Posts tonen met het label hack. Alle posts tonen
Posts tonen met het label hack. Alle posts tonen

maandag 6 januari 2020

Old-school style XP in D&D 5E

Beedo at Dreams in the Lich House has unleashed a debate on the XP-system of 5th Edition D&D. In his post, he riles against the Adventurer's League system of using milestone XP (and in my opinion, rightly so). But he considers 5th Edition's main system of earning XP via defeating foes in combat a fail also. And I agree.

Since stumbling on the OSR years ago, I have become enamored of old school play style, if not the systems. Whereas AD&D 2nd Edition brings fond memories to my brain, I have never blayed OD&D or any B/X variants. I thoroughly enjoy 5th Edition and, more importantly, my players do as well. But gaining XP only through combat is simplistic and promotes the wrong kind of problem-solving.

At my table, I expect my players to be clever, to avoid combat. I believe the XP-system of a game should reflect the in-game goals. Therefore, in my campaign, I award XP as follows:

Experience
Adventurers gain Experience Points (XP) by gathering forgotten treasures from dark dungeons. For every gold piece (gp) of value that an adventurers brings back to civilization he gains 1 XP. Experience is awarded when PC's return to their home base.

Adventurers also gain XP by committing the following acts:

- saving captured innocents from harm: XP value of defeated foe(s)
- defeating evil priests or sorcerers: XP value of defeated foe(s)
- disrupt vile rituals: XP value of defeated foe(s)
- killing aberrations or undead: XP value of defeated foe(s)
- eliminate conspiracies: XP value of defeated mastermind
- mapping the world: gp value of map in XP (125 gp/30 mile hex)
- mapping dungeons: gp value of map in XP (25 - 6600 gp)

Individual adventurers can gain XP by committing the following acts:

- win a duel: XP value of defeated foe
- end a personal vendetta: XP value of defeated foe
- providing a service for one's mentor: variable
- achieve a short term goal: 50 XP/level
- achieve a long term goal: 150 XP/level
- eliminate an obstacle to a personal goal: XP value of defeated obstacle/foewijderde obstakel

Inspiration
In addition to Experience, adventurers are awarded Inspiration for the following acts:

- accepting a duel
- taunt an enemy with words
- carousing
- a stylish move in combat
- a surprising moment in the game

This system is not perfect, but it reflects my personal preferences and promotes an old school, adventurous approach in the players.

What system for XP do you use?

woensdag 4 december 2019

The Bright Sands beckon

Rary the Archmage, Rary the Traitor. 

When my brother introduced me to AD&D, he lended me the campaign materials he had collected. These consisted of the old 2nd Edition Greyhawk Boxed sets, accompanied by Sargent-era sourcebooks. One of those was Rary the Traitor


At the time, I didn't "get" Rary. A powerful wizard who for no reason at all betrayed his friends and allies, even murdering two of them and setting up his own empire for the evulz? No. Sure, the World of Greyhawk is filled with megalomaniacal villains, but at least Iuz the Old and the Scarlet Brotherhood were interesting. Rary was just... lame, I guess.

Until I discovered the amount of lore produced for the Living Greyhawk storyline Blight On Bright Sands. Suddenly, Rary became a well-intentioned extremist. His nemeses misguided. The goal of the story arc, salvation for an ancient kingdom and thwarting the machinations of a dark god. 

Yesterday, I mentioned that my next campaign must be set in the Flanaess. Now, I have my master villain and my sandbox.

maandag 8 oktober 2018

The Compendium Hack

...or "How I Play 2nd Edition AD&D".

1. 3d6 assign ability scores

2. PHB 6 standard races + Tieflings (Planescape) + Half-Orcs (Greyhawk)

3. Classes: standard PHB + Barbarian (Warrior group) + Sorcerer (Wizard group, 3E tables) + Monk (Priest group, Scarlet Brotherhood) + Assassin (Rogue group, Scarlet Brotherhood).

4. Favored classes: Unlimited advancement in the following classes:
 - Dwarf: Fighter
 - Elf: Mage
 - Gnome: Illusionist
 - Halfling: Thief
 - Half-Orc: Barbarian
 - Half-Elf / Human: ALL

5. Humans are the only race that can dual-class and always gain +10% XP bonus

6. Cantrips and Orisons: 0-level spells for Priests and Wizards (3E tables)

7. Advantage / Disadvantage and Inspiration (5E) instead of penalties and bonuses

8. Simple Encumbrance (LotFP)

9. Wizards HD is changed to d6; Rogue HD is changed to d8.

10. Weapon proficiencies by Weapon Groups:
-Blades: All swords, daggers, knives

-Bows: longbows and shortbows
-Crossbows: all crossbows and firearms
-Cleaving and Crushing: axes, maces, mauls, hammers
-Flails: Chains, flails, whips
-Polearms: Glaives, halbers, spears, staffs
-Throwing Weapons: Darts, shurikens, throwing axes
-Unarmed

11. Extra group XP: 1XP per 1gp of treasure recovered