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

Friday, June 6, 2025

Chintzy Magic Items (And a Game Con!)

 Tomorrow (Saturday, June 7th), Flynn and I are headed up to Daegu for their One-Shot Extravaganza TTRPG event. It actually starts this evening and goes through Sunday afternoon. But honestly, the games we wanted to get in the most were Saturday morning and afternoon. So we'll drive up tomorrow morning (about an hour's drive on the expressway) and come back tomorrow evening after the games. 

 Flynn prefers sci-fi to fantasy, so he's got a Traveller game in the morning (called "Death Station" and honestly, this was my first pick for this time slot as well), and in the afternoon will be playing Cyberpunk Red. He's been playing the Cyberpunk 2077 PC game, and loves it, so he's hyped for this game. 

In the morning, I'll be playing in what looks to be a sorta whimsical D&D 5E game. The DM seems much more focused on "telling a story" than running an adventure...but more on this in a bit. In the afternoon, I'll finally get a chance to try out Dragonbane (my first pick, Cyberpunk being my #2). I've been curious about it for a while now. The DM for this game sent a list of pre-gens, and I'm torn between the shifty human wizard and the wolf-man monster hunter. There's also a duck-man knight that could be interesting, but may be too similar to my morning character so I'll try to get one of the above two PCs. 

 For the 5E game, the DM has some pre-gens, but said we could also make characters and submit them for approval. I considered playing a Sorcerer, which along with the Warlock are the two classes in 5E that I've never tried to play. Or a Druid, which I did try once, and had fun with. But in the end, I went with a classic Dwarf Fighter, Level 3 (Battle Master archetype). Since it's a custom point-buy system, of course his physical abilities are really good (although I didn't go so far as to give myself a 20 in Strength...merely an 18). He's got the Noble background, and I had fun filling out a short list of titles he bears that would make Lwaxana Troi proud. And that's why I'll try to avoid the Sir Duck character in the Dragonbane game.

The DM said we each have 250gp to spend, so plenty of normal gear or a small magic item or two. But looking through 5E's selection, I was reminded of just how chintzy a lot of the magic is in 5E. Many of the cheap magic items listed online seem to be mostly cosmetic. And the few useful ones mostly refer to spells, which reminded me of just how unimpressive a lot of magic is in 5E. 

A potion of growth in old school D&D makes you giant and doubles your damage (I just checked 1E, though, and it only makes you big, no damage bonus...)! In 5E, it makes you giant and gives you +1d4 damage on your attacks. Helpful, but not impressive. 

A potion of climbing in old school D&D gives a 95% chance to climb sheer surfaces (99% in 1E!), but in 5E it only gives advantage on your climb checks and lets you move at full speed. 

And I'm sure I don't need to rehash how many magic effects that used to be instant effect (sleep), save-or-die, or at least save-or-be-out-of-combat in old school games are now make-a-save-each-round-until-you-escape-it. 

Old school magic users may not get as many spells, but it sure is a lot more fun to play one when the spells you do prepare pack a punch!  

Anyway, to end on a positive note: I'm looking forward to my first face-to-face game convention. And I'll be taking notes to see how easy it will be for me and a few friends to put on one here in Busan.  

Friday, January 19, 2024

The Forgotten Magic Items

I realized I should go back and edit a bit of my dungeon creation advice to new DMs or those trying old school style play from newer school style games in TS&R. I should make it clear that there are a whole bunch of magic items, and a few spells, that exist in old school games but not in newer games. Why were they dropped? Because they're really made for helping to explore dungeons, especially megadungeons. And while Gary and Dave knew that they were useful for that, younger designers seem to have not realized their importance. 

I don't blame these younger game designers. When I was a kid, we all thought these powers were lame. We wanted intelligent swords that could heal or teleport you, or wands that cast fireballs and illusions. We didn't realize just how useful these items are! 

If you haven't already guessed, I'm talking about items like the wands of enemy/metal/trap detection, or intelligent sword powers like the above, mineral detection, shifting wall or sloping passage detection, etc. As kids, these seemed like the lamest things. I don't know why, exactly, we never considered that "mineral" detection meant gems*. We'd make jokes about swords that could help you point out the location of the nearest gypsum or limestone. Of course, there could be times when having some non-gem minerals could be handy, too. But as kids, that just seemed lame to us. 

And a potion of treasure finding? Well, the treasure was down there, you just had to keep looking around! Of course, starting with Mentzer and not 1E AD&D, we didn't often hide the treasure in our dungeons. If you beat the monsters, the treasure was there, waiting, like in a video game. Well, not really, it was there all along, just sitting in piles on the floor or in chests, but not hidden behind loose bricks of the fireplace or under twenty barrels of rotten apples. There were some examples of this sort of hidden treasure in Mentzer's sample dungeon Castle Mistamere, but the advice on dungeon creation in the back of the Basic DM Guide didn't really go into that. 

When treasure is hidden or concealed, powers like detect metal or detect minerals or a potion of treasure finding can help find it. Obviously, the powers to detect secret doors or traps help you get to the treasure. But the DM needs to be taught to hide some of that treasure. 

Another reason that my friends and I scoffed at these powers, I think, was that we didn't make megadungeons often. A lot of our dungeons were fairly small. Mentzer's dungeon creation advice, which I just re-read recently, does talk about making dungeons with many levels, but most of the advice seems to be about what I'm terming scenario dungeons. Frank starts you off with a premise for the dungeon, such as "exploring the unknown" or "rescuing prisoners" which for me got me thinking dungeons were sites for a specific adventure or two, and then done.

