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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.
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
- Cleric, call forth magic light from a holy weapon at will
- 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
- 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
- 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
- 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
- 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
- Facing