OK, I have been monkeying around trying to find my sweet spot between DnD and ICRPG for a bit and have been running some sessions with friends. I think I basically got it dialed in and wanted to share with those that may be interested.
- I got rid the 5E proficiency bonus and just use ICRPG target numbers with HARD/EASY modifiers.
- Skills basically went away. Some archetypes just get to make certain things EASY (like rangers and rogues - the specialists).
- Kept ICRPG d12 for crit.
- Mostly no multiple attacks, bonus actions, reactions, etc. Everyone just does 1 thing by and large.
- I use the spell roll system for mages and clerics but I don’t have them spend HP. When they roll their spell, they also roll a d12 for effect. I narratively dial back the effect unless they roll real high and crit. Mostly, the spell works at like 60% effectiveness or so. If they roll a one on the spell roll, the spell backfires. In the end, its not that OP.
- To limit infini-healing slightly, Clerics get DCC disapproval when they fail a check (increasing the crit fail range).
- I lower Hit Die one step and use them for both weapon damage and the ICRPG death countdown roll. Makes the character real clean. Makes it so some classes do a bit more damage with weapons, etc. I also made Hit Die the only real resource PCs have to track and it has different uses by class.
- Hit Points get capped at level 3. Players only ever get 3 HD at most.
- I use simplified/modified ICRPG weapon tags to differentiate weapons.
- I mostly eliminated finicky modifiers.
Not bad for 9 pages. It plays really smooth and new players don’t get lost or anything.
Here it is for the curious:
Ogres & Oubliettes
Also, here is my final character sheet for my ICRPG/DnD hybrid. Once again, art all from great Hankerin sources, so credit him for that. LINK
I forgot to add:
Monster HP are very low to start. A goblin is basically a minion with like 1 HP, bandits or a standard orc might have 5. Everything else moves up in increments of 5. Tough solo monsters match up with ICRPG. Monster damage is toned down. A goblin might do 1d6 (no +2) for example.
Also, as far as high level spells, just reduce the damage mostly. Fireball is probably as damaging as it should get at about 4d6. So, rolling a 8 or so on the spell effect die (a d12) and figuring on a 4d6 bell curve, would mean maybe 12 or so AoE damage on a failed save. If they roll high, a few more points, if they crit, a few more plus an effect of something (or make the save HARD). Very narrative. Also, like ICRPG, have level 3+ spells have very dire consequences on Mercurial Failure.