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

05 December 2016

Fantasy Monday: OD&D Single Volume Read-Through, Pt. 3

Well, here we are again, gentle readers. Pts. 1 & 2 are here and here. Today, we're looking at Section 5: Encounters & Combat!



The section starts off with movement and reemphasizes the 120' per turn for an unarmored man and also the fact that chase scenes double the speed, but mapping is not allowed. Monsters reactions are next, and each monster is likely to be aggressive, neutral, or friendly, all things being equal.
Dungeon Encounters are next and there is a 1-in-6 chance every turn (or 10 minutes) of a wandering monster encounter. So, there should be at least one per hour; that's pretty steep! Distance of the encounter is 20-80 feet, unless surprise (2-in-6 chance) occurs, then distance is 10-30 feet. A chase sequence mechanic is laid out which seems like it would work well in practice and be easy to adjudicate. It is interesting to note that animals are more likely to stop pursuing for food, and monsters are more likely to stop for treasure; the two are inversely proportional.



Wilderness Encounters are similar, but encounter distances are greater: 40-240 yards normally, 10-30 yards for surprise. Wandering monster checks are only made at the end of the day, however; apparently the Wilderness is more desolate than the Dungeon! Staying in one place is bad, however; for each full day of rest in the Wilderness, two wandering monster checks are performed. Evading in the Wilderness is a little more complex and is "a function of the size of the party of adventurers and the number of monsters, modified by surprise, terrain and comparative speed," (pg. 32).



And now the meat of the Section: (MORTAL) COMBAT! The combat sequence is fairly simple and composed of 8 steps:

Combat Sequence
  1. Determine Surprise.
  2. Roll Initiative.
  3. Winning side acts first. Referee may determine monster action and morale.
  4. Movements can be made.
  5. Missile attacks/spells cast if applicable.
  6. Melee attacks occur, damage rolled.
  7. Losing follows steps 4-6 and round ends.
  8. Next round begins at step 2.
Surprise is determined by rolling d6 with a 1 or 2 indicating that the party is surprised. The distance is determined (10-30"); if the distance is 10" the non-surprised group will attack; otherwise, they get a free move action to either close, flee, or cast a spell. And then there's the best "eff-you!" rule in OD&D, or any version of D&&D for that matter: "There is a 25% chance that any character surprised by a monster will drop some item." Oops.



Once surprise is determined and acted upon, Initiative is rolled and modified upwards by 1 for high DX or lowered by 1 for low DX (the penalty, but not the bonus, is optional); highest roll on d6 goes first. Simple enough.

Then combat ensues: Movement, Missiles/Spells, Melee by the initiative winner, and then that sequence is followed by the losing side (if any remain able to resist). Initiative is rolled again, and the cycle repeats. Isn't this way simpler than AD&D, even using DM Prata's ADDICT article


Some interesting notes: first, AC maxes out at two. Thus, magical armor's bonus adds to the target number to hit, and the plus of a magic weapon adds to the roll. Missile fire is a little different, and medium range adds 1 to the target's AC and long range adds 2. All weapons do 1-6 points of damage. 

Unarmed combat is a single paragraph; each combatant rolls a number dice equal to level/hit dice and the highest number wins the grapple. Attackers pins the victim if he wins, and the if the victim wins, the attacker is thrown off and "stunned for a number of turns equal to the difference between the scores," (pg. 33). (A tie indicates that they're both still up and struggling; try again next round).

Saving throws are next, and there are no surprises here. Of note is the fact that the magic items only need to make a saving throw if they are unattended or the bearer is dead (exception -- helmets). Next follows two sections on aerial and naval combat which are pretty useful and well-written. 

All-all-all, the section is short and to the point. It really doesn't get any easier than this. The only complicated (if one can call it that) parts are the sections on aerial and naval combat, but those are both special situations where a more in-depth look is appreciated.

And that's all for now, Next time, we'll pick up Monsters & Treasures!


28 November 2016

Fantasy Monday: OD&D Single Volume Read-Through, Pt. 2


     Well, in an attempt to continue coverage of Greyharp's single volume compilation of the Original Dungeons & Dragons LBBs that I began here. Today, I'll cover "Spells & Magic" and "Adventuring Rules." Let's get to it, then!



Section 3: Spells and Magic

     Spell-casting and memorization seems similar enough to later editions. There is the clarification that more than one of any given spell can be memorized and/or cast from a scroll per day. I remember arguing with a DM back in my early B/X days that that's how it was, but he said if I wanted a second magic missile, then I would have to learn it a second time when leveling. Lame.
     Spell books are next with the charming notation that each level of spells requires its own book! Ouch! And to replace or copy cost 2,000 g.p./level...that's a 2,000 g.p. investment given by the master to his apprentice!
     Apparently only clerics have reversible spells. Interesting. This also seems to be a function of alignment (i.e., Lawful clerics can cast Finger of Death, but they better have a darn good reason!).
     Spell research is merely a function of money and time; each period of research costs the base for the level (2,000 g.p. per) and gives a 20% chance of success. Fairly simple. Creating magic items is the same, but can only be done by Wizards (8th level and above). Pay 2,000 g.p. and spend two months and you too can enchant armor to +1! Of course, the wizard won't be doing anything else and I'm sure he has his own things to do, so....explains why items are worth more than it costs to make them.


