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8/11/2014 11:31 am  #1


opinions on a 'houserule'

Hi all,

One of the issues that has cropped up many times about Bol is the lack of granularity (not sure if that exacty the term I should use) enabling long term play. There is of course the ability to switch to 2d8 or 2d10 and of course to just slow XP way down. I prefer sticking with the 2d6, and my players prefer to see a fair bit of growth so lowering XP won't be popular. I have allways been a fan of more attributes then a lot of systems use, so I am thinking of expanding the attributes to 8 and possible the combat abilities to 6 or 8 but leaving the creation to 4 points in both areas. This should lower the players power level some unless they focus very heavily.

There will of course be some onther minor adjustments needed for lifeblood and such, but that won't be difficult to figure out.

Attributes;

Strength
Health
Dexterity
Agility
Mind
Perception
Willpower
Appeal

Combat abilities;

Initiative
Brawl
Melee
Ranged
Melee Defense
Ranged Defense
Magic Resistance

I am not sure that's what I want for combat abilities, but you get the idea.

I am looking for some more ideas for combat abilities, I'd like to get a solid 6 or 8.

I'd also like to hear some general opinions, whether positive or negative.

Thanks
 

Last edited by Claybor (8/11/2014 11:32 am)

 

8/11/2014 7:50 pm  #2


Re: opinions on a 'houserule'

Personally I prefer to leave the basic system alone. I'm actually OK with characters gaining experience and becoming excellent. In most games there comes a point where character development no longer remains the primary goal for the players; rewards within the setting (such as political power, promotions etc) can be far more rewarding.

That said, I do sympathise with the issue on "granularity". I've been toying with the idea of allowing specializations within careers and combat abilities (similar to something that was suggested for Risus RPG). It would go something along the line of a Scientist being allowed to specialise as, say, a physicist and, maybe, further sub-specialising as a nuclear physicist. For each level in a career a character can take a specialisation or sub-specialisation. It would be possible to make players spend XP to do this - the game benefits would be to reduce task difficulties in their chosen fields or make those with the necessary field of knowledge make a tougher check.

For combat it would go something like choosing groups of weapons (such as short blades, long blades, axes, blunt weapons etc) and giving penalties to those using weapons they don't have the skills with.

Again, it's just an idea I'm toying with but I think it can work without adding too much complication to the game but allowing characters to stand out within their own chosen careers.


Wealth can be wonderful, but you know, success can test one's mettle as surely as the strongest adversary.
 

8/11/2014 9:02 pm  #3


Re: opinions on a 'houserule'

I would prefer to stick with the raw as well, but it is way to easy to make characters that are hyper competant right from the start. Had an archer with 3 agility and 2 ranged as well as trademark weapon tyr longbow from the start.  With +5 and a priority die he pretty much never missed, which is a bit much with a bow firing at moving targets in a big fight. Granted he was a very focued character, but that is not unusual with many players. Adding the attributes and combat abilities wont realy change that a lot, but he would be even more focued under these changes. I would also limit all starting abilities to +2. (Which I could also do in the raw, so I guerss it's not really the solution I am looking for.)

Thanks for the reply.

Last edited by Claybor (8/11/2014 9:03 pm)

     Thread Starter
 

8/11/2014 10:01 pm  #4


Re: opinions on a 'houserule'

Hi Claybor,

I don't know whether you ever saw this, offered as a suggestion in one of the very early drafts:

Note: These are just a few notes from an idea of one of my group after a recent playtest. I wrote it up here just to see if the idea had any merits. Please let me know if you like it, don’t like it etc.
 
BOL
Creating a character: You have 4 points to spend in each of 4 areas as follows:
 


  • Attributes (As BoL: LE)
  • Prowess Abilities
  • Resiliences
  • Careers (As BoL: LE)

 
ATTRIBUTES
Strength
Agility
Mind
Appeal
 
PROWESS
Initiative
Melee
Ranged
Battle
 
Battle: This is leadership and combat strategy. It is used in large-scale land and sea combat. It uses either your appeal or mind depending on the situation.
 
RESILIENCES
Defend
Soak
Endure
Mettle
 
Defend: is the modifier on opponent’s roll to hit. This is modified if using a shield:
+1 Light
+2 Heavy (but -1 Agility)
 
Soak: is your ability to withstand minor physical damage before you begin to suffer. It is deducted from LB damage received from attacks with weapons. It is modified by armour worn:
+1 Light
+2 Heavy (but -1 Agility)
 
Endure: This is your ability to withstand conditions that affect your physical health – poisons, diseases, freezing weather, invasive sorcery. It is used with strength as in:

  • Roll 2D6 + Strength + Endure (OR it is a negative modifier to the effects “attack”)

 
Mettle: This is your ability to resist sorcerous attacks and illusions, fear and interrogation. It is used with mind, as in:
Roll 2D6 + Mind + Mettle. (OR it is a negative modifier to the sorcerer’s “attack”)
 

 

8/12/2014 8:08 am  #5


Re: opinions on a 'houserule'

Very interesting Simon, definetely food for thought. I very much appreciate your sharing it as I may very well use it as is, and if not theres a few things there that I will most likely steal for my setup.

Keep on Bol'in, and I look forward to seeing what the future brings for the Bol universe.

     Thread Starter
 

8/12/2014 9:47 am  #6


Re: opinions on a 'houserule'

Nice post Simon - like this a lot; definitely going to look at this more.


Wealth can be wonderful, but you know, success can test one's mettle as surely as the strongest adversary.
 

8/12/2014 2:11 pm  #7


Re: opinions on a 'houserule'

but it is way to easy to make characters that are hyper competant right from the start

It is also way easy to make opponents that are hyper competant as well, and probably in ways the players are not ready for.

 

 

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