Showing posts with label ODnD. Show all posts
Showing posts with label ODnD. Show all posts

Friday, April 19, 2024

OD&D As a DM Instruction Manual

I've never really read through the OD&D books thoroughly. I only have them in PDF, and I've mostly just looked at sections here or there as a reference. I've referenced Men & Magic and Monsters & Treasure a lot more than I have The Underworld & Wilderness Adventures. So today, I went through that fabled 3rd volume and took some notes on what it covers, and how. This is in regard to my previous post, suggesting that I take a look at how well each edition acts as an instructional guide for new DMs. 

Organization

Dungeon Design -- notes on how to create your megadungeon, including lots of examples of ways to screw over players and make it a true labyrinth. 

Distributing Monsters & Treasure -- fairly similar to later editions, with notes on how to restock/expand/modify your megadungeon to keep things fresh.

Movement -- The exploration rules: movement and resting, finding secret doors, dealing with regular doors, traps, listening, and vision/light. 

Underworld Monsters -- rules for encounters: distance, surprise, wandering monsters, avoiding encounters (most monsters usually attack, but reaction rolls for intelligent ones).

Example of Dungeon Play

Wilderness -- the map needs castles, ruins, the Dungeon, a home town. Town adventures briefly mentioned.

Outdoor Survival -- explanation of how to use that map for unplanned/impromptu wilderness adventures, Castle Encounters explained in much more detail than in BX/BECMI/RC.

Referee's Map -- explanation that you can make your own map (but no advice on how), which can be useful for domain game play, and rules for hex-crawling and filling in a blank player map while exploring.

Movement -- all movement rates by hex (later listed as assumed 5 miles vertex to vertex!) per day, terrain penalties from Outdoor Survival. 

Wilderness Monsters -- rules for encounter distance, surprise, getting lost (a bit out of place), wandering monsters. Name level NPC wandering monsters are given more detail than in BX/BECMI. 

Evasion -- pretty similar to what's in BX/BECMI

Castle Construction -- not so different from BX/BECMI, but there is a note suggesting adventures defending a stronghold from incursions by monsters/enemies. 

Specialist NPCs -- what you'd expect, types, job descriptions, prices

Rumors, Information, Legends -- suggestions for developing rumors, and rules for players paying to find more information

PC Upkeep -- 1% of XP (per month I assume) needs to be spent on daily living. 

Baronies -- No more upkeep, now you get income. It suggests 2-8 villages within 20 mile radius of stronghold. There are notes on making improvements that may bring in more income/population, but no rules on how to manage that. 

Angry Villagers Rule -- because torches and pitchforks are fun!

Other Worlds -- go crazy with the campaign world

Land Combat -- AKA mass combat, use Chainmail

Aerial Combat -- use counters/minis on map, modified Chainmail rules, pretty extensive!

Naval Combat -- while this also has Chainmail suggested for man-to-man action, the ship combat rules in BX/BECMI derived from this, but this is more extensive. Includes swimming/drowning rules, water monsters, etc.

Healing Wounds -- natural healing at 1 hp per day, but not on the 1st day of rest!

Time -- keeping time for the campaign: assume 1 week per dungeon delve (including prep/recovery time), 1 day per turn wilderness exploring, 1 week real time is 1 week game time for 'downtime activities' or inactive PCs. 

Instructional Value: 

While I did learn a few things, and get some ideas for incorporating a bit more complexity to TS&R by reading through this (something I should have done years ago!), I don't know how well this booklet does at explaining how to run a game. It does give plenty of details for preparing the dungeon (less so for preparing the wilderness or town/city adventures, and even less for high level domain play). It explains some systems in detail, others are just glossed over or hinted as possible. 

There isn't much philosophy or explanation of the Why of game play, just a focus on the How. There is also zero guidance on actually putting together a group to play, dealing with problem players, etc. Maybe Gygax assumed experienced wargamers didn't need this sort of advice. 

