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