Showing posts with label ADnD. Show all posts
Showing posts with label ADnD. Show all posts

Friday, March 16, 2012

Specialty Clerics: St. Cuthbert

Rumored to have once been a mortal man, Saint Cuthbert is an intermediate deity. His alignment has been variously interpreted as lawful neutral (lawful good tendencies) and lawful good (lawful neutral tendencies). Saint Cuthbert hates evil, but is more concerned with law and order, with converting the uninformed, and preventing backsliding among the faithful.

Clergy

Saint Cuthbert's priesthood is divided into three major orders.

  • The Chapeaux, whose symbol is a crumpled hat, seek to convert people into their faith. They are equally divided between lawful good and lawful neutral characters. Paladins of Saint Cuthbert, known as Votaries or Communicants, have an honorary position in the Order of the Chapeaux. Their role is not just to convert others, but to actually fight enemies of the faith.
  • The Stars, whose symbol is a starburst, seek to enforce doctrinal purity among those already dedicated to the saint. Most are lawful neutral, and they do not shy from using mind-reading magic in order to ensure that even the private thoughts of their flock are pure.
  • The Billets are the most numerous of Saint Cuthbert's clergy. Most are lawful good, and they seek to minister to and protect the faithful. These are well-beloved by the common folk. Their symbol is a wooden club. The Chapeaux often come into conflict with the Billets, because the former order wants to seek new converts while the latter wants to care for the worshipers they already have.

New Prime Requisite: WIS (must meet minimum)
Alignment: LN or LG
XP Penalty: 0%
Level 2: Piercing Club
Level 2: Friends (Billet Ministers only)
Level 3: Shillelagh (Chapaux Recruiters only)
Level 4: ESP (Star Inquisitors only)
Level 6: Heavy Club
Level 12: Brutal Club
Level 16: Fast Club

Description of Benefits:
  • Bonus Spells: Another straightforward benefit. Normally characters join only one order.
  • Piercing Club: The standard vs. AC adjusts for a club are -4 (plate), -2 (chain), 0 (leather), +1 (none). Change the heavy and medium adjustments to -2 and -0 respectively. Once per day, the character may treat a club as a magic +1 weapon; this effect has a 1/6 chance to end at the end of each round (if Shillelagh is also active, treat club as a +2 weapon).
  • Heavy Club: Roll 1d6+1 for damage vs. small-medium creatures with clubs.
  • Brutal Club: Increase club damage vs. large to 1d4
  • Fast Club: Reduce speed of clubs from 4 to 3.
The total cost is 5%, as only one minor spell of fairly marginal utility is gained but the player recieves substantial improvements to an otherwise neglected weapon. If the player joins more than one order, a 10% XP penalty is reasonable to compensate for the extra spells.

Thursday, March 1, 2012

Specialty Clerics: Celestian


In the World of Greyhawk campaign setting for the Dungeons & Dragons role-playing game, Celestian is the god of Stars, Space and Wanderers. His symbol is a black circle set with seven stars. His color is black.
An Oeridian god, he is called the Far Wanderer, and is brother to Fharlanghn. It is said that the two followed similar but differing paths. Celestian is Neutral Good, but his worshipers may be any alignment of good.

New Prime Requisite: INT
Alignment: NG
XP Penalty: 10%
Level 1: Featherfall
Level 3: Jump
Level 5: Levitate
Level 7: Spider Climb
Level 9: Fly
Level 11: Dimension Door
Level 16: Teleport

Description of Benefits:
  • Bonus Spells: Most of Celestian's benefits come in the form of bonus spells. Very straightforward.
The calculated cost should be 15%: 7-1 spells = 6 for a cost of 15% penalty to XP earned. However, some of the spells are of limited utility (Jump) or come at very late levels. They are handy though. I toned the XP requirement down to 10% -- as originally suggested in Greyhawk, actually -- but I tend to play no higher than name level. If I were to play up beyond that I'd be tempted to go with 12.5% or the full 15%. As a note, this variant cleric is essentially unchanged from the original specialty priest from Greyhawk. You could rearrange the bonus spells to go into the dead levels or increase the XP required as a variant on my variant.

