- the price of whiskey (1000 bucks a cask- crazy! I changed that trade item to horses instead.)
- and armour ( I made all the 'fitted' armours much more expensive.)
- more pole arm rules (pole arms are used at range (at least 5') and suffer a -4 when used point blank)
- fixing armour and shield effects on dexterity (it now impacts DEX instead of DEX bonus which allows it to be much more granular so I adjusted the shield AC bonus as well since I hated having to have +4 to AC to compensate for a -3 DEX bonus)
- and lots more small rule, explanations and example wording tweaks on races, skills, monster abilities, combat.
- Made monster damage into HD type+HD number which would mean a bugbear would do d8+3 damage with his weapons instead of just d8. This is still easy to derive but lets the elite versions of monsters do more damage than their same sized but less skillful counterparts (in addition to the attack bonus).
A few of these items were pointed out to me by players, but most were me just re-reading things and preparing for the ADVENTURE*.
|woo woo, bring it on!|
I am a bit vexed about how to do the XP though. As part of the update, I've adjusted XP to account for the change to monster HD so instead of a simple 100*HD number it is now (10*HD type)*HD number. I don't know if I want to test this at this time however since I am of a mind to do things one of two alternate ways. I could try to do XP based on damage to see how it will work; or I could simply do level progression by play session in order to get a wider range of levels for play testing in. If I level the characters up each session it would be good for testing many parts of the game but it might not be as fun to run or to play.
*This is real awesome - you can play that old Atari 2600 Adventure in your browser. Next thing you know we'll all be flying about in air cars!