Wednesday, September 23, 2020

ADHD Update!

 I've been fiddling around with my OD&D based house rules; Adventuring in Distressingly Hazardous Dungeons, and I think they're ready to be shared in an updated form. 

Notable changes:

  • I've added a simple (and optional) background system to help flesh out characters.
  • I've changed the spell system, quite frankly I thought the spell point based method was a bit too involved and complex for my tastes. Now, spells are similar to those presented in Empire of the Petal Throne, with a limited number of uses per day depending on the spell. However, these spells in ADHD are also completely level-less, with exceptionally powerful spells having certain restrictions to avoid being overpowered. This does mean a level 1 Prophet can cast Resurrection though.
  • I've removed most of the playable species except for the core four of Human, Elf, Dwarf, and Halfling, since frankly I wasn't very pleased with how the others turned out, they might be added back later, but maybe not.
  • I've changed the level progression system and also added many optional rules for other level progression systems.
  • I reworked the referee's section to be much smaller and simpler, though as always it can be ignored for the referee's own personal preferences.

If you'd like to check it out, the link is down below! Thank you for reading!

https://drive.google.com/file/d/1UMZm-0QO0r1_Kqb3d5ek8q2qDSK1CDKh/view?usp=sharing

Friday, September 18, 2020

XP For Gold Is Stinky

I don't like XP for gold because I like making randomly generated dungeons, and having a system where people gain in experience by how much treasure they acquire makes randomly generating treasure a lot more complicated and quite frankly I'm bad at math. 

XP for gold has the following upsides:
  • Provides a mechanical reason for players to want to acquire treasure
  • Encourages exploration and critical thinking over combat
It also has the following downsides:
  • Doesn't make sense from an in-universe standpoint (though leveling systems barely do anyway)
  • Doesn't make sense for certain kinds of characters (what does a hermit monk need all that gold for?)
  • Gives the player characters way too much money to play around with, which is only a good thing if you're trying to do some domain play
I propose this instead; for every 10 obstacles a character overcomes (obstacle being defined by the referee, for example a very easy fight with 2 giant rats might not be considered an obstacle, but successfully navigating through a storm in a Moon-beast ship would be), the character gains a level. This is summarized by the table below.

Level    Obstacles Overcome
1            0
2            10
3            20
4            30
5            40

Alternatively, if you want an exponential leveling system like that of traditional old school D&D, use the table below.

Level    Obstacles Overcome
1            0
2            10
3            30
4            70
5            150


Once I finish tinkering with the dungeon generation tables I've been fiddling with, I'm going to try to put these methods into practice in a home game, particularly the more linear system of character advancement.