Sunday, October 20, 2013

Magic users and Magic

I have some thoughts on spellbooks, scrolls, and magic in general. These ideas are a mash-up from various sources, and my own thoughts on the subject. If I'm covering some old ground, please bear with me, I'm just trying to consolidate these ideas.

The driving force behind these ideas is my personal assumptions of how magic works in my campaigns. These house rules are designed to enforce the particular flavor I am attempting to achieve with magic and how it fits into the overall "experience" of being in the campaign setting.

Spellbooks and Scrolls

Only Magic users keep spellbooks. Cleric spells are more akin to divine abilities, rather than the written prayers implied in various iterations of the rules.
The spellbook may only contain a number of spells equal to the number the character may cast, plus one extra spell per level if the character's Intelligence is 15+.
Magic may not be cast directly from the spellbook. Spells must be prepared in order to be cast.
Scrolls may not be copied into spellbooks. Scrolls do not contain the necessary formula for preparing the spell. Scrolls essentially contain a prepared spell, along with a trigger.
The only ways to add spells to a spellbook are through copying from another spellbook and research. Remember, though, that a spellbook may only contain a limited number of spells (see above).

Casting

Spells may be "Readied", that is their casting almost complete, waiting only for their power to be loosed. Readied spells take effect earlier in the combat sequence than normal, occurring during the missile fire stage. Otherwise, the player must state the spell being cast during Declaration. Assuming the casting proceeds uninterrupted, such spells take effect on the character's initiative  point.

Friday, October 18, 2013

Ruminations on OD&D: Archetypes

An archetype is defined as "an ideal example of a type". We've all heard D&D classes referred to as archetypes. They are the base foundations of the characters found in the source literature. The idea is that using one of the three (or four, if you go to Greyhawk's thief), you can model pretty much any character from the stories we all know and love. Like all things with D&D, though, this takes imagination. Is Aragorn a fighting-man, straight from the book? What about Conan? Are Gandalf or Elric magic users? Of course not.

I enjoy reading new classes. I used to love it when the latest issue of Dragon featured a new class. I don't like having them in my game so much, though. For me they are like detailed skill systems: they limit player options. In fact, a lot of classes are almost like skill packages added to one of the Big 4. They take one of the archetypes and add special abilities, impose a few restrictions, tweak the XP table, and BAM! New class. The only problem is, when you make a class that automatically enjoys a +2 to saves vs Illusion, it feels like they're the only ones that should have that. Furthermore, at character creation, if a player envisions a character that sees through illusion better than most, it implies that he must be that class. Otherwise, it cheapens that class.

One of the things I really like about DCC is its philosophy about this sort of thing. In a nutshell, if you want your character to be perceptive enough to see through illusions better than most, figure out a way to quest for it. Maybe perform a great deed for the god of acuity and he will grant you such a boon.

I also don't have a problem as referee with working with a player to create and develop the character he envisions. If he wants a guy good and tracking and wilderness survival, I would rather him roll up a fighter and we'll role play the rest. I'll just give him a little bonus on whatever roll I call for in wilderness situations. If you play with a relatively mature group that is out to have a good game, that's no problem at all.

So, the bottom line is that I like additional classes as ideas. They may give me an idea for a different direction to take a standard class. Suggest some abilities that a player may like to add or quest for. Yet, when it is all said and done, all the characters in my game will be firmly based on one of the archetypes.

Wednesday, October 16, 2013

Ruminations on OD&D: Clerics (Addendum)

I forgot to mention how I would actually handle applying the Moldvay principle to the cleric.

Firstly, I would not require the cleric to keep a spellbook, nor study to regain spells. They would need to spend an appropriate amount of time in meditation/prayer, following proper rest.

Secondly, they may only "know" a number of spells equal to their spells slots available, +1 per spell level, if Wisdom is 15+. For example, a 4th level cleric with a Wisdom of 16 would know three 1st and two 2nd level spells.

Thirdly, they may cast any spells they know, in any combination, up to the number of times listed for their level. This is not adjusted for Wisdom. So, the cleric in the example above could cast two 1st and one 2nd level spells. They do not have to prepare them ahead of time.