     On a side note, there are no rules for clerics making scrolls. A quick glance forward to the magic item section produces this line: "All scrolls are spells for Magic-Users, and regardless of the level of the spell they can be used by any Magic-User capable of reading them." Oops. However, the Type of Scroll chart has the notation: "*There is a 25% chance that any scroll of spells found will contain those usable by clerics." So it makes sense that clerics can produce scrolls in a manner similar to magic-users. Potions are another thing, and they should stay firmly in the hands of Wizards.
     Next we have the Spell Lists. Few surprises here. All fairly basic. No magic missile, making sleep the combat spell du jour. Cleric lists are the same: familiar with some little differences; bless is 2nd level, which is a little different. There is a typo here in that the 1st, 2nd, and 3rd level lists for clerics are marked 4th, 5th, and 6th, but that's minor. (On a side note, this also means that the group in Doctor Demento's "I'm Always the First to Die" are playing B/X because the magic-user learns "the two standard spells, magic missile  and light.")
     Going through the Spell explanation section, little stands out. 
     Charm Person notes that the spells works on "two-legged, generally mammalian figures near to or less than man-size." Lizardmen are out, then? 
     Contact Higher Plane is interesting as the planar cosmology has yet to be defined; there are 10 higher planes rated from the 3rd to the 13th with a greater number of questions and accuracy the higher one goes, but with an increased chance of caster insanity as well. Unlike the AD&D version which caps out a 50% chance of insanity, OD&D takes it up to a 95% chance at the highest level of veracity!
     That's all that really stands out, other than the dimensions of spells being given entirely in map inches (walls, for example).


Section 4: Adventuring Rules

     This section starts off with time and movement. No surprises here: 10 minute turns, with two movements allowed per turn. It is interesting to note that unarmored hobbits have the same movement rate, 12", as unarmored men. Then we come to our old friend: encumbrance. 
     First of, every character has the same encumbrance profile: 750/1000/1500, based on "coin weight" (i.e., 10 coins weight 1 lb.) and conforming to light, heavy, and armored foot movement of 12"/9"/6". No adjustments for size, race, sex, or strength. So, in a way, more simple. Realistic? Well, this is a game not a strict simulation, so it's probably OK as it stands. Encumbrance is still one of those things I eyeball--that is, until the players are saying they're carrying a kitchen sink list.


     Resting is required, 1 turn/hour, although no penalties are mentioned for not doing so. "Light and Darkness" has the interesting note of "Monsters are assumed to have permanent infravision as long as they are not serving some character." So, the orc henchman you pick up loses his infravision for hanging out with a "hoomie?" Tough break, there. On doors, even dwarfs get a better "hear noise" roll than humans (1-2, same as elves and hobbits)! "Traps are usually sprung by a roll or a 1 or a 2 when any character passes over or by them." Good to know. And falling is the familiar 1d6 per 10 feet but without an upper limit. Oh joy!
     The Wilderness section (only about a half-page of material) gives some basic rules and charts for movement on the hex map and chance of becoming lost. Each hex is 5 miles across and a man can cross 3 hexes a day in normal terrain, a man on a light horse 10, for example.
     The section continues with guidelines for hiring retainers, mercenaries, and specialists. Hirelings are more akin to what AD&D calls henchmen, and it is a more expensive and demanding process than getting mercenaries because the player-character is essentially hiring a low-level PC class type. The rules do note the possibility of using charm spells or enticements on Men encountered in dungeons (as they are then considered "monsters"). This seems to be the only way to entice high-level class-types into service.


     Normal hirelings are simpler to hire and require the posting of notices and expense from 100-600 gold pieces. Availability and success is up to the DM. Specialists are "rare" and cover the range from armorer to spy. An interesting note on orcs explains their prevalence among the armies of Chaos: "Chaotic characters may wish to employ Orcs; Orc support and upkeep is only half that of a man." It's a bargain! Well, that and you have do the pesky Chaos thing, but hey, Warduke and Death Dealer for the win, am I right?



     This section ends off with rules for awarding experience. Familiar ground once again. Experience is awarded for monsters defeated and treasure gained. Only one level can be gained per award, and the example given places the character 1 point shy of 3rd level. An interesting part of the passage is as follows:

Gains in experience points will be relative; thus an 8th level Magic-User operating on the 5th dungeon level would be awarded 5/8 experience. Let us assume he gains 7,000 Gold Pieces by defeating a Troll (which is a 7th level monster, as it has over 6 Hit Dice). Had the monster been only a 5th level one experience would be awarded on a 5/8 basis as already stated, but as the monster guarding the treasure was a 7th level one experience would be awarded on a 7/8 basis thus; 7,000 G.P. + 700 for killing the Troll = 7,700 divided by 8 = 962.5 x 7 = 6,037.5. (pg. 30).

