Tuesday, February 7, 2012

THE NAME IS DAWSON, RICHARD DAWSON

Richard Dawson (born 20 November 1932) is an English-American actor, comedian, game show panelist and host. He is best known for his role as Corporal Peter Newkirk on Hogan's Heroes, being the original host of the Family Feud game show from 1976–1985 and from 1994 to 1995, and for being a regular panelist on the 1970s version of Match Game on CBS from 1973 to 1978. He is also famous for what is to date his final film role, that of Damon Killian, host of "The Running Man" in the 1987 film, The Running Man.

Monday, February 6, 2012

MAGIC-USERS & SPELL BOOK GENERATION

From Men & Magic:

Characters who employ spells are assumed to acquire books containing the spells they can use, one book for each level.

This implies that though a first level magic-user can only learn & cast one first level spell per day, they have @ their finger tips all the first level spells in one huge tome. You would not lug this into a dungeon.

With the Greyhawk supplement, Gygax limits this a bit, which is wise. This is the same spell book generation that would later be found in the Holmes Blue Book: percentile dice are rolled for each first level spell to determine whether that spell is in the m-u's spell book or not.

Here's the chart:

INT       % Chance to Know Spell       Minimum       Maximum
3-4          20%                                       2                   3
5-7          30%                                       2                   4
8-9          40%                                       3                   5
10-12      50%                                       4                   6
13-14      65%                                       5                   8
15-16      75%                                       6                  10
17            85%                                       7                  All
18            95%                                       8                  All

Example: Jimmy the Hex Master has an INT of 15. To determine what spells he has in his spell book, I go down the list of first level spells & roll percentiles. Every time I roll a 75 or lower, Jimmy adds that spell to his spell book. Once he has 10 spells, he stops (cuz that's his max on the chart for his INT). If Jimmy makes it through the entire list & has 6, he's done (cuz that's his minimum). But if Jimmy only has 5 after going through the list, he starts again w/ the spells he failed to add the first time, rolling until he can add one more to meet his minimum of 6.

This is the way to do it. Not only does it open up magic-users @ the start of the game, but also, it awards players w/ high intelligence for what we could assume is a lot of time & study done before setting out for fame & fortune.
So how was I doing it before?

From Moldvay Basic:

These spells are stored in large spell books... Each magic-user & elf has a spell book for the spells that he or she has learned. A first level character will only have one spell (a first level spell) in the spell book. A second level character will have two spells (both first level) in the spell book...

I always asked myself, why would a magic-user w/ only one first level spell carry around a mostly empty, massive spell book? My guess was that Moldvay wanted to simplify the spell selection process for an introductory game while also holding on to the classic fantasy image of the magic-user's exhaustive tome. So while Moldvay keeps the description of the "large spell book" within his rules, he doesnt go so far as Holmes to say that Magic-users can not bring their magic books into the dungeon w/ them.

So it's a trade off: OD&D/Holmes equip magic-users w/ exhaustive spell tomes that give them a wide daily spell selection, but the location they can study these tomes is limited. On the other hand, Moldvay severely limits the number of spells a magic-user has access to, but they are free to carry the book about as they wish, even into a dungeon.

There are benefits to both approaches, so I've fused the two: while first level magic-users will start per the Greyhawk rules, I think they should also be able to, down the line, purchase a smaller spell book to copy select spells in for possible overnight dungeon travel. However, if any spell book has more than 5 spells in it, it is only possible to travel into dungeon w/ m-u if they have a STR of 12 or more, & even then, there may be other consequences or limitations.

What about elves?

Elves will not use these same rules. As elves know magic inherently, their magic-use learning is different, @ least starting out. For their spell list, they will choose the Moldvay way (plus additional spell or two for high INT). That is, UNLESS, an elf character decides to be a magic-user only. I/o/w, they will not be a multi-classed elf, they will be an elf magic-user.

