*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
March 05, 2014, 12:08:47 PM

Login with username, password and session length
Forum changes: Editing of posts has been turned off until further notice.
Search:     Advanced search
275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
Pages: [1]
Print
Author Topic: [Donjon] Variant: Bloody Donjon  (Read 1076 times)
Stefan / 1of3
Member

Posts: 88


« on: September 24, 2006, 10:35:26 AM »

Hi.

I always thought that the idea of Donjon is great but the rules always felt clunky. Now a player didn't arrive and we decided to have some old-school dungeoneering - with a streamlined bent.

And it worked quite well. Basically we made three changes to the rules:

1.) There is no Wherewithal stat. Roll Vir + Skill + Weapon DR to attack. Roll Adr + Skill + Armor DR for defense. Attack successes are substracted from flesh wounds directly. (Hence we called it Bloody Donjon.)

2.) There is no Initiative roll. Characters act in Discernment order (with usual rules for tie breaks). On his/her/its turn a character can act a number of times equal to his/her/its level.

3.) PCs and unique monsters get five additional starting dice.


The play in general was fun and combat even more so.
Logged
Pages: [1]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!