And even when we did from time to time make a bigger dungeon with multiple levels or a sprawling layout, they weren't campaign tentpole affairs. A lot of the typical powers of intelligent swords are designed to make megadungeon exploration easier (and save on magic-user and cleric spell slots), and repeat trips to the dungeon can make best use of these abilities, by careful mapping, triangulation, and trial-and-error use. 

So, I'm going to edit my advice for GMs new to old school play and make all this explicit...but not as wordy as this blog post. This is to help me get my ideas sorted out before I edit the GM Guidebook draft. I'll explain the purpose of these powers, and that they're only really useful if the GM designs the dungeon in a way that makes them useful, similar to thief skills. 


*In TS&R, I changed the name of this to "Detect Gems" to make it clear.

Sunday, May 14, 2023

TS&R Ruby Bestiary & Treasury now available!

 It took me longer than I thought to finally proof and edit the TS&R Ruby Bestiary & Treasury, but I got it done last night. This morning (just now), I uploaded the file to DriveThru, so you can go grab it! 

The book has most of the Classic D&D monsters you know and love, plus some creatures from other editions converted to Classic style stats, and some originals as well. Those of you who remember my old Monster of the Week feature from many years ago may recognize some of the creatures (the Sauron didn't make the final cut, but some others did), but there are some completely new ones, as well. Not only that, I've got some different takes on some of the classic creatures as well. Oh, and a few name swaps to avoid WotC lawyers and Pinkertons bothering me. 

Oh, and there are also the treasure tables, magic item lists (some new things here, too!), and the reference tables, wandering monster tables, etc. 

As with the other TS&R titles, it's pay-what-you-want so go grab it. Feel free to take it for free, but if you like it and appreciate my work, I'll always be thankful to those who decide to pay me for it. 

Treasures, Serpents & Ruins Ruby Bestiary & Treasury

Wednesday, March 10, 2021

Magic Item Distribution in BX/BECMI and expected progression of power

 I was musing on the fact that when we were young, playing D&D, some of the iconic magic items of the game seemed a lot more common than they do these days. Maybe it's because we were pre-teens/teens, fudging the treasure results to skew for more items. Maybe we were selecting the "cool" stuff instead of relying on random rolls when magic treasure popped up. But maybe it was an artifact of the way the game is structured in Basic-Expert-(Companion-Masters) play that is different from AD&D, RC, or any WotC edition. 

What am I talking about? Pull out your Basic Set book (Basic DM book if Mentzer) and open it to the magic item tables. What do you see? For each category of item, there are six to ten items that can result. And some, especially the Miscellaneous Items, are some nice finds: elven cloak and boots, bag of holding, gauntlets of ogre power, crystal ball, rope of climbing, helm of telepathy and medallion of ESP. Sure, there's also the bag of devouring. But a lot of those items are pretty nice finds, especially at low level. 

Similarly with rings, we get animal control, invisibility, protection +1, water walking, fire resistance, and the cursed ring of weakness. 

For Wands/Staves/Rods, we get wands of enemy detection (meh), magic detection (nice!), paralyzation (pretty good), staff of healing (YES!), snake staff (cool, but not so great in play), and rod of cancellation (really powerful). 

Potions and scrolls are consumables, but still, with only eight types of potion available, healing potions are a lot more common, in particular.

And then there are the magic weapons and armor, but that's not so different as you go up in power. Just the attendant special abilities can expand, and the plusses can go up. 

Anyway, rings, wand/staff/rod, and miscellaneous items are what got me thinking about this. When we were young, starting with only the Basic Set, this made these types of items much more common. There were multiple bags of holding, staves of healing, gauntlets of ogre power, rings of fire resistance and invisibility, etc. Going from 0 to 8000xp (more or less) with only these options meant lots of chances to find these particular magic items. And so these items were more common in the campaign. 

If you start with the expansive lists of AD&D or the RC, your chances of finding those gauntlets of ogre power to boost your Fighter's meager Strength, or the Elven Cloak to make your Thief sneak better, or the staff of healing to help the Cleric maintain everyone's hit points are a LOT lower. Even just the modest expansion of items from the Expert Set makes these items much less common. 

Of course, there's lots of other good stuff that can be found. Some better than the items here. But some not better (and I'm not talking about the cursed items even). 

You're not likely to roll up a Fighter with 18 Strength. If you're rolling down the line, no switches or point adjustments, you've got a 1 in 216 chance to get that +3 to hit/damage. Placing or switching scores, or dropping a score by 2 to increase PR by 1 obviously betters the odds. 

And the chance of rolling gauntlets of ogre power is 1 in 400. But, that's a 1 in 400 chance checked EVERY time there's a magic item in a treasure hoard. How many treasure hoards with magic items are there likely to be by the time a PC accumulates 8000xp? Quite a few. So maybe the odds aren't better than getting an 18 Str at char gen, but it seemed like good enough odds when we were young that you'd find a pair somewhere along the way. Again, my perception of this could be skewed because we were kids and didn't always follow the rules or stick to what was rolled. 

But I'd be interested to run a new campaign some time in the future, starting at 1st level, and only using the Basic tables for magic items until the party had at least two 4th level characters and see how it shakes out. I have a feeling at least one fighter will have the gauntlets, the thief will have elven boots or cloak or rope of climbing, the cleric will have a staff of healing, and the magic-user a wand of detect magic. The party will probably have a few nice rings as well. And that will make a difference in how encounters play out.

