Showing posts with label race. Show all posts
Showing posts with label race. Show all posts

Tuesday, April 14, 2026

L is for Limits

[over the course of the month of April, I shall be posting a topic for each letter of the alphabet, sequentially, every day of the week except Sunday. Our topic for the month is Advanced Dungeons & Dragons: how to approach it, how to run it, how to enjoy a system that deserves to be played NOW, nearly 50 years after its inception. Consider this a 'crash course' in the subject]

L is for Limits...and believe it or not, we really, really like limits in our Dungeons & Dragons game.

Limits are what makes a game a game...at least a game worthy of play. When you play basketball with your friends, you don't score a point just for touching the ball...to score a point you must put the ball through an elevated hoop, suspended higher than (most) people can jump. It is a simple game, but it is a challenging game, and the challenge is a large part of what compels people to play and enjoy it.

AD&D has LOTS of limits built into its rules. There are limits to what classes a given species can play. There are limits to what level a given class-species combination can achieve. There are limits to ability scores based on species and gender (we'll talk about that one in a second). There are limits to how a character may advance and how experience points are acquired. There are limits to what may be carried, limits to resources (arrows, oil, torches, potions, spells). Limits to the number of hit points of damage a character may sustain before winding up dead-dead-dead. Heck, there are even limits to WHICH characters are eligible to be raised from death by magic (sorry to all the elves and orcs!).

All these limits provide boundaries that shape the look and feel and play of the game. They all provide challenges to the participants' desire to do "anything they want," despite ad copy claims to the contrary ("...a game of limitless imagination!"). 

And challenge is what makes it a game worth playing.

FOR EXAMPLE: the character is the player's tool and vehicle for exploring the game world; however, that "tool" is only as effective as the limits of its level. A 1st level character is VERY limited in effectiveness, compared to a 10th level character...even if the two were equipped in similar fashion (equipment and magic items tend to act as a "force multiplier;" they do not (usually) "make" the character). Advancing in level requires the player to earn experience points. Experience points are earned through finding and recovering treasure (these are adventurous treasure-hunters, after all) OR...more minimally...by defeating opponents in combat (valid, given that much of a character's effectiveness is measured in combat ability).  However, engaging opponents in combat COSTS RESOURCES...players lose time, lose hit points, lose consumable equipment, lose spells...and this cost must be weighed against the potential gain.  Because depletion of resources means a reduction in the RANGE at which the player can operate.

[if I spend an hour of my four-hour game session locked in a large combat, I'm using up a quarter of my real world game time in a single encounter, leaving LESS time for more exploration/adventuring. If I lose a large amount of hit points (or fellow player characters) or spells and resources in this large encounter, that leaves me with a decreased amount for further exploration/adventuring. The question becomes: was the battle WORTH it? If pursing this large combat resulted in a large treasure, or opened access to a large treasure, or provided a clue for finding a large treasure...then, maybe. If not, that large combat may end up being a Pyrrhic victory. Assuming it results in victory at all]

But that is the challenge of game play...it is what makes AD&D the game it is. In the present D&D culture, it is a common practice to NOT award experience points but simply to "level up" players at arbitrary chosen places as a reward for accomplishing story goals set by the DM. This is pretty much the opposite of "player agency." Players must jump through the hoops specified by their DM in order to get their cookie. And since the award is subjective and arbitrary (the DM can choose to award a level whenever they "feel like it") nothing the players actually DO or accomplish in the game matters in the slightest. It only matters how generous the DM is feeling on a particular day (which may ranged from "overly generous" to "downright stingy").

Some of us prefer our actions to matter. Some of us prefer to have agency.

HOW ABOUT ANOTHER EXAMPLE: when creating their character in the game, players are LIMITED by two factors: 1) the ability scores they roll, and 2) the class-race combinations that are allowed. Since ability scores are randomly determined, this tends to create a broader swath of "humanity" (including demi-humanity) among the players in some semblance (verisimilitude...again!) of "real life." Not everyone has what it takes to be a paladin, or a ranger, or a monk, or a bard. And so those classes appear with less frequency than simple fighters and clerics and magic-users and thieves...as they should. Likewise, not every species trains the same type of profession. Elves are not particularly religious (perhaps because they cannot be raised from the dead?) and there are no adventuring clerics among their number (their priests are all "stay-at-home" types and limited to NPCs)...this is implied world/setting material as well as a LIMIT on what players can choose.

While the non-humans have limits of choice when it comes to their profession, they also have limits to their maximum achievable effectiveness. 8th level might seem to be an impossibly lofty rank to low-level sloggers of OSR "lite" games, but it's barely more than "mid" for an AD&D campaign...my players can hit 8th pretty easily within a year of play (even with level draining undead). As one might expect, this means the bulk of long-term characters...especially fighter types...are going to end up as humans (who have no level restrictions). The trade-off? Humans gain none of the special abilities of the non-human species (and there's a LOT, especially for dwarves, elves, and halflings), nor do humans have the ability to multi-class (advance in two classes simultaneously) which is a decided advantage of the non-humans, especially at the low-mid levels of play.

Again, we can contrast this with present day (5E) game culture where any character can be any species-class and can achieve any level. Without boundaries, there is no particular challenge save, perhaps the challenge of playing something "original" in a world where all is permitted. However, that by itself (for me) breaks any semblance of verisimilitude as such a world of half-orc bards and halfling paladins, where the greatest fighter in the land can be a gnome and the greatest wizard a dwarf, is just a little too "gonzo" for my taste. I like my fantasy grounded in an accessible world of SOME naturalism, not the cartoon anti-logic of the wildest anime-come-to-screen. There are other RPGs for anime play.

ONE FINAL EXAMPLE: and here I'll talk about the ability score discrepancies between males and females. AD&D places limits on ability scores based on species and that is fine...I have no issue with one species being less agile than another, or less educated, or not built as robustly as another. These are issues of culture (setting/world building) and fantasy physiology. However, with regard to the STRENGTH ability score, AD&D places limits based on female strength in comparison to male strength for each individual species. It looks like this:
  • Halfling (M/F)       Max: 17 / 14      +1/+1 or 0/0
  • Gnome (M/D)        Max: 18(50) / 15     +1/+3 or 0/0
  • Elf (M/F)               Max:  18(75) / 16    +2/+3 or 0/+1
  • Half-Elf (M/F)       Max: 18(90) / 17    +2/+4 or +1/+1
  • Dwarf (M/F)          Max: 18(99) / 17    +2/+5 or +1/+1
  • Half-Orc (M/F)      Max: 18(99) / 18(75)   +2/+5 or +2/+3
  • Human (M/F)         Max: 18(00) / 18(50)   +3/+6 or +1/+3
For those who are new to AD&D, understand that the strength ability score goes from 3 to 18, but fighters (including rangers and paladins) with an 18 score roll percentile dice to achieve a "bonus" score of 01 to 00 ("100"). High strength scores provide a bonus to melee combat (very important for sword-swinging fantasy, doubly important for fighter types), as well as a +10% bonus to experience points for fighters with a score of 16+ in strength. Consequently, even though the a max STR male halfling is only getting a +1/+1 to attack/damage rolls versus his female counterpart, the female halfling will be earning less x.p. (as a fighter) because her STR is capped at 14. With this in mind, female gnomes and halflings should probably not even consider fighter as a class.

