Showing posts with label BX. Show all posts
Showing posts with label BX. Show all posts

Wednesday, February 14, 2024

Price Discrepancies

I'm continuing to work on the GM Guide for TS&R. I'm at the Dominion Management section now. I've never really come up against the prices for stronghold construction in the Expert Set/Rules Cyclopedia before, but while putting my version together (including some Asian style architecture and a few other things that I thought should be added), I checked out both the 1E DMG and the 2E Stronghold guide (one of the splatbooks...which I could only find in a fan-edited OCR version, not a scanned original PDF) and there are some big differences! 

The BX/BECMI prices are generally a lot higher for most buildings compared to 1E. 2E goes a bit overboard IMO with a whole formula to calculate the type of terrain, climate, vegetation, available materials and workforce. So instead of a simple price list, there's a (badly formatted in the version of the book I found) table with lots of numbers that seem all over the place. It may be a list of prices for the example castle they present. It doesn't seem very usable to me. Maybe if I had the original version with proper formatting, it would make more sense. 

Anyway, this leaves me with BECMI and 1E for my sources (and I suppose I could look at 3E+...but nah). 

For the construction costs, I stuck to the numbers I know. It's more expensive, but castles and other strongholds should NOT be cheap. 

However...in addition to structure costs, the Companion Set (and RC) have a list of monthly wages for various retainers and officials for your stronghold and the domain at large. Some of these seem very overly priced to me these days, and others are comically underpriced. Really, the Seneschal of the castle, the most important person you can hire, only gets Mercenary pay rates? Assuming it's a human knight (heavy horse), you only need to pay 20gp per month for this official. Meanwhile, the guard captain gets 4000gp per month. Say what? 

1E doesn't actually provide listings for these sorts of officials, from what I've found so far. Maybe it's in a sourcebook I haven't looked at, or a Dragon Magazine article somewhere (I don't have the archive...maybe I should track that down). So I had to just adjust the numbers to something I thought was more fitting. Every official I list is given a price to hire them, and most have had significant reductions from the Companion Set numbers. 

When we were kids, first making our own strongholds, our PCs were already pretty wealthy for their levels (my cousin Ben was a bit of a Monty Haul DM when he ran games), so paying the prices in the book for the various retainers didn't seem so bad. Besides, as we got up into the high teens and low twenties in level, we had copious amounts of treasure even without Ben giving out generous amounts. 

But if, going by the rules, a PC were to start a domain in a Wilderness or Borderland territory, it would take them a long time to build up the funds just from the domain income to hire many of these positions, so the money would have to come from adventuring spoils (as we did as kids). And going by the rates of treasure going to my group these days, by the time they reach Name Level, they will be spending most of their money on the strongholds, not leaving much for staff. So I feel fairly justified in reducing the staff costs. I may want to reconsider the construction costs as well... We'll see.

Thursday, April 27, 2023

Choosing Your Ruleset as Difficulty Level

This is an idea that's been knocking around in my head for a while, but playing some emulated games with Steven (my 8 year old) this evening* reminded me about it. 

Video games used to have difficulty levels that you could choose before you started the game. I'm sure there are still a few games that use them, but one reason I don't play a lot of video games anymore is that they seem to be designed to either give you "an experience" or else they want you to subscribe/pay lots of microtransactions, so either they are too easy (experience or subscription) or too hard (microtransactions), with no choice. But back in the day, we had this.


So, here are my very subjective and probably wrong estimations of which version of D&D is at which difficulty level. This assumes a few things. One, it's difficulty for the players to play the game, not for the DM to run the game. Two, it assumes you're running things more or less by the book, at least as far as assumptions for things like encounters, healing, goals of play, and the like are concerned. If you play 4E in an "old school style" then that's outside of what I'm talking about here. I'm considering a group that plays 4E (or whatever edition) as the designers intended it to be played. Three, let's leave supplements out of the equation for now, they just complicate things. So no Skills & Powers, no Greyhawk/Blackmoor, no Unearthed Arcana, no Tasha's Cauldron of Everything. Just the core rule books.

And I'll reiterate -- this is just my feeling about it. Feel free to tell me how wrong I am down in the comments. But the next time you start up a campaign, consider selecting the rule set that fits the challenge level you wish to give the players.

 I'm Too Young to Die (Very Easy Mode)

4th Edition D&D This is about as easy as it gets for the players. It's designed so that you would have to go out of your way to create a "suboptimal" character. The play assumptions are two to three easy fights then a tougher but still winnable "boss" fight as an adventure. Magic items are fairly easy to acquire, and you're not expected to have to do much more than ride the railroad from set piece battle to set piece battle, with a few "skill challenges" here and there to spice things up.

5th Edition D&D A bit more challenging than 4E, but still a lot easier than most other editions. It's possible to create a suboptimal character, but the rules tend to be a bit more forgiving with character creation. Advancement is very fast at low levels. Healing is ridiculously easy. And again, the adventures seem to be mostly an assumption of a few easy fights leading up to the boss battle. If players just go along and make sure to rest often, and the DM only places recommended encounter difficulties, it's not too hard at all.

Hey, Not Too Rough (Easy Mode)

2nd Edition AD&D The rules and systems for play, including character creation and character advancement, can lead to challenges for the players. You might get stuck with a suboptimal character through dice rolls as much as through character choice. But, the big mitigating factor of this edition is the design goal that players play "heroes" and go on epic narrative adventures. So while death is very much possible from the way the rules are written, the DM advice suggests that this be mulliganed or nerfed to serve the ends of the story. 

 Hurt Me Plenty (Normal Mode)

BX or BECMI D&D  I'm lumping these two together because while BECMI incorporates a lot more complexity of play at the high levels (not to mention Immortals level play being a completely different and more challenging game), at the earliest levels, play is pretty much the same in them. Character creation by the book can be a challenge (roll 3d6 down the line), but ability score bonuses are more generous than in the AD&D line. There aren't many choices to make at character creation, either. Adventure design assumptions are that encounters are not balanced, and it's up to the players to know when to push on for more and when to quit. But there are also rules that make treasure pretty generous, which speeds up advancement if the characters do survive.

