Making a new set of custom D&D rules for BGI and II EE
LordSoverign
Member Posts: 12
I was thinking of making a new set of custom D&D rules for BGI and II (when it comes out) EE, but I'm not sure if it's possible. Anyway here's the idea:
I would like to tinker with the basic stats. Divide them in to two groups:
I) Strength, dexterity, constitution - responsible for body health.
II) Intelligence, wisdom, charisma - responsible for mental strength/power.
Let's take dexterity for example. As a part of the general body health a high dexterity should contribute a little bit to total HP. Like if the char has Dex of 16 he/she would increase by a total of +1 HP per level along with it's standard bonus to AC. But at 18 Dex it would not increase. Instead it would add +1 attack per round (but the mastery of weapons would get a bit nerfed for balance). Or a Con at 18 would give the character immunity to diseases and 18 strength would make you immune to hold person spells.
I would like to tinker with the basic stats. Divide them in to two groups:
I) Strength, dexterity, constitution - responsible for body health.
II) Intelligence, wisdom, charisma - responsible for mental strength/power.
Let's take dexterity for example. As a part of the general body health a high dexterity should contribute a little bit to total HP. Like if the char has Dex of 16 he/she would increase by a total of +1 HP per level along with it's standard bonus to AC. But at 18 Dex it would not increase. Instead it would add +1 attack per round (but the mastery of weapons would get a bit nerfed for balance). Or a Con at 18 would give the character immunity to diseases and 18 strength would make you immune to hold person spells.
0
Comments
You'd start with 08 in each stat and would have the same amount of points as Sarevok from BG2 + 1 (Also Sarevok would get that + 1 point to have just as much as the player character.
So he (or your character) could have stats like:
Strength: 18
Dexterity: 18
Constitution 18
Intelligence 18
Wisdom 10
Charisma 14
So you can feel pretty powerful without having to roll like mad, but forget about increasing your stats threw books and other such nonsense. Also I do believe there where much higher rolls achieved, but let's just have those 48 points to spend for everyone.
----------------------------------------------------------------------------------------
But here's the problem.
I'd need to know if there are any tools that could help me. Since I'm sure as hell no programmer!
i like the idea behind charisma but i don't see how it would effect your magic damage per say..
for boost from magic damage maybe good intelligence/Wisdom with some kind of reasoning like being a devout caster you've come to respect what magic had done for you in your life and you put your heart/soul/willpower behind all your magic to really give it some oomph.... something like that anyway.
also for the leadership thing as you stated above which in turn could increase physical output but i don't see it affecting casting at all
But D&D is a game, a distillation of real life type complexities into a few numbers that make you feel the essence of the game, that success does depend on experience, abilities and chance. D&D / BG do this very well, and the relative simplicity of the system causes it to be understood more quickly and gets you directly into the action. For example, the Hit Point (HP) is actually not completely realistic, but an abstraction. But it works faster and better than all the role playing games years ago that tried to compete with D&D by claiming to have more realistic systems.
I like the way D&D 3 (I believe) finally based the different possible saving throws more directly on the abilities like Dexterity, Constitution etc. These are much more intuitive, as opposed to "Paralysis/Poison/Death or Rod/Staff/Wands etc." That is a step in the right direction to eventually involve the abilities even more in the actions of the characters.
There is an open source clone of the Infinity Engine - GemRB. I suppose you could use that to implement your custom rules.
http://www.gemrb.org/wiki/doku.php?id=start
stats are important
In any case - every single statistic would start to matter and that's the point. I'm not planning on copying existing edition rules (IF actually changing any rules is possible). I want to make completely new ones. No more HP based on class. You get +2 for each class level and rely mostly on your physical attributes for HP. 16 Strength would get you +1, 18 Constitution would get you +10 and 16 Agility another +1. So you can get 12 in total +2 HP from any class. That way you get a maximum of 14HP per level - correct me if I'm wrong but that's just as much as before for warriors with 18 Constitution. Your melee damage and hit ratings would rely on Strength/Agility/Proficiency and so on and so on.
It's a system that rewards you based on your stats and skills not your class. With no retarded crap like not being able to achieve weapon mastery as a Paladin. A system that is fair, easy to understand and user friendly. A system where a heavy plate armor would rather add to it's user's resistance to damage rather then AC and a lather armor would make them light on their feet and hard to hit.
But Designing and thinking of all the possibilities is something very creative and admirable and keeps our juices flowing. So, @LordSoverign I encourage you in your quest.
even charisma intel and wisdom gives bonuses for a character