House Rules and Other Thoughts for my first Crusade
Posted: Thu Nov 12, 2009 11:45 am
I've been nominated by my friends pretty much unanimously to run a Castles and Crusades campaign, which is a big honor, but also a fairly big responsibility. I've definitely got some RPG experience, but I'm not an old hand by any means.
I've got a setting that I've been monkeying around with for several months that should work, though of course I'll have to make sure that I can get a few early adventures going with that. I'll probably *not* be starting characters at first level, but probably 2nd or 3rd level instead.
So, if I can have pretty much any thoughts/advice, etc, on how to proceed with things. I've got a bit of time to plan out before I have to go run my first-ever game. I know, technically, I should probably use a printed adventure, but world-building is my first love.
House Rule Ideas
* Some XP awards for roleplaying. Not *huge* ones, and less a nightly competition than a, 'wow, that was amazing' thing.
* Bonuses for awesome, awesome description, which I believe is a major part of the Storyteller system. In other words, if what you are suggesting is sufficiently cool and well-described (though in a timely fashion, of course, don't take 5 minutes to describe a single action), perhaps you will get a +1 or +2 bonus.
* Profession and Craft training outside of the SIEGE System. The SIEGE System, I think, is most robust when it comes to day-to-day things for an adventurer. A non-trained person should NOT be able to make or repair armour, for example. This is more of an option thing. For example, if someone was an amateur fletcher (1st-3rd level char), I might say that they don't really need to take too much notice of their ammo, because they can make arrows. A medium level character might be able to provide ammo for the entire team in such a fashion, in bolts and arrows. A high level character might be able to, with the right materials and a little time, produce +1 arrows, which can either be used or sold.
* Armour that degrades after extended combat. That 8 bonus AC plate mail is not going to be 8 AC after a week of hellish combat, it's likelier to be more like a 6. A PC who is an armourer might have the ability to repair armour, and the service should be easy enough to obtain in towns.
* EV goes right out the window. It's easily the worst part of C&C as it exists now. I think being logical about it is enough.
* It's a small group I have, four players, and fairly unlikely to end up with a classic fighter/rogue/cleric/wizard combination. I am toying around with the option of having a pool of cheap, readymade NPC companions they can take for specific missions. But, be warned heroes, some of these people might decide to steal your gold, or even betray you! On the other hand, others might prove to be lifelong friends and allies and who knows, perhaps One Day, they might show up as the Cavalry on a particularly dire day.
* Seriously thinking of some heavy tweaking of the Fighter. I am pretty much in love with Baldur's Gate II, and its implimentation of combat styles for fighters, which I think reflects perfectly what I feel is the Fighter's primary virtue over other fighting classes- flexibility. The idea of Fighters specializing in a style, whether it be Single Weapon, Sword and Shield, Two-Handed Fighting, Two-Weapon Fighting or Ranged Combat appeals to me greatly. So at 3rd level, perhaps, the Fighter chooses a style, and at 9th-10th level, the Fighter gets to put either another point in that style or learn a new style.
Single Weapon Combat- The Fighter that chooses to fight with a single weapon and no shield, seems to me to be making a choice for dexterity and trusting in his tactical striking ability more than anything else. I am thinking that the practicioner of this style should get a slight bonus to their movement speed (5, perhaps) at the first level, and then, as they become more confidant, a +1 bonus to hit when using a single one-handed weapon.
Sword and Shield Combat- The Fighter that chooses to trust in the combination of a sword and shield is choosing defensive strength over raw offensive power. The Shield already grants a raw AC bonus, but what I am thinking is, like in BGII, a larger bonus against projectiles. An advanced master of this style should be extremely hard to damage with arrows, bolts and sling bullets. Perhaps at the first 'level', they would gain a +1 bonus AC against regular missiles, which would increase to +2 later on.