In my youth, we just rolled with these, as is. Our group included two girls (one my co-DM), both of whom played fighters, and it was never an issue (as in, it simply never came up). There may have been one or two complaints from BOYS in our group (who occasionally played female characters), but we'd simply say "them's the rules, fella." Any player was allowed to play any gender, and we stuck by the rules as written. These days, I'm of a different mind. 

For one thing, while combat issues the major part of STR, in AD&D the issue only starts to get crazy with fighter percentiles...all non-fighters are limited to a max 18 STR, and that's never giving you more bonus than +1/+2. In other words, not much bonus. However, the real issue for me is the added weight allowance, in which any character with STR greater than 11 gets additional carrying capacity. ENCUMBERANCE is one of the limits we LOVE, as it keeps the game firmly grounded in pseudo-reality, rather than the "Minecraft mentality" of unlimited inventory.

Real world carrying capacity is tied to BODY WEIGHT. Yes, men (on average) have a more upper body strength than women, but their ability to carry loads over distance is pretty much the same percentages: 20-30% of body weight for sustainable load over distance; 10-20% of body weight is optimal for speed and endurance, 30-35% sharp drop off in pace with fatigue/injury risk...this latter amount would be a military-style "heavy" load. Military and trekking studies show that women can average 15-25% of their body weight for sustained movement, while men average 20-30% and that fitness and experience matter more than gender for carrying capacity.

It's a fascinating thing to study...and once you do you start seeing the STR chart in the PHB is INSANE. A +300# weight allowance? Even the +100# of a woman limited to 18/50 STR seems outrageous...unless these were additions to the maximum encumbered (staggering around) load. However, it is explicit that this amount is added to the unencumbered rate of movement. Probably because it's a fantasy game and some rules are written for the sake of expedience.

And if it's a fantasy game, then it doesn't matter to me whether the the women-folk are equally strong as the men-folk. As such, in my campaign all members of a species (male, female, and...I suppose...non-binary) use the same maximum STR score (i.e. they all use the number listed for the "male" of their species). 

I guess we only really, really like MOST limits.
; )

Friday, December 6, 2024

Demi-Human Expansion

 AKA Cocaine Is A Hell Of A Drug

From Dragon Magazine, issue #96:
With expansion of the deities in the WORLD OF GREYHAWK Fantasy Setting, and by Roger Moore's articles herein so as to provide for the races of demi-humankind, there is no logical reason to exclude their clerics from play...

Elves, half-elves, and halflings -- being more nature-oriented than the other demi-human races -- deserve admission to the druid sub-class. Elves are now unlimited in their ability to rise in levels within the druidical ranks, just as half-elves have always been...

Elves are no longer prohibited from entering the ranger sub-class with the same reasoning that now opens the druid sub-class to that race....
E. Gary Gygax, April 1985

In the previous Dragon (issue #95), Gygax had outlined new level maximums for the various demi- and semi-human races for characters that have exceptional ability scores, i.e. prime requisites that exceed the normal maximum for their species. As such an event only occurs through the use of powerful magic (for example dozens or scores of wish spells), I see no problem with extending levels for those rare circumstances. 

Likewise, I have even less problem with the new rule that allows single-classed non-humans to boost their maximum level by +2 in a class that they could normally multi-class with (for example, an elven magic-user or dwarven fighter). This is sensible and a nice bennie for non-humans that seek to "focus" in a particular profession. An excellent addition to the game, while still allowing humans to maintain their place in the PC hierarchy by dint of their "unlimited potential."

SO...see those last two paragraphs? One thing: non-obtrusive. Second thing: good and welcome.

Now, let's talk about everything else. Because Gary seems to have been all coked up when he tweaked out the rest of this mess.
Players and DMs alike should take note of an impotant new rule change which is alluded to herein: player characters can be members of certain demi-human sub-races that are not permitted to PCs by the rules in the Players Handbook -- namely, the valley elf, grugach, drow, duergar, and svirfneblin. More will be said about this new development in subsequent articles. For now, however, players who choose to have drow, duergar, or svirfneblin characters should heed this general stricture: The alignment of such a player character may be of any sort, but daylight adventuring must be severely curtailed due to the nature of these creatures. Without special eye protection and clothing, these three demi-human types will suffer slight problems and sickness due to exposure to sunlight. 
No, Gary. No. No. No.

No, you cannot give players to play powerful demi-humans...creatures originally designed to provide additional challenge to high level PCs with their extra special abilities. Creatures with built-in magic resistance or natural spell powers or the capability of summoning elemental monsters regardless of class. No, Gary. You are high, man. You are NOT thinking straight.

Unfortunately, however, the drugs would continue to flow all the way through the publication of the Unearthed Arcana, when the final blow would be struck to the balance of non-human class relations:
The cavalier class is not listed on the tables for elves and half-elves, and the bard class is not listed on the table for half-elves, because level advancement in either of those classes is unlimited to any character with the requisite ability scores to qualify for the class.
Fucking cocaine, man. 

Anyone unfamiliar with the cavalier class as it appears in the UA will have to wait for the next post in this series to understand just how crap-tastic it is to give elves unlimited class advancement in a class that's...basically...a better fighter. That such a character could also be, say, a drow with a bunch of bonus bennies is a friggin' travesty. Oh Noes! So sad I have a -2 penalty to hit in daylight...we're exploring dungeons, jackass! If I'm getting into fights in town, there's already something wrong!

*sigh*

But let's talk about some of the more subtle problems here. Letting non-humans into the ranger and druid class is a thumbing of the nose at the (unstated) wold-building inherent in the original work. Rangers are not "woodsy heroes of good" (and even if they were, why the hell would a DROW get to be one?)...rather they are AVENGING KILLER HUMANS that hunt and murder the humanoids that threaten humankind. That rangers operate in the wilderness is because THAT'S WHERE THEY FIND THEIR PREY.  It's not the "civilized" ork or goblin that they're protecting (human) people from...it's the roaming bands of cannibalistic hostiles that would otherwise overwhelm fragile humanity. Regardless of your take on alignment, forcing rangers to be "good" places them in direct opposition to the listed (evil) alignment of their quarry.

