Welcome to my game. I modified "that other game" long ago (in high school) I graduated in 86, do the math. In light of recent events I have changed out all my glossy, slippery red & black books for the familiar antiques of a happier time. Along with the books come the inevitable avalanche of notes, half realized ideas, and plain off the wall crap I have scribbled through the course of my gaming life.
Having alot time on my hands, MS sidelined me quite awhile ago, I started writing everything down and getting it formatted so that others can read it. I am certain you will have seen this or something similar somewhere on the internet.
The rulings I made from the original:
Class Level limits are off, characters my advance to any level in their chosen class.
No Monks. They just don't fit the flavor of the majority of worlds. Talk to me when I play an Oriental campaign.
Dwarves cannot be Druids. Other than that, no restrictions on Racial Class choices.
Orcs are replaced by Orrks. They are Orgekin. There are 3 possible outcomes when Ogres and Orrks crossbreed. Ogrillons (not a playable race) 1/2 Ogre (PC race) 1/2 Orrk (PC race) these Half races are not half human.
1/2 Ogres & 1/2 Orrks may only be Shaman (Cleric), Fighters, Barbarians, Thieves, or Assassins.
Only Demi-humans may mutilclass. Only Humans and Half-Elves may have 2 classes.
No 1/2 Ogre or 1/2 Orrks may have an intelligence or charisma score above 12.
1/2 Ogres may have a strength of up to 20 at start. (16 base score +1d4)
Revamped Barbarian:
Level - Experience Points - d12 HD/lvl
1 0 - 4500 2
2 4501 - 9000 3
3 9001 - 18000 5
4 18001 - 36000 6
5 36001 - 72000 7
6 72001 - 144000 9
7 144001 - 288000 10
8 288001 - 576000 11
9 576001 - 1152000 12
10 1152001 - 2504000 14
750,000 xp per level after the 10th
4 h.p. + Con adj per level after the 10th
Str/Con 15 or better, Dex 14 or better, Wis 16 or less
-2 AC per point of Dex over 14 if wearing armor that is NOT Fairly Bulky or Bulky
3 level Barbarians strike as if they had a +1 weapon, this increases by +1 at every 3rd level. (6,9,12,15,etc)
Save Bonuses: +4 vs Poison/+3 vs Paralyzation, Polymorph, Petrification & Death Magic/+2 vs Rod,Staff,Wand & BreathWeapon/+3 vs Spell (increases by +1 every 5th level)
Climb Cliffs & Trees as Thief of same would Climb Walls
Natural Camoflage: May hide in natural surroundings as Thief of same level would Hide in Shadows.
Detect Illusion: +5% per level to detect illusions.
Detect Magic: Base 25% chance at 1st level to Detect magic, +5% per level after 1st.
Barbarians ignore all penalties when fighting with 2 weapons.
Other Barbarian abilities remain the same.
Attacks per round by level:
1-4 3/2
5-8 2/1
9-10 3/1
10+ 4/1
Magic:
Pure Magic wielders M-U, Illusionists, Clerics, & Druids multiply their Wisdom score by the character level to determine their Magic Points. Casting a spells cost the caster magic points. A spell's base cost is it's spell level, add 1 point per dice of damage the spell deals. The G.O.D. (Game Operations Director) is the ultimate arbiter of how much a spell costs.
If a caster runs out of magic points they may cast a spell subtraction the Magic point cost directly from the Wisdom Score. Wisdom scores recover 1 point per day of total bed rest. Or they may permanently sacrifice 1 point of Constitution to receive magic points equal to their new Constitution score times their character level. Once these points are used they are gone forever.
Spells Usable by Class and Level tables represent how many different spells a Caster may hold in their head for repeated use during the course of the day.
Wisdom Table II (PHB pg.11) applies to that total as well and counts for Pure magic wielders. A Class that has spell casting ability under 4th level spells does not use this system.
I will be adding to this list as I discover more of my ancient writings.
Keeper of the Musty Tomes.
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