Well, that takes care of monster levels versus player levels very simply. Of course, unfortunately for those 1st levels that manage to take out a 4 HD Ogre or even a 6 HD Minotaur, the reverse is not true. "Experience points are never awarded above a 1 for 1 basis, so even if a character defeats a higher level monster he will not receive experience points above the total of treasure combined with the monster's kill value." Oh well.
   That's all for this time, mi amigos. Tune in next time when I go over "Encounters and Combat." Adios! Or, in other words, scram! :)



21 November 2016

Fantasy Monday: OD&D Single Volume Read-Through

In an attempt to begin blogging again several times a week, I am starting a re-read of Original Dungeons & Dragons using the 2011 one-volume compilation of the LBBs by Greyharp and edited by il Male. And it's definitely a version I want to run. Even with PDFs of the LBBs available on RPGNow, this compilation has merit in that it is very well organized and usable. In his Foreword, Greyharp states that his purpose in compiling the LBBs was:

....to reorganize the 3LBBs into a single document. In doing so it quickly became apparent to me that Original D&D could be played without possessing Chainmail, and so I removed references to that game. I also removed references to the Outdoor Survival board game, which as far as the rules are concerned provided only a diagram to indicate in which direction a lost party was headed. A small amount of information was imported from The Strategic Review (page 3 & 4 of Vol. 1, No. 2), being Gygax’s official answers to the most frequently asked questions concerning the Dungeons & Dragons rules. Although some light editing was necessary in reformatting the 3LBBs into one volume, I kept it to an absolute minimum. 

Besides, Frazetta art always sells me. So let's begin.


Section One: Introduction

The only thing that really stands out for me here is this section:

The use of paper, pencil and map boards are standard. Miniature figures can be added if the players have them available and so desire, but miniatures are not required, only esthetically [sic] pleasing; similarly, unit counters can be employed - with or without figures - although by themselves the bits of cardboard lack the eye-appeal of the varied and brightly painted miniature figures (pg. 6, emphasis mine). 

Interesting, eh? Especially for a game gaming out of miniatures wargaming--miniatures are not required but map boards are standard. There might not be a need for positioning figures on a map, but we need to see what's going on. This makes sense--minis can slow down play, but everyone having a visual representation of the terrain is most useful. Of course, this is probably just a reference to the Outdoor Survival game mapboards....but maybe not. These are just my impressions, after all.


Section 2: Characters

No surprises early on: stats are 3d6 in order, 3d6 x 10 for gold pieces. Of course, there are not many bonuses out there yet, just a couple of +/-1s. The most important reason for a high stat is the 5%-10% xp bonus for having a high perquisite.

But there is something I've never caught or thought much on before: Constitution of 13+ does not require system shock/resurrection rolls, 7-12 varies from 40%-90%, and 6- cannot survive at all! So, if one is reasonably hearty, one is pretty safe from all of those death chances!

Charisma affects the number of hirelings, that is to say, "hirelings of unusual nature," as well as affecting the loyalty of normal men-at-arms and the like. AD&D would begin to use the term "henchmen" for these "hirelings of unusual nature."

There are, of course, only three classes: Fighting Man, Magic-User, and Cleric. There is no Thief class, something we think of as "core" in these days. There is an alternative (about which more below), but I am not convinced that I would use it. Oh, poor 1st-level Clerics with no spells! As far as non-human races, only Dwarf, Elf, and Hobbit. All three can be Fighting Men (with level restrictions), only the Elf can be a Magic-User, and none can be clerics. Speaking of which, Clerics can only be Lawful or Chaotic: no Neutral priests! (This would, of course, lead to the Druid class in Eldritch Wizardry.) 

This leads us to the Elf and early multi-classing. Only the Elf can choose to be both a Fighting Man and a Magic-User, but he must choose which class he is to portray at the start of the session and cannot change to the other during the adventure. This has little effect than determining which set of hit points and attack tables to use as the Elf, even when acting as a Magic-User, gets to wear magical armor and wield any weapons. If the Thief as shown below is used, I would limit the Elf to leather armor, possibly magical when acting as a thief.

One last comment on races: "There is no reason that players cannot be allowed to play as virtually anything, provided they begin relatively weak and work up to the top, i.e., a player wishing to be a Dragon would have to begin as let us say, a 'young' one and progress upwards in the usual manner, steps being predetermined by the campaign referee," (pg. 10).   o.O   Headache, definitely a headache. On the other hand, it just shows that tinkering is encouraging and that these are more quick and dirty guidelines instead of hard and strict rules. And hence, my preference for the title of Judge rather than that of Dungeon Master or Referee.



Alignment is the three-part system of Law, Neutrality, and Chaos (thank you, Moorcock), but I did note that Ogres and Orcs are both listed as having Chaotic and Neutral as valid choices. That makes killing off orc and and ogre babies a little problematic. How a Judge handles this in his campaign is up to his discretion, but there could be kingdoms of Neutral orcs who try to hold the line against their Chaotic and barbarian kin. 

"Law, Chaos and Neutrality also have common languages spoken by each respectively" (pg. 11). This doesn't bother me as much as it does in AD&D. I can see the language of Law similar to use of Latin in the Middle Ages by the Church or maybe Celestial from later versions of the game. Maybe it's because there are only 3 and not 9 as in AD&D.

Money and Equipment comes next. 5 copper to the silver, 50 to the gold, 10 silver to the gold. Electrum is either 2 to the gold or 2 gold to the electrum (Judge's choice). There's also the footnote on the list not repeated in the Combat section (I checked!) that states, "Any hit should be given a 10% of striking the Helm." We're going to assume that means head, so that there is a 1-in-10 chance of some cheapskate not wearing a helmet getting a hit to the AC 9 noggin!

And that covers he first two section of the Complied LBBs! Up next: Section 3: Spells & Magic.


Addendum: The Thief Class

This compilation lists the Thief class, as taken from the Greyhawk supplement, in an appendix. However, that is a little unsatisfactory as the class is written under the assumption that hit dice are now different dies for each class, the improved stat bonus also from Greyhawk, etc., and requires tinkering to work with just the original LBBs. What to do?