Sunday, February 5, 2012

OD&D - AD&D: CHAR GEN: MEN & MAGIC + GREYHAWK & BLACKMOOR

Character rolled up using Men & Magic w/ Supplements I & II: Greyhawk & Blackmoor:

[in approx. 40 minutes]

MARLOWE THE MANIACAL, Medium, Neutral [+10% earned XP]
HP: 2 / AC: 9 [11]
STR: 14 (+1 to-hit; +100 weight allowed; 1-2 open doors)
INT: 17
WIS: 6
CON: 6 (-1 HD; 30% chance of resurrection survival; 35% chance of surviving spells)
DEX: 13 (+1 missile to-hit)
CHA: 10 (4 hirelings max)

13 - Death Ray/Poison
14 - Wands/Polymorph/Paralyze
13 - Stone
16 - Dragon Breath
15 - Staves &Spells

LANGUAGES: Common, alignment, human, elvish, dwarf, gnome, halfling, orc, goblin & dragon

POSSESSIONS:

Dagger
Steel mirror
Water/wine skin
Wine, quart
Torches (6)
Small sack
Standard rations (1 wk)
Spell book*

Mule (Dandy)
Saddle
Saddle bags

*Spells in book:
Detect Magic
Hold Portal
Read Magic
Read Languages
Protection/Evil
Light
Sleep
Shield
Magic Missile
Ventriliquism

gold: 8

OD&D - AD&D: CHAR GEN: MEN & MAGIC + GREYHAWK

Character rolled up using Men & Magic w/ Supplement I: Greyhawk:

[in approx. 20 minutes]

CARLYLE THE WANDERER, Acolyte, Lawful [+10% earned XP]
HP: 5 / AC: 2 [17]
STR: 15  (+1 to-hit; +100 weight allowed; 1-2 open doors)
INT: 10
WIS: 17
CON: 12  (75% chance of resurrection survival; 80% chance of surviving spells)
DEX: 12
CHA: 14  (5 hirelings max; +1 loyalty base)

11 - Death Ray/Poison
12 - Wands/Polymorph/Paralyze
14 - Stone
16 - Dragon Breath
15 - Staves &Spells

LANGUAGES: Common, alignment, human

POSSESSIONS:

Plate Mail
Shield
Helmet
Wooden Cross
Mace
Lantern
Flasks of Oil (3)
10' pole
12 iron spikes
Water/wine skin
Iron rations (1wk)
Large sack
Leather back pack
3 stakes & mallet
garlic, bud
wolvesbane, bunch

gold: 24


Next will be a character considering Supplement II: Blackmoor as well.

The plan is to roll up characters from OD&D to AD&D to Moldvay & compare them.

OD&D - AD&D: CHAR GEN: MEN & MAGIC

Character rolled up OD&D style, using Men & Magic only:

[in approx. 15 minutes]

ZIGGY OF THE DANGLING TREE, Acolyte, Lawful [+10% earned XP]
HP: 3 / AC: 4 [15]
STR: 10
INT: 6
WIS: 15
CON: 5  (-1 HD)
DEX: 9
CHA: 8  (3 hirelings max)

11 - Death Ray/Poison
12 - Wands/Polymorph/Paralyze
14 - Stone
16 - Dragon Breath
15 - Staves &Spells

LANGUAGES: Common, alignment, human

POSSESSIONS:

Chain-type mail
Shield
Silver Cross
Mace
6 torches
50' rope
Water/wine skin
Iron rations (1wk)
Large sack

gold: 0


Next will be a character considering Supplement I: Greyhawk as well.

The plan is to roll up characters from OD&D to AD&D to Moldvay & compare them.

Friday, February 3, 2012

ELVES & EXPERIENCE

My initial plan for this game was to treat elves like Moldvay Basic: they function as both magic-users & fighters @ any given time & b/c of this, their experience path reflects this mash up by requiring 4000 XP to reach 2nd Level, i/o/w the m-u & fighter XP paths have been joined together w/ a slight handicap. I think this is also an optional rule in the Swords & Wizardry White Box rules.

