Showing posts with label magic swords. Show all posts
Showing posts with label magic swords. Show all posts

Wednesday, November 20, 2013

In Search Of Canon

WOTC's November 19, 2013 release of the re-mastered Original Dungeons and Dragons white box has been on my mind of late. 

Two books, which some consider so-called OD&D canon, were casualties in that release, having never made the final cut: Chainmail and Swords & Spells.  Tis a shame, since Chainmail germinated, and provided the original mass and heroic combat rules to, Dungeons and Dragons, and Swords & Spells was the progeny of Chainmail, filling the same role in OD&D, in updated fashion.


It may be that Chainmail's omission from the re-mastered release resulted from lingering doubts over copyright ownership.  But that rejection hardly seems plausible in the case of Swords & Spells, coming after the original LBB's and first four supplements, and undeniably a property of Gygax and TSR. 

Few would argue S&S is as useful as Chainmail, or, for that matter, the other supplements that were included in the re-master and release.  Still, the omission of both Chainmail and S&S reminds me of the scene from The Da Vinci Code, where, at the Council Of Nicea, the Christians debate and resolve which of the theological positions and gospels will be included in the Bible.  S&S should have been included, despite its lesser popularity and questionable rules-heft, if, for nothing else, historical value.

I'm no slave to so-called canon, of course.  I consider most any publication released during that initial blossoming of role-playing creativity a worthy addition to the game, just as I see modern attempts to graft to and restyle the original and reimagined rule-sets laudable. 

But there is, you must admit, something particularly charming and magical about the earliest D&D-esque publications, unstructured and divergent and un-self conscious.  Publications like the Arduin Grimoires.  Or the Little Soldier Games booklets. 


LSG's 1977 The Book Of Sorcery, authored by Dan Bress and Ed Konstant, was one of several non-canon OD&D sources that were whole-heartedly adopted as canon, at least among the role-players with whom I was acquainted. 


In the modern nomenclature, The BOS would be styled as fluff, rather than crunch, since BOS was rules-light, but flavour and idea-heavy.  There were rules, like the one below, enumerating the consequences of mis-cast spells, but much of The BOS was like the passage above, providing interesting flavour to the dangerous art of spell casting.


The early days of D&D were punctuated by the promotion of all manner of magical items and role-playing approaches.  The BOS pitched its own brand of magic item creation, as evidenced by the following passages, for communing instruments, rings of invisibility and enchanted swords.




I liked The BOS, Arduin Grimoires, and other non-canon D&D books as much for the art as the text.  Even now, I find the art in The BOS particularly creepy, and because it was by artists other than those in the TSR stable, the art brought a different esthetic to our game.

The BOS, and it's sister book, the Book Of Demons, contained quite a few images of demons and undead in unlikely situations and poses.  That art fostered a rather grim mood and lent itself to gritty, horror-filled D&D games.

 
 
One of the features of those old, non-canon D&D books was their similar shape and binding to that of the TSR publications.  The Arduin Grimoires and Little Soldier Games books were the same size as the TSR books, and fit conveniently within the White Box.  All the more reason to use all of them in your D&D games.
 
It's encouraging to see WOTC's issuance of re-mastered copies of the original D&D books, despite the regrettable absence of Chainmail and S&S.  And doubly encouraging is the recent, parallel re-publication of some of the non-canon third-party materials.  Hopefully modern and nostalgic gamers will discover those third-party materials and incorporate them into their re-discovery of Original D&D.

Tuesday, April 17, 2012

Greatest DnD Sword Of All Time?


What is the greatest Dungeons and Dragons magical sword of all time?  Three classic DnD magical swords are hidden amongst the treasure and equipment cards above, and those three represent some of my all-time favorites.  Truesteel, a Magic Realm stand-in for Excalibur, gets prominently featured at the centre of the image, but the other magical DnD swords are lurking nearby.

The above picture reveals just a sample of the equipment and treasure cards that I printed, when I was working on my resource card project several years ago.  Each card is roughly 1" x 1 1/4", a card size I have since decided is too small to accomplish the task of both communicating the look and use of each item.

I prefer the named magical DnD swords over the generically powered magical swords.  The vorpal sword and sword of sharpness were both cool, but the fact that they were a class of sword made them feel less unique.  I suppose you could have ruled that Vorpal and Sharpness were their names, thus solving that problem.

What is the greatest magical DnD sword, and why?  Bonus points if you can find Sharpness in the image above.

Tuesday, January 3, 2012

Magic Realm: Enchanted Weapons

Earlier today, we looked at some of the regular weapons available in Avalon Hill's Magic Realm. We will now review the four enchanted weapons secreted amongst Magic Realm's scattered treasure hoards.