Saturday, November 13, 2010

They're called "Reserve Feats"

An interesting post over at Grognardia. James takes a brief segue into mechanics-land (something he doesn't do too often). I hadn't thought about 3.5 lately, but one of the later innovations that I actually really liked was Reserve Feats. If I played an AD&D or OD&D game with Vancian casting this is one thing I definitely think I would keep in.

A few ways you could handle it:
  • Each and every spell has a rider effect that kicks in if still memorized, either baneful or boonful. The downside to this is that you must individually balance each spell. It also gets to be a lot to keep track of at higher levels.
  • As above, but cap the number of active effects. This has fewer but still significant issues.
  • Introduce "reserve feats" a la 3.5. Basically, in 3.5, you could take feats that said things like, "Throw a mini-fireball, affects one creature, deals 1d6 damage per spell level of the highest Fire spell you have memorized." You could come up with a list of 7+/-2 Reserve Feats then let players select them. I would either allow a number of feats equal to MU Weapon Profs (so 1 at level 1, then another at level 7), or perhaps a number based on INT score + extra ones with weapon profs (to create growth with level). I'd also consider allowing players to "retrain" their Reserve feat every level up.
The advantage to this system is that it beefs up low level casters without unduly affecting higher level ones, is easy to run, and creates great "specialty" caster flavor. For example, you could actually make the schools of magic significant; someone with the Divination reserve feat would sure want to have a Divination spell memorized every day!

Saturday, September 25, 2010

Specialty Clerics: Fharlanghn


Fharlanghn, the Dweller on the Horizon, is the Oeridian god of Horizons, Distance, Travel, and Roads. He is a well-known deity on the world of Oerth. He wanders that world in person, his petitioners present in spirit form at crossroads and in mysterious oases. His symbol is a disk with a curved line representing the horizon, and an upturned crescent above that.
- Per Wikipedia

New Prime Requisite: CON
Alignment: TN
XP Penalty: 5%
Level 2: Bonus Language, Enchanted Quarterstaff
Level 6: Mount
Level 12: Bonus Language
Special: Traveller's Luck
Special: Overland Speed Bonus

Description of Benefits:
  • Bonus Languages: At the designated levels, clerics of Fharlanghn may learn an additional language due to their propensity to wander and meet individuals from all over the realm. This ability is hard to evaluate in cost according to our rubric; one could argue that mastery of languages is a magic-user class feature, but if it is, it is a weak one. -1.25%.
  • Enchanted Quarterstaff: The cleric may use the magic-user's spell Enchanted Weapon, but only on quarterstaves. Note that the quarterstaff is generally an inferior weapon except for magic staves which can be excellent; this allows a cleric of Fharlanghn to use his deity's favored weapon without it being a totally sub-par choice. Normally a spell costs -2.5%. However, this is a very limited application of the spell, so 1/2 seems appropriate.
  • Mount: Clerics of Fharlanghn may cast the mount spell as a bonus spell. This enhances their mobility and ability to wander. This is a useful travel and utility spell, and worth the full -2.5%.
  • Traveller's Luck: The cleric enjoys a percentage chane equal to their level that a baneful overland travel or random encounter is avoided. The DM should secretly roll, and if the dice show a result lower than the cleric's level, the encounter does not occur or is replaced with a neutral or friendly encounter. This is another hard to evaluate ability that nicely scales with level and is useful at all times in the cleric's career. We could argue that classes like the Ranger also have an ability to avoid baneful encounters, and this is a more limited application of that. 2.5%.
  • Overland Speed Bonus: The cleric gains a bonus to overland speed in inches equal to their level divided by four when marching on foot. Thus a 5th level cleric of Fharlanghn with a normal move of 9" enjoys an overland travel speed of 10". This allows a cleric of Fharlanghn to wear heavier armor yet keep up with lightly-clad and fast moving groups. This is another quite limited benefit, difficult to evaluate. Perhaps worth 1.25%.
This gives us a total of 10% in costs, -2.5% for the blanket offset for a total of 7.5%. However, because few of the abilities are really directly combat related, I will reduce it to a 5% XP penalty.

Sunday, September 19, 2010

AD&D Specialty Clerics Series

Sorry for the light posting! It has been a busy and beautiful summer in Alaska. Given that we're still in the midst of hunting season I expect posting to remain light until the winter closes in on us.

