Thanks for those interested in Peril for commenting. I have an idea for player weapon damage in Peril. As is the case in most of my game I like to classify weapons and armor as Light, Medium and Heavy. Then classes are limited to certain classes of weapons and armor--such as wizards only light weapons and light armor.
Now comes the interesting (to me) potential twist for weapon classification and damage in Peril:
Poor Class weapons (cheap, stone, or sketchy)
Light-d4, Medium 1d4+2, Heavy 2d4
Average weapons
Light d6, Medium d6+2, Heavy 2d6
Superior weapons (dwarven, elven, mastercraftsman)
Light d8, Medium d8+2, Heavy 2d8
OR...we just use the basic polyhedral value from B/X.
Please take a second and Vote for the weapons damage you prefer.
Then there is experience. I plan on using monster HD as the XP value for slaying a beast. Yup it will markedly slim points needed for level achievement but its a lot simpler to figure out. Oh and gold and treasure do not give you XP, they are their own reward.
Last with each level you gain get 1 point to spend either adding +1 to an ability or spell you already have OR learning a new one. Clean simple and insures every character is unique.
Now comes the interesting (to me) potential twist for weapon classification and damage in Peril:
Poor Class weapons (cheap, stone, or sketchy)
Light-d4, Medium 1d4+2, Heavy 2d4
Average weapons
Light d6, Medium d6+2, Heavy 2d6
Superior weapons (dwarven, elven, mastercraftsman)
Light d8, Medium d8+2, Heavy 2d8
OR...we just use the basic polyhedral value from B/X.
Please take a second and Vote for the weapons damage you prefer.
Then there is experience. I plan on using monster HD as the XP value for slaying a beast. Yup it will markedly slim points needed for level achievement but its a lot simpler to figure out. Oh and gold and treasure do not give you XP, they are their own reward.
Last with each level you gain get 1 point to spend either adding +1 to an ability or spell you already have OR learning a new one. Clean simple and insures every character is unique.
It's an interesting idea. The poor could be used for stuff like improvised and the average are what adventurers usually start with.
ReplyDeleteThe more i think about it the more i like your proposal. But you would also have to translate the same thing to armor. Poor, average, and superior armor.
@MJ-thanks for the feedback. Armor is a bit more of a conundrum. It could be as simple as poor: -1, average: no mod, superior +1. Or could get far more detailed but I think simple works best, a surprise I no doubt! :)
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ReplyDeleteI like the weapons classification. I've always liked the idea of bronze vs bone vs iron vs whatever, and rating them as Poor/Average/Superior meshes well with that. Armor is a bit of a poser in this method, though, I agree. But I think you're on the right track with mods based on the rating. I'm looking forward to the finished product. Oh, and I love pocketmods.
ReplyDeleteBy the way, that cover is fantastic.
Thanks David, art is Frazetta and won;t be the actual cover--but he is the king in my book. pocket mod will be the sample test, if it works I will load up the barrels and fire away.
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