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Hackles & Crusades? Castles & Crewmasters?
#4
For what it's worth, and maybe you'll find some use in this...

I've done a lot of LA to D&D conversions, and now even the DJ stuff. My goal was (I've achieved it) to create a system agnostic "language" for statting things in a way that can be easily used with any RPG.

What I found in doing this is, honestly, I think you need to add (on average) 7 hit points to everything in D&D. Well, obviously you don't "need" to. But that's the difference between the D&D style where power differences are huge to the point of not really being credible, and something better suited to getting that high fantasy feel where the heroes are highly capable but still mortal.


So here's a tweak I've made to D&D.

At 1st level, everyone begins with their full Constitution score in hit points. Each time they level, they roll the full amount of hit dice indicated in the book (so upon achieving 3rd level, a fighter rolls 3d10). If the die roll is greater than the character's current hit points, then that's your new hit point total. Otherwise, you gain just one hit point.

For monsters, I roll an additional 2d6. So if I'm rolling up a typical orc (1 hit die), I'm rolling 2d6+1d8. If it's an ogre (4+1 HD) I'm rolling 2d6+4d8+1.


A couple things you might notice about this dynamic. It tilts the balance in favor of large numbers of weak creatures against small number of large creatures. And that works great with D&D because large mobs are still highly vulnerable to a well-placed fireball. On the other hand, regular orcs now have up to 20 hit points, meaning it's more likely one or two will survive the fireball. To me, it just makes things more interesting all around. I'd also do like Gary did with LA, for things like Ogres and Giants, allowing their attacks to hit multiple people at once. That will counterbalance the superior numbers advantage for those creatures that are supposed to be big and strong.


Oh, and while you're tweaking clerics, I strongly urge you to take another look at Priestcraeft castings in Dangerous Journeys, especially the General Tutelory Castings, for they are quite awesome. Guidance, Excommunication, and Anathema are some pretty neat powers. But the main thing is, they make Clerics seem more authentic, and not just game pieces that fill a niche. Here's how I'd adapt them for D&D

Rites (Clerics level 4+)
Minor Blessing (Clerics level 5+)
Consecration (Clerics level 6+)
Major Blessing (Clerics level 7+)
Guidance (Clerics level 8+)
Excommunication (Clerics level 9+)
Enter Sanctum (Clerics level 10+)
Anathema (Clerics level 11+)
Enter Deital Realm (Clerics level 12+)
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RE: Hackles & Crusades? Castles & Crewmasters? - by Lunamancer - 09-25-2016, 09:33 PM

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