Friday, April 3, 2020

Artifact rules

Starting in on the Immortals Set (no, haven't really read much past the last post, I've been busy) got me thinking about how to implement artifacts into Treasures, Serpents, and Ruins. Since I had just finished up the magic items section for TSR-East, I went on in and started in on the artifact rules.

In BECMI, artifacts are an extension of the Immortals rules, since they're created by immortals. They run on immortal power points. The powers are classified and ranked by power points needed for the effect.

In AD&D, however, they just have certain numbers of powers at certain levels of efficacy determined by the DM. The lists are just by power level.

In both sets, in addition to their powers, artifacts have negative effects on mortals that wield them. They also have a history and a purpose.

So in my rules, I decided to split the difference. Artifacts in TSR won't use power points, and will instead follow AD&D with each power: providing a constant bonus, being usable at will, or being usable a certain number of times per turn, hour, or day. But the powers are classified as Offense, Defense, Knowledge, and Utility, and artifacts are limited in how many of each type they can have by their power level.

And since I hadn't included intelligent swords in the regular magic item rules, I made them the lowest power level of artifact. And I extended the intelligent weapon rules into artifacts, so if the artifact is intelligent (not all are), it has Int and Ego scores, personality, and a desire to enact its purpose or indulge its personality traits if it takes control of its wielder/owner.

I'm currently in the middle of writing up power lists, and will be moving on to the drawbacks/limitations soon.

This is pretty fun.


Saturday, March 14, 2020

Daggertooth is Dead!

Finished up running another session of West Marches. The players finally defeated the substitute boss of the Caves of Chaos, Daggertooth the Troll (also a 6th level Cleric). He and his army of thouls are wiped out. The gnoll cave was never explored (or just the first room maybe), but every other cave has been cleared. So I declared the gnolls vacated.

Finally, after I don't know how many sessions spent in the Caves of Chaos, we're done with it. [If I hadn't taken in a lot of new players, and hadn't created Daggertooth to take over after Warduke was slain, they would have moved on long before.]

It's pretty amazing how much use I got out of dropping B2 in the West Marches. Sure, they've explored quite a fair amount of the map near Silverwood, the home town. But multiple iterations of the group have explored the caves, little by little. Sometimes they'd leave it for a while, going to explore other areas. But they kept coming back. And finally, their persistence has paid off.

Daggertooth made for a good villain, too. He never showed up until the final fight, but they kept hearing about him, how he was more powerful than a regular troll, how he carried a sword on his back but never used it (it's an intelligent Lawful sword, that's why...yes, the party got it identified, and the Lawful Fighter was the one to test it out on a poor unsuspecting random encounter baboon so no surprise shock damage...the sword did send a strong dislike emotion regarding the fighter's other magic items).

Oh, and so that's finally a thing in the campaign! They discovered the first intelligent sword! Always fun. Dean's fighter has good intelligence and wisdom, though, so he's likely to retain control except in extreme circumstances.

Anyway, once again thanks to Gary Gygax! The Caves of Chaos have definitely been a hit, and all the players new to them in this campaign will be able to share in a bit of the D&D zeitgeist that I never got to when I was young and new to RPGs.

Saturday, November 16, 2019

Oft Ignored Encumbrance

It's time for me to start paying better attention to encumbrance rules. Ever since the beginnings of my D&D play with the Basic Set, I've more often than not eyeballed or flat out ignored encumbrance rules.

Time for that to change. Yes, keeping track of the weight of every arrow carried is tedious. But there is a purpose.

Several sessions ago, the party discovered another magic shield. Now, in my TSR house rules, I have small and large shields (+1 and +2 to AC, respectively, and yes, if you don't remember I use ascending AC). The shield was in the Caves of Chaos, written with Basic D&D rules, where a shield is a shield is a shield. The players asked if it was large or small, and since the rules assumed a +1 shield bonus, I said a small one.

The players discussed. If a magical small shield +1 has the same mechanical benefit of a non-magical large shield, what's the point?

And at the time, I didn't think of the fact that magic armor is MUCH lighter. That allows you to move faster or carry more treasure. I really just remembered that rule this morning.

But the magic armor being lighter only makes a difference if the DM is enforcing movement rates based on encumbrance. Something I've NEVER been in the habit of doing. I've almost always gone with the simple abstraction presented in the Basic Book of basing it by the armor type worn. And I'm also not always the best at making sure the characters are hindered by carrying capacity limits.

It's one of those areas of the game which is "not fun" but the logistical challenges of extracting wealth from subterranean ruins is worth the hassle. In one play-by-post game I'm running, I do have the players worry about encumbrance and logistics, and it's worth the effort. Pool of Radiance is also forcing me to deal with encumbrance.

Time for me to step up my game.

Sunday, September 22, 2019

When it rains, it pours

Yesterday I ran West Marches again. Having just secured five magic weapons in the previous session, they set out to gather up some extra fertile mud they'd heard about in a rumor (the local alchemist said he could use it to devise a formula for potions of growth) and an abandoned "centaur" temple with a flame that could enchant arrows.

They found both (and a few other things as well). And one of the random encounters they had was with a manticore. They managed to kill it (Goldie's wand of magic missiles helped a lot, removing 2/3 of its hit points! It shoots 3 missiles, and she rolled 6's for two of them). Then they thought of looking for its lair. I gave them a 2 in 6 chance of finding it, and they rolled it.

So I broke out the treasure tables and my d% dice. It had 4000cp. No silver. No chance for electrum. No gold (despite a 60% chance), no chance for platinum, no gems, now jewelry. Pretty meager haul. And then, yes, you saw this coming, magic items appeared.

2 items, plus one potion.

