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.
Friday Faction: Dungeons & Dragons Museum
56 seconds 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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