Sunday, March 15, 2015

Idea: Apply Prime Requisite bonuses (13-14 = 5%, 15+ = 10%) to prime class functions.

Idea: Apply Prime Requisite bonuses (13-14 = 5%, 15+ = 10%) to prime class functions. Fighters use strength to get bonuses to hit/damage (+5% = +1, +10% = +2). Thieves get a bonus to thief skills. Clerics get a bonus to turning (also +1 or +2), and possibly healing die rolls. MUs already get an increased chance to know spells based on high Int. Penalties could also be applied, if anyone ever actually plays a character with such primes.

8 comments:

  1. I think the M-U would get the short end of the stick. It's the problem with not having a spell roll. Maybe you could add a +1 or +2 to the target number for the victim's save roll. Or increase the effectiveness by 5-10% on spells such as sleep, magic missile, fireball (x% more targets or damage or range, etc).

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  2. Here's a thought:
    Flip the chart around and give bonuses to earned experience for LOW prime requisite ability scores, and penalties to earned experience  for HIGH prime requisite ability scores.
    The premise is that with less raw ability, it is more difficult (and thus you learn more by doing), whereas more ability makes things easier and thus less work experience is achieved doing the same task.
    Depending on your edition, you may have to tweak the charts some, since 1E has minimum requisites for class, but OD&D (and thus by extension, Holmes basic), B/X, and BECMI do not.
    This also gives some incentive for ROLE playing a character of lesser concentrated ability rather than just statpiling for a single purpose wargame piece. :-)

    Try this on for size ...

    PR          Adj.
    3 - 4       +35%
    5 - 6       +25%
    7 - 8       +15%
    9 - 10     +10%
    11 - 12    0
    13 - 14   -5%
    15 - 16   -10%
    17           -15%
    18           -20%

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  3. M-U could get extra spell memorization, +1 first level spell for 5%, +2 for 10%. Or spells are more effective, opposing saving throws at -1 or -2 respectively.

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  4. Thanks for the comments; I'm sorry I didn't get a chance to respond sooner.

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  5. Hugh Acton It did occur to me that MU get nothing new under this, but these bonuses are pretty minor, less than what B/X gives the other classes by default for having high prime requisites. There's no Str bonus in Holmes so I was just musing way to implement that using the prime requisite % bonus, and then I tacked on the others. The thief bonus especially seems like a natural addition.

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  6. Bryan Manahan Its a neat concept that I have heard of before, but in practice it would result in an Int 3 MU getting to level 2 earlier than an Int 18 MU - which just seems strange. I think I would rather use some kind of earned Luck points for the Int 3 MU.

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  7. Ron Yonts Good idea. Gygax's OD&D house rules for cons gave a bonus spell for INT/WIS, 15+. It's a way to let clerics get a 1st level spell at 1st level in Classic D&D.

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  8. I like this.

    For application in a gamr I would rather see the function bonus or the xp bonus: not both. The intent is to stay true to the idea of no double dipping stats.

    My use of the PR is as a 7th attribute, not the actual altering of the characters str, int, wis, or dex. I have the PR xp bonus expand to 25. A fighter with 18's in str int and wis would have a 25 PR (all stats stay at 18). A fighter with 10 str, 13 int and 15 wis would have a PR of 14.
    PR  XP Mod
     3    -20%
     4-8  -10% 
     9-12 +0
    13-14 +5%
    15-18 +10%
    19-22 +15%
    23-25 +20%

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