Showing posts with label Thieves. Show all posts
Showing posts with label Thieves. Show all posts

Friday, March 5, 2021

You got kung fu chocolate in my sword & sorcery peanut butter!

 Yeah, age (and nationality) test in the post title. Plenty of my readers are old enough (and American enough) to get the reference, but maybe not all. 

So I continue to tool around with my TSR compilation rules. After chatting with JB in the previous post's comments, I took a look at the 1E Monk class, and Gary's description, which basically said it's a non-spellcasting cleric with thief skills. And in typical AD&D fashion, it's way more complicated than it needs to be. 5 attacks every 4 rounds? Seriously? Fighters getting 2 every 3 rounds with weapon specialization (or being 7th level without it) is ridiculous enough. And of course there is the mixed bag of special abilities. 

I hadn't read through that version of the Monk in a long time. I played one in my cousin's campaign back in our high school days, and when I ran an OA game after college, one of my players was a Monk. But it had been a while. And my ideas about Monks were really colored by what they are in 3E/Pathfinder and 5E. In those editions, they're basically variant Fighters with some skills that let them be a little like a thief. Of course, the Rogue in WotC editions is also really just a variant Fighter with more out of combat utility, so there's that. 

Anyway, to get to the point, today I decided to return the Monk to the Cleric/Thief slot in my symmetrical class construction system. Instead of the really odd archetype of the Half-Orc who can pick your pocket after he heals you, and unlock a trap after turning some undead (I mean, I love this, it's so random that half-orcs can do this in AD&D), the Monk is maybe the better fit, and more organic (by that I mean what the players will expect a version of D&D to have). 

I even wrote up a very simplified version of the class that I'm pretty happy with. Acrobat is already one of the Thief subclasses I've written up, so it uses the Thief-Acrobat skill tables (each Thief subclass gets slightly different skills and slightly different % numbers). I'd also already given the Acrobat unarmed fighting ability and AC bonuses despite not wearing armor (my previous version of TSR had combined the UA Thief-Acrobat and the 3E/5E Monk concepts), so it was a more natural fit than a standard Thief. None of my Cleric subclasses really fit, though, so following 1E and the RC (and later editions to an extent), I made a Monk class that is a lot simpler. It doesn't cast Vancian spells, and most of its magical/mystical abilities are self only (I did give them "lay on hands" healing instead of self healing, but that may change). 

They are the only non-Fighter class to get multiple attacks, but that can only be done with unarmed fighting, not with weapons. And they only get 2 per round, while high level Fighters get 3. Hopefully they will do alright in a fight, but not overpower the Fighter. 

Oh, and my Darkstalker concept (Van Helsing/Belmont family style vampire/monster hunter) will become a Cleric subclass, the way it probably should have from the beginning.

Saturday, April 25, 2020

CoronaBlahs, and a Simple Rule for Black Markets

My coronavirus isolation, plus online teaching, has kept me busy the past month. So not much blogging. I haven't done any more reading of the Immortal Set. Barely worked on my TSR-East project. I did paint a lot of minis, though, and started a play-by-post Star Wars d6 game using the same starting adventure I used with the Busan Gamers. I got some VERY enthusiastic players, and it's going pretty well so far, along with my now long-running but slow posting megadungeon Classic D&D play by post game. And I'm still running West Marches and Star Wars on Hangouts/Roll20. Star Wars tonight! Also, Dean switched back to 4E, his edition of choice, and I think the adventures of our high levle 5E characters, Jack Summerisle and crew, are finished.

Dean finally convinced me to try the 4E game. It took me two attempts to make a character. The first time I gave up in frustration at the overload of options. The second time, I got it done. I now play Xuan Lai, a monkey hengeyokai Monk. Yes, he's the monkey-est monk in Eberron! [Any similarity to Sun Wukong, the Monkey King, is purely coincidental, honestly!]

Anyway, the Star Wars game is heavily involved with Hutts. Both, actually. So I was thinking of ways to simulate black market sales of goods. And I think I have a pretty elegant idea that would work regardless of system, at least for things like odd treasures that don't have a set price. I often do that with treasures, saying it will be worth 1d8 x100 gp, or 2d6 x250gp, or whatever. If players want to shop around for different buyers, they might get a better price than the one first offered (they never do, tending to take the first offer).

For a Black Market, you're selling something illegally gained or illicit, so you want to avoid paperwork/official notice. And you will need to accept a probably lower price for the object to avoid the imperial entanglements or whatever. So roll twice, take the higher roll as the legit sales price, take the lower roll as the black market price.

And for  something with a set value (price in the book, gems/jewelry in D&D with set value, etc.) just decide on a number range and the dice to roll to get that range, with the book value at or near the top. Hey, sometimes something like that might be in demand on the black market, why not give it a chance to be worth slightly more from time to time?


Sunday, March 15, 2020

Should I tinker with Thief skills again?

Thieves. I love them. Love to play them, love to have players play them. It's the whole 'brains over brawn' thing that makes me enjoy them.

But, like many people, I sometimes get annoyed at how they've been presented, and how their skills work. Usually I don't mind the percentage based skills, but the chances of success are pretty low to start. But I've always considered other ways to do it.

In Flying Swordsmen, I copied how they were done in Dragon Fist, which is mostly how they were done in 2E except converted to a d20 roll instead of a percent. The bonuses I gave to the skills were to represent the basic percent chances of a starting thief, and players were allowed to distribute bonuses to the skills when they leveled up like in 2E. That works fairly well, but does lead to some confusion (like the +13 to Climb Sheer Surfaces being thought of as a typo since other starting bonuses are low single digits).