Well, back in February of this year (2016), the Zenopus Archives had a post about the Thief class as envisioned not in 1975 with Greyhawk, but rather as envisioned in 1974 in the Great Plains Game Players Newsletter (May, 1974).  There is much to recommend this version over the later published version. Climbing sheer surfaces seems to be automatic, shield use is unclear (Judge's discretion!), and, most importantly, the class is open to all races with no level limit on advancement. That stops the crying about maxing out a demi-human's level and is the main reason I would probably use this class. Feel free to check it out as an alternative to the published one if you prefer the 3 LBBs but want a thief class.

02 November 2016

Elementary, my dear Watson!

Well, it has been a while, but I'm ready to jump back into writing in my blog. It's been a long summer, but we're ready to go!



Now, as for this entry, I've recently made a decision that when I start any new Dungeon & Dragons campaigns in the future, I will use either Swords & Wizardry Complete (SW&C) or a Holmesian clone I found a few tears ago titled Dungeons & Dragons Holmes Reformatted (more on that later).  The reason is simplicity itself. The older I get, the less time I want to spend working on minutiae; even Fifth Edition, which is a breeze to run, has many fiddly bits. For instance, monster have huge stat blocks with detailed powers and attacks. I am left with one of two alternatives: first, I can just use monsters found in published modules or the Monster Manual (boring) or, second, I can detail out all the monsters myself and make them unique to the adventure I'm designing (time-consuming). I do not have to do that with earlier editions and especially not in anything close to OD&D like S&WC or Holmes Reformatted (hereafter HR).



If I do need more monsters, I can easily use the AD&D Monster Manual. As is regularly pointed out by the cast of the Save Or Die! Podcast, the Monster Manual was published around the same time as the Holmes edition (1977) and was the first of the AD&D Core Rules to see the light of day. As the system was not quite set in stone, there are many Holmes and OD&Disms in its text. For instance, base AC is 9, there still appears to be a 3- or 5-point alignment system in use, and a couple of others. It's definitely easily compatible with Holmes as it stands. I can also lean on Rafael Chandler's Teratic Tome (which has some truly terrifying creations in its pages) and New Big Dragon's CC1 Creature Compendium. that's really all I need; and creature creation is simple enough in the early games; a quick and easy stat block and I'm done.

"Why Swords & Wizardry Complete, then?" I hear you ask. That's another simple one. For years I have dreamed about getting Isungr Games off the ground and publishing through RPGNow my on line of PDF and POD adventures. I can contribute to the mass of stuff out there in a good way. The ultimate goal is to publish my campaign world, the one that I've been working on since 1986 when I started scribbling out the political and continental map in Mr. Stemper's World History class. I want it to be a 128-page hardcover with map similar to the AD&D Dragonlance book; that is my dream anyway. 



"Ok, so what about this Holmes clone you mentioned? How does that fit in?" I have recently fallen in love with Holmesian D&D. I never had the chance to play when I was younger, but I do remember perusing the open boxed set at my local Kroger's grocery tore when I was 8 or 9 and being entranced. I like the simplicity of the system--there's much in the way of "What if?" floating around in my head about what if there had been no Moldvay and Holmes had continued.

Enter 2010 or -11 when I came across D&D Holmes Revised. Written anonymously by "The Reviser," this project extrapolates what might have been using Holmes's notes and postings on the Zenopus Archives. This fits the bill nicely and might well be the ruleset that I use in the future. The one thing that would keep me from using it exclusively is the fact that I do want to become a S&WC author. Also, while S&WC is actually an OD&D emulator that consists of the LBBs + Supplements, it plays like how I and my friends played AD&D back in middle school in the early 1980s; we ignored the complex AD&D initiative, speed factors, weapon length, bonuses/penalties to hit due to AC, etc. So, there is that nostalgia factor working overtime as well.



Some might question why I don't use Mazes & Perils. Well, the authors themselves admit that there is much from AD&D blended in as well. Whenever I want that fictional Holmes Expanded version, well, I have to agree with the Reviser:

"The various Holmes expansions borrow from a variety of sources, from the original game through to 1st Edition AD&D, and in one case even 3rd Edition D&D, but none have attempted to faithfully follow the path that Holmes himself trod by using only the same source material, without the "taint" of house rules....Having said that, this document is more than just a reformat of the original rulebook, and more than just an expansion of the rules, it is also a revision of those rules. Quite a few changes were made by TSR to the Holmes rulebook between its first print in 1977 and its third edition in December 1979. Thanks to the wonderful detective work of "Zenopus76" in his article List of Changes Made to the Holmes Rulebook (1st/3rd)*, we have a detailed list of these changes. Working from that article I have revised this document to include various weapons, monsters and magic items mentioned in the rulebook but lacking detail, as well as text missing from one print to the next."

And there it is. Such are my thoughts. Now, if I can only keep writing....

05 April 2013

E is for Editions

Well, I shall attempt to be brief, but that's going to be hard with today's topic, gentle readers. There are, at last count, 6 editions of D&D (more depending on how you count!) and numerous clones and licensed properties that use the D&D "engine." I also will not mention Chainmail as that is not D&D per se. If I miss some, please chalk it up to a headache I have today!




