Friday, October 25, 2013

Rethinking a Rumination

Very recently, I posted about archetypes. I had something of an epiphany yesterday. Most of my thinking and rules tinkering occurs in a vacuum, since I have no group. So, when I pontificate on a topic, such as the idea of many different classes, it is essentially based more on principle than practice. It finally dawned on me that my thinking on classes comes from such a place.

My best friend and gaming buddy used to run his own brew of AD&D 1st, with bits of 2nd thrown in, and a heavy dose of house rules. He also had a lot of classes unique to his world that he had made up. Whenever you would sit down with him to make up a character, his guideline was "Any class is available, from 1st, 2nd, Dragon, whatever. If you have one you made up, run it by me." He wasn't worried about how the classes balanced against each other. If somebody wanted to play a class that was a little weak in actual play, that was their choice.

So, yesterday it hit me: a plethora of choices doesn't automatically restrict player options. Just because there is a ranger class shouldn't mean that other players can't track. Paladins do not have to be the only class that can Lay on Hands. If a players wants to make up a fighter and we can work out some backstory where he has some divine gift of healing, we can do that. If he wants to play a full-on Divine Warrior, he should be able to do so.

We do this for fun. As a player, I would not have found it fun in the least if I had told my friend "I have an idea for a druid for your new campaign" and he said "Well, ok, we'll start with a cleric. I'll try to work something in where you can quest for the shapechange ability, and I'll look over some of the druid spells and work them into the cleric list. How does that sound?" I would have said "It sounds like I'm playing a cleric. Nevermind."

As a corollary to this thought, it hit me that I don't play/referee enough for balance inconsistencies to actually manifest at the table. So, maybe some house rules isn't especially balanced. I can't tie myself up in knots over it, because it's likely I will never know, since I'll never generate a large enough play-experience example to chart it. So, maybe my latest monster design is actually too tough to appear on the 1st level of the dungeon. Well, oops. Maybe you should start running.

Monday, October 21, 2013

More on Magic users

One of the perils of stream-of-conscious writing is that things get left out. I fancy myself some sort of Mozart of the blog, putting out a completed post in a single pass, no editing required. Of course, I know that's total horseshit, but we all have our delusions. Anyway . . .

There are a couple of more setting-centric thoughts about magic users that didn't make it into the recent relevant post.

I envision magic users in my setting as more adventurous than their "standard" brethren. With a more restrictive spell system, with a more limited number of acquisition options, they are forced to venture into the wild places in search of spells. They are also forced to be more pragmatic and seek more mundane solutions to many of their problems. Thus, they are slightly more robust and more capable in a fight.

  • They may use any one-handed weapon
  • They may wear leather armor, but still may not use shields
  • Their hit points are slightly better, adding +2 on the even levels, rather than +1
It seems like there was something else, but now it eludes me. Oh well, there's always another post.

Sunday, October 20, 2013

Late to the Party (again)

As usual, I'm late to the party where new games are concerned (actually where everything is concerned, but we all have our crosses to bear). Here I am speaking specifically of Beyond the Wall and Other Adventures.
At this point I can tell you very little about it. For the paltry sum of $7.99 it can be had at Drive Thru RPG. That gets you the core rules plus a bestiary. There are also several free add-ons available, so you can get it all bundled into a single download (I did).

My limited exposure leads me to believe that character generation is a focal point of the designers. They have developed something reminiscent of a lifepath type system. Not as in-depth as a true lifepath system, but it definitely smacks of one. Certain points in character generation also inform the creation of the characters' home village. So, it is created right alongside them, which, if well done, would definitely invest the players in the nascent campaign from inception. Very groovy.

It is definitely based on D&D, with the expected attributes and other descriptive factors, such as class/level, hit points, etc. From my horribly brief perusal it seems to be based on a blend of B/X, with the unified attribute bonuses a la Moldvay, and 3.x, with ascending AC and BtH. It does have the Five Saving Throw scheme, but includes the Three-Fold Save scheme from 3.x as an optional rule.

It also includes some ideas unique to it. There is a section on True Names, which I find endlessly fascinating and underused. I can't comment on it beyond its inclusion, but the fact that is there is a good start. Reviews indicate that the magic/spell system is somewhat different, so that may be fun.

All in all, this should provide, at the very least, some new ideas and an interesting read. I would say that I'll post more about this at a later time, but we all know how those promises play out. So, I won't say it.

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.