The Triumvirate of Barovia
Sixles Campaign Rule Variations and Classes
Sixles Campaign Rules Variations
There are several variation on the stndard AD&D rules that I have instituted in this campiagn, which are as follows:
It is my belief that the current standard AD&D rules allows characters to level to quickly early on, as so much experience is usually earned from treasure below level 10. My solution for this is to award only 10% times the character’s level of experience for treasure. At tenth level this modifier disappears.
I do however believe in awarding experience for several things which are not related to killing monsters:
Incapacitating a monster, so that killing would be a trivial matter will usually earn the characters full experience.
Wounding a monster usually will result in the party earning a pro-rated amount of experience equal to a percentage of the monster’s hit points lost.
Solving a puzzle, riddle or problem will ALWAYS grant the group a good chunk of experience. Doing so in a timely fashion, or in a manner which displays extra ingenuity or role playing skill can earn them a bonus.
In general, good playing, role playing, and/or class playing also will qualify characters for experience bonuses.
I also will penalize players experience for bad playing, rash and poor decision making, poor role playing, and poor class representation. Alignment deviations, in general, are penalized harshly. Doing something somewhat out of character for your alignment will warrant a small penalty, doing something way out of character for your alignment will be punished with a large penalty.
An actual change in alignment means a MAJOR penalty, and the penalty is doubled if your change in alignment now means that your class is unplayable as that alignment (i.e. a paladin switching from Lawful Good to some other alignment would earn him the maximum penalty times 2 and revert him to a fighter).
If the alignment change also means the character no longer qualifies for his class, and there is no “base” class that would be reverted to, then the character simply stays as his current class, but most or all of his special abilities will be gone. Usually the first time this happens, a servant of the character’s deity will appear and reprimand him for this deviation, then offer him a quest or series of tasks which he can perform to restore his alignment and abilities. If it happens a second time, the visit from the deity’s servant will not happen, and the character must play for a long time in his current downgraded status, all the while constantly trying to live up to his former alignment through his deeds.
(To be clear, a mere change in alignment means just a major experience penalty. If the character still qualifies for his class, nothing from the above paragraph happens.)
I’m still finding new classes all the time, but at some point a definite list needs to be made, and now is a good time for that. So far I have identified 32 classes that are playable by PC’s, and another 25 that are playable by PC’s but are only found in a few areas; I call these Location Specific Classes. The big disclaimer that must be emphasized with this second group is classes is that they are often found in only one area of one planet in all of the known worlds, and thus finding trainers will often prove very difficult or impossible elsewhere. As I expect that there will be lots of long overland journeys in this campaign with characters moving from location to location, MOST of these classes are not recommended until fast and reliable means of getting back to trainers is found.
And finally, there are 16 classes which I have designated at NPC only, mostly because 1. They either be too overpowered as PC classes, or 2. They would be too underpowered or uninteresting, or 3. The rather non-specific nature of their description would make them too difficult to implement as PC classes.
Alchemist [version 2] (from the Complete Alchemist game supplement)
Archer (from Dragon magazine and Unearthed Arcana)
Archer-Ranger (from Dragon magazine and Unearthed Arcana)
Bandit (from Dragon magazine)
Barbarian (from Dragon magazine and Unearthed Arcana)
Bard [new] (from Dragon magazine)
Beastmaster (My own creation. Basically a Barbarian with animal handling abilities. Can train under a Barbarian, but can’t get the animal handling abilities until he then trains under a Beastmaster as well. Training costs will (usually) be divided among them.)
Berserker (from Dragon magazine)
Bounty Hunter (from Dragon magazine)
Cavalier (from Dragon magazine and Unearthed Arcana)
Duelist (from Dragon magazine)
Entertainer (from Dragon magazine)
Executioner (My own creation. Basically a Fighter with special knowledge and healing abilities. Can train under a Fighter, but can’t get the extra abilities until he then trains under an Executioner as well. Training costs will (usually) be divided among them.)
