One of the great things about B/X and (by extension) ACKS, is its simplicity. So many of the elements of the system show off this simplicity that it’s really a shining point if you are looking for a game that plays fast and quick.
But simplifying everything does, occasionally, leave some things to be desired.
One area where I personally don’t appreciate the simplicity is in grading the ‘Special’ experience bonus. To say that a creature’s ability to Energy Drain a target is worth the same bonus experience as another creature’s ability to fly is disingenuous I believe. In the Advanced versions of the game, this was ‘fixed’ in a variety of ways. Based on my own experience, I’m going to incorporate a bit of that in ‘grading’ how much my monsters should be worth. Yes, this means that pcs will get a bit more experience for defeating a monster, but when a creature has an ability that can permanently destroy a character with a lucky roll…I’m okay with that. When you consider that this means a wight would be worth a whopping 30 xp more, versus its ability to steal a level…yeah, no problem here.
Bonus Power
* AC of 9+ (0- in descending AC games)
* Blood Drain
* Breath Weapon that does less than 20 points max damage
** Breath Weapon that does more than 21 points max damage
* Cast level 1 or 2 spells
** Cast level 3+ spells
* Cleave
* Disease
*** Level Drain (one level)
**** Level Drain (two levels)
* Flight
* High Constitution (+1 or +2 HP per HD)
** High Constitution (+3 or +4 HP per HD)
* High Dexterity (+1 or +2 to Init and AC)
** High Dexterity (+3 or +4 to Init and AC)
* High Intelligence
* High Strength (+1 or +2 to hit/damage)
** High Strength (+3 or +4 to hit/damage)
* Hit only by silver/magic
** Hit only by +3 or greater magic
* Immunity to a spell
* Immunity or half damage from any type of weapon
* Invisibility
* Missile weapon use
** Multiple attacks that can cause over 30 damage
** Paralysis attack
*** Petrification attack
** Poison
** Single attack that causes more than 20 points of damage
** Special unlisted attack (webbing, entrapment, etc)
* Special Defenses such as Undead immunities
** Swallows targets whole
* Thief Abilities
* Using magical items against the party
** Weakness or fear effects
[…] See here […]
[…] of *’s to denote special abilities. One is for the standard ACKS system, and the other is my variant. Anyway, […]