Thursday, December 29, 2011
Wednesday, November 30, 2011
Rescuing a Rob Conley Comment from Obscurity
The Chainmail tables are meant to capture the penetration difference. The assumption was if the blow manages to penetrate it is going to kill the individual. Consider each blow in chainmail to do 1 pt of damage and normal men have 1 hp.
OD&D changes this so that damage is now a 1d6 and normal men start off with 1d6 hit points. This is to represent the variability of people and the vagaries of combat.
(Waxing Gygas me thinks)
Then in Greyhawk come the realization that some weapons are better able to hurt people if they hit. The force behind the two-handed sword is way more than a one-hander. The different types of trauma, (slash, stab, blunt) are just arbitrarily factored in.
Later on as RPGs grew more complex some start making the distinction. (GURPS, Rolemaster, Harnmaster, etc).
Separate but parallel is the need to fold in all the non-armor modifiers particularly for monsters. In the beginning AC was a straight forward representation of armor types but became divorced from the under lying armor system to become a scale measuring how are things are to hit. D20 take this to it's logical conclusions' giving armor a modifier
This whole disconnect is why in AD&D the weapon vs AC says to look at what the guy is wearing not his numerical AC.
If you want to use modifiers versus AC and not violate IP what you should do is return the chainmail roots and just list the modifiers for each weapons and include any notes for particular monsters.
You can derive the values from the chainmail table. For example (note I don't have chainmail in front of me so I making stuff up)
Longsword
+3 vs no armor
+2 vs leather
+1 vs chain
+0 vs plate
-2 vs Dragons
+1 vs Chimeras
+1 vs Trolls
+2 vs Purple Worms
You can get as complex or simple as you want as well as avoiding IP problems.
Wednesday, November 23, 2011
Motivations from OSRIC
A fundamental, driving assumption of OSRIC-compatible games is that the player characters are, at least partially, motivated by a desire (or need) for wealth. This need not necessarily be for reasons of greed; a cleric or paladin character, for example, could be driven to acquire money to donate to the poor, or to enable his or her superiors to construct a new church.This has been expressed elsewhere (and by myself), but never as concisely!
Wednesday, November 16, 2011
Melee - Are we doing it wrong?
Thursday, November 10, 2011
Words of Wisdom on D&D Economies
There is no question that the prices and costs of the game are based on inflationary economy, one where a sudden influx of silver and gold has driven everything well beyond its normal value. The reasoning behind this is simple. An active campaign will most certainly bring a steady flow of wealth into a base area, as adventurers come from successful trips into dungeon and wilderness. If the economy of the area is one which more accurately reflects that of medieval England, let us say, where coppers and silver coins are usual and a gold piece remarkable, such an influx of new money, even in copper and silver, would cause an inflationary spiral. This would necessitate you adjusting costs accordingly and then upping dungeon treasures somewhat to keep pace. If a near-maximum is assumed, then the economics of the area can remain relatively constant, and the DM will have to adjust costs only for things in demand or short supply - weapons, oil, holy water, men-at-arms, whatever.
Monday, October 24, 2011
Spell Components Revisited
Wednesday, September 28, 2011
A worthy quote
Once you look closely, you come to understand that with all the bells and whistles intact, AD&D1e is a game of remarkable cohesion and subtlety. You can encounter some crazy things, but encounter reactions determine whether you’ll step right in to a fight. Charisma is an extraordinarily powerful ability score because it influences henchman and hireling numbers and loyalty. Weapon vs. AC adjustments justify the large weapon table. So do the special abilities of certain weapons. It’s not a perfect game, but it’s not just a bunch of crazy shit hacked together in the way even supporters claim. It sure seemed that way to me when I was a teenager, but I played it in an impatient, edited form. It looks to me that this half-game is the AD&D OSRIC emulates.Source.
Sunday, September 18, 2011
Hireling Ideas Induced by Allergy Drugs
The character will start out with a number of hirelings already in their employee equal to his Charisma bonus, with their first month of wages paid. Equipment must still be provided, but these hirelings are considered generally loyal and happy in their position. Future wages will be paid as normal. Characters with a negative Charisma modifier must pay d10 times their modifier in monthly wages as a signing bonus before any hireling will agree to serve such an odious employer.
Example: a hireling with a monthly wage of 3GP, must be paid a signing bonus of 6GP to be employed by a character with a Charisma of 5 (meaning a -2 modifier).
