Just a few random thoughts I had that I'd like to get down. I've been having another busy week, so not much blogging. I figured in lieu of an actual post, I'd jot these ideas down here instead of on some scrap paper like I normally would.
Kits--give a small bonus, and a small penalty, to a character class in order to distinguish them from all the other members of that class.
Ideas for Magic-Users:
"Sorcerer" Bonus: No spell book. All spells are known, and may be prepared as desired. Penalty: No more spells known than castable per day (as btb in Moldvay), no automatic Read Magic, can't use scrolls to gain new spells.
"Witch" Bonus: Access to select Cleric spells as well as M-U spells. Penalty: Severe magic item restrictions (still thinking which ones)
"Magus" Bonus: Bonus spells per day for high Int bonus. Penalty: Spells in spellbook determined randomly.
Ideas for Fighters:
"Archer" Bonus: Dex bonus to hit and damage with ranged weapons. Penalty: Str and Dex as Prime Requisite.
"Berserker" Bonus: +2 damage in melee against humaniods. Penalty: Save vs. Spells (each round) to avoid attacking allies when enemies defeated.
Just a couple ideas, like I said.
Wednesday Comics: DC, March 1984 (week 2)
53 minutes ago
My only problem with kits as they were in the 2E books was that they often seemed to be mostly about the penalty with a relatively little bonus to counter it. It always felt like to take a kit was asking for your character to be penalized, and who wants that? If you keep them more balanced, it's actually a fine idea.
ReplyDeleteI always felt the problem with kits is that all the bonuses were front-loaded. I had a grand plan long ago to develop kits that gave gradual bonuses every 2-3 levels. Frex, the Myrmidon fighter might get a +1 damage at 1st level, gain a +1 to-hit at 3rd, etc.
ReplyDeleteGood start here.
Kits were great for exactly the reason you state - to help make two same class characters have some distinction. They also were a great tool to help new players think about all the different possibilities a class might offer.
ReplyDeleteI like the ones you suggest, they seem reasonable.
I also think you may be on the right track with this idea... if you want to go that way. Many will not. I think it's really neat though. My problem with kits back in 2nd edition was the same as the first two commentators - everything seemed front loaded, and not really worth it.
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ReplyDeleteDennis,
Thought this might be worth a plug here. We have both used and abused this guy's games.
Josh
I nominated you for a blogger award. You can view it here: MJA Ware Blogger Awards. Most of my readers are writers, but there's a lot of games in the mix too. Be sure to pass it along!
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