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AD&D REVISITED

Jul 17th, 2021 (edited)
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  1. AD&D REVISITED
  2. * * *
  3. Dwarfs should be allowed Cleric, more freely, but instead players must choose
  4. Cleric/Magic User for their dwarf instead, because that's the thing AD&D is
  5. lacking...
  6. Meaning only dual Cleric Magic User, no single. I pictured this initially
  7. as a 4/8 limitation keeping to the spirit of the game, how that could describe
  8. Half-Orc, That's base 4, 6 with stats, but make it 15 for 5, and 16 for 6.
  9. But tighter for the Magic User, or just 8.
  10. Cleric Thief and Cleric Magic User Thief is culturally, and especially,
  11. forbidden. In fact, this should be the typical reason, and a young Dwarf
  12. Thief PC could feel alienated at home, etc. Feels like they can only stay a
  13. few weeks at time, with friends, distant relations, when with, their people.
  14. Also could promote stronger play for a party, so Dwarf's get very good race
  15. bonuses for Thief, so why not, make that 18, your wisdom, and you make this
  16. saving throw, says the Dungeon Master.
  17.  
  18. And why not Fighter/Thief then? That would have been better for a certain
  19. player's mapper dwarf!
  20.  
  21. Yeah, just 8 for Magic User, that's more reflective of their culture.
  22.  
  23. * * *
  24. AD&D REVISITED
  25. Clerics shouldn't choose weapon proficiencies, instead they should
  26. given as the player directs to pickup a weapon, the -4 penalty,
  27. for class violation issue, could be ignored the 1st time, if sword
  28. for example. Later in town, a weapons master, could try to give it them,
  29. for role play, and possible 2nd Class, option later.
  30. * * *
  31. minor class
  32. minor spellcaster typical spellcaster
  33. class limit = 5th level.
  34. like if someone could switch back and forth, from
  35. acolyte, to illusionist, to acolyte, to apprentice to acolyte,
  36. now a different god, or possibly religion, and then back,
  37. until eventually one becomes an adept, and so, can cast 2 spells a day.
  38.  
  39. * * *
  40.  
  41. Chain Mail, actually, the first thing, Dungeons & Dragons. The opposing armies,
  42. hit points, was the sum of every individual unit's hitpoints, throw a fireball,
  43. or use a missile attack, and the player had to indicate, the position, or the unit that originated the attack,
  44. or cheat, since Fog of war, was the key aspect, of the game. Units, with no remaining hit points, are removed.
  45.  
  46. * * *
  47.  
  48. 4th level Spellbinder spell
  49. Detect Good or Evil
  50. With this spell the caster, can detect good or evil, and see ethereal monsters,
  51. etc, though, they are inside are a wall, like, Detect Evil, etc However,
  52. the caster cannot distinguish between the two, they both seem the same.
  53. The gradation necessary of evilness, or goodness for something detectable by
  54. the this spell, should be no different, that what Detect Good, or Detect Evil
  55. is in the campaign.
  56.  
  57. * * *
  58.  
  59. Special Rule involving Undead
  60. It should be possible to knock some undead into walls, making them
  61. ethereal, and possibly also a struggle and push, to overcome them.
  62. This is especially useful in game, if the party, does not possess ample
  63. means to harm them, especially, any variation of a ghoul.
  64. +3 damage is the rule, to attempt this feat.
  65. Essentially defeated ,the undead is stuck there. Undead, generally,
  66. cannot move like this, unless in tow of a demon of somekind.
  67. But if a cleric, should try to turn or control them, like this, or
  68. a wizard, with means to, Detect Evil, and Control Dead at her disposal,
  69. then the Undead can flee, or obey. Naturally, vampires are special,
  70. once this happens, they gain the ability to move ethereally thoughout
  71. their domain. Clerics should be very foolish,here, since they should get
  72. some feedback from the D.M. about how many hit die, and the numbers
  73. they are choosing to affect, etc, per the guidelines in DMG.
  74. But while, a cleric could be foolish, the party could be very stupid.
  75. The spell Spiritwack suggests this, rule, at least, I thought so, when I played
  76. the mapper dwarf in the group.
  77.  
  78. * * *
  79.  
  80. Vampires. I feel fantasy vampires, are NOT Judea-o-Gothic vampires,
  81. and in the original myth, the are simply someone so evil, so chaotic,
  82. they simply become a vampire when they die. No worship required.
  83. And naturally, in campaign, this should be a place that's never been
  84. blessed, sanctified, ever, but is occupied by humans, that prosper.
  85. A place which no god knows about? No, A Strange God, for example, could
  86. suddenly be aware of someone new, and extraordinary.
  87.  
  88. * demi-humans, clerics, and reincarnation *
  89.  
  90. Dwarves, Elfs, Half Elves, believe in reincarnation, and so may be
  91. reincarninated typically, to another material plane, and may keep some
  92. knowledge between lifetimes. AD&D dwarves are particulary like Tolkien
  93. Dwarves, tho. elves are shorter in AD&D, but dwarves are so much so, I've
  94. always felt, they should all have that special unique mother tongue, with the
  95. Dwarf's mother. This means, of course, dwarves, despite dying should be able
  96. to continue to tell longwinded dwarf stories, that could contain knowledgable
  97. information. And so elves, similarly can still know, what they love, and how
  98. they know it, and half-elves.