In Chanbara, I use the Ninpo system which is based on 2d6 rolls similar to the Cleric's turn undead chances. I thought it was pretty clever when I came up with it, giving fairly reliable odds of success due to the bell curve, but in practice having to decide the TN for the roll for each situation slows things down at the table unless I've anticipated ninpo being used and included TNs in my adventure notes.

In Treasures, Serpents and Ruins (TSR) I'm currently using the classic d% skills, but using the most favorable progressions.

In TSR-East, however, the ninja was based on the Halfling class in BX/BECMI, so it has hiding 1-9/d10 outdoors, hiding 1-3/d6 indoors (slight variation on the Halfling's 1-2/d6 indoors), 1-3/d6 to move silently (1-2/d6 if wearing brigandine or heavier armor). I also gave them detect traps 1-3/d6 (but not remove traps), detect secret doors/sliding passages 1-2/d6, and hear faint noises 1-2/d6.

The yakuza class can locate traps 1-4/d6 and disarm them 1-2/d6. Also, depending on which mystical yakuza tattoos they select, they could also possibly: detect secret doors 1-3/d6, hide/move silently 1-3/d6, hear noise 1-3/d6, escape shackles or bonds 1-2/d6, climb sheer surfaces 1-9/d10.

Jeff is playing a yakuza in West Marches just to try it out, and it's been going pretty well. He took the spider tattoo so he can climb sheer surfaces, and he's been using it to good advantage. But he's only level 3 so I don't know if dissatisfaction will come into play at higher levels when the scores don't improve.

So now I'm wondering if I should edit my TSR-West rules (the standard D&D classes) to match the x/d6 or x/d10 demi-human class abilities. TSR-East characters start better, but don't improve on their chances as they level, just as demi-humans in BX/BECMI. The whole point of the Thief class is to get that delayed gratification (like with the Magic-User) of surviving to high levels when your skills become more reliable.

So I've got four choices:
1. Leave things as they are and just let the Thief (and subclasses) continue to use d% skills.
2. Flatten the curve, so thieves use d% but start with higher chances but improve more slowly
3. Go with flat x/d6 or x/d10 chances for the character's whole career
4. Go with x/d6 or x/d10 chances that improve at certain stages in the character's career (like when attack bonus and saves improve)

Friday, December 6, 2019

Skill Resolution

End of semester grading and some personal stuff have taken up a lot of my time. So not much blogging lately. And no real time to put together my final response to Alexis on why it's good to have some results of rolls secret from the players. It'll come eventually.

In the meantime, Jeremy was wanting to try a different game tonight -- Sharp Swords & Sinister Spells, but everyone was busy or not enthused. No offense intended to the game designer, who is a cool dude. I, at least, am feeling mentally drained from wading through the research papers of ESL learners and didn't feel like trying to learn a new system tonight.

Jeremy shared a Questing Beast video review of SS&SS, and he mentioned that there is a "background" option to let you flesh out the three character classes more. Of course 5E also has that. And maybe some other game Jeremy was pushing recently (or he just bolted that on from SS&SS into something else maybe).

It got me thinking about how skills have been handled over the years. OD&D through the RC has set abilities for some classes (dwarf detection, elf secret door finding, halfling hiding) that is usually X on d6, where the default is either "can't do it" or 1 in 6 chance of success. Then there are Thieves with their % skill system completely unlike any other. And later, other things not covered by the rules were usually suggested to be done by a roll under an appropriate ability score (on a d20, 2d8, 3d6, 2d12, or whatever). With the exception of Thief skills that improved every level, these skills also didn't change over time (unless you found some way to raise/lower ability scores).

Of course, the ideal of unified mechanics (a bad idea for many games IMO) in 3E meant that skills needed to be handled with the same swinginess of combat, that flat d20 distribution plus modifiers. This was, IMO, a bad move. Unless you really focused your character build (ability score boosts, feats, magic items), your skill use was really unreliable. Especially since the DCs for skill checks tended to go up along with your skill levels.

But all this thinking (on my bus ride home this evening) reminded me of something I've been wanting to dust off and implement for TSR and TSR-East. AD&D's Secondary Skills table.
It seems, from the Questing Beast video review, that SS&SS does something similar to this, although a bit more free-form. You get to pick a background and whatever it is, if you're trying something related to that background, you succeed (or get a good chance to succeed on a roll).

When I was a kid, looking at AD&D for the first time, I thought this Secondary Skills system was too generic. I wanted discrete skills that could be applied, with defined mechanics for how to use them. After all, BECMI demi-humans and Thieves had that, in different ways.

But these days, I think the freedom to just negotiate what your character can do with the DM based on a descriptor like this is a good way to handle these things. We kind of did that when we were kids anyway without having a chart to roll on. It was often impromptu, and something that we just made up about our characters on the spot if it ever came up.

I had a Fighter named Falcon, and somewhere along the way his father's profession became important. I said he was a blacksmith. No reason, I just thought it sounded cool to have a blacksmith for a dad. From that point forward, Falcon was assumed to know a thing or two about smithing, including weapon/armor repair.

I really like that, and I think it's a much simpler way to add some flavor to the characters in an RPG than having to pour over skill lists and micromanage skill points or whatever. Complete 180 from when I was young.


Tuesday, November 5, 2019

The Secret Roll

I know there are a lot of bloggers and blog readers who favor rolling all the dice in the open. The original West Marches campaign, which I'm not faithful to 100%, also was for open rolls by the DM.

