Showing posts with label character creation. Show all posts
Showing posts with label character creation. Show all posts

Friday, April 11, 2014

Mitch the Dwarf

I've alluded before to how I once made the same dwarf in all four versions of AD&D. This is basically a reproduced transcript of that:

I started with 1st edition because I knew it was the most random, and ended up making a dwarf fighter. Each edition afterwards was simply an attempt to recreate the character from the previous edition, using the rules and character creation methods of the later editions. Here are the stats, straight up, along with some notes I added for explanation.

Mitch the dwarven fighter!
1st edition

the Player's Handbook does not give any specifications on how to roll up a character, it just says The range of these abilities is between 3 and 18." so I'm just using the classic method of rolling 3d6 and putting them in the abilities as I roll them. Rolled 15, 11, 5, 8, 11, 8, the stats after racial modifiers are in the order the book ascribes to them.
Strength 15 = weight allowance +200, Open Doors 1-2 on d6, Bend Bars/Lift Gates 7%
Intelligence 11
Wisdom 5 = magical attack -1
Dexterity 8
Constitution 12 = system shock 80%, resurrection survival 85%
Charisma 7 = maximum number of henchmen 3, loyalty -10%, reaction -5%
Dwarf = saving throws vs. wands/rods/staves & spells +3, poison saves equal to wands/rods/staves, infravision 60 feet, detect grade or slope or new construction 75%, detect sliding/shifting walls 66%, detect traps or depth underground 50%, to hit half-orcs goblins hobgoblins or orcs +1, ogres trolls ogre magi giants and titans have -4 to hit dwarves
Fighter = Hit Points 9, Alignment: Lawful Neutral
Languages: Dwarven, Lawful Neutral, Common, Elvish
Money: 190 gold (before buying equipment), 5 gold and 3 silver (after buying equipment)
Weapon Proficiency: Axe, Dagger, Mace, Sword (non-proficiency penalty is -2)
Equipment: Banded Armor, Large Shield, Great Helmet, Battle Axe (speed 7, damage 1d8), Dagger (speed 2, damage 1d4 vs S/M, 1d3 vs L), Boots (high hard), Belt, Cloak, Leather Backpack w/ 100' rope & 20 large iron spikes & 10 torches, Small Belt Pouch w/ mall silver mirror & 3 wax candles, Draft Horse ("Smythers")
Movement 9"
And that is ALL of the information the 1st edition Player's Handbook gives the player!

2nd edition
I thought about just transferring the stats as is, but that wouldn't be fair to each version since I know 3rd edition uses a completely different method and I'll end up with much higher numbers. Using Method V from the rulebook (roll 4d6 dropping the lowest and assign where you like), since that's the one most 2nd edition games I've ever been in used.
Strength 16 = damage +1, weight allowance 70, maximum press 195, Open Doors 9, Bend Bars/Lift Gates 10%
Dexterity 15 = defensive adjustment -1
Constitution 17 = hit points +3, system shock 97%, resurrection survival 98%
Intelligence 13 = languages +3, spell level 6th, chance to learn spell 50%, spells/level 7
Wisdom 13 = bonus spells: one 1st, spell failure 0%
Charisma 11 = maximum number of henchmen 5
Languages: Common, Dwarf, Elf, Orc
Dwarf = saving throws vs. wands/rods/staves, spells & poison +4; 20% of magic item failure if not made for dwarves; +1 to hit orcs, half-orcs, goblins, and hobgoblins; ogres, trolls, ogre magi, giants, and titans are at -4 to hit dwarves; infravision 60 feet; detect grade or slope in passage or new tunnel/passage construction 1-5 on ld6; detect sliding/shifting walls or rooms 1-4 on ld6; detect stonework traps, pits, and deadfalls or determine approx. depth underground 1-3 on ld6.
Height: 4'2" , Weight: 150 lbs, Age: 53, Maximum Age: 347
Fighter = Hit Points 11, Alignment: Lawful Neutral
Weapon Proficiencies: Battle Axe, Dagger, Broad Sword, Halberd (non-proficiency penalty is -2)
Non-Weapon Proficiencies: Animal Handling Carpentry, Rope Use
Money: 100 gold (before purchasing equipment), 9 gold & 1 silver
Equipment: Splint Mail, Battle Axe (size M, type S, speed 7, damage 1d8), Backpack w/ 100 feet hemp rope & 20 pitons & 10 torches, Small Belt Pouch w/ flint & steel (total 109.5 lbs)
Armor Class 3 (Splint + Dex), THAC0 20
Encumbrance: Light, Movement: 5"
Saving Throws: Paralyzation/Death Magic 14, Rod/Staff/Wand/Poison 12, Petrification/Polymorph 15, Breath 17, Spell 13
And now that's it.