There are four enchanted weapons in Magic Realm: the greatsword, Bane; two broadswords, Devil and Truesteel; and the thrusting sword, Living.

If sold, each of those swords fetch 20 to 25 gold.

If kept instead, those enchanted weapons bestow renown on the possessor and are thus worth additional notoriety and fame. The Devil sword is particularly infamous, and is worth only notoriety. In addition and perhaps more importantly, these weapons are more effective in combat than their non-enchanted cousins.

The greatsword, Bane, can be found in the Crypt Of The Knight, along with a set of tremendous armor and the dead Knight's trusty (and apparently immortal) steed. Perhaps this is Dilvish the Damned's warhorse.

Looting the Crypt Of The Knight for Bane is certain to bring down one or more curses on the interloper, but it is generally worth it, particularly for the White Knight who benefits from the treasures waiting within.

While greatswords are normally heavy weapons, Bane is a tremendous weapon; the only one in the game. Only characters possessing tremendous move and fight chits can wield it. It has the same length (8) as the regular greatsword.

With a speed of 8, when unalerted, Bane is the slowest weapon in Magic Realm. But when alerted, Bane is also the fastest, with a speed of 2. The only creature that has a chance of dodging an alerted Bane is the Octopus; every other tremendous monster is toast. The only danger to the wielder is from missing with this weapon, while it is unalerted.

Devil is found resting within the Toadstool Circle, a potent source of black magic. A lovely place to visit if you are the Witch or Warlock, but generally to be avoided by the other visitors to the Magic Realm.

Questing for the Devil broadsword is verging on suicide. You are nearly as likely to die a horrible death, dragged into the pits of hell (this can and does happen in the game) as obtain this weapon.

Assuming you don't take my advice to avoid the Toadstool Circle, and somehow wrest this sword away from its resting place, Devil is a potent weapon. Being a heavy weapon, with a sharpness star that boosts its damage to tremendous, it can kill most Magic Realm creatures without overswinging. Despite its heaviness, this sword sings in your hand, with a respectable speed of 4 when unalerted, and a blinding speed of 3 when alerted.

Those without a tremendous fight chit cannot derive complete benefit from Devil, but any characters with heavy move and fight chits can still wield it.

In my estimation, the risks in obtaining Devil from the Toadstool Circle far outweigh the advantages.

We now come to everyone's favorite magical broadsword, Truesteel. Found in the Enchanted Meadow, along with a magical pony, you are in far less danger while searching for this weapon. The worst fate you will face is an annoying curse, easily lifted at the Chapel.

Truesteel can be wielded by Magic Realm characters with medium move and fight chits. It is unique for its keen edge, providing not one, but two sharpness stars. Thus, Truesteel is notable for being a medium weapon dealing tremendous damage. When overswung with a H or T chit, it dispatches any tremendous Magic Realm monster.

Truesteel's extra sharpness is a great advantage. Another is that Truesteel does not need to be alerted; its speed is always equal to that of the character wielding it. That is great advantage for fast characters, not so much for slower ones.

The Living thrusting sword and a large treasure are both found with the Remains Of The Thief. Wresting those treasures away from his remains brings down a curse.

Living is a quicker version of a regular thrusting sword. Instead of an unalerted speed of 4, Living is a speed 3. In addition, Living has a speed of 2 when alerted, allowing the wielder to preemptively slay nearly any medium denizen and large unarmored monster.

While Living is much quicker than its non-enchanted thrusting sword cousin, it still suffers from an inability to dispatch armored heavy monsters, an advantage that would have given this sword just the right amount of bite.

Saturday, May 28, 2011

Intelligent Swords

"Among magic weaponry, SWORDS ALONE possess certain human (and superhuman) attributes. Swords have alignment (lawful, neutral or chaotic), an intelligence factor, and an egoism rating (as well as an optional determination of their origin/purpose). These determinations are made as follows:" - Original Dungeons and Dragons, Book 2, Monsters & Treasure, page 27-28




Another feature of old-school Dungeons and Dragons that has been lost along the way: Intelligent Swords.

The possession of an intelligent sword was a mixed blessing. On the one hand, you had a powerful sword, with extra abilities that benefitted yourself and your party. On the other hand, there was the possibility of a battle of wills between the sword's possessor and the sword itself.

In ODnD, swords with an intelligence of 7 or greater also had an egoism factor. The egoism factor was the will of the sword. Swords with high intelligence and high egoism had a chance of dominating the possessor, thereby subverting the will of the player to pursue his own objectives. For example, a dominating sword might demand that the possessor encrust it with rare gems and beautiful filigree, fight certain monsters, surrender itself to another more worthy fighter, or mount a quest in keeping with the sword's purpose.