3rd Edition D&D This edition has a lot of the design assumptions of the later editions. Character creation is generous with abilities and ways to optimize the character, but the complexity of the "exception-based rules" design, with all the skill points and feat choices and whatnot make it more of a burden to play than other editions. The adventure design assumptions are not quite so forgiving, but still, healing is fairly easy to get, magic items are easily purchased, and it's pretty easy to get around the "save or die" type effects. If the rules weren't so complex and fiddly, this would be in an easier tier.

Ultra-Violence (Hard Mode)

Original D&D It all started here, and it wasn't easy! Characters were randomly generated and didn't have a lot of "powers" to rely on. Monster encounters can easily be with overpowering odds. There's an assumption of thinking your way through encounters, rather than just hacking and slashing. You're dead at 0 hit points, and healing is not easy to come by. The incompleteness of the rules (remember, this is assuming the base rules only, not the supplements) may also up the difficulty a bit, as the DM will need to make a lot of guesses as to what's an appropriate challenge, and players will have to have their wits about them to survive.

1st Edition AD&D This edition has a good mix of difficulty in character optimization (it's got generous die rolling for ability scores but stingy bonuses for high scores, race/class combo restrictions, ability score restrictions, level caps for demi-humans, etc.) and difficulty in adventure assumptions. Monsters are challenging. Tricks, traps, and whatnot are expected, and can really mess you up. Sure, there are lots of opportunities to find powerful magic items, but the most powerful have serious drawbacks. And the level of detail in the rules give the DM all sorts of ways to make things difficult or more challenging for the players.

Nightmare (Extra Hard Mode)

Holmes D&D Rolling 3d6 down the line for stats and rolling your hit points randomly and you can only go up to 3rd level, but the book expects you might run into all sorts of dragons, vampires, purple worms, and the like? Yeah, this is the most challenging version if you play it straight.


*We have a Super Console X, an Android TV box with EmuElec, Retroarch, and about 30 systems emulated, with thousands of games. Tonight, we played some Twisted Metal on PS1 and Gauntlet 4 Quest Mode on Sega Genesis.

Wednesday, March 10, 2021

Magic Item Distribution in BX/BECMI and expected progression of power

 I was musing on the fact that when we were young, playing D&D, some of the iconic magic items of the game seemed a lot more common than they do these days. Maybe it's because we were pre-teens/teens, fudging the treasure results to skew for more items. Maybe we were selecting the "cool" stuff instead of relying on random rolls when magic treasure popped up. But maybe it was an artifact of the way the game is structured in Basic-Expert-(Companion-Masters) play that is different from AD&D, RC, or any WotC edition. 

What am I talking about? Pull out your Basic Set book (Basic DM book if Mentzer) and open it to the magic item tables. What do you see? For each category of item, there are six to ten items that can result. And some, especially the Miscellaneous Items, are some nice finds: elven cloak and boots, bag of holding, gauntlets of ogre power, crystal ball, rope of climbing, helm of telepathy and medallion of ESP. Sure, there's also the bag of devouring. But a lot of those items are pretty nice finds, especially at low level. 

Similarly with rings, we get animal control, invisibility, protection +1, water walking, fire resistance, and the cursed ring of weakness. 

For Wands/Staves/Rods, we get wands of enemy detection (meh), magic detection (nice!), paralyzation (pretty good), staff of healing (YES!), snake staff (cool, but not so great in play), and rod of cancellation (really powerful). 

Potions and scrolls are consumables, but still, with only eight types of potion available, healing potions are a lot more common, in particular.

And then there are the magic weapons and armor, but that's not so different as you go up in power. Just the attendant special abilities can expand, and the plusses can go up. 

Anyway, rings, wand/staff/rod, and miscellaneous items are what got me thinking about this. When we were young, starting with only the Basic Set, this made these types of items much more common. There were multiple bags of holding, staves of healing, gauntlets of ogre power, rings of fire resistance and invisibility, etc. Going from 0 to 8000xp (more or less) with only these options meant lots of chances to find these particular magic items. And so these items were more common in the campaign. 

If you start with the expansive lists of AD&D or the RC, your chances of finding those gauntlets of ogre power to boost your Fighter's meager Strength, or the Elven Cloak to make your Thief sneak better, or the staff of healing to help the Cleric maintain everyone's hit points are a LOT lower. Even just the modest expansion of items from the Expert Set makes these items much less common. 

Of course, there's lots of other good stuff that can be found. Some better than the items here. But some not better (and I'm not talking about the cursed items even). 

You're not likely to roll up a Fighter with 18 Strength. If you're rolling down the line, no switches or point adjustments, you've got a 1 in 216 chance to get that +3 to hit/damage. Placing or switching scores, or dropping a score by 2 to increase PR by 1 obviously betters the odds. 

And the chance of rolling gauntlets of ogre power is 1 in 400. But, that's a 1 in 400 chance checked EVERY time there's a magic item in a treasure hoard. How many treasure hoards with magic items are there likely to be by the time a PC accumulates 8000xp? Quite a few. So maybe the odds aren't better than getting an 18 Str at char gen, but it seemed like good enough odds when we were young that you'd find a pair somewhere along the way. Again, my perception of this could be skewed because we were kids and didn't always follow the rules or stick to what was rolled. 

But I'd be interested to run a new campaign some time in the future, starting at 1st level, and only using the Basic tables for magic items until the party had at least two 4th level characters and see how it shakes out. I have a feeling at least one fighter will have the gauntlets, the thief will have elven boots or cloak or rope of climbing, the cleric will have a staff of healing, and the magic-user a wand of detect magic. The party will probably have a few nice rings as well. And that will make a difference in how encounters play out.

Tuesday, July 7, 2020

The Great Kobold Debate

Now that the orc alignment/racism thing seems to have blown over, time to move on to a more pressing question about D&D humanoids: Kobolds -- dog-men or mini dragon men?

Starting with Mentzer, I took the dog-like description as more telling than the hairless & scaly description (like I thought that meant they were mangy and diseased) but when later editions made them specifically little crappy dragonmen I didn't oppose it since it was an interesting twist. Anyway, here's the evolution of the kobold for the first 30 years or so. Feel free to chime in in the comments about how you view them.
In Chainmail, they're interchangeable with goblins, and no description given.

In OD&D, they're still just slightly weaker goblins.


