Optional Rules for Classic Games
Food
I treat food very losely in my game and don’t count time spent very carefully. How much food you consume ends up being a DM discretion. However other people just throw the whole requirement out of the game.
Saving Throws
One thing that I like is making saving throw modifiers based on other abilities. This makes it a little more important to have good abilities, and makes certain classes generally more resistant to certain attacks.
- STR - paralysis/stone
- INT - mind attacks (charm, confusion, fear, sleep, etc.)
- WIS - spells
- DEX - wands and breath
- CON - poison/death
- CHA - none
Also, one optional rule is to make players request saving throws (say they are going to do something besides just stand there and take what’s coming). Ex: a dragon breathes on a fighter and a wizard. The wizard’s player says, “Jump out of the way.” The fighter’s player says, “Hold my shield up over my body.” The fighter makes his saving throw and lines his shield up. The wizsrd misses and jumps half-way out of the cone of fire and is blown back a few steps. This makes it a little more realistic… if you want a saving throw, you need to try and move out of the way or resist it somehow. Players get too used to automatically getting saving throws.
Monsters
Monsters can be really boring if all they do is attack and have nothing unique about them. One way I solved this problem was by creating monster variations. This is REALLY good if you have a basic game and not a lot of monsters to choose from in the book. One of the things I saw was how they had 10 types of giants when all they had to do was have 1 kind of giant and just make variations off of that. It makes the game a lot simpler. All you need to do is change the description a little bit.
A goblin attacks, an orc attacks, a gnoll attacks, only a few hit points seperates the monsters and all they are is a threat to the character’s life. An interesting way of changing that is to give each monster class a personality, such as making bugbears act like Klingons, having honor above life but still acting evil. Kobolds can usually have a lot of jewelry but never, ever fight, always running and finding a way to escape. Lizard men can be the rudest creatures in the campaign, flicking the characters off or waving their private parts in their general direction or something.
Filed under: Rules Hints & Tips
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