My take is that if I had been given this box set as a kid, with the preparation to game I'd gotten from things like Choose Your Own Adventure books and things like the D&D cartoon, I could have made some decent dungeon adventures. But without Chainmail and Outdoor Survival, much of the rest would have been fairly useless to me. 

Still, it's not as obtuse as many people claim it to be. Most of the rules confusion I think comes from various vagaries in Men & Magic, or incomplete notes in Monsters & Treasure that again assume you have Chainmail. I found The Underworld & Wilderness Adventures to cover most of what's needed, if explanation is a bit short in many areas, and the organization is pretty good overall. 

I can definitely see why TSR thought that the various Classic D&D box sets and AD&D were needed to help explain the game better, though. The rules as written assume experienced wargamers, not newbies. As such, it's a decent rule reference but not a great instructional text.

Monday, July 3, 2023

OD&D Elf as Multiclass Template

This started off as one of those weird shower thoughts, but the idea has stuck with me through the morning so I might as well post it, since I've got a bit of time this afternoon. 

I've always found the OD&D Elf to be odd, and I've always been curious about how they play, but the only two times I've played OD&D rules, I played a Fighter and a Thief (Greyhawk supplement, obviously). If by some odd chance you don't know, if you were to play an Elf in OD&D, your character basically has two character sheets, one as a Fighter and one as a Magic-User. I don't know if people actually used two separate sheets, as ability scores, equipment, and so on doesn't change. But each time the session starts, you would decide to play as either a Fighter or a Magic-User, and your character has those abilities but not the other for that session. 

I've had a few posts from time to time about variant multiclassing rules (there may be more, but if so I don't remember how I tagged them). This is yet another thought experiment post, not something I'm seriously considering applying...at least not to my current games. 

Idea 1: Expanding Potential Class Combinations

This is a simple idea. If the Elf can be a Shrödinger's Fighter/Magic-User, why not let the Halfling be a similar Fighter/Thief? At the start of the adventure, select which class abilities you will use this time. You can't rely on the other abilities this session. All XP earned this session goes to that class. 

This is not too complicated, although any multiclass demihumans (or humans if the DM allows) would need to have two sets of abilities, hit points, saving throws, etc. on their sheets (or 2 sheets). One bonus is that it allows players in groups with more casual attendance to pick the class to run that session that will most benefit the party. Mary didn't show up with her Magic-user? OK, my gnome will be an Illusionist this session.

Maybe give them the perk that once one of their classes is maxed out, as long as the other class is higher level, they get both sets of abilities simultaneously from that point on (like the BX/BECMI Elf class, or standard AD&D multiclasses). 

Idea 2: Simultaneous Ability, Separated Experience

This idea would be that as an OD&D Elf (or any other multiclass combination allowed), your character acts simultaneously as both classes, as with the Basic Elf class or AD&D multiclassing rules. But you have separate experience tracks for each class. At the start of an adventure, the player would have to decide which of their classes will gain the experience from that session. This allows players to control the pace of each class's advancement to an extent. You never know just how much XP you're going to get, after all. And I'd be sticking to the "no more than one level advanced at a time" rule for this.

One difference I'd use with this system, aside from the above idea of not dividing XP evenly into the classes, is that hit points would also not be averaged. You'd get the full HP for each level in each class. Yes, that would give multiclass demihumans an advantage in the hit point area eventually. This being the case, I'd remove level limits for single-class demihumans. 

Idea 3: True Shrödinger's Multiclass

This is the weirdest of the ideas. OD&D Elf (or other similar multiclass character), but the player doesn't get to decide which class to use, or which gets the XP, until they use an ability from one of those classes. So if you get in a fight and use a sword, you're a Fighter this session and Fighter gets XP. If you cast a spell first, you're a Magic-user and MU gets the XP. Similarly if you're a Fighter/Thief, if you pick a lock, you're a Thief for the rest of the session. If you use your better Fighter saving throw or hit point total first, you're a Fighter. 