Holmes goes with the folkloric description. Interestingly, they've got a save bonus to everything EXCEPT dragon breath.
In AD&D 1E, we get a lot of description, and for the first time they are described as hairless, scaly, and with small horns. The Sutherland illustrations have very dog-like faces, but the bodies are scaly (or wearing chain mail?)

Moldvay is the first time the kobold is described as dog-like. The Errol Otis illustration seems to support my 'diseased' assumption. Mentzer was the first set I owned, but I had seen BX before I got it. So maybe this picture colored my view?
Mentzer's text is nearly identical to Moldvay, but there is no illustration.


AD&D 2E of course gives us more information on kobolds than most people really need, although a lot of it is identical to the 1E information. The DiTerlizzi picture is definitely a hybrid dog-lizard here, which likely shaped their future development by WotC.
And in the Rules Cyclopedia, of course the text is again nearly identical to Mentzer, only adding in the note about spellcasters (from Mentzer's Masters Set).


And in 3E and forward, the kobold is finally specifically tagged as "reptilian" and given the draconic heritage. The heads are still described as dog-like, though.

The indie (and very fun) Kobolds Ate My Baby rejected the reptilian/draconic angle, and made them little furry nasties. I really appreciated that. I don't have a copy of that game to post, though.

Are they dog men? Mini dragon men? Something in-between? Or do you go to the folklore sources and make them evil little fae like redcaps? Something original?

Saturday, September 14, 2019

The Pendulum Swings Back

I've been using my house rules to Classic D&D for many years now. Call it a Franken-game, call it D&D Mine, call it a heartbreaker. It works for me. But I'm constantly tweaking it. Sometimes based on how the rules play, sometimes just based on my feelings.

Ever since I started this blog 10 years ago, I've been using additions to Classic D&D based on AD&D and WotC editions. Ever since Gamma World 4th Edition came out in the early 90's, I've been a fan of ascending AC. Yes, the math is the same. But there's one less step involved compared to descending AC. And I've been using it so long that if I use a module with descending AC, I'm instantly converting the number in my head to the ascending value.

It really does save time, as sometimes you know just based on the die roll that it's a hit before the math gets applied. So I don't think I'll ever move my house rules back to descending AC, even though sometimes the nostalgia of having an AC 2 or AC -1 makes me reconsider.

Recently, for fun and as a bit of an experiment, I did start a (play-by-post) game using the RAW. OK, there are still a few house rules. But just the classes from BX/BECMI, descending AC, all that. And it's been pretty fun. Of course, being PbP it's slow at times. If I'm busy, or the players are busy, we end up waiting around a long time for things to move forward. But the main thing is, I'm playing it mostly by the book. And the house rules I'm using are as follows:

Spell Progression -- not technically a house rule, but my printed edition of Mentzer has different spell progression for Magic-Users, and Elves than the PDF version or the RC (print or PDF). So I'm using the version in the printed book I have, which give more low level spells earlier. And for Clerics, I'm using the BX spell progression. This gives more high level spells earlier, but limits them to 5th level spells.

Fighters (but not Dwarves, Elves or Halflings) get the AD&D ability of one attack per level against 1HD or weaker creatures.

Thieves use the BX advancement table for their abilities, which again is a bit more generous than BECMI.

And that's it. That's the extent of my house rules. Nothing is actually made up or cribbed from an outside source, it's just taking a few pieces of other old school TSR versions of the game. And as I said above, it's been fun.

So now I'm looking at the Gothic abbey that is my house rules document that I've been tinkering with for over a decade now. At the moment:

9 Races: Human, Dwarf, Elf, Halfling, Gnome, Half-Elf, Half-Orc, Dragonborn, Changeling

12 Classes, divided into the 4 main classes and 2 subclasses each: Cleric [Cavalier, Druid], Fighter [Berserker, Ranger], Magic-User [Bard, Illusionist], Thief [Acrobat, Assassin].

And yes, there's a chart with what races can be what class, and what level they can rise to in each class. And each race has a list of allowed multiclass options.

Humans can dual class as in AD&D. I also gave them a perk where each level above 1st they roll twice for hit points and take the better result.

I won't go into all the minutia of the other races and classes here. But Fighters  have a list of combat styles and they get one at 1st level and more as they level up, plus the BECMI high level combat options when they get to 9th level. So they're not the simplest class to play any more.

For spells, Bard spells are all pulled from the Cleric or Magic-User lists. Druid spells are mostly as in BECMI (most Cleric spells plus a few special unique spells), although I think I added in a few of the unique spells from AD&D as well. Illusionists have  simplified lists based on the AD&D spell lists. Cavaliers just use Cleric spells [didn't call them paladins because they're not forced to be lawful only].

For gear, I've slightly expanded the weapon list from BECMI. And I added some general equipment from other editions of the game. Nothing too noteworthy. Except for one thing. I added large shields that grant a +2 to AC instead of a +1. But since I'm using old school modules for a lot of my West Marches adventure locations (and my monsters & treasure house rule document was made before I added the large shields) all of the magic shields found so far or placed so far (2 found, a few more placed) in West Marches aren't tagged for size. So I'm defaulting to small. And players are wondering why they would give up a normal large shield for a magical small shield +1. Good question.

So even though I think large shields deserve to be in the game, and shields really deserve more than a +1 to AC, the way the game has been designed I'm seeing some small problems with this addition. I think I'll do away with it in my next revision.

And all that blather brings me to my point. I'm having fun with my heavily house-ruled game. I'm having fun with my barely house-ruled game. And I'm feeling like it's time to simplify. Go back to Race-As-Class. Get rid of the extra classes and races. Reduce the amount of pondering players do when they roll up a new character (having just come off a TPK, I realized how much faster it would have been to get everyone up and rolling again if it had just been the seven classes of BX/BECMI to choose from).

But if I pull another switch like that on the West Marches, I don't think it will go over so well. So I'll probably just save the simplification for the next campaign. 

Sunday, March 31, 2019

Tall Tales RPG - A Review

Tall Tales: Wild West B/X Fantasy Adventure Game by Mark A. Hunt is currently available in ebook (pdf) format from DriveThruRPG for $8. I'm not affiliated with Mark, don't get a dime for this review, or if you click on the link.

