Tuesday, February 25, 2014

Mapless D&D: A Campaign Idea

Not in the sense of using battle maps and miniatures, but in the sense of no campaign map. Lately I've been having real trouble coming up with a campaign map, mostly just because I'm picky. My main campaign setting Iron Vale, just kind of happened, and the main part of the world is pretty good. I have no problem filling out terrain, or placing landmarks; I can never decide on continent shapes. With Iron Vale I just started with a small town (Redburrow), and placed some interesting places in close proximity. It's really rather incomplete, but in the two years I've run the game, no one's wandered past a single map sheet. For reference its roughly 22 x 19 hexes of 8 miles in length.

With Iron Vale I was able to create the illusion if mystery, and completeness by suggestively labeling the borders of the paper. To the North was the "Savage Lands", to the south the "Deadly Marsh", and the east and west were simply "The Lands of the East/West". I made it clear the towns found in the setting were small, and of relatively no interest to outside forces. I'm thinking I can take this concept even further.

If you're at all familiar with the Redwall series, by Brian Jacques, he pulls a similar stunt. For most of the early books, the focus is on Redwall Abbey and the nearby woods. There are in fact maps of the locals, but there isn't much detail, because Brian Jacques emphasizes the mysteriousness of the land and the unknown. By making Redwall Abbey the focal point, he has an anchor for his characters and their adventures, as well as reference point for every other location in the world. Of course other authors accomplish the same thing, but I'm thinking I can apply this particular concept to D&D, to help me.

Recently, in fact, I've been trying to help my wife learn how to game master. This way I can get a chance to play, even if it is just one on one (which is another topic, because we actually have a lot of fun that way). I even suggested to her, if she didn't want to take the time to intricately map out her world, she can start small, using descriptive language for reference. "Blackwood is 5 days march from Oakhurst...". Why wouldn't I take that advice?

I suppose because I normally run a very sandbox type campaign, and I usually insist on having the semblance of a real world for my players to be able to do whatever they. Why not do that on a smaller scale? The world can be a dangerous place, and they can have some sort of safe haven (like the Keep on the Borderlands), from which they can launch their expeditions. I can map out a smaller area, or possible have no map at all.

If we take the Redwall concept even further, we can have a library, or wise old figure familiar with the local lore. Through role playing, chatting with the old monk, or exploring the library, they can come across references to local ruins or ancient tombs. Then they can go off exploring like usual.

If they get board of the local, I can come up with more semi-isolated locales, they can spend "a month sailing to the distant shores of Albion". This ties into what I've been talking about lately, bringing D&D closer to the fantasy I grew up enjoying: The Adventures of Robinhood, Knights of the Round Table, Beowulf, etc.

Another part of the reason I've usually insisted on in depth maps, is I've always run somewhat military styled campaigns. It's always been an interest of mine, and something I've felt was important to medieval games. I'm starting to realize now I don't need a grand battlefield (i.e. the world map), and can make military campaigns more narrative in nature. I've also noticed that with all of the games I've run, the players don't really get into the politics, intrigue, or grand military campaigns. Even with my first campaign I ran, which was pretty much focused on raising an army and stopping an invasion, not much of the tactical side of war came up.

All just some ideas I'm toying around. I'm trying more and more to play to my strengths and interests when it comes to D&D; help avoid DM burnout, and generally have a better time playing games with friends. After all, if it's not fun anymore (if it's frustrating), why keep doing it?

Classes Without Classes and Magical Magic

I've been moving into some scary territory lately with my thinking. I'm heading towards the bare bone, lighter than light rules like Microlite20, and WhiteBox (which I've always heavily house ruled). I'm starting to think of house rules that further simplify the game, instead of add "depth" or "customization". Who knows where it will lead me, or if I'll change my mind again. There are always more complex rules system to switch to if I do.