As a holdover for my loyal readers (and Chinese Gold Farming Comment Bots) I'm going to start a weekly series that discusses specialty clerics for AD&D. The purpose of specialty priests is to differentiate the different types of priesthoods. It also slightly power-ups the cleric class. Clerics are already very formidable -- I think they are the most potent class in the game. However, there is usually no surplus of them at the gaming table. Nobody wants to be the "medic" or "heal bot." However, clerics are the heart and soul of a party. I'm alright with "souping them up" if it means they are more popular.

Expect these posts about once per week.

GYGAX'S SPECIALTY PRIESTS

Specialty clerics have long been thought about for AD&D; in A Guide to the World of Greyhawk (Gygax, 1983), Gary introduced a series of specialty clerics. These variants on the core class gave specialized benefits at the cost of XP penalties. Unfortunately, there are problems with implementation.

Gary's benefits are not evenly spread out. Some are front loaded (i.e., you get all the goodies in early levels) and others are delayed until name level or later, when they won't really come into play at all. For example, the Cleric of Heironious puts up with a 10% XP penalty his entire career to get a 1x/week bolt of energy (which is pretty awesome) at level 11. That's great if you're playing a name level campaign but useless if the campaign will end by level 7. Others are front loaded, which makes them prime candidates for a quick dual-class dip.

As previously mentioned, Gygax imposes XP penalties on clerics who take advantage of their special abilities. After some analysis, this is the rule of thumb I've drawn from his work:
  • Adding a Class Function from another class: -5% XP
  • Adding a Bonus Spell, perhaps from another class: -2.5%
  • Blanket Offset: +2.5% (this basically means a specialty cleric gets "something for nothing")
Thus, clerics are generally souped up a small amount by Gary's work, at least gaining a spell for free. These are VERY approximate formulas, and I don't know how much Gary tested them out.

MY METHODOLOGY

I've added abilities to clerics in exchange for XP penalties, similar in broad terms to what Gary pioneered. However, I have spread out the abilities to fill in "dead" levels where an AD&D cleric traditionally gets nothing. Here's an analysis of the AD&D cleric and what they get at each level:
  1. Level I Spells
  2. Nothing
  3. Level II Spells
  4. New THAC0 and saves
  5. Level III spells, weapon proficiency
  6. Nothing
  7. Level IV spells, new THAC0 and saves, Scribe Scrolls
  8. Followers
  9. Level V spells, Weapon Proficiency, Stronghold, Penultimate Turn Undead Chart, Last HD
  10. Level 10 - New THAC0 & saves
  11. Level VI spells, Make Magic Items
  12. Nothing
  13. New THAC0 & saves, Proficiency
  14. Nothing
  15. Nothing
  16. Level VII spells, new THAC0 & saves
Abilities have been placed to fill "dead levels" as much as possible, or to provide growing benefits over the entire career of the cleric to discourage dual-class dips. "Front loading" abilities at level 2 allows clerics to quickly get a definitive ability. Level 12 abilities should be rare capstones. The exception are deities -- often evil -- which are really intended more for shamans or multiclasses (like half orcs). In this case, they remain front loaded. This is intentional, as it allows those shamans to access the benefits and it encourages a short sighted dual class dip to get power -- at the cost of alignment.

Abilities have also been selected with an eye towards maximizing underused spells and weapons. For example, the Battleaxe rarely gets much love as it is inferior to the longsword, making it ideal for a specialty priest. The same goes for many underutilized spells.

In addition to an XP penalty, each specialty priest adds a few new requirements.
  • New Prime Requisite: Wisdom is the default prime requisite of a cleric. It remains so with specialty clerics, but they also usually add a second prime requisite, similar to other subclasses (Paladins need CHA, etc). A specialty cleric must have at least a score of 15 in the new Prime Requisite. They must have greater than 15 for bonus XP. This is actually often a significant cost as it prevents clerics from putting scores in more useful abilities. If the new prime req is WIS, then it requires a 15 WIS (i.e., you can't be a specialty cleric with marginal WIS).
  • Alignment: A Specialty Cleric's alignment must exactly match that of their deity.
In general, all mentioned abilities are bonuses. So, if a spell is listed, that is a bonus spell slot which does not tie up a cleric's daily memorized quota, although it must be memorized as any other spell must be (time to rest, time for prayer, etc). A weapon proficiency or other feature is also a bonus, unless otherwise mentioned.

