Saturday, May 7, 2011

PrinceCon D&D Rules in a Campaign Format

My husband, my father & I have have tried out the PrinceCon rules in another setting: a campaign. My friend Mr. West runs a game on Princeton's campus every Saturday (give or take a holiday or two) and while every Saturday is not something I can currently commit to, the hubby has gone back once and plans to again in the future when he's free. We like the system so much, that when my husband starts his campaign this month, we will be using PrinceCon rules.

How does PrinceCon's game differ from normal D&D? For starters, there are only 4 classes: Hero (fighter), Cleric (cleric), Mage (wizard/sorcerer - all spontaneous spell casting), and Guardian (part hero, part spell caster). Cleric spell lists are dependent on the deity you worship. The big four are Aru (healing spells - suped up healers but useless otherwise), Daglir (metals, earth manipulation, rocks), Gaia (animal and plant spells, polymorph - think Druid) and Mavor (detect lies and alignment, oaths and oathbreakers).

Combat does not happen by initiative. Everyone acts at the same time, but in different phases depending on what action you wish to take. Below is the phase order:

1. Declaration phase - mages declare what spells they are doing
2. Powers phase - if you or an item you have has a 'Power' it goes off here
3. Melee phase - first projectile/ranged, then hand-to-hand, then grapple
4. Clerical phase - Clerics do not have to declare their spells, and these spells occur in this phase
5. Spell Phase - Mage spells go off unless interupted
6. Item phase - Items may be used here for example tying someone up, activating a ring, locking a door
7. Movement phase - All moving takes place here. moving counts as an action, and you may not move if you acted in one of the above phases (except for certain Hero feats I think)

My husband is modifying these PrinceCon rules for his campaign - these were streamlined to make a 46 hour con work. For campaign use, some updates need to be made. I think he's also making the classes better to address problems he sees in power levels.

I will probably document some of these changes/additions here.