So, this is not a complete set of house rules and optional systems, and let's face it, there's no such thing - especially where the OSR is concerned, there'll always be new, exciting and weird things to throw in.Instead, these posts will act as an accompaniment to my reading of the Massive PDF of ALL The 2nd Edition Books That Are Now Out Of Print, as well as peeks into a few other books not included or otherwise forgotten. When I finally accumulate all the rules I wish to keep/toss out/change, I'll post them up in one (really fucking long) post, or even in a .pdf for the players (and your lovely selves).
So, without any further ado:
- No Racial Minimums - maybe it's coming from the newer generation of gamers, but I like to think that I can pick a Race, and not have to roll to see if I qualify for it (I mean, you're trying to tell me there are no sickly dwarves?)
- Stat Generation - I like players to have some control over their characters, so you have the choice - either 4d6, drop the lowest, and allocate as you wish, or the Class Stat Arrays from the various Complete books, which allow players to play a specific class easily (and come with a host of drawbacks, too).
- Demihuman level limits are out. I don't know how long the game will run (most certainly not long enough for this to be an issue), so this shouldn't come up.
- Sub-Races - the various Complete Race books ensured a proliferation of sub-races that almost matched 3.5's excesses. I'll skim them, and include maybe one or two extra subraces, but not much more than that.
- Complete Book Of Humanoids deserves special mention here, as it's pretty swingy. A few of the races here (Half-Orc, Half-Ogre, maybe the Hobgoblin and Minotaur) are pretty standard and acceptable, but some are just too weird, and some are just plain broken (both over-and-underpowered). Again, I'll skim it and make a list.
- Speciality Priest, and Preists of specific Mythoi, are in. They might be a touch more powerful, but they add some real flavour to the game. Gods and Pantheons are fairly up for grabs at the moment, so I'll take suggestions...
- As for Kits, I'll most likely let the players pick ones they want, then give them a yay or nay. Some of the Kits are a lot more powerful than others, and some aren't that great, but have major repercussions on the game. I don't want Kits that tie a player too strictly to one place or organisation, so I'm currently combing through the Kits to see what ones fit... I'll make that my next post.
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