Right now though, I've talking with my wife about running, essentially "classless" D&D. I should really say, running only one class: the "Adventurer". I know a few D&D style games do this, Searchers of the Unknown is the first that springs to mind. I'm thinking everyone will get a d6 hit die, players and monsters. I'm going to stick with Ascending AC because it's easy, and I'm thinking everyone will get +1 "to hit" per level, using the 20-AC method, instead of 19-AC like Swords & Wizardry suggests. I know number inflation is bad, but this is simple, and it's OD&D, so it's not like you get a lot of bonuses. In any case it will cap at 10. If I do use descending AC, I'll have a single table for all creatures based on hit dice.

Another reason for coming to this conclusion, is something I discussed in my "Spell Dice" post. Magic is usually the longest section of most rule books. Furthermore, it causes a lot of the problems of later games. Weird special abilities, long lists to keep track, slowing down game play, feelings of the game being "unbalanced" (a non-problem). My solution, something a lot of people (at least on the OD&D boards) have discussed, is to make magic truly magical.

To accomplish this, everyone will start of as a plain "Adventurer", and magic will have to be discovered and learned. What I really mean is stumbled upon. I won't go into too much detail, but I'll give some examples. I want ancient rune stones, sacred altars to ancient gods, and cursed tombs of bygone kings to play a larger part in my games. Magic will be more environmental, stumbled upon, and mysterious.

Right now I'm thinking of four types of magic in my game: material, ritual, sorcery, and alchemy. I'll go over material last, but it will be "D&D" magic: scrolls, staves, wands, and spell books that have to be found, purchased, etc. Ritual will be the most common I'm thinking. Ceremonies, lasting anywhere from 10 minutes to 10 days, that have cosmic, almost incidental consequences. Influencing the universe, trapping creatures, summoning minions, opening portals, etc. There will almost always be some material components required. Rituals will have to be learned, probably from some ancient tome, or performed by a wise and old sage. Carcosa, and Call of Cthulhu d20 are great examples of this system.

Sorcery will be spells that can be memorized, and then cast spontaneously, however at a great price. Sorcery will probably have to be taught, by some experienced Wizard. Casting sorcery spells will usually cost hit points, and sometimes it will drain attribute points. Crypts & Things as well as Microlite20 are examples of this method.

Alchemy will the art of crafting potions, salves, tinctures, and oils. Players will have to purchase or scavenge ingredients, and have the proper tools to brew and mix their concoctions. Potions will usually be of the usual D&D variety, 3rd Edition and Pathfinder having good systems that could be used as inspiration. Furthermore The Elder Scrolls series has always had a fun alchemy system, and the 1st Edition Dungeon Masters Guide has a section on herbs and ingredients.

Finally material magic will be use of magical items to either cast spells or cause magical effects. The most rudimentary forms of this will be magical weapons, though I'm starting to not like them. It's a purely aesthetic difference, but I prefer "ancient" or "finely crafted" items to grant the more basic +1s and +2s. Judges guild used special materials like mythril, something else I prefer doing. If I do include magical weapons, they will be of a truly magical nature, like Fire Blades or Lightning Hammers.

The usual magic items may be found in treasure hoards, and ancient ruins. Ring of the Cat-Burglar, Cloaks of Invisibility and the like. However what players will most likely covet are Scrolls, Wands, and Staves. One benefit of magic only be found this way, is it will make it the party's. Hopefully at least, if the party finds a single scroll, they will use it as a group tool; not as an individual player's ability. However if a player wants to be a Wizard they will need to hunt down magical items to equip themselves with. These items will be costly to maintain, and limited in ability, since it will most likely be one spell per item. This leads me to my next topic: role playing through choice.

Now this may seem archaic, over-simplified, or even like "bad role play", but I've come to the realization most classes are just equipment choice. At least they can be. If you want to be a knight, equip plate mail, shield, and long sword. If you want to be a swashbuckler, wear leather armor and grab a rapier. If you want to be a wizard, grab a magical staff.