Roll 1: swords
Roll 2: ranged weapons
Roll 3: potion of levitation

Roll on swords table: normal sword +2
Roll on missile weapons table: longbow +1

So they've got even more magic weapons now. And they did manage to kill an ogre with some gold and nabbed some giant bee honey as well. And the alchemist will produce one potion of growth for them for free, and add that to the list of potions he can brew on demand.

Sunday, May 26, 2019

The Deck of Many Things returns!

Last October, I threw my West Marches players into Castle Ravenloft for fun (they weren't trapped by the mists, they were transported home at the end of the session) and while in it, they found The Deck of Many Things. No one dared use it at that time.

A few sessions later, Dean's paladin was slain. They decided to use the deck, hoping to get wishes to restore him. Two characters pulled cards, and all were bad (a Minor Death attacked then the Sorcerer lost all magic items; the Thief was imprisoned on his first draw). No one else has dared to use the deck since.

Until today.

Two new players (a married couple, I teach English camps with the husband during summer and winter vacations) joined us today. They rolled up a Human  Cleric (the wife) and a Human Berserker (the husband, obviously - and yes, my homebrew "barbarian" is called a Berserker).

They had a few old rumors and I gave them a few new ones. They decided to follow one of the new ones. They found what they were looking for quickly, but weren't able to get it because the medicinal mushrooms grew all around an owlbear's nest. And they were worried that one of the level 1 or level 2 PCs would die. So they went back to town to research options for dealing with owlbears without getting into melee, and possibly capturing it - as a fellow in town is known to pay good money for captured curiosities.

While in town, we mentioned that the Deck had been discovered. And after I mentioned Alexis's post about the Deck from last week, they decided why not? The worst that could happen would be having to roll up a new PC.

So Julian drew 3 cards. He drew Star (+2 to prime requisite, Con in his case), Balance (changing his alignment from Neutral to Chaotic), and Knight (gain a 4th level Fighter henchman...and yes, his character is only 1st level).

Marie also decided to draw 3 cards. She drew Flames (gaining the enmity of a devil or demon...since she's a Cleric she was happy, declaring this "Instant back-story!"), Gem (gaining 20 jewelry or 50 gems, she took the jewelry...which is funny because she rolled the minimum of only 30 gp as starting gold!), and Sun (gain a miscellaneous magic item -- an amulet vs scrying, and 50,000xp!). I decided in this case to ignore the no more than 1 level gain at a time rule as this shot her up to 7th level in one go.

Seeing these results, Don decided to have Phil, his Halfling Ranger, draw as well, but only 2 cards. He got Comet (defeat the next monster you meet and instantly gain 1 level), then Rogue (a henchman turns against you...and while he doesn't yet have a personal henchman, last session, they did hire three retainers to accompany them on their adventure, so one of the two survivors now hates Phil).

They headed out into the Marches again, and the first encounter was with 3 goblins...but who had potentially friendly reactions. Phil didn't want to start a fight, so he asked for a careful wording of the card. It says "Defeat the next monster you meet to gain 1 level." He challenged one of the goblins to rock-scissors-paper, best 2 out of 3. He won the first, the goblin won the second, and he won the third! So he shot up to 3rd level (he was getting close already but it's still a nice boost for him).

Later, they encountered two wights. The wights drained a level from Sir Tom of the Deck (the new henchman), but then Eygwynn used her new 7th level Turn Undead ability to vaporize the two wights. So it all worked out in the end!

Fun stuff, everyone was having a ball, and now I've got some hooks for fun things to throw their way in the future. Julian and Marie are DEFINITELY coming back next session.

Wednesday, October 18, 2017

The Lost Art of the Cursed Item

People these days seem to misunderstand cursed items in D&D. Players find some magic items and divvy them up. Then one player finds out that their item is cursed, and they now have some sort of drawback. And they probably bitch and moan a bit, and depending on edition and how high level the PCs are, they probably cast (or purchase) a spell to remove the curse, grumble a bit more about getting screwed over by the DM, and carry on.

But it's not intended to be that way. Back in the earlier editions of the rules, especially for cursed swords and armor, the rule was that if you could get the curse removed, the item then reverted to a beneficial item*. So curses were a means of providing an adventure hook.

If a player found a cursed weapon or armor, at low levels they had to deal with it until they could find a high level NPC to remove the curse (requiring paying large sums, a quest, or both), or go on a quest  of their own to a location (in a dungeon or far out in the wilderness) where the curse could be removed. Getting a curse was a means of providing the players with a goal - remove the curse. And there was a reward to it besides just elimination of the penalty. The weapon or armor that was previously lowering combat efficiency would improve it instead.

Yes, this post is inspired by my 5E gaming. It seems like newer gamers just don't see the value in things like curses, save or die spells (a double edged sword, yes, but also fun!), or dwindling resources. And WotC seem to also have this mistaken idea that any sort of hindrance is unfun. Everything is awesome! Everyone is special! All the time! Well, to tell the truth, that's NOT fun. Getting cursed and then having to jump through hoops to get rid of the curse is fun and satisfying! Getting cursed (or level drained, or finger of deathed, etc.) adds spice to the game if it actually affects you. If you just need to have the party Cleric come over and cast a spell and it's over, what's the fun in that? Where's the challenge? Where's the satisfaction?

Probably more to come along this line of thought if I have time to blog again soon.

*Yes, cursed scrolls, potions, rings and miscellaneous items don't have this benefit. But it's easily house ruled for the permanent rings and miscellaneous items, isn't it?