Friday, September 16, 2011
The Start of a new Sandbox: The City of Yrem
I'm starting a new sandbox game, using a draft form of the Tactical Situation Rules. The setting I'm making up as we go along. Rather than a megadungeon, the tent-pole is a ruined city, cribbed from many sources:
The city of Yrem sits on the border of the Great Northern Empire's Stillmarsh province, upon a rocky ridge amongst the swampy forest that dominates the region. Generic fantasy history, blah blah blah.
Long a favorite of scholars for it's isolation and quiet, it gradually grew as a hub for experimentation and research by the Imperial Guild of Magicians. Unbeknownst to most of the guild, a faction under the control of Xagnus the Animated had begun capturing demons in ritual vaults beneath the city. During a heated argument with his assistant Ambrosia, one of the demons was freed, who in turned freed the rest. Chaos and slaughter ensued.
As his final act at the cost of his life, Xagnus funneled his power and soul into a magical stasis field containing the demons and city within.
Last winter - 500 years after it's creation - the stasis field fell. With the spring thaw, imps and winged beasts harassed nearby villages and towns. Factions from across the provinces (and beyond) began exploration of the city's edge.
Tuesday, September 6, 2011
The Paladin Rules
- Required Attributes: Strength 12, Wisdom 12, Charisma 15
- Allowed Armor: Any
- Allowed Weapons: Any
- Melee Attack Bonus: Current Level
- Ranged Attack Bonus: 1/2 Level
- Defenses:+2 Spirit Defense
- Initial Hit Point Roll: d10
- Initial Combat Proficiencies: 3
- Initial Class Skills: Diplomacy, Religion, plus an additional bonus skill
- Hit Points Gained Levels 2-10: d10
- Hit Points Gained Levels 11+: 3
- Combat Proficiencies Gained: Levels 3,6,9,12,15,18
- Attacks: L1-6 1/round, L6-12 2/round, L13 & up 3/round
- Class Abilities: Detect Evil, Aura of Protection, Lay on Hands, Rituals, Spell Casting, Stronghold Creation: Temple
Monday, September 5, 2011
Reading 'The Secret Fire' and Some Sunday Links
Wednesday, August 24, 2011
(Old Rules for) Rituals
Rituals
Table A1 | Cost Multiplier | Available? | Amount Found | Test Frequency | Time to Find |
Village | 90% | 40% - 10%/level | 1d4 | Monthly | One hour |
Town | Normal | 55% - 5%/level | 1d6 | Weekly | One hour/level |
City | Normal | 100% - 5%/level | 2d6 | Weekly | One hour/level |
Guild | 125% | 100% - 2%/level | 3d6 | Weekly | One hour |
Wilderness | 10% | 25% - 2%/level | 1 | Weekly | One Week |
Wednesday, August 17, 2011
Quick and Dirty Skills
- Regular Tasks: D20 + Skill bonus vs 10 (like an unarmored guy of AC10)
- Challenging Tasks: D20 + Skill bonus vs 15
- Hard Tasks: D20 + Skill bonus vs 20 (like hitting someone with platemail and a magic shield)
- Impossible Tasks: D20 + Skill bonus vs 25
- Class skills: Equal to your level. You class provides one of more class skills. You never spend points on these. The skill bonus is always equal to your level.
- Secondary skills: Start at 3, requires a skill point to increase. These are minor skills from your past or upbringing. Roll on the DMG table, choose Education or a Tradecraft. You can only increase them by spending skill points.
- Other skills: Start at 0, requires a skill point to increase. Everything is an "other" skill. You spend a skill point to gain a increase their bonus. The skill bonus can not be higher than your level.
Wednesday, August 3, 2011
The Purpose of Mapping...
Tuesday, July 26, 2011
Random Thoughts and Links
Monday, July 18, 2011
Cantraps, not Cantrips
Thursday, July 7, 2011
Weapon vs Armor, Revised
Friday, June 24, 2011
Saving Throws: An End to the Madness
Much like Dave Arneson and Swords & Wizardry, I have become a fan of the single saving throw progression. People have charted the AD&D saves and there's a pattern to them that roughly goes from 15 to 7. Some classes are better, some are worse. When someone pointed out that the Rod/Staves/Wands saves for all classes is 1 better than their spells saves, it clicked. We might as well remove the column from the chart and convert it to a bonus. Why not do that with all of the saves?
