I understand what you are saying about the old school thing Solomoriah, but it might not be a bad idea to present something like that as a set of optional rules. Piles of optional rules should be old-school enough. *glares menacingly at his boxes of Dragon Magazines that intermittently span the last 14 years of his life.*
Here's a simple pair of boosts I've been
toying with using. I have not fully implemented them yet, because I want to get everything perfect... and btw I only thought to do these because my players started with D&D3.5 (and one with D&D 4), and I wanted to give them a taste of old-school between campaigns... they ended up liking old school better so we stuck with it. >,>;;
but anyways, on to the bonuses.
Spellcasting Bonuses (toned down and converted from D&D3.x)
Primary Spellcasters (such as Clerics, Magic-users and all sub-classes, such as Druid and Illusionist but not secondary casters like high-level Paladins) can apply their prime requisite bonus to the number of spells they can cast per day. The chart below for details:
- Code: Select all
9-12 no bonus spells
13-15 +1 first level spell per day
16-17 +1 first level spell, and +1 second level spell per day
18 +2 first level spells, and +1 second level spell per day
Spellcasters who use spell points convert the levels into the appropriate number of points and gain that as a bonus.
Thief Discretionary Points (modified from AD&D2)
Thieves, and any class with access to 2 or more thief skills are allotted a number of points equal to 1d8 (1d4 for classes that have fewer than 5 thief skills) + their prime requisite modifier to be spread around their skills, giving them a +1% bonus to that skill for each point allotted. No single skill can be given more than half of the points that were determined by the roll.