This is great for several reasons. Players won't be shoe horned into how they play the game. Their character's will evolve as they play. Some abilities will be restricted by current equipment; metal might spoil magic (I know this isn't the actual case in D&D) so no armor for wizards. You can't be stealthy in metal armor, so only leather for rogues and sneaky types. When players get bored with a play style, they can sell or store their equipment, and outfit themselves differently.

Of course there are other avenues of "character customization" through game play. You can grant miracles for pious characters who sacrifice frequently, perform burial rituals, and pray at their God's alter. A character that uses only one weapon their whole career may gain a bonus "to-hit" with that weapon. If a character frequently fights a particular enemy, and role-plays a true hatred for them, they might gain a bonus to damage. This also lets characters evolve through game play, and models the class feature progressions and feats of newer games.

Anyhow, I'm going to provide some examples for how to equip a character to role play. This isn't all encompassing, it's just some examples.

If you want to play a thief, this is probably the best example of equipping your character with the right tools. Be sure to have lock picks, climbing rope and grappling hook, a dagger for backstabbing, and light armor to be stealthy. I've already gone over how I would handle the thief in my games, so I won't bother repeating myself.

A player wanting to have a bard would obviously want an instrument of some sort, a song book or journal (useful for taking notes on lore). In real life, armies have used musicians for morale and organization for ages. A simple +1 bonus to rolls (attack, damage, saving throws, etc.) if the character performs inspirational music, whether before or during is up to the Referee. Some Bards could take the opposite approach like a Jester, and taunt or demoralize enemies. Such performances could also serve to distract creatures, and if the Bard practices they could eventually send creatures into a trance. The Bard's music could also improve his initial disposition with encountered parties.

If the player were to abstain from blood shed by using blunt weapons, pray frequently, and observe the rights and ceremonies of his religion, he might start to gain miraculous powers to heal or bless others and himself. Such a character would want to carry a holy symbol or relic, a prayer book of some sort or other religious text, and possibly other religious miscellany like candles or incense.

Players wanting to play a ranger or scout, like a rogue, would need to dress light to move quickly and quietly. Ranged weapons would be preferred, to hunt quarry and attack from cover. Using two weapons is an option as well, and I would allow them roll damage for both, taking the higher value rolled, on successful attacks. Traps for catching animals, or caltrops for setting up ambushes are another must for such a character. General wilderness equipment should be carried such as rope, a ten foot pole, an axe and knife, etc. Finally vials, bottles, sacks, and pouches for storing gathered materials like foods and ingredients are extremely useful. In fact food is often useful when trying to befriend wild animals.

To play a cavalier the character would obviously need a horse. This is expensive of course, so the character would have to work up to such a status, as would be the case in real life. The horse alone is of major benefit, usually granting at least a +2 in combat, and allow speedy movement. Most games have rules for charging, and that is done even easier while mounted, and the benefits would possibly be even more. In many rule sets a lance, while mounted does double damage, a favorite tactic of one of my players in fact.

An interesting take on the usual "Druid/Ranger" animal companion type might be a beastmaster or animal trainer. I would encourage if the player did want a more nature-friendly druid, that they seek out an animal companion and role-play the encounter, attempting to befriend an animal. Animals are not simply conjured from thin air, or called out from the wild. However for a different take, the beastmaster or animal trainer, could buy "tamed" or captured creatures. Of course the more exotic, dangerous, or powerful creatures would be very expensive, or hard to find. To start with though, war dogs, hunting falcons, or a even a smart ferret could be used by a cunning player.

There is the limitation of how much a character can carry on them at one time, which severs as an incidental form of balance. On the other hand, any character who can manage to carry with him a variety of equipment, or reasonably role play many talents at once, can attempt to be "jack of all trades".

