Showing posts with label AD&D. Show all posts
Showing posts with label AD&D. Show all posts

Tuesday, May 5, 2020

Appendix B - Part 2 - It's Magic!

One of the neat things about Dragon Magazine has always been to see the creativity of its contributors, especially when it comes to magic and magic items. A lot - if not all - of the spells and items that appeared in Dragon prior to AD&D's second edition were codified into the Encyclopedia Magica books. While this tradition continued long into the latest editions of the game, I'm going to be cherry-picking a number of articles that have caught my eye over the years. Again, I've tried very hard to stay away from mechanic-heavy articles. In this installment, I've also tried to pick out articles that add variety and flavor to the game experience rather than just another way of dealing 1d6 damage or healing 1d4 hit points per casting.

Dragon #18 (August 1978)
"Magic: Governed By Laws of Theory" by Thomas A. McCloud: All good systems of magic in games or fiction are governed by laws. Here, Dungeon Master Thomas McCloud details the roots of magical laws and theories and shows how they can be incorporated into a logical and coherent system for Dungeons & Dragons (or other fantasy RPGs).

Dragon #37 (May 1980)
"From the City of Brass to Dead Orc Pass" by Ed Greenwood: Portals are another well-known ingredient of fantasy fiction, leading either to safety or peril. In this article, the master of the Forgotten Realms himself gives an overview of various gates in fantasy fiction and the tricks (and traps) behind them,

Dragon #69 (January 1983)
"Runes" by Taterczynski & Raupp: Runes are yet another trope of fantasy fiction, providing players and their characters a code to break or riddle to solve in the course of an adventure. This article details the history of runes, including their development and use in various European cultures. It should be noted that some of the historical, archaeological, and anthropological information in this article may be out of date, possibly even contradicted by modern theories and findings. Still, it should provide a foundation for a gamemaster looking to develop a system of arcane or ancient writing for their setting.

Dragon #73 (May 1983)
"Non-Violent Magic Items" by Pulsipher & Gettliffe: When standard magic items like wands, swords, and scrolls just won't do, this article can help. While a number of them seem to be more of an "industrial" type of magic, most of these work well for unique items you might find within a wizard's tower, dragon's hoard, or dwarven delve. Definitely an article worth having on hand.

Dragon #87 (July 1984)
"The Legacy of Hortus" by Jack Crane: Wizards do like to experiment with things - devices, spell creation, the essence of life... This article by Jack Crane details a number of horticultural creations left behind by the late wizard Hortus. A system-agnostic article, it can easily be used in any fantasy system.

Dragon #91 (November 1984)
"Treasure Trove" by various contributors: Another valuable article, this one details various magical items, some of dubious utility that a GM could easily inflict on reckless PCs.

Dragon #98 (June 1985)
"Creative Magic Items" by Ken Hughes: A good gamemaster doesn't rely strictly on the rulebook or supplements for magical treasure. Sometimes the best items are created by the GM. Ken Hughes provides a guide for GMs to make their own creations while maintaining some semblance of balance in their game world.

Dragon #99 (July 1985)
"Treasure Trove II: Seventeen New Treasures" by various contributors: Another handful of magical treasures that can aid or hinder PCs.

Dragon #123 (July 1987)
"The Mystic College" by James A. Yates: While heavily driven by AD&D rules, this article by James A. Yates provides a nice outline of what a fledgling mage could expect at a wizard's school.

Dragon #129 (January 1988)
"Arcane Lore: Magic of the Dwarven Priests" by Len Carpenter: Players who favor the Dwarven Runecaster playbook may want to take a look at this article, which covers dwarven runic magic. It includes a number of recommendations on tailoring various spells to fit the dwarven point of view.

Dragon #139 (November 1988)
"Where Wizards Meet" by John C. Bunnell: Dovetailing a little over a year from James A. Yates' "The Mystic College", this article provides an overview of the inner workings of a mages' guild. My only caveat on this article is that it seems to focus on a world where magic is much more common than what Beyond The Wall and other OSR campaigns might feature.

Dragon #140 (December 1988)
"The Savant" by Vince Garcia: Garcia presents a sage PC class (actually a subclass for the cleric or magic-user class) for first edition AD&D in this article. This is the article I referenced for the savant archetype "Another Exercise in Nostalgia".

"So Many Gods So Little Time" by Andrew C. Gronosky: This is one of a number of articles which have appeared in Dragon Magazine over the years on creating believable pantheons in RPGs. Gronosky discusses reasons for having monotheistic and pantheistic religions in a fantasy campaign as well as handling rival religions, the purposes of the faiths, and other ideas. While not focusing on AD&D mechanics, it is couched in the logic of the game.

