Showing posts with label ability scores. Show all posts
Showing posts with label ability scores. Show all posts

Saturday, September 17, 2022

OD&D Barbarian

I've updated my OD&D Barbarian class. I've play-tested it in two solo sessions now (using Richard Bartle’s The Solo Dungeon) and I'm liking it.

This class is especially made for my modified version of OED, but I'm pretty sure it can work for most any OD&D-based system. My key OED modifications relevant to this class are the same, or very similar, to my OD&D rules that I've posted on this blog in the past, namely (1) d6-based HD—though now I give thieves 2/3 HD per level and Wizards 1/2 HD per level; (2) 1d6 damage—with 1d8 used for two-handed melee weapons; (3) Strength modifies Melee To Hit but not Damage.

Barbarian

Minimum Ability Requirement: N/A
Weapons, XP, HD/Level, and Saves as Fighter 

Advantages

1. Climb as Thief; must be in light or no armor.
2. Exceptional Strength: +3 to Strength at start of game. 
3. Hand of the Wheel: Barbarians with a minimum Strength of 18 can wield a two-handed sword or battle ax with one hand (1d8 damage).
4. Frazetta Wear: When unarmored, AC is improved by 1 for every point of Dexterity over 10 (does not stack with Dex modifier).
5. Oxen Hale: One-time (1st level) bonus of 1 hp per point of Constitution over 10 (does not stack with Con modifier).
6. Unbreakable: If Constitution is 13+, take ½ damage from falls and save vs. stone for ¼ damage.

Disadvantages

1. Armor restriction: Leather (from level 1), Chain (from level 5), Plate (from level 9).
2. Starting money (1d6 × 10).
3. Reaction rolls involving humans –2.
4. Illiterate (at start, may invest in learning as levels gained).
5. Magic Wary: No spellcasting by any means (e.g., Protection scroll); health-related potions only; must save vs. spells to take up other magic items, including weapons/armor.

Final Thoughts

I like how the different ability-score-based advantages—especially when combined with Delta's Fighter Feats—allow for variation. I think this is an improvement over having ability score minimums. The “Magic Wary” disadvantage is one that still needs some experimenting with and may well need to be tweaked. I did have one other Advantage, which I just today removed in the interest of simplifying things a bit, but I could still go either way on it—Indomitable: Saves against mental attacks (including charm, fear, illusions, etc.) are at +1 per point of Wisdom over 10 (does not stack with Wis modifier).

Saturday, June 27, 2015

URFAD: Ability Scores

Roll 3d6 in order to determine: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. To make a character of a specific class, swap out the rolled prime requisite score for one of the other five. Modifiers are 15–17, +1; 18, +2; and 3–5, –1.

Strength, prime requisite for fighters, modifies melee damage.
Intelligence, prime requisite for magic-users, modifies languages, determines save bonus for clerics.
Wisdom, prime requisite for clerics, determines save bonus for all classes except clerics.
Dexterity, prime requisite for thieves, modifies missile attacks per round.
Constitution modifies hit points.
Charisma modifies reactions and retainer morale and determines max retainers (divide by three, round up, and add one for every point above 14—so 15 gets 6, 16 gets 7, 17 gets 8, and 18 gets 9).

Prime Requisite Experience Points Bonus
Characters with a prime requisite score of 13–15 add 5% to earned XP.
Characters with a prime requisite score of 16–18 add 10% to earned XP.
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N.B. If the kids want to make a character of a specific class, will let them swap the highest score into their prime requisite, or, if time allows, will consider trading 2 or 3 points for 1 prime requisite point as per Men & Magic (10) or Greyhawk (8).