Back when I discussed our shift to Rolemaster I admitted I don’t really like D&D. That’s not quite true. I like D&D a lot except for a few things but they become deal breakers. More and more I’m finding myself writing a heartbreaker for another try at “old school” gaming…probably more a retro-clone supplement more than a full on game.
That said, given we didn’t play last Friday and thus have no gaming update to make I thought I’d throw some markers for a retro-clone 1st generation derivative I might write:
Flatten the Hit Point Curve: While I have no problem with increasing hit points I do have a problem with the D&D curve and it’s a fairly common one: At first level even a fighter can be killed by a house cat and by 10th level the average Magic-User is roughly on par with a White Dragon in hit points (24 vs. 27). There are a couple of ways to accomplish this: separate wound and fatigue points or just a flatter curve.
Lack of the Ability to Be Good at Things: I have discussed before why “skills” aren’t anti-old school when they are seen as what the character is good at as opposed to what he can do. In City States of the Apocalypse I tried using the Tunnels & Trolls saving roll and talent system but they didn’t work out well due to poor design (and DMing) on my part. Today I read a post on using FATE Aspects in C&C that was similar to my idea but not as game breaking. I think I’ll look into something similar.
Magic Shouldn’t Be Unified: If there is one thing the first edition of The Palladium Fantasy Roleplaying Game got right it was the multiple types of magic-users. Magic isn’t one method or set. However, we don’t need a dozen classes either. I’d say have three or four who do different things. If you do real campaign time you can have an alchemist as one. The spell slinger of D&D is another. A more ritual oriented mage is a third.
Dungeons: I’ll admit I’m a Silver Age quest player more than a dungeon delver. That said, there Tolkien/modern fantasy super world changing quest doesn’t appeal either. Is there a middle ground, more of a “Knights of the Round Table” approach?
I’m sure I can come up with others but I think these three will be among the hallmarks of whatever system I come up with.
Have you seen Dragon Warriors?
ReplyDeleteMagic is different for each spell casting class. Flatter HP curve.
Is that the UK game from the 80s recently brought back?
ReplyDelete