"Fantasy Clerics and Clerical Fallacies" by Gregory Detwiler: Detwiler provides a look at making clerical healing a bit more realistic in fantasy campaigns, noting that high-level healing will not always be available to peasants, let alone heroes. Definitely worth a look if you want to run a low-magic campaign.

Dragon #149 (September 1989)
"Magic For Beginners" by  Gregory W. Detwiler: Detwiler strikes gold again in this article on low-level magic items. While most of these are more combat-oriented items, there are some very good ideas in here. My favorite is the silver-iron weapons which provide inherent magic against the fae without the common "+1" enchantment.

Dragon #163 (November 1990)
"Oops! Sorry!" by Donald Hoverson: Magical misfirings are one thing I look for in games. Hoverson provides a compact set of guidelines on how spells can go awry instead of just going "pfft." 

"Magic Gone Haywire" by Rich Stump: Stump dovetails from Hoverson's article here, detailing how magical items can malfunction.

Dragon #181 (May 1992)
"More Magic For Beginners" by Gregory W. Detwiler: Detwiler's sequel to "Magic For Beginners" in Dragon #149 brings us more low-level goodies. In this article there are a few more utilitarian items like low-weight equipment, the continual torch, and miniature or polymorphed gear.

Dragon #200 (December 1993)
"The Color of Magic" by Dan Joyce: "The Color of Magic" provides workable guidelines to making each mage's spells unique and noteworthy in BECMI D&D (as well as B/X, Holmes, and other editions) without incorporating a ton of metamagic feats and the like. An excellent article to consult for Beyond the Wall.

Dragon #229 (May 1996)
"Magic Doesn't Always Go Boom" by Christopher Byler: Byler confronts the issue of level-appropriate magical items in adventuring. While grounded in second edition AD&D rules, the article does have good guidelines on providing non-combat magical items and treasure for low and middle level groups.

Monday, October 24, 2016

Once More, With Feeling...

...Good riddance to bad rubbish!!

For those of you who don't know what I'm talking about, BoingBoing has reported that everybody's favorite fundie, Jack Chick, died yesterday. While BoingBoing's report claims nobody is divulging his cause of death, the Chick Publications Facebook page announced that he passed in his sleep. Like another of his ilk who was sentenced to prison earlier this year, I'm not going to bother talking much about his misdeeds, save to say that he was a hateful, misinformed man who inspired and misinformed many people to spread his hate and ignorance.

As someone who constantly wrestles with my faith, politics, and the meanings of right and wrong, I know how easy it is to get drawn into doing the wrong thing for what some would claim is the right reason. That struggle doesn't get any easier when you have family and friends who all have differing political and religious beliefs - but it sure makes things interesting from time to time.

In all honesty, with regard to Chick's reasoning (or lack thereof) behind his ignorance and hate, I think the smoking gun can be found in this statement from his Wikipedia page (bracketed text added from the actual FAQ to clarify things):
"On his 'Roman Catholicism FAQ', Chick said he began publishing his theories about the Roman Catholic Church because 'he loves Catholics and wants them to be saved through faith in Jesus[, not trusting in religious liturgy and sacraments.]'."
Having studied theology, I know the theological (and political) reasons behind Luther's 95 Theses. He voiced his dissent with regard to an increasingly meddlesome Papacy which indulged in greed and idolatry in a variety of ways, ranging from letters of indulgence to priests and bishops marrying into powerful families and fathering illegitimate children to gain money and property. Luther wanted to break down the barrier between the people and God's word that was imposed by the church. While that is certainly how Chick's reasoning appears on the surface, his ideas are much more conspiratorial and derogatory when exposed to the light of day.

I'll be the first to admit I'm not an angel. I get angry; I mess up; I stumble; and when I fall, it results in a pretty heavy thud (both literally and metaphorically). I can only hope that now that he's on the other side, Chick has seen the error of his ways because his minions employees have vowed to stay the course.

The madness continues...
My response. For context, start here and read to here. Something Positive is ©2016 R.K. Milholland.

In closing, I'll leave this bit of wisdom from Isaiah 5:20-21 (NIV) for us all, myself included.
Woe to those who call evil good
and good evil,
who put darkness for light

and light for darkness,
who put bitter for sweet

and sweet for bitter.
Woe to those who are wise in their own eyes
and clever in their own sight.
And 2016, I know you did this to try and get back in my good graces. For the record, you're not even close...