  99. But what about dwarven clerics? And Elf Clerics?
  100. AD&D forids that as a player option. But, really, this is for the best.
  101. Since, what can be done, is that player becomes D.M. then makes
  102. a scenario, about their cleric character, a, n.p.c.
  103. Are the Demi Human Gods, presented in the pantheons Human Centric?
  104. Consider how they could be, but perhaps, not Dwarf Centric?
  105. And, then, there's the Halfing pantheon, they seem very Human Centric.
  106. As far as Halflings, I feel they should reincarinate as well, remembering
  107. how there are the different types, hairfoot, stout, and? Tall fellow.
  108.  
  109. So, are AD&D Druids the only way for fantasy humans to believe
  110. in reincarnation as part of their fantasy religion? No.
  111. Even on a Material Plane, without Demi Humans, which, I only have
  112. a few of, myself, in my phantasies, it should be possible. Obvious
  113. choice is the Halfling nature goddess.
  114.  
  115. * Heroes, Scenarios, Phantasy *
  116.  
  117.  
  118. * Surprise and Special Defense *
  119.  
  120.  
  121.  
  122. * * *
  123. * * *
  124. Cherry an evil brownie.
  125. neutral evil
  126. average intelligence *
  127. HD 3+2
  128. coloration like brownies but never black.
  129. Always somewhat larger than brownies, size is related to the given hit point of
  130. of the monster,
  131. damage 1d8
  132. Average intelligence, but with repect to suprise Cherries are only semi-intelligent.
  133. It's unknown whether Cherries can be female. Or if they have sex organs, really I feel they shouldn't. Cherries magical powers are simliar to illusionary powers of Brownies, but Cherries don't have a proper home, that aspect, if necessary could be tied to where they make waste, since they only posses average intelligence, an individual doesn't have to known how to use their limited powers with allusion, at all.
  134. * * *
  135. Magic Missile II
  136. magic user either level 4 or 5 depending how I flesh-out area of effect, cast time, etc.
  137. missiles perform exactly the same as magic missile I, damage, etc
  138. except they appear like small shots, so circular, and do splash stun damage
  139. meaning if attacking with surprise, a spellcaster,their spell
  140. is ruined, if begun in that melee-turn, because of the stun affect, so that is that special point, otherwise the stun only affects those around, to the limit of the area of affect, but this is complicated by how the area of affect is consumed over time, per missile, A procedural description of how this works would mandate a greedy algorithmn.
  141. So,
  142. Duration: Special
  143. How many missle, per melee turn, this spell provides is exactly the same
  144. as Magic Missile, but the spellcaster can do that, level minus 1 times.
  145. The limit of the splash, should be essentially similar to ring of protection + 1, 5' radius.
  146. * * *
  147. Druids instead of the false myth, where they exist as an an Encounter, like
  148. there be Dragons here, in map making, and players must retire, if they try
  149. to pass through, if they are Good. The false myth always involves purloining
  150. the Clovis people. Stealing from progessive metal, is better, like Druids
  151. from 2112. And, they insist that only "Social Modeling" is the only godly form
  152. of self-entertainment, and pursue their power, and magic, through a fantasy
  153. religion, aligned [only] with AD&D's True Neutral alignment. No fantasy
  154. heaven, so no gods, dieties, or demi-gods. So, either you make your save,
  155. or then your System Shock, or you want survive the high level Druid's
  156. reincarnation spell. God's wishes don't end their turn, when they use
  157. magic, even tho, it's just 1 segment, like a ring.
  158.  
  159. If your fantasy character can only follow [fantasy] Druids.
  160.  
  161. Magic Users who lose their spells, perhaps before they even master them.
  162. Or players with 2 or more HD, lose there ability, and of course, the
  163. magical spellbook. But live in someway, that pleases some fantasy god,deity,
  164. demigod, discover they the "skill", to wield Druidic Magic, and then
  165. perhaps, they can gain some AD&D weapon profiencies, and gain experience
  166. points, until, somehow in the fantasy game AD&D's Wish, Limited Wish, Alter Reality
  167. or Restoration Spells, could be applied to the fantasy character, returning
  168. them to the profession they once loved.
  169. Or retiring to live in the forest, forever, if that's what the player
  170. really needs.
  171.  
  172.  
  173. * * *
  174. [Inspired from Darkstone, playing it just now ]
  175. In the war against Khaliba, Athena took Drak as a host, but NOT as a wish requirement
  176. where she can become some human. So, is Khaliba a god that can take human form freely?
  177. Already in my fantasy, but furthermore I feel, and so major deity in any fantasy setting, Athena.
  178. And, I feel already from Storytelling in Middle Europe. (proper nouns)
  179. Can humans at least, protect themselves from Athena? And also in fantasy.
  180. The Amazons are ancients, those who worshiped the "Immortals" and perhaps the
  181. dieties as well, but AD&D terms however powerful, they should be completely surprised by
  182. Athena, who could do this without a power that could be felt, and so NO SAVING THROW.
  183. And so I persist in the belief that they could kill Drak, affected differently by
  184. his Necromancy, into this world, but not given some strange gift, to be a goblin
  185. who can become a spider, and maybe back again. So, answers how they seem free-willed.
  186. Also, why does Perseus need to be so careful, and, naturally compare with the movie
  187. "Clash of the Titans" and, as released to theaters, if you know it. So, that doesn't
  188. happen; heroes know, in Ancient Greek Myth, that they fear the major gods.
  189.  
  190. * * *
  191.  
  192.  
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