Two-Handed Combat- The Fighter who chooses to forgo a shield and use a single large weapon is making a choice to do the maximum damage, all else be damned. The bonus here would be a simple damage bonus. +1 at the first level and +2 at the second level, using a two-handed weapon.
Two-Weapon Combat- The Fighter that chooses the tricky road of using two weapons must overcome significant barriers, but it is more than worth it for those that do master it. At the first level, rather than -3/-6, the penalty becomes -2/-5, and then at the second level, -1/-4.
Ranged Combat- The Fighter that chooses to specialize in ranged combat relies on their sharpness of vision, forgoing the often-greater immediate damage of melee combat in favor of being a skillful supporter from the back rank. At the first level, they gain a +1 to hit with a specific type of ranged weapon, at the second level, a +2 to hit.
This is something I'm pondering more than committed to, but I like the idea of the Fighter having the choice of a 'style' of combat in addition to their Weapon Specialization. They lack the 'cool' abilities that the other 'tough' classes have. They should, and need to be utter beasts on the raw battlefield.
* I am considering revamping the pre-4th printing Barbarian and presenting him or her as a Berserker. Any suggestions on doing so are welcome.
* I think I'll be using 4d6, drop the lowest for stat generation. I want these characters to be notably better than the 'average' person, and point buy can be a little cold.
* I'll probably allow multiclassing and class and a halfing, but keep reasonable restrictions based on story and such. Paladins should never, ever, ever multiclass with anything. Same with Monks. Theirs is a demanding path that requires true dedication. Anyone who has any game experience of those new rules, your imput is welcome.
* Generally, I'm aiming for somewhere in the middle between the classic 'low magic' and 'high fantasy' scenarios. One where wizards are not unusual as an idea, but fairly rare as an actual occupation. Clerics are fairly common on the ground, though, and most sizeable towns will have a Temple for basic healing services.
* I have a few wider storylines in mind, and I might hang little feelers for all of them and see what gets the greater reaction from the people. One being a little more intrigue/politics-heavy and the other being a pretty classic Campaign Against Great Evil.
* A small 'gift' for each character that is personally significant to them. One that might come handy in the future. Nothing huge. A silver dagger, a trained hawk, things like that.
I've got a setting that I've been monkeying around with for several months that should work, though of course I'll have to make sure that I can get a few early adventures going with that. I'll probably *not* be starting characters at first level, but probably 2nd or 3rd level instead.
So, if I can have pretty much any thoughts/advice, etc, on how to proceed with things. I've got a bit of time to plan out before I have to go run my first-ever game. I know, technically, I should probably use a printed adventure, but world-building is my first love.
House Rule Ideas
* Some XP awards for roleplaying. Not *huge* ones, and less a nightly competition than a, 'wow, that was amazing' thing.
* Bonuses for awesome, awesome description, which I believe is a major part of the Storyteller system. In other words, if what you are suggesting is sufficiently cool and well-described (though in a timely fashion, of course, don't take 5 minutes to describe a single action), perhaps you will get a +1 or +2 bonus.
* Profession and Craft training outside of the SIEGE System. The SIEGE System, I think, is most robust when it comes to day-to-day things for an adventurer. A non-trained person should NOT be able to make or repair armour, for example. This is more of an option thing. For example, if someone was an amateur fletcher (1st-3rd level char), I might say that they don't really need to take too much notice of their ammo, because they can make arrows. A medium level character might be able to provide ammo for the entire team in such a fashion, in bolts and arrows. A high level character might be able to, with the right materials and a little time, produce +1 arrows, which can either be used or sold.
* Armour that degrades after extended combat. That 8 bonus AC plate mail is not going to be 8 AC after a week of hellish combat, it's likelier to be more like a 6. A PC who is an armourer might have the ability to repair armour, and the service should be easy enough to obtain in towns.
* EV goes right out the window. It's easily the worst part of C&C as it exists now. I think being logical about it is enough.