And druids? Do we not remember what these are and where they came from?
DRUIDS:  These men are priests of a neutral-type religion, and as such they differ in armor class and hit dice, as well as in movement capability, and are a combination of clerics/magic-users...they will generally (70%) be accompanied by a number of barbaric followers....
From Supplement I, Greyhawk
...They are more closely attuned to Nature, serving as its priests rather than serving some other deity... Druids have an obligation to protect woodland animals and plants, especially trees. Unlike the obligation of lawful and good types towards others of this sort, the tendencu of druids will be to punish those who destroy their charges, rather than risk their own lives to actually save the threatened animal or plant. Druids will not slay an animal if it can be avoided, and they can never willingly or deliberately destroy a copse, woods or forest -- no matter how enchanted or evil it may be -- although they may attempt to modify such a place with their own magicks.
From Supplement III, Eldritch Wizardry

As explained in the PHB: "Druids can be visualized as medieval cousins of what the ancient Celtic sect of Druids would have become had it survived the Roman conquest."  These are very HUMAN  characters, aligned with neutrality/nature, not the frolicking Chaotic Good elves feasting on freshly hunted deer. If anything, druids and elves would probably live in a state of polite distance (if not Cold War style hostility), each in their own section of the forest...if not different forests altogether. That half-elves can beliong to the druid class (and the druidic-based bard class) speaks more to their human nature than any elvish part of their blood.  The same reason, really, that they can become rangers (although lacking the unlimited leveling potential of a fully human ranger). 

It's part of the neat thing about half-elves: they get more OPTIONS than an elf. Now you're giving me no reason to play a half-elf at all...except as a bard (and interestingly enough, all the half-elves in the campaign of my youth were bards, including my own PC). 

And thus a new trope was born...of elven archer-y rangers and leafy-pantsed druids. Man, it always bugged me the way 3.0 portrayed rangers and druids as elves, and now I know why (though I guess that's not as bad as dragonborn paladins...). Still, if you're going to allow elves to become rangers "by the same reasoning" that gives them unlimited druid access, why not go all the way and let halflings play giant-killer, too? What? They can't shoot a bow?

Idiocy.

Of course NOW ("officially") halflings can become CLERICS...something that wasn't allowed in the PHB (even for NPCs). And, why? Because Roger Moore came up with some demi-human deities for a specific campaign setting, that Gary wanted to throw his editor a bone (and some royalties) by using them as filler in the new UA book. AND he (Gary) extended the maximum clerical level obtainable by non-humans (PC and NPC alike) to the point that a dwarf or elf with 18 wisdom (not even a number requiring wish magic!) can obtain double-digit (!!) levels of experience...while the poor half-elf can't get higher than 8!

That's right: a dwarf cleric can reach a higher level of cleric than they can fighter. Cocaine.

Okay, again, understand the original world-building of the game. Originally, ONLY HUMANS COULD BE CLERICS...of the adventuring sort. Yes, you could find dwarf and elf clerics (see their monster description in Supplement I: Greyhawk), because it makes sense that a demihuman population worships their own gods and have their own priests. But those clerics were of limited ability: 

On the other hand half-elves, since their inception, have always been allowed to earn levels as an adventuring cleric: presumably because of their human nature. That they could not advance very high showed how their elven half limited their ability to advance within the (human/adventuring) church...even though they could make up for it through multi-classing (half-elves with OPTIONS had the largest number of multi-class possibilities of any race in the PHB). It is this same elven nature (presumably) that prevented the character from being a paladin (originally) even though they wee human enough to take up the mantle of ranger. 

[yet another reason why the UA's allowance of half-elf paladins is such a slap in the face]

Similarly, half-orcs were also given the ability to become clerics and cleric multi-classes...the only other non-human (besides the half-elf) with the capability. Again, the assumption is this is possible because of the character's semi-human nature...they have the blood of humanity in their veins and so can learn the ways of the human (adventuring) church. That these teachings could be perverted to evil and combined with the skills of an assassin speaks to their orcish side, I imagine.

But with the UA rules, no half-orc with max wisdom (14) nor half-elf (18) will ever equal a dwarf with even a 16 wisdom (not an elf with 17) because...reasons? Their racial deities are cooler, I guess?

*sigh* (again)

Hey! How 'bout this? Have you ever noticed that...with the advent of the new super-official Unearthed Arcana...even while demi-human class and level potentials were "expanded," a LOT of the original (i.e. PHB race-class combos) were actually reduced? Huh? What? That's right...here's the comparison:

   Dwarf fighter, STR 16 (or less) in PHB: maximum 7th level
   "Hill Dwarf" fighter, STR 16 (or less) in UA: maximum 6th level

   (High) elf fighter, STR 17 in PHB: maximum 6th level (7th with STR 18)
   High/Grey elf fighter, STR 17 in UA: maximum 5th level (6th with STR 18)

   Gnome fighter, STR 18 in PHB: maximum 6th level
   Gnome fighter, STR 18 in UA: maximum 5th level

   Half-elf fighter, STR 18 in PHB: maximum 8th level
   Half-elf fighter, STR 18 in UA: maximum 7th level

   (High) elf magic-user, INT 18 in PHB: maximum 11th level
   High elf magic-user, INT 18 in UA: maximum 10th level

So, yeah: adopt the new UA rules and all your "standard" races are going to suck a bit more. Hey, but at least they raised the maximum thief level a half-orc can achieve (still not "U" however, so why would a half-orc be anything bother being anything but an assassin?).

It's crap...it's all just a big pile of crap. I'm sure there are folks that LOVE the Unearthed Arcana rules and the newly expanded demi-human roles. Sorry...I'm not one of them. Here, I'll share another fun, personal anecdote with everyone: when I decided I wanted to start playing AD&D again (four-ish years ago), I decided to look at each D&D race, and their allowable classes, and figure exactly how high of level I wanted their potential to be based on A) how I viewed the species, and B) how it fit with my world/setting. This included looking at what I wanted their best fighting ability to be, the highest level of skill I wanted them to get to, the best spells they would have access to, and all the various "class abilities" (like the gaining of henchmen or "baron status" or whatever) they might achieve. I decided that I was not going to be a "slave to the rules," but would "make my own choices" as to what level/class restrictions would be allowed in my game. 

And what I found was that I liked ALL the classes and level restrictions AS WRITTEN. The PHB limits are perfectly appropriate, based on how I see my campaign world. Well, except I'd like a dedicated, "focused" non-human to be able to achieve a slightly higher level (and the UA '+2 to max' rule gets that job done). 

But I definitely don't want elven cavaliers and (adventuring) dwarven clerics and half-elf paladins in my game. Nor do I have any interest in making duergar and drow and svirfneblin available as PC race types...my players have yet to discover and explore the Underdark! Why should that content be available to players from the get-go? 

(Spoiler: it shouldn't)

There have, of course, been worse travesties in D&D since the UA was published. Allowing PC githzerai (hello, 2E Players Options!). And WotC's devolving the druid class into its current shape-shifting/no semblance of origin/bullshit is a clear sign that the designers live in Seattle and smoke way too much weed ("Dude, like, why don't we, like, lean heavy into the shape-changing thing? Like isn't that better than making them use a scimitar all the time?" "Yeah, dude. Like what if it were a dragon-born druid, and it could become, like, a REAL dragon." "Dude, cool.").  Yeah, far worse travesties. But adopting the UA rules wholesale into your 1E game is...pretty bad. You're going to end up with a lot of elven cavaliers.

(I mean, why wouldn't you? No level cap, right?)

