Two of my favorite cousins of the world’s most popular fantasy role playing gamer are Swords & Wizardry and Castles & Crusades. And the neatest thing are the Saving Throws.
Swords & Wizardry boils it down to its most simple. One Save to rule them all. Modified by class, race and level. You get better at resisting things as the character progresses in levels.
Castles & Crusades almost takes the opposite approach and one similar to 3.X games. Ability modifiers added to racial, class and level bonuses against ever increasing difficulty levels. The joy of this is that every ability has a Saving Throw tied to it. To put it mildly, a dump stat can kill you.
The problem I see with the 3.x model is that you end up with ever increasing bonuses but you’re rolling against every increasing target numbers. You can sit down and crunch the numbers but it basically boils down to bigger numbers with roughly the same chance of success. It almost seems pointless. In older iterations, characters get better at resisting various hazards. Extremely powerful opponents can reduce the chance for a character to resist.
So here I am attempting to take these two seemingly opposite ideas and kit bash them into one system without messing too much with the underlying system.
First a simple ability modifier. Ability scores higher than 13 grant a character a +1 bonus. Ability scores lower than 8 cause characters to have a -1 penalty. You can use a different scale of modifiers but for this I’m attempting to do it with as little change to Swords & Wizardry as possible. If you opt to use a different scale for ability modifiers (say +3 or +4 for the very top end of 18 like in 3.x/Pathfinder) then you should adjust the racial and class based bonuses. I’d say adjust them down by half rounded up. But YMMV on this.
Second, what does each ability mean and what kind of saves should go with it:
Strength: Grappling, Constriction, Crushing
Dexterity: Traps, Area Effect Spells
Constitution: Poison and Disease
Intelligence: Illusions, Arcane Magic
Wisdom: Confusion, Divine Magic
Charisma: Fear, Charm
Of course, in case you’ve been living under a rock, they are playing around with a similar set up for DND Next. And like so many things this is a work in progress. Nothing is ever written in stone.

The title pretty much says it kids. The Awesome Dice Giveaway is over.  I’ll be announcing the winner as soon as I can get into contact with them.

Thanks and keep reading.

I was reading Lamentations of the Flame Princess and working on my own home brew game and I thought, “Damn, just how many classes do we really need?”
We’ve got the basic four: Cleric, Fighter, Magic-User and Thief. But how much do we need beyond that? I mean really. Isn’t a ranger just a fighter who knows how to live off the land? Isn’t a paladin just cleric with a really strong moral code and who is better at fighting? Isn’t a bard sort of a strange combination of all of the above? Isn’t an assassin a thief who is better at killing than trap finding?
Heck, with a decent mulitclassing system and an easy skill rules, I think you can get by with just four classes. Yeah, there can be a few more tweaks too. But I think you can get by with a minimal number of classes that each can be tweaked slightly to specialize and individualize the character.
So what do you think?

This is going to your last reminder. Get those comments in today and you’ll get your chance to win a cool set of dice from Awesome Dice!
You never have enough dice. And remember treat your dice well and they will treat you well. Either that or threaten the bad rolling ones to get the others in line.

Forged in the blood of innocents. Dedicated to an ancient forgotten death god. This viscous artifact is prized by thieves and assassins. Anyone found possessing one in civilized areas is quickly executed. Any non-cult members who have a dagger are hunted down and killed.
The Dagger of Logoalth is considered to be magical. It’s more potent powers only activate against living targets. The dagger gets more dangerous with each hit.
First Hit: Normal Damage
Second Hit: Double Damage
Third Hit and beyond: Target Saves or Dies. If the attacker misses then he must save or die.
And sorry this post was a little late but real life came around and bit me in the ass.

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