Monday, January 2, 2017

Mentzer Basic Cover to Cover: Explanation of Magic Items

This section starts with a paragraph on how to identify magic items: by experimenting with them. In other words, you need to risk exposing your character to curses or possibly death in order to be sure of your magic item's abilities. And you need to take the risk. If you have a hireling or retainer do it, they'll keep the item since they took the risk.

Of course, you could also ask a high-level NPC magic-user, but you'll need to fork out cash or complete some service first. This is a good thing, of course, because it provides a hook for adventure. If your magic item is cursed, it's a spur to adventure (at least until higher levels when a party Cleric or Magic-User can take care of that for you). If you want to take the safe (and slow) path of asking an NPC to ID the item, you'll need to complete some sort of adventure.

The next short paragraph just explains that some magic items are permanent and others temporary. Then, there's a slightly longer section on using magic items. Items that require concentration to make them function have a caveat that is important, but I often forget due to it not being a factor in more recent editions: when you use the item, "the user may not move, cast a spell, or take any other action during that round" (p. 42). Wands aren't like in Harry Potter, where they're a magical replacement for guns (or more accurately, Green Arrow/Hawkeye quiver of arrows). No John Woo stunts allowed.

Finally, we get a short explanation of charges in magic items. The rules say there's no way for the character to learn how many charges are in a charged item, but I always found this difficult to rule in play, especially since in the earliest days my two best friends and I co-DMed the same world. I've always just been open with players about how many charges were in their magic items. Not telling them makes them less cavalier about using them up, and while it might be kinda fun for them to gamble with their magic items, letting them know how many are left allows them to make informed choices about their use, which I think can also be fun (and probably more fun for the player). Oh, and there's a note that charged magic items cannot be recharged. I've recently overruled this for my games (not that it's easy to accomplish) because it can be a good spur to adventure if it's possible.

Swords
We get some basic information first. The 'plus' adds to hit rolls and damage rolls. Some of the swords get a better bonus against specific opponents. Weapon restrictions for classes still apply. Then, we get information on the two swords that can cast Clerical spells, with a note that other Cleric or Magic-User spells may be placed in swords. It's a nice way to let the Fighter, Thief, Dwarf or Halfling have a bit of magic. Oh, and then we are told that most magic swords are normal swords, but occasionally short swords or two-handed magic swords will be found, and the DM can select the type as they like or roll randomly.

Swords can, of course, be cursed. There's a 15% chance any sword will be cursed (roll 1-3 on d20). The cursed sword will appear to be the type rolled until used in combat. According to a strict reading of the rules, no matter what type was rolled, as a cursed sword it will be a sword -1. It doesn't mention if special powers, like additional bonus vs. specific types or spell casting ability still functions, but the implication is that they don't. One thing I have often overlooked is that a cursed sword, once uncursed, reverts back to the type rolled originally. Getting a cursed sword isn't screwing the player over that badly, as they can go on a quest to remove the curse, and then have whatever sweet swag they were expecting to have. Delayed gratification is a good thing, right?

Other Weapons
 This is a short section, as other weapons pretty much follow the rules for magic swords. For players who do prefer other weapons besides swords, there is a small silver lining (I mentioned in the previous post how the chances to get other magic weapons are much lower than swords). Other magic weapons are only cursed 10% of the time (1-2 on d20).

Armor
There is a chart for magic armor that is somewhat unnecessary. Since only armors of +1 value are given in this set, though, instead of explaining how the plus lowers your AC, there's a chart that shows the AC for non-magical armor, magical armor, and an encumbrance adjustment for wearing magical armor. The encumbrance adjustment is really the only useful part of the chart once you move beyond the Basic rules. And since shields can get a +1 or +2 enchantment, Frank had to explain the system for magical AC adjustment anyway. Maybe the chart is a hold-over from the days when the Chainmail combat system was standard, and AC had a slightly different meaning.

Cursed armor works similarly to magic weapons, in that a cursed item is -1 (adds 1 to AC). There's a slightly higher chance to get cursed armor than other weapons, but slightly less than magic swords (1 on d8).

Potions
There's a bit of description of potions first, then we're told how long they last (typically 7-12 Turns), and only the DM should know for sure. If you want to ID a potion, take a sip. To activate the potion, chug it! Also, unlike in AD&D (1E for sure, maybe 2E as well), there's no fun potion miscability table, just a note that if you drink a potion while another is in effect, you get sick for 3 Turns (no save) and neither potion has any more effect. Healing potions are exempt from this as they have no duration.

The potion of diminution is interesting in that it specifies that while shrunk down you cannot damage creatures bigger than 1' tall (you're not Ant-Man). It doesn't specify how you damage small creatures like that (roll damage normally? Do minimum damage?), nor does it mention hit point adjustments. It does say it will negate a potion of growth, so there's one exception to the "no mixing potions" rule.

The potion of gaseous form is specific in that gear is not made gaseous. It also notes that while gaseous you are AC -2 and only magic weapons or spells can harm you.

The potion of growth, unlike its counterpart above, does let you know that you deal double damage while giant size, but your hit points don't change. The exception to the sickness with potions of diminution is noted again here, as well.

Invisibility potions have an interesting optional rule which if you're going to use it for this potion, you might as well use it for others as well. At the DM's option, players may split the potion into six doses which each have effect for 1 Turn. That's nice for setting up an ambush, or group escapes.

Finally, potions of poision, even if just a sip is taken, can cause instant death! Yes, you get a save, and similar to the previous advice on poison, there's a note that the DM can have the potion deal damage instead of causing death instantly.

