Today kicks off a week of vacation (well, after waking at noon yesterday I was kinda on vacation, but I had "uncle duty" so not sure it counts ;) and my mind has already turned heavily in the direction of all things gaming.
I laid in bed last night thinking of
Swords & Wizardry White Box and how easy it is to house rule. That simplicity is also a trap, as you can house rule things to be way more complicated than
White Box needs.
I want barbarians, paladins, rangers and "expert treasure finders" in my campaign (and maybe various types of clerics and magic-users) but I don't want the class bloat. So, this is what I'm toying with.
- Let's take Fighters. At 2nd level, a fighter has to make a choice. They choose a path for lack of a better phrase:
- Most fighters in the campaign (at least NPCs) would choose the Path of the Warrior. Warriors would receive + 1 and + 1 damage with a single chosen weapon type - ex. long sword, short sword, battle axe, long bow, etc)
- Some fighters would choose the Path of the Barbarian. Barbarians would get to enrage once per day for 5 rounds and receive + 2 hit and + 2 damage with any hand held or thrown weapons when enraged.
- Others may choose the Path of the Ranger. They would get + 1 to hit against ogres, orcs, goblins and kobolds (certain campaigns may add or subtract to this list.) They would also track outdoors on a 4 in 6 chance and indoors on a 2 in 6 chance (dwarven rangers would reverse those numbers.)
- The Path of the Paladin requires a "just cause" to follow. Laying of Hands would heal for up to 2 HP per level per day, distributed as the Paladin wishes. He could heal 2 wounded companions for 1 HP each after a battle or 1 companion for 2 points. Or heal 1 companion for 1 HP and save the other point for later in the day.
- The Path of the Expert Treasure Hunter requires a choice of specialization of sorts. Lock Expert or Trap Expert. Expertise gives a 4 in 6 chance of success with normal locks and traps. The non-chosen specialization would have a 2 in 6 chance. Most locks and traps would be of normal difficulty, but some may be simple or more difficult and as such would adjust the chance of success up or down by 1 in 6)
I'm happy to take feedback, criticisms and such. I believe the above is broadly balanced but what the heck do I know?