3rd edition
Third edition rules use the Method V dice-rolling equation from 2nd edition, with the option of re-rolling if your scores are too low (i.e. if no score is above 13). So here I go, rolling again:
Strength 15 (+2) = to melee attack rolls, damage
Dexterity 12 (+1) = to ranged rolls, armor class, Reflex saving throws
Constitution 15 (+2) = bonus Hit Points, Fortitude saving throws
Intelligence 10
Wisdom 10
Charisma 8 (-1) = checks to influence others
Dwarf = Medium size, speed 20 feet, darkvision 60 feet, +2 Search stonework, +4 to resist bull-rush or trip attacks, +2 to saving throws against poison and spells, +1 to hit orcs and goblinoids, +4 dodge bonus to Armor Class vs giants, +2 to Appraise stone or metal, +2 to Craft stonework and metalwork
Languages: Common, Dwarven
Fighter = Hit Points 12, Base Attack +1, Fortitude +2, Martial Weapon Proficiency, Simple Weapon Proficiency, Proficient with ALL Armor
Skills (8 points at 1st level): Handle Animal +2, Ride +2, Use Rope +4
Feats (one for 1st level, one bonus Fighter feat): Mounted Combat, Power Attack
Alignment: Lawful Neutral, Age 57, Height 4'2" , Weight 170 lbs.
Money: 140 gold (before purchasing equipment), 2 gold (after)
Equipment: Dwarven Waraxe (damage 1d8 vs S, 1d10 vs M, crit x3), Chain Shirt (check penalty -2), Backpack w/ 100 feet hempen rope & 20 pitons, Belt Pouch w/ flint & steel (total weight 65.5 lbs)
Armor Class: 14 (15 w/ Dex); Attack: Melee +3, Ranged +2; Initiative +1
Saves: Fortitude +4, Reflex +1, Will +0

4th edition
The 4th edition rules ask you to choose race and class before determining ability scores, so...
Dwarf
Height 4'6" , Weight 170 lbs., Size: Medium, Speed: 5 squares, Vision: Low-light
Languages: Common, Dwarven
Ability Bonuses: +2 Constitution, +2 Wisdom
Skill Bonuses: +2 Dungeoneering, +2 Endurance
Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.

Got all that? Okay, Fighter
Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Bonus to Defense: +2 Fortitude

And now, finally, I determine starting ability scores. The method for randomly generating ability scores is downplayed in the rulebook with the words "On average, you’ll come out a little worse than if you had used the standard array. If you roll well, you can come out way ahead, but if you roll poorly, you might generate a character who’s virtually unplayable. Use this method with caution."
I find it amusing that they are actually trying to encourage you to not roll dice.
So using the standard method that they describe, I would assign ability scores as I see fit from the following numbers: 16, 14, 13, 12, 11, 10; adjusting for racial modifiers after placement. What I find even more amusing is that the numbers here are already arranged exactly in the order I would want them to be!

Strength 16 (+3) = melee attacks, Fortitude defense
Constitution 16 (+3) = bonus hit points, bonus healing surges, Fortitude defense
Dexterity 13 (+1) = ranged attacks, Reflex defense
Intelligence 12 (+1) = Reflex defense
Wisdom 13 (+1) = Will defense
Charisma 10 (+0) = Will defense
Alignment: Unaligned (because there's no Lawful option anymore and Unaligned is the clossest to Neutral you can get, go figure!)
Trained Skills (from the class skills, choose three): Athletics (Str), Endurance (Con), Streetwise (Cha) This is the first part that forcibly diverges from previous editions. Mitch has no animal handling or rope use equivalent amongst the class skills.
Fighter Abilities: Combat Challenge, Combat Superiority, Two-Handed Weapon Talent
I start with one feat, and there is one for Mounted Combat but it doesn't look like it's very useful or appropriate to the original concept, and there's one for Power Attack, but I'm taking something that fits the original concept better.
Feat: Dwarven Weapon Training: +2 bonus to damage rolls with axes and hammers
Class Powers:
At-Will Powers (2): Cleave - Standard Action Melee weapon, Reaping Strike - Standard Action Melee weapon
Encounter Attack Power (1): Passing Attack - Standard Action Melee weapon
Daily Attack Power (1): Brute Strike - Standard Action Melee weapon
Finally, we're on to equipment. The one thing that could clearly be improved about 4th edition is that all of this information is disorganized. The sequence of character creation has me flipping back and forth through the book, literally from chapter 3 to 4 then 2 then 5 to 6 back to 4 and then ahead to 7.
Starting Money: 100 gold (this is no longer randomized or determined by class), 4 gp (after purchasing equipment
Equipment: Plate Armor (wow! it only costs 50 gold pieces in 4th edition), Greataxe (+2 to hit, 1d12 damage, high crit.), Standard Adventurer's Kit (and with that I've already got a magic item in the form of Sunrods - the fantasy equivalent of glowsticks), 10 torches (total weight 105 lbs. = no penalty to movement)
And with that I just have to add all of the modifiers together to figure out the final stats.
Hit Points 18, Bloodied 9, Healing Surges 12 at 4 HP
Speed 5 squares, Initiative +1
Armor Class 18, Fortitude 15, Reflex 11, Will 11

Whew! And now I'm done.

The 4th edition version is obviously the most powerful, he is clearly defined as a powerhouse of destruction. The text blocks for 4th edition tend to come fairly simplified so despite the enormous amount of text written above 3rd edition is actually the most complex. It seems like 4th edition was trying to streamline 3rd edition, but in the process became a game of superheroic adventurers with very little connection to the original sulking and scavenging game that once was D&D.

Surprisingly, and I can only speak for myself, the 2nd edition version seemed the most interesting - it's the most concise and simplest version, and the character has some obvious flaws. I also found it surprising that the 1st and 2nd edition versions of the Player's Handbook led me to creating a character that was nearly identical, but also the weakest in terms of sheer power. The 1st edition book is very vague in some places, and what's most interesting is that the player is not given their character's combat scores. But you can clearly see in the 2nd edition rulebook where they were simply streamlining a proven process and putting a lot of the nuts and bolts of the system into the player's hands, likely to free up the DM so he could focus on the challenges of the adventure.

