Tuesday, January 24, 2017

Microlite AD&D: Classes

I keep talking about it, so might as well post something. This is just a quick draft of ideas for classes. I've been working longer days, so I don't have a lot of time this week, but I felt like putting this out here.

Keep in mind, these are actually how I run my AD&D games. I had a very successful campaign using a set up similar to this. In fact, I very well might post the rules from one of the campaigns my players enjoyed most. That was "Arcane Adventures" at the time. Any, I digress, here's some class outlines for you.

Compatibility


These options are compatible with either OSR/AD&D material, or d20/SRD material. In my research I have actually found the math to be similar, not equal, but similar. SRD Monsters would probably be tougher. If using OSR/AD&D material, use B/X style attribute bonuses (up to +3). If using d20/SRD Material use 3E's attribute bonuses (up to +5). Weapons and Armor (as well as Hit Dice) restrictions are as per AD&D, or one could ignore them in the fashion of Microlite20, especially if using the SRD as your source material.

Class Abilities

Fighter: Double Strength bonus to Damage rolls. Reroll any one's on damage dice. Fighter's gain an extra attack at 10th level.

Barbarian: Double Dexterity bonus to Armor Class, Double Constitution bonus to Hit Points.

Ranger: Ranger's can dual wield with no penalty, and are allowed two attacks per turn with ranged weapons. Ranger's have a 50% chance for surprise.

Thief: Thieves have a 50% chance for surprise and sneaking during combat. Thieves may back stab, granting a +4 bonus if they have surprise or have successfully sneaked the round before attacking. Successful attacks are double damage.

Paladin: Paladin's may lay on hands for 1d6 hit points healed per level, on themselves or any ally. Once a day Paladin's may Smite an enemy, adding their level to attack roll and damage.

Monk: Monk's have an unarmed attack of 1d8, attacking twice per turn. Monks add half their level to their Armor Class.

Wizard/Magic-User: May cast spells as usual.

Clerics: May cast spells as usual. Once a day Cleric's may Smite enemies in the same way Paladin's do.

Druid: May cast spells as usual. At 5th level, Druid's may change shape into that of an animal, once per day, changing back at will for the remainder of the day. When changing shape, hit points and attack bonus stay the same, as well as all attributes. Instead, Druid's gain the movement, and attack abilities of the creature they transform into, as well as any role playing abilities adjudicated by the Referee.

Bard: Bard's may cast spells as usual (using either the Illusionist's spell list, if using OSR material, or the Bard's list if using SRD material). Once during each combat, Bard's can inspire their allies, add +1 to ANY die rolls made during that turn.

There are many ways to change the above of course, and expand them for a more "mechanically interesting game". Monk's attacks could increase with level (as they do in AD&D), Ranger, and Thief skills could start lower, and increase over time.

I'll probably post the full concept later. Stay Zen guys.

No comments:

Post a Comment