Fourthly, the cleric's spell selection should be based on player choice, broadly influenced by deity. Detailed pantheons aren't strictly required. It should be a simple matter for a player to declare that his cleric is devoted to a god of battle and choose spells loosely based on that. Once chosen the selection may only be changed when the cleric gains a level. At that time, the cleric may change one spell per spell level. So, the cleric above could change one 1st and one 2nd level spell upon attaining the 5th level.

At the risk of sounding immodest, I am pretty happy with how this reads. Of course, playtest may reveal problems, but that's a horse of another color.

Ruminations on OD&D: Clerics

I've posted at length about Clerics, several times. The thrust of it is that I don't really like them. I've been thinking about that lately, though, and I think with some tweaks, they may actually work for me.

First off, my objections have nothing to do with the "they aren't in the source literature" argument. My main beef with them, especially in OD&D, is that they are almost on par with fighters and they have spells. Not only do they have spells, they have access to every clerical spell out there, whether they are required to keep spellbooks or not. That makes them slightly above magic users, in that they can wear armor, use most weapons, and have access to their full spell list from 2nd level on. All of this is theirs for a seriously paltry XP table.

Now, I know that "access to their full spell list" may cause some of you to cite the brevity of said spell list. Accordingly, that may not seem such an advantage. I contend that it is a huge advantage due to additional spells. If additional spells, say, cherry-picked from Greyhawk, are introduced, the cleric has access to all of those as soon as they hit the street. Just adding one or two spells per level will increase the value of this advantage tremendously.

I have recently turned to Mr Moldvay's Basic for a possible solution to the Cleric Problem. According to a strict interpretation of those rules, with regard to magic users, a spell book may only contain as many spells as the magic user can cast in a day. This has the interesting side effect of making all magic users Specialists. I like this, very much. I think it can also be applied to clerics, and have several benefits, vis-a-vis my personal issues with the class.

  • It promotes a sense of service to a particular patron without any heavy-handed rules for such
  • It limits their spell abilities, which mitigates their low XP requirements
  • It brings them more in-line with magic users and fighters, power-wise

I think this also feathers in nicely with the notion that clerical spells are divine. Done this way, the power that makes the spells work could be seem as coming from the cleric's zeal. I've always had problems with players of clerics doing things with their spells that their gods may not really approve of. Well, they can still do that using this idea, but at least the power for the spell is coming from within, rather than directly from the god.

Also, and this is a personal campaign-centric thing, I wouldn't allow clerics and paladins in the same campaign. Clerics are paladins, in that they are the righteous hand of their god. They are gifted with tremendous zeal coupled with a clarity of vision and willingness to battle forces opposed to their god. They are not kindly old men leading worship service on holy days, baptizing babies into the faith, and blessing crops every spring. They go into the dark places and meet evil head-on. Unless, of course, they've turned to evil and are hell-bent to bring suffering to all those who oppose them.

Tuesday, October 15, 2013

Sleepy Hollow

OK, I know I am going out a limb here. I have no desire to be thought of as a fanboy, or, worse yet, a Twilight-o-phile. But, I am really digging this show. I love over-arching themes drawn from Revelations (when they're well done). Being one of God's chosen in a great battle of good and evil is a dream of mine. I also love the character of Ichabod Crane. He's almost a Colonial James Bond. Very educated, proper English upbringing, but cool as the other side of the pillow when evil shit starts happening.

Even though it is set in our time, it makes me jones for Lamentations of the Flame Princess. It is based on eerie and creepy and all-is-not-as-it-seems.

Oh, and as a final bit of irony, Clancy Brown guests in the pilot as a sheriff. You may remember Mr. Brown as the Curgan from Highlander (the original). I really like him and was happy to see he was in the trailers before the series actually started.

SPOILER FOLLOWS (highlight to read)

Well, as fate would have it, he is the Horseman's first victim. That's right, he loses his head.

Sunday, October 13, 2013

OMG!

That was my 300th post! I didn't even notice until it published. From the bottom of my heart, thanks to all of you who read, and comment. I have said numerous times I was doing this mostly for myself, but to be honest, I'm not sure if I could have kept it going without all of you. Thank you all so much for the support.

Combat Bonuses in OD&D

This is pretty off-the-cuff, so please be kind if you comment.

