[House Rule] Ability Score Bump
Moderators: DJ LaBoss, finarvyn, michaelcurtis, Harley Stroh
- reverenddak
- Moderator
- Posts: 768
- Joined: Wed Mar 23, 2011 11:04 am
- Location: Los Angeles
- Contact:
[House Rule] Ability Score Bump
This is one of the house rules we've been using in my campaign. Just thought I'd share.
When a character levels, they can pick 2 ability scores to attempt to increase. They have to be two different Abilities. They then roll 3d6 and if they roll HIGHER than their current score, it increases by one. 18 is the max for any ability score.
Characters can spend 1000 gp training to attempt to increase an ability score (same rules as above) or gain one Experience Point. Training takes 1 week per 1000 gp.
It's pretty steep, I admit, but no one complains. But since they can't "buy" magic items, it seemed reasonable to allow them to blow cash on character improvement. I might lower this later as I start to reduce the amount of gold found as treasure. I was using OSR and D&D adventures, which tend to be pretty generous in rewards.
When a character levels, they can pick 2 ability scores to attempt to increase. They have to be two different Abilities. They then roll 3d6 and if they roll HIGHER than their current score, it increases by one. 18 is the max for any ability score.
Characters can spend 1000 gp training to attempt to increase an ability score (same rules as above) or gain one Experience Point. Training takes 1 week per 1000 gp.
It's pretty steep, I admit, but no one complains. But since they can't "buy" magic items, it seemed reasonable to allow them to blow cash on character improvement. I might lower this later as I start to reduce the amount of gold found as treasure. I was using OSR and D&D adventures, which tend to be pretty generous in rewards.
Reverend Dakota Jesus Ultimak, S.S.M.o.t.S.M.S., D.M.
(Dungeon) Master In Chief of Crawl! fanzine. - http://www.crawlfanzine.com/
"[...] there is no doubt that Dungeons and Dragons and its imitators are right out of the pit of hell." - William Schnoebelen, Straight talk on Dungeons & Dragons
(Dungeon) Master In Chief of Crawl! fanzine. - http://www.crawlfanzine.com/
"[...] there is no doubt that Dungeons and Dragons and its imitators are right out of the pit of hell." - William Schnoebelen, Straight talk on Dungeons & Dragons
Re: [House Rule] Ability Score Bump
I wouldn't do something like this unless my players cried out for it, but I'd say yes if they did. I'd only do one score per level, and I'd warn against including Luck among the options. I think I want the price of training to increase a the pcs level, too, perhaps 50-100x xp needed to next level.
...unless the judge rules otherwise.
Steven Thivierge
Playtester and additional design for:DCC RPG.
Steven Thivierge
Playtester and additional design for:DCC RPG.
Re: [House Rule] Ability Score Bump
This is my houserule for ability advancement.
Roll d8 to allocate +1 to a random Ability Score (max 18)
1=STR; 2=DEX; 3=CON; 4=INT; 5=PERSONALITY; 6=LUCK; 7=ROLL TWICE; 8=Player Choice
(Note that I also slowed down to hit bonus progression in my pre-final pdf document.)
I like the idea of making them pay for training if they want to make this roll. I also like the idea of having it backfire, like with the wizard's item creation rules...
Alternate:
Pay 100gp/CL and roll 1d8 to allocate +1 to a random Ability Score (max 18)
1=STR; 2=DEX; 3=CON; 4=INT; 5=PERSONALITY; 6=LUCK; 7=Player Choice; 8=-1, roll again
Roll d8 to allocate +1 to a random Ability Score (max 18)
1=STR; 2=DEX; 3=CON; 4=INT; 5=PERSONALITY; 6=LUCK; 7=ROLL TWICE; 8=Player Choice
(Note that I also slowed down to hit bonus progression in my pre-final pdf document.)
I like the idea of making them pay for training if they want to make this roll. I also like the idea of having it backfire, like with the wizard's item creation rules...
Alternate:
Pay 100gp/CL and roll 1d8 to allocate +1 to a random Ability Score (max 18)
1=STR; 2=DEX; 3=CON; 4=INT; 5=PERSONALITY; 6=LUCK; 7=Player Choice; 8=-1, roll again
Re: [House Rule] Ability Score Bump
I like this reverenddak, particularly with the automatic permanent -1 in an ability every time you hit 0 hp. I don't think I'd allow training to increase ability score though. Make them buy XP and then do the ability scores when they reach a level. With 10 xp required to reach level 1, I think the 1 experience point per week of training is a bit quick. I'd adjust it to 1 point per fortnight. That means it would take twenty weeks to whip a commoner into a warrior if you could afford it. It would also take more than a year to go from a level 1 to level 2 warrior, assuming someone could afford to provide constant training.
As to cost, how about a weekly cost equal to your current number of experience points +1 in gold?