Now, I've come to believe that in combat, yes, the rolls should be open. Fair combat rolls, observed by everyone, lead to fewer complaints when things go pear-shaped.

But sometimes, rolling in secret as a DM for non-combat tasks is a good thing.

Searching for secret doors is a trade-off. There's not guaranteed to be a secret door where you're searching. And even if there is, you're not guaranteed to find it due to the roll. And each search takes a Turn, so the more searching done, the more chances of wandering monster encounters that suck up resources. In this case, if the roll is in the open and a result proves that there is no secret door (1-2 on a d6 for an Elf, 1 on d6 for anyone else, with no door found), the party knows to stop expending resources. But if the result is a mystery, they don't know if there is no door, or if the dice just weren't on their side (and chances are they weren't).

And now, they have to make a choice. Risk a wandering monster check to roll again? Or move on and potentially miss some treasure or a shortcut through the dungeon.

Now, I can understand the rationalization in the above situation that a successful roll where there is no door means the party gets definitive evidence that there is no door. So rolling in the open isn't so bad for that. But the suspense and measuring of odds of keeping that roll secret is more interesting to me.

Similarly, Thief skills are rolls that I, having learned from Mentzer's rules where he advises such, think the DM should roll in secret. Again, it adds to the suspense at the game table. And it's a situation where, as DM, if you were going to fudge the roll anyway, you might as well just tell the player straight up that conditions are such that they succeed automatically.

I mean, no one complains when a DM tells the Thief player, "Sorry, there just aren't any shadows to hide in here." Or if a door is barred rather than locked, so it can't be picked (although a clever Thief can work around a barred door too...). If the situation is such that failure is guaranteed, I don't see many players complaining. So if success is guaranteed, the DM should just tell the player that without bothering to make a roll. 

Just like players, the DM shouldn't have to roll unless the outcome is uncertain. And while certain rolls like monsters' attacks, damage, and saving throws most definitely should be rolled in the open, occasionally there are still times when it is better for the game experience for the DM to keep the roll secret from the players.

IMO, YMMV, all that jazz.

Monday, October 7, 2019

TSR-East Classes: Yakuza

I had intended to post this yesterday, to get each class out a day at a time. But I posted about character death and then was busy mucking around with the spell descriptions (doing a few updates, organizing, making sure I had all the spells on the lists...and I only got the 1st level spells completed).

So I mentioned this in the comments of my post giving an overview of the classes. The term 'yakuza' is only about 130-150 years old. And modern video games and film give many people the impression of yakuza as a modern thing. But the roots of the yakuza go back to two marginalized groups in feudal Japan, the tekiya (wandering tinkerers, carnies, merchants of shoddy goods) and the bakuto (gamblers). Tekiya were mostly burakumin (部落民 "the outcasts"), or eta. Because they were at the bottom of the social ladder and had few rights, they banded together for mutual protection. That later led to "protection" in the gangster sense, extortion, all that stuff. But they also were protectors of the commoners against excesses of the samurai. The oyabun-kobun social structure of the modern yakuza comes from the tekiya (and many modern yakuza still manage the festivals).

Gambling was illegal, so bakuto were criminals. The bakuto also found it useful to band together to prevent persecution. The tattoo culture, including the iconic slipping off of one sleeve to show them off, comes from the bakuto.

So, on to my class. The base is obviously the Thief class, just as in 1E OA. I'm not using the percentile thief skills, though, just x in 6 chances for simplicity (my TSR-West does at the moment still use percentiles). My Yakuza, however, don't get the full complement. Just the traps/locks skills. What they get in compensation is magical tattoos at every even level. Yes, I borrowed the idea from the 3E OA Tattooed Monk PrC. And the tattoos give them access to all kinds of fun abilities, including more thief skills if they want.

Here's the class:

Yakuza (Gangster) AKA Fěitú, Ggangpei
Prime Requisite: Dex [13 +5%, 16 +10%]
Hit Die: d4 to 9th level, +2/level after
Arms: all weapons, light armor
Special Abilities: disarm traps, backstab, tattoos
Ninja Advancement
Level
XP
BAB
Abilities
1
0
+1
Disarm Traps, Backstab
2
1200
+1
Tattoo
3
2400
+1


4
5000
+1
Tattoo
5
10,000
+3
Backstab x3
6
20,000
+3
Tattoo
7
40,000
+3


8
80,000
+3
Tattoo
9
150,000
+5


10
300,000
+5
Backstab x4, Tattoo
11
450,000
+5


12
600,000
+5
Tattoo
13
750,000
+7


14
900,000
+7
Tattoo
15
1,050,000
+7
Backstab x5
Disarm Traps: A yakuza can locate traps 1-4/d6, and disarm traps or pick locks 1-2/d6.
Backstab: A yakuza that surprises an opponent or attacks from hiding gets a +4 bonus to the attack, and deals double damage if successful. The damage increases at 5th, 10th, and 15th level as shown on the Yakuza Advancement chart.
Tattoo: At every even level, the yakuza gets a tattoo which grants a magical ability. The yakuza must pick a tattoo from the list of yakuza tattoos below.
Bat: Gain infravision 60’ range.
Cherry Blossom: Disease immunity.
Chrysanthemum: Save vs petrification at +2
Dragon: Save vs spells at +2.
Island: Save vs wand or staff at +2.
Koi Fish: Breathe water 1 hour per day.
Lotus: Protection from evil spell, 1/day.
Monkey: Jump 20’ (long or high).
Moon: Hide (as ninja, indoors or outdoors) 1-3/d6.
Owl: Hear noise 1-3/d6.
Orchid: Detect magic spell 1/day.
Ox: Save vs petrification at +2.
Phoenix: Fire resistance (+1 to saves, -1 damage per die).
Pine Tree: Cold resistance (+1 to saves, -1 damage per die).
Skull: Save vs death ray at +2.
Snake: Escape shackles or bonds 1-2/d6.
Spider: Climb sheer surfaces 1-9/d10.
Sun: Heal double from resting.
Tiger: Immunity to fear effects.
Toad: Save vs poison at +2.
Turtle: AC +1
Wisteria: Save vs paralysis at +2.