EXAMPLES

Here is the example cleric of Pelor, the NG Sun God.

New Prime Requisite: CHA
Alignment: NG
XP Penalty: 10%
Light (2), Cure Disease 1x/week & Lay on Hands as Paladin (2), Cloak of Bravery (6), Sunbeam (12)

  • At level 2, Clerics of Pelor take on their two primary roles: That of servants of the Sun (light), and that of exceptional healers. The minor paladin-like abilities grow throughout the cleric's career, encouraging progression in the cleric class.
  • At level 6 -- normally a dead level -- clerics of Pelor are able to cast Cloak of Bravery one level before they would otherwise. This spell allows them to confront evil. Moreover, this is a spell which is rarely memorized.
  • At level 12, the cleric gains a capstone ability that really symbolizes his class, the power of the sun and the ability to vanquish the undead.
  • A -10% XP penalty is paid to offset the three bonus spells and paladin abilities. Calculated, it should be -15%; three spells (-7.5%), two class functions (-10%), and the blanket offset (+2.5%). Consequently, 10% may seem generous. However, the cleric only gains one new non-cleric spell (Sunbeam) at a high level. Also, the Remove Disease paladin ability, which costs 5% is essentially obsolete by level 5 when it can be easily memorized far more than once per week and by level 7 when it can easily be scribed onto a scroll. Given that most of the spells are clerical -- i.e., little access to out of class powers -- and the cure disease feature is of limited utility past the lower levels, 10% seems appropriate.
Here's another cleric, one of Erynthul:

New Prime Requisite: STR
Alignment: CE
XP Penalty: 10%
Scare (2)

This minor ability fills a dead level. It also is a low-level ability, allowing shamans or half-orc clerics to take advantage of it. No XP penalty is needed to pay for this very minor ability.


Wednesday, June 30, 2010

On AD&D Assassins

This is a post I made over at DF. I figured it was worth reposting here. The topic is "A Guide to Playing Assassins."

I really think that the best guide to playing assassins is actually playing one, BTB, from level 1.

A starting assassin has no real thief skills, marginal HP, and only the option of adding a shield to their marginal leather armor. They can't hire hirelings and do the "level 1 fighter as the leader of men, a sergeant in charge of a squad" strategy. The assassins guild may be helpful, but I'd expect most help to have strings attached. They also have tough ability score requirements and incentives that make prioritizing DEX unlikely; that reduces AC, surprise, and dual-wielding possibilities. These limitations prevent them from using traditional fighter or thief strategies. What do they have?

Bonus XP and GP for conducting assassinations.
Low level targets are reasonable and pay a decent amount of dough. They also get bonus XP for doing the deed. This is even possible in a megadungeon setting; I can imagine missions like, "Assassinate the goblin slinger that hangs out with a band of thugs on level 2 of the dungeon." Depending on the campaign it may be possible for the assassin to power up through the lower levels.

Fighter-quality weapon selection.
While they only get three choices, I think fighter-quality weapons are very worthwhile. I think every assassin should have at least one back-stab capable weapon, so that probably means a long, short, or broad sword. The other two should probably include some sort of polearm; long weapons strike first, and 1d10 damage is enough to kill many low-level monsters. A polearm also lets you fight from the second rank and avoid heavy combat. The other should probably be some sort of hurled or projectile weapon. If lucky enough to have 17+ DEX, then a hand axe or dagger seems wise for dual-wielding.

Given that BTB (non-UA) only fighters get bows, it is a pretty big deal to be able to use a bow. Thieves don't get them, BTB (PHB only). Same thing for polearms. An assassin that chooses proficiencies unwisely is giving up a major strength.

Poison usage.
The DMG gives guidelines for different types of assassin poisons. Some are quite reasonably priced. While at first blush they seem lackluster, remember that 10 HP of damage is basically the same as doing 3 HD of damage. A poisoned arrow might be enough to slay an ogre outright, which is pretty impressive.

Disguise capability.
I don't have my PHB in front of me but I believe that even low-level assassins can use their disguises as a class function. This makes INT important, as speaking a wide variety of languages will be helpful for impersonating many different kinds of foes. It also makes CHA important, as getting good reaction rolls up front will be helpful.