* It's a small group I have, four players, and fairly unlikely to end up with a classic fighter/rogue/cleric/wizard combination. I am toying around with the option of having a pool of cheap, readymade NPC companions they can take for specific missions. But, be warned heroes, some of these people might decide to steal your gold, or even betray you! On the other hand, others might prove to be lifelong friends and allies and who knows, perhaps One Day, they might show up as the Cavalry on a particularly dire day.
* Seriously thinking of some heavy tweaking of the Fighter. I am pretty much in love with Baldur's Gate II, and its implimentation of combat styles for fighters, which I think reflects perfectly what I feel is the Fighter's primary virtue over other fighting classes- flexibility. The idea of Fighters specializing in a style, whether it be Single Weapon, Sword and Shield, Two-Handed Fighting, Two-Weapon Fighting or Ranged Combat appeals to me greatly. So at 3rd level, perhaps, the Fighter chooses a style, and at 9th-10th level, the Fighter gets to put either another point in that style or learn a new style.
Single Weapon Combat- The Fighter that chooses to fight with a single weapon and no shield, seems to me to be making a choice for dexterity and trusting in his tactical striking ability more than anything else. I am thinking that the practicioner of this style should get a slight bonus to their movement speed (5, perhaps) at the first level, and then, as they become more confidant, a +1 bonus to hit when using a single one-handed weapon.
Sword and Shield Combat- The Fighter that chooses to trust in the combination of a sword and shield is choosing defensive strength over raw offensive power. The Shield already grants a raw AC bonus, but what I am thinking is, like in BGII, a larger bonus against projectiles. An advanced master of this style should be extremely hard to damage with arrows, bolts and sling bullets. Perhaps at the first 'level', they would gain a +1 bonus AC against regular missiles, which would increase to +2 later on.
Two-Handed Combat- The Fighter who chooses to forgo a shield and use a single large weapon is making a choice to do the maximum damage, all else be damned. The bonus here would be a simple damage bonus. +1 at the first level and +2 at the second level, using a two-handed weapon.
Two-Weapon Combat- The Fighter that chooses the tricky road of using two weapons must overcome significant barriers, but it is more than worth it for those that do master it. At the first level, rather than -3/-6, the penalty becomes -2/-5, and then at the second level, -1/-4.
Ranged Combat- The Fighter that chooses to specialize in ranged combat relies on their sharpness of vision, forgoing the often-greater immediate damage of melee combat in favor of being a skillful supporter from the back rank. At the first level, they gain a +1 to hit with a specific type of ranged weapon, at the second level, a +2 to hit.
This is something I'm pondering more than committed to, but I like the idea of the Fighter having the choice of a 'style' of combat in addition to their Weapon Specialization. They lack the 'cool' abilities that the other 'tough' classes have. They should, and need to be utter beasts on the raw battlefield.
* I am considering revamping the pre-4th printing Barbarian and presenting him or her as a Berserker. Any suggestions on doing so are welcome.
* I think I'll be using 4d6, drop the lowest for stat generation. I want these characters to be notably better than the 'average' person, and point buy can be a little cold.
* I'll probably allow multiclassing and class and a halfing, but keep reasonable restrictions based on story and such. Paladins should never, ever, ever multiclass with anything. Same with Monks. Theirs is a demanding path that requires true dedication. Anyone who has any game experience of those new rules, your imput is welcome.
* Generally, I'm aiming for somewhere in the middle between the classic 'low magic' and 'high fantasy' scenarios. One where wizards are not unusual as an idea, but fairly rare as an actual occupation. Clerics are fairly common on the ground, though, and most sizeable towns will have a Temple for basic healing services.
* I have a few wider storylines in mind, and I might hang little feelers for all of them and see what gets the greater reaction from the people. One being a little more intrigue/politics-heavy and the other being a pretty classic Campaign Against Great Evil.
* A small 'gift' for each character that is personally significant to them. One that might come handy in the future. Nothing huge. A silver dagger, a trained hawk, things like that.