Yakuza
Save Level:
1-4
5-8
9-12
13-15
Death Ray/Poison
13
11
9
7
Magic Wand
14
12
10
8
Paralysis/Turn to Stone
13
11
9
7
Dragon Breath
16
14
12
10
Rod/Staff/Spell
15
13
11
9

Wednesday, May 15, 2019

The Thief of Bagdad (1924) and the Thief Class

This is the first of a series of posts looking at classic cinema and mining it for elements that may have inspired elements in D&D.

According to Peterson's Playing at the World (2012), the Thief class was developed by players at Aero Hobbies in Santa Monica, CA in 1974. They shared the concept with Gygax, who wrote up his own version and published it. There's no mention of what the original concept was like mechanically, but Gygax's published version is what we had from OD&D through 2E. Weak in combat, without spells, but with percentile-based unique skills that could be used more or less at will.

Plot Summary (spoiler warning...if that's necessary for a movie nearly 100 years old)
The Thief of Badgad (1924) is a black & white silent movie starring Douglas Fairbanks as the titular thief (he goes by the name Ahmed when he's pretending to be a prince, but it's not stated if that's the character's actual name or a pseudonym). The thief plies his trade in the streets of Bagdad, and one day decides to rob the Caliph's palace. But while doing so, he sees the princess and falls in love with her. Shortly thereafter, several princes arrive to woo the princess, and the thief pretends to be a prince to try and kidnap her. But a prophecy tells the princess that the thief is the man destiny has chosen for her, and she falls in love with him. She devises a plan to test the princes. Whichever returns with the most unique treasure will win her hand. We see the thief go on several adventures to win a magical chest with a dust that creates whatever he desires. This is interspersed with scenes of the Prince of Persia (fat and lazy, nothing like the video games) finding a flying carpet, the Prince of the Indies prying a magic crystal (crystal ball) from the eye of a giant idol statue, and the Prince of the Mongols acquiring a golden apple that cures poison. The Prince of the Mongols left spies in Bagdad and with the other princes, and secretly amasses an army. When he fails to win the princess with the magic apple, his soldiers mount a sneak attack and take the city. The thief arrives just in time, uses his magic dust to create a huge army, and attacks the Mongols. Using a cloak of invisibility, he gets into the palace and manages to stop the Prince of the Mongols from abducting the princess on the magic carpet. Huzzah!

As you can tell, if you've never seen it, it's a very D&D sort of movie, made 50 years before D&D was released.

Analysis
The following are moments where I noticed something in the film that seemed like something in a typical D&D game. I started out only recording what seemed like the classic Thief Skills in action, but later took notes of anything vaguely game-like. Time stamp markers are based on the free version of the film available here. The run time is 2 hours 20 minutes.

