"All we wanted to do is find the kobold market. Instead we find a
murdered kobold, chase down the murderer (an orc we think), get
ambushed by more orcs, sleep them, get ambushed by more orcs, sleep
them, tie them all around us as a "buffer" of sorts, decide to take
the 10 orcs to the orc leader to see what we can get, accept
membership in the "Festering Wound" tribe of orcs who are already very
afraid of halflings, finally make it to the entrance of the kobold
market, get ambushed by an insert swarm, burn and sleep that swarm,
have one character's leg eaten off by burning cockroaches, and finally
leave. With 20 sp. These are the days of high adventure!" Martina
drones on between beers...
(using 2d4 instead of 1d4 and
they had already gotten a 4 on level 1; rerolling all hit dice and
keeping the result if it is higher than their previous score is one of
the house rules)
My rule for losing a leg is that it works like Captain Hook in the
Disney Peter Pan I remember from my youth: there’s no real disadvantage except for the tock tock tock sound the wooden leg makes. No sneaking!
Which is tough for the second level thief.
Yesterday, a player mentioned that there was no
point in advancing their thief from level 1 to level 2 since all that
changed was a reroll of their hit-points
I've read a few attempts at smoothing out the level advancement. Here's one I found after a quick search:
<https://talesoftheramblingbumblers.com/2022/02/24/smoothing-attack-bonus-progression/>
They just tackle THAC0, I'm sure others have taken on the saving throw tables as well.
How do higher levels work when you have multiple dice? Do you reroll
the whole pool keeping the new total if it's higher and then making a
second roll for the new level dice?
For the moment, I’ve added the link to the “Links to Wisdom” wiki. <https://campaignwiki.org/wiki/LinksToWisdom/>
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