Basically, my bottom line is that an assassin character has few mechanical advantages over thieves. The real key, if you play BTB, will be player creativity and tactical sense. Using things like disguises or setting traps will be the key to success, and that requires both player savvy and roleplaying skill to get away with. The only other option is to be relegated to second-rate fighter status, standing in the back with the polearm. While some situations may call for that (and while it may be the best of poor options in some tactical situations) I don't think many parties will be happy dragging along such a character. To be useful the player will have to use their creativity (if allowed by the DM in the campaign), or better yet, an extremely shrewd and opportunistic tactical sense.

Many players will try to be a fighter, charge in, and die. Others will try to be a thief, and realize that they are not sneaky or good at scouting. With the right DM, campaign, and player, an assassin could be enormous fun. I think they would shine in a smaller party, especially. While I would require them to be evil, evil doesn't necessarily mean dumb.

This is why I say the best education is playing BTB: players who can't hack it will die and try another class that they are better suited for. Likewise if the campaign is unsuited for them then that will become obvious quickly as well. Assassins are an advanced class meant for advanced players, similar to the other sub-classes.

Additionally: I would point out that an elvish assassin is quite possibly highly effective with a less skilled player, because of their inherent racial bonuses to surprise. This could mean lots of backstab and/or assassination attempts, depending on your DM. While more approachable for a less shrewd player, I am not convinced this is the best way to go; long term there is a level cap, and moreover there is no Raise Dead for elves that bite the dust so eventually you'll get unlucky, fail a save, and die for good.


Saturday, November 14, 2009

1E - Weapon Specialization

This DF thread made me think about weapon spec for the first time in awhile. The general contention of WS fans is that fighters need a boost to keep up with their peers in effectiveness, so we need to give them bonuses to hit and damage and extra attacks.

ISSUE #1: DO FIGHTERS NEED A BOOST?

I contend that fighters are first and foremost the primary leaders of the party. They have the cash and the spare time (OOC) to hire and manage followers. Even a first level fighter can use his starting cash to recruit a few men-at-arms. Fighters tend to be the first ones to start up strongholds and receive the best benefits for doing so. Sure, a fighter side-by-side with, say, a cleric is not a favorable comparison. The cleric gets equivalent armor, similar THAC0, access to shields and good weapons vs. heavily armed foes, and spells to boot! The only thing the poor fighter gets is access to good ranged weapons and swords (better magic, and better damage vs. large creatures). However, give that fighter an entourage and things look a lot different. Same thing for comparisons with rangers or paladins.

If the campaign does not allow for hirelings/henchmen, or the DM is prejudiced against red-shirts (making them exorbiantly expensive and so troublesome as to be effectively unusable) then yes, fighters will be significantly underpowered. Additionally, if reasonably high ability scores are unavailable, fighters will be weak -- one of their major class benefits is 18/xx extraordinary STR and the extra HP from 17+ CON. If you are playing largely BTB then these issue will not be present.

ISSUE #2: WHY NOT WS?

Let's accept that we need to boost fighters as a given, despite the reasoning above. The problem with WS is that it denies fighters valid tactical choices.

Without WS, a fighter can make important tactical choices. For example, if he's proficient in the spear, mace, long sword, and longbow, he needs to decide whether he wants reach/hurled/anti-charge capabilities (spear), armor penetration (mace), good damage vs. large critters (sword), or ranged (bow) capabilities. Every encounter is an important choice, and the weapon selection may change from round to round in an encounter based on the situation and opponent.

If he gets +1 to hit/+2 damage with the longsword, then the mace ceases being a viable option; the long sword is strictly better in just about every situation. The spear also loses much of its luster; after all, +1 to hit 1d8 + 2 damage is strictly better than 2d6 double damage vs. charge, even! The only time the spear is a valid choice is if he needs reach or a hurled option (pretty situational). Pretty much the only choice the fighter's player makes now is, "Do I use my ranged option (bow) or my melee option (sword)? Or, do I want to Choose to Suck by using a sub-optimal choice (anything else)?"

