Thursday, November 11, 2010

Aloof Gods and Vancian Clerics

My first high level character that survived past level 10 was a cleric. I realized early on that clerics were a very powerful class. They have the ability to manage their HP better than any other class. They can wear any armor, fight with decent weapons, turn undead, and cast spells! In fact, it is my personal belief that in most editions of the game the cleric is way overpowered relative to the other classes.

One thing that a lot of other GM's have done over the years is give their PC clerics the ability to cast spells without praying for them ahead of time. One excuse for this is that clerics should not have to pray for their spells - instead the diety will grant the magic as the player needs the spells. Another excuse is that if clerics are forces to prepare their spell list ahead of the game they will be forced to choose all healing spells and therefore robbing them of using "the fun spells" during the game. I say bull crap.

I think this viewpoint is tainted by the influence of Christianity on the game. I am a Christian gamer and believe in God. However, I think the typical views of Christianity - that we have a personal god who interacts and listens to us - has begun to seep into the DnD game. In the DnD world I like to think of the gods as being more aloof than our Christian god. This poly-theistic world forces the gods to look down at men as pawns in a battle as they vie with the other deities for the souls and prayers of humanity. They play by certain rules.

In order to perform miracles, clerics must recite ancient prayers and rituals instilled with power over the ages of mankind merely by belief and repitition. These prayers and rituals bind the magics of the fantastical realm and allow clerics to cast this "spell" or "miracle" at any later time by finishing the prayer. The gods are bound by these rules that have been created by the beliefs of humankind. It is this same belief that supports their very existence.

A god can choose not to answer a ritual or prayer, but if his cleric fails to perform the ritual the god cannot just "give the magic" to his cleric. If you want to have "channeling clerics" than why don't you just adapt the rules of Rolemaster or some other channeling based clerical magic system to the DnD game or perhaps a spell point system? In addition, the DnD gods are not personal, they aren't right by your side as you are adventuring. Instead, I see the DnD gods as aloof, proud, and terrible! They watch your cleric and make sure his deeds, actions, and maybe sacrifices please him/her - if they do, then that cleric's prayers will be answered. As a cleric advances in levels he unlocks the secrets of more powerful prayers and rituals - calling on more fearsome miracles.

Anyway, even if you don't buy my fantasy world metaphysical argument about why clerics should use vancian type magic - I think vancian clerical magic in DnD just works better than spell point, channelling, or just letting clerics use their spell slots according to the chart on any spell of that level. I also think it improves player creativity and skill to have to choose out their spells ahead of time and also brings a measure of balance to what I think is already an overpowered class.

Related to this post, I've been thinking quite a bit about greatly altering the cosmology/planar system of Forgotten Realms (which used the standard multiverse system of AD&D). My next post will likely cover that.

Tuesday, November 2, 2010

BX-FR Alignment Dilemma




I think I have finally decided what to do for the alignment system in my new game. Initially I had been leaning toward using the AD&D alignment system since all my books have the dieties and NPC's and magic item alignments in terms of the 9 pt alignment system from 1st ed AD&D.

However, I have never been a fan of the interaction of know alignment, and detect evil type spells and abilities with alignment systems that contain "good" and "evil". I really like the concept of Lawful, Neutral, Chaotic as three buckets for grouping the world generally into "teams". You have the forces of order (generally thought of as the good guys) the neutral rogues who are mostly unaligned and are looking out for themselves, and finally the forces of chaos. However, even a character with a chaotic alignment isn't necessarily "evil".

I read a really good post from Robertson games blog here which describes their use of the three point alignment system. I don't really agree 100% with the concept of making chaotic characters be evil and then turned over to the DM as NPC's - instead I'm planning on playing it more like the Moldvay core rule (essentially with a lot of room for interpretation). However, I think I will be borrowing the Robertson games post's idea of having a Lawful tongue, a neutral alignment language, and finally - the Black Tongue which I really like both in name and in spirit.

I've also been tossing around the idea of a "taint" system but not played out the same way as the Unearthed Arcana version. If I can pull something together around that I think it could be a good roleplay aid.