2:07 Right at the beginning, we see the thief picking pockets.
5:25 He doesn't climb sheer surfaces, but the thief uses a strategem to climb to a balcony to steal some food. He makes a pulley from a long sash looped over the balcony railing and tied to a donkey which pulls him up.
6:55 The Magic Rope of Ispahan, made from witch's hair in a djinni cave. A rope of climbing. After some hijinks, the thief steals it and uses it later.
13:56 We see him picking pockets again
22:30 We see that in addition to guards, the Caliph uses tigers and an ape to guard the palace.
23:30 The thief's "evil companion" forms a cloak into the shape of a jar to hide while the thief enters the palace. Not quite Hide in Shadows, but hiding in plain sight.
24:20 The thief moves silently through the palace of the Caliph.
26:06 The thief uses his wits to open the treasure chest. He doesn't pick the lock with thieves' tools, but he does use some wits to get the key (attached to a guard's belt) into the key hole.
30:00 Another case of not quite "hiding in shadows" as the thief hides under a blanket at the foot of the princess's bed.
38:11 and again at 50:45, we see the thief scaling trees with ease. Again, not quite "climb sheer surfaces" but there is an awful lot of climbing in this movie.
1:10:42 We see a secret door, as the princess has the thief smuggled out of the palace before he's imprisoned.
1:19:37 The thief goes to a mosque where he had earlier insulted the worshipers. The mullah forgives him, much like the atonement spell.
1:20:12 A royal alchemist consults a gigantic spell book, turning pages by magic.
1:23:38 The "Mountains of Dread Adventure" begins. This card marks the start of a LOT of D&D-like action in the movie, and a much faster pacing of the film.
1:24:14 The thief (and the audience) are warned of "devouring flames, foul monsters, shapes of death" ahead.
1:24:14 The thief is given a talisman and told to use it on the center-most tree in the Cavern of Enchanted Trees.
1:26:32 The thief enters The Valley of Fire, and has to jump many pits with flame bursts coming out of them.
1:27:59 The Prince of Persia's men go to the Bazaar of Shiraz and discover the magic carpet in a shop whose owner obviously does not have access to a detect magic spell. The Prince buys the carpet for cheap.
1:29:59 In the Valley of the Monsters, the thief has to battle a dragon/dinosaur that breathes smoke. He kills it by stabbing its vulnerable belly.
1:31:09 In the Cavern of Enchanted Trees, the thief uses the talisman to awaken the central tree. It's sort of like a treant, but smaller. This may have been inspiration for the Wood Golem in Classic D&D. After getting a map from the tree, the thief fights a giant bat.
1:33:42 The Prince of the Indies has a servant climb a giant 6-armed idol (Climb Sheer Surfaces).
1:34:01 The servant pries the gem out of the idol's eye (familiar image, right?) then falls to his death.
1:35:22 The Prince informs us that the gem is in fact a "magic crystal"
1:35:56 The Old Man of the Midnight Sea sails the thief out to the middle of the sea. Does he give the thief a water breathing spell?
1:36:32 The thief retrieves a star-shaped key from an underwater chest.
1:37:33 The thief fights an underwater spider
1:38:41 Sirines/Nixies tempt the thief to stay with them (and he definitely either has water breathing or there is air in their undersea lair) but the thief thinks of the princess and saves vs spells.
1:40:54 The thief reaches the Abode of the Winged Horse and rides off into the sky on the pegasus (there is a tale in The 1001 Nights about a winged horse like this).
1:41:04 This winged horse sequence includes more climbing.
1:41:49 The Prince of the Mongols arrives at the island of Wak (Japan?) to visit a court magician and a secret shrine.
1:43:31 The Prince of the Mongols' henchmen find a secret door and claim the magic apple.
1:44:34 The henchmen use a "snake staff" (a staff with an intricate cage containing a poisonous snake at the top) to poison a fisherman. His poisoned body turns dark - is it from the poison, or is he turning to stone? The magic apple restores him to life.
1:47:03 The thief reaches the Citadel of the Moon. A ghostly dwarf gives a warning that the silver chest is hidden by a cloak of invisibility (elven cloaks in D&D are obviously taken from Tolkien, but the same idea is here first, under a different name).  The thief retrieves the cloak and the magic chest.
1:49:00 The Mongol slave girl poisons the princess (on the Prince of the Mongols' order). The princess fails her save vs poison.
1:51:25 The Prince of the Mongols convinces the Prince of the Indies to use the magic crystal, and they see that the princess is poisoned. Then the Prince of Persia uses the magic carpet to fly the three to Bagdad, and the Prince of the Mongols uses the magic apple to neutralize poison on the princess.
1:55:27 The thief uses the (dust of creation?) in the magic box to create a horse (create monsters or summon animals), fancy new clothes (change self), and some bread (create food & water).
2:01:17 A Mongol soldier backstabs a Bagdad guard.
2:02:52 More backstabbing by the Mongol invaders as they launch their sneak attack.
2:03:09 Lots of Mongol soldiers Climb Sheer Surfaces to get up the wall of the palace.
2:07:59 The thief arrives at the gates of Bagdad and uses the dust in the magic chest to summon soldiers ... and then more ... and still more ... and many, many more.
2:14:06 Blocked by Mongol soldiers, the thief uses the cloak of invisibility to sneak into the palace.
2:14:37 The thief "backstabs" the Prince of the Mongols and his men while using the cloak of invisibility, and rescues the princess.

Judging from all of this, I'd say it is plausible that this movie (and some others I'll be viewing later, including the 1940 remake) may have exerted an influence on the development of the thief class. I say this especially due to the picking of pockets early in the movie. I don't remember Bilbo Baggins, Cugel the Clever, or Fafhrd and the Grey Mouser often picking any pockets, if at all. There are some stories where F&GM climb things, but again it's not something they do all the time. So the Thief class's climb skill may also have been an influence taken from this movie.

This is a very speculative post, but it was a fun thought exercise and it may inspire a few people to watch this really fun old movie if they haven't before. I'd also say that with modern special effects/CGI, this would be an excellent time for Hollywood to try and remake this movie. But with the live action Aladdin coming out soon, and the animated Aladdin lifting characters and situations heavily from the 1940 remake, I doubt that will happen soon. Hollywood would probably mess it up anyway.



Tuesday, May 14, 2019

Looking for D&D inspirations in Classic Films

Alexis over at the Tao of D&D was writing about his thought process leading to him implementing a system of cross-class weapons training. Along the way, he mentioned the classic Errol Flynn The Adventures of Robin Hood, and how many younger gamers have probably never even seen it. Well, I've seen it. Have it on DVD even. And it got me thinking of one of MY favorite classic films, the 1924 black & white silent movie The Thief of Bagdad, starring Douglas Fairbanks.

Since it's a public domain movie, it's free to watch online. If the poor quality is a problem for you, well, there is a remastered version, but apparently commentary and a new score was added in order to renew the copyright on it, so you'll have to pay for it.

Anyway, I started re-watching it this evening, and taking notes of elements of the film that seem similar to things in D&D. I know Gygax only listed fantasy fiction as inspirations for the game, but he didn't come up with the idea of the Thief class originally. So maybe, just maybe, this classic film may have led to some of the inspiration for the class. Obviously the published version owes a debt to Fafhrd & the Grey Mouser, and Cugel the Clever. But it seems plausible that The Thief of Bagdad may also have played a part in inspiring the class.