None of the above prevents abilities like "class features" or "feats", as I described even further above. Like I said, they would need to be role played, and gained through game play as rewards. Of course this is not a game style for everyone, and games like Swords & Wizardry and Microlite20 point this out. There are tons of games that provide ready mechanics for character customization. I hope the above provides some inspiration, and makes you think about how you play your fantasy adventure games. In fact I've found most class features are highly dependent how the character is equipped, or not equipped (in the case of the Rogue or Barbarian).

Saturday, February 22, 2014

My OD&D Thief and Attribute Checks

The more I read and work on games and rules, the more I love OD&D. Simplicity. After talking to a few people online, and thinking pretty deeply, I've decided I'm not going to codified any player's rules anymore. At least not many. Maybe the weapons list. Other than that, they get nothing.

I know that sounds drastic, but I've figured out what I absolutely hate when it comes to D&D: Character Optimization. I hate when I give a player a list of options to choose from, and inspire creativity; then they analyze the mechanics, and pick the "optimal" choice. Not the coolest, not the funnest, but the "optimal". What's going to do max damage per round (I hate when they use MMO terms like DPS), not what would be fun to role play.

In fact it really killed me for the last few months to run "Arcane Adventures" and have players ignore most of the rules, and go with what's familiar, or what's the "best". For example I tried to make several techniques (ie feats) that have actual fun dice rolling mechanics. Like rolling damage twice and taking the higher of the two, or exploding damage, etc. Instead players always take the straight +1's, or double damage, etc. Furthermore they ignore any class that isn't Ranger, Paladin, Druid, etc.

Anyway, that's where I'm at in gaming. I'm either going to play with other old schoolers that don't need rules to role play, and will do what they want, and I'll reward for them that; or I'll play with guys who basically just want Pathfinder, and we'll just play that or NEXT. On one hand this kind of depresses me, because there are a lot of actually cool rules out there; rules that make you go "oh man that sounds really fun!". On the other hand, I'm tired of collecting all sorts of cool material and fun rules, to have it be over-analyzed and ignored.

On to the main point of this article, my OD&D Thief I'm going to start using. I know I just said I'm going to stop codifying stuff, so this is really more just my own notes for how I'd handle such a thing. In fact, I might not make it a class, just part of my house rules for any character that chooses to make the right preparations.

Why am I not using the Greyhawk Thief anymore? Well I'm starting to agree that it does lead to the more modern style of gaming. Tons of class abilities, specific skills with their own progressions, etc. A lot of what I talked about above, I feel the Thief contributes to, even if it's not solely responsible. Speaking of which, this thief does not progress in his abilities. He gets some stuff, and that's it. Probably why I'm leaning more towards it not being a class, but just common rulings.

More or less what I'm thinking right now is, if someone purchases lock-picking tools, they get a 1 in 6 chance to unlock doors. This has the advantage of not making a ton of noise to attract wandering monsters. If the character is only wearing light (leather) armor, has no lights, and is unencumbered, they have a 3 in 6 chance to surprise. If the character gains surprise, and has a one handed blade weapon, they gain a +4 to hit, and deal double damage on a successful strike.

This is pretty much the Thief. He just doesn't get better at his skills. What's great about this is, anyone can be a thief. Anyone can do these things. Which leads me to what I'm going to start using as a general task resolution system.

I love the X in 6 chance of OD&D. Most things are handled by a chance out of rolling a d6. Surprise, for example,  has a 2 in 6 chance of occurring. That means a roll of a 1 or 2 on a d6 results in surprise. This is also used for smashing in doors, checking for secret doors, etc. Later in AD&D (I can't remember if it's in Greyhawk), the "break down doors" check is modified by strength.

I've started using Gygax's (also Swords & Wizardry: Whitebox) attribute bonus rule, of 15+ grants you a general +1 bonus with that attribute. This is great for the above system. Then Dexterity can grant a bonus for surprise, Wisdom for checking for secret doors, etc.