No. The PHB works JUST FINE. Add the +2 bonus to max level for single-class demi- and semi-humans. Leave out the non-standard "sub-races" (terrible term, BTW, Gary). Leave out the cavaliers. If PCs end up taking their prime requisites into the 20s some point down the road then, sure...take a gander at the UA tables to get an idea at how many bonus levels to grant (here's an idea: +1 to max level for each point over 18). But, otherwise, just stick with the classics; stick with what works.

And remember folks: drugs are bad for your brain.

Must. Stop. Doing. Cocaine.


Friday, February 4, 2022

A Different "Half-Orc"

SO...last night (Thursday) my players were creating new PCs for the campaign (because their others are all dead...natch) and my son rolled up a half-orc fighter/assassin; his FIRST half-orc character as far as I can recall.

[we don't use alignment in our games and this is far from the first assassin we'e seen, but it is (perhaps) interesting that it's taken this long to get a multi-classed one]

Right on, I said. A half-orc, huh? To which he replied something along the lines of: "Yeah, I'm thinking he was kidnapped from his orc-mother's village by humans when he was a child and forced into a reeducation program similar to what was done to Native Americans. How's that for a backstory?" Well, we really don't do backstories (he laughs), but that's not a bad one. How does he feel about orcs? "Well, he sees orcs as his people, really, and hates humans for what they did to him and other village children."

I pointed out to him that his sister's character is a human (and a cleric to boot...a lot of those Indian Residential Schools were run by Catholics or Christian missionaries). At which point he started bending over backwards to create more backstory justifying their relationship and reasons for adventuring and...'No, never mind. Not important.' Because, of course, THAT's not. The game is not about exploring complicated social dynamics based on race and trauma, the bonds of camaraderie and friendship, and the acrimony of historic abuse and cultural genocide.

Thank goodness. That wouldn't be nearly as fun.

However, as I sat in church today (my kids attend Catholic school and since the pandemic, they alternate which classes get to attend Mass on Fridays...today was my daughter's class)...I reflected on this. On this sordid piece of my religious/cultural history. It is/was a really f'ing sad piece of work all around...one that the Catholic Church has yet to apologize for (the Pope is scheduled to meet with delegates from some 30 indigenous American tribes this March...we'll see what happens).

Because...all awfulness aside...my kid's idea for using "half-orcs" is kind of brilliant.

I've done a lot of things with orcs in my games over the years. First, of course, they were just another evil minion monster looking to follow a strong evil leader (the classic trope). Later, they were "beastmen," the common sword & sorcery trope, some sort of not-quite-evolved, more bestial human (see the Moldvay description). At times, I've wanted to use them in the Tolkien sense...an evil "fey" (fairy) race, either evil by nature or corrupted by some dark power (Tolkiens' orcs are "broken" elves)...however, this always steps on the toes of the various goblinoids.

More recently, I've postulated orcs as either some sort of "created" servitor race (most likely by the sorcerous elves, for whom they hold enmity) that have thrown off their shackles and established their own brutal civilization OR ELSE "orcishness" is a type of magical mutation that occurs in the post-apocalyptic wilderness, while "half-orcs" are simply first generation mutants; the PA spin on the S&S beastman trope.

What I haven't considered...like, at all...is using the orcs as analogous to any real world people. I don't see them as Mongols or Huns or "noble savages" of ANY sort. I haven't had the desire to replace real world cultures, I definitely don't see humans in D&D as "white Europeans only" and I always wanted solid reasons for PCs to have adversarial relationships with these subterranean, cannibalistic, tool-using sentients. They ain't humans...at all.

And yet, in AD&D we have half-orcs. And, heck, they're one of only three races that can (as a matter or the PHB rules) be clerics. Wha-wha-what?

One of the things I liked about the B/X rules were their complete lack of semi-humans (half-orcs and half-elves). Leaving aside the old school racism of the "half-breed" trope (ugh!) can we say these are different species and NOT reproductively compatible with each other? Just what kind of fantasy are we playing here? If this is Greek myth...well, okay, anyone can breed with anything (that's how you get minotaurs, for example). But given the kitchen sink nature of the setting, you go too far down that road and you end up with something resembling Piers Anthony's Xanth novels. And that's NOT really the kind of game I want to run...not even close.

Now, if orcs (and elves) are just variant humans...like neanderthals and cro-magnons and whatnot...with genetic compatibility...well, okay, sure. But then orcs should be able to breed with elves...and the rules are pretty explicit in THAT prohibition (one assumes this is, again, because of Tolkien...but Tolkien himself had the orcs as corrupted elves. And drawing on northern European myth, why not have marriages between light and dark fairies? Um...pretty sure that was a thing, once upon a time).

Do I want orc-elves? No. I do not.

So, I'm considering riffing off my kid's backstory in my world's concept of "half-orcs." In my campaign humans are a transplanted species...they've only been on the planet for two or three centuries (long enough that their history...where they came from, how they got there...is mostly mysterious and lost knowledge). They are the "new kids on the block;" the other sentients were there long before with long established relationships and histories. 

Despite that...and despite the hostility they face from MANY of the sentient species on the planet...humanity is an ascendant species and have quickly adapted and, in many parts, taken over the local. There is still hostile "wilderness" to be explored (and conquered) but humanity has already managed to carve out multiple kingdoms in the region...kingdoms connected by tenuous strands of humanity.

The elves...and their relationship with humans (both socially and genetically)...is something I won't get into today, but it's fairly mapped out. The orcs, on the other hand, aren't something I considered before, other than: A) they're one of the indigenous species (unlike humans), B) they're antagonistic to the humans, and C) their capabilities (game-wise) are more-or-less as described in the PHB.

Now, however, I am thinking of half-orcs as something much more similar to the indigenous peoples of North America, and their relationship with the "new" humans being something very much like that of the indigenous people to the white (and black) settlers that came to the (Pacific Northwest) region in the 1800s.

[my game world is set in the PNW...my game map is Washington State and the surrounding area]

Unlike the actual indigenous people, orcs are not humans. However, they are close enough that the humans have attempted to assimilate them into their culture...much the way as Canadian and US governments attempted to reprogram native peoples with their own values, customs, languages, etc. And using similarly brutal and inhumane methods.

A "half-orc" then is NOT a hybrid species of human and orc. Instead, it is an orc that has been taken and culturally re-educated by the humans (good-intentioned or not). They've been taught the language, taught the skills, learned the values and etiquette, all in an attempt to make the creature "less orc." The classes available to the half-orc (fighters, clerics, thieves, and assassins) are the only ones humans would deign to teach an orc (and clerics only to 4th level), or that orcs could pick up on their own. Sorcery? Absolutely not...though within their OWN culture, they teach their own versions of sorcery and clerical magic (using the tribal spellcaster rules on page 40 of the DMG). Such individuals...derisively referred to as "witch doctors" by the humans...are not available as player characters, as their powers are only used for the good of their peoples, rather than "adventure."

Non-indoctrinated orcs, then, have far different cultural priorities than the average adventure-seeking humans. It's not that orcs who retain their own upbringing and social structure don't (sometimes) get the urge to go out and plunder an ancient ruin...but the game is not about those individuals. It's about the humans (and human-accepted) who cooperate, hang out in (human) towns/cities, and look to increase their wealth, prestige, and standing (amongst human-types). 