First up is the edition that started it all: Dungeons and Dragons, also called variously 0e(dition), O(riginal)e(dition), and the LBB (Little Brown Books). The core classes and races as well as statistics are there: Clerics, Men of Magic, Fighting Men (Thieves were added in the Greyhawk Supplement); elves, dwarves, Hobb...er, Halflings; experience points; etc.  Some things are noticeably different from later editions, such as d6 damage for all weapons. This version is not "new player friendly;" it assumes a previous experience with wargaming. One of things to like about this edition is the lack of defined rules. Imagination was key. There were also no hard limits: science and sorcery were mixed in Castle Greyhawk as well as in Blackmoor.
 
 
On a sidenote, the impact of D&D was felt in other games. Traveller when it came out, arrived in a LBB (Little Black Book) Edition with a similar division of books: Characters and Combat, Starships, and Worlds mirroring Men and Magic, Creatures and Treasure, and Underworld and Wilderness Adventures.
 

 
 
I'll talk about the next two together. It was quickly apparent as D&D sold rapidly across the country that a hit was on their hands. The deficiency about a lack of instruction was noted. As AD&D was prepared Holmes D&D, a primer on roleplaying that took eh character to 3rd level was introduced as a stopgap measure. Alignments went from three (L, C, N) to 5 (LG, CG, LE, CE, N). Holmes was never intended to be a truly stand alone game but more of a "gateway" game to introduce the game to potential players.  After AD&D was published, D&D Basic and Expert  (B/X or Moldvey/Cook D&D) was introduced. My impression is that D&D was supposed to become the home game that one could tinker with to one's content. AD&D was the framework for the "international" and tournament game, a framework that would allow for greater precision in competition. This is to some extent conjecture, but is the feeling I have. I also like to point put that the blurb on the back of the Basic Book touts it as "family entertainment."  Way different from being a  smelly neckbeard basement-dweller game. There are some important things in B/X: race as class, a return to the 3 alignments, and a less technically precise combat. It is, in many ways, divorced from its wargaming roots; not so AD&D.
 
 
 
I'm using a pic of the current reprints because they are so sweet! For me, this is AD&D. As much as people deride 3.0/3e for becoming a minis game, it is still an important component of first edition as well. All of those fiddly numbers: weapon speed, armor modifiers, the confusing initiative. It is apparent that Gary never really left his wargaming roots. He's the lead author here. B/X and the later BECMI had different leads and therefore way different feels. Here we gain the 9 alignments (LG, NG, CG, LN, NT, CN, LE, NE, CE); more races (gnomes, half orcs and a plethora of elves and dwarves); more classes (assassin, monks, cavaliers, etc.). It can be argued that, like minis, 3e's fascination with "a class for anyone" can be laid at Gygax's feet. And what are the bard and thief-acrobat if not proto-prestige classes. The introductions of skills as "nonweapon proficiencies begins here as well in Oriental Adventures. We also gain most of the campaign worlds: Greyhawk, Toril, Kyrnn, and Ravenloft (as a module, true; it is in 2e that it would become a world).
 
 
Basic had a facelift in the mid 1980s. It was truly its own game and a very playable one as well and is termed BECMI (Basic-Expert-Companion-Master-Immortal) by fans. BECMI's lead author was Frank Mentzer. The game took  characters from 1st to 36th level and then beyond to Immortal levels. The expanded game setting of the Known World (to become Mystara in 2e) had its own line of gazetteers. No other D&D campaign world has really had this level of attention to detail.
 
 
With the ouster of Gary from TSR, the company continued on. In 1989, second edition hit the scene. Love it or hate it, it is still the longest in print version. And, boy, were they prolific! Splat books for the classes and the addition of kits to customize classes. Humanoids as viable PC races (The Complete Humanoid). Even Psionics was revamped into an arguably workable system (although it works best where magic is not present). Planescape, Ravenloft, Mystara/Red Steel, Dark Sun for new campaign worlds as well as revamps of Toril, Oerth and Kyrnn. There was much crying over the loss of many of the core classes like moinks and assassins. However, it was a return to those core four classes (Warrior/Mage/Priest/Rogue) seen in 0e. The other problem players had was with the  "unbalancing" kits. I believe that's due to a poor DM, but opinions vary. I don't play this edition enough. It is a complete system, still readily available with reprints of the core books arriving in May. And it is well integrated and planned out.
 
 
In the mid 1990s, we got the Player's Option books or 2.5. It did not supplant or replace 2e, but it allowed for point buy character creation, spell point systems and the like. It was really more of a D&D "toolbox" that had "official" ways to change the rules. I never knew anyone to play this; I did own it and wanted to run or play it. The idea of a creating a wizard who could use a sword or have thieving abilities was novel.


 
Enter the 21st century and the acquisition of the brand by Wizards of the Coast and Monte Cook. Third edition. D20. There has been much written about this over the years. This version focuses more on the mins and the tactical nature of combat. One could argue that was true of 1e as well; it was really B/X and BECMI that were roleplaying focused without the need for minis. I won't go into the mechanics of 3.0/3.5. Suffice to say, though, that it is still recognizably D&D. The strength and weakness of d20 are the same in my opinion: the OGL. The Open Game License allowed third party publishers to use the engine to create games and supplements. That is good in that we got some really outstanding games such as Mutants and Masterminds and Castles and Crusades. The flip side is that there is A LOT of material for players and especially DMs to wade through, some of which is sub-par and mediocre.
 