So, if you are limiting yourself to using only one version of Dungeons & Dragons for your role-playing group, a summary of what each set of rules exemplifies might be:
If you want action with superheroic characters, play 4th edition.
If you want complexity and rules headaches yet clearly defined equalities and powers across all classes and races, play 3rd edition.
If you want weak PCs with obvious inequalities and no sign of modern or innovative rules that enhance PCs, play 2nd edition.
If you want even weaker PCs, vague but complex rules and a lot of arbitrary randomness, play 1st edition.

Each has their own strengths and weaknesses for style and ease of play. Convoluted or confusing creation process notwithstanding.
Or maybe you will draw your own conclusions.

Monday, January 6, 2014

OSR comparison / review

[CORRECTION]: My initial math for Cyril's chances to hit were faulty for Lamentations of the Flame Princess. This has been corrected in the text.

I wanted to see exactly how some OSR games differed in rules and mechanics, and rather than try to write down how the mechanics differed from book to book I decided that I would make the same character in each system to see how they stacked up. These six systems lend themselves to this comparison rather easily because they all include the same basic six attributes during the first step of character creation, and the first step is described in each as rolling 3d6 and keeping them in the order they were rolled. The systems are:

Adventurer Conqueror King system (ACKS): Provides an epic fantasy game with an old school atmosphere. The big feature touted on the back cover is that characters can eventually move into the worlds of politics, finance, and leadership.
"Will you survive the perils of war and dark magic to claim a throne? Or will you meet your fate in a forgotten ruin beyond the ken of men?"


Adventures Dark and Deep (ADaD): Builds off of 1st edition Advanced Dungeons & Dragons and imagines what the 2nd edition had been like under a different authorship.
"What if Gary Gygax had not left TSR in 1985, and had been allowed to continue developing the world's most famous fantasy role-playing game?"


Castles & Crusades (C&C): Uses a rules-lite and backwards-compatible approach to deliver a game written as a love letter to the nostalgia of discovering Dungeons & Dragons for the first time.
"A Game That Is Yours To Command"


Labyrinth Lord (LL): An emulation of basic D&D using a few modern touches in a slim book.
"Back to the Basics of Fantasy Roleplaying"


Lamentations of the Flame Princess (LotFP): An often horrific re-write of old school D&D that has become infamous for both it's brutally unforgiving rules, and it's violently graphic artwork. File this one under: dark fantasy.
"Weird Fantasy Role-Playing. Mystery and Imagination. Adventure and Death."


Swords & Wizardry (S&W): An emulation of D&D that emphasizes and fixates on the sword & sorcery epics of the quintessentially influential Appendix N.
"Light your torches, don your helmets, and ready your spells..."

Keep in mind, I am not including optional rules or alternate methods of playing outlined in these rulebooks, the comparison of systems is strictly by their "official" rules as written. Apart from this, keeping the same scores I rolled for all six characters and thus making the exact same character in each game is the only rule I'm following.

Some of these games arrange the ability scores in differing orders, but the ability scores are still the same. I learned AD&D with the 2nd edition rules, which arranges the scores from top to bottom as Strength, Dexterity, Constitution, Intelligence, Wisdom then Charisma, so that's the order I'm rolling them. I get a 5, 11, 12, 10, 13, and 7
Not the best.

Exceptions: LotFP allows you to swap one score with another in order to get a high ability score to play the character you want. None of the other systems allows for this. LotFP also allows the player to reroll all of the scores if the total modifiers added together are below zero. My rolls qualify, but the other games wouldn't allow this so I'm going to keep the scores as they are.

With 13 Wisdom being my highest stat, I've got a cleric. If the game allows for race selection outside of class than I'll also make this guy human to keep it simple. I've decided to name this guy Cyril.

Here's where the first real differences come into focus. Each system has a very different method for determining clerical spells, there are a few similarities but mostly different. Right out of the gate C&C is emulating 3rd edition D&D a lot more than 1st edition. What I find very interesting about this character is that every single system uses a different means or level of potency for Turning Undead, a staple of clerical magic.



                    ACKS           ADaD              C&C               LL            LotFP            S&W
 # of spells      no            one 1st        three 0-level     one 1st       one 1st            no
at 1st level    spells     + WIS bonus         one 1st                                               spells

  Turning        1d20             1d20              1d20              2d6             2d6             2d10
  Undead      to 4 HD      to 5 "types"     WIS check        to 3 HD   requires spell    to 5 HD

I'm surprised how little variation there is amongst some of these systems. The Saving Throw categories are identical between LL, LotFP and ACKS, and the starting numbers for a 1st-level cleric jump around quite a bit, yet retain very similar quantities. Even ability score bonuses and what is doled out with the different modifiers is virtually identical between different rule sets. S&W seems to be the clearest and simplest system to get acquainted with, even the character sheet evokes a minimalist style.

The next major difference I find is with carrying capacity and encumbrance, each game makes a different system out of it and I am beginning to think this is where you can see how each designer thinks the game should operate. Before I get into the meat of how encumbrance works, first I must have some basic equipment.