Saturday, August 13, 2016

Good Riddance To Bad Rubbish

Work has been taking a lot out of me physically and mentally, leaving me with little desire to create and write. In short, the soundtrack in my head has been Slough Feg's "Psionic Illuminations" and occasionally Blue Oyster Cult's "Veteran of the Psychic Wars" played on one continuous loop for the past couple of weeks.  However, the following topic made me sit up and take notice because it's a milestone in the history of the hobby, especially for those of us who started rolling our polyhedrals in the early and mid 1980s. What I'm talking about is the sentencing of Thomas Radecki, one of several individuals who were a scourge and pox on gamers during the satanic panic of those days.

Radecki permanently surrendered his license back in 2012 after he was accused of trading psychiatric drugs in exchange for sexual favors. I'm not going to get into the foul details of this blackguard's misdeeds; you can read those for yourself in the links above. As an individual who has been counseled by a number of upstanding and excellent caregivers in the mental health field I'm disgusted that Radecki betrayed the trust and violated the human rights of his patients for his own sick gain. Thinking of him makes me throw up a little in my mouth even as I write this.

I find it odd and ironic that the 70-year-old Radecki's sentencing to 10-22 years in prison intersects with discussion of the satanic panic and its effects on several popular RPG forums. Why people found it necessary - let alone desirable - to dredge up memories of a terrible time in a lot of gamers' lives, I don't know. Then again, the Internet is a weird place where a lot of people seem to take pleasure in others' suffering.

I was fortunate in that I didn't suffer many (if any) terrible effects from the satanic panic. I lived out in the boonies of northwestern Iowa and kept my gaming to myself; I didn't try to share it with anyone until high school, whereupon I received some pointed teasing from some classmates because they didn't understand it. Other gamers had it much, much worse, not only at the hands of their classmates, but also from "concerned" parents, relatives, and other figures of authority. I use the threat quotes because in some cases the "concern" about "satanic influences" was just another excuse to enact spiritual, physical, verbal, and emotional abuse upon the victim.

This karmic smackdown has been a long, long time coming thanks to the slow-turning wheels of our overloaded and oft-abused justice system. It comes as cold comfort to me - as I'm sure it does for the victims of his direct abuse - that Radecki is finally getting what he deserves only because patience is not one of my virtues. Some figures of the satanic panic have experienced a merciful fade from relevance and prominence, while others remain due to the tenacity of their ignorant beliefs. While the court of law has proven one cannot libel or slander the dead, I won't even bother to speak in detail about Sean Sellers and Patricia Pulling, each deceased now 20 years. Doing so won't undo the harm they did, nor will it affect their ultimate fate.

Having written this, I can honestly say I feel a little better. Hopefully this turn of events brings us closer to ending this painful chapter of our hobby's history and gives closure to those afflicted by it.

Monday, June 27, 2016

The Rules of the House

Okay, bad pun in the title aside, I've found that despite my difficulties with advanced math (including probabilities), I do enjoy doing a little tinkering with the rules of the games I run. Sometimes it's because something doesn't fit the flavor of the game and other times I do it to see what the existing game can do with a little more tweaking. Beyond the Wall (BtW) is one of those rare cases where the Rules As Written are darn near perfect, but there are some bells and whistles on similar games that fit so nicely with it. Here are my proposed tweaks that I plan to use (in addition to my previous musings on skills) when running BtW in the future. (EDIT: I do apologize for the wall of text. When formatting this entry, I tried breaking things up with the covers, but it fouled up the spacing.)


From first edition AD&D, D&D 3.5, and Pathfinder: Interpreting Hit Points

A lot of players and gamemasters misinterpret hit points to indicate the amount of physical wounds and damage a character can take. In the first edition Player's Handbook (p.34), Gary Gygax states:
"Each character has a varying number of hit points, just as monsters do. These hit points represent how much damage (actual or potential) the character can withstand before being killed. A certain amount of these hit points represent the actual physical punishment which can be sustained. The remainder, a significant portion of hit points at higher levels, stands for skill, luck, and/or magical factors. A typical man-at-arms can take about 5 hit points of damage before being killed. Let us suppose a 10th level fighter has 55 hit points, plus a bonus of 30 hit points for his constitution, for a total of 85 hit points. This is the equivalent of about 18 hit dice for creatures, about what it would take to kill four huge warhorses. It is ridiculous to assume that even a fantastic fighter can take that much punishment. The same holds true to a lesser extent for clerics, thieves, and the other classes. Thus, the majority of hit points are symbolic of combat skill, luck (bestowed by supernatural powers), and magical forces."
Beyond the Wall echoes this interpretation:
“Hit points are an abstract measurement of how tough the character is, as well as how good at resisting and avoiding harm in combat. At every level, a character gains a number of hit points by rolling the die type indicated by his class’ hit dice. For instance, a Rogue has a hit die of d8, and so a character with the Rogue class rolls 1d8 and gains that many hit points every level. This number is modified by a character’s Constitution bonus every time it is rolled. Additionally, all PCs gain the maximum number of hit points possible for a roll on their hit dice at first level; the above mentioned rogue would begin at first level with a full 8 hit points plus any extra hit points from his Constitution bonus.”
In the third edition version of Unearthed Arcana, this is taken literally, making the character's “Wound Points” equal to their CON score and their added hit points “Vitality Points”. I will be using this added interpretation to indicate how much the character has yet to “grow into” their role as a hero. Once a character hits their CON score maximum, any hit points gained after that point are just as described – a measure of skill, luck (or divine intervention), and magical forces.