Tall Tales is, as you can guess from the full title and cover, an RPG set in the Wild West using the basic mechanics of the BX edition of D&D. The pdf is 96 pages, but it's in digest size and single-column layout, which makes it convenient for viewing on a tablet, I'd guess (haven't checked mine on my tablet yet). It's illustrated in color, using plenty of paintings found in the public domain, including several full-page illustrations.

The game covers character generation, has six character classes (plus a pay-what-you-want supplement with three more classes is available), money & equipment, rules for running the game in and out of combat, animal and human opponents, a section on XP/rewards/treasure, and a lot of novel little touches that fit the setting and mood of a Western. There's an appendix of suggested readings, mostly historical from the looks of it. There is also a character sheet (reminiscent of the classic BX/BECMI sheet) both on the final pages and as a separate pdf file in the zip.

For game mechanics, it uses the six ability scores we all know and love, AC, HD and HP, XP, Morale, yadda yadda yadda. If you know BX or BECMI D&D, you know most of the mechanics. One novel renovation of the rules is the saving throw categories. Instead of magic wands and dragon breath, you have things like Gumption and Observation. In other words, the saves function both as avoidance rolls for negative consequences and as skill rolls. And they're thematically appropriate to the setting.

The six character classes are Gunfighter, Desperado, Snake Oil Salesman, Mountain Man, Brave, and Singing Cowboy. The PWYW supplement adds the Lawman, Gambler and Preacher classes. Each character class is capped at 6th level, and hit dice cap at 4. It's interesting to me that Simon Washbourne's Go Fer Yer Gun rules (and all of his other games that I've checked out) also cap at 4 hit dice. I'm curious if it's some sort of convention laid down by Boot Hill? I never played BH, but was under the impression that it was level-less. It's not hard for anyone with any old school edition of D&D or a retro-clone to extrapolate higher levels if desired, although since the prevailing genre is medieval fantasy, maybe six levels of Western RPG are enough for most people.

Of the classes, they all have two to four simple special abilities that they can use. Some improve with level, some don't. Most are what you'd expect. Gunfighters are the toughest and ablest combatants. Desperadoes try to cheat and swindle, Mountain Men are adept at survival and get a wild animal companion. Braves are excellent trackers with a few spiritual gifts for healing and divination. The Medicine Man gets an interesting potion brewing ability, which becomes more reliable as the character gains levels. With enough time and some luck, they can brew potions to help the party (eight sample potions are provided in the rules). The Singing Cowboy has the ability to charm their way through encounters and also has a trusty mount.

The three classes in the supplement add more of the same. The Gambler has some luck influencing abilities. The Lawman gets community support and a deputy/sidekick. The Preacher gets a charm-like ability and minor healing ability. I'd say they look like they're not necessary additions, but don't seem likely to break anything if added in to a campaign.

Instead of dollars, the game uses gold pieces. Weapons cover common melee and ranged weapons of the period (tomahawks, spears, cavalry sabers, pistols, rifles, shotguns, dynamite, bows, etc.) Armor has an interesting twist. How well you're dressed determines your AC. Work clothes are like leather, fancy duds are like chain (but cost the same as plate in D&D), and heavy clothes protect like plate (but cost the same as chain in D&D). Wearing a white/black hat and/or a tin star can act like a shield, improving AC by -1 each (optional rule, but I like  it). General equipment covers lots of period-specific gear you might want, including livestock, land, town services, and musical instruments. There are special rules for mounts, as well as construction costs for buildings. Several pages are devoted to retainers (all in all similar to BX).

The game mechanics are all, as far as I've seen, identical to BX or BECMI mechanics (searching for secret doors, pursuit and evasion, falling damage, stuff like that). I'll be honest that I did skim through this section since it does seem so similar. There may be a few small differences and tweaks to some of the mechanics, but for the most part it looks the same to me. One area where it does make some changes is the saving throw rules. Not only are the categories different (and also used as skill rolls in some instances), but the rules also suggest that failures don't always need to be drastic failures. Sometimes, a failure might be a success but with complications. A failed jump might leave you hanging by your fingertips on the opposite ledge. A failed Riding save might mean you drop your weapon. Things like that. Again, this is a nice modification to the rules that helps set the feel of a lot of Western media (especially old serials like The Lone Ranger or Zorro).

The rules for running encounters and combat also seem more or less, if not exactly, the same as BX. There are a few additions. There's a fast draw rule for modifying initiative and chance to hit. There's a "shields shall be splintered" type rule where once per session a character can avoid damage but take a penalty to hit and movement for 24 hours by getting "shot in the arm." These are some nice touches that make it a bit different from standard D&D but again fit the theme and tropes of the source material well.

The last 20 pages or so of the book have details and suggestions for fleshing out the setting (including the wild animal and human opponent/NPC stats). There are lots of interesting bits of advice, lots of random charts, and all sorts of goodness to get the feel right. What is the town like? What are the NPCs like? What happens if the PCs get arrested and sent to trial? What happens if the PCs hang around town all day or all night? How much loot do the opponents carry? How much money can the party get if they pull off a stage coach or bank robbery? This section has a lot of useful information to help spur your imagination and present interesting challenges to the players, and to help the GM keep the game moving.

I mentioned above that the format is digest size pages and single column. This makes the pdf very easy to read. The pdf is also bookmarked, making it easy to navigate. I did find plenty of spelling/formatting errors...but then I teach English as a Foreign Language so spotting mistakes like that is just something I'm trained to do. And since I have found a few mistakes of my own in Chanbara now that I'm playing it again, I can't complain.

The game has an Open Game License at the end, so you're free to use the Open Game Content in it in your own products or create your own derivative works.

Overall, it's a nice simple set of rules. I should probably go over Go Fer Yer Gun again and do a comparison post some day. I like both, but Tall Tales seems a bit simpler over all which means it's probably going to be the base rules set if I ever get my Caverns & Cowboys game idea going.

Monday, December 3, 2018

Birthday Self Present

My birthday's coming up in a little over a week. To celebrate, I used my earnings from Chanbara from last month to order the fancy hardcover edition of Labyrinth Lord. I've been using the pdf for many years. I think I've still got the old purple cover version with art even somewhere on my hard drive. About time to get it in print.