I kept getting interrupted though, so I'm only halfway through the movie and starting to nod off a bit. I'll finish it tomorrow and post up my notes.

And I may make this a thing. I have the 1940 remake on DVD, which is fairly different (and Disney ripped it off hard when they made Aladdin back in the 90's).  And there are a lot of old films, whether from the silent film era or talkies, black & white or color, that I've never seen. Seems like a series of posts that would be good for me. I can rewatch some old favorites, and also take the time to watch some of the classics that I've still yet to see.

So thanks Alexis, for the roundabout inspiration.

Monday, February 10, 2014

Mentzer Basic Cover to Cover: Thief

Another busy weekend kept me from posting this earlier.  Sorry to keep you all waiting.

The Thief class is controversial in some quarters.  Some don't like the percentile chances for skills (starting too low, they say), others don't like the "larcenous" type of character (stealing from the group causes in-character and out of character trouble), and some don't like the fact that they are frail at low levels and, they claim, useless at high levels (when magic can do the same job without the potential for failure).

But it has always been my favorite class to play.  And it was musings on the Thief that brought me back to old school D&D, especially (I know I've said this multiple times before), those of Robert Fisher.  So, with that said, let's take a look at Frank Mentzer's presentation of the class.

The initial description starts off by telling us that Thieves get by with their special abilities, and that Thieves are the ONLY characters that can open locks and find traps without magic.  That goes against the OSR conventional wisdom, one of the reasons some people ditch the class altogether.  It also tells us that while they can and do steal, it's best not to do so from other members of the party.

We get some good evocative description of the Thieves' Guild and a Thief's place in society (cue Garth Brooks' "Friends in Low Places").

Next, we get some solid advice on how to play a Thief.  Avoid melee combat.  Try to find ways  to make your special abilities useful.  Get a ranged weapon.  Remember that you can use your skills over and over, while magic spells only work once.  Sneaking around and using wits to stay alive is your goal, and it is a challenging one.

All in all, good advice.

The next page has a description of the various Thief Skills.  One interesting note right off the bat is that according to the book, the DM always rolls for the skill.  In my games, and those of many DMs I play or have played under, the player often gets to roll for many of these skills.  DM rolling allows for a fudge factor when opening a lock is critical to the adventure - yes, poor dungeon design, but if you're running a module you might not think to change it before hand.

Open Locks: May only be tried once per lock, and if you fail you need to gain a level before trying again.  Obviously this rule came about from Megadungeon style play, where you would have a chance to return and try to open a lock again after gaining a level.  Once the "quest" style adventures became more popular, it's no wonder Thieves fell out of favor compared to a Magic-User with a Knock spell.

Find Traps: Again, only one roll per trap.  Because I've taken to using this as more of a "trap sense" ability in my games (with descriptions of search procedures by any character likely to find a trap and this skill as a back-up), any more I do the rolling, although I have been giving repeat rolls if the trap isn't noticed and isn't set off, but the Thief returns to the area again.  Back in the day, I and other DMs I knew always asked the player to roll this one.

Remove Traps: And again, only one roll allowed per trap.  Nothing said about traps going off if the roll fails.  I remember keeping to the one try rule in our early games, but later when, thanks to the influence of AD&D, we instituted a chance for the trap to go off if the roll failed badly enough, I allowed re-rolls.  Press your luck!  Of course, knowing how a trap is triggered and what it will do allows for creatively springing the trap without harm to the party in many cases, so rerolls aren't vital.

Climb Walls: Obviously, this skill has a built in failure penalty, falling.  But then this skill also starts out with a high chance of success.  One thing I'd forgotten is that falls during a 10' climb (i.e. falling 5') cause only 1 point of damage, no roll needed.  One other important point is that the description does specifically say that this ability is for climbing steep cliffs, sheer surfaces, etc.  Implying that other characters can engage in other types of climbing.  Of course, it's not until the Expert Set IIRC that it's spelled out explicitly that this is so. 

Move Silently: Always seems successful to the character.  Because the DM rolls, the player won't know until the monsters react to the character.  Of course, in play failure tends to get described as stepping on a twig or something slapstick happening, so the player knows it's a failure.  But then the player is quite often making the roll, as well, so they do know the result already. 

Hide in Shadows: Ditto of Move Silently.  Also, it specifically says that movement is possible, but not attacking.  I interpret that to mean remaining hidden after an attack, as being hidden in shadows is one of the best ways to set up a backstab attempt.  Also, the wording is a bit vague (hiding in shadows or "neutral concealment"), but it does imply that the Thief isn't hiding behind anything and is instead using darkness and camouflage to hide, and anyone can hide behind the curtains or a box.

Pick Pockets: Do so at your own risk.  There is a penalty for failure other than not getting whatever it was you were after.  Fail by more than double your chance to succeed, and the mark catches you.  Fail by less than double and you're prevented from success but not caught.  But if you get caught, you could be in trouble.  The example given has the PC trying to steal from an NPC retainer.  I wish a better example had been given of trying to pick a monster's pocket, to show how the skill could be used to aid the party rather than just the Thief's bank balance.

Hear Noise: This roll is on a d6, so that it integrates smoothly with normal listening checks (1 in 6 for other human classes, 2 in 6 for demi-humans).  Of course, the book doesn't say that.  It just tells you that you can listen at doors or for approaching footsteps, and don't bother trying it during a loud battle.