I get that this doesn't progress as your character gains levels, but I don't really care anymore. If the player role plays well, and keeps at it, I can grant an additional +1. If it's really relevant to whatever class he's playing, or class he's role playing (IE if he says he's a "Bard" when he's really just a fighter), he might get another +1.

The best benefit of this to me, is that it makes the +1 a big deal again (something a lot of old schoolers have talked about).

This is pretty much where I'm at in my line of thinking now. The more I read the original three booklets for D&D, the more I see they really are "as complete as possible". Even if every possible scenario isn't covered, the rules and concepts are provided to help you figure out to handle them.

I'm particularly thinking of making my own super-specific set of house rules, like a lot of people have done, particularly back in the day. I'm thinking of using my Spell Dice system to handle magic, and defining the most common adventuring tasks in my campaigns, using the X in d6 system. After that, just a good equipment list, and whatever Referee advice I need to keep handy (random tables, hell yeah).

Friday, February 21, 2014

Smoke & Steel

Usually when I role-play, I prefer rules light games that take advantage of the fact there is a Referee. That's one of the biggest things I love about OD&D, and that first moment that "clicked". Players could JUST describe what they were doing, and you could figure out what would make sense to have happen.

On the other hand I'm a war gamer, and some times I just like a "gamey" game with fun rules and lots of options (I love BattleTech). Now I don't think the d20 system is real tactical war game. It has lots of "tactical" rules, but I personally don't feel it is a solid tactical war game. Complex? Sure. Comprehensive? In a way. But that's neither here nor there, and it's really a matter of opinion.

What I do think d20 handles well (3E D&D, Pathfinder, etc.) is character customization. While I do find RAW (Rules As Written) 3E a bit much for my personal taste, I still like it better than GURPS. You have games like BRP and Pendragon, but they most involve customization through skill selection, and that's pretty much it. D&D and GURPS have quirks, special rules, powers, and odd abilities that players just like. GURPS however is way to complex, and tries too hard to be realistic for my tastes.

As I said, 3E is a bit too complex, but Microlite20, is not.

I'm currently working on a fun little project I'm calling Smoke & Steel. It's for a campaign I want to run for my wife, wherein she will have a small party of fighters. Eventually she can build up her forces, amass an army, build a kingdom, etc. The whole point of the game though, will be to customize her fighters, and eventually build up a little army.

In OD&D and old school D&D, customizing is as simple as how you outfit your character, and how you play them. My wife loves to play creatively, using various tricks and traps to her advantage, and usually doesn't rely on class features to have fun. Just this once though, I think it will be a fun change of pace for us.

Right now I'm starting with Microlite20, adding back all six ability scores. I'm going to heavily edit, and supplement feats. I'm going to make a bunch of classes, but they're going to be a lot closer to "kits": they'll just be a set of restrictions and benefits to the fighter class; everyone will get a feat every level or so. I'm going to add henchmen rules, which weren't really that great in 3E; the ability for her to amass a true army, and hire on troops without the "Leadership" feat. I'm also thinking of plundering FantasyCraft for "backgrounds". I'm not sure about skills, because all in all this is going to be pretty much straight combat; with out of combat being purely role-played and refereed. For race there will only be human, as it's going to be a quasi-historical setting; though I might include different human races to choose from. Most importantly I'll be expanding the weapons list with everything I can find and think of.

Basically I'm taking the parts I think are fun about d20 and shoving them in one set of house rules. In the end there will be several avenues for customizing your characters. I doubt I'll share it, unless anyone shows interest. But it's nice to write about it, and keep track of what I'm thinking.

Saturday, February 15, 2014

But for the Grace of God

 If you want to see what I had originally intended Arcane Adventures to look like, check out Blood & Treasure, by John Stater. It is a truly awesome piece of work. It pretty much as everything I wanted in Arcane Adventures: ascending armor class, three saving throws, a ton of simple classes, a ton of converted d20 material, simple feats, and lots of awesome flavor. The blog land-of-nod has some awesome material compatible with the game, and therefore compatible with D&D (old and new school).

