Monday, November 30, 2009

New rule modifications

Here are some of the new rule modifications that we developed to fix some issues that were bothering us.

Strength: 5 * strength = light load. For example, a strength of 12 will yield a light load of 60.
20 * strength = max (or heavy) load.

Wisdom: Primarily used for clerics. The wisdom value is their mystical total, which can be used to cast spells. Each level of spell uses one point of mysticism. The cleric cannot go below 0. Mysticism is recovered at a base rate of 2 points per hour of prayer.

Intelligence: Determines the base maximum number of spells a magic user can hold in memory.

Dexterity: The dexterity score determines the speed in a combat round (20 seconds). The speed score is 4 * dexterity, rounded down. For example, a dexterity of 12 will yield a speed score of 35 feet (or yards outdoors) per combat round. A character that is running only in light clothes can reach a top speed of 10 * dexterity.

Constitution: Determines both exhaustion and capacity for travel. The Constitution score is also the exhaustion score of the character. All characters will use exhaustion for travel, and other activities. 1/4 day's travel will cost one exhaustion point. Exhaustion is recovered, among other ways, by resting (2 points per hour of nominal rest) and also by consuming food; normal food and water consumption of rations preludes the loss of further exhaustion from travel; with non-travel, 1 point will be gained for one serving of normal rations and a quart of water.

Also, magic users will use exhaustion to cast spells. One point of exhaustion is used per level of spell. Magic users also have the option to spend hit points (once they are exhausted) to cast spells.

Charisma: Charisma will determine a luck score. Luck can be used to modify any dice roll (and perhaps other events). Luck can be used any time at a character's choice, before the dice have been rolled. Luck will be replenished in ways that are not yet known to the characters.

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