And does that signal that I'm one step closer to converting my West Marches game to old school D&D instead of 5E? Maybe. Having the LL book will make it easier, since I won't have to risk getting drinks/snacks spilled on my original Mentzer books, original Rules Cyclopedia, or the Moldvay/Cook books I bought several years ago (we play with several kids, it's always a possibility).

I do enjoy 5E in many ways. But there are some things about it that bother me, and I can't really think of anything in Labyrinth Lord that bothers me that much. About the only thing is Clerics getting a spell at 1st level, and sometimes I'm even OK with that.

Saturday, February 13, 2016

Middle Earth Mood

I recently came across this idea about the true nature of Tolkien's enigmatic Tom Bombadil on G+ the other day. Apologies for whoever posted it there, I couldn't find it again in a (lazy and quick) search of my G+ feed. Go read the link, it's not long. Then come back.

Did you read it? No? Need a tl/dr? The author claims Bombadil must be some sort of evil spirit who controls the Old Forest and Barrow Mounds, and only appeared as a cheerful jolly fellow to keep the hobbits from just running away.

When I shared the link with my D&D buddies, Dean posted this much better thought out and possibly correct theory of Bombadil. This one's a LONG read, in fact I'm still not 100% through it yet. If you've got time, though, and are interested in this sort of thing, I recommend it.  tl/dr? Bombadil is an incarnation of the Song of the Ainur (and Ungoliant is the incarnation of Melkor's Discord).

Regardless, the first link got me to pondering running a game of D&D in Middle Earth. Not MERP (don't have it, have never played it) but good old D&D. I remember years ago James Mishler had a blog about his BX game set in Middle Earth. This would be (if I ever get around to it, maybe after the Chanbara play testing if this idea is still on my mind) a more-or-less standard D&D game, just using the maps and NPCs and trappings of Tolkien's work.


So an alternate universe Middle Earth, in other words. I think my guiding concept would be that either Morgoth was cast out but never imprisoned/chained, or else escapes. Or maybe the war against him ends in a draw, and he's still deep in his fortress, breeding monsters and plotting? Due to his influence, many other evil spirits enter Middle Earth, creating all kinds of monsters (as you'd expect in D&D) and the Valar send more than just five Wizards to combat them. In the past, I'd thought of using the Second Age (the Silmarillion stuff) as a more "legendary, heroic" sort of Middle Earth for D&D. Now, I'm thinking the good old War of the Ring time frame might be fine. It's more familiar to me and any potential players, although they'd have to be warned that this is not just a railroad Dragonlance style "play out what happened in the book" thing. Maybe I'd start the campaign in the time-frame of The Hobbit? Still considering that.

Anyway, with more powerful fallen Maiar than just Sauron in the world, there would be plenty of stuff for players to do besides try to destroy the One Ring (although I suppose they could take up that quest if they want!).

Would I run it with BX/BECMI slightly modified? That's tempting, and most likely the simplest way to do it. But I'd also consider using 5E. The ability to modify the subraces and backgrounds to fit Middle Earth, and with certain races and classes excluded or limited, it could work. It would be a lot more work for me to prepare that, though.

Thursday, May 9, 2013

Development?

Following along with yesterday's post about Clerical healing from OD&D through Classic D&D and to 3E (skipping AD&D because I play it less and didn't feel like opening up more tabs in my pdf reader), I was thinking about Talysman's post I inspired and things I'm doing for Chanbara.

Side note - I did a little more work on Chanbara today, since I finished my academic work sooner than I expected.  Had a whole hour to work on it.  I removed the Kensei as a baked in class, since any Samurai, Ronin, Sohei, Kagemusha or Shinsen could just take the combat maneuvers to focus on one weapon and call themselves a kensei.  I also did some work on the Adventures and Rewards chapter, describing different types of adventure design and guidelines for awarding XP.

So, back to the random navel-gazing post where I speculate wildly and likely piss off some people.

Why did the Cleric develop the way it did over time?  Why have the Fighter and Thief/Rogue developed as they have?  Magic-Users/Wizards have been fairly stable across editions, while the other four base classes have shown greater or lesser change from OD&D up through Pathfinder (4E takes every class in a totally new direction, and I'm not up on the Next playtest stuff to be sure what they're doing with it)?

I took a look at the Cleric yesterday.  Mostly, they've gotten more and more healing powers as the years have gone by.  They've also had increases in spell levels, with only 5 levels of spells in OD&D, up to 10 levels worth of spells in 3E/PF.  Pathfinder also gives Clerics quite a few perk powers, such as the channel energy thing discussed yesterday, and two Domain powers usable 3+stat modifier times per day each.

Thieves were fairly stable across TSR editions.  There were slight changes to the skill progressions (noticeably a lowering of percentages in BECMI to stretch them out to 36 levels, and a slight raise early on in AD&D thanks to Dex and racial mods to the basic scores but high levels were slower than BX).  2E gave Thieves the ability to allocate their skill percentages as they liked, giving flexibility but otherwise leaving the class more or less alone.  Then in 3E, suddenly Rogues became the super-customizable skill class, and also with a lot more combat power thanks to the way Sneak Attack worked compared to Backstab in older editions. 

Fighters have had the least changes over editions, being able combatants from the beginning.  Mostly what they've gained were all the feats in 3E and later editions to tailor their combat style.  That was more or less an extension of Weapon Specialization in UA, and various combat oriented NWP and kit abilities in 2E.  Oh, and there was the Weapon Mastery optional system in the BECMI Masters Set/RC.  They've become flashier in their combat ability over the years, but the class has remained more or less the same.

Like I said above, Magic-Users have been the most consistent.  Weak physically, few spells at low levels, the most powerful characters at high levels.  Spell lists have grown over the years.  Low level spells have increased, but at high levels, BECMI Magic-Users have more spells than their similarly leveled 3E/PF counterparts.  Oh, and while the M-U has remained more or less unchanged, spells have suffered from years of developers deciding such and such creative exploit was overpowering and having the spell restrictions become more and more detailed and limiting.  Spells have changed, but the class is very similar.

Why the changes?  I think it went something like this:

OD&D is really fun to play.  Players want more.  Gygax and co. crank out supplements, making changes and adding to the power curve slightly (new classes, new spells, variable hit dice and weapon damages, new magic items, new monsters, etc.).  Players like this and buy stuff.

