First, I must say that I’m surprised (and flattered) that a number of readers are actually interested in seeing our five color Wizards & Warriors homebrew. I also want to thank those who have sent words of encouragement. I was so pleased that I rushed off to Staples and had a few copies of what we’re calling our Beta edition printed up. Right now it’s 41 pages and mostly complete, leaving room for several pages of appendices with lots of random tables in our planned 48-page complete game guide.
We’re planning on getting in some serious playing with this revision, and hopefully those plans come to pass.
As an example of what I’m talking about when I say I’m worried about compatibility with “normal” versions of the game, while also claiming that our game isn’t really all that different, I’m showing our Treasure Class table (You can click for a closer look):
Now, it looks more or less pretty much like a standard treasure table from any of the standard versions of the game. And it should, as it used the Hoard Class table in Labyrinth Lord as its basis. But a few things are different, the first of which might be the lack of an electrum piece column. There isn’t one, as our game uses only copper, silver, and gold as standard coins, with platinum also available. It’s not that electrum pieces don’t exist, but they aren’t considered standard enough to include in a standard treasure table.
The next thing that probably jumps out is the fact that the lair treasures are listed in hundreds of coins instead of thousands. This is partly because I’m a stingy DM but mostly because our game, which uses a version of the Roll to Advance experience system, doesn’t need piles of treasure in order to get characters the XP they need to advance in level. Experience is gained by adventuring (period) and the treasure recovered while doing so does not have a meta-game value. Also, it should be noted that equipment prices are (mostly) unchanged, so that 10gp sword is a noticeable investment and each copper is worth stooping to pick up. No more leaving the ogre treasure behind because “it’s only silver.” We also adjusted the value of gems and jewelry down significantly.
I’ll admit that we don’t have a lot of play in with this, so it probably needs a bit of adjusting.
Finally, we’ve adjusted all of the d% rolls into d20 rolls and the number of magic items has been changed to a die roll instead of a fixed number. Though some adjustment of probabilities and quantities was done, overall I think the results are fairly similar to the original.
So, while it has a number of major changes that make it stand apart from the standard treasure tables, it isn’t unrecognizable and it isn’t impossible to use. In fact, by simply multiplying the coin totals by ten and using a standard table for gem and jewelry values, it could be used as-is.