After describing the special abilities, we get a brief bit on how to use them properly.  The player needs to look for a situation where they can be used, and simply says to the DM, "I want to X."  The example given of improper use shows that it's pointless to try and hide in shadows when the monsters have already spotted you.
And why is this thief wearing chain mail?
Finally, we get a description of Backstabbing.  Aside from the mechanics, I think it's pertinent to read the example, which has a DM making a judgment call about whether the Thief can try a backstab or not.  And a note at the end that in battle, there's no need to "move silently" as battles are noisy, but if no battle is happening it may be necessary to gain the backstab bonus.

Next time, we start on the demi-human classes with the Dwarf!

Wednesday, March 13, 2013

Thieves (again)

Quite a bit of reading about Thieves and related matters on my blog list this morning, here, here, and here.

Jim at Carjacked Seraphim starts out talking about the fact that secret DM rolls for searching for traps can really screw the player.  While he goes on then to give some new ideas for mechanics to deal with traps, I returned to something I've considered before.

Originally, when the Thief class appeared in the Greyhawk Supplement, they only had a % chance to REMOVE traps.  The % to "find" traps is a later addition.

I'm thinking I'll drop the find traps part.  If you want to find a trap (whatever class you are), you need to search for it descriptively.  Also, as -C and others have pointed out, traps should be telegraphed in at least some fashion to be fair. 

Finding traps should be easy, if you take the time to look for them.  Removing, disarming, or circumventing traps can and often should be done through roleplay.  If no one seems to have a good idea for the roleplay of trap removal or time is pressing, a Thief character can make a roll to see if the PC knows something the player doesn't.

Plus, check out that link to Frank Mentzer's ideas on Thief as a template, rather than a class.  Makes Conan and Fafhrd & the Grey Mouser easier to write up for D&D for sure!

Friday, October 29, 2010

Schrodinger's Keys

I've been thinking a lot about my megadungeon, and I've come to one conclusion.  I like the idea that every locked door should have a key somewhere.  I don't like the idea of having to place, sort, and track all of these keys.  Seriously, with hundreds of rooms per level, that's a lot of potential locked doors and treasure chests and whatnot.

So, never one to shy away from a video game reference (especially relating to the old 8- and 16-bit machines), I'm going with a video game approach to keys.

Find a key in my megadungeon, and it's like Schrodinger's Cat.  It both is and isn't the key to any particular lock until the moment it's used in one.  Then it is the key to that lock (and disappears...).

I figure this will save me lots of hassles, and will also not screw over the Thief.  Thieves' Open Locks skill (and the Knock spell) become ways to save resources.  If a party has found three keys, but knows of several locked and unopened doors/chests, every time the Thief manages to successfully pick a lock, they've saved a key for future use.  And if the Thief fails, they can use a key they've found to open the lock anyway.

Keys would become another logistical resource management issue, rather than a headache of trying to remember if the key Blackwolf the Dragon Master took from the ogre in Level 3 Room 114 opened the door to the chest in Level 2 room 27 or the door to the Bone Cathedral in Level 7. 

Down side?  There go any sort of interesting locks/keys specials.  Or at least it makes them harder to pull off without hurting immersion.

Tuesday, September 7, 2010

These sorts of characters ARE viable

I'm gonna post a few D&D (BECM/RC) characters. Lots of players might look at them and think they're worthless. But played right, in the right sort of game (in other words, the kind of game I'd like to run), they should actually do alright.

Cleric Level 5
S11 I9 W12 D10 C10 Ch11
Chain, Shield, Mace, Sling
Turn: SkD, ZD, GT, WiT, Wr7, M9, Sp11, V-
Spells: Detect Magic, Light, Find Traps, Speak with Animals

Fighter Level 4
S12 I10 W11 D9 C9 Ch11
Plate, Shield, Spear, Light Crossbow

Magic-User Level 4
S8 I12 W11 D9 C10 Ch10
Dagger
Spells: Floating Disk, Ventriloquism, ESP, Locate Object

Thief Level 5
S9 I11 W9 D12 C10 Ch11
Leather, Hand Axe, Short Bow
Skills: F/RT30 OL35 CSS91 MS40 HS28 PP40 HN50

No magic items, just what's listed above, and the normal assortment of 10' poles, ropes, torches, oil, and all that jazz.

For a dungeon exploration game, these guys should actually do alright. If they try to avoid fighting as much as possible, avoid obvious traps that they can't easily disarm without relying on the Thief, and make sure each delve has some sort of purpose to it, and leave the dungeon when that purpose is fulfilled (like mapping a certain amount, or scouting the lair of a certain monster).

But most players would rather go with the best weapons, the most offensive spells, and characters with high stats in a multitude of areas.

Now, that pimped out party would likely do better than these guys at combat, but mix in one of these guys with the high octane group, and there shouldn't be a problem unless, to follow the 3E/4E philosophy, everyone's expected to share the load in a combat encounter.

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.

Friday, December 4, 2009

Class act

Okay, it's finally time to give a rundown of my home-brewed classes. At least as they stand now. I'm always wondering if I should just strip things back to the basics again. But for now, I've got the following classes available to my players:

Barbarian--take the Dwarf, raise HD to d10, eliminate weapon restrictions and Dwarf racial abilities, and add in a foraging bonus and a small AC bonus if they wear light or no armor. Max Level 12, Minimum Wis & Con 9.

Bard--originally based on the Elf class, it's now more of a Cleric/Thief hybrid. Original spell list, casts as Elf for spells per level but as Cleric for availability, Read Languages and Listen, plus Lore skill and bardic counter-music ability. Max Level 10, Minimum Int & Wis 9.

