Monday, November 10, 2014
Old D&D editions and clones - AD&D
Many years later and I talk to a guy who once he got that game started up a game, and the game is still running, even though the game sessions now are a year or so apart, was started in those early days. That coincided with WotC releasing 3rd ed. D&D and I felt inspired, and bought the game. So I guess AD&D has been a game that has influenced me, pushed me toward other games and coloured my perception of things.
Still, I have never played the game.
I tried to gather some players some years back when I scrounged up a bunch of Rob Kuntz modules, but never managed to get enough for a whole party. It stayed the un-played edition.
I took down one of my two copies of the PHB and perused it. Yeah, I have two copies of a game I've never played. I have three copies of the 2nd ed. DragonQuest and I haven't played that either. Why are you looking at me like that? Anyway. I took down my copy of the PHB, and decided to check it out. Fiddly bits. Dozens of fiddly bits. You come to the section on how to make a character, and it starts with how to roll up your stats. Is this power gaming or what? You are told you need superior stats, and oh do you need them. Multiple bizarre little things are calculated off those stats, like how good you are at lifting gates. Some stats are even rolled with both d6 and a percentile score. Involved is the word.
The thing is, much of this first saw the light of day in the OD&D Supplement I - Greyhawk, and you understand that Gary and Rob must have loved fiddly bits. In their campaign there were so many subsystems and extra house rules added on top of OD&D that the game beneath was barely visible. This is a game for people who love a game, not a tool for creating stories in secondary worlds.
I actually don't have a problem with lot of rules. I have played MERP, and own more than one edition of Rolemaster. I have both Burning Wheel and Burning Empires, and would even consider running them. But, then there are rules. Let's take a look at Surprise. That section of the rules begin by telling you what surprise is, and then suggests you roll a d6, or a d8 explains that then there's a 1 in 8 or a 1 in 6 chance. Then there's a nice table to show how many time increments difference there is in rolling difference sets of results on those dice. It's both simple and extremely convoluted at the same time. Say whatever you will about Rolemaster or Burning Empires, but they are far more consistent and thus handle the weight of those rules quite differently.
Sometimes I catch the wonder, the fantasy and the strange beneath the over- and under-explained rules. I see why some of this caught the imagination. There was arcane mysteries to be unlocked in this mysterious tome, and since I love Call of Cthulhu you can guess why that speaks to me. But, I still don't want to run this game. Playing D&D as a game - as a challenge for the players, not their characters - would be a different challenge. Maybe one day, but I would probably chuck much of that Gygaxian cruft. It's just not my style.
Monday, September 22, 2014
Old D&D editions and clones - OD&D
I have pdf copies of this game, since it always costs far more than I think it is worth for a hard copy. Browsing through it, the first things that strikes me is that compared to AD&D, it's not terribly organized! When you read closer you will find odd things missing, and terms and procedures undefined, but it's sorted out in a way that makes sense. Somewhat.
My first impressions is that this is a game you could probably pick up and play. I do find the class list a bit limiting, and I would probably take out the cleric and put in some sort of rouge since the MU is played defensively and the Fighting Man offensively. Something in between and maybe with just a smattering of magic feels better than the odd Hammer Horror Cleric. Perceptive readers may note this sounds a lot like T&T...
I actually like the weird mix of the table top miniatures campaign and the focus on individuals trekking around underground. The game feels more wide open than later editions, which kind of bog down into the dungeon. But, I must say the rules for aerial combat and naval combat reads a bit less than smoothly for me. I wonder why this game was not including more stuff from Chainmail? There are so much references to Chainmail that it's clear it was intended to be used together. Why not package it as 4 books, or include more of that in the 3 booklets?
Do it make me feel like running a game? Yes and no. It's written in a way that feels quite a lot like "this is how we do it", which is I guess the precursor to all those games which state "change that which not suits you". Still, it's not trying to sell me on the idea, and for me there's something lacking.
Would I ever run something like this game, I would probably run it with multiple groups and baronies and stuff. It is a bit enticing looking at it from that viewpoint, as a larger game than just a dungeon slog.
In summary, it is the first and maybe its biggest impact on me now is how little there is in there.
Let's see how the next game fares, what my impressions are and if it makes me want to run a game of that.
Monday, January 13, 2014
Long weapons with reach for older editions
These rules are hereby designated as Open Game Content via the Open Game Licence.
Long weapons and Reach
Weapons are rated as Long or Short. If you have a Long weapon, and are not Engaged, you will have the advantage and may attack once before any enemy with the same initiative count.To Engage an enemy you roll 1d20 below your DEX, forfeiting an attack to do so. After that you will have Engaged your enemy, and that figure loose the advantage of having a Long weapon, and must Disengage to regain that advantage. Disengaging uses the same procedure.
Optional: If you fail your roll to Engage/Disengage, the opposing figure get one free attack at your figure.
Group initiative
Roll initiative as usual and use the rules as written, except that before the first action are taken by the side winning, all figures equipped with a Long weapon get one strike each. These attacks are resolved in DEX order, and then the initiative proceeds as usual. No figure may attack more than once per turn in this way, unless explicitly allowed by other rules for multiple attacks.Individual initiative
Roll initiative as usual. When resolving actions, first make one pass through the count down for all figures equipped with a Long weapon. Each may may one attack, in DEX order. Then go through the count of actions once more for those who have yet not taken an action. No figure may attack more than once per turn in this way, unless explicitly allowed by other rules for multiple attacks.Long time readers of this blog might remember that I wrote about this rule once before. That rule used the initiative roll in stead of a DEX check. It would be fun to try both out and see how they feel in comparison.