But I dont want to do it this way anymore. I wanna do it the old way, w/ a few mods.
The old way is this: elves are multi-classed: you have two XP paths: the magic-user path & the fighter/ranger/thief/whatever-else path. When you are given XP, you can choose where to put that XP: split it up, put it all in fighter XP, put it all in m-u etc. The only guideline I really have is that you put the XP in the appropriate place, i/o/w, if you just gained 500 XP & you havent cast one spell in the game, I would rather you not put 500 XP into the magic-user XP path. I'm not saying that you can't do that, but doing so would probably mean your character isnt getting much sleep since they must be secretly practicing magic in their downtime. Going this route will make it standard for an elf to have different levels in each class, e.g. Willowbrain is a 3rd Level fighter & 2nd Level magic-user.

This is basically OD&D, though I'm removing the need for an elf to specify each day (or before each adventure) what class they are playing. Likewise, I am removing total armor restrictions on elves that use magic: they can still cast magic while wearing leather armor, just no metal armor (unless magical, of course).

Leif, I've updated your character sheet w/ this info. You just need to assign your XP. Also, Robert, take note for your new dude.

Thursday, February 2, 2012

QUIRKS OF THE DICE: OD&D - AD&D

The first time I ever played D&D was when I was 7. I remember it taking a bit to establish my character, but in the end, I was a fighter, named Kron. I know the module was T1: Village of Hommlet b/c I remember the artwork & the graphed map of the town inside (huge impression), but I dont remember seeing any other books present that day.
So was Kron a hero, or a superhero? Since there were no books involved, did we use D&D or AD&D?

AD&D character generation is when Old School became Old School. First off, I know there are those that will say that 1st edition AD&D is "Old School" & perhaps in some ways they are correct, but in the way I mean Old School, AD&D is actually the first move into modern RPGs or @ least modern D&D. Not that I am an expert in the history of RPGs, but let's take a look @ OD&D Men & Magic, where it is stated that the DM should themselves roll for any players' ability scores, etc.:

Prior to the character selection by players it is necessary for the referee to roll three six-sided dice in order to rate each as to various abilities, and thus aid them in selecting a role.

In OD&D, a player's role choices are dependent upon the rolls of the dice. After the DM rolls, you are given choices: trade certain abilities, one class over other, race, etc. If you go w/ the highest rolls, you are limited. You know what type of character you are playing quickly.
BASIC (Holmes Blue Book to Mentzer Red Box), DM rolling aside, continues this approach. Though a few more ability trading options, you have the OD&D approach to character generation intact. Roll 3d6 down the list of attributes, adjust where able, if you like, choose class/race, etc.

But ADVANCED D&D is much different. What kind of character do you desire? Let's look @ the 1st edition Dungeon Master's Guide:

As AD&D is an ongoing game of fantasy adventuring, it is important to allow participants to generate a viable character of the race & profession which he or she desires. While it is possible to generate some fairly playable characters by rolling 3d6, there is often an extended period of attempts @ finding a suitable one due to quirks of the dice. Furthermore, these rather marginal characters tend to have short life expectancy - which tends to discourage new players, as does having to make do with some character of a race and/or class which he or she really can't or won't identify w/. Character generation, then, is a serious matter, & it is recommended that the following systems be used. Four alternatives are offered for players characters:

Method I:
All scores are recorded & arranged in the order the player desires. 4d6 are rolled, & the lowest die (or one of the lower) is discarded.

Method II:
All scores are recorded & arranged as in Method I. 3d6 are rolled 12 times & the highest 6 scores are retained.

Method III:
Scores rolled are according to each ability category, in order... 3d6 are rolled 6 times for each ability, & the highest score in each category is retained for that category.

Method IV:
3d6 are rolled sufficient times to generate the 6 ability scores, in order, for 12 characters. The player then selects the single set of scores which he or she finds most desirable & these scores are noted on the character record sheet.
OD&D/BASIC had already factored in that any adventuring PC is of exceptional something. That's what qualifies them to be a 1st level adventurer vs. any "normal human" on the attack chart, etc. Personally, I find "quirks of the dice" to be a positive to D&D vs. a limitation of the earlier game.