As for now, I've played a lot more D&D, discovered a ton of game and materials (particularly cool old school stuff like Adventures Dark & Deep), and my ideas and views have changed a lot since then. Whenever I do make Arcane Adventures, it will probably be a lot different, and my current house rules are very different, and much closer to OD&D.

Blood & Treasure is awesome though. I love playing it, even though I've only gotten to once. In fact, it sets out to do what I wanted Arcane Adventures to do: it acts as a gateway into D&D. Whether it's a new school player trying old school D&D, or a completely new person trying fantasy role playing, it's simple to get and fun to play.

A cool story of how I finally got to play involves one of my really new-school style friends. I've been really wanting to referee a consistent old school games, and while he's okay with playing whatever, he definitely craves a consistent rule set. A gave him a few games to look at, Castles & Crusades, Basic Fantasy, ADD3, and some others I don't recall. He read through a few, unimpressed, and cracked open Blood & Treasure. He was in love.

He immediately started copying out of every blog post he could find with extra material. He's even considering switching to it for his main game. The next night another one of our friends came over, and we ran a quick one shot, set in the Land of Nod. It was a great game, with an interesting, and genuinely unique setting.

Anyway, not much else to say. I have the single book, soft cover copy, printed by lulu. For the price it's worth it: all the rules you need, tons of classes, and a bunch of monsters to kill. Like I said, Arcane Adventures is already looking a lot different, but if you want to see what I originally had in mind, it's pretty much Blood & Treasure.


Attributes, and a Medieval Combat Campaign Idea

Something I do like about the d20 system, better than old school D&D, is the impact attributes have on game play. Coming from BRP, and doing Martial Arts (particularly HEMA), I like having attributes have a bigger impact on game play. When I'm playing Sword & Sorcery games, I don't like having attributes play a big part in the game. That's because, even the lower bonus from B/X D&D (+3/-3) that attributes provide really diminish other bonuses found in the game.

In OD&D a Ogres gain a +2 bonus from their Strength. That's a big deal. Likewise a magical sword grants a +1. In OD&D you'd need to have Ogre Strength, and a magical sword to get a +3 bonus. In B/X on the other hand, you can get that by rolling lucky, and it really changes the dynamic of game play. That +1 magic sword, is no longer a big deal, it's just another modifier you're trying to stack.

However I really like Germanic Mythology, Robin Hood, Arthurian Legend, and all of those other sort of down to earth proto-fantasies (or historical-fantasies). In those stories it's the character's abilities (attributes) that tend to make the difference. How strong was Beowulf? How cunning was Robin Hood? How charismatic was Arthur? For my game, I think I definitely prefer the +5/-5 range that the d20 system provides.

I might also dispense with the usual magic weaponry, instead merely calling them "tempered", "gothic", or "fine steel". A purely aesthetic choice I know, but it brings it closer to the fantasy I like. There will be magic weaponry, but they'll be more in line with Elder Scrolls, having "Fire Blades" and "Ice Steel", etc...

With either Wizards & Warriors, or perhaps a later project, I want to have combat focus more on the character's training, skills, and abilities. One of the things I enjoyed about 3E was feats, but not necessarily feats as is. I like Fighter types being able to pick small bonuses and abilities in combat. The complexity of feats, the rules attached to them however, aren't something I like. I already have a "Technique" system for Arcane Adventures I use, so I'll probably expand upon that.

Wizards & Warriors is already leaning towards being a more fighter based game, and I wouldn't mind expanding on that idea. I love Castles & Crusades and AD&Ds selection of weapons, several with a variety of special abilities or bonuses against different armors. It's still a relatively fresh idea and new game (not in the sense of being unique, but recent to my train of thought), so who knows what I'll turn it into.