Obviously, for some combinations, the triggers will be subtle. Thieves can use many (or all) Fighter weapons. How do you know they're acting  as a Fighter? Does putting on a suit of plate armor trigger you as a Fighter? What about Fighter/Clerics? Both can wear the same armors, and Fighters can fight with blunt weapons if they choose. How do we know you're a Fighter and not a Cleric if you don't cast a spell or turn undead? 

DMs and players would need to work out a lot of issues with this idea. But I think it might be kind of fun to try some time.

Thursday, April 27, 2023

Choosing Your Ruleset as Difficulty Level

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

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


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

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

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

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

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

Hey, Not Too Rough (Easy Mode)

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

 Hurt Me Plenty (Normal Mode)

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

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

Ultra-Violence (Hard Mode)

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

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

Nightmare (Extra Hard Mode)

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


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

Thursday, May 9, 2013

Development?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Wednesday, May 8, 2013

Another look at the Cleric

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Wednesday, September 14, 2011

Dungeon Design: OD&D

I just skimmed through the first section of OD&D's Volume 3: The Underworld and Wilderness Encounters.  Having started playing D&D with Mentzer, a lot of the information was actually pretty familiar to me.  that's why it only got a skim.  I'm probably missing a few important points, but for the most part, Gygax and Arneson had figured out a lot of good advice for creation of a dungeon.

  • Make sure the place itself is interesting to explore.
  • Don't overcrowd it.
  • Allow for discovery, and re-use.
  • Keep monsters mostly appropriate for the level.
  • Place important monsters and treasures first, then if the place is too big, use random stocking to fill out the rest.*

Of course, Gygax assumes creation of a Megadungeon, similar to his Castle Greyhawk.  By the time Mentzer was re-editing the Moldvay/Cook edit, more thought went into creation of smaller dungeons with specific purposes.  But all of the above main points were still there.  There's not a lot of actual advice for the crafting of the dungeon, other than the sample map and semi-explained key, and the example of play, though. 

I do like the fact that in the sample dungeon, there's a 'special' which he notes is basically a Dick DM move to use, so don't use it.

Interesting differences from the later Classic D&D game include (old news to some of you, of course):

2 moves per Turn while exploring.  I guess this was taken from Chainmail, with its split moves each turn to allow for reconsideration/reactions.  240' (120' encumbered) per 10 minute Turn is still really slow, but better than in the later editions.

Doubled chances to find secret doors when searching.  Elves 1-4 in 6 (1-2 in 6 innate, rolled by the DM in secret), 1-2 in 6 for everyone else.


*I'm guessing that this picture of Gary's notes for Castle Greyhawk are so sparse because it's just the specials only.  The rest he was able to simply roll randomly as he ran the game.  Or maybe not even roll by the time this picture was taken.

Thursday, December 23, 2010

Rethinking My Stance

Last year, when I was trying to get the Board Game Group to play D&D a bit more, there were more than a few grumbles about my 'old school' approach.

Not everyone minded rolling 3d6 down the line for ability scores, but some did.

Not everyone minded the lower power level of starting Classic characters, but some did.

Not everyone minded the less heroic style of play, but some did.