D&D/AD&D become big business.  Now, marketing people get in the equation.  They look at the game and try to see what sells.  Lots of modules, lots of supplements, the 2E glut.

WotC buys TSR.  Looking at D&D, they try to figure out what makes it so popular.  Surveys tell them that players find combat exciting.  Marketing realizes that selling books aimed at players should make them more money than the glut of supplements aimed at DMs.  Changes are made to the game.  Now, combat is the focus of all classes, and supplements are written for players as a way to make their characters more effective in combat.

Then we have a split, with the development of 4E and Pathfinder.  4E takes the combat focus to the logical extreme.  The game is really just a series of tactical battles strung together with some roleplay in between.  No, I realize it doesn't always play out that way (Dean's game that I played in was an exception), but that's the way it was presented and marketed.  On the other hand, Pathfinder takes the 3E base and instead of adding endless supplements, gives every class a shitload of options in the core book, so that players can customize their combat-ready classes however they see fit.

Did WotC make the right calls?  Well, 3E/3.5E did really well.  They're so popular that when they brought out 4E, many players stuck with it and now play Pathfinder.  However, the OSR also rose up and showed everyone that sometimes simpler is better.  I don't think WotC was wrong with the direction they took the game, there was obviously demand for it.  However, I do think some of the premises they based it on were wrong.

Those marketing surveys.  I remember taking one out of a Dragon or Dungeon magazine when I was working for Waldenbooks, filling it out, and sending it in.  This was in the late 90's, just after WotC had used their Magic: the Gathering earnings to buy out the bankrupt TSR, but before the Hasbro buyout of WotC, I think.  They were doing the survey to see what people wanted in 3E.  Apparently, lots of players responded that combat is the most fun part of the game.

I think this is a misunderstanding.  Combat is one of the most exciting parts of the game.  It's traditionally been fairly risky.  That risk makes it exciting.  One or two bad die rolls could end your PC's career and send you to your dice bag for 3d6 (or 4d6 depending on how you roll).  Players sit up and notice when things like initiative rolls or saving throws happen.  No doubt, combat is exciting.  But is it really the most fun part of the game? 

It can be, don't get me wrong.  But it's not always the case for me, and I would guess for most other players.  Hanging around a tavern looking for rumors about the next big score, pockets to pick, barmaids or bar-lads to bed, or surly locals to sock in the jaw can be pretty fun too.  So can engaging in a battle of wits with the Archduke in the King's Audience Hall.  So can exploring a ruined city without a single creature to battle, but with all sorts of mysteries and treasures of the ancients to discover. 

Combat is not universally "the most fun" part of D&D.  Yet 3E to an extent, Pathfinder a bit moreso, and 4E to a large extent were created with the idea that combat is where the fun is at, and every class needs to be good at combat so that everyone can have fun.  Not a new insight here, but it bears repeating from time to time.  So, the classes have evolved to be more hearty and more useful in combat situations when originally they were not expected to be worried about combat.  Healing increased, because if combat is the focus, PCs need to heal up to engage in another fight.  But, for example, Pathfinder and 4E both find alternate ways for the Cleric to be the healer but still allow them to do "fun" stuff in combat, because apparently healing your companions is not as fun as knocking around goblins with a mace.

Now, I did say I'd likely piss some people off.  And if you've read this far (this is getting long, I must be channeling JB), just let me say this before you fire off an angry comment.

There's nothing wrong with running a combat heavy campaign.  It can be a lot of fun.  Combat is exciting, and often fun.  If you enjoy a combat heavy game in any edition, that's fine with me.  But just remember that it can also become tedious.  And there are other things to do in the game besides just fight things, and they can be fun, too. 

It's when I'm doing those other things that I remind myself that I don't mind if Magic-Users only get one spell per day at level 1, Thieves have pitifully low chances to use their skills, Clerics aren't healing machines, and even Fighters need to be careful after taking one or two hits because they're at risk of death.  The non-combat parts of the game are just as fun, for me, and no PC needs a ton of special abilities in order to take part in most of the non-combat stuff.

Wednesday, May 8, 2013

Another look at the Cleric

LS over at Papers and Pencils has been doing a series on Pathfinder's Advanced Players Guide classes and the latest is on the Oracle class, which is basically a PF Sorcerer with Cleric spells instead of Wizard spells.  And some of his comments, especially a link to his thoughts on the actual Cleric class, inspired me to revise my own ideas about the Classic D&D Cleric (and why I find it superior for my style of play).

So what's my beef?  Of course it's to do with healing.  Should Clerics be the party band-aid?  Is that the reason the class exists?  I disagree, but modern game design seems to believe that is the case. 

LS mentions that the PF Oracle class automatically gets Cure X spells (or Inflict X spells if they choose) at levels they can cast, in addition to the Sorcerer-style "spells known" each level.  So no need to debate about whether to take a handy utility spell or a cure spell, you've already got the cure for free.  And in the PF Cleric, instead of Turn Undead they get a blanket "heal everyone in 30' of xd6 damage" a large number of times per day (minimum three, but with a Cha bonus or the right feat selection, that increases) in addition to spells and the hold-over from 3E, spontaneous casting of cure X spells.

In our old PF game from a couple years ago, I was playing a Paladin, but we always had at least one other Cleric in the group, sometimes two.  Any time I thought to use Lay on Hands on another PC, the Clerics would stop me and just use their Channel Energy ability instead.  I was left using Lay on Hands in the rather selfish and un-paladinly manner of keeping myself in a fight (since I was able to self-cure as a minor action in addition to moving and attacking) rather than aiding the needy (but with two actual Clerics, I guess the party injured weren't really needy after all...).  They get a lot of healing ability is what I'm saying.

Now in Classic D&D, assuming OD&D/BX/BECMI, Clerics are actually fairly limited in the amount of (hit point) healing they can do in a day, until you get up into the Companion/Master levels of BECMI.  Even then, they still get lots of non-curative spells as well.  Let's take a look at some numbers, shall we?