Additionally, there is the risk that the player will select specialization in a seriously sub-optimal weapon like the crossbow or club. This gives the player a major chance to suck that will drastically impact their effectiveness compared to someone who specializes in, say, the long sword or long bow or dual-wielding specialized hand axes or something. I don't like giving people the choice to suck, as it punishes newbies who don't understand all the implications of their choices as well as roleplayers who are trying to make fun choices and don't care about the mechanical implications.

Thus, my argument that any "fix" to the fighter class' overall power should NOT affect just a single weapon. It removes one of the fighter's few choices. If you need to fix the fighter he probably doesn't have hirelings to command and control. He doesn't have any spells. So the only thing he DOES have is weapon selection. Don't take even that away from him.

SO, WHAT TO DO?

Fighters are likely to need a boost if (A) they don't have followers and (B) they don't have 18/xx STR or 17+ CON. The tactical effect of these factors is to give them higher damage per round (high STR, or lots of hirelings all piling in at once), greater endurance (more HP, or a henchman cleric to provide healing/buffs, or hirelings to take hits and then retreat after soaking damage), or greater versatility (the specialized features provided by hirelings/henchmen).

Thus, I would create a fighter variant. Here's a rough hack. This variant is intended ONLY for single-classed fighters. No dual-class or multiclassing is possible. As you will see, this basically creates VERY mild multiclasses anyways to give the fighter additional choices and/or durability/burst damage.

PROHIBITIONS: The variant fighter selects from the following prohibitions at character creation. At DM's option, additional prohibitions may be taken later.
- No extraordinary strength (+1). The fighter loses their entitlement to extraordinary strength. Even if their STR is later raised to 18 by magic or aging, they do not gain the extraordinary strength roll.
- No extraordinary con (+1). The fighter loses the bonus HP gained by 17+ CON. Even if their CON is later raised to 17+ by magic or aging, they do not gain the bonus HP.
- Follower Restrictions (+1; prereq - CHA 9 or higher). The fighter may not employ followers more than 1 alignment place seperate from themselves. Moreover, the number of henchmen they can have is restricted by level as follows: Lvl 1-4 (0), Lvl 5-8 (1), Lvl 9-12 (2), Lvl 13+ (3). Any hirelings or retainers take a -50% morale modifier.
- Lone Wolf (+2; prereq - CHA 9 or higher). This may not be taken with Follower Restrictions; only one or the other may be taken. Any followers must be exactly the same alignment as the fighter. The fighter may not employ any hirelings or henchmen until level 4. At level 5, 1 fighter henchman or non-combat retainers may be hired. At level 9, a second fighter henchman may be hired. if establishing a stronghold, 1/2 the normal followers are attracted.

BENEFITS
Count up the total above. For example, a fighter who selects Lone Wolf, no EX STR, and no EX CON gains +4 points. A fighter who only selects no EX CON gains +1. At level 1, and each time a weapon proficiency is gained, the fighter may spend a benefit point on one of the following perks.

Hedge Magician (Prereq: 13 INT). The fighter has mastered some simple magic tricks. Roll twice on the DMG's list of Utility and Defensive spells for new Magic-Users. The player may then select one spell from each list to learn. These spells can be cast at any time and no memorization is required. After casting one of their spells, the Fighter must make a save vs. Spell; if the fighter has 15+ INT, a +1 bonus is gained, if the fighter has 18+ INT, a +2 bonus is gained. No other bonuses can be gained to this save. If succesful, then the fighter may continue to cast. If the save is failed, then any additional castings inflict 2d10 damage. It takes 4+ hours of rest, just like a MU, to recover spell capability after a failed save.

Moreover, the fighter may read magical scrolls as a thief.

The fighter's effective caster level is equal to 1/2 his fighter level.

- This Perk may be taken multiple times. Each time it is taken, roll twice on the defensive and utility spell lists again and select another spell from each list. The fighter may fail one extra save before accruing damage. For example, a fighter who takes this perk three times will know 6 spells (3 defensive and 3 utility). He can cast freely until he has failed three spell saves; then he he will begin to take damage for each additional casting.

Devoted Warrior (Prereq: 13 WIS). The fighter has gained some minor clerical abilities. Each day, the fighter may pray for and memorize two level I clerical spells. These spells may be spontaneusly cast as often as desired, but after each casting, the character must roll a save vs. RSW applying a bonus (if applicable) for high wisdom; no other bonuses apply. Once failed, no more casting is possible. The effective caster level is 1/2 fighter level.

