Some Playtest/Houserule Ideas: DWARVES and Spells/Halflings
Posted: Wed Dec 07, 2011 8:46 pm
So, I know the game is off to the presses already, but I've been playing a fair bit lately (made 2nd level from 0!) and I've actually got a whole doc of fiddly houserules and wild magic charts culled from here and all over, but last game I was struck by something I haven't seen discussed much, Dwarves.
We have a guy brand new to RPGs playing the Dwarf and its great because he looks like a dwarf and he's into the whole "I'm a blacksmith who can smell gold" thing, but its weird that he has to roll all these extra dice for two attacks everytime, so here's my solution/option.
This is certainly following a certain image of Dwarves that is obviously to taste, but in my head a dwarf should be a simple, well defended character, a fortress unto himself, not a whirling dervish (it seems perilously close to the heresy of dwarf throwing jokes), so better AC with Shields due to their stumpyness, and steadily increasing Saving Throws, and just to kill off all dwarf/elf drinking heresies, Dwarves enjoy an inherent bonus to drinking contests! Like?
DWARVES
Dwarves do NOT get a 2nd Shield Bash attack
Dwarves enjoy a +2 AC bonus for using a shield
Add Level to Fortitude and Willpower Saving Throws in addition to the Table 1-14 Tough as Nails...
Speed is not affected by armor. Dwarves are as slow in platemail as they are in padded armor
If they wish to wield 2-handed weapons, they Roll a d20 for Initiative because of their low center of gravity.
Dwarves are legendary Carousers and may add their Luck bonus to any Carousing related rolls.
As I side note, I'm thinking of these Spellburn rules as well. Spellburning after the Roll takes away some of the gambler's drama, but I do see how it may be necessary. And Halflings are weak.
WIZARDS
Spellburn declared before the Roll gives a bonus on a +1:1 ratio. Spellburn after the Roll is +1:2.
There is no obviating a Roll of 1
HALFLINGS
Halfling adds his Luck bonus to AC
Oh, and I just pre-ordered my book, looking forward to the text, even if I houserule the hell out of it. Hope the margins are big...
We have a guy brand new to RPGs playing the Dwarf and its great because he looks like a dwarf and he's into the whole "I'm a blacksmith who can smell gold" thing, but its weird that he has to roll all these extra dice for two attacks everytime, so here's my solution/option.
This is certainly following a certain image of Dwarves that is obviously to taste, but in my head a dwarf should be a simple, well defended character, a fortress unto himself, not a whirling dervish (it seems perilously close to the heresy of dwarf throwing jokes), so better AC with Shields due to their stumpyness, and steadily increasing Saving Throws, and just to kill off all dwarf/elf drinking heresies, Dwarves enjoy an inherent bonus to drinking contests! Like?
DWARVES
Dwarves do NOT get a 2nd Shield Bash attack
Dwarves enjoy a +2 AC bonus for using a shield
Add Level to Fortitude and Willpower Saving Throws in addition to the Table 1-14 Tough as Nails...
Speed is not affected by armor. Dwarves are as slow in platemail as they are in padded armor
If they wish to wield 2-handed weapons, they Roll a d20 for Initiative because of their low center of gravity.
Dwarves are legendary Carousers and may add their Luck bonus to any Carousing related rolls.
As I side note, I'm thinking of these Spellburn rules as well. Spellburning after the Roll takes away some of the gambler's drama, but I do see how it may be necessary. And Halflings are weak.
WIZARDS
Spellburn declared before the Roll gives a bonus on a +1:1 ratio. Spellburn after the Roll is +1:2.
There is no obviating a Roll of 1
HALFLINGS
Halfling adds his Luck bonus to AC
Oh, and I just pre-ordered my book, looking forward to the text, even if I houserule the hell out of it. Hope the margins are big...