OD&D Men and Magic lists a 10th level Patriarch (the highest in that book) as getting spells per day: 3/3/3/3/3
They have Cure Light Wounds as a 1st level spell and Cure Serious Wounds as a 4th level spell.  At most, they could take six out of fifteen spells to heal hit points in a day, curing 9d6+9 hit points per day.  Cure Disease and Neutralize Poison are at 3rd level, Raise Dead is at 5th level.  Yes, they are healing/restorative magics, but not usually needed as often as Cure Wounds spells. 

BX Clerics at 10th level get one more 1st level spell: 4/4/3/3/2, so could heal 10d6+10 hit points, at at the maximum 14th level can cast: 6/5/5/5/4.  That's a fair bit of healing, actually, if all spell slots are devoted to it, 16d6+16 points.  Spells are as OD&D.

BECMI Clerics at 10th level: 4/4/3/2/1 actually have a decrease in healing if you stick to the Basic and Expert books - Companion adds Cure Critical Wounds (3d6+3) at 5th level.  With Companion, that's 11d6+11, only two dice more than the OD&D Cleric at the same level.  Without Companion, it's 8d6+8, one less!  At 14th level, the BECMI Cleric has spells: 5/5/5/3/3/2 - yes, 6th level spells, which includes Cureall which heals nearly all of a character's hit points.  If all hit point healing spells are memorized, that's 20d6+20 before the two Cureall spells are factored in.  They still end up with ten spells of 2nd and 3rd level that don't cure hit points, and with Cureall available, you likely don't need all of those Cure Light Wounds spells anymore.  I'm not even going to bother with 36th level BECMI Clerics. 

Also note, none of the above Clerics start out play at 1st level with the ability to heal a single hit point!  No spells at level 1! 

Do I need to remind everyone that in 3E, they upped Clerics to 9th level spells and lowered the bottom to include 0 level spells, and there are hit point curing spells in all of them?  And Clerics can instantly change any prepared spell into a Cure Wounds spell of the same level at any time. 

Let's take a look at a 10th level 3.5 Cleric - assuming they don't have Healing as a Domain, so those spells can be used for something else.  They cast 6*/4/4/3/3/2 spells per day plus Domain spells.  *0-level spells.  Ignoring the 0-level and Domain spells, it's actually the same as in BX - oh, except for bonus spells for High Wisdom.  The Cleric will have bonus spells from Wisdom, but let's ignore them for now since it's variable. 

Cure spells now use a d8 instead of a d6, and add a variable amount depending on the Cleric's level.  33d8+126 just with the 0 through 4th level spells, and at 5th level they get Mass Cure Light Wounds, which will heal 1d8+10 to up to ten creatures, for a potential 43d8+326 points of damage in a day.  And remember, with bonus spells for Wisdom and the Healing Domain (which grants more spells and gives a bonus to the amount each healing spell cures), there could be more!  Of course, that's assuming all spells get used to cure hit point damage. 

I'm not going to figure out the 14th level 3E Cleric.  Nor the Pathfinder Cleric, since in addition to all the spells (they wisely axed the 0-level Cure Minor Wounds, though, since in PF 0-level spells are at-will), as I mentioned above, they get the Mass Cure spell series at least three times a day from level one! 

Some people over in the d20 versions of D&D really really expect way too much combat to happen in D&D.  And for the Cleric to be there to patch everyone up in time for the next combat. 

Now, of course, some will argue that the abundance of healing available to the 3E/PF Cleric means that they actually do get to prepare and cast other spells instead of only healing spells.  And that's true that most adventuring parties are not likely to need 500 points of healing in a day. 

But the thing they miss is this: in Classic D&D, Clerics get to cast other spells too!  And they don't get the party members bugging them to give up their utility spells in order to heal another wound.  If they don't max out their healing, they get to cast those other non-healing spells because they can't just switch it out for a Cure X spell. 

Wednesday, June 13, 2012

The Metagame is the Game?

Just a random thought that's been percolating in my brain recently.  It's no where near developed fully, but I figure I might as well throw the first draft out there.

One reason that different versions of D&D "feel" different is the metagame that goes on behind the actual play.  Different versions seem to encourage different metagame focuses that run parallel to the actual game play.  Here's my initial ideas about what some of the editions encourage for "metagame play"

OD&D/Classic D&D/1E AD&D: Using player ingenuity to make the most of what the random rolls give you at character creation, and what random shit the DM gives you in play.  It's a little beyond simple resource management on a strategic/tactical split.  It's really about coming up with that odd idea that makes an encounter easy (or at least easier).

2E D&D: Making your character so interesting and fleshed out that the DM grants you plot immunity.  This is not knocking the game.  2E focused on the grand plots, and clever ideas and all that are nice, but making the DM think twice about letting you fail that save vs. petrification counts more when the plot is on the line.

3E/Pathfinder:  Optimizing your character build.  When I say optimizing here, it's not necessarily about DPS (to borrow the MMO term), it's about finding the right mix of ability scores, classes, feats and skills to craft the "perfect" character for whatever it is you want to do in the game.

4E:  Optimizing your adventuring party.  4E really plays up the "tactical war game" aspect of D&D.  Making sure you've got not only a competent character, but that your character fits into the overall makeup of the party seems crucial to successful 4E play.  Fail to "play your role" and those big long encounters can become bigger and longer.

Now, like I say, this is just my initial ideas here.  I'm not trying to knock any play style, just thinking in print about what makes the play of each edition different.  If you've got comments, criticisms, or can think of anything I'm being just plain stupid about, feel free to let me know.

Monday, March 26, 2012

Hypothesis: Why some players really fear Save or Die

Hypothesis: Newer gamers tend to dislike, distrust, and complain about Save or Die effects, while older gamers brought up with the math of TSR editions don't mind them so much, because of the math behind saves in d20 D&D vs. TSR D&D.

Probably not a new insight, as the numbers have been out there for anyone to look at for 12 years now, but I've taken a hard look at some of those numbers in the game for the first time myself.  Boring, but oh well.  It sheds some light on the recent discussions revolving around Mike Mearls' posts about Save or Die threats in D&D.

I've mentioned this phenomenon before.  In old school D&D, as characters gain levels, they only get better and better at making saving throws.  This is because the save numbers are a function of class and level and are divorced from the threat that forces the save.  It doesn't matter if it's a weak ass Giant Centipede or a huge honking Nightwalker that forces you to Save vs. Poison.  You've got the same chance against either.  And as you get into the mid-to-high levels, you can be pretty confident that the odds are on your side (although never completely worry free).

