I'm thinking about when I run Lodoss again. I Fanslated the Companion Rules a while back, and ran the players through eight or so adventures. Now I'm eying translating a scenario book which has scenarios from both the past and present. I want to introduce a few houserules while I'm thinking about it.
Lodoss time trippin campaign
PCs will start 40 years in the past, right when the age of the six heroes was getting started. Eventually, they will play the descendants of the survivors of the first part of the campaign. The Descendants will adventure in the Record of Lodoss War era.
PCs will not know their HP or MP totals nor their current score. When they take damage to these, they don’t know how much it is. As HP and MP are abstract, the GM only has to give a few hints.
PCs can attempt a concentration check any number of times per day, but it will cost them 1d6 MP damage each time. Level plays no part in how many concentration checks you get.
The GM does a lot of work, and will need to have a sheet of paper ready to record everyone’s FS, DE, and soak. The players can roll d100s, but the GM just needs their shit together so that they can just look and see if the PCs do the things they need to.
All those spells that lasted 10 rounds before? They can go any number of rounds now, but each round beyond the first will cost you an MP. Decide whether or not to pay when your team’s initiative comes.