Considering the potential battle of wills between the player and the magic sword, some may wonder whether the advantages outweighed the drawbacks. It should be understood that an ODnD magical sword, possessing the same bonus, was more powerful than those of later editions. See my earlier post on magic swords for a further explanation. Because the advantages of magic swords were considerable, and because many players relished the challenge of owning an intelligent and willful sword, I don't recall an instances where intelligent swords were not retained by the player.

Thursday, November 25, 2010

Magical Swords In ODnD

Magic swords in Original Dungeons and Dragons were far more potent that most people give them credit.

That is doubly true when using the Chainmail combat rules, rather than the "alternative" (d20) combat system. That alternative, d20 combat system diluted the power of those magic swords, and it, along with the innovation of hit points, were a baleful influence on future versions of D&D.

Remembering that the Chainmail combat rules were ODnD's original, default rules, this quote from Chainmail gives some indication of how magic swords were first viewed by Gygax as he penned ODnD:

"Magic Swords: because these weapons are almost entities in themselves, they accrue real advantage to the figure so armed. In normal combat they merely add an extra die. It is in fantastic combat the magical swords are most potent. Besides allowing Elves to combat certain fantastic figures, they give a plus 1 to the dice score when employing the Fantasy Combat Table, and Magical Swords shed a light of their own over a circle 12" in diameter (6" radius) which dispels darkness but does not equal full light. Excalibur and other 'super swords' would give a plus two or three!"
-- Chainmail, p.38

"Merely" adds an extra die? In mentioning the addition of an extra die, Gygax refers, of course, to the use of d6's, in Chainmail's normal (mass) combat rules, to determine the chance of wounding one's opponent. Using Chainmail's normal (mass) combat rules, and assuming both combatants are "armored footmen", either combatant needs to score a 6, on a single d6, to wound his opponent. The combatant with the magic sword, who adds an extra d6, needs to roll a 6 on either of his 2d6, and therefore has a 31% (11/36) chance of wounding his opponent, while the combatant, without the magic sword, has a 17% (1/6) chance of doing the same.

Put another way, that +1 sword, in ODnD, is actually a +3 sword, if you were to convert the odds of wounding over to the alternative, d20 combat system (you need an 18+ on a d20 without the magic sword, or a 15+ with the magic sword). Add to that, the 3% (1/36) chance that the magic-sword-weilding-combatant will score two wounds, and that humble +1 sword looks potent indeed!

Gygax's reference to the "addition of an extra die in normal combat" is more problematic (and potentially powerful), when you consider its application to Chainmail's man-to-man combat rules. Taking the "addition of an extra die" at face value, you could interpret this to mean you roll 3d6, instead of 2d6, when consulting the man-to-man combat table. Again, assuming the employment of our ubiquitous +1 sword, against an opponent with Plate Armor and a Shield, our odds improve from 11+ on 2d6 (3/36 or 8%) to 11+ on 3d6 (109/216 or 50%).

Again, converting this to the alternative, d20 combat system, that +1 sword actually improves my chances of wounding my opponent, from 19+, to 11+. My +1 sword just became a +8 sword!

Even if you dismiss that extreme interpretation, in favor of a more reasonable +1 to the dice score on the man-to-man table, your run-of-the-mill +1 magic sword is still very potent. Against Plate, your odds of wounding improve from 17% to 28%. Against other types of armor, your odds improve from 42% to 58%. Those odds turn that simple +1 sword into a +2 or +3 sword, when converted to the alternative, d20 combat system.

I see no evidence in ODnD that magic swords were considered to be anything but the puissant and dangerous items suggested by the Chainmail rules. In addition to the above combat bonuses, there was a 50% chance that a magic sword would have sufficient Intelligence to have a Will of its own, which it would attempt to impose upon its wielder:

"Swords: among magic weaponry, swords alone possess certain human attributes. Swords have an alignment, and intelligence factor and an egoism rating .... If the Intelligence/Egoism of the sword is six or more points above that of the character who picks it up, the sword will control the person ...." -- D&D Volume II, Monsters & Treasure, p. 27

This was the case, even of the lowly +1 magic sword. Indeed, those +1 swords had a 50% chance of having some special power, a 25% chance of talking, and 17% chance of reading magic or having some other extraordinary ability.

The most powerful sword bonus in ODnD was +3, and for good reason. A +3 sword would truly have been the equivalent of an Excalibur or Stormbringer, particularly if the sword had high intelligence, ego, and several extraordinary abilities to boot. The dilution of the magic sword, first, by the introduction (without adjustment of the odds) of the alternative, d20 combat system, and second, by the introduction of hit points and accompanying applications of 'bonuses to damage' instead of additional wounds, along with a host of additional features to add "granularity" to D&D, led us to the current morass of +16 Swords of Valiant Smiting and Characters with 40 hit points at first level.