Jester (from Dragon magazine)
Magician (My own creation. Basically a Magic-User with special knowledge and healing abilities. Can train under a Magic-User, but can’t get his new Tricks or learn any Magician-only spells until he then trains under a Magician as well. Training costs will (usually) be divided among them.)
Monk [new. Old monks are no more]
Musician (My own creation. Basically an Entertainer type that focuses exclusively on mastery of his instrument, and can generate spells effect by creating and then performing his own songs. Can only train under a Musician.)
Paladin-Cavalier (from Dragon magazine and Unearthed Arcana)
Psionicist (from Dragon magazine)
Scout (from Dragon magazine)
Thief-Acrobat (from Dragon magazine and Unearthed Arcana)
Timelord (from Dragon magazine)
LOCATION SPECIFIC PC CLASSES
Amazon Barbarian (Scott’s creation. Basically a Barbarian with some other abilities. Only found in a few specific jungle locations on some of the known worlds. Can train under a Barbarian, but can’t get the other abilities until he then trains under an Amazon as well. Training costs will (usually) be divided among them.)
Blade Dancer (found this one online. A fighter type that can perform special feats with his sword techniques. One of the less rare Location Specific classes. Can be found in several of the biggest cities in the known worlds. Can train under a Fighter, but can’t get the extra abilities until he then trains under a Blade Dancer as well. Training costs will (usually) be divided among them.)
Buccaneer (found this one online, too. A pirate fighter type with a few special abilities. Can only be found in some coastal areas. Can train under a Fighter, but can’t get the extra abilities until he then trains under a Buccaneer as well. Training costs will (usually) be divided among them.)
Necromancer (from White Dwarf magazine. An evil magic-using class that deals with undead. Can only train under another Necromancer. Found in many places, but very hard to find trainers, as they do not want their class known.)
Ninja (from Dragon magazine. Can only train under another Ninja. Replaces the Oriental Adventures Ninjas.)
Rivenmage (found this one online, too. Only found in one place all of the known worlds. Not recommended as they cannot pick their spells. Can only train under another Rivenmage.)
Samurai (from Dragon magazine. Can only train under another Samurai. Replaces the Oriental Adventures Samurai.)
Taoist Cleric (My own creation. Basically like a multi-classed druid/alchemist. Can train under any druid or alchemist to advance in that ability only. Found in very few places, but they are probably the easiest location specific class to find a trainer for.)
Yogi (My own creation. Basically like a sub-class of Monk. Another of the less rare Location Specific classes. Can be found in several of the biggest cities in the known worlds. Must train under another Yogi.)
Witch Classes (from the Role Aids game supplement Witches. Most Witch classes are very location specific, as noted under their individual descriptions. If they can get along, a Witch may train under a Witch of another type, but he or she can only learn spells that both of them can use.)
Witch, Animistic (can be found in many locations, but all will be in wilderness or far at least far away from civilization.)
Witch, Classical (the most common type, can’t be found everywhere, but in many places.)
Witch, Deryni (very rare, and extremely difficult to find because they also guard their identity as Deryni carefully. If a PC finds a trainer, he/she will most likely have to stick with that one trainer throughout his adventuring career.)
Witch, Dianic (rare, but can be found in many locations.)
Witch, Elemental (rare, but can be found in many locations.)
Witch, Faerie (only found in sylvan forest settings. On Sixles, the Greatwoods (in places), Misty Woods, and Aelbwood would qualify as such.
Witch, Golden Dawn (rare, but can be found in many locations.)
Witch, Voodoo (can be found in many locations, but all will be in wilderness or far at least far away from civilization.)
Witch, Wiccan (extremely rare in this multiverse; generally only found on Earth. The Wiccan will certainly need to return to his original trainer for each level.)
Oriental Adventures Classes (all from the Oriental Adventures book. Only found on Kara-Tur in the Forgotten Realms).
NPC ONLY CLASSES
Alchemist [version 1, NPC only]
CLASS HEIRARCHY TREE
Witch, Golden Dawn
Alchemist [version 1, NPC only]
Alchemist [version 2]