John "The Gneech" Robey (the_gneech) wrote,
John "The Gneech" Robey
the_gneech

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Hmm ... Challenge... (more gaming geekery)

How to run a sword-and-sorcery game using the core D&D classes and rules, with a minimum of modifications (to make using E-Tools without a class editor a practical reality)...

  1. Inform players beforehand! Create enough of a world background to establish the ground rules.

  2. Disallow prestige classes

  3. Allow only human PCs; remove most monstrous or fantastic "races." Allow Forgotten Realms concept of "regional" feats.

  4. Include NPC classes "Aristocrat" and "Expert" as PC classes, possibly with some bonus feats to beef them up a little.

  5. Rangers lose spells; Rogue loses "use magical device" ability; Paladin disallowed; no experience penalty for multiclassing

  6. Spellcaster classes (Wizard, Sorcerer, Cleric, Druid, Bard) must alternate levels with non-spellcasters (e.g., for every level of spellcaster, you must already have a level of a non-spellcasting class ... which is why Aristocrat and Expert were added to PC class choices). Thus, 1st level characters may only be Aristocrat, Barbarian, Fighter, Expert, Monk, Ranger, Rogue.

  7. Double cost of masterwork items; triple cost of magic; greatly restrict treasure placement. Masterwork items are considered equivalent of +1 for purposes of DR

  8. Undecided on whether or not to prune available spells; given that wizards can't get magic missile until second level, and fireball until 10th (due to forced multiclassing), they're already kinda hampered. Still, I think a few have just gotta go, at least as PC spells. Good guy wizards are support, not artillery. Evil NPC mages, on the other hand, may have some blasting ability (and probably don't have the forced multiclassing).


I wonder if it would work. :)

-The Gneech
Tags: dungeons & dragons, gaming
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