Once reaching level 4, the character may also Turn Undead as a cleric of their level -3, but must immediately roll the above save as if casting a spell. Failure indicates no more spell casting or Undead Turning is possible that day.

If this perk is taken additional times spell capability improves as follows:
Twice: Select 4 / Fail 2 saves
Thrice: Select 5 / Fail 3 saves. Level II spells may now be selected by swapping out three Level I slots. The save is made at -4.
Four Times: Select 6 / Fail 4 saves

Inspiring Warrior (Prereq: CHA 12). Each day, fighter may use the Bard's Inspire Courage ability once for each time they take this perk. Each usage lasts for a turn. Alternatively, the character may make a legend lore check; their effective level is equal to a bard's. Each time this perk is taken, the ability may be used one extra time per day.

Nature's Ally (Prereq: CHA 12 & WIS 12). The fighter may gain an animal companion as a druid using the Animal Friendship spell; the animal may have 1 HD for every 1 HD the fighter gains. Additionally, they may select 2 level I druid spells/day. Either spell may be freely cast but the fighter must roll a save vs. Spell afterwards, with a modifier for high wisdom (and no other modifiers allowed). Failure indicates no further spells may be cast that day. Caster level is equal to 1/2 character level.

If this perk is taken additional times spell capability improves as follows:
Twice: Select 3 / Fail 2 saves
Thrice: Select 4 / Fail 3 saves. Level II spells may now be selected by swapping out three Level I slots. The save is made at -4.
Four Times: Select 5 / Fail 4 saves

This perk may not be selected if "Devoted Warrior" has already been taken.

Nimble Fingers (Prereq: DEX 12). The fighter may perform Pick Pockets, Open Locks, and Remove Traps functions as a thief of their level -3. If this perk is taken again, they may hide in shadows and climb walls as well. These skills may be limited by worn armor. Each time this perk is taken, the fighter gains +1 to AC against attacks on their rear AC provoked by hastily leaving a melee combat.

Durable Warrior (Prereq: CON 12). Each day, the fighter may take 1 turn to recover 1d6 x level HP. Alternatively, they may take 1 combat round to recover 1 x level HP. If this perk is taken multiple times, then they may use this self healing one extra time per day.

Brutal Warrior (Prereq: STR 12). Each day, the fighter may add 1d6 x 1/2 level damage to a succesful melee hit. This extra damage is added after the roll-to hit (so it is never wasted on a miss). 1d4 x 1/2 level may be added to a ranged attack. Alternatively, the fighter may reroll a bend bars or open doors check or any other check related to STR. If this perk is taken multiple times, this extra damage (or reroll) may be used one extra time per day.

Raging Warrior (Prereq: STR 12 & CON 12). The fighter may choose to go into a rage. This rage incurs a -4 AC and saving throw penalty, but the fighter deals +4 damage on hits with melee or hurled weapons. The fighter also gains reduces all damage taken from attacks by 1 and gains +3" to speed. The rage lasts for 1 turn. If this perk is taken multiple times, this rage may be used one additional time per day each time.

Ascetic Warrior (Prereq: STR 12, CON 12, WIS 12). The fighter gains all the benefits of a level 1 monk including unarmed strike damage, unarmored AC, unarmored movement speed, etc. Each additional time this perk is taken the fighter gains the benefits of a monk of one level higher.

Versatile Warrior. The fighter gains proficiency in an extra allowed weapon. They also gain an additional secondary skill. Finally, they may learn one extra language.

Wednesday, October 7, 2009

AD&D Spells -- Level I MU

Here is my assessment of level I MU spells. First, Nazim's poll results. There were about 108 voters on this poll. For 9/10 folks to think something rocks, it needs to have more than 97 votes. For fewer than 1/10 to think its ever useful, then it needs to have 11 votes or less. To be in the top 20%, it needs 86+ votes. I've highlighted those extremes in blue and red respectively for you below.