Let's start at 15 for everyone at 1st level, and drop by one each level until the target is 5. I suppose there's math to make this work as an ascending bonus, but let's get the math right first. Next up, modifiers:
- Poison: Dwarves get a bonus, perhaps based on Constitution like in AD&D. For now let's make it +3.
- Death Magic: This includes negative energy attacks. Clerics get +3 due to their link with the higher and lower planes.
- Petrification, Polymorph: This is pretty much the same for everyone in AD&D, so no class bonus. Perhaps Constitution as a tip of the hat to System Shock checks.
- Rod, Staff, Wand: We'll say all magical items effects give you +1 to the save. Maybe we note this with some of the items (Wand of Fireballs), but not others (a bonus to saves versus the Staff of the Magi - I think not!)
- Breath Weapons: Breath Weapons are nasty. In AD&D, this is the hardest save at 1st level and the hardest at 17+ for most classes. We'll include this as necessary on the specific monster. Is a hell hound attack as hard to avoid as an ancient red dragon?
- Spells: +3 for Magic-Users, +3 for Dwarves, +2 for Hobbits... err Halflings.
Modifiers for Special Cases:
- Charm and Illusion effects: Give the Wisdom attribute bonus (for TSR, I've standardized this like BEX D&D)
- Dodge-able effects: This is a DM's call as to when it applies. Perhaps give Thieves a +2 on save for dodge-able effects (lightning bolts, wands, etc). Perhaps give everyone their Dexterity Adjustment. Like the Defensive Adjustment in AD&D, this works better when it's not applied across the board.
What else should be included?
Friday, June 17, 2011
Love/Hate the Ranger
* Using armor as a mix of AD&D weapon proficiency slots with the armor categories 3rd and 4th edition. Fighters are proficient in all armor, but Rangers need to spend slots to get access.
Wednesday, June 15, 2011
Training for New Levels
- Upon gaining sufficient XP for a new level, the character can "immediately" roll for new hit points.
- All other class abilities and improvements require training.
- Training takes one week of time, regardless of level.
- The "Trainer" must be at least one level higher than the character he/she is training.
- Upon reaching "Name Level", the character must spend the same amount of time and money, but does not need a trainer.
- Training costs [Current Level x 1000 GP]. Loans can be made, and *some* trainers will accept goods or services in lieu of coins.
- Magic-users and Illusionists automatically gain one new spell upon completing training. This can be of any level they can cast, does not require a Spell Learning Test, does not require a fee to scribe into the spellbook, BUT must be from the Player's Handbook.
Tuesday, June 14, 2011
Notes from Aria
* Traditional AD&D "leather armor" is cuirbouille, or leather boiled in oil. It shares the same etymology as the 'cuirass'.
* Aria uses an "encumbrance multiplier" to translate weight into D&D style encumbrance. The boxspring for my bed has a low weight, but high encumbrance multiplier; a sack of ball bearings is the opposite.
* Included in the armor chart for each type is it's "fit tolerance", representing how much physical variation one can have and still wear a given suit of armor. Plate has a low fit tolerance (as Sigurd knows!) and Ring Mail is among the highest. Interestingly, leather armor (cuirbouille) also has a low fit tolerance, since the boiling treatment makes it rigid. Aria, in all it's detail-loving glory, has scores for height, frame, and physique that tie into the fit tolerance: Conan probably won't be fitting into a suit of Plate armor made for Arwen any more than Sigurd would.
* Weapons have both a reach and speed score. Gary would be proud! Each weapon type lists its attack modes: maces "crush", hand axes "chop", knives "stab" and "slash". Many weapons have multiple attack modes. Armors are rated in their defense versus each mode (crush/chop/slash/thrust, etc).
Quote from (Original) D&D
Monday, June 13, 2011
Vecna = Vance
There must be a good way to work this into D&D.
Sunday, June 12, 2011
Initiative
"Round-by-round initiative was key to the whole combat action system though. Everyone declared their actions, THEN initiative happened. That injected a whole element of uncertainty into the game. Did you plan to boldly advance towards the altar or hang back near the door where you could restrict the enemy? If you decided to advance and the other side got the initiative you could end up in a heap of trouble, but hanging back could seriously hamper your ability to achieve some goal or other. Switches of init between the two sides also promoted the possibility of sudden reversals of fortune and gave combat an uncertain and rather chaotic caste. And of course the whole thing raised heck with magic users, especially if they were planning on using any of the longer casting time high level spells."