What I would like to do is create a D&D variant that's focused on medieval combat. While not necessarily focusing on being realistic, just something that lets you play a pastiche of the late middle ages to early renaissance, with the ability to play a Landsknecht, to a Musketeer, to a Cavalier.

What might be cool is plundering some of the variant rules for the d20 system. For example I really like the Armor as damage reduction rules found in Unearthed Arcana (3.5), as well as the Armor Class bonus based on level and class. It goes into a discussion of how this affects game play, and there are some things I don't like about it (at least for D&D). A) It's complicated to implement with monsters (not necessarily difficult, but you'd have to convert any monster with armor). B) Especially with 3rd Edition (high HP values), it can drag out, what is already a really long, combat duration.

With a game focused purely on Medieval, person to person, combat these rules might work out pretty well, at least on a small scale (large battles could be a problem, particularly with my Warband rules). Combined with the large selection of feats available (which I may or not want to alter), and lots of supplement material focused on martial combat, this could make for a really fun and interesting campaign/game. Of course this would be for people who have an interest in such things, or enjoy heavily humanoid combat games.

Either way a lot to think about, and some fun ideas to work.

Class Features or "Reskining"

There was an interesting discussion a the OD&D forums about swashbucklers:

http://odd74.proboards.com/thread/9341/swashbuckler

I found this again while looking up inspiration for a "Musketeer" style class I want to include in my games. I love the Three Musketeers (I have the book, and have seen nearly every adaptation I can find), and would love to include some sort of swashbuckling, suave, snappy swordsman in my games. In fact that's how I play nearly ever Bard when I get the chance.

There are some great ideas in the thread, and there's plenty come up with. In fact the 1st Edition AD&D Barbarian, could pull it off rather nicely, with his +2 defense bonus for every point of dexterity over 14 (this is my preferred Barbarian class, not the Berserker nonsense of later games [though a Berserker class, if it was called that, would be great]). However, there are also some really great counter points to this. Mostly along the lines of A) not wearing armor in the middle ages is ridiculous, and B) why should someone not wearing armor get an ARMOR class bonus?

While the first point is a little more about flavor, the second is a great point. While you're not necessarily penalizing characters who wear armor, what is the point? If they're both getting high armor class, are they really different? Two different ways of coming to the same effect, which isn't necessarily a bad thing.

A lovely alternative is pointed out, and that is playing on the strength of not wearing armor. Why give him an armor class bonus, when lower Armor Class could be his drawback, and something more appropriate could be his benefit. I like that a lot.

Now before I to far in that direction, something 3rd Edition D&D did that was kind of cool, was offer a level based Armor Class bonus for everyone, based on class (Unearthed Arcana). This was presented as an alternative to armor. I have no problem with campaigns that don't have the usual medieval, armor clad knight aesthetic.

For usual D&D though, or for game rules in general really, do you want to have so many ways of achieving the same result, or do you want truly unique characters, both mechanically and aesthetically?

With Arcane Adventures, I still want it to be firmly grounded in D&D, so I don't mind giving the Barbarian his increased dexterity bonus, because that's what the D&D (er, AD&D), Barbarian is. For Wizards & Warriors though I really want to rethink the usual class abilities.

On one hand, having multiple avenues of approach to the same problem isn't a bad thing. After all, it's how the game has always worked in some regards: Fighters smash open doors, thieves pick locks, etc. On the other hand, there should be meaningful choices. Giving up the ability to wear Armor should mean you don't get a high Armor Class, but it should also mean you get something cool that you wouldn't be able to do wearing armor (like being stealthy).

Of course there is no cut and dry answer, and maybe a Musketeer will get some bonus to Armor Class, but maybe at most a +4 or +5. After all they are still good and fighting, and can defend themselves well enough, but not as well as knight clad in full plate mail. Alternatively some class may be able to achieve a high defense bonus, but it might take them 5, 10, or even 20 levels to achieve that, getting only a +1 per level (like the Monk class).


This is definitely something I won't mind giving careful thought and consideration.