(6/29/16 EDIT: As an addendum, the 3.5 SRD rules on Wound Points are here. The Pathfinder version can be found here.)

From 13th Age: One Unique Thing

This is the prime rule which caught my eye when I heard about Pelgrane's 13th Age RPG – not because it adds to the power of a character, but because it adds depth to their story. Essentially, the purpose of this rule isn't to create new combat powers, skills, or special abilities, but to add a detail to the hero that sets them apart from other characters. This detail should be something that both the player and GM can take advantage of in the course of the game. It should give clues as to how the character interacts with the world and people around them and vice versa. From the standpoint of the gamemaster, it should provide the opportunity for one or more story hooks or the promise of a mystery to be unraveled later in the story. Some interesting discussions regarding this rule can be found here, here, and here on RPGNet.

From The Hero's Journey and Moldvay B/X D&D: Table Roles

James Spahn's The Hero's Journey RPG (THJ) brings back table roles in the form of an optional rule, but in a slightly different format. THJ has the roles of Treasure Keeper and Initiative Tracker, but not Mapper (or Caller, for that matter). The Treasure Keeper notates what treasure is acquired by the party and once a total is inventory is taken, leads the discussion about how it is to be divided - but they are not necessarily the one whose character is packing all the treasure around. The Initiative Tracker rolls group initiative or otherwise has the necessary information (such as each party member's initiative bonuses and the initiative order) assembled for the referee during combat. Of course, to do Old School style right, we have to include the Mapper from the Moldvay edition of Basic Dungeons & Dragons. As for the Caller, that's optional.

More Rules from The Hero's Journey

Non-Combat XP (p.67)
  • Player accurately roleplays their character’s race and class: +100 XP
  • Player character attempts a potentially life-threatening act of heroism: +250 XP
  • Player character performs a surprising/clever deed that helps the party or an ally: +150 XP
  • Player encourages other players to get involved, roleplay, and contribute to the game: +100 XP
  • Making everyone at the table laugh out loud: +75 XP
  • Player takes the role of Treasure Keeper (optional): +50 XP
  • Player takes the role of Initiative Tracker (optional): +50 XP
  • Player takes the role of Mapper (optional): +50 XP
  • Player takes the role of the Caller (optional): +50 XP
Death's Door (p.73)
Having started with Basic D&D (where zero hit points equals death) I'm not a big fan of the "Death's Door" rule, but THJ seems to take the streamlining a bit further than BtW. As such, I'm more apt to use this optional ruling than the simple “10 count” or Pathfinder's rule (negative CON = Death). THJ's rule on death's door balances out the  book-keeping with increased character frailty.

In this case, “...The character is not dead until they reach negative hit points equal to their level (EDIT: Emphasis mine). Thus a first-level character is dead at −1 hit points, while a seventh level character would be able to survive until reaching −7. However, a character with zero or fewer hit points is unconscious and cannot move or act in any fashion until healed.”

The only thing I might add to that is making -10 hp the maximum for level-based toughness, meaning even a mighty warrior king isn't utterly immune to Death's cold grasp.

Heroic Damage and Critical Hits (pgs. 68 and 71)
With "Heroic Damage", the character adds all or part of their level to the damage they deal based on their class. Warriors add their full level, Rogues add 1/2 their level (rounded up), and Mages add 1/3 their level (rounded up). With multi-classed characters, use the class from which the character draws their attack bonus.

Additionally, a character can inflict Heroic Damage by burning a Fortune Point at a dramatically appropriate moment. Finally, whenever a natural 20 is rolled, the maximum damage of the weapon or the character's Heroic Damage are dealt (whichever is higher); a natural 1 is simply a miss.

From Trollsmyth's Blog: Shields

To add a bit more spice to combat, I'm thnking about using the following shield rules from Trollsmyth's blog:
  • Shields still provide their regular AC bonus, but if the player so chooses, they can declare that their shield absorbed the damage from the blow and was splintered or sundered. This destroys the shield, but protects the character from damage. In the case of a critical hit, it halves the damage unless a Fortune Point is also burned.
  • A shield can also be sacrificed against spells that deal damage, offering the character an automatic save for half damage.
  • For every +1 bonus a magic shield gives in addition to its regular AC bonus, the shield has a +10% chance of surviving a blow when sacrificed in combat. As such, a +5 shield would have a 50% chance of surviving a sundering blow.

