Dude, what is up w/ me & rolling up clerics?
Character rolled up using Holmes Basic:
[in approx. 10 minutes]
FLAKE THE FOUNDLING, Acolyte, Chaotic Good [+5% earned XP]
HP: 2 / AC: 2 [17]
STR: 9
INT: 10
WIS: 13
CON: 11
DEX: 10
CHA: 11
11 - Death Ray/Poison
12 - Wands/Polymorph/Paralyze
14 - Stone
16 - Dragon Breath
15 - Staves &Spells
LANGUAGES: Common, alignment, human
POSSESSIONS:
Plate Mail
Shield
Silver Cross
Mace
Tinder Box
Torches (6)
Water/wine skin
Standard rations (1wk)
Small sack
Silver mirror, small
3 stakes & mallet
gold: 1
Tuesday, February 7, 2012
SESSION 9 - THE CONFESSIONS OF DJAREL
From the Journal of Djarel...
Foolish of me to stand before both of the abominations at once. The scars will help me remember this lesson. Blessed be the Dawnbringer to let me see the sunrise again and for her I will not let this lesson go unlearned. I still feel my rib floating... I do not wish to be a burden on my companions but I will not be able to swing my hammer with sureness until my injuries are healed. I am grateful to my new found friends for bringing me out of the thieves den. I must trust my companions and err on the side of caution.
I miss the clear skies of Debthaven. It is always grey and dark here in Talbot which makes me feel that much farther from the Temple of the Dawn-bringer. Kumis... guide me to my grandfather's bones and help me return them to the Rising sun Barrows... Kumis keep my companions safe from that which harrows us.
I will pray to the Dawnbringer for healing...
-D
Foolish of me to stand before both of the abominations at once. The scars will help me remember this lesson. Blessed be the Dawnbringer to let me see the sunrise again and for her I will not let this lesson go unlearned. I still feel my rib floating... I do not wish to be a burden on my companions but I will not be able to swing my hammer with sureness until my injuries are healed. I am grateful to my new found friends for bringing me out of the thieves den. I must trust my companions and err on the side of caution.
I miss the clear skies of Debthaven. It is always grey and dark here in Talbot which makes me feel that much farther from the Temple of the Dawn-bringer. Kumis... guide me to my grandfather's bones and help me return them to the Rising sun Barrows... Kumis keep my companions safe from that which harrows us.
I will pray to the Dawnbringer for healing...
-D
SESSION 9 - LEIF'S LETTER (TO LUCIUS?)
Dear L,
The blasted undead have almost taken one of us to the depths. Of all the creatures, it is they who confound me most—these abominations that haunt Wild Earth surely risen from the egos of craven gods.
I wanted my White Knife back; my skull pipe with mouthpiece worn to my lips. But at what cost? I whispered to myself; perhaps audibly to my companions, “Let us stop now. We can buy 50 knives; 40 pipes. Let us consider ourselves lucky, and ascend from this dark place.” But whispers are whispered; they are not heard when blood is pounding. No longer can my indecision allow the loudest to prevail.
I was blinded by conceit. I carry the weight of this. I pray to Obad for strength to guide our young and eager party with a thoughtful and strong voice. I pray to Ehlenestra to restore my friends—to ease the half-orc’s pain, to focus the dwarf’s concentration, to soothe our Gnolls as they lick their wounds. We have been lucky; we will not last on luck.
-LTR
The blasted undead have almost taken one of us to the depths. Of all the creatures, it is they who confound me most—these abominations that haunt Wild Earth surely risen from the egos of craven gods.
Dginger lies in recovery. We dragged his limp body from the thieves guild. None can say we were blameless. Our own egos—his most of all—whispering in our ears to stuff our pockets when they were already bulging. I admit, my own head was ringing with the thought. I was naked but for my clothes, wanting revenge for those who robbed and tied me.
I wanted my White Knife back; my skull pipe with mouthpiece worn to my lips. But at what cost? I whispered to myself; perhaps audibly to my companions, “Let us stop now. We can buy 50 knives; 40 pipes. Let us consider ourselves lucky, and ascend from this dark place.” But whispers are whispered; they are not heard when blood is pounding. No longer can my indecision allow the loudest to prevail.
I was blinded by conceit. I carry the weight of this. I pray to Obad for strength to guide our young and eager party with a thoughtful and strong voice. I pray to Ehlenestra to restore my friends—to ease the half-orc’s pain, to focus the dwarf’s concentration, to soothe our Gnolls as they lick their wounds. We have been lucky; we will not last on luck.
-LTR
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.
"It’s very important to me that on "Family Feud" I could kiss all people. It sounds crazy, but when I first came here, Petula Clark was on a show with Nat King Cole and he kissed her on the cheek and 81 stations in the South cancelled him. I kissed black women daily and nightly on "Family Feud" for 11 years and the world didn’t come to an end, did it?"
Dawson was born as Colin Lionel Emm in Gosport, Hampshire, England, to an American father and English mother. At the age of 14, he ran away from home to join the Merchant Marine, where he pursued a boxing career. After his discharge, he pursued a comedy career using the stage name Dickie Dawson; when he reached adulthood, he revised this to become Richard Dawson. This name he would later officially legalise. In the course of his career in comedy Dawson is known to have played the London Palladium.
He did not kiss the female contestants in his second run on Family Feud due to a commitment he made to his wife and daughter. Richard announces this and shows a picture of his daughter on an episode in the '94 version of the Feud -- as he is greeting one of the contestants who happened to be a former contestant of his while he was a panelist on the Match Game. The episode was featured on the 25th Anniversary of Family Feud as No. 14 on the Game Show Network's Top 25 Feud Moments.
Dawson was born as Colin Lionel Emm in Gosport, Hampshire, England, to an American father and English mother. At the age of 14, he ran away from home to join the Merchant Marine, where he pursued a boxing career. After his discharge, he pursued a comedy career using the stage name Dickie Dawson; when he reached adulthood, he revised this to become Richard Dawson. This name he would later officially legalise. In the course of his career in comedy Dawson is known to have played the London Palladium.
He did not kiss the female contestants in his second run on Family Feud due to a commitment he made to his wife and daughter. Richard announces this and shows a picture of his daughter on an episode in the '94 version of the Feud -- as he is greeting one of the contestants who happened to be a former contestant of his while he was a panelist on the Match Game. The episode was featured on the 25th Anniversary of Family Feud as No. 14 on the Game Show Network's Top 25 Feud Moments.
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.
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
[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.
[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.
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