Training from level 0 to 1 = 20 weeks at a cost of 110 gold.
Training from level 1 to 2 = 80 weeks more at a cost of 1525 gold more.
Training from level 2 to 3 = 120 weeks more at a cost of 4830 gold more.
These are astronomical sums of money in the DCC system, as well as very long durations of time. No one but the wealthiest churches or nobility would invest in training. I don't think allowing this sort of investing in character improvement would hurt anything in a campaign.
As to cost, how about a weekly cost equal to your current number of experience points +1 in gold?
Training from level 0 to 1 = 20 weeks at a cost of 110 gold.
Training from level 1 to 2 = 80 weeks more at a cost of 1525 gold more.
Training from level 2 to 3 = 120 weeks more at a cost of 4830 gold more.
These are astronomical sums of money in the DCC system, as well as very long durations of time. No one but the wealthiest churches or nobility would invest in training. I don't think allowing this sort of investing in character improvement would hurt anything in a campaign.
Re: [House Rule] Ability Score Bump
My current houserule is once you go from level 0 to level 1, you can pick one ability that's currently below 10 and roll a d6... add the result to the ability. I think that's all the ability stuff I'll do, other than magical stuff. That gives the player a chance to get the character to an ability level based on the class he or she wants to play. If their only funnel character has an INT 8, and they really want to play a wizard, they have one last chance!
AKA Paul Wolfe
The Mystic Bull: Check out our two FREE prehistoric adventures: The Steading of the Nergalites AND The Tribe of Ogg and the Gift of Suss
In the Prison of the Squid Sorcerer (PDF) and softcover: 12 Short Adventures for DCC!
The God-Seed Awakens: 3rd Level Adventure for DCC. New patron, new spells, lots of new monsters and the living weapons of the Empire of Thal!
My Gamer Profile
The Mystic Bull: Check out our two FREE prehistoric adventures: The Steading of the Nergalites AND The Tribe of Ogg and the Gift of Suss
In the Prison of the Squid Sorcerer (PDF) and softcover: 12 Short Adventures for DCC!
The God-Seed Awakens: 3rd Level Adventure for DCC. New patron, new spells, lots of new monsters and the living weapons of the Empire of Thal!
My Gamer Profile
- romprecentor
- Wild-Eyed Zealot
- Posts: 53
- Joined: Sun Jul 31, 2011 1:17 pm
Re: [House Rule] Ability Score Bump
Mine:
I have one player who has a luck score of 5! Though it is easier by chance, it does not seem to have unbalanced anything...yet.Leveling Up!
The DCC Beta is a bit rough on players at times in regard to ability score numbers. As such, if you continue to survive that & my adventures, when you level up you get a chance to improve!
Each time a new level is gained pick one ability score that you would like to improve. Roll 4d6 and discard the lowest die. If the total roll is higher than your ability score you may increase that score by one permanently. Failure (equal to or lower) means the ability score remains the same.
Choose wisely!
-Adananx the Awesome.
http://www.epicwords.com/campaigns/2077
Pbp Secret of Bone Hill characters:
Portly Trim, Cleric 1st (Barber) L, AC: 11, Str 10, Agi 11, Stm 8(-1), Per 11, Int 8(-1), Lck 12, hp 5, 21 cp, Razor, 2 x torches, large sack, scissors, candle, Improvised wooden buckler.
Fritz, Thief 1st, (Wainwright) C, AC: 10, Str 9, Agi 12, Stm 10, Per 16(+2), Int 12, Lck 13(+1), hp 5, 7 cp, club, flint & steel, lg sack(tomatoes), flask(water), black book, crowbar.
http://www.epicwords.com/campaigns/2077
Pbp Secret of Bone Hill characters:
Portly Trim, Cleric 1st (Barber) L, AC: 11, Str 10, Agi 11, Stm 8(-1), Per 11, Int 8(-1), Lck 12, hp 5, 21 cp, Razor, 2 x torches, large sack, scissors, candle, Improvised wooden buckler.
Fritz, Thief 1st, (Wainwright) C, AC: 10, Str 9, Agi 12, Stm 10, Per 16(+2), Int 12, Lck 13(+1), hp 5, 7 cp, club, flint & steel, lg sack(tomatoes), flask(water), black book, crowbar.
- Gwarh
- Far-Sighted Wanderer
- Posts: 19
- Joined: Wed Aug 23, 2006 1:19 am
- Location: Currently Greyhawk City, waiting for teleport to Aererth
Re: [House Rule] Ability Score Bump
I like it.
Though I think I'd attatch a gp cost to the stat increas as well, and sell it as a training cost of some sort.
Though I think I'd attatch a gp cost to the stat increas as well, and sell it as a training cost of some sort.
