The old campaign started in Salt Marsh, Port Town's trading partner.
Pictured above is one of the clans that ruled my version of Salt Marsh.
You can see I am staying true to the art style of the original booklets.
I was running an old Holmes campaign where although survivability was low, some characters began to level up. I was keeping the rule that all weapons do 1d6 dmg. As the players grew more comfortable with the rules I decided to Tinker. I wanted to give fighters a special class ability so I gave them a rudimentary weapon mastery ability. It does subvert the Holmes rule that all weapons do the same damage, but I thought it kept the spirit of it enough while doing something to make fighters special and provide a mechanical reason to use different weapons in different situations.
FIGHTER WEAPON SKILL PROGRESSION
Daggers: do 1d4 dmglevels 1-3: one attack per round
levels 4-6: two attack per round
levels 7-9: three attacks per round
Swords
levels 1-3: 1d8 dmg
levels 4-6: 1d10 dmg
levels 7-9: 1d12 dmg
Mace
levels 1-3: successful hit raises (makes worse) metal armor's by 1
levels 4-6: successful hit raises (makes worse) metal armor's by 2
levels 7-9: successful hit raises (makes worse) metal armor's by 3
This set of rule also worked on armored monsters like giant ants etc.
A member of another ruling clan of Salt Marsh.
Each clan had their own funny outfits.
The fighters in the group liked it. Everyone thought it was kind of cool but I am not sure if it made the game more fun to the extent that it justified the added complexity. I think maybe a different group of players would have gotten more mileage out of it.
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