Well, yesterday I was re-reading this old post over at Cyclopeatron.  In it, he posted some house rules Gary Gygax used in an OD&D game in 2005 (originally chronicled by folks at K&K Alehouse and Dragonsfoot, and collated by Robert Fisher on his old Infogami site).  I'll repost them here:
  • Not using the supplements. Only the three little books.
  • Ability scores rolled as best 3 out of 4d6. Arrange scores to taste.
  • All PCs get 1d6 hp/level. HP rolls are rerolled on a 1.
  • Fighters get +1 HP/die. All PCs get +1 HP/die if Con > 14.
  • Fighters do +1 damage if Str > 14.
  • Dex doesn't affect AC. (It does affect missile attack "to hit" rolls.)
  • PCs started at 3rd level.
  • PCs are unconscious at 0 hp. They can go as low as level +1 before death. (A 4th level fighter can be brought as low as -5 hp & just be unconscious.) A healing potion or cure spell restores them immediately.
  • 1d6 for surprise. 1=1 round. 2=2 rounds. 3 or more=no surprise.
  • PCs must declare actions before initiative. Casters must declare the specific spell being cast.
  • 1d6 for initiative. A tie means simultaneous.
  • A casting caster who loses initiative will lose his spell if hit.
  • No training necessary to gain a level.
  • To acquire new spells: Casters must find scrolls, spellbooks, or a friendly higher-level caster.
  • Clerics don't need spellbooks. (The original books can be read to imply that they do.)
  • Gary IDs most magic items immediately (charging large sums of money when they return to town to rest & recuperate for this service). (This is because the players are anxious to get back into the dungeon & don't want to bother with in-town adventures.) Potions must still be tasted to ID, though. Unusual items require a trip to the striped mage.
Reading this again made me rethink some of my current ideas.  While I think it's fun playing in a more 'hard core old school' way, the guys I've got to play with don't all agree.  And since we're playing to have fun, and I'll have fun DMing no matter which forms of character generation we use, what level we start at, and whether or not there's a high mortality rate among PCs.

I can always try to find some players like me in the future.  For now, I know I'd be playing more D&D if I instituted some (possibly all) of the following rules:

  1. Ability Scores: Roll 4d6 drop the lowest (re-roll 1s), or possibly 2d6+6 (no re-rolling of 1s).  Arrange to taste.  I'd keep the normal Classic D&D ability bonus/penalty spread, though.
  2. Hit Dice/Hit Points: I already allow Max HP at level 1 and re-rolling 1s, but I might consider upping the die types to match AD&D (something I've considered in the past).
  3. Level: Not sure if I'd want to up the starting level to 3rd or not.  I kinda like the low levels of play.  I'd likely just try to make them go quicker by being generous with rumors of where the phat lootz are hidden.
  4. Spells: Use Labyrinth Lord Cleric spell progression (spell at 1st level).  Allow a bonus spell for Wis 13+ for Clerics/Druids, 13+ Int for M-Us/Illusionists, 13+ Cha for Bards.  Magic Users and Illusionists bonus spells would not need to be prepared, it could be anything from the spell book, cast as needed.
  5. Death's Door: No negative hit point crap, but 0 HP is knocked out/incapacitated from wounds.  Any attack on such a character would then be an instant kill (like with a sleeping victim).  [not sure about this one, that might be going too soft...]
  6. Magic Items: Back in the old days, I usually just told the players what magic items they'd found.  It was simple, and didn't ever detract from the game.  I'd likely go back to that (of course, cursed items like potions of delusion or swords -1 would not be revealed until used).
  7. Encumbrance, Schmencumbrance: Yes, the logistics of hauling half a ton of gold up out of a maze may be fun for some, but it can also be a pain in the butt for others.  You find the gold, you've earned the gold if you can get out alive.  Realistic, no.  Fun, yes.
With these rules, I think my friends would be happier at my table.  Too bad I'm not gonna have time to DM much in the next few years.  I'm going to start taking grad school courses at night in March, so DMing will definitely be out.

Tuesday, September 28, 2010

Here we go again?

In my A Team post yesterday, Dave commented, "OD&D was mechanically all about combat."

Sorry, Dave.  We've discussed this before, I discussed it here about a year ago, after Dave, Alex, Josh, Pat and I had a talk about it at the Board Game Group.

I emailed Dave a copy of OD&D, so he can have a look (in case he's never seen it).

Anyway, looking at it, I can see all kinds of non-combat mechanics.  First of all, there are social mechanics such as the henchmen/followers rules.  There are the Wisdom, Intelligence and Charisma scores.  There are the general equipment items, the majority of which are non-combat related. 

