While putting together Bhakashal I have to decide what to include in the supplement, as it is a retroclone built on an AD&D chassis. I'm starting to hit the more complicated choices, and would like some opinions
This is a homebrew Bhakashal spell. One bit of interest is at the end. For every spell, Bhakashal describes the casting process listed in the components. So for this spell, the caster places a gold piece in the palm, puts the missile into the palm, and then moves their arm...
... in a circular motion 6 times while repeating the words listed. The gold piece is consumed in the casting. The casting time listed is how long this all takes. In our home game the player running the caster has the option to act out the hand motions and the words...
... but they are specified for every spell. Warlock (magic-user) spells are written in Hungarian, Phantasmist (illusionist) spells are written in Czech. This is purely a flavor thing, as the existing spells do list VSM components.
So the question is, should I bother?
You could just ignore it, and it will be at the end of the spell description so it won't slow you down if you aren't interested, but it will make the spell descriptions longer. At the table this is a lot of fun, and even if the player doesn't do it "in character", they still...
... enjoy saying, "My warlock places the gold piece in her hand and then places the flask of oil on top of it, swings her arm around six times while saying "Végig, végig, ezt adom neked" over and over, then throws." Since you could ignore these details if you aren't interested..
... should I include them? I am essentially asking, is non-mechanical flavor like this worth putting in when it will add to the length considerably? Adding a few sentences to each spell description will add up fast. Many people find material components to be a waste of time
So I assume they would find this wasteful as well, and a smaller book can be cheaper, so I'm kind of conflicted.
Opinions are welcome!
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Over the last few years here I have noticed people mention playstyle choices that impact PC survivability, specifically with respect to hit points. There are other factors beyond HP, but I wanted to focus on them here.
What I’ve seen mentioned here:
1 - Starting groups off above 1st level
2 - Giving full HP at 1st level, or HP bonuses, or rerolls
3 - Ensuring that PC parties have at least one healer, or sending NPC healers with parties
4 - If healers aren’t available, making healing potions/magic easily available
5 - Stats are inflated to give HP bonuses
6 - Reducing monster HP or adjusting their damage results in favor of the PCs to “serve the story”
I see a lot of bashing of early edition D&D around here, but I wonder how familiar people actually are with the game. 1e AD&D has a lot of rules people don’t know, and many of them are interesting and well designed. #DnD#ADnD
So I’m going to do a series of tweets where I outline the brilliant rules in AD&D. THIS ISN’T A KNOCK AGAINST ANY OTHER SYSTEM, it’s a celebration of what works well in early edition D&D (not everything does!) You might find things you can pinch for your game.
First off, people often ask how to make NPCs more interesting, enter the Personae of NPCs tables! You can improvise this stuff, but in a pinch you can also roll for characteristics like personality, piety or interests.