • Magic User, 3 bonus points
      • Scout, 2 bonus points
      • Spellsword, 1 bonus point
    • Characters get static hit points depending on class, modified by Constitution scores. (i.e., hit points DO NOT INCREASE WITH LEVEL)
      • Fighter, 8 hit points + (Constitution adjustment)
      • Cleric, 6 hit points + (Constitution adjustment)
      • Scout, 6 hit points + (Constitution adjustment)
      • Spellsword, 6 hit points + (Constitution adjustment)
      • Thief, 5 hit points + (Constitution adjustment)
      • Magic User, 4 hit points + (Constitution adjustment)
    • Cleric, call forth magic light from a holy weapon at will
      • Unlike Magic Users, a Cleric does NOT need to select his/her spells beforehand (i.e., s/he decides at the time of casting)
      • Every day, a Cleric can produce one vial of holy water
    • Thief, divide 60 points among 1) open locks, 2) find and remove small traps, 3) pick pockets, 4) hide in shadows, 5) hear any noise and 6) move silently
      • After Character Generation, add 6 points for every new level
    • Scout, divide 30 points among 1) open locks, 2) find and remove small traps, 3) pick pockets, 4) hide in shadows, 5) hear any noise and 6) move silently
      • After Character Generation, add 3 points for every new level
      • Unlike Thieves, a Scout CANNOT backstab
    • Spellsword, cast spells as per a Magic User of half level round down (i.e., 3rd level Spellsword cast spells as per a 1st Magic User, 4th level Spellsword cast spells as per a 2nd Magic User)


  • Characters Generally
    • All classes can use all weapons, armor and magic items (e.g., MUs can use swords and fighters can use wands).
    • All classes use the Fighter XP and Saving Throw tables
    • All PCs start at 3rd level
    • All PCs speak at least Latin and Celtic
    • All PCs begin with whatever mundane gear they would like, 50 gp, and two potions of either ESP, Gaseous Form, Growth and/or Healing (PC's choice)
    • For Fighters, Scouts and Spellswords, THAC0 improves by 1 each level. For others, THAC0 improves by 1 every other level.
    • For Fighters, Scouts and Thieves, natural AC improves by 1 each level. For others, natural AC improves by 1 every other level.
    • XP is awarded for completing mission objectives, NOT FOR KILLING CREATURES AND/OR TAKING THEIR STUFF


  • Equipment
    • shields deduct 3 from Armor Class, rather than 1


  • Standard Checks
    • Spot Checks use Intelligence
    • Fear Checks use Wisdom
    • Stealth Checks use (Intelligence + Dexterity) / 2


  • Combat
    • Facing
      • Flank Attacks are at +2
      • Rear Attacks are at +4