Nothing halfway
about this guy....
The orc peoples...of which there are many tribes and traditions...are just a little too hostile to the encroaching humans to mix easily into an adventuring party. Those that do can ALL be considered "half-orc," or rather "half-human," based on their different perspective and outlet. Not all of them will hate and resent humans, though most will have mixed feelings about them. 

Not sure why this particular approach to humanoids feels better than human-on-human violence that was so off-putting when I considered setting my game in historic South America. It's not because the actions of American settlers in the west was any less egregious than what happened in (what is now called) Latin America...just research a bit about the Yakima War for a taste of that action. But for some reason, it doesn't feel so problematic to me. Perhaps, I just have more of a handle on the local history and politics, that I feel I can steer the narrative better. Perhaps using "fantasy races" I feel like there's the opportunity to resolve things in a different (maybe better) way. Perhaps I've just grown and matured the last couple years and feel capable of dealing with the harsh reality of colonialism and racial relations.

Or maybe it's just that my children (who are my players) have some understanding of real world history and won't just be going "Cowboys and Indians" on the poor old orcs.

I don't know, but I'm digging on the whole concept. It opens some other issues, of course (like, what exactly is up with Lavinia and her half-orc sons in UK2: The Sentinel...are they adopted? Is she some sort of horrible ex-teacher from an Orc Boarding School?). But the more I reflect on it, the more I find the subject matter something I want to engage with. I hope Diego's new PC can stay alive for a while...I'll be interested to see where his adventures take him.

Saturday, June 19, 2021

Happy Juneteenth!

From Wikipedia
I had never heard of Juneteenth before the summer of last year (2020). Like never. This probably has more to do with my geographic location (Seattle) than with the company I keep, which includes all colors of the rainbow. When I first heard about Juneteenth, it was through my wife (who heard about it through her company which is based out of Washington D.C.). I believe my introduction to the holiday was her asking me, "Have you ever heard of this?"

Now for the obligatory post on racism.

I'm a white American. I'm a racist. Not the kind that would spit on a Mexican (like someone once spit on my Mexican wife in a Seattle bar). Just the kind that you are when you grow up in a culture that was built on the blood and exploitation of other people. The kind that needs to be constantly on guard against a false sense of "everything's fine" when injustice is still being perpetrated on folks who don't look like myself.

I prefer to not be part of the problem. Part of the problem is ignoring that a problem exists. Sometimes I talk about the problem (of racism). I don't think orcs are racist. I think people are racist. I've heard stories from non-white people about white racist gamers treating them badly (treating them like orcs). Some of these people feel there are problematic parts of the D&D game that promote bad attitudes/behavior or permit/encourage such. I don't see it that way, but I understand some do. 

I have sympathy for those folks' point of view. I acknowledge that racism is an inherent problem in my culture and society.

My children are half-Mexican (not the same as black but, even so, non-white). They enjoy the hell out of D&D. They enjoy killing orcs. Sometimes they enjoy talking to orcs (and goblins, etc.) and reaching resolutions that don't involve killing. This is part of the game...combat can kill player characters, too, not just orcs. My son runs an on-line AD&D game for his friends (they are age 10). He goes to a diverse school; nearly half of his class is "non-white." 

All the players in his campaign are caucasian. His dungeons have orcs. These things are unrelated, just facts. 

Inherent racism is a problem; probably more than overt racism (though the latter leads to more violence). My children are too young (or too fortunate) to have directly experienced overt racism. But we watch the news in our home. We talk about things. We talk about the problems of racism in this country. It's worth talking about. 

D&D isn't a problem for us. For some people, it is. 

It's good to be aware of racism; sometimes, on my blog, I feel I have a responsibility to bring up the subject. Rather than ignore it. Even though I haven't been affected it by it like other people. Even though I'm a white American dude.

Or, perhaps, BECAUSE of these things.

Juneteenth is a good thing. Acknowledging and understanding our history is a good thing. Realizing that there's still work to be done to make our society equitable is a good thing. 

Hope everyone has a good holiday weekend.

Monday, May 10, 2021

Fluency

First: a quick reality check. Before I start diving into discussions of language (and language design), please understand that your humble author has no academic background in linguistics or communication, nor historical anthropology applying to the subject, nor even any background in teaching or education. I write for (i.e. "design") games. The games I design for (tabletop RPGs) seek to emulate specific particulars of my choosing, and they try to do so with an eye towards playability, balancing "fun" and "practicality," and my tastes for these two elements may well run counter to other folks' tastes. 

In the case of language fluency, what I want to emulate is based largely on a combination of "adventure fiction" and personal experiences, not necessarily in that order.

Your humble author is pretty much crap at learning foreign languages. Here's the brief history: took French class in the 8th grade and got straight A's. Took three years of Japanese in high school and got a B'ish average, yet retain ALMOST NOTHING despite actually traveling/living in Japan for three weeks or so (I did manage to acquire a girlfriend who later came to the U.S. and had an interest in marriage, but she was fluent in English). Took a year of French at University where I bottomed out in my third trimester (I believe the mark I received was a "D+") due to me skipping a LOT of class to be with my romantic interest of the time (another train wreck story). Took some night classes in Spanish at the local community college, years later, in order to get enough grounding in the language to fake holding a conversation with my Mexican in-laws (this AFTER a couple years of marriage and certain spousal threats relating to my inability to communicate with the family). And that's about it, education-wise...unless you count a couple-four CDs used to "try" learning foreign languages: Russian (that was for a different girl), German (for travel), Czech (for travel), and Italian (?? I think...for fun? Maybe, but we did travel there as well eventually. Regardless, I speak NO Italian).

These days, I'm fairly fluent in Spanish, but that's after 20+ years of marriage to a woman from Mexico (we've been together since '98), annual or twice annual trips to Mexico (where all the friends/relatives reside), three years or so living in Paraguay, several excursions to various Spanish-speaking countries (Panama, Guatamala, Argentina, Uruguay, Chile, and Spain). I knew NO Spanish before I met the wife, other than what was on the menu at a Tex-Mex joint...at least, nothing but bad words (picked up working in restaurant kitchens). 

"Fairly fluent" means the following: I can hold a conversation with someone in Spanish, though generally not a profound or deep one. I can follow (comprehend) a conversation between native Spanish speakers, so long as they are not A) speaking too fast, B) using a lot of "slang" or specific terminology, C) talking about anything particularly complex. I can communicate with native Spanish speakers enough that they understand (more-or-less) what I am trying to communicate to them (the reverse does NOT always hold true). I can teach simple concepts in Spanish (on par with what you'd teach a small child up to the age of 5 or so); we raised our kids to speak Spanish as their first language, and could only do this by only speaking Spanish in the home. 

Oh...and I can generally follow movies in Spanish, even without subtitles (though it's easier with...yes, even with subtitles in Spanish).