I was rummaging around in the Howling Tower, Steve Winter's blog. I forget the exact post, but he made the comment that characters from classic fantasy fiction are not defined by their magic weapons. That threw my mind into a spin. I like magic items, in general. A gold piece is a gold piece, and that's great, but nothing screams treasure like magic items. He has a point, though, and it lands squarely on an amorphous unease I've had for some time. I want characters to be competent, even dangerous, intrinsically, not because of a glowing sword. The glowing sword can certainly make them more dangerous. Imagine two thieves plotting to steal something from a fighter with a magic sword. If the sword defines the character, the conversation could go something like this:
"We need to separate him from that damnable sword of his. Should be pretty easy pickins if we can do that."
If the sword merely augments the fighter, the thieves' plotting could go something like this:
"We need to catch him away from that shiny sword of his."
"Are you mad? He killed five men with his bare hands just to get the sword."
I prefer a game where the second conversation is the one that happens. Seems easy enough, right? Just keep a tight reign on magic bonuses. Bam! Done.

In my mind it's not that easy. It never is. See, I do want magic weapons to mean something. I want the thieves above to shit themselves at the thought of facing the fighter with his sword. I also want them to know that if they face him without it they are in deep trouble, too. Balance that against the fact that said fighter can't be a total badass and tote a sword that makes him a total badass.

And that's the tricky part. Make the weapon something to be feared, but not something that will throw things completely out of whack when wielded by a character who is rightfully feared. Keeping weapon bonuses low doesn't do it for me. A sword that hits 5% more often isn't exactly fearsome, even though we are assured that a +1 bonus in OD&D is meaningful.  I have an idea, based in principle on Chainmail.

The notion that a +1 bonus is significant comes from Chainmail, where it is indeed significant. However, Chainmail is a considerably different animal than OD&D. A +1 in Chainmail would be applied in one of two ways, depending on the type of combat being prosecuted. In the 20:1 Troop system, magic weapons add an extra die per "+" (in a nutshell, you roll a certain number of d6, scoring a hit on 5-6, or 6, for the most part, and in that system a hit = kill). That's pretty potent, since it gives the opportunity to kill an additional opponent. In the Man-to-Man and Fantasy Combat it adds its "+" to the roll, which is 2d6. Modifying a 2d6 roll by even +1 is much more significant than modifying a d20 roll by +1, especially when fighting creatures that require a 10 or more on 2d6 to hit.

So, here's my thinking: if a character is a big enough badass to deal with "common" threats pretty reliably, then a badass magic weapon is just overkill. The badass fighter could deal with those thieves just fine without the sword. BUT. . . such a weapon in such capable hands allows said fighter to take on foes beyond the ken of normal men.

I am looking at Chainmail for the answer to this conundrum. I have a couple of ideas, but they require looking at the to-hit roll in a different way. In Chainmail, in the Troop and Man-to-Man systems, a hit is synonymous with a kill. When the term was ported to D&D it came to be (mis)understood as a singular "attack". The d20 roll "to-hit" does not represent an attack. It represents the chance that a combatant wounds his opponent. It is necessary to embrace this idea to process my proposals for magic weapons.  I have two proposals:

#1) Any character armed with a magic weapon of any sort rolls an additional number of d20's equal to the "+" of the weapon. The rolls themselves are not modified at all. Each roll that indicates a hit will do d6 damage. 
#2) Only a single attack roll is made, with a number of additional d6 for damage equal to the "+" of the weapon.
Obviously, the second option is more powerful, perhaps too much. I prefer the first option, myself.

This allows an interesting option for magic armor, as well. Using this, I would rule that magic armor negates one damage die per "+" of the armor. If an opponent has only one die of damage, the armor subtracts its "+" from the roll. So, if a character with no magic weapon hits an opponent wearing Plate +2, he rolls his normal d6 for damage and subtracts -2 from the roll. If he had a +1 sword, he would roll a d6 and subtract -1.

I would also rule that characters with a 15+ STR is granted a +1 to the damage roll, but this bonus will not negate any penalty due to magic armor.

So, there it is. Perhaps a bit disjointed, perhaps even confusing. I am a stream-of-consciousness kind of guy.