This re-purposed quote, variously attributed to Picasso, Lennon
and Eliot, holds as true for campaigns as it does for art. There are plenty of
good ideas out there and no good reason not to steal them outright – just make
sure that if you publish, you have got the OGL to back you up.
For my Wilderlands
campaign I stole:
Encumbrance
and Movement from James Raggi’s Legend
of the Flame Princess, who revised significantly (and brilliantly) the rules
in Dan Proctor’s Labyrinth Lord, who
OGLed them based on the Moldvay/Cook Basic
and Expert Rules, which were a revision of J. Eric Holmes D&D basic rulebook, which were
adapted from Gygax and Arneson’s Original
D&D. (Whew. From here on in I’ll just list my primary source.)
I stole these rules because they were the easiest
implementation of encumbrance and movement, better than the Swords & Wizardry rules, if only
because they required less math. Raggi also implemented the rules on the
character sheet in such a manner as to make tracking encumbrance easier. I
stole most of the design of his back of the character sheet for my sheet as
well.
The only easier system would be to use item cards,
and allow an amount of cards based on strength, which I may still implement if
my players don’t start tracking encumbrance better.
I also lifted Raggi’s treatment of Skills from LotFP, which is based
solidly on the original d6 rolls that players could attempt in previous
versions. These include (from OD&D) noticing secret doors, finding food and
water in the wilderness, avoiding traps, sneaking, and surprise. Raggi renames
these and formalizes them somewhat; I do the same, but have a slightly
different list.
Everybody has at least a one in six chance to perform
these tasks, while some start out with a greater chance, while non-human
classes (see below) have somewhat greater chances. Some skill levels increase
as they rise in level, again depending on class.
Avoid Trap
Architecture
Bushcraft
Search
Listen
Surprise
Open Doors
Sneak
I stole these rules because they seem entirely
natural assumptions to make that all players would have at least a minimal
chance to perform these skills, and some of them should obviously increase for certain
classes as they go up in level. This makes these skills easy to use and modify
on-the-fly during play, something I found difficult to do with 2nd
or 3rd edition versions of skills.
Again, from Labyrinth
Lord/B/X I stole the Morale & Recruiting
rules. These exist in a rudimentary fashion in S&W, but I was always more
pleased with how they were implemented in later editions, and I use them in
other ways then originally intended. I also use them to determine if your hireling or henchmen does what you intend them to do, as well as assigning a ‘Morale’
score for patrons of the party or characters, to determine how easily the NPC
will provide aid upon request. Charisma, as usual, provides a bonus, which
makes this it much less of a ‘stat dump’.
For Combat, I stole the Target 20 system, found here
in its original iteration, I believe.
Delta’s brilliant system allows us to use original AC
numbers (the so-called descending system) with an Attack Bonus number, which strikes
me as the best of all possible worlds.
To successfully attack, roll 1d20 +Attack Bonus + AC
+ Modifiers (from strength, magic weapons, etc.). If the result is greater than
20, you hit. This duplicates the original mathematical algorithm, without
look-up tables.
Your attack bonus will vary by class and level, which
means you only need to know your total modifier, plus the AC of the opponent,
to determine if you hit. Very, very elegant.
That said, I don’t use Delta’s system for anything but
combat, finding saves (for example) in Swords & Wizardry to work quite well
as they are.
Finally, I don’t use the multi-classing rules, from S&W, instead, I use race as class. I
have always hated multi-classing in D&D,
especially since my 3.5 experiences. Therefore, everyone has one class, even if
these classes are heavily modified. More on that in the weeks to come.
Next: A real
Vancian magic system.
Excellent choices, all! I use Delta's Target 20 in my S&W WhiteBox game, but for my LL/RC game, I use the version in Dark Dungeons. It's an RC clone, so the levels go up to 36, and it uses Race-as-Class. Same roll+AB+AC+mods > 20 format, and he very nicely put the Attack Bonuses right on the tables for each class, plus it's got a proper OGL - something I couldn't find for Delta's version.
ReplyDeleteI need to review both Dark Dungeons and Adventurer, Conqueror, King to see what else I can steal. :)
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