I haven't run something in quite some time now, and I'm getting back into the driver's seat with my first fling: AD&D 2nd ed.
My group had finished a game of Genesys about 2 weeks back and we were kinda putzing around trying to figure out what to play until August. Browsing the TTRPG bookshelf at the FLGS, a "new" product caught my eye: Realm of Terror, the old Ravenloft boxset. Being something I lack and was looking for I was 40$ poorer but richer in soul, lol.
Then one thing came to another as the rest of the group started trickling in and it seems that I will be running something, specifically the old Night of the Walking Dead module.
Outside of the general nervousness that come from not having GMed in a while, to calm myself I've been rereading the PHB and trying to re-familiarize with the system and it's all coming back to me: bad book layout, adverserial DM advice, etc... lol.
The general gist of the system is now whirring in the back of my head: ThAC0, roll under stat checks, NWPs, long spell prep times, d10 initiatives, etc...
I've got a short list of stolen GrayhawkTOTALLY ORIGINAL gods for our clerics to use.
I don't believe my list of houserules to be too horrid or game breaking:
* PHB only for now
* No Stat requirement for classes
* No multi or dual classing, we're keeping it simple for now
* No level limits (on the off-chance we do continue)
* Everyone knows common, has free read/writing NWP for their racial+common languages
* Either 4d6 drop lowest or 16/14/13/12/10/9, arrange as you like. Your pick. Just note: no rerolls if you go with the dice.
* Full HP at level 1, half HD+1 or roll beyond 1st. no rerolls
* Initiative is rolled once per combat
* Weapon Speed is not used
* Non Weapon Proficiencies are in use
* Death's Door is in effect, can go up to negative con score in HP. Healing starts at 0HP
* XP for GP found is in play. As the party finds non-magical treasure, it's value in GP is added. Note by treasure I mean stuff like coin, gems, art, jewelry, weapons made of rare materials, etc... prying the nails from the floorboards and selling the iron is not treasure. This tally is evenly split between the party even if the treasure isn't.
* I will grant +/- 2 bonuses for smart ideas or difficult tasks, potentially giving Advantage or Disadvantage for especially clever plays or improbable tasks.
Priest Changes
* Clerics pick 3 major spheres (all spells) & 2 minor spheres (3rd level and under) ones from their deity's list. Can only prep & cast spells on that list + the generic All sphere.
* Undead are harder to turn. See chart found in Ravenloft RoT book, also in end of document
* While not as severe as paladins, Evil creatures can be made aware of your presence due to your connection with divinity, per notes in ravenloft book.
Druids
* There are none. Use a cleric of a nature deity instead.
Paladin Changes
* Detect Evil now works differently: When used it will warn the paladin if someone has particularly negative emotions towards the paladin. They may not actively harm him, but they don't appreciate his presence. Target is allowed to Save V Spells to avoid detection
* Disease Resistance only applies to natural ones. Anything magical in nature can still affect him.
* Cure Disease only affects natural diseases.
* Aura of Protection can be sensed by nearby Evil creatures. You're a beacon, per notes in ravenloft RoT book.
* No particular restrictions on item ownership or wealth.
Mage Changes
* Only specialist wizards, use Illusionist as a general template
* Only track expensive components. If you buy a large Pouch you can specify it for spell component storage
Spells
Changes to these priest spells are described in the Ravenloft book (at level 1 this only affects Detect Evil and Remove Fear)
Outside of just reading and rereading the module and familiarizing myself with the area, timeline & NPCs is there anything I'm particularly missing or should keep in mind? Further advice from people who still run or are more familiar with the system?
Also: does anyone have pdfs of 1st level pregens? I might just be failing my googlefu but I cannot for the life of me find some. I don't mind having to write up a handful of generic fighters, priests, thieves and magi tomorrow, but if someone's already done that legwork...
Submitted July 24, 2018 at 06:30AM by Oxybe https://ift.tt/2LIpejf
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