Scrolls
We get a bit of description of scrolls and how they function. There's a not that only spell-casters of the appropriate type can cast spell scrolls, but any character can use a Protection scroll or treasure map... but this forgets that characters of low intelligence have trouble reading, or can't read at all.

For spell scrolls, there's a 25% chance the scroll is for Clerics, otherwise it is for MUs and Elves. The scroll can have one to three spells, and at this level the spells may go up to third level (due to there being some higher level Cleric/Magic-User spells in the book. Especially for MUs/Elves, since they need to collect spells for their spellbooks, this is a good thing, because it adds a bit of tension to having a scroll and never using it so that it can be added to the spell-book later, or use it when it may be of help.

Cursed scrolls affect you just by looking at the scroll, so unlike magic swords, weapons and armor, the removal of the curse does not revert the scroll to a beneficial magical one, it just ends the effects. There are some curses suggested, and the fourth one is level drain "as if struck by a wight" with a note to avoid using this item in a situation where the characters are 1st level as level drain would kill them.  I think if this were the curse, I'd give a saving throw or something. Even a poison potion allows a saving throw.

Protection Scrolls are one of my favorite magic items. I'm not sure why, but I think it's the fact that any (literate) character can use them, and they have some useful effects. There are only two in the Basic Set, Protection from Lycanthropes and from Undead. There are more in Expert (don't remember off hand if the Companion Set added any), and even more in AD&D (Unearthed Arcana/2E at least). They create a 10' diameter -- as a kid I interpreted it as radius, but it says "10' across" (p. 44) -- moving circle of protection that prevents a certain number of creatures from entering. The number affected is rolled randomly, though, so if you roll low, or there are just a lot of that type of creature, some can get through. Still, when fighting lycanthropes or undead, preventing the whole pack from mobbing you is still not bad, although keeping them all away is best.

One thing that is unclear is how to rule the effect if there are more than one type of the creatures together. So if there are werewolves (1-8 affected) and weretigers (1-4 affected) together, do some of both get hedged out? Only the weaker? Only the stronger? DMs can determine it as they wish.

Treasure maps -- I mentioned before how I think these are kind of out of place -- may lead you to normal or magical treasure. You as DM should also prepare treasure maps ahead of time, which is a good idea, if you have plenty of prep time and your players really need accurate visuals. Frank suggests that foreign languages may be used on the map to make it difficult to read the map without magic.

Rings
Anyone who's read or seen Aladdin or The Hobbit/Lord of the Rings knows what the first section tells us: that the ring needs to be worn on a finger to have an effect. The game does explicitly tell us that you're limited to only one ring per hand, two total, or they all stop functioning (except a cursed Ring of Weakness). Also, anyone can use a ring.

The ring of animal control is (for me at least) an overlooked gem of an item. Maybe I just never had a PC that acquired one, and if any of my old players did, they never took advantage of it. I know I haven't had any rolled up in my recent dungeons or other adventures. The ring lets you control 1d6 normal animals or a single giant animal, as long as they're in sight, for up to one turn. That can take care of a lot of deadly encounters with especially poisonous creatures with little or at least lessened risk to the party. The down side is no movement while concentrating on the control. Also, the rules are worded a bit unfairly -- only one 1/2 hit die giant rat could be controlled, while 1d6 sabertooth tigers or cave bears could be controlled by a strict reading. And when you get dinosaurs in the Expert Set... Obviously some DM judgment is required.

There's not really much to say about the rings of fire resistance, invisibility, or protection +1. The first two work like the spells (fire resistance permanently, invisibility once per turn), and the ring of protection +1 adds to AC and saving throws continually. Nice, but nothing unusual about any of them.

The ring of water walking leaves me with one question (and of course, it's up to individual DMs to decide the answer). The description says "The wearer of this ring may walk on the surface of any body of water, and will not sink" (p. 44). How is that controversial, you ask? Well, what about other non-water liquids? Can you cross a river of vinegar or a pool of oil? If you have glass slippers could you cross acid? Can you pour some water over a pressure plate, then walk on the spilled water without setting it off? Lots of potential for fun with this one!

The cursed ring of weakness is last. It lowers your Strength to 3 within a few rounds, and lasts until the curse is removed. And unlike magic swords/weapons/armor, removing the curse doesn't revert it to a useful magic ring. I may add other cursed rings that affect other stats, or maybe just roll randomly what ability score gets drained, or have it affect the Prime Requisite, because most of the time a Magic-User or Thief with this ring isn't usually overly burdened, except that they can only then use one useful ring at a time. A ring of feeblemind, or ring of sickliness would be a fun change up every now and then (although magic rings being rare, compared to other items, and there being lots of types especially by the Companion Set/RC tables, they wouldn't come up often).

Wands, Staves and Rods
This is the only class of magic item that doesn't have any cursed items (at least in the Basic Set...I'll have to check if later sets add some). We get a bit of description of all three types of item, and a note that at least for the items presented here, only MUs and Elves can use wands, only Clerics can use staves, and anyone can use a rod. Also, wands will have 1d10 charges only when you find them.

Wands of enemy detection (and later the enemy detection ability of intelligent swords in the Expert Set) always seemed like a fairly useless item to us when we were kids, because (as I've mentioned countless times in this series over the years), most monsters would just attack in those early games. However, there is an ability of this wand that actually makes it super useful even after combat starts -- hostile invisible creatures get lit up, so everyone can see where they are. Hidden creatures like thieves or troglodytes also appear.

The wand of magic detection is a great item to have, as it frees up a spell slot, or speeds up identification of magical loot, and occasionally can be used to confirm that locks/traps/strange things are magical or not.

