FMC: Kill the Devils! Character Modificiations
We have goblin (halfling) and half-devil (elf) characters in the OD&D / FMC campaign I’m running , which has led me to start thinking about how they actually ‘work’. This got me thinking that it might be worthwhile to compile the modified character rules I’m using, which take influence from Necropraxis and Swords & Wizardry . I also played a bit with experience points and levels; for example, I reduced the peak experience requirements for fighters and mages, and also reduced the mage’s peak level from 11 to 10. The goal has been to not mess with the quirky bits of OD&D , retaining the same general experience and play-style while making it more intuitive. I'm most proud of the one-roll turn undead table. Class Selection This is what I’m doing for characters to start mid-level: roll prime requisites, and apply the relative bonuses as written. Multiple your prime requisite for each class by 1,000, and that’s your starting experience in that class should you accept it....