Fourth edition....bored yet? This is the version that receives the most vitriol these days. It is arguably not D&D but a MMO with dice and minis. Some of the ideas make sense to some extent: magic-missile as an "at-will power" makes mages more survivable, but also makes it like hitting the 1 button in a video game. Alignment was simplified and the concept of "unaligned" was brought into play. There is a dearth of roleplaying material; 1e was guilty of that as well, but did have material on hirelings, sages, creation of the campaign world. This was a poor attempt to change the brand to appeal to young computer gamers and a mistake that I believe WotC has realized.

 

And so, on the horizon, is "D&D Next." From what I have seen of the playtest materials, this edition is going to attempt to become "all things for all people." That might work for a Roman Catholic saint, but I have my doubts as to its viability for a RPG. It would appear that it will be a stripped-down version very similar to D&D basic, but without race as class. There will be a plethora of options so one can ramp it up to something akin to 3.5 or anything in between. We'll see how that works. I am cautiously optimistic.
 
And, now, bring on the clones!
 
 
 
I want to mention first off M.A.R. Barker's Empire of the Petal. The world of Tekumel first published by TSR in 1975 and using an adaptation of the 0e ruleset. Tekumel is a non-western fantasy world and is much beloved of its fans. If you're looking for something not derived from Tolkien and Howard, this is the game for you! A reprint is available at: Tita's House of Games
 

The Basic Fantasy RPG was probably the first fan reaction to 3.0, if my internal timeline is correct. This is a wonderful product and I can't recommend it enough. It is essentially a B/X clone that is completely free; print copies are sold on Lulu at cost. There are a lot of add-ons for the game that are fan-produced and available for download in pdf and Open Office formats. Please check them out at: Basic Fantasy Roleplaying
 
 
 
One of the first professional responses to 3.0 was Castles and Crusades by Troll Lord Games. Using the OGL the Trolls created a stripped down fantasy game reminiscent of first edition and it is a great game in its own right. Ascending AC and a version of BAB is used. This game plays like D&D lite. I also enjoy that weapons have abilities reminiscent of the AC modifiers tables of 1e but with out a huge chart. For instance, a bec de corbin "receives a +2 when used against chain, plate and scale armors." Another thing that struck me was that the original printings were the same size as the 1e PHB. They also have the distinction of working with Gary Gygax in an attempt to get Castle Greyhawk (as Castle Zagyg) published before Gary died. Check them out at: Troll Lord Games
 
 
 
Kenzer Company's Hackmaster (fourth edition!) was an officially licensed game that used the 1e/2e core system. It was, in many respects, 1e with some 2e things (kits, wild magic, splat books) tacked on. There was even an inkling of 2.5 with their STP (Skills-Talents-Proficiencies) system that allowed some characterization of classes. As a result of the licensing agreement with WotC, KCo had to use a lot of parody in their language. Ignore that, though, and the core system is sound. WotC did not renew the license prior to the release of 4e. Hackmaster lives on in its fifth (actually 2nd) edition but the core mechanics are drastically different. However, it is worth checking out and they are offering the stripped down "basic" book as a FREE pdf (download here). They can be found at: Kenzer Company
 
 
Goblinoid Games offers the Labyrinth Lord game, another company that used the OGL to produce an older-style RPG. This is essentially a B/X emulator and is available in print at Lulu and also as a free pdf download (sans artwork). They offer the Advanced Edition Companion to make the game a bit more like AD&D. They also offer Mutant Future (a Gamma World clone) and own the licenses to Timemaster and Starships and Spacemen (in print again!). Their web site is: Goblinoid Games
 

Swords and Wizardry is another B/X style game and is currenty published by Frog God Games. These are the guys that produced Rappan Athuk and it is another great game. The Whitebox edition takes it back down to 0e if that's your thing. Their web site is: Frog God Games
 
Dark Dungeons is a another retro-clone, but this one uses BECMI as its reference point. The title is a tongue-in-cheek reference to the horrid Jack T. Chick religious diatribe, Dark Dungeons. In fact, the exanple character that is used throughout the work is Black Leaf, the character who dies in the first panel of the tract. It's always good to have a sense of humor about these things. It is available in pdf form for free and in print for a nominal fee from Lulu. The web site is: Gratis Games



Johnathan Becker's B/X Companion is not a true clone; rather, it is an extension of the B/X game. The public was promised a Companion book to take characters past 14th level when B/X was published, but the rebranding to BECMI meant that the world would never see it...until now. Becker extrapolated what might have been and this is a nice addition for you if prefer the Moldvey/Cook rules. the cover is obviously a homage to the original Erol Otus covers. It is no longer available in print but is available as a pdf at RPGNow. Becker recently released the B/X Adventurer that adds some new classes and magic to the game most notably gnomes, centaurs, and witches (among others). Running Beagle Games is found at: B/X Blackrazor
 
 
Finally, we come to the end....and OSRIC. I give these guys a lot of grief, I admit that readily. However, unlike some of the other clones that stay true to their source, this version is not what it purports to be. True, it is AD&D  as it was played in the 1980s; but just because we didn't play with weapon factors, psionics, monks, etc., doesn't mean they're not a part of AD&D. Even Goblinoid Game's Advanced Edition Companion adds the caveat "as it was played." That said, this is a well done work. Even if I disagree with Stuart Marshall's choices, this is a outstanding product. Everything one needs to play something close to AD&D (yes, yes, I can't let it go!) in one beautiful tome with art from James Halloway. It's only $26, so if the $100+ pricetag of the 1e reprints is too much, go here. The web site is: Black Blade Publishing
 
And that's it! Woo-hoo, finally through. Break out the Faygo! Tomorrow, gentle readers, I shall examine some of my favorite forums!
 