Further Thoughts On Fortune Points (Further Afield, p.71)

  • If a character burns a Fortune Point and the second roll is a failure, they take the higher of the two rolls.
  • According to Further Afield, "Fortune Points normally only refresh after a full rest, such as between adventures..." However, I am willing to "allow a character to regain a Fortune Point for a particularly heroic or noble act during the middle of a game." This bonus is not given lightly; it is "for when the characters are truly acting like the good guys."
  • A character who is on the verge of collapse (0 hp) can burn a Fortune Point to make one last ditch action against a foe or to otherwise aid a fellow hero before collapsing. This can be done instead of burning the Fortune Point to stabilize at 0 hp, not in conjunction with spending another Fortune Point to stabilize at 0 hp
  • Likewise, a spellcaster who does not have the Ultimate Enchantment trait (Heroes Young and Old, p.10) can also burn a Fortune Point to cast one last spell if they have exhausted all their other spells. However, unlike Ultimate Enchantment, this use of a Fortune Point inflicts a number of hit points in damage equal to the spell's level (cantrips inflict only one hit point of damage). With this ruling, there is the chance a character's hit points could drop to negative levels, killing them. This can be done with rituals only if the GM and player agree it is dramatically appropriate.

Pathfinder Official and Third Party Options

Back in late May, I posed a question to the designers of BtW about the traits introduced in Further Afield and continued in Heroes Young and Old:
"I've got a design question for John and Peter - when you designed the traits found in "Further Afield" and "Heroes Young and Old", did you look strictly at the traits as presented in the 3.5 SRD and Pathfinder PRD or did you look at feats as well. The reason I ask this is because Rogue Genius Games has several supplements for young, old, and venerable characters as well as comedic options (like "Please Stop Helping", which allows a character to still gain the aid ally bonus when an ally fails their roll to help) which might be interesting as traits..."
Peter Williams wrote in response:
"To tell you the truth, I don't remember looking at traits or feats in the SRD at all while designing BtW Traits. That doesn't mean that I didn't, just that I don't recall doing so and it certainly wasn't the main source of inspiration.

"The initial goal with Traits was to have a way to model other old school classes while still keeping a simple, three class structure for the game. That's why you'll find a lay-on-hands ability, a ranger-ish favored enemy ability, and so forth. After getting those basics down, I mostly then just had fun coming up with interesting mechanical widgets and fun, in-genre things.

"Having said all of that, I'll try to take a look at the Rogue Genius stuff. That sounds neat."
The official Pathfinder options for traits, story feats, and the like - as well as options produced by Rogue Genius Games under the Four Horsemen and Everyman Gaming imprints - have some interesting possibilities. While I haven't fully explored the ramifications of modifying these rules to work with BtW, I'll link them here for reference for the time being.

(6/29/16 EDIT: Boy, am I a yutz. I forgot to put the links in...)

From the Pathfinder Rules Document:
Free download from Paizo - Character Traits PDF
Some of the later Adventure Path Players Guides have specific traits listed as well.

From Rogue Genius Games:


Of course, all of these are trumped by Rule Zero...

...the best writeup of which I've found on Bruce Gulke's Mythosa site:
"Every feat, race, spell, prestige class, variant rule, etc. is subject to change or removal at the discretion of the DM. Even if a game element is initially permitted, if it is later deemed incompatible with the campaign, it will be modified or removed. Any characters (PC or NPC) that use that element may be required to adjust to the change (in other words, grandfathering is not guaranteed). The DM will attempt to keep this sort of thing to a minimum (if at all), but sometimes this may happen in the process of keeping the rules appropriate to the campaign setting."
Now all that remains is the road test. I'll keep you all apprised as to how that works out.

Thursday, June 23, 2016

Appendix B (for Beyond the Wall) - Part 1

A lot of gamers the past few years have either been praising or condemning the idea of "Appendix N" as it appears in the first edition AD&D Dungeon Master's Guide. What is "Appendix N"? It's the appendix in the DMG that lists "inspirational and educational reading" for Dungeon Masters and players alike. When some people mention the Old School Renaissance in one breath, their next breath contains the words "Appendix N".

While I have no problems with drawing inspiration from authors such as Lloyd Alexander, Andre Norton, or J.R.R. Tolkien, or doing research in the library, I thought it would be nice to present some old school articles I have found of interest and possible use to players and gamemasters of Beyond the Wall. Rather than running through all 300+ issues of Dragon Magazine, I'm going to pull this off the top of my head and pick out the articles I remember most as things progress. While this may make it slightly disorganized and absolutely not an exhaustive appendix, I hope you find it of some interest and use.

