Working on the monster chapter of Chanbara right now, and the treasure table. At the moment, I've taken the "human" monsters out to save space, but since my new page count goal is 96 pages, I think I might throw them back in. That way, there will be "official" (I really detest the plea to "official"ness in RPGs) stats for yakuza, yojinbo and oniwabanshu bodyguards, ashigaru, daimyo, peasant/artisan/merchant/eta, wandering duelist ronin, and the like.
I need to work up hirelings/specialists/mercenaries pay charts like in the Expert Set now that I think about it.
For the treasure table, I went a bit less abstract than D&D's alphabetical system. Sorta similar to 3E/4E (please don't shudder yet), I've divided treasure categories by hit dice. However, I've subdivided each hit die band into four: incidental, low, average, high. And monsters don't have a listed treasure subdivision in their stat block. When placing monsters, GMs will need to decide monster by monster if they should have treasure or not, and how much.
In other news, I reduced the number of special abilities all classes receive. Before, every class had three or five unique (or nearly so) class abilities, plus access to Maneuvers, Tricks and/or Spells. By 10th level, human classes had 21 Maneuvers/Tricks/Spells plus 5 class abilities, and Yokai had 22 Maneuvers/Tricks/Spells and 3 class abilities.
Class abilities are unchanged, but total Maneuvers/Tricks/Spells has been reduced to 15/16 at 10th level. Revised Flying Swordsmen will follow suit.
Friday Faction: Dungeons & Dragons Museum
15 minutes ago
No comments:
Post a Comment