 

12 August 2011

Movie Challenge Day 1

Chello!

Ok, I've decided to do the 30 Day Movie Challenge. Each day, you're supposed a post a picture of a movie based on a list. I'm going a step farther. I'm also going to watch each movie and then blog about it. Loads of fun!

Anyway, Day 1 is "Your Favorite Movie." After thinking about it I have to go with:


Lord of the Rings: Fellowship of the Ring: Extended Version.

This movie sis my favorite for several reason. Peter Jackson did a great job creating Middle Earth. The locations look real, the detail is astonishing. For instance, Bag End has soot marks, not just over the mantle of the fireplace, but over the candle sconces on the walls. The clothes look worn. One of teh problem with many fantasy movies (Eragon comes to mind) is that everything looks too new, clean and unused. This is true of science fiction as well. Compare the Star Trek universe to the Aliens universe. Which one "feels" real?

PJ has hit criticism for two things that stand out to me in the movie. first, Tom Bombadil is gone. I can understand why, though; in a movie this epic, some things have to be cut otherwise, it would become unenjoyable to watch. The extended version is pushing the limits of watchability as it is. I have no problems with this deletion for that reason. It can be argued that Bombadil highlights one of the features of Middle Earth (i.e., the role of quasi-deities therein), but is it necessary? Probably not.

The other is poor Glorfindel. If you've not read the books, Glorfindel is an elf lord sent out by Elrond to find the hobbits and Strider when they are travelling between Bree and Rivendell. PJ replaced Glorflindel with Arwen. Fanbois seem to take this personally for some reason. First of all, the romance of Aragorn and Arwen is covered in the appendices of LotR. However, added that to the screen broadened the appeal to a wider audience. Heck, even the Bakshi cartoon in the 1970's replaced poor Glorfindel with Legolas.

On to other things. Fellowship is the perfect D&D movie, in my opinion. There is a quest, a dungeon crawl, a big fight. The fight in Balin's tomb reminds me of how chaotic our dungeon crawl melees are supposed to be. We have to pause and go round by round; in reality, that confused melee is what it looks like to the characters: a vicious struggle for life and death.

What really makes this movie King for me is the feelings that it produces. The idea of teh shire, a place where hobbits live in safety and harmony, the children chasing Gandalf shouting for fireworks, the sadness of the Fellowship after Gandlaf "dies," the noble sacrifice and honor shown by all...it all evokes a certain sentimentality in me. I have long believed that this movie was so successful because of 9-11. At the time, our country had suffered a tremendous tragedy and the movie spoke to us about honor and sacrifice. it resonated with us.

I didn't include the entire trilogy in this, and not because I didn't want to watch them all in one sitting, either! The other movies are good, but...PJ starts to diverge from the source more. We get Legolas riding a shield down stairs in Helm's Deep like it';s a boogie board, shooting the arrows the whole way. The battle scenes become even more over the top. the message remains the same, but it gets a touch more Hollywood.

Well, that's all for now, kids. Tomorrow is "the Movie You like the Least." Until then!

03 June 2011

Remembering Gary

Well, I'm getting ready for game night....it's the new "evil" game (Hackmaster 4E) in which my character is a LE Cavalier devoted to the god Hextor, Herald of Hell and Patron of Tyranny. Tomorrow we're day-tripping to North Texas RPG Con in Dallas, an OSR gaming con.

But it brings to mind Gary. Three years ago when Gary died, my 14 y.o. daughter (11 at the time) did the following pencil sketch:


I think she captured the essence of old school art with this one. It's a shame, though; the scan doesn't do justice to the original.

Tomorrow is also International Gamers Day, so it's very appropriate that we'll be slinging dice tomorrow. Have a great weekend, people. May all your hits be crits.

11 May 2011

Ah, Free Time Abounds



Well, seeing as how I'm going to be unemployed by the end of the week, I should have some free time opening up. I've been thinking about what to do with some of that free time. Part of it will be spent working on my expanded Hommlet campaign and getting it up and running again. And, yes, some time will be spent looking for a job, but that won't start until June; thank you, Rick Perry, for screwing up education in this state. Until the legislature figures out the education budget, all ISDs and state universities and colleges are on a hiring freeze.

Anyway, I'm thinking about making Isungr Games a reality. Maybe working up some OSR modules for Swords and Wizardry, seeing if I can pull off some POD/PDF sales on Lulu. It's not like I'll make a mint or anything, but it's something I can do. And I have a resident artist these days as well. I have an idea for a fane. Now, where did I put those notes?

01 May 2011

Z is for Zombie!


It was a long Saturday, so I'm running a little late on my blog...go figure. But we made it! The final post has arrived.

Zombies. Everybody loves zombies, right? If the series The Walking Dead is any indication, I think that's a resounding "Yes!" Maybe it'll finally do something about the lame-ass vampire craze that's going on. Sparkling vampires...indeed!

I find it someone ironic because the vampires of medieval myth were more like zombies and not suave, urbane aristocrats like the one portrayed in Bram Stoker's Dracula. They did return to their graves, yes, but they also gorged themselves on Blood AND Flesh, in some sort of profane, satanic mockery of Holy Communion. When found, they were undecayed, but they were also described in monstrous terms..."bloated like a tick" is the phrase that springs to mind, even if it's not a direct quote. They were creatures that frequented charnel houses and abattoirs, not Victorian parlors or 1980's discos. Remember this fellow? Not a medieval vampire at all.