Sunday, October 31, 2010

B/X Modified Weapon Table

Damage Weapon Type Cost(gp)Wt(cns)
1d4 Torch 2sp, 10 cn
1d4 Daggers, dirks, knives 3gp, 10 cn
1d4 Sling (30 stones) 2gp, 30 cn
1d4 Club 3gp, 50 cn
1d4 Javelin 1gp, 10 cn
1d6 Staff * 2gp, 40 cn
1d6 Bow + 20 Arrow X9, 30-40 cn
1d6 Hand Axe 4gp, 30 cn
1d6 Light Lance 5gp, 50 cn
1d6 Mace 5gp, 30 cn
1d6 Crossbow (30 quarrel) 40gp, 50 cn
1d6 Short Sword 7gp, 30 cn
1d6 Spear 2gp, 30 cn
1d6 War Hammer 5gp, 30 cn
1d8 Sword 10gp, 60 cn
2d4 Axe * 7gp, 50 cn
1d10 Pole Arm* 7gp, 150 cn
1d10 Two Handed Sword 15gp, 150 cn

I've decided I'm using the optional Variable Damage System for my B/X game. I think this variable weapon damage system is a better abstraction of reality since if I had to choose between a dagger and a sword to go into a gladiator ring, I'm going with the sword all the way. The dagger can kill a normal man with a single strike but has lesser probability of doing so vs. the two handed sword - this seems reasonable to me.

I created this table for my players to use for weapon selection. I changed a few things from the core BX rules (increased the damage for a staff to 1d6 and made an Axe do 2d4 instead of a 1d8). I think with this system every weapon has some kind of advantage.

For example the spear is a 1d6 piercing weapon that could be flipped over to be a 1d6 staff (if fighting skeletons). You could also use it to try and detect pit traps. A war hammer could be used to pound stakes into the group for pinning doors! Etc..

Anyway, the completion of this table gets me another step closer to running my B/X forgotten realms game. Now I'm having a mental argument with myself about whether to us the Lawful, Neutral, and Chaotic alignment system from the core rules or to use the AD&D system of LE, LN, LE, etc... I've got a couple of reasons to go either way. More on that soon.


Wednesday, October 27, 2010

The Zen of NOT spell casting

I was listening to the Roll for Initiative podcast #33 about magic users. I think they missed one significant point. They were discussing what spells you should choose and what you can do as a magic user other than spell casting to aid a party (identify strange monsters - up to the DM, do historical research, and throw stones).

However, one thing that wasn't said was - PACE YOURSELF. At low levels magic users only have a few spells. It is pretty tempting to use all of them in each encounter, but this is something that all DM's will learn to punish you for early in their DM careers. You will run out of spells and then NEVER find a place to rest. You have to try and calculate your party's chance of success without your action and then decide when to cast certain spells. This gets easier with practice. Each spell is different, some like Charm Person may be better if cast early; timing is everything.

Another thing that I always did as a magic user, starting around 2nd level, was mix it up in combat. If the party is facing down low level humanoids - jump in with a dagger or staff and put the wizardly smack down. Especially if your hit point rolls were decent. Any damage that you take saves the fighters and clerics from taking it, but you should know when to run away (basically after you are hit once). My technique was to use a sling for a while but then jump in there with the staff or dagger toward the end of a fight as the PC's are already starting to win. You might get hit once but maybe you will get to knock out an enemy without magic!

Finally, know and explore the battlefield. While the rest of your party is hip deep in goblins, take a look around - are there more sneaking up from behind? Also, look for ways to use dungeon dressings to your advantage. You can throw torches and oil, flip over tables and hide behind them, push chairs in front of doors, block alternate portals to the room you are in, look out the windows of the castle, etc... Anything to give your party an edge later on.

Anyway, the guys at RFI talked about a variety of other techniques so check out their 1st edition podcast, it is pretty damn cool if you have a long drive to work like me.


Tuesday, October 19, 2010

The Lost Boys


I'm continuing my cheese horror October fest with one of my all time favorites. This movie is frigging awesome - I'm blogging this while watching so it might get a little rough. Corey Feldman, Cory Haim, the Frog Brothers!!!! Keiffer Frigging Sutherland!!! The movie opens with montage of freaky people to People are Strange by The Doors. A little family moves to the murder capital of the world "If all the corpses that are buried around here was to stand up all at once, we'd have one hell of a population problem". By the way there are lots of refences to Pan.. check it out, The Lost Boys.. the boys who never grow old, fly around... yep... makes sense with the vampire theme except you add lots of killing!