Sunday, March 6, 2011
Dungeon Ideas from Rpg.net
* Libraries
* Lunatic asylums, hospitals and sanitoria
* Prisons
* Fortresses, military installations, docks, hangars
* Places to keep very, very valuable things - Like museums
* Opera houses
* Gigantic war-machines
* A siege-world/land where vast fortifications, earthworks and trenches cover the area where an Iliad-style generational siege once took place, now abandoned and infested with fell creatures.
* City sprawl submerged in flood and fire; current city sits on top ( in places ) two to three diff levels of ancient buildings. 2,000 year old aquaducts still run, cutting and weaving through a plan centuries old. Would be very easy to envision flooded submrged aquaducts pushing out debris and dirt in such an environ, clearing out blocks of ancient ruined city through abandoned sewers. A perfect home for cultists and what ever evils they summoned, deep beneath the city above?
* Crashed/Sunked Ship
* A previous civilization's holdfast/retreats, built in anticipation of an apocalyptic invasion of monsters/demons
* The catacombs of Paris, before they were turned into giant ossuaries, were limestone quarries - the stone that was used to build parts of Paris was quarried far beneath its foundations.
Wednesday, February 9, 2011
(Old Rules for) Rotes
Rotes can be cast without preparation or prayer. They still expend the requisite energy of a prepared spell of the same level. If call spells of that level have been cast, the practitioner has no energy left to cast the rote. Note that rotes require the same casting time, somatic and material components, or any other requirement of a normal spell, except for the lack of preparation.
Example: Amrikol is a 3rd level magician. He therefore knows all the First and Second level rote spells. While exploring a dungeon, Amrikol and his companions run out of torches. He can cast the 1st level Rote spell "Light" by sacrificing the Sleep spell he prepared that morning. He has already cast his single prepared 2nd level spell, so he could not have cast a 2nd level Rote.
Sample 1st Level Magician Rotes: Affect Normal Fires, Detect Magic, Light, Mending, Protection from Evil, Read Magic, Shield, Ventriloquism
Sunday, February 6, 2011
The Function of Saving Throws
1E save categories are a combination of the SOURCE of the effect being saved against and the effect itself, then it looks at your class to determine what your chances to avoid/mitigate those effects are. Rate of improvement in any given category for a class tends to be a jumpy and irregular. Adjustments to saves are very few. 3E doesn't care what the source is - it looks only at the end effect, then it assigns all effects into one of three categories. There are only two rates at which those categories can then improve, good and poor. All classes have one good save, one poor save, and then one which will either be one or the other of those. At low levels your governing STAT will be the biggest factor in determining your chances of successfully saving in those three categories, and only at mid-higher levels will your class be the bigger factor. Other adjustments to saves from protective spells, items, Caster level/spell level of the source, and specific class features are numerous and outweigh both stat and general weighting due to class.
1E is actually simpler, has few adjustments (look up the number and roll), but it's also irregular in progression and generally idiosyncratic/not-very-intuitive. 3E, though it uses fewer categories and is superficially more intuitive, is actually deeply more complicated and rather strongly de-emphasizes class as the determining factor of success in favor of ability scores, items, and a wide variety of adjustments.
Key to understanding saving throws in D&D is understanding their origin of the save in wargaming. The effect being saved against is first and foremost looked upon as a foregone conclusion. Explosion goes off next to you - you're dead. Dragon breathes on you - you WILL take X damage. Spell is cast upon you - the effect WILL manifest. For spells, it doesn't even matter what the level of the caster is or what the level of the SPELL is. The chance to save is based on the victims class and the type of effect. The saving throw is then granted as a last-ditch attempt to either reduce the severity of the effect or perhaps just avoid it altogether. AD&D says, "The precise reasons why your save is set at the level it is aren't even all that important since it's all about what class your character is." 3E looked at things rather differently. The effect being saved against is NOT really a foregone conclusion. The whole process is a much more fiddly determination of success in a direct contest between caster or item and the target. Caster level/spell level sets the initial chance of success, THEN it's adjusted a zillion ways by the category of the final effect, the class of PC, his defensive spells, skills, items, circumstance bonuses, etc. etc., yada, yada, yada.