Spell Variations: Wizards’ Panache

By Angelo on July 30, 2002

The Color of Magic was an excellent article from Dragon Magazine issue no. 200 by Dan Joyce. I particularly liked it because it showed how the real game isn’t about rules and dice rolling–it’s about story and wonder. It explained how the mechanics of various spells (do damage, heal, improve AC, etc.) are really all the same, it’s how the spells are perceived that make the real difference. Additionally, I have found it a useful technique to tweak certain spells that seem “broken” for a particular campaign.

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Topics: Celestial & Arcane | No Comments »

Half-orc

By Michael Wallace on November 23, 2001

  • Prime Requisite: Strength. Other Requirements: Constitution 9, or better.
  • Experience Bonus: 5% for Strength 13-15; 10% for Strength 16-18.
  • Hit Dice: 1d8 per level up to 9th level. Starting with 10th level, +2 hp per level and Constitution adjustments no longer apply.
  • Maximum Level: 12 (36, if optional rules are used.)
  • Armor: Any; shields permitted.
  • Weapons: Any.
  • Special Abilities: Fighter Maneuvers (Lance Attack and Set Spear vs. Charge maneuvers at 1st level; at 660,000 XP, Fighter Combat Options); extra languages (Orc and player’s choice of: Ogre or Goblin); infravision; Hear Noise; Detect by Smell

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Topics: Character Classes | No Comments »

Modified Mystic or Monk

By Michael Wallace on June 25, 2001

Modified Mystic and Monk from Dragon Magazine 09/1981

  • Prime Requisite: Strength and Dexterity. Other Requirements: Wisdom 9, or better.
  • Experience Bonus: 5% for Strength or Dexterity 16-18; 10% for Strength and Dexterity 16-18.
  • Hit Dice: 1d6 per level up to 9th level. Starting with 10th level, +2/level after 9 with no CON adjustments.
  • Maximum Level: 21.
  • Armor: None; shield not permitted.
  • Weapons: Any.
  • Special Abilities: At 1st level — Armor Class bonuses, increased Movement, Find Traps, Climb Walls, Move Silently, Hear Noise, Martial Arts and Mystical Abilities.

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New Mystic Class

By Angelo on June 10, 2001

This is a combination of the Mystic/Monk classes I have posted before.

  • Prim Req: Wis and Dex; Other Requirements: Wis 13+, Dex 13+
  • Experience Bonus: 5% for Wis or Dex 16-18; 10% for Wis and Dex 16-18
  • Hit Dice: 1d6/level, +2/level after level 9 with no Con bonus
  • Maximum Level: 16
  • Armor: None; shield not permitted
  • Weapons: Any
  • Hit Rolls: as Fighter
  • Saving Throws: as Fighter

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Optional Rules for Classic Games

By Angelo on September 6, 1999

Written by Angelo and Jeff

Here are some optional rules that you may want to adopt in a more basic type campaign (which I find more fun). When deciding on a rule, go for whatever is more fun or will make a better story-line in the game.

Attributes

Even though it may not be fair to my old players, I think I might adopt this system also. Just roll 9d6 for each phsyical (STR, DEX, CON) and mental (INT, WIS, CHA) attributes and then let the players choose where they want to put them. Allow players to trade 2 for 1 between the 2 categories. If you want, you might consider just rolling 10d6 for each category to give a better chance of getting good scores. Also, don’t roll ability checks much, if at all. Too much rolling dice makes the game too random and not enough story. If you can’t base it on a saving throw, you probably shouldn’t roll it. How creatures react to players should be based on how the players have acted, not on a charisma check. See the rest of this entry…

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Topics: Rules Hints & Tips | 1 Comment »