Though the bulk of the articles in this appendix are drawn from out of print issues of Dragon Magazine, there will be others cropping up here and there from such publications as Shadis when I have time to dig those issues out of the attic, as well as other online resources, blogs and whatnot. I have made an effort to stay away from articles that are heavy in game mechanics, instead focusing on those with practical advice, background, or a minimum of mechanics allowing them to be used in BtW.

Appendix B, Part One's featured references
Dragon #58 (February 1982)
"The Dwarven Point of View" by Roger E. Moore: Kicking off a series regarding demihuman cultures, Roger E. Moore (once and future editor of Dragon Magazine), takes a look under the mountainside at dwarven culture and whether or not they're really as grumpy as the elves say they are. Despite being rooted in AD&D (and Greyhawk) lore, this is a purely fluff/background piece, as are all others in this series.

Dragon #59 (March 1982) 
"The Halfling Point of View" by Roger E. Moore: Continuing his series, Moore next turns his attention to the halflings and reveals that halflings aren't as naive and foolish as some believe and their life really isn't one big party.

Dragon #60 (April 1982)
"The Elven Point of View" and "The Half-Elven Point of View" by Roger E. Moore: Moore looks at the longest-lived of the demihumans and those of their kin caught between two worlds. Unlike BtW elves, with their strong ties to the faerie court, these articles are rooted in Greyhawk and AD&D lore. Despite the difference there are a number cultural gems in the articles with which to better flesh out elves.

Dragon #61 (May 1982)
"The Gnomish Point of View" by Roger E. Moore: Gnomes are Moore's next focus in his second-to-last article on demihumans, explaining how the rarest of the demihumans has much in common with both elves and dwarves while having a distinct culture all their own.

Dragon #63 (July 1982)
"The Humanoids" by Roger E. Moore: Not wanting to slight the ornery orcs, Moore concludes his series on non-human cultures in AD&D with a general look at the cultures of orcs, kobolds, gnolls, bugbears, goblins, and hobgoblins. The article, like all the others, is rooted in AD&D lore and includes a number of humanoid deities not featured in AD&D's Unearthed Arcana.

Dragon #109 (May 1986)
"Worth Its Weight In Gold" by John Olson: An article detailing the cultural significance of the dwarf's beard, it also takes on the issue of whether or not female dwarves have beards or not.

Dragon #119 (March 1987)
"The Uldra" by Callie Lindstrand: A new demihuman race, the uldra are closer to the Scandinavian idea of elves. This article might provide a new fantastic race for gamemasters and players or a suitable version of the elf for BtW games rooted in Scandinavian folklore.

Dragon #129 (January 1988)
"Children of the Spider Goddess" by Eric Oppen: A look at dark elven culture through the lens of Greyhawk and AD&D. Despite this grounding, there are still cultural and philosophical points in the article that can be used to flesh out the elves of the Unseelie Court.

Dragon #131 (March 1988)
"The Folk of the Underworld" by Eric Oppen: Oppen expands upon Moore's series, giving us a look at the culture and lives of the surface gnomes deep cousins, the svirfneblin.

Dragon #152 (December 1989)
"Servants of the Jewelled Dagger" by Eric Oppen: Delving into the shadows, Eric Oppen gives us a look at the culture of the dwarves' dark cousins, the duergar.

Dragon #155 (March 1990)
"Wild in the Woods" by Eric Oppen: Again expanding upon Moore's series, Oppen details the culture and outlook of the wood elves, also known as the grugach.

"In the Frost and the Snow" by David S. Reimer: If you're in need of something different for elves, there's always the snow elves. While there are mechanics for AD&D in this article, they can easily be converted over.
 


Monday, June 20, 2016

Another Exercise in Nostalgia

Previously, I posted about recreating AD&D classes in Beyond the Wall through multi-classing. Looking back, there was more to AD&D characters than just the standard character classes. During the lifespan of first edition AD&D, NPC classes proliferated in the pages of Dragon Magazine. In some cases, the creators of the material noted the NPC classes could be used as PC classes (with some tinkering usually left to the Dungeon Master), but most of these were variants of the base classes meant to fill roles held by every day figures the player-characters would encounter or purchase goods or services through.

Most NPC classes were variations of their foundational classes, but there were a few that I thought stood out as being different enough to merit treatment as multi-classed archetypes. Unlike the previous archetypes I wrote about, these may be more focused on one class than the other instead of being balanced between the two.