Wands of paralyzation are nice, they shoot a ray 60' long, 30' wide at the end, and anything in it must save vs. wands or be paralyzed for one whole hour. If there were a spell that had the same effect, it would probably be 4th level, or maybe 5th, since Hold Person, which affects 1 to 4 humanoids only, is 3rd for a magic-user. In fact, compared to Hold Monster, this wand's effect would maybe be a 6th level spell... And here it is in the Basic Set.

The staff of healing is nice and simple here (it gets optionally much more complicated in the Companion Set). It can cast cure light wounds on any number of creatures, each once per day. Any army or settlement's Cleric would probably go to great lengths to secure one of these items, as it can take care of most of that community's injuries without resorting to spell slots.

The snake staff is another (for my old group at least) overlooked gem. It's a staff +1 in melee (and we get melee stats for a staff here before it's provided on the weapons lists in Expert), and on command changes into a snake that automatically (no save) ensnares the target of man-size or less. While it does have hit points in snake form, and becomes non-magical if killed, that's a pretty good way to take a creature alive.

The rod of cancellation is the item any character can use, and none of them want to! Why? Because it turns what would otherwise be your magical loot into a non-magical item. Kind of a last resort, unless you're using it to remove an unwanted cursed item. This description does give us the concept of "Touch AC" which was enshrined in 3E. To hit an item with the rod in combat, you only need to hit AC 9 (unless, as Frank notes, the item is currently being wielded, which should provide it a lower AC).

Miscellaneous Magic Items
In general, I'm also a big fan of miscellaneous items, many because again any class character can use them (at least of the ones here in Basic), and they all provide some fun effects, some of which can only be achieved through these items.

The bag of devouring is technically a cursed item, although there are no restrictions like being forced to keep it. It appears to be a bag of holding, but if you leave items in it for too long (7 to 12 Turns), the items disappear. So once it's determined that this is a bag of devouring, you need to empty it out once per hour and refill it. Unlike the bag of holding, however, it doesn't list a maximum weight limit (although many DMs would likely imply one from the bag of holding's limit). A strict reading, however, gives unlimited capacity, but just the need to empty it and refill it once per hour.

As just mentioned, the bag of holding has a size/weight limit of what can go in it listed here, and it tells us that when full the bag only weighs 600cn (so the same as a loaded large sack). Unlike in AD&D, there's only one size bag to worry about. A must-have item for any adventuring party, and since it's available from the Basic levels, it's somewhat likely a party may end up with one or two before they get too high in levels.

A crystal ball is (again, for me) another underused item. While it only works 3 times per day, it can give you an idea of what's happening anywhere you want to look. Great for scouting or spying.

The elven cloak and elven boots are nice, in that they make you almost (2~6 on d6) invisible and (2~10 on d10) silent, respectively. Great for sneaking around and surprising enemies. It makes me wonder about other sorts of demi-human attire that could be found with magical effects...halfling cravats, dwarven caps, gnomish knickerbockers...

Gauntlets of Ogre Power give you an 18 Strength. If you already have an 18 Str, they're more or less useless to you, although they do allow you to punch creatures for 1d4 damage at a +3 bonus to hit. Again, later editions have added other items to increase other stats, and that could easily be copied for Classic D&D based on the rules presented here.

The Helm of Alignment Changing is a cursed item, and once put on can only be removed with spells or other curse removal means. And it changes your alignment, randomly, to one of the other two. But since there are no alignment restrictions in Classic D&D, it's more of an annoyance than an actual hindrance.

The Helm of Telepathy is a nice item. While you need to concentrate (which means not moving or taking any other actions), you can have a mental conversation with any willing creature, even if you don't share a language. You can also snoop on their thoughts without having to send a message, if they let you or fail a save.

The medallion of ESP, on the other hand, is kind of a chump version of the helm. You can only read thoughts with it, and you have a 1 in 6 chance to broadcast your own thoughts to everyone in range instead of reading the target's mind. If you have a choice, take the helm over this one!

Finally, there's another staple item many parties crave, the rope of climbing. Like the elven cloak and boots, it takes its inspiration from The Lord of the Rings. It can also hold up to 10,000cn weight, but I don't remember regular rope giving a weight limit. I'll have to look it up later. Still, that's pretty good, as you can use it to climb (of course), grab items that are out of reach, and several other uses.

And that's it for magic items. Next up, Creating Dungeons, which will probably get divided into two posts, with the end matter (back cover) being included in the second post. Two more to go and this series is finished.

Wednesday, December 28, 2016

Mentzer Basic Cover to Cover: Magic Item Subtables

For the magic item subtables in the Basic Set, first you should roll a percentage die to determine the type of item, and then a d20 on the particular item type table. Since the magic item type table has everything in increments of 5%, I'm not sure why it's not also a d20 table. Maybe to keep it compatible with the d% tables for each type in the Expert Set later?

Anyway, one in four items will be a potion (25%), one in every five magic items is going to be a magic sword or a magic scroll (20% each), one in ten will be another sort of weapon or magical armor (10% each, although, as we shall see, armor is sometimes two magic items), and one in twenty will be a magic ring, wand/staff/rod, or miscellaneous item (5% each).

Swords are pretty much the most popular weapon from the get-go anyway, but if you want to be all cool and stylish and use another weapon as your go-to weapon at character creation, by the book at least, you're probably going to switch to using a sword later on, just because magical swords are so much more common than other types of magical weapons. Magical swords are twice as common as all other types of weapons put together. [Of course, what DM hasn't had a player with a stylish but (usually) suboptimal choice of preferred weapon, and not thrown them a bone and had them find a magical version by DM fiat rather than waiting for it to come up by random roll, if ever?]

