So these are ideas I had for a Spelljammer like game using either Fate or Swords and Wizardry. Though these don’t reflect my ideas for the B/X Spelljammer game I’ve been considering, they are still somewhat interesting, and likely to be exploited for ideas in whatever game I do eventually run.
This is a short review, or first impression, of the Deck of Fate produced by Evil Hat. This is also my first youtube video so please be gentile. If your not familiar with Fate or Fudge the rules can be found by following the links on my Big Bad List of SRDs.
One of the key differences between OD&D and 3.5+ is the way the game handles Armor Class (AC) and Attack Rolls. Early Editions of Dungeons and Dragons (LBB, Supplements, Holmes, BX, BECMI, and Cyclopedia) make use of a simple chart based system for resolving attack rolls. You find the attackers row on the relevant chart, slide over to the defenders armor class, and you’ve got your target number (To-Hit) for the attack roll. Later editions of D&D (3, 3.5, 4, Pathfinder) utilize Ascending AC where the AC is replaced by the first row of To-Hit numbers on the Attack Table such that a first level PC’s To-Hit number is identical to the targets AC. The attack roll has to be ≥ the To-Hit number to succeed, Swords and Wizardry offers both systems.
I really love the D&D in Space one page from the Blog of Holding. Spelljammer has always, to me, been an awesome idea executed poorly. Well maybe Spelljammer wasn’t poorly implemented, but its certainly not to my tastes. I like B/X for the most part, and really don’t like the MU nerfing nature of helms, on top of this the whole Arcane story arc is kind of a “telling other peoples stories” vs “Telling my stories” dichotomy. What I hope to outline is an interesting way to run Spelljammer like Space Fantasy “my way”. So how would I handle it?
Continue reading “Labyrinth Lord, IN SPAAAAACE”
Still tinkering with running a Metamorphosis Alpha game with a fantasy level using Labyrinth Lord and Mutant Future instead of the Metamorphosis Alpha rules. I was originally going to work with the Delving Deeper rules, but its alot easier to use MF, MA, and S&S tech/mutant rules with LL than DD, which is a shame because I like D6 HP and D6 damage.
I’ll allow all the normal LL classes (With race-as-class), some of the third party classes (Vivimancer, Witch, etc.) and the Mutants and Mazes Race-classes. I might also allow some stuff from Starships and Spacemen if anyone really wants to play a revived/cloned ships crew member.
I love me some Metamorphosis Alpha, but after having run it I find the rules somewhat lacking. Sure, there are lots of tasty tables in the rulebook, but there really isn’t a conventional system of advancement, or class/skill system to let you differentiate characters of the same race. These are considered features by some, advancement and diversity coming from gear and experiences, but I find it just a bit lacking in a D&D derived game.
Still working on the actual custom classes, but here are satyrs presented as a racial value for Adventurer Conqueror King as per the Players Companion custom class rules.