Cavalier--the Mentzer Avenger/Paladin (Fighter with 1/3 Cleric ability), but without alignment restrictions, and a mounted combat bonus. Max level 15, Minimum Wis 9.

Cleric--already mentioned my house rules for them

Druid--Cleric/Magic-User cross, acts like a Cleric in most respects, but spells from level 1, little weapon or armor ability, a few nature abilities, and shape-changing at Name Level. Max Level 14.

Fighter--also been mentioned.

Illusionist--Magic-User/Thief cross, mostly as M-U, but with a different spell list (some new spells taken from AD&D, a few I made up myself), Pick Pockets, Hide in Shadows, Move Silently as a Thief, Thief weapons list. Max Level 12, Min Dex 9.

Magic-User--again, I talked about them before.

Ranger--based on the Halfling, but with d8 HD, bonus to hit & damage against goblinoids & giants, tracking at Halfling hiding chances. Max Level 10, Min Con 9.

Thief--talked about them, too.

Dwarf--only thing I changed was allowing them to create magic weapons, armors, rings or miscellaneous items at high levels.

Elf--didn't change a thing.

Halfling--again, nothing changed.

Half-Orc--the Fighter/Thief cross (or Assassin of sorts). d6 HD, any armor or weapons, a few Fighter combat options, Infravision, Open Locks, Find/Remove Traps, Pick Pockets, Move Silently, Hide in Shadows, Climb Sheer Surfaces as Thief, plus Disguise skill, and a set x3 backstab damage bonus (my Thief gains multipliers as they level. Max Level 10, Minimum Int & Dex 9.

Friday, November 20, 2009

Only the king and his lord marshall have the keys to these manicles.

I'm just about finished with my Nano novel. I should be able to write the last ten pages or so tomorrow. So I'm taking a break tonight and finally getting around to the final post about the classic 4 classes and my house rules for them.

Back in the day, Thieves were always my favorite class to play. I think it had something to do with the promise of cool stuff that could be done with the Thief's special abilities, even if they didn't work all the time, and a good set of Elven Cloak and Boots, a Rope of Climbing, and a bag of holding made some of them redundant or useless.

Although my main character, Gwydion, whom I derived my internet gaming alias from, was a Fighter, my main Thief, Achaz the Younger (Achaz the Older got liquidized by a black dragon on his first adventure) was always a lot of fun to play. Good old Achaz used daggers most of the time, especially after we got the Companion set with its nice, high power mix-and-match powers charts, and he found a dagger +4, returning.

He also ended up with the sword +2, charm person from the Isle of Dread, and occasionally used it to charm a lovely lady or three, but rarely used it in combat. I'd envisioned him as a dagger fighter, and that was how he played. Roleplaying over powergaming, folks!

In coming up with my "perfect" Thief class, I had a lot of options to choose from. Stick with the standard set skill percentages by level model, go customizable like in 2E AD&D, or some free-form system more like d20? Keep the levels about the same, or ramp them up at lower levels and bring them down at higher levels?

In the end, I decided that with a 20 level cap, I'd stick with the original design. Then the choice became which progression to use? Mentzer was too slow, and with a level 20 cap I would have had to revise them to account for 20 levels instead of 36. Moldvay/Cook stops at 14, so I'd have a lot of 99's for six levels or so. 1E AD&D went up to 17, I think, and also had modifiers by race and Dex. Didn't want that level of complexity.

In the end, I did what the good Zeb Cook hinted at in his Expert set, and went with the B/X numbers up until they maxed out, then created superior abilities that can be used at the higher levels. The exception is Pick Pockets, which just continues to grow so that high HD creatures and characters have a chance to be robbed by high level Thieves.

In the end, I went with these 'advanced skills':
Open Magical Locks (open locks), so Thieves have a chance to pick any sort of Wizard Locked or special DM magical portals (yeah, I'd probably allow it for closed planar gates...give them enough rope, and all that). (from 16th level)
Find/Remove Magical Traps (find/remove traps) As above, now the Thief can detect and safely remove Symbol spells, or other nastiness like that. (from 17th level)
Climb Overhangs/Ceilings (climb sheer surfaces) Cook mentioned it, and I felt it would work. The high level Thief becomes Spider-man. (from 14th level)
Remain Hidden (hide in shadows), so the Thief has a chance to make an attack while hiding and not give away his position (from 17th level)
Ventriloquism (move silently) a bit of a stretch, perhaps, but it allows the Thief to communicate with, or distract and confuse, others while moving silently. (from 16th level)
Read Lips (hear noise) so that Thieves can get an idea of what's being said when they're too far away or it's too noisy to hear, but they can see someone's face, obviously. (from 15th level)

Then Backstab, similar to AD&D, gets better as the Thief goes up in levels. 6th level x3, 11th level x4, 16th level x5 damage. Still only ever that +4 to hit, though.

Each of the Advanced Skills starts at a 50% chance at the level it's obtained, and improves from there. So high level Thieves have something to look forward to besides 2 hit points and some small increases to hits and saves after the original skills get maxed out.

Oh, and I went with weapon restrictions as per Mentzer, since that's what I grew up with and what I've always favored (rather than B/X's any weapon is okay, or the short list of AD&D). Any one handed melee weapon, and all ranged weapons.

That's my Thief. Using this class, and judging the use of skills similar to Robert Fisher's famous essay on the subject, I think they should be a decent class to play, and not take away from the dungeon exploration environment.