Some literary historians point put that the "medieval" vampire (zombie?) is a symbol of the fear of death by disease that was so prevalent. They go on to say that vampires in the Victorian era were symbolic of repressed sexuality and the fear of conditions like syphilis or unmarried pregnancy. Since we're no longer all that afraid of those things (due to abortions, birth control, and antibiotics), we're reverting to something more primal in our fears...death.

Who knows? I'm just a regular historian. I do know that zombies should cause a bit more consternation among players and not just ones with 1st and 2nd level characters who don't have the benefit of a cleric, either. And so, I submit my final monster for the A-to-Z Challenge. Enjoy!



Zombie, Juju

AC: 6 [13]                                   Special: Immune to sleep, charm
HD: 3+12                                    Move: 9
Attacks: Punch or weapon           HDE/XP: 5/240

No one is exactly sure from whence these souless husks come, but they are definitely stronger than the normal zombie. Like standard zombies, they are immune to the effects of sleep, charm, and other mind control spells, They are immune to effects of magic missiles, electricity, and cold; fire only does 1/2 of normal damage (save for 0 damage). Acid and holy water have full effect. They have great strength and whether they use fists or weapons, they cause 2d6 damage per attack; they also attack as 6 HD creatures. They are agile and intelligent enough to hurl javelins or to load and use crossbows. They can climb sheer surfaces easily and are not hampered underwater, either. Only magical weapons (+1 or greater) can affect a juju zombie and even then piercing and crushing weapons have difficulty getting through their tough skin and only do half normal damage (cleaving weapons cause full damage). Finally, juju zombies turn as spectres.

29 April 2011

Y is for Yeti!

A short one today. Lots of work up at the Uni as the semester winds down...more like free lunch for this starving professor! So, enjoy the yeti statted up for Swords and Wizardry Whitebox.


Yeti

AC: 6 [13]                                   Special: Surprise, immune to cold, squeeze
HD: 4+4                                      Move: 15
Attacks: Claws (2)                       HDE/XP: 5/240

Arctic cousins of the lowland Sasquatch, the yeti is almost impossible to spot in the frozen North due to its stealth and natural camouflage. A character has a 5% chance of spotting the yeti for each level of experience above the 1st; thus, a 4th level character has a 15% chance of noticing the yeti before it attacks. If the yeti does manage to surprise the characters, they each must save or be paralyzed for 3 combat rounds as they meet its fearsome gaze. A paralyzed character is automatically struck by the claws and squeeze attack. If the yeti scores a natural 20 on either of its claw attack, it has managed to grapple with the character and automatically does an additional 2d6+4 damage.

28 April 2011

X is for Xenophobia and Xorn!


Well, I noticed that several other bloggers are using xenophobia today; however, there are only so many "x-words" and I had decided that this last night, so here we go!

As a historian, xenophobia has a special significance for me, although the phrase used in the literature is usually "the fear of the Other." All cultures exhibit this fear; "Humans destroy what they fear" is an old saying and frequently reused in literature and cinema such as X-Men. This is not merely confined to European cultures, either. For example, the name that each american Indian tribe used for itself translate as "the People." Other tribes were not really "People." This allowed for fighting between neighbors.

Part of the fear is instinctive; humans are actually fairly conservative creatures fearing change. Also, our minds work in loops that start with observation and move to contemplation. A decision is made and implemented. Confronted with something that was experienced previously (or at least similar to something known), this operation is practically instinctive. Faced with something odd or unique or radically different, fear and indecision set in as we try to cope with new input. The easiest solution is to destroy.

This explains propaganda in warfare. The enemy must appear "unhuman" to effectively convince the populace to kill. It taps into that fear of the other; confront with something different, it is easier, best, safest to kill it.

"What does this have to do with gaming?" you ask. Good question, and I don't really have an answer. I've wracked my brain looking for a connection, maybe something about how parties seem to slaughter orc children all the time or argue about whether it's a LG chore or not. But if one's brain is hardwired to work in this way (and remember that our instincts frequently short circuit and bypass our reason), is it even a moral issue?



Xorn

AC: -2 [21]                                  Special: Surprise, immune to fire/cold
HD: 7+7                                      Move: 9
Attacks: Claws (3), bite                HDE/XP: 9/1100

Xorns are a race that is native to the Elemental Plane of Earth, but they occasionally travel to the deep places of the Prime Material Plane to search for the precious metals that they enjoy as snacks. A xorn is able to adjust its molecules and pass through solid stone as if it were air; it can also do this to attack by surprise (5-in-6) from underneath or out of a solid wall. Its claws do 1d6 damage, but its powerful bite does 4d6 damage! A xorn is also completely immune to fire- or cold-based attacks and takes no more than half damage from electrical attacks (if it saves against an electrical attack, the damage is 0). 

A xorn does have special weakness to some spells. Move earth stuns the xorn for 1 round, in addition to knocking it back 30 feet. Transform stone-flesh or transform rock-mud drops the xorn's AC to 8 for 1 round round and effectively stuns it (losing its next attack) since the xorn must readjust its molecules. A passwall spell causes 11-20 damage.

Fortunately for most adventurers, xorn are relatively peaceful. They will merely demand a "tribute" of precious metals (copper, silver, gold, etc.) from any groups they encounter and will then allow the party to pass on without incident. Note that they can smell precious metals from 20 feet away, so the party can't lie about what metals they have.