by torilen » January 6th, 2012, 11:07 am
I understand the want to not have to worry about rule books. With HQ, though, I think at some point you'll
end up having to add dice, if you want to really offer some high levels for development.
I offer a few ideas to hit before moving to adding dice:
1 - Change the needed roll, like you do for boss monsters. Allow the characters to move from white shields to skulls to
......anything but a black shield for defense...same progression for attacks.
2 - Allow more than one attack per turn, or more than one spell casting per turn.
3 - Of course, offer an increase in # of spells known
4 - Offer a way to increase the power of spells...perhaps make it a possibility, instead of a matter of fact - maybe they
......roll a red die, and have to roll a 4/5/6 in order to have the higher power for the spell when cast (acts sort of as a
......favor from the gods, or a fate thing)
5 - One really easy way to increase attacks, defense, and spells - magic items. I've mentioned this before in a thread or
......two - offer rings that give them special powers - not only is it a neat treasure to find, but it is not necessarily something
......that is permanent - it can be lost or stolen or destroyed. I can give you some ideas for this, if you need.
6 - Of course, offer ways to increase ability scores (body or mind) and/or split up the ability scores and give special bonuses
......for having a score above a certain number.
7 - Allow or encourage more actual role-playing - have the characters think out strategy for combats and attacks and play out
.....the monsters' reaction as it would be for real - goblins and orcs aren't very smart, for instance, and chaos warriors can't
.....move really well in all that armor.
Believe it or not - many of these ideas can be typed into two or three pages - I've done it before. Just make the thoughts simple,
and type them in such a way that does not take up space...don't include words the "the character will be allowed to..." or "the hero
can then...".