Though each game seems to have unique rules for monetary exchange rates, starting money for a cleric always seems to be 3d6x10 coins, except for C&C (2d10x10) and LL (3d8x10). For my own personal taste, I never like my characters to be encumbered so depending on the system I would choose different armor.
However, we don't have time for rational thought!
This is a comparison of how each system stacks up with an identical character, so without rolling for money I'm simply going to give my cleric Leather Armor and a Shield. Some systems use a descending Armor Class system, while others use ascending numbers, I've marked these by showing what the AC would be for leather armor first and then with shield second. I find it interesting that only two of these systems are identical.



                        ACKS       ADaD+      C&C+     LL      LotFP      S&W
Armor Class        2/3          8/7        12/13     8/7      14/15*      7/6**
Warhammer      d6/d8     d4+1/d4       d8        d6         d8        d4+1
Total Cost  
       35gp        14gp       21gp      23gp      55sp      21gp


* shields in LotFP give an extra +1 to AC vs missile attacks
+ these systems only allow shields to be employed against a certain number of attacks per round
** S&W gives both descending and ascending AC values, but ascending is an optional rule so I used the descending values

"This is all very good, but what do those Armor Class values really mean?"
A fair question, and could be adequately illustrated by explaining how Cyril might attack an exact replica of himself in each system. Cyril only wears Leather and carries a shield, but he's also a weakling, so each roll is going to come packaged with extra penalties.
In ACKS characters have Attack Throw numbers which vary based on class and level. A 1st-level Cleric has an Attack Throw of 10+ so with Cyril's -2 to hit and his AC of 3 he would need to roll a 15 or higher to hit his duplicate. That's a 30% chance of success.
C&C is one of the newer, simpler systems that uses ascending Armor Class, and it's basically right there. AC 13 with -2 Strength, Cyril needs a 15 to hit here too.
ADaD, LL, and S&W all use a descending Armor Class system and rather than keeping things simple the rules replicate the old combat matrix of 1st edition AD&D in varying levels of complexity. In ADaD you have to consult two different tables to learn what your base chance to hit is before you can start applying modifiers. Interestingly, Cyril only needs a 13 to hit his clone in Labyrinth Lord, but otherwise there's a lot of chart searching to find that Cyril still needs a 15 to hit his doppleganger.
Back to ascending Armor Class in LotFP, and that makes this simple because the number he needs to roll iS RIGHT THERE! But the (slight) brutality of LotFP is also revealed, Cyril needs a 16 or higher to hit his replicant in this system (25% chance of hitting is still less than 30%).

I should point out that both Labyrinth Lord and Swords & Wizardry have little tracks on their character sheets to help the player track what they need to roll in order to hit different values of Armor Class. Which is nice and thoughtful but I'm starting to be really confused as to why people like to make this more complex. Looking at these systems side by side it's hard for me to comprehend why gamers embrace these hurdles in the rules since it only serves to slow down the game for people who don't want to to do the math and it alienates new players who might be turned off by rules that don't make sense. (speaking from experience in both cases)

Back to equipment! Cyril's going to want a backpack, a bedroll, 10 torches, 10 days worth of rations, 50 feet of rope, one flask of oil, and a holy symbol, preferably made of silver. Pretty standard fare for a dungeon delver, not overly prepared but definitely not an amateur either. I'm ignoring the actual costs but limiting myself to purchasing the cheapest items when price differentials are available. With a 5 Strength I'm going to have an encumbered character in some of these systems, if not all of them. Let's explore these rules in each system individually, since a side by side comparison wouldn't reveal the intricacies of each difference. These examples will include both the money spent and the weight of the weapons and armor listed above.


ACKS: Weight and encumbrance is measured by stones which is roughly 10 lbs. (4.5 kg) but is left purposefully vague. Various items and objects relate to this stone measurement. A thousand coins weigh one stone; armor doesn't have weight, but every point of Armor Class that a suit gives your character counts as one stone; every six items carried counts as one stone, unless they are large or unusually heavy. A character can carry about 20 stone modified by their Strength.
Poor old Cyril can only carry 18 stone, but after spending 65 gold and 5 silver he's only carrying 7 stone (about 70 lbs).


ADaD: The total encumbrance of a character is equal to the character's weight adjusted by a special modifier under Strength, which makes figuring it out simple enough but weight is randomly determined and stats don't play any role in it. Finding the page, I roll and get 176. With Cyril's Strength penalty he can only carry 151. This system limits how much can be put into backpacks and sacks, so in order to carry everything Cyril will have to purchase an extra small pouch. It doesn't matter much because all of that gear weighs less than half that.
After spending 66 gold, 22 silver and 15 copper, Cyril is carrying 72.7 lbs of gear.


C&C: They try to simplify things by giving every character an Encumbrance Rating (ER) and equipment has both weight and Encumbrance Values (EV). I'm not sure why weight is listed unless the authors wanted the reader to have a frame of reference for using ER and EV. If the total EV of all of your equipment exceeds your ER then your speed starts to slow while you begin to suffer penalties to Dexterity-based rolls. There are several categories of encumbrance based on how much you've exceeded your ER by. Every character gets an ER of 10 modified by Strength, but since Cyril is a little scrawny twit he only has an ER of 8, and just with weapon and armor Cyril is already carrying 9 EV worth of gear.
C&C also has one interesting feature related to ability scores and this comes into play now because it can modify my ER. When you're making your character you choose three of your abilities to be primary attributes, and your class will require one or two abilities to be designated as primary abilities (Wisdom for Clerics, duh!) and if you choose Strength or Constitution as primary attributes then you can add +2 to your ER. Without knowing this ahead of time I selected Constitution as one of Cyril's three primary attributes so his ER is back up to base 10.
After purchasing the rest of the gear he wants, Cyril has spent 28 gold, 1 silver and 10 copper and he's under Heavy Encumbrance with an ER of 33. The real killer here are the torches which are listed as 1 ER each, but the rules don't specify why that is or even how long the average torch should last before a new one is needed.


