I've been thinking lately about ways that I could streamline my Treasures, Serpents, & Ruins (TSR) house rules for BX/BECMI style play. Right now, the rule set is as close to AD&D 1E as I think I can take it without adding too much additional complexity. But the TSR-East rules add just a small amount of complexity and variation that I currently think I should get rid of.
One thing is that the TSR Thief (and related classes) use % Skills as normal for BX/BECMI, but the TSR-East Yakuza and Ninja use x/d6 for their skills. I like the x/d6 rules, as they streamline with the racial ability skills in Classic, but part of me wants the Thief to still be the Thief -- even with the super low chances of success at early levels.
But that's not the main thing I want to discuss here. I think anyone who's downloaded Flying Swordsmen or purchased Chanbara knows that I like the 2E AD&D conceit of the character kit. 5E D&D also does something sorta similar with their Backgrounds, but also with their class archetypes/specializations. And now I wonder if I could make a version of Classic D&D that looks something like this:
3 classes, as in OD&D: fighty-type, casty-type, hybrid-type
Kits/Backgrounds that can modify the special abilities and restrictions of the class, while the main core (hit die, XP progression, to hit and save progression, saving throws) remain unchanged [for the most part].
Demi-human races would actually be listed among the kits/backgrounds. This would allow me to mimic the original rules for the demi-humans, and expand them when desired, but leave players with reasons to play human PCs as many of the kits/backgrounds are for humans only.
Some of the kits/backgrounds would be for one class only, while others might be options for more than one class. Of course, the danger is going overboard with kits/backgrounds. But it would allow for easy modding to different cultural milieux like TSR-East. All you need to do is provide an alternate set of kits/backgrounds.
Looking at Classic D&D's seven classes, in this version they'd look like this:
Warrior Class
*Fighter
*Thief
*Dwarf
*Halfling
Caster Class
*Magic-User
Hybrid Class
*Cleric
*Elf
For TSR-East, you'd get something like this (not considering the optional demi-humans for the moment):
Warrior Class
*Hwarang
*Ronin
*Ninja
*Yakuza
Caster Class
*Mudang
*Wushi
Hybrid Class
*Sohei
*Xia
With AD&D 1E, it would be much more complex with race/class combos, but stripping out the demi-humans for the moment:
Warrior Class
*Assassin
*Fighter
*Monk
*Thief
Caster Class
*Druid
*Magic-User
*Illusionist
Hybrid Class
*Bard
*Cleric
*Paladin
*Ranger
If we add in demi-humans, even with some restrictions that play to the key tropes of each race, it gets pretty complex:
Warrior Class
*Assassin
*Fighter
*Monk
*Thief
*Dwarf Fighter
*Halfling Thief
*Halfling Fighter/Thief
*Half-Orc Assassin
*Half-Orc Fighter
Caster Class
*Druid
*Magic-User
*Illusionist
*Elf Magic-User
*Gnome Illusionist
*Half-Elf Druid
Hybrid Class
*Bard
*Cleric
*Paladin
*Ranger
*Dwarf Cleric/Fighter
*Elf Fighter/Magic-User
*Half-Elf Cleric/Magic-User
*Half-Elf Ranger
*Gnome Fighter/Illusionist
So, definitely not perfect when it comes to streamlining, unless each kit/background is really just a small number of changes.
Still, something to think about.
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