My reading comprehension is actually better than my listening/speaking ability because reading is a slower process, allowing me time to distinguish recognizable root words, make sense of syntax and context, and because writing is (generally) more formal in composition than the way people talk. Also: no accents in writing. I can distinguish (some) cultural accents these days, and some accents are so thick they don't even sound like Spanish at times. This was an issue for us when we liven in Paraguay...even my wife only understood two-thirds of what people were saying the first year we were there. 

My wife, unlike me, is amazing at learning languages (except French. Terrible, terrible French). She is fully fluent in English (with an extensive vocabulary) and "fairly fluent" in Italian. She can get by in Portuguese, and picked up Czech pretty quickly (though I doubt she remembers any now). She left the German stuff to me (when we were in Germany) but I doubt she'd have much issue with it, seeing as how closely related it is to English. But then, her work and education are in the field of communications (and she LOVES to travel).

In Dungeons & Dragons, knowledge of a language is a binary switch: your character either knows how to speak "troll" (or whatever) or she doesn't; degree of fluency doesn't enter into the equation. In D&D, the number of languages you speak is the resource that is counted, and it is tied directly to a character's intelligence attribute: the higher your character's INT, the larger the quantity of languages known and understood.

Which doesn't jibe with my experience. Your O-So-Humble Scribe (me) is a pretty smart guy...on a day of extreme modesty, I'd probably rate myself a 15 on the ol' INT scale. But despite years of effort (especially the last ten or so) my ability to speak ANY language other than Inglais has met with a LOT of frustration...you can be smart all day, and it just ain't easy (at least, nor for me). On the other hand plenty of folks (especially those raised outside the USA) speak multiple languages just as a matter of course. Native Paraguayans, from the most educated professor to the lowliest laborer, speak two languages fluently: Spanish and Guaranii. And those with ANY degree of education (i.e. anyone with some family money) speaks unaccented, fluent English (care of The American School) and probably some Portuguese as well (due to the country's history and cultural exchange with Brazil). "Intelligence" is not the issue; so far as I can determine, the main drives of "fluency" (i.e. the ability to communicate in a language) come down to use, opportunity, and access. Roughly in that order.

These days, I only rarely use my Spanish language, except for the habitual phrases and sentences I use (yelling at my children, buying chicharon at the Mexican grocery store), and as a result I'm quite "rusty." My kids are worse: since the pandemic, they've cut the Spanish class from our school (one of the reasons we were sending them there) and sometimes they forget even phrases like "merry Christmas"...at least, until their mother takes them aside and lectures/communicates with them for a couple hours in Espanol. Usually that's enough to knock the rust off. For me, my Spanish improves remarkably after a week in a country where I'm surrounded by the language, my fluency "amping up" to two or three times its normal level...but never more than what I've had the opportunity to learn.

Should an elf or wizard be able to hold a jovial conversation with a couple orcs when they spend most of their free time "in town?" Should the gnome illusionist using a change self spell be able to pass as a native speaking kobold? Personally, I don't think so...unless the character is some serious student of the language/culture. And yet, in Seattle I know many folks of non-American birth, switch seamlessly between their native tongue (still spoken in the home) and the English language that is all around them. Though many (including my wife) will at times complain of a loss of fluency in their original language due to living and working on foreign soil.

[actually, when we first returned from living in Paraguay, I would accidentally slip into Spanish quite often the first few months we were back. I don't do that anymore]

SO...how to model this in game terms? Well, what's the (game) objective here...besides making a more nuanced game world for the players to live in? For me, I want to give the PCs some options that will aid them in their navigating the challenges...specifically hostile NPCs...through the time honored means of negotiation and deception (or both).  And because this is a game, the system needs some abstraction. Here's how it works:

For any language, there are four degrees of fluency:
  • Non-fluent (0 points): the character cannot communicate in the language. Oh, a person might be taught a word or two ("Breeyark," "yes/no," "please"), but the character will not understand what the language speaker is saying; communication is only one way, or very rudimentary and bolstered by gesture (point at food, point at mouth, etc.).
  • Moderately fluent (1 point): character is "fairly" fluent...about the same as what I describe for my ability to speak Spanish (see above). Complex ideas cannot be conveyed, but basic conversations - both ways - are possible. Topics of conversation will be limited to the character's general interests, perhaps chitchat (food, treasure, directions, danger, etc.) not profound philosophies, deep matters of the heart, or intricacies of political situations.
  • Fully fluent (2 points): character can communicate as well as befits a person of his or her station (type and level of education, intelligence, profession, etc.). The character cannot pass as a native speaker, and will exhibit a marked accent; subtleties of conversation (including humor and condescension/disdain) may be missed, but the character should "get it" most of the time. Character will have insights into the culture, but may still be thrown for a loop by rare words, new slang, or unique concepts.
  • Native speaker (3 points): character speaks as well as someone born to the culture; the only limitations being the character's particular class/stature/station in life (this can be eyeballed based on a character's class, level, and CHA score). Appearance will be the only mark of a character's "foreignness," and perhaps not even that if the culture is sufficiently diverse enough to include members of the character's species. Character will be familiar with customs, clothing, food, etc. of the culture and will understand idioms, expressions, and subtleties as much as INT/WIS allows.
Characters start the game with 4 points worth of languages so long as their INT is at least six, otherwise they have only 3 points worth of languages. Elves and dwarves receive one bonus point (total of 5) so long as their INT is at least six. This number is modified by the character's Intelligence score as noted in the PHB for "number of additional languages spoken." For example, a halfling with a 13 intelligence would have 7 points to spend; a dwarf with an 18 intelligence would have 12 points; an elf with a 4 intelligence would only have three points, the same as a human of 4 intelligence.

Some languages (in my game world) share the same root "language family" such that a native or fully fluent speaker counts as moderately fluent without the need to expend additional points. These include:
  • Dwarf to Gnome (and the reverse)
  • Goblin to Kobold (and the reverse)
There may be others. "Bugbear" is not a goblin in my world. Hobgoblins are a larger form of goblin, but otherwise the same species (see dialect, below).

Creatures/characters of the same species share the same language but may have different "dialects." Native speakers may communicate as fully fluent when communicating with a speaker of a different dialect. Some examples from my world include:
  • Humans (those West of the Cascades versus those to the East)
  • Elves (wood elves versus high elves, etc.)
  • Giants (hill, frost, stone, fire, etc.)
[Drow, if such exist (I haven't yet decided) are far enough removed culturally to be considered a different language family, rather than a different dialect. The same would probably apply to svirfneblin, derro, and duergar]

Mechanic-wise, characters should receive a bonus to reaction checks of +1 if fully fluent and +2 if a native speaker. Characters who are non-fluent should receive a -2 penalty when attempting to communicate (moderately fluent character receive neither bonus, nor penalty). These are in addition to the normal adjustments for CHA and circumstance (a group of adventurers with blades drawn are going to be seen as a threat regardless of their communication skills!).

Can fluency be lost? Yes, of course. So long as a character has the chance to use their conversation (either talking to NPCs, practicing with fellow party members, or residing in a "base town" where the language is spoken), fluency may be maintained at the purchased level. It takes 2d6 months for fluency to diminish (call it seven months) from non-use; fluency will never diminish more than one step, and never below moderately fluent. Former fluency level can be regained after immersing themselves in the language for 1d3 weeks.