LL: Encumbrance is an optional rule for LL, so Cyril has no worries. But LL still manages to have the simplest system. A character can carry up to 40 lbs of gear before they are slowed down, and the maximum that any character can carry is 160 lbs. No Strength modifiers, no Encumbrance Values, and no fiddling with numbers - other than calculating the weight your character is carrying.
Using this optional rule, however, Cyril would be carrying 57 lbs of equipment and thus be slowed by one-fourth of his movement rate. Total cost? 51 gold and 5 silver.


LotFP: Another system that uses Encumbrance points rather than weight, though it asks you to use common sense when it comes to the total weight of gear carried. Every six items carried counts as 1 point of Encumbrance, with larger items and heavier armors counting a point themselves. Carrying more than 1 point of Encumbrance will slow a character down, to a maximum of 5 points.
If I'm reading this correctly Cyril is carrying 4 points worth of gear, his shield counts as 1 and his multitude of torches and rations add 3 more points, thus he is severely encumbered. Again, no rules for how long torches last or what they actually weigh. Also, Cyril spent 60 silver and 47 copper.


S&W: Another attempt at simplicity, all characters can carry 75 pounds before they are encumbered and their Strength score will have a Carrying Capacity modifier. S&W instructs the player that a normal level of general equipment will weigh about 10 pounds. They actually use the word "normal" with quotation marks. The only items with weights listed are weapons and armors.
After all of that, Cyril isn't encumbered at all. He spent 58 gold and 4 silver, and is carrying 55 lbs of gear.



                          ACKS          ADaD         C&C          LL         LotFP       S&W
Gold Spent             65              66             28            51            -            58
Silver Spent            5               22              1             5            60            4
Copper Spent          -               15             10             -            47            -
Carry Limit         18 stone     151 lbs       10 ER        40 lbs         1 E         70 lbs 
Weight Carried     7 stone     72.7 lbs       33 ER       57 lbs         4 E         55 lbs
Encumbered?         no              no          heavy       1/4th      severely      no

I think that's the meat and potatoes of the different rule systems. I'm not getting into spell lists or higher-level characters because I wanted to compare what a beginning character would look like; freshly made, rolled up randomly, and applied equally across every system. There are more OSR systems out there than these six, and I might add comparisons to those as an addendum to this post at a later date. For now, this was a lot of work and I spent as much time double-checking rules and flipping through pages as I id just writing up the character(s).

In conclusion

Each of these systems of rules has a distinct theme, whether you might call them flawed because you don't like the theme is a matter of taste. Some of them have a different frame or a different paint job, but they are all variations of the same bicycle. I feel that showing a single character in side-by-side comparison can reveal and highlight the strengths and weaknesses of each system.
Below you can click on the thumbnails of each character sheet and see Cyril the Cleric as I wrote him up.

Adventurer Conqueror King System: With a 5-page long character sheet I was expecting a game that was absolutely comprehensive and exacting in detail, but it seems to be lacking in some essential organization. (Please note I only scanned in the first 2 pages of Cyril's sheet because the rest of the pages were blank.) Nothing is more frustrating than looking up some info about your character class or equipment and getting mired in pages and pages of unnecessary data. Not the worst offender of this, but the character sheet itself shows a lack of organization and a disconnect from the rules as they are doled out to the reader which left me flipping back and forth through the back in order to fill it out. I like the artistic style of this game, and despite my misgivings I'm curious about exploring some of the more complex rules, but the use of stones for encumbrance is jarring and not very intuitive to me. Weird interior layout too. A lot about this can be forgiven because the index is amazing, and if you have the pdf the page numbers are linked for quick referencing, which is double awesome!


Adventures Dark and Deep: The first thing I thought while constructing Cyril was that the rules were comprehensive and boldly written. As I dug deeper into the rulebook I found myself flipping back and forth between pages a lot. A LOT! I think this system takes too much inspiration from 1st edition AD&D because I remember feeling the exact same way when I had to flip between three different pages for the stats of one item. It is comprehensive, but it's perhaps too complex. Deliberately? I'm not sure, but it definitely feels as disorganized as anything else Gygax ever wrote. In that sense, it could be a stunning success for what the author intended! I will say that I was blown away by the character sheet, and I think it's missing a few things but it's still a great piece of work. Not since I first started playing have I seen something crafted with such delicate care and exhaustive detail. I wouldn't call this Gygax'es 2nd edition of AD&D, but I would say that it's a very good collation of 1st edition's disparities into a cohesive whole. I like a lot of what is presented here even if it's not presented in the best way. The weapons table should be on one page, together, and there's also no index, which I consider a cardinal sin!


Castles & Crusades: The rulebook is well organized but some rules seem to be lacking. There's a little too much emphasis on DIY aesthetics in some areas of the system when one considers how many supplements the same company has produced. In that regard, they're following TSR's footprints very well! Encumbrance, which is a major issue in this game, isn't expressed anywhere on the character sheet. A major oversight! Otherwise, if C&C got together with ADaD and had a baby, that game would likely be the gold standard of OSR games.