Bounty Hunter (Dragon Magazine #52)
Unlike assassins, who focus on killing their targets and then escaping, bounty hunters are called upon to do much more. While they mainly focus on capturing wanted criminals (dead or alive), they are sometimes hired to retrieve errant or kidnapped individuals when discretion - not bravado - is called for.

Classes: Warrior/Rogue
Base Attack: As Warrior
Hit Dice: As Warrior
Saving Throws: As Rogue
Armor: As Rogue 
Initiative: As Rogue 
XP: As Warrior 
Special Abilities: Player chooses one special ability from each class.

Mariner (Dragon Magazine #107)
Like the bounty hunter, the mariner is a sub-class of fighter with some roguish elements. Sailing the high seas, they must rely on light armor in order to keep some of their dexterity - after all, I've yet to see a sailor swing between two ships on a rope while clad in full plate mail armor. Because of their dangerous career, mariners must be highly skilled in the event one or more of their crewmates are incapacitated or killed.

Classes: Rogue/Warrior 
Base Attack: As Warrior 
Hit Dice: As Rogue 
Saving Throws: As Warrior 
Armor: As Rogue 
Initiative: As Rogue 
XP: As Warrior 
Special Abilities: Weapon Specialization or Knack, Highly Skilled

Merchant (Dragon Magazine #136)
The merchant was the main inspiration \for this posting. I always thought it stood out from the other NPC classes even though it was a "post- adventuring" class. Here, I've distinguished between regular merchants and antiquarians, who deal with magic items.

Merchant 
Classes: Rogue/Warrior 
Base Attack: As Warrior 
Hit Dice: As Rogue 
Saving Throws: As Rogue 
Armor: As Rogue 
Initiative: As Warrior 
XP: As Rogue 
Special Abilities: Player chooses one from each class.

Merchant, Antiquarian 
Classes: Rogue/Warrior/Mage 
Base Attack: As Mage 
Hit Dice: As Rogue 
Saving Throws: As Rogue 
Armor: As Rogue 
Initiative: As Mage 
XP: As Mage 
Special Abilities: Spellcasting or Sense Magic, plus one from the Warrior or Rogue class.

Savant (Dragon Magazine #140)
The savant was a double-classed character class for AD&D. PCs could either be a cleric/savant or a magic-user/savant and had to jump through a number of hoops in leveling up. My own thoughts are that they were intended to be player-character sages of a sort. As such, the best way to recreate them in BtW is by making them mage/rogues with a higher concentration on being a mage.

Classes: Mage/Rogue
Base Attack: As Mage 
Hit Dice: As Mage 
Saving Throws: As Mage 
Armor: As Mage 
Initiative: As Rogue 
XP: As Mage 
Special Abilities: Spellcasting, Highly Skilled

Smith (Dragon Magazine #70)
The smith was another NPC class which seemed to stand out from all the others as they play such a major role in some stories. In Tolkien's Lord of the Rings, Elrond has his smiths reforge the broken sword Narsil into Anduril. Similarly, in Stephen Lawhead's "The Warlords of Nin", Quentin forges the holy sword Zhaligkeer under the hermit Inchkeith's tutelage. As such, the mundane smith is a rogue/warrior and the dweomersmith - a smith specializing in magical arms and armor - is a rogue/warrior/mage. Both archetypes require the Highly Skilled special ability of the rogue class.

Weaponsmith/Armorer 
Classes: Rogue/Warrior 
Base Attack: As Warrior 
Hit Dice: As Warrior 
Saving Throws: As Rogue 
Armor: As Warrior 
Initiative: As Rogue 
XP: As Rogue 
Special Abilities: Weapon Specialization, Highly Skilled

Dweomersmith 
Classes: Rogue/Warrior/Mage 
Base Attack: As Warrior 
Hit Dice: As Warrior 
Saving Throws: As Rogue 
Armor: As Rogue 
Initiative: As Rogue 
XP: As Mage 
Special Abilities: Spellcasting, Highly Skilled

As with the previous set of archetypes, this material is a first draft and open to tinkering and rewriting based on constructive feedback.

Friday, May 20, 2016

An Exercise in Nostalgia


While Beyond the Wall has quite a bit of flexibility with regard to character creation and multi-classing, I have to confess that I've wanted to model some of the AD&D/D&D classes and sub-classes in terms of multi-classing. Not all of the classes are represented in this writing, however. AD&D classes like the barbarian and druid are easily covered with the warrior and mage classes, respectively. Classes from Oriental Adventures like the kensai, sohei, shukenja, and wu-jen (and even the OA versions of the barbarian and monk) may take some additional fine tuning with regard to cultural differences.