Anyway, moving on to the specific subtables, the first of course is swords. There are eight types of swords, and there is a 40% chance to get a plain old sword +1 (although at these levels, it's not yet a 'plain old' magical weapon), a 55% chance to get a sword +1 with an ability of some kind, and a 5% chance to get a sword +2. The possible special abilities are a sword +1/+2 vs. lycanthropes, a sword +1/+2 vs. spell-users, a sword +1/+3 vs. undead, a sword +1/+3 vs .dragons, a sword +1 light spell 1/day, or a sword +1 cure light wounds spell 1/day.

Other weapons could be 10 arrows +1 (20%), an axe +1 (10%, either type I suppose), a dagger +1 (15%) or +2 (5%), a mace +1 (15%), 10 quarrels +1 (15%), a sling +1 (5%), or a war hammer +1 (15%). If you're a Basic level character who uses a spear, club, or pole arm, you're out of luck until level 4. It's also interesting that there are no magical bows or crossbows, only their ammunition, but there's a magical sling rather than ammunition.

For magical armor, there are six types of armor to be rolled: leather +1 (20%), chainmail +1 (25%), plate mail +1 (10%), shield +1 (30%) or +2 (10%), and the above mentioned set of chainmail and shield, both +1 (5%). So you've got a half a percent chance to get two items instead of only one when rolling for magical treasure. And really, most parties are going to split that magical armor and shield up if it gets discovered, unless the party unearths a fair amount of magical treasure in one go.

There are eight types of potions: diminution (20%), ESP (10%), gaseous form (15%), growth (15%), healing (20%), invisibility (5%), levitation (10%), and poison (5%). So, healing is the most common, and poison (thankfully) the least common type. And a nice spread of abilities. Growth and strength have the ability to double melee damage, and growth obviously has some other benefits and drawbacks. Gaseous form, diminution, growth, levitation, strength and invisibility are useful "getting around obstacles" abilities.

For scrolls, there can be scrolls with 1 spell (20%), 2 spells (15%) or 3 spells (5%), a curse (10%), protection from lycanthropes (15%), protection from undead (15%), a treasure map to 1~4k gold (10%), or a treasure map to a magic item (10%). I'm not personally fond of having treasure maps as "magic items." I'd much rather just leave maps laying around when I think it's appropriate, and give out actual magic items when I roll them. But that's just me.

There are six types of magic rings: animal control (15%), fire resistance (25%), invisibility (10%), protection +1 (25%), water walking (15%), and weakness (10%). Half of all rings at this level of play will be protective, three have utility powers, and one is cursed. Not too shabby a spread of powers.

There are three wands, two staves and one rod on the lists: wand of enemy detection (30%), wand of magic detection (25%), wand of paralyzation (15%), staff of healing (15%), snake staff (5%), and rod of cancellation (10%). Back in the day, I used to think the "detect X" wands (and later in the Expert and Companion Sets magic swords) were kinda lame. Now, being older and wiser, I like them a lot. They allow a clever group of players to scout out information about dungeons that can help them to level uneven playing fields (or tips scales in their favor) before entering combat, or to get the gold without a fight.

There are ten different miscellaneous magic items: bag of devouring (10%), bag of holding (15%), crystal ball (5%), elven cloak (10%), elven boots (10%), gauntlets of ogre power (5%), helm of alignment changing (10%), helm of telepathy (15%), medallion of ESP (10%), or a rope of climbing (10%). There are actually some powerful items here, for low level play. And since they become much more rare in an Expert level game, it's nice to be able to find them at low levels. Of course, unlike some of the other treasure types, there are two cursed items on the list, while each other type of item called. 

More on magic item descriptions tomorrow (at least I hope tomorrow, by the end of the month at least!).

Monday, August 22, 2011

A Potion by any other name would still smell...

[rolls dice] like goat piss and cinnamon.

I've been planning to do something like this for a while now.  Here's a short list of some alternate 'potions' for D&D.  All follow the normal rules for potions as far as usage and duration and effect.  Only the form has changed.

Xi Wang Mu's Peaches of Immortality/Apples of Idunn: potion of longevity
Egg Shen's Steaming Gourd: potion of heroism
Gummi Berry Juice: potion of giant strength (unless you're a Gummi Bear, then it's a potion of jump)
Black Lotus Flower: potion of poison
Atalanta's Golden Apple: potion of speed
Rapunzel's Tear: potion of cures (or specifically cure blindness)

Got more?  Feel free to add to the list in the comments. 

Thursday, March 31, 2011

Pop Quiz, Hot Shot!

Are there any magic items that are unique to one version of D&D (only appeared in one of the following: OD&D, Holmes, AD&D 1E, BX, BECMI/RC, AD&D 2E, D&D 3E, D&D 4E, or a clone like C&C, LL, S&W, OSRIC, LotFP: WFRPOHMYGODHOWLONGCANTHISACRONYMGET*, etc.) that you feel like you couldn't run the game without?

Holmes' weird scrolls?  Something from UA that didn't ever appear again?  One of Frank's from the Companion Set?  Something from a module or supplement?  Something someone added to a clone that you now wish the game had had all along?

Basically, is there any item that you feel is so iconic that D&D wouldn't be the same without it, but it only appears in one set (as far as you know, anyway). 

Or if there's a monster or spell, or something similar, go ahead and share that, too.

And shoot the hostage.

From orbit.

With a nuke.

It's the only way to be sure.

*Just kidding, Raggi!