
Originally Posted by
fmitchell
Does anyone still play versions of D&D before 3.x? Does anyone use OSRIC rules, or Hackmaster, or any other retro rulesets? Can someone explain the appeal to me?
The 2nd ed rule I may want to carry over to my campaign is from the Optional Skillz and Powers book. I like the Idea of splitting each of the six abilities into two minor abilities. Based on how our group used it in 2nd edition, this is how I would likely use it in 3.5:
Strength (Muscle and Stamina)
Muscle: Your ability to cause damage and bring your Strength to bear in short bursts.
- Attack Bonus (melee weapons)
- Damage Bonus
- Abilities requiring bursts of power (Bending, Breaking, Lifting)
Stamina: Your ability to move and bring your Strength to bear over a long period of time.
- Movement Rate (Walk, Run, Jump, Swim, Fly)
- Encumbrance
- Abilities requiring endurance
Dexterity (Aim and Balance)
Aim: Determines how well you can manipulate objects with your hands.
- Attack Bonus (missile weapons, finesse, touch)
- Severity of Fumbles
- Skills requiring hand control (Forgery, Lock Picking, Set/Disarm Traps, etc)
- Crafts requiring hand control (Music, Painting, Sculpting)
Balance: Determines how well you can control your body movement.
- Armor Class Bonus
- Saving Throws: Reflex
- Quickness and Initiative
- Skills requiring body control (Balancing, Climbing, Escaping, Jumping, etc)
- Skills requiring stealthiness (Hiding, Moving Silently)
- Performances requiring body control (Dancing)
Fortitude (Constitution and Toughness)
Constitution: Your ability to resist disease and death magic.
- Saving Throws: Fortitude (Health/Necromancy)
- Resist Toxins (Disease, Poison, Paralyzation, Petrification, etc)
- System Shock
Toughness: Your ability to sustain physical damage, and once damaged heal from it.
- Hit Point Bonus
- Resist Elements (Acid, Cold, Electricity, Fire, Sonic)
- Natural Healing
Intelligence (Knowledge and Reason)
Knowledge: How much information you can store in your memory.
- Number of Skills known
- Arcane spells known
- Skills requiring knowledge (Knowledge, Profession, Spellcraft)
Reason: Your ability to learn new knowledge, and see through falsehoods.
- Learn new Arcane Spells
- Bonus Arcane Spells (Wizard)
- Skills requiring reason and logic (Appraise, Decipher, Research, Use Device)
Wisdom (Intuition and Willpower)
Intuition: Your common sense and ability to be aware of what is around you.
- Bonus Divine Spells
- Skills requiring awareness (Heal, Listen, Sense Motive, Spot, Survival)
Willpower: Your mental strength, used to influence or resist mental attacks.
- Saving Throws: Willpower, Mind, Magic
- Skills requiring mental discipline (Concentration)
Charisma (Appearance and Leadership)
Appearance: Your physical beauty, how others see you.
- Physical appearance
- Reaction Bonus
- Skills requiring appearance (Disguise, Seduction)
- Fate, Fortune and Luck
Leadership: Your personality, likability and ability to influence and attract others.
- Bonus Arcane Spells (Sorcerer)
- Attract Cohorts, Followers and Henchmen
- Skills requiring leadership (Acting, Bluffing, Diplomacy, Gathering Info, Handling Animals, Intimidation)
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