It has this cool theme music "Cry Little Sister" and a great soundtrack; and the old taxidermist, pot-smoking, root beer drinking grandpa who uses Windex for aftershave and says, "One thing about living in Santa Carla I never could stomach... al the damn vampires". That is when he isn't visiting the widow Johnson!!!


IT IS 1987 and you too can fight vampires with Edgar and Alan Frog using a vampire slaying manual found in comic books "Where the hell are you from, Krypton? Pheonix actually..." Don't get lured into becoming one of them though...and also, just try counting the number of times that they say Michael.. it numbers in the hundreds I'm sure... "Drink some of this Michael, be one of us... Micheal, Michael, Michael" Queue up Cry Little Sister!!!!


The movie has a great mix of comedy and horror and I recommend it to anyone! I won't bore you with the plot, this movie is all about style, one liners, "death by stereo", bikes, babes, spiked mullets, blood and gore and vampires.


“Sleep all day. Party all night. Never grow old. Never die. It’s fun to be a vampire."




Monday, October 18, 2010

The Massive Waterdeep Map





I got my new copy of City System today in the mail. I had to run down into the man-cave and put together the massive ~5.5 by ~11 ft map of Waterdeep that comes in the box. My girlfriend looked at me dubiously while I did this... I think she thinks that is probably the nerdiest thing she has ever seen. A massive 10 part map of an imaginary city - I love being a gamer!!!


Saturday, October 16, 2010

Serpent People

Here is my work up of the Serpent People, they are a little like Yaunti that they are replacing, but less serpent-like for the most part. I also want them to have a global presence in my Forgotten Realms similar to goblins. I envision these serpent people living in the lower depths of the underdark and only coming up to the surface in specific locations. In my Waterdeep /Undermountain game they are going to have control of Skullport engaged in trade with the thieves and dark forces of Waterdeep, and will be found throughout all of the Undermountain megadungeon in small bands. Also, if the PC's journey by sea to the jungles of Chult, I will have these creatures leading tribes of cannibalistic humans through dinosaur infested jungles!


Anyway, this work up is for BX DnD but you could use/modify it for S&W or LL very easily.



Serpent People


Armor Class: Variable

Hit Dice: 2-4*

Move: 120'

Attacks: 1 by weapon

Damage: 1d6 or by weapon

No. Appearing: 1-12

Save As: Fighter 2-4

Morale: 9

Treasure Type: U


Serpent people are the result of the interbreeding of men with serpents during the dawn of mankind. Forced underground by men and elves thousands of years ago they were brought to near extinction. In the dark they prayed to their serpentine god Shurresh (an aspect of Set) and plotted. In recent years they have come to the surface again taking political control of the city of Hlondeth and exerting an above ground presence in the dinosaur infested jungles of Chult. They are also trying to establish control in the dalelands and in the north surging upward from their vast underdark cities.


Most serpent people appear as humanoids with fine scales as skin, and a snake like cast over their faces. They appear dark brown with a greenish purple tint and their eyes are of rust, yellow, or copper. War bands of serpent people typically wear fine chain armor and wield short curved blades and bows. They have infravision to 90 feet in the dark.


Some bands of serpent people will have either a cleric of Shurresh (1-10th level) or a magic user (1-10th level). Additionally, all serpent people have a 50% chance of having mental abilities. Examples of abilities include a charm like ability to fool humans into believing them to be human (save vs. spell to avoid), or domination/summoning abilities over snakes, or ESP. Serpent people are friendly with other serpent/lizard/draconian monsters such as nagas and kobolds, the second they regard as a servant class.


It is rumored that the serpent people have spies all across Faerun. Men whisper aside fires at night that the serpent people steal babies, that female serpent women lure men down dark holes with enchanting songs, and that they torture and breed captive men in their dark cities producing more abominations. There are also rumors that in these cities there are many other twisted forms of snake/men abonminations. Some that area nearly all snakes or men with snakes for arms, etc... there is no proof if these rumors are true.