In new school (d20) D&D, your save bonuses increase as you level, but so do many of the save DCs that you nee to hit to make that save.  So by the time you're 5th level, you can easily save against the Giant Centipede (but likely won't encounter any) but have about as tough a time saving against the Giant Scorpion's venom as you had against the Centipede's at level 1.  And by the time you're level 17 and facing Nightwalkers, you actually probably have a worse chance to save than you did against the lesser foes, unless you've optimized your magic item purchases/feats/multiclassing to boost your Fortitude save.

Let's compare the percentage chance to save of a Fighter in BX (Moldvay/Cook) D&D, where he maxes out at 14th level, a Fighter in BECMI (Mentzer) D&D up to level 20 (maxes out at level 36 with a 95% chance to make any save), and a 3.0/3.5 D&D Fighter.  Now, these are not hard numbers where the d20 system is concerned, because stat bonuses, feats, and common magic items can boost saves.  Of course, in Classic D&D it's not that hard to find rings of protection or other devices that boost saves, too.  Also, as noted above, there's no set number against which to save in d20 D&D.  The threat is relative to the power of the source of the attack.  At 20th level, a Fighter may only face a DC 25 spell-like ability from a Balor, or a DC 40 breath attack of a Great Wyrm Red Dragon.

Here's a chart.  Click to enlarge.
 What does this tell us?  That devoid of any magic items at all, the Classic Fighter just gets better and better at making saving throws.  They start off worse in most areas, but improve over time.

If you play a Fighter up from 1st level to the "sweet spot" 4-8 range, you notice you're getting better and better odds to avoid poisons, spells, petrification, and dragon breath.  No, you're not invincible, but there is improvement.  Throw in a ring of protection or a displacer cloak, and you can be fairly confident as a player that the odds are on your side.

What about the d20 Fighter*?  well, you start out fairly good against poison or other body-affecting attacks, and decent against others.  It's likely as a Fighter you'll have a bit of a bonus to Con and maybe even Dex, improving the Fort and Ref saves.  Wisdom?  Not likely, so your Will save is gonna be right where it is (because you're not gonna take Iron Will as a feat over Power Attack or Weapon Focus, now, are you?).

As the player advances, though, the DCs quickly outpace the by-the-book bonuses to saves.  Meaning the player had better invest in lots of cloaks of resistance, stat-boosting items, and maybe spend one or two of those feat slots on Lightning Reflexes and/or Iron Will.  If you don't have all of that stuff, there's not much chance you're gonna be making any saves against Fireballs or Confusion spells up in the mid-to-high levels.  And remember, the numbers I'm using above assume low stat bonuses, so even with the magic item Christmas Tree effect, high level saves are hard to make.

So what do players who've been brought up on 3E and later games learn?  That Save or Die effects suck, ESPECIALLY at higher levels, because their character is more than likely going to fail that save.  Old Schoolers, and those who've been introduced to RPGs through the clones/simulacrums, learn that you've got less to fear from that dragon's breath (unless it's one of Frank's Large or Huge dragons!) when you're name level, and if you play into the Companion/Masters levels, you've got little to fear from any sort of special attack.

This is something that should be addressed in the discussions involving 5E, I think.




*Any class, actually, as they use the same progressions for all classes, with the Monk having good progression in all 3, a couple classes good progression in two areas, and most having good progression in only one Save category.

Thursday, November 3, 2011

Decisions, decisions

Jeremy sent me a link to one of the Microlite 20 games.  It's called the Golden Edition.  And at 142 pages, it's not so micro.  Haven't looked through it enough to see if it's "lite" or not.

Anyway, it reminded me that I've had the Labyrinth Lord Advanced Edition Characters pdf sitting on the hard drive unread.

I gave it a look yesterday.  I was impressed.  It doesn't remove all of the unnecessary cruft from AD&D (IMO, of course), but a lot that's left behind is optional.  I'd play AD&D more often if it weren't for my (possibly irrational?) despising certain wonky mechanics (percentile strength, different weapon damage vs. large creatures, 1-minute combat rounds with segments, lots of fiddly little things that don't add to the fun but add to the book-keeping).

I'm pretty seriously considering switching from my homebrewed version of Mentzer to LL+AEC.  Of course, there are some things from Classic and my own houserules I'd likely keep, but I may be switching.

The big decider was the notes on using AD&D style race+class along with Classic's race-as-class.  Well, that and the no percentile strength/damage vs. large creatures/1 minute rounds things.

Wednesday, September 28, 2011

Dungeon Design: Moldvay Basic D&D

At long last, this little series continues.  Read about OD&D, Holmes, AD&D 1E.

In Tom Moldvay's Basic Set (Erol Otus cover), we get a very well organized two pages on dungeon design.  We're given a six-step process to follow, which helps DMs conceptualize their dungeon quickly and easily.  It's mostly a clarification of the information in OD&D, but with one big difference.  As with AD&D 1E, we've got a very different focus.  OD&D assumed a megadungeon, while Moldvay assumes smaller dungeons created for each adventure (although they can easily be re-used). 

Moldvay's steps are:

A) Choose a scenario [10 sample types listed]
B) Decide on a setting [10 sample locations listed]
C) Decide on special monsters to be used
D) Draw the map of the dungeon
E) Stock the dungeon [using the random system from OD&D, and providing six room traps, six treasure traps, and ten ideas for 'specials']
F) Filling in the final details

Moldvay then, after discussing Wandering Monsters (which actually may be part of step F, making it three pages of dungeon design advice), gives us The Haunted Keep.  He goes through and explains his six steps above, and provides a fully detailed and keyed map of one of the two towers, and a cut-away map of the two dungeon levels.

What Moldvay has done here is take the dungeon design principles of OD&D and the 'site-based' preference of AD&D and married them nicely together.  One could easily design a megadungeon using the Moldvay method, even though the text assumes smaller complexes made for their own separate adventures.  All one needs to do is decide on what sections of the megadungeon will or could be used for the various types of scenarios listed, then follow the rest of the instructions for each section.