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Tuesday, November 10, 2020

Pushing the Envelope

 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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