Next, let's look at the spell lists.  Obviously Fighters fight, but what about the Magic-Users and Clerics?

M-U Combat Spells:
Level 1: Protection from Evil, Charm Person, Sleep
3 out of 8, all of them defensive, and with some non-combat applications as well.  Light and Continual Light have not yet been noted as able to blind opponents.

Level 2: Detect Invisible, Levitate, Phantasmal Forces, Invisibility
4 out of 10, with only one directly offensive, and two best used by weak M-Us to get the hell out of the combat!

Level 3: Fly, Hold Person, Dispell Magic, Fire Ball, Lightning Bolt, Pro. Evil 10' Radius, Invisibility 10' Radius, Slow Spell, Haste Spell, Protection from Normal Missiles
10 out of 14.  Well, 3rd level has always been the combat spell level.  Still, quite a few of these are defensive and/or have useful non-combat or avoid-combat applications.

Level 4: Polymorph Self, Polymorph Other, Confusion, Charm Monster
4 out of 12, although the Wall spells and Growth of Plants could be used in combat, possibly, but they're really escape spells IMO.

Level 5: Hold Monster, Conjure Elemental, Animate Dead, Magic Jar, Cloudkill, Feeblemind, Growth of Animals
7 out of 14, although again some wall spells, Transmute rock to mud, and a few others could serve get out of jail free purposes in combat, and some of the above could be used for non-combat purposes.

Level 6: Invisible Stalker, Anti-Magic Shell, Death Spell, Disintegrate
4 out of 12, again with Invisible Stalker and Disintegrate having some useful non-combat applications, and clever use of a few of the non-directly offensive/defensive spells being used in a combat.

That leaves an awful lot of spells that aren't intended for combat purposes, and there are mechanics for their resolution.  I'll do the Cleric spells and some other bits later, as I've got to get ready for work.

Friday, August 20, 2010

Ninjas in your Game [Ninja Week]

Well, it's about time to actually talk about ninjas in your game. We'll assume if you're reading this blog you're probably playing D&D, or one of its family of games. If you're playing a skill based game or an indie game, you can pretty much craft a ninja with that system, and you probably don't need much help from me.

If you want to play a ninja in D&D though, it can be a bit tough, depending on which system you're using.

In OD&D, depending on if you're using any supplements or not, you've got the baseline Fighter as an option in the core rules. Not the best choice, some may think, but it's all in how you describe the character and what your DM allows you to get away with. With Greyhawk you get the Thief, and Blackmoor throws in both the Assassin and Monk. These three classes all work really well, even if none are specialized as 'ninja.' Baseline AD&D also gives you these three classes, and the Ranger also can work.

In B/X you're pretty much stuck with the Thief as option #1, and Fighter as a backup. BECMI/RC adds in the Mystic, similar to the Monk. B/X Thief does get a nice bonus in being able to use all weapons, but the BECMI list is good enough (better than the AD&D short list).

Of course, Oriental Advetures has a dedicated Ninja class, but it's a bit complex. The idea is that a ninja should keep their ninja identity secret from the other PCs, so they allow humans to multiclass. You can't only be a Ninja, you have to be a Ninja/something. Needlessly complex, and kinda setting up another Paladin problem, where dick DMs are going to be constantly forcing the Ninja player into situations where they have to either expose themselves as a ninja (requiring them to either turn on their companions or else have the clan hunting after them for the rest of the ninja's life), or else do nothing really for a large part of the game.

2E, with the Complete Ninja Handbook, tried to alleviate some of the problems. The use of 2E kits allows not only a varitey of Ninja class characters (although they're just a variant Thief with slightly different weapon proficiencies and starting skill percentages), but there are also kits for other classes to belong to the ninja clan. That makes an all-ninja campaign possible, but there are still the problems with the ninja mixed with the standard adventuring classes. The book does address some of the problems, and gives a few possible ideas for how to deal with them. All in all, it's not a bad book, even if it does rely on some mechanical choices that I'm not too fond of (kits, proficiencies, etc.).