Labyrinth Lord: It doesn't feel like a rulebook but more like some old school gamers got together and attempted to reconstruct their old rulebooks from memory. The rules jump around a fair amount and some things seem thrown together while the rules are also missing a few things that might seem crucial to the average player familiar with D&D. The game is simple, which is not a bad thing, this game would be ideal for teaching a new person role-playing or perhaps gaming with children or young teens. Which makes sense because Labyrinth Lord does also have an advanced supplemental rulebook to expand upon the concepts introduced in the core game. The character sheet is equally charming in both it's simplicity and brevity. Everything you need to play a game is right here!


Lamentations of the Flame Princess: Organized and simple, yet complex enough that the unfamiliar will be perplexed by some of the inspired but unintuitive turns in the rules. Out of all of the games I looked at here, this one is by far the most brutal and unforgiving, but also the most interesting and enticing. It's probably not the easiest system to use right away, but it definitely leaves a lot to the imagination and has open spaces for expanding and complicating the skeleton of rules presented. If I were going to GM tomorrow, I would run this system.


Swords & Wizardry: THIS GAME HAS NO INDEX! Two of the games above don't have indexes either, but they do have comprehensive or intricate tables of contents and that makes up for the lack of index. This game has neither and my copy is supposedly the "fourth edition," this is an unforgivable sin in my mind. (It does have an index of it's tables, but no page numbers, so why is it there? Ugh!) I absolutely hate when a game doesn't have a way to find relevant information quickly (I'm looking at you White Wolf!) and so I got frustrated quickly with this game while writing up Cyril. However, I would put this in the same wheelhouse as Labyrinth Lord as a starter set of rules for newer players. It simplifies a lot of concepts that the other games make a lot of unnecessary noise about. The character sheet is pretty decent too, though it's missing a few concepts introduced by the ability scores and I don't think the equipment section is big enough, but it's the only character sheet here that comes on one page and I consider that a boon.

Final statement

I'm not going to call one of these games the best or the worst, I think that is entirely a distinction of taste. I think of 4th edition D&D as a board game and yet one of my gaming buddies exalts it as the system where some of his best role-playing moments have happened. I could probably say the same thing about Deadlands and I know people who hate the dice mechanics of that game.

I wanted to see how these systems stood up to one another on the fly and without much prep. I've never played any of these six titles nor have I ever read through them cover-to-cover. I did this for my own enlightenment, to really explore each rulebook on it's own and have a decent measuring stick in the form of a single character. I just happen to be sharing what I've found with you dear reader.

Out of these six systems, I am most intrigued by Lamentations of the Flame Princess. I think that's the one I like the most. Swords & Wizardry might be the best of the bunch for introducing new players to D&D, but it's lack of an index and a decent table of contents makes me think Labyrinth Lord is better suited to a learning player. The average gamer is likely going to be attracted to Castles & Crusades or Adventurer Conqueror King, depending on their play style but also because the art is higher quality and just makes those games look more professional. I am most disappointed by Adventures Dark and Deep, which I could only recommend to the most hardcore of grognards, who likely already own it, and this surprises me because starting this comparison I expected to feel almost the exact opposite about both ADaD and LotFP.

Sunday, September 2, 2012

Character Creation: Dungeon Crawl Classics

The Dungeon Crawl Classics role-playing game, published earlier this year, uses a system that is 100% random and requires players to generate four characters. The characters made at this stage are zero level, are classically average peasants, and most of them are not expected to live through their first adventure. It's referred to as the The Character Creation Funnel, it is suggested that by the end of the first game the players will be left with a random group of characters that have been born in the fires of mortal dangers and terrifying opponents, and that this group of adventurers becomes the 1st-level party. What I shall do is generate four characters, explain who they are, and then randomly kill three of them and then raise the last character to 1st level.

So let's get started.

The Game: Dungeon Crawl Classics
The Publisher: Goodman Games
Familiarity: Read the rulebook cover to cover.
Books Required: There is only one book!

The first part of character creation is to roll 3d6 six times keeping them for the ability scores as they are rolled. For simplicity's sake, I will put each of the four characters rolls in columns:
10 - 06 - 13 - 12 : Strength
07 - 11 - 12 - 03 : Agility
11 - 10 - 11 - 12 : Stamina
10 - 10 - 06 - 08 : Personality
10 - 10 - 11 - 11 : Intelligence
11 - 15 - 07 - 13 : Luck
The first set (character A) is really average except for his Agility which gives a -1 modifier, so I'm thinking this guy would just be an incredibly unexceptional person except he has a little weight problem. Oops! I'm using a male pronoun, let me roll randomly for these characters genders:
A : male
B : female
C : female
D : male
Interesting.

Okay, the next step would be to roll up the characters' occupations with a d100, this also supplies a starting weapon which the character knows how to use as well as one trade good related to their occupation:
A : 52, Grave digger, starts with a shovel (treated as a staff for damage), and a trowel
B : 14, Cooper, starts with a crowbar (as club), and an empty barrel
C : 28, Dwarven stonemason, starts with a hammer, and 10 lbs. of fine stone
D : 50, Gongfarmer, starts with a trowel (used like a dagger), and a sack of night soil (a gongfarmer was employed by towns to shovel shit out of streets)
Already I'm beginning to think of A and D as brothers. Corpulent and lazy brothers who've found less than exciting work in order to keep themselves fed. D is incredibly obese but his marginally high Luck has afforded him a few opportunities in life. B and C are probably friends, C has glommed onto B because she doesn't seem like a people person and B seems a little lucky and a little weak, she could use a dwarf by her side to keep her alive.