The archetypes below are modeled more on the first edition AD&D and BECMI D&D classes than their counterparts in Pathfinder and newer editions of D&D. Despite the fact that the old BECMI D&D and first edition AD&D classes had alignment and race restrictions (rangers being non-evil, bards being humans or half-elves, etc.), I have not included those restrictions here. Overall, I've tried to follow both the spirit and word of the BtW multi-classing rules; hit dice, saving throws, armor, special abilities and the like were prioritized in the order the classes are presented in the combinations.

In most of the archetypes there's some flexibility with regard to special abilities. A character's special abilities will either be split between the two base classes or centered in one class. You'll also note that two of the archetypes – namely the monk archetype and the warden sub-archetype for rangers – are actually triple-classed archetypes. Again, I've tried to hold to both the spirit and word of the multi-classing rules.

As this a first draft (and an exercise in nostalgia, to boot), I cannot vouch for “balance” in any of these archetypes. Oftentimes, I've found that one person's concept of balance is another person's idea of munchkinization. Feedback is welcome on these archetypes and tinkering will surely ensue. 

Assassin
Classes: Rogue/Warrior 
Base Attack: As warrior 
Hit Dice: As rogue 
Saving Throws: As warrior 
Armor: As rogue 
Initiative: As rogue 
XP: As warrior 
Special Abilities: Player chooses one special ability from each class or both abilities from one class.

Bard 
Classes: Rogue/Mage
Base Attack: As mage
Hit Dice: As mage
Saving Throws: As rogue
Armor: As rogue
Initiative: As rogue
XP: As mage
Special Abilities: Spellcasting, Highly Skilled. 

Cleric
Classes: Mage/Warrior
Base Attack: As warrior
Hit Dice: As mage
Saving Throws: As mage
Armor: As warrior
Initiative: As warrior
XP: As mage
Special Abilities: Spellcasting, Sense Magic. 

Notes: Clerics are a subjective situation. Some play them as priestly healers, others more as combat-oriented crusaders. In this case, I've opted to portray them as crusaders, firmly double-classing the cleric as a mage/warrior. Priests, the cloistered cousins of clerics, are better defined as mages. In earlier editions of D&D and AD&D, clerics were only able to use blunt weapons. This restriction may apply at the discretion of the player and the GM based on the setting and the character's religion. 

Monk
Classes: Mage/Warrior/Rogue
Base Attack: As warrior
Hit Dice: As mage
Saving Throws: As warrior
Armor: As mage
Initiative: As rogue
XP: As mage
Special Abilities: For a combat-oriented monk, the player chooses one special ability from the warrior class and the other from the rogue class or both abilities from one class. For a more mystic archetype, the character receives the mage's Sense Magic ability and the remaining special ability is chosen from either the warrior or the rogue class. 

Notes: I've included monks in this post to cover all the bases; normally, I don't include monks in my games unless they're of the Oriental Adventures variety. At any rate, the monk is a tricky balancing act. Mind you, this is my own concept of the monk. It may not fit everybody's ideal, and I'm certainly open to changing it if absolutely necessary. 

Paladin
Classes: Warrior/Mage
Base Attack: As warrior
Hit Dice: As warrior
Saving Throws: As warrior
Armor: As warrior
Initiative: As warrior
XP: As mage

Special Abilities: Player chooses one special ability from each class or both from one class. 

Notes: Like clerics, paladins are another one of those subjective archetypes. Traditionally, they've been divinely-empowered warriors in AD&D, but in holding true to the spirit of BtW, the player has a decision to make with regard to how their character's abilities are defined. The tenets of the character's religion may also have something to do with how their abilities are defined. For example, a paladin devoted to a saint or deity opposed to spellcasting may be granted the ability to sense magic, but barred from casting spells. As such, the character's second ability would have to be drawn from the warrior class. 

Rangers
The ranger is one of those classes that is split between the image of Aragorn in The Lord of the Rings, and the image of the spell-casting warrior-sage in D&D. As such, I've endeavored to define each type, just as some third party companies have done with “spell-less” rangers for Pathfinder and D&D. 

Ranger, Scout 
Classes: Rogue/Warrior 
Base Attack: As rogue 
Hit Dice: As rogue 
Saving Throws: As warrior 
Armor: As rogue 
Initiative: As rogue 
XP: As warrior
Special Abilities: Player chooses one special ability from each class or chooses both from one class. 

Ranger, Green Warden 
Classes: Rogue/Warrior/Mage 
Base Attack: As warrior 
Hit Dice: As rogue 
Saving Throws: As warrior 
Armor: As rogue 
Initiative: As rogue 
XP: As mage 
Special Abilities and Restrictions: Spellcasting and one other special ability from either the warrior or rogue class.