Now 3E actually, IMO, did the ninja right. In the PHB classes, with the way feats and skills and multiclassing work in that edition, you could use the Rogue (Thief), Ranger, Monk, or Bard even as a base, and with some multiclassing amongst these classes or a few others (Fighter and Sorcerer being good choices, depending on your idea of what a ninja should be), you could craft a fairly good representation of it. That's kind of the strong point of 3E anyway, allowing you to custom build the sort of character you want.

3E's version of OA made another good choice. Instead of adding a Ninja class, they told you to do what I just told you about above. Of course there were ninja Prestige Classes you could take if you just absolutely HAD to have the word 'ninja' on your character sheet [and were too dense to just write it there yourself]. But then 3rd party supplements ended up coming out with all sorts of alternate ninja classes, not to mention the fan-made ones. [I used to spend a lot of time, during my 3E days, on the OA forums over at Wizbro's website.]

4E, I don't know, and it probably doesn't matter if they have a 'ninja' class or not, cause it will play like every other class in 4E.

Anyway, for those of you not playing 3E (I assume most of you), I think the real trick to playing a ninja successfully in a campaign is to avoid the assumed dynamic of 1E OA. Yes, your character is a ninja. Yes, you likely don't want commoners or ENEMY samurai to know that. Yes, you maybe want anyone to know your real name (like Spiderman or Superman, you need that alter-ego). But your adventuring companions should at least know that you are a ninja.

Maybe it comes from the misunderstanding of the concept of 'honor' as the samurai saw it. The reason they used trained ninja for stealth, spying, theft, sabbotage, etc. was because it would be dishonorable for THE SAMURAI to do such. Samurai still wanted all that stuff done, they just didn't want to get their hands dirty. So a samurai would not instantly cut down any ninja they encountered if they learned they were ninja because said ninja was dishonorable. If they were a daimyo, they'd likely be interested in hiring the ninja. Unless the ninja is spying on or trying to assassinate you at the moment, of course, then you'd want them cut down.

Samurai didn't expect everyone to live by their code of honor. So yes, your Samurai character could, and would, assuming a standard D&D type adventuring mindset, travel with a Ninja. It would be the smart thing to do. The Samurai would know that there will be situations that might be easiest to deal with using dishonorable methods. Mr. Ninja, step up please, it's your turn!

Friday, July 2, 2010

Character class frequency

Just a random thought that popped into my head.

The original order of the six ability scores:

Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma

Has S/I/W first because those were the prime requisites classes presented in OD&D, Fighter/Magic-User/Cleric. Gygax also used the Thief, which is why Dex comes 4th.

Was it assumed that classes with a higher prime requisite in the order would be more common? Seems obvious that Fighters should abound. Were Magic-Users assumed to be the second most common class, then Clerics, and Thieves being a bit rarer?

Thieves, rogues, and scoundrel types are more common in the source literature than Clerics, but then Clerics made it into the original rules set, while Thieves only made the first supplement.

Tuesday, September 29, 2009

All about combat, huh?

The other day at my board game group, we were discussing RPGs in general, and D&D in particular with a new guy, Dave. Someone mentioned that OD&D only had rules for combat. Of course that's pattently wrong.

Today I went through the LBBs (on .pdf, don't have the real thing, unfortunately). Here's what I found.

In Men & Magic, there are about 4 digest size pages worth of combat rules (counting the weapon lists). Monsters & Treasure has 0 rules of combat, although I suppose the monster listings count. Maybe I should go back through that for completeness. Maybe not. Anyway, Underworld & Wilderness Adventures has 10 digest size pages of combat rules, including mass battles, sea battles, and aerial battles. There are 22 digest size pages of exploration rules.

So that's 11 pages of exploration rules, 7 pages of combat rules.

Case closed.