[folks who want even more nuance can add a somewhat fluent category under moderately fluent; this degree of fluency is never purchased but may be fallen to from non-use. It carries a -1 reaction penalty]

Now, I'd bet there are some folks out there, reading this and saying "Eh? Who cares? Why add this needless complexity to the D&D game?" And, of course, you don't have to. You don't have to use weapon proficiencies either (B/X doesn't). Heck, if you really wanted to simplify the game you could remove all coinages besides gold pieces, lots of "simpler" fantasy board games get by with nothing else (games like Dungeon!, Dark Tower, Talisman...).

For me, some amount of complexity (no more than I can handle) makes for a richer, deeper gaming experience. For other folks it just adds to an already dizzying array of overwhelming rules. To each their own. But I think this is kind of neat, and I plan to put it into play pretty much immediately.

Next post, I'll talk about literacy.
; )

Tuesday, July 14, 2020

Rabbit Pie

This post may be a bit "all over the place," but it's better than the alternative I was contemplating yesterday (something along the lines of a personal existential crisis which seems, mercifully, to be under control at the moment...). I'll do my best to come up with a title by the end.

SO...I was catching up on my "adventure review" reading over at Bryce's blog and stumbled across this little gem in the pile of dross he usually digs through (meaning no offense to Bryce by the way...I find his work of buying and reviewing adventures "so you don't have to" is an invaluable service to those of us interested in adventure design).

"Little gem" is probably too complimentary, for Game of Kobolds; "interesting nugget" probably should have been the term coined. What it is: a 42 page supplement of material that fleshes out the classic adventure module The Keep on the Borderlands with specifically motivated characters and factions interlinked through a complex web of relationships, providing the basis for the type of "blood opera" one might find in George Martin's Game of Thrones.

[this was the impetus for Corbett Kirkley's design; the origin of the product is described in its introduction, which I will let the interested reader dig into, rather than relate here]

[oh, BTW...it's not a "for purchase" product; you can download a copy here if you like. I'm not a scribd user, so Bryce's link doesn't work for me]

As an idea, the thing is more than just "interesting," but its execution is a little meh. My quibbles are about the same as Bryce: definitions aren't tight enough, not enough Keep characters, the timeline/fallout parts need to be elaborated upon. Furthermore, I prefer a more xenophobic brand of humanoid interaction in D&D to this mixture of "fantasy diversity" which smacks of all the kind of [insert derogatory-term-that-isn't-too-offensive-yet-communicates-disdain] found in the most recent versions of the game.

Still, it's not a terrible idea. For one thing, the scenario presented provides plenty of motivation for players' involvement, without forcing them down a particular path. For another, it presents a more unique situation than just hunting bugbear pelts or goblin skulls for reward. For a third thing, it provides a method of interacting with B2's Caves of Chaos that (hopefully) won't result in the immediate extinction of low-level player characters that so often follows from a frontal assault. For a fourth, it also provides a (slightly wonky) justification for why there's this giant horde of rando humanoid tribes living in harmony and practically on the doorstep of this fully stocked human garrison.

Even so, the idea of running it doesn't appeal (to me) very much, nor even the idea of doing a similar supplement for a different adventure like, say, the various factions found in module I1: Dwellers of the Forbidden City. The thing is, much as I enjoy Byzantine politics and Machiavellian machinations, I consider these a particular vice/component of humanity, and would confine them as such. Bugbears and bullywugs and kobolds and orcs? No. I do not look at them as allegorical or surrogate humans. Heck, I try hard not to even look at elves and dwarves as such.

This morning, the idea that dragged my sorry ass out of bed (or, rather, kept me from returning to sleep after my beagles woke me at the crack of dawn) was this idea I have for cataloguing all the OD&D/AD&D monsters so that I cull the list for the specific creatures that function in my campaign setting, especially with regard to "sentient" species. I've pretty much decided that all "goblinoids" (including kobolds up through bugbear) are going to be a single species (of various sizes), while orcs are going to be a race that was magically created, rather than natural. Some sentients (most notably elves) I plan on categorizing as "protohumans," older variations of humanity (like neanderthals) that have since disappeared or become inseparably bonded with "normal humans" through interbreeding, but in general I really want to limit the amount of creatures with above-animal intelligence.

Still not sure what I want to do with dragons: would like to make them (mostly) a vermin-like species. But then, what's the reason for the treasure hoards? Or is that just a myth ungrounded in fact?

Giving a species the ability to reason invites identification with that creature...and I don't want that. I already intend to have multiple human cultures in my setting, each with the potentials for good, evil, and indifference and of course the various human flaws (hamartia, to borrow from Game of Kobolds) that can lead to drama, intrigue, and tragedy.  The non-humans in my campaign are NOT allegorical stand-ins for other races, ethnicities, and cultures...my intention is to create them as alien cultures based on their own biological strangeness, drives, and environments. The default alignment of these non-human cultures (as I intend to use it) will be in relationship to how harmonious they are with needs and desires of human civilization...my campaign being human-centric.

Recently I started re-reading The Hobbit (for the upteenth time), because I had this idea (brought on by my encumbrance posts) of statting out the dwarvish "pony train" that initially sets out from the Shire. Unfortunately, there's little description of their actual goods to be found, save that it is "mostly food" (as one should probably expect). However, getting to the part where their ponies were eventually lost (in the Misty Mountains) I was struck by Tolkien's description of the goblins as a species, in his initial introduction of the creature. He writes in part:

"Now goblins are cruel, wicked, and hard-hearted. They make no beautiful things, but they do make clever many clever ones. They can tunnel and mine as well as any but the most skilled dwarves, when they take the trouble, though they are usually untidy and dirty. Hammers, axes, swords, daggers, pickaxes, tongs, and other instruments of torture, they make very well, or get other people to make to their design, prisoners and slaves that have to work till they die for want of air and light...they did not hate dwarves especially, no more than they hated everybody and everything, and particularly the orderly and prosperous; in some parts wicked dwarves had even made alliances with them. But they had a special grudge against Thorin's people, because of the war which you heard mentioned..."

There are two things of especial note (to me) in this description. The first is that these are fairytale creatures, more or less a shadowy version of dwarves, and not analogous to any particular human ethnicity (I left out the part about goblins taking delight in engines and explosions and ingenious machines for killing large numbers of people: inventions pioneered for the most part by Western European cultures).  The second is that despite their brutality, they are not above dealing with other races, including dwarves, with whom (in D&D literature and elsewhere) they are generally portrayed as having an entirely genocidal attitude. In fact, it is only Thorin's people in particular with whom they have an issue, due to a previous war/feud, not any fundamental inter-species hatred.

And this is born out later in the interaction between Thorin and the Great Goblin. The proud dwarf is far more humble and polite with goblin chief than in any of his interaction (later in the book) with the king of the wood elves, with whom he has no family quarrel. Of course, a conciliatory tone might be expected after being beaten and chained and at the mercy of one's captors...but the elves treat Thorin nearly as rough as he still has the gall to give the elf king snark. I personally find this fascinating.