"Dirty Deeds, Done! Dirt!! Cheap!!!"
a.k.a. Thuffer Mudfoot of the Hool Marsh Mudfoots (Greyhawk)
a.k.a. Thuffer Mudfoot of the Hool Marsh Mudfoots (Greyhawk)
- finarvyn
- Cold-Hearted Immortal
- Posts: 2599
- Joined: Fri Jun 26, 2009 3:42 am
- FLGS: Fair Game, Downers Grove IL
- Location: Chicago suburbs
- Contact:
Re: [House Rule] Ability Score Bump
The nice thing about the DCC philosophy is that it begs for house rules. If you like something, try it out! If it works well, share it with us.Gwarh wrote:Though I think I'd attatch a gp cost to the stat increas as well, and sell it as a training cost of some sort.
I'm not a big fan of GP cost for skill or stat increases, personally, but I've played with pleanty of gamers who like it. The rationalle that you are spending time and money to improve is certainly logical enough, I just prefer to avoid many of those details in my campaign.
Marv / Finarvyn
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
Re: [House Rule] Ability Score Bump
As I think I already said in a previous thread on this matter, I just like to hand out *RARE* stats increases as rewards : here are some examples
*The Potion of Golden Clarity* Single use: gives a permanent +1 to INT or PER (choice)
*Ruhkajazzar's Blessing* Increases STR by 2 points if less than 12, otherwise it increases it by 1 point. Should the PCs fail to accomplish the mission, they will lose 2 points of STR.
*Poison of the Dreamless Death* Very strong poison; if the character survives, it gains +1 STA
of course the PCs don't know the effects beforehand.
*The Potion of Golden Clarity* Single use: gives a permanent +1 to INT or PER (choice)
*Ruhkajazzar's Blessing* Increases STR by 2 points if less than 12, otherwise it increases it by 1 point. Should the PCs fail to accomplish the mission, they will lose 2 points of STR.
*Poison of the Dreamless Death* Very strong poison; if the character survives, it gains +1 STA
of course the PCs don't know the effects beforehand.
Author of Arcanix RPG - fantasy medieval d6 system
learn more : http://arcanixrpg.webs.com
learn more : http://arcanixrpg.webs.com
- finarvyn
- Cold-Hearted Immortal
- Posts: 2599
- Joined: Fri Jun 26, 2009 3:42 am
- FLGS: Fair Game, Downers Grove IL
- Location: Chicago suburbs
- Contact:
Re: [House Rule] Ability Score Bump
Nasty! I love it!abk108 wrote:*Poison of the Dreamless Death* Very strong poison; if the character survives, it gains +1 STA
Marv / Finarvyn
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
Re: [House Rule] Ability Score Bump
That actually is a great idea for both poisons and diseases. Surviving a particularly nasty ailment should be rewarded!finarvyn wrote:Nasty! I love it!abk108 wrote:*Poison of the Dreamless Death* Very strong poison; if the character survives, it gains +1 STA
AKA Paul Wolfe
The Mystic Bull: Check out our two FREE prehistoric adventures: The Steading of the Nergalites AND The Tribe of Ogg and the Gift of Suss
In the Prison of the Squid Sorcerer (PDF) and softcover: 12 Short Adventures for DCC!
The God-Seed Awakens: 3rd Level Adventure for DCC. New patron, new spells, lots of new monsters and the living weapons of the Empire of Thal!
My Gamer Profile
The Mystic Bull: Check out our two FREE prehistoric adventures: The Steading of the Nergalites AND The Tribe of Ogg and the Gift of Suss
In the Prison of the Squid Sorcerer (PDF) and softcover: 12 Short Adventures for DCC!
The God-Seed Awakens: 3rd Level Adventure for DCC. New patron, new spells, lots of new monsters and the living weapons of the Empire of Thal!
My Gamer Profile
Re: [House Rule] Ability Score Bump
Thanksragboy wrote:That actually is a great idea for both poisons and diseases. Surviving a particularly nasty ailment should be rewarded!finarvyn wrote:Nasty! I love it!abk108 wrote:*Poison of the Dreamless Death* Very strong poison; if the character survives, it gains +1 STA
I like to see the game and its penalties/rewards system as a gamble more often than not.
For example, I could see it happening that a PC dies, and the rest of the party is willing to take the risk to do whatever it takes to bring him back : they might have to sacrifice 1 point of Str, Agi or Sta (their pick) as part of the ritual for going in Death's Realm. Should they succeed, they'd be given 1 point to put in any ability (not necessarily the one they sacrificed at the beginning) and they'd have their comrade back!
Should they fail... well, they'd be back, but the ability point is lost forever, and they didn't retrieve the soul of their friend!
Author of Arcanix RPG - fantasy medieval d6 system
learn more : http://arcanixrpg.webs.com
learn more : http://arcanixrpg.webs.com