Joshuan's Almanac p.172 "Thyatian calendar consists of twelve months of 28 days each". I'm adding a 13th month to bring it to 52 weeks per year. The 13th month is a time of darkness when Chaos gets a bonus.
Looking at B2 p.10 Travelers Inn and Tavern prices. Cheap living is 7 sp per day and luxury would be 8 gp per day. This comes out to 2 gp to 225 gp per month.
I'm tying CoL to extra Luck.
Card based initiative system. Use a deck of playing cards with two jokers (black and red joker).
Split monsters into individuals or groups up to number of PCs (i.e. monsters as a side get at most the same number of initiative cards as PCs).
B2 p.4 "player characters heal 1-3 points naturally every 24 hours of full rest".
B10 p.3 "If they spend a whole day resting, conducting no energetic activity, they regain 1 hit point per day."
During B2 I've used those healing rules. After B2, with a party Cleric at level 2+, we will use 1hp per day natural healing.
At the end of Keep on the Borderlands any character that is at 1st level will receive their 2nd level hit points early. This is to improve survivability of Magic-Users and Elves. There will be no further early hit points.
Almost all my campaigns end up with a luck mechanic because I want to give players more agency.
In general, a Luck point can be used after any roll. Re-roll twice, GURPS-style, and choose any of the three results.
For random table type rolls this does not give specific results but GM may give hints, e.g. "random encounter roll #2 is an easier fight than roll #1".
B10 p.3 has saving throw bonuses from Master Set.
Ability | Saving Throw Bonus |
---|---|
Strength | Paralysis and Turn to Stone |
Intelligence | Mind attacks (charm, confusion, control, fear, feeblemind) |
Wisdom | Spells and Staves (not mind attacks) |
Dexterity | Wands and Dragon Breath |
Constitution | Poison (not Death Ray) |
Charisma | no bonus |
Tracking (INT): +5 Elves and Halflings, -5 Clerics and Magic-Users
Spell Points = total spell levels caster can cast per day
Maximum one of each spell per day.
Reverse spells count as different spells.
Clerics can cast each Cure spell twice per day.
Cure Spells (from Expert Set):
Assign points evenly to: sleep, midnight, sunrise, noon, sundown
Example: 7 SP = 2 sleep, 2 midnight, 1 sunrise, 1 noon, 1 sundown. So a night's sleep into sunrise recovers 5 sp and not sleeping would still recover 3 sp.
2024-12-19: Keeping track of this by itself not so bad. But also keeping track when spells are used (since by the same logic you can recast that spell after 24 hours) makes it unworkable. Easier to have both spell points and spells used reset every morning.
On even levels a Cleric can choose to have an additional Spell per Level use instead of improving Turn Undead. This converts to extra spell points (see Spells section above).
For example, a 12th level Cleric that has taken the maximum Spell per Level increases has an additional first through sixth Spell per Level (6 1st, 6 2nd, 5 3rd, 4 4th, 3 5th, 3 6th) and does Turn Undead as a 7th level Cleric.
Lvl | Bonus Spell |
---|---|
02 | +1 first level = +1 spell point |
04 | +1 second level = +2 spell points |
06 | +1 third level = +3 spell points |
08 | +1 fourth level = +4 spell points |
10 | +1 fifth level = +5 spell points |
12 | +1 sixth level = +6 spell points |
Skill | Start | 1st lvl = +4 | 2nd lvl = +2 | 3rd+ lvl = +1 |
---|---|---|---|---|
Open Locks | Dex-5 | Dex-1 | Dex+1 | +1 |
Find Traps | Wis-5 | Wis-1 | Wis+1 | +1 |
Remove Traps | Dex-5 | Dex-1 | Dex+1 | +1 |
Climb Walls | Dex-5 | Dex-1 | Dex+1 | +1 |
Move Silently | Dex-5 | Dex-1 | Dex+1 | +1 |
Hide in Shadows | Dex-5 | Dex-1 | Dex+1 | +1 |
Pick Pockets | Dex-6 | Dex-2 | Dex+0 | +1 |
Hear Noise | Wis-5 | Wis-1 | Wis+1 | +1 |
Read Languages | Int-6 | Int-2 | INT+0 | +1 |
Thief 1 has their skills at Start level (skill checks are 3d6 roll equal or under) except Climb Walls which is improved to 1st level.
Thief +1 level can add +1 level to a skill.
Development Notes
Open Locks (Lockpicking, DX/A) = Dex-5
Find Traps (Traps, Per/A) = Wis-5 (D&D uses Wisdom for Alertness)
Remove Traps (Traps, DX/A) = Dex-5
Climb Walls (Climbing, DX/A) = Dex-5
Move Silently (Stealth, DX/A) = Dex-5
Hide in Shadows (Stealth, DX/A) = Dex-5
Pick Pockets (Pickpocket, DX/H) = Dex-6
Hear Noise (Perception/Listen) = Wis-5 (normal usage assumes -5 modifier)
Read Languages (hypothetical IQ/H skill) = Int-6At level 1 use GURPS default values. Non-thieves don't get to roll.
Each level is 1 improvement. First improvement is same as 1 GURPS XP (for +4 skill), 2nd is +3 GURPS XP (for +2 skill), 3th+ is +4 GURPS XP (for +1 skill).