The conversation started
politely enough.
But fascinating as it may be, it doesn't change my outlook: these are two alien species, not "fantasy human cultures." If dwarves have some type of kinship with goblins, it is due (in my world at least) due to their shared, subterranean physiology and culture, not any kind of human-like empathy and compassion for each other as fellow sentients. And with regard to the sea of humanity swimming around the foothills of these creatures mountain homes, they are BOTH a strange and eerie species...however, one rates as "lawful" for being interested in crafting useful items and doing honest trade with surface dwellers, while the other (perhaps because of their shorter lifespan and, thus, perspective) are judged "chaotic" for their raiding, slave-taking, and violent methods. And neither species has any interest in human politics except so much as it might further their (inhuman) interests.

My campaign setting isn't about creating understanding between different sentient species. It's about survival. And I already know which species will (eventually) come out on top, because my setting is 10,000 years ago in Earth's past. The individual actions of player characters can be judged for themselves, but I'm not interested in "decolonizing" my D&D game by humanizing the non-humans. If anything, I want to make sure they are MORE "othered" than recent editions would have them be, standing in for diversity against a homogeneity of Euro-type humanity.

That's not to say that I intend my setting to be all Incan and Charrua and Mayan with cloth armor and atlatl and whatnot. There's a reason I'm using a setting of 9,000 BCE and not 1550. But even within a single region, you can have a number of nations of diverse peoples with various cultures, languages, and ways of life, even with a shared "group identity." I've been watching Padma Lakshmi's Taste the Nation the last week or so and found it to be a fascinating look at my own country and the plethora of cultures sharing an "American" identity. I intend the humanity of my setting to be something like that: a society composed of many different peoples, cooperating as best they can (though sometimes failing due to past wrongs and grievances) for survival of their species.

There will be very, very few monsters (i.e. non-humans) that carry a Lawful alignment.

SO...I've come to the end of my rambling post, and I have no idea what to title it. I guess I'll go with "non-existential crisis" since that's the subject these meandering thoughts ended up supplanting. Or I could call it "rabbit pie" (which would make as much sense), as that's what I plan on baking for lunch. Ooo, I feel like Farmer MacGregor this morning.

Hope everyone's having a good week. Today's pretty sunny here in Seattle.

Tuesday, February 26, 2019

Tiefling Sorcerer: New B/X Class

[funny story; I had every intention of writing a post about the Drow -- don't ask -- and instead I ended up reading up on the whole damn tiefling species. To be blunt, the idea of a devil-blooded line of humanity only makes sense in an astral plane-hopping setting, and one that doesn't take itself too seriously (something akin to the late Robert Asprin's humorous MythAdventures fantasy series, for example). Looking back at the origin of the tieflings, I do see that they first appeared as part of the Planescape campaign setting, and that jives, but they take themselves O SO SERIOUS in a way that tries to copy the pseudo-edginess of early 90's World of Darkness. And why would they not? Planescape was published in 1994, and probably wanted to cash in on some of that angsty role-playing vibe.

[however, the "morph" that occurs between 3rd and 4th edition, making the tiefling a part of the Core character classes, is Not Good and I can only see it as having been directly influenced by the World of Warcraft, a popular MMORPG whose influence is all over 4E. Even the new look of the tiefling species in 4E (since carried over to 5E) directly apes the draenei character race of WoW, while keeping the blood elf character template's wardrobe and style sense. Is this any wonder when both the draenei and blood elf were released as a WoW expansion pack in January 2007 (WotC first announced the development of 4th edition D&D in August of that same year)? Is their any chance that the 4E brain trust looked at financial returns from the uber-successful WoW and said, hey, we need to put something like THAT in the new edition? Maybe? Regardless, the race has been part of the "core races" ever since, and has gone from a character who might have a single infernal stigmata (or even NONE!) to an obviously inhuman creature with fucking horns and flexible tail and pupil-less eyes. 

[oh, yeah...and so in writing this up for folks who want tieflings in their B/X game, I have to admit I really don't know how you'd use it. I mean, the idea that there are just small pockets of infernal-descended creatures hanging out in human towns (on the Prime Plane) is just so utterly ridiculous. It's a box of stupid. I can only imagine it working in some sort of gothic-horror fantasy world, where vampires, werewolves, and necromancers are accepted parts of society. Something like planet Nostramo (home of Primarch Batman) in WH40K, or some other world where "it's always twilight and/or foggy" (Ravenloft?). Still, I'm sure someone will figure out a way to do it. I mean, why not, right?]

*sigh*


TIEFLINGS

Tieflings are demihumans whose distant ancestors consorted with demons, devils, or similar creatures from the nether planes. Though they appear outwardly human, all tieflings bear some physical mark of their infernal ancestry: small horns, a vestigial tail, a cloven hoof, or oddly colored eyes, perhaps. Lawful creatures feel uncomfortable in their presence. Tieflings tend to be sneaky and underhanded; the world never gave them a fair shake so why should they return the favor? They are innately magical although their sorcery (described below) is different from that of a magic-user or elf. A tiefling's prime requisite is Intelligence; they earn a +5% bonus to experience points if their Intelligence is 13-15, and a +10% bonus if it is 16 or better.

RESTRICTIONS: Tieflings use four-sided dice (d4) to determine their hit points. They may advance to a maximum of 13th level of experience. Tieflings may wear leather armor, but do not use shields. Because of their slight build, they may wield only one-handed melee weapon and cannot use long bows. Tieflings use the same attack and saving throw tables as a thief of the same level. A tiefling character must have a minimum Charisma score of 9.

SPECIAL ABILITIES: Because of their infernal nature, tieflings have fire resistance (like the magic ring). Lawful characters are distinctly uneasy around tieflings, and reaction rolls with lawful NPCs are always made with a -2 penalty. They have infravision like elves and dwarves, allowing them to see 60 feet in the dark.

All tieflings are innately magical, automatically learning spells as shown on their advancement chart; these spells are chosen from the same list as magic-users. Unlike magic-users, tieflings need not memorize their spells; they draw their power from their own infernal nature and their sorcery is limited only by what their life-force allows, as determined by their level of experience. For example: a 5th level tiefling knows only seven spells, but may cast up to ten spells per day (a maximum of four 1st level spells, four 2nd level spells, and two 3rd level spells). Tiefling sorcery is powerful, but they lack the versatility of a magic-user.

Tieflings are solitary wanderers by nature. They never build strongholds or establish dominions, and they do not have clans like other demihuman characters.

Spells Cast Per Day
LevelExp. PointsHit DiceSpells Known123456
101d432
22,4002d443
34,8003d4542
49,6004d4643
519,0005d47442
638,0006d48443
776,0007d494442
8150,0008d4104443
9300,0009d41144442
10450,0009d4+2*1244443
11600,0009d4+4*13444442
12750,0009d4+6*14444443
13900,0009d4+8*15444444
* Constitution adjustments no longer apply.

***EDIT: Had to change the table color because it wasn't showing up on the mobile device.***