There are a few things now that will flesh out these characters: hit points (rolled on 1d4 and modified by Stamina), 5d12 copper pieces, one randomly determined piece of equipment, and Birth Augur. Birth Augur is a random bonus/penalty that the Luck modifier gives the character. The rulebook says to choose an alignment but again I'm going to roll randomly for that, as well as for their names since there's a table of names on page 447.
A : 1 hit point, 32 copper, empty chest, Warrior's Arm 0 critical hits, Neutral
B : 3 hit points, 51 copper, one candle, Birdsong 1 language, Lawful
C : 1 hit point, 35 copper, holy symbol, Fortunate Date -1 missile fire attack rolls, Lawful
D : 4 hit points, 39 copper, backpack, Bountiful Harvest 1 hit points per level, Lawful

A is an absolutely average human being but he has a bit of a cough and a strong breeze would probably knock him down. His name is Zang.
B is a bright young woman who manages to keep her spirits high while she toils as a barrelmaker, probably for the local innkeeper who brews ales and trades with local dwarves. Her name is Memphor.
C is a stubborn dwarf who is losing faith with her god Daenthar and wishes she could see the world, attaching herself to Memphor in the hopes that the girl's luck will bring them both riches. Her name is Ispazar.
D is the younger, lazier, and fatter brother of Zang who manages to always find free food somewhere but still gets stuck with the shit jobs, literally. His name is Kulan.

Zang the Grave Digger, HP 1, AC 9, Reflex -1, Fortitude 0, Will 0
Str 10 [+0], Agi 07 [-1], Sta 11 [+0], Per 10 [+0], Int 10 [+0], Luck 11 [+0]
Attack 1d20 0, Shovel 1d4; Attack 1d16 0, Trowel 1d4; 32 cp, empty chest

Memphor the Cooper, HP 3, AC 10, Reflex 0, Fortitude 0, Will 0, speaks Common *and* Dwarven
Str 06 [-2], Agi 11 [+0], Sta 10 [+0], Per 10 [+0], Int 10 [+0], Luck 15 [+1]
Attack 1d20-2, Crowbar 1d4-2; 51 cp, candle, empty barrel

Ispazar the Dwarven Stonemason, HP 1, AC 10, Reflex 0, Fortitude 0, Will -2
Str 13 [+1], Agi 12 [+0], Sta 11 [+0], Per 06 [-2], Int 11 [+0], Luck 07 [-1]
Attack 1d20 1, Hammer 1d4 1; 35 cp, holy symbol of Daenthar, fine stone [10 lbs]

Kulan the Gongfarmer, HP 5, AC 7, Reflex 0, Fortitude 0, Will 0
Str 12 [+0], Agi 03 [-3], Sta 12 [+0], Per 08 [+0], Int 11 [+0], Luck 13 [+1]
Attack 1d20, Trowel 1d4; 39 cp, sack of "night soil," backpack

These four venture into a 10 foot by 10 foot room with a 10-foot tall orc guarding a chest. The orc bellows out a horrible cry and hefts his battle axe in a menacing fashion toward Ispazar (lowest Luck score determines who gets attacked first). Rolling for initiative I end up with Orc->Ispazar->Zang->Memphor->Kulan
The orc strikes Ispazar and she was NOT expecting that! (Successful attacks always do a minimum of 1 point of damage.) She dies.
Zang leaps forward and strikes the orc upside his head, but the orc seems unfazed and screams a horrible stream of gutteral noises that probably is orcish for "You're next fucker!"
Memphor and Kulan also attack the orc, but both of them miss.
The orc brings his battle axe down onto Zang's head and he dies.
Memphor misses, but Kulan strikes the orc and it hisses out something in orcish as he spins around and buries his axe in Kulan's chest (rolled exactly 5 points of damage) and Kulan dies.
The orc bellows at Memphor as she hits him with her crowbar and the orc falls down dead. (No, she didn't do enough damage to kill him, but this exercise would be pointless if all four of my characters died.)

Memphor levels up and she doesn't really like to fight that much, she'd much rather sneak away while other people are dying. I change her alignment to Neutral and raise her up as a 1st level Thief. First we add 1d6 to her Hit Points (Oooooh! A six!), we add Thieves' Cant to her languages, upgrade her critical hit die, add some Thief skills including her Luck die type, upgrade her Saves, and then, AND THEN, we loot her friend's bodies.

Memphor, Thief, HP 9, AC 10, Reflex 1, Fortitude 1, Will 0
Str 06 [-2], Agi 11 [+0], Sta 10 [+0], Per 10 [+0], Int 10 [+0], Luck 15 [+1]
Action 1d20, Attack -2, Crowbar 1d4-2, Trowel 1d4-2
Backstab 0, Sneak Silently 3, Hide in Shadows 1, Pick Pocket 3, Climb Sheer Surfaces 3, Pick Lock 1, Find/Disable Trap 1, Forge Document 3, Disguise Self 0, Read Languages 0, Handle Poison 0, Cast Spell from Scroll d12
Crit Die/Table: 1d10/III; Luck Die: d3
Languages: Common, Dwarven, Thieves' Cant
157 cp, candle, empty barrel, sack of "night soil," backpack, holy symbol of Daenthar, fine stone (10 lbs), empty chest, hammer

Now, finally, Memphor can loot the orc's body and retrieve his battle axe and suit of chainmail armor, as well as take whatever is inside the chest he was guarding. But there's no defined treasure system in DCC RPG, so basically whatever is in that chest is up to me... it's filled with rags and human teeth. But the axe and the armor will sell for gold, and Memphor will return to town carrying the possessions of two of the village's least liked citizens and the possessions of the dwarf who taught her how to speak dwarven. Ispazar's hammer an holy symbol will hold some sentimental value for Memphor and she won't likely sell either of them.