10 Best Level I MU Spells. According to you.
Affect Normal Fires (Alteration) 1% 1% [ 6 ]
Alarm (Evocation) 0% 0% [ 2 ]
Armor (Conjuration) 5% 5% [ 52 ] x
Burning Hands (Alteration) 2% 2% [ 25 ]
Charm Person (Enchantment/Charm) 8% 8% [ 88 ] x
Comprehend Languages (Alteration) 3% 3% [ 28 ]
Uncomprehensible Languages (Alteratio) 0% 0% [ 0 ]
Dancing Lights (Alteration) 0% 0% [ 4 ]
Detect Magic (Divination) 6% 6% [ 69 ]
Enlarge (Alteration) 3% 3% [ 30 ]
Shrink (Alteration) 2% 2% [ 17 ]
Erase (Alteration) 0% 0% [ 0 ]
Feather Fall (Alteration) 5% 5% [ 53 ] x
Find Familiar (Conjuration/Summoning) 3% 3% [ 32 ] x
Firewater (Alteration) 0% 0% [ 1 ]
Friends (Enchantment/Charm) 0% 0% [ 4 ]
Grease (Evocation) 2% 2% [ 23 ] x
Hold Portal (Alteration) 1% 1% [ 15 ]
Identify (Divination) 4% 4% [ 47 ]
Jump (Alteration) 0% 0% [ 2 ]
Light (Alteration) 4% 4% [ 40 ]
Magic Missile 8% 8% [ 89 ] x
Melt (Alteration) 0% 0% [ 1 ]
Mending (Alteration) 1% 1% [ 9 ]
Message (Alteration) 0% 0% [ 2 ]
Mount (Conjuration/Summoning) 1% 1% [ 8 ] x
Nystuls' Magic Aura (Illusion/Phantasm) 0% 0% [ 2 ]
Precipitation (Alteration) 0% 0% [ 1 ]
Protection From Evil (Abjuration) 5% 5% [ 51 ] x
Protectino From Good (Abjuration) 0% 0% [ 1 ]
Push (Conjuration/Summoning) 0% 0% [ 3 ]
Read Magic 5% 5% [ 56 ]
Unreadable Magic (Divination) 0% 0% [ 0 ]
Run (Enchantment) 0% 0% [ 2 ]
Shield (Evocation) 6% 6% [ 65 ]
Shocking Grasp (Alteration) 1% 1% [ 13 ]
Sleep 10% 10% [ 105 ] x
Spider Climb (Alteration) 3% 3% [ 33 ]
Taunt (Enchantment) 0% 0% [ 3 ]
Tensers' Floating Disc (Evocation) 2% 2% [ 20 ]
Unseen Servant (Conjuration/Summoning) 6% 6% [ 65 ] x
Ventriloquism (Illusion/Phantasm) 0% 0% [ 4 ]
Wizard Mark (Alteration) 0% 0% [ 1 ]
Write (Evocation) 1% 1% [ 14 ]
You may select up to 10 options

Total votes : 1086

This quick numerical analysis suggests the following categories.

STANDARD
Armor (Conjuration)
Burning Hands
Comprehend Languages -- Suggest making underpowered
Detect Magic
Enlarge/Shrink
Featherfall
Find Familiar
Grease
Hold Portal
Identify
Light
Pro Evil
Read Magic -- Suggest making underpowered
Shield
Shocking Grasp
Spider Climb
Tenser's Floating Disk
Unseen Servant
Write

HIGH POWERED LEVEL I SPELLS
Charm Person
Sleep
Magic Missile

LOWER POWERED LEVEL I SPELLS
Affect Normal Fires
Alarm
Uncomprehensible Languages
Dancing Lights
Erase
Firewater
Friends
Jump
Melt
Mending
Message
Mount --
Suggest making standard powered
Nystul's Magic Aura
Precipitation
Pro Good
Push
Unreadable Magic
Run
Taunt
Ventriliquism
Wizard Mark

My first problem is that there are too many spells. There's a lot of crap there I think and its hard to remember.

In any event, I think the top three picks are good candidates for over poweredness. Magic Missile is a staple for mid and higher level characters, who often fill their slots with nothing but magic missile to be gatling guns. Sleep is a nuke. Charm Person is often spammed. I'd slap a material component on them.

There are a lot of underpowered spells. I would move read magic and comprehend languages down to underpowered to pair them up with their weak reversals (or vice versa). I would move Mount up to the standard power because I find it to be very versatile and handy. I think you'd be safe making all those Underpowered spells level 0 cantrips, however.