Showing posts with label classes. Show all posts
Showing posts with label classes. Show all posts

Saturday, July 2, 2011

Meekrob the Multi-Talented

I'm not currently running Labyrinth Lord. In fact, I'm not currently running anything at all (though it looks like I'm going to be playing Pathfinder soon). OSR kids like to say that houseruling old school games before you even play them is usually a bad idea.

Too bad. I just spent several hours writing house rules for my as-yet unstarted Labyrinth Lord campaign, formerly known as Cosk but recently renamed "The Bladed Earth" when I started working on the wiki I mentioned a while back.

Specifically, they're multiclassing rules. Oh yeah. A lot of people hate multiclassing. I go back and forth on the idea, but I have to admit that in my youth I made plenty of multiclassed characters. (I also usually gave them goofy thematic names like "Jaxxus Two-Fisted". I think the example multiclassed character in the AD&D 2nd edition Player's Handbook had a name like that. I blame Zeb Cook.)

Anyway, a thread over at the New York Red Box forum got me thinking about multiclassing, so I started to write down the ideas I'd had when I started my wiki and before I ran out of steam. For the most part, it's all by-the-book Labyrinth Lord/Advanced Edition Companion multiclassing, which is not identical to the way it works in AD&D. My additions are heavily influenced (read: ganked unceremoniously, at least in part) from the AD&D 2nd edition-inspired-but-not-really-a-retroclone Myth & Magic RPG. My rules are slightly campaign-specific, but those bits are easily ignored, I think. They are also probably broken as all get out, which is why I'm posting them here. Tell me what needs fixing.

Multiclassing and Switching Classes

Multiclassing

Human characters may multiclass using the rules in the Advanced Edition Companion. Note that in The Bladed Earth, demi-human characters cannot multiclass.

Switching Classes

Human and demi-human characters also have the option of switching classes. To do this, a character must meet all the requirements of the new class and must declare the intention to switch classes when reaching a new level of experience. At that point, the character does not progress in the original class - he is regarded as being "in training" for the new class. The character must still accrue enough XP to reach the next level in its original class, at which time he begins the new class at 1st level, gaining all the advantages of the new class.

For example, Farkas, a human fighter, accrues 8,125 XP, which would make him 4th level in that class. Instead of advancing to 4th level in the fighter class, his player announces that Farkas will switch his class to magic-user. He remains a 3rd level fighter (with all the abilities of such) until he reaches 16,251 XP. At that point, he becomes a 1st level magic-user, adding that class' advantages to his fighter abilities.

As when multiclassing, the saving throws and attack values of a character that switches classes are equal to the best values available for all of the character's classes. Likewise, the notes on conflicting abilities from the Advanced Edition Companion's multiclassing rules apply to characters that switch classes.

A character cannot go back to advancing in a previous class after switching classes.

Demi-human characters cannot switch classes until reaching the maximum level available to them in their current class. (For training purposes, assume that race-classes, such as "elf", reach the next level at half again as much XP as it took to reach their maximum level.)

For example, Goldfinch, whose class is elf, accrues 600,001 XP and reaches 9th level, the maximum for that race-class. He would have to train until he reached 900,001 XP to switch classes.

Demi-human characters cannot switch to classes forbidden to their race.

In all cases of multiclassing and switching classes, the Labyrinth Lord has final say on which class combinations are allowed.

Friday, September 3, 2010

The Guy What Uses Magic

I hit the same stumbling block every time I start making a setting for D&D. I map the place out, I come up with a basic idea of what the theme is, a vague idea of history, religion, culture, and all that good stuff. Then I start thinking about magic.

This probably won't endear me to the OSR community, but I kinda hate D&D magic.

All right, "hate" is a strong word, but I've played a lot of fantasy role-playing games, and I'm not exaggerating when I say I liked the magic systems in every single one of those games better than D&D's. This is the reason why practically every D&D setting that I think up gets moved to a different RPG when it really starts to take shape: the assumptions inherent in the D&D magic system rankle me. (My idiosyncratic Freed Lands setting, which will probably never see any actual play at a game table, was originally intended for Castles & Crusades. But now that it's taken the weird shape that it has, it would hypothetically use BRP or RuneQuest II.)

Anyway, I'm resisting that urge this time around. I'm not going to rip out the so-called "Vancian" spellcasting system for this one - frankly, it's just too much trouble, and I'm intentionally trying to make something that's recognizably D&D. Cosk is set up for a relatively traditional old-school adventuring model, so I want to keep the races and classes recognizable, for the most part. (No trisexual lizard people or egg-laying naked mole rat dwarves this time around.)

Still, even after I make my peace with Vancian magic, I still have beef with another weird idea D&D introduced. I'm talking about the cleric/magic-user split.

Accounts from people who played with Dave Arneson when D&D was in its nascency say the cleric wasn't one of the initial character types. The class was introduced when somebody wanted to make a character who could take down a vampire PC who had been causing a lot of trouble. Beyond the interesting fact that player vs. player infighting wasn't frowned upon, I'm intrigued by the idea of how the game worked before this Van Helsing character class was introduced. Was there magical healing at all? Resurrection spells? Turning the undead? Man, the undead must have been scary as hell without the cleric's turning ability.

At some fundamental level, I don't get the cleric. Apparently, sometime between its introduction at Arneson's table and the publishing of the original Dungeons & Dragons game, the class morphed from its Peter Cushing undead hunter roots into some weird, heavily armored, spellcasting healer-guy that can only use blunt weapons. I know the edged weapon prohibition was based on some historical individual whose name slips my mind, but D&D's cleric isn't exactly a strong fantasy archetype, at least at the time it was published. It's certainly become one thanks to the game's wide-ranging influence on the genre, but that's beside the point. (I can't help but wonder what would have happened if it was the vampire class and not the cleric that made it into the little brown books.)

I'll cut to the chase. The idea's pretty simple: I'm considering taking the cleric spells, giving them all to the magic-user, and dumping the cleric class entirely. (Since I'm using the Advanced Edition Companion for Labyrinth Lord, people who really, really want to make a crusading warrior-priest can make a paladin.) There's something appealing to taking the magic-user - the class that would later become known as the wizard - and giving him all of the magic, making its name more accurate in the process. The magic-user would be the character class that uses magic.

Given some of the truly crazy stuff the magic-user as written can already do, I can't imagine that letting them heal people is going to break the game, mechanically or thematically. I don't want to be rash, though. Despite years of playing D&D on and off, I'm far from an expert on the minutia of all those spells. I'll admit that I have no idea how this would actually work in play, but I'm sure I'm not the first to think of this. (In fact, I think James Maliszewski has discussed trying this very idea, but I'm not sure if he ever has, as I know he's not as big a fan of sweeping rules changes as I am.) So, if anybody out there has tried this, or something similar, how did it work out?

(And since I am using the Advanced Edition Companion, what do I do with the illusionist and druid spells? Give them to the magic-user too? And how would this affect the elf class? Hmm.)