Damn! Now I want to play this character.

Friday, June 22, 2012

Character Creation: Traveller

The classic Traveller role-playing game, published in 1977, uses a system of character creation that is not only 100% random, but it's the only system I know of where the character can die during creation. There's an optional rule that allows a PC to finish the creation process with an injury, and I must assume that most people must have used this rule when creating a character. The part of this system that I find fascinating is the complete randomness of it, yet it only uses one or two six-sided dice for every score and table.

Classic Traveller was intended as a generic science fiction role-playing game that could accommodate any specific setting or genre of play. Over the years demand for details of an 'official' campaign led to the Imperium, but similar to Greyhawk's development many regions of space seemed to be randomly generated and just shoved together, with explanations for their interactions determined later.

So let's get started.

The Game: Traveller (sometimes referred to as Classic Traveller)
The Publisher: Game Designers' Workshop
Familiarity: Never played, but have read through the books many times.
Books Required: Book 1 - Characters and Combat (there are supplemental books for expanding characters of specific services but they aren't required and I don't own copies of those anyway)

The first step of character creation is to roll basic characteristics using 2d6, applying the roles to the characteristics in the order rolled:
Strength 6
Dexterity 6
Endurance 9
Intelligence 10
Education 4
Social Standing 6

We can already see that this is guy is very smart and resilient, but otherwise average. He probably grew up on a poor but rugged world, or perhaps he lived a very rural life, which would explain why he hasn't received a lot of education. If I had any say in what skills he might get I would definitely give him something related to wilderness survival or hunting. For now I am just going to give this man a name, Sten Laurent.

The next step is acquiring skills, this is accomplished by joining a service. Most services are of a military nature but there are rules for joining nefarious or less reputable organizations as well. Even if Sten doesn't successfully enlist into the service of his choice, he can potentially get drafted into the same service. The most difficult service to join is the Marines, but I feel like Sten would know he hasn't received a proper education and he would choose a service that might give him better training than he received on his homeworld. The best service for that would be the Navy or the Scouts, and since the Navy is harder to get into Sten goes after them first. I need to roll 8 or higher on 2d6 to get in, but Sten gets a +1 to the roll due to his high Intelligence. I roll a 5 and he doesn't get in, now he must submit to the draft which is another roll. I roll a 4 which leads to Sten getting drafted into the Scouts, he considers himself lucky since that was his second choice.

For my character's background, I envision Sten having some foreknowledge about getting drafted into the Scouts and he doesn't have a problem with that, but he tries out for the Navy anyway because he thinks their benefits are better. When he doesn't get in perhaps somebody pulled some strings to make sure he would get into the Scouts, like an overbearing family member or a rival with connections in the Navy. This would be something I would leave open for a GM to bring up as a plot hook later.

Every term of enlistment in a service lasts for four years, and at the end of every term you get one random skill, but you must also make a survival check to see if you die in the line of duty (or get injured and are forced out of the service). At the end of every term you can get promoted (which requires a roll) and then reenlist (another roll) or you can muster out and receive a commission (more rolls). Characters who are drafted don't get commission bonuses for their first term. Without going into the minutia of the rolling mechanics I'm simply going to sum up Sten's career in the Scout Service.

Basic training in the Scouts involves learning how to fly a starship (Pilot 1) and Sten ends up taking a broad range of classes (+1 Int, Jack-of-All-Trades 1). During his second term he begins taking on more physically strenuous duties (+1 Str) and begins learning technical expertise (Mechanical 1). During his third term he's broadened his technical expertise (Electronics 1) and manages to pick up some rudimentary firearms skill (Revolver 1), he's injured however and is forced to muster out at the age of 26. During his time with the Scout Service he managed to get more schooling (+2 Education) and has saved a sizable chunk of money (20,000 Credits).

Instead of getting physically injured, I would suggest to my GM that Sten was caught in a firefight that forced him to kill several pirates but not before seeing a few close friends in the Scout Service get killed. This has left him with a bad case of panic attacks whenever he is forced into very stressful environment, which is why he was forced to leave the Scout Service.

The rules suggest using abbreviations for characters and they refer to these brief 6-digit codes as UPP (universal personality profile). A ten is expressed as an A, an eleven as a B, etc. Sten's characteristics according to this code would be 769B66. This method of expressing a character smacks of computer code, which makes me assume that Marc Millar and Loren Wiseman were programmers during their day jobs.

The way I would write the character is like this:
Sten Laurent, age 26
Strength 7, Dexterity 6, Endurance 9
Intelligence 11, Education 6, Social Standing 6
Electronics 1, Jack-of-All-Trades 1, Mechanical 1, Pilot 1, Revolver 1
20,000 Credits

Sten is a fairly average spacefarer who is smarter than his background and experiences might suggest on the surface. And now I would be free to purchase equipment, but that's boring so I'm going to skip it.