Thursday, November 14, 2013
Magic Items in a new light - the Investment ritual of Dragonquest
Probably everyone have heard about delves into the hole in the ground, from whence they brave adventurers then emerge carrying a +1 sword. It's so much part of the tropes of the fantasy rpg these days. As I was sitting with The Haunted Halls of the Eveningstar, thinking about how to run a game in that setting with the Dragonquest rules, I came upon the iconic +1 sword. Now, how would that be modelled in DQ?
Well, I quickly found a spell for enchanting weapons, and it increased the chance to hit, and the damage. Basic and standard stuff. What made me think was the fact that this was a one use spell, and like it always is, the sword in the module was a permanent item.
I dived into the rulebook, and found the Investment ritual. With this you can "invest" a spell into an item so anyone can use it at a later date. Sounds great, right? Now, this is not a permanent item. No, it has a limited amount of charges, and let me tell you, it's not 50 like it is in 3rd ed. D&D! No, the rank the enchanter has gained in the spell is the limiting factor. After looking at some NPCs, and generating some characters of my own I feel fairly confident to say that an item with anything near 50 charges will be so rare as to be almost unique.
So, are there no permanent magic items in this game? Well, in a supplement that was written, but never published called Arcane Wisdom (which can be found by searching around a bit), they included the rules for a permanent investment. I just skimmed it to see if it did what I though it did, and did not check for how expensive it would be to learn. Probably quite. Just the fact that the ritual to create permanent items is not in the core rules felt significant.
Now, some of you might claim that even in, say, AD&D, it was no mean feat to permanently enchant an item. True, but you have noticed that there a dozens of them listed in the DMG, right? They are there, and everyone expect them to be around for the taking.
Now, imagine a D&D game where almost none of the magic items are permanent, and those with a limited amount of charges are likelier to hold 5 charges than 50. You will get a pretty different game!
Just imagine, and maybe try it out. It will be fun to try to run this game one day.
Sunday, January 20, 2013
Using weapon speed factors as recoil
How about you do the same thing? Sure, initiative is a very different beast in AD&D but considering how many hacks of that system there is, yet another wont make much of a difference.
So, roll 1d10 for initiative. Then add that weapon speed, and count up from 1. You could probably use it both with individual and with group initiative. One size fits all, eh?
Let me know if you try it, or have already tried it out. I think is sounds neat, on paper at least.
Thursday, February 23, 2012
AD&D is in the air
I just browsed issue #183 of Knight of the Dinner Table, since I just came home from the local comic shop. In it was an ad for the upcoming "advanced" Hackmaster PHB. Guess how the cover looks like? I have no idea if it's a mock-up or the real deal, but let me say it sure is there to invoke nostalgia.
So, this makes me think of Hackmaster, WotC and AD&D. There's no secret that WotC wants to have the old gamers back. Whether they will succeed, nobody knows. But, reprinting AD&D sure is a good way to flirt with nostalgia. I do wonder why they did such a moronic thing as to limit the sales, though. If they really wanted all old gamers back, they would have sold as many as they could, right? Well, maybe not if they want anyone to by 5th ed. aybe they think that those guys have gotten their fix, and the rest have to buy 5th ed...
Poor us.
Anyway.
I'm thinking that Hackmaster, since it's also using the same AD&D nostalgia thing, might be a better choice for the rest of us. I have read Hackmaster Basic (but have not made a review, since I really couldn't make a review without lot of whining, and that's boring) and in some respects I can see that game as a successor to AD&D. It's filled with fiddly bits, and could work decently as a generic fantasy system in a way that, SRD and all those OGL games withstanding, 3rd ed never was. There are even parts there that are obnoxious and makes no sense, just like 1st ed.
So, is this a love letter to Kenzer and their Hackmaster line? No, not really. I have never played AD&D and many parts of it I find outright bizarre, and like I said I never managed to write a Hackmaster review that was very positive.
But, AD&D is in the air. Right now you see that Trampier cover every way you turn. I'm thinking that someone are right in line with the current. I wish them luck.
Sunday, October 9, 2011
Some musings on skills
In BRP you have skills, lots of them. You also have stats, and sometimes you roll against those. Usually those are the Luck, Know and Idea rolls which are stat x 5 for a percentage. More often than not, those are only used when there are no special skill, or for specific procedures or mechanics detailed in the rules. The specific skills are mostly based on the development points you put in there, even if high stats might give you a slight bonus in some incarnations of the system, like my beloved Stormbringer.
In Warhammer (1st and 2nd ed. at least) you mostly roll against your stats (weapon skill is a stat, I'm just saying...) and the skills you have just gives you a bonus to a stat check. They are mostly feats or talents to diversify your class. You either have a skill or you don't, so you don't develop them with points.
In 1st ed. AD&D (and 2nd ed.) the proficiencies are legion, and they are bascially skills for lot of different special knowledges. To use them, you basically roll a stat check, with a bonus.
In the Nalfeshnee edition (Type IV you know?), you have a very short list of skills. They are based on development points, but bonus from stats play a significant part. You roll the same die as when you, say, make a save.
Do you see some patterns?
This is how I rate those system on a subjective enjoyment level.
1. BRP skills are fun, worth my time and they make the game interesting
2. WH skills are nice for colour, but I depend on my WS and my I.
3. Why not just roll a stat check?
4. "I need to solve this problem? Gee, I wonder what I will choose? I seem to have one skill for stealthy stuff so I roll that I guess. Was it just like a stat check/save you said? Can't I just use my DEX?"
While it might not be the same thing for everyone, I think I've found out what works for me. In 4th ed. they don't really present you with much a choice. You can have any colour, as long as it's black. right? In WH I have a schtick which I can groove on for colour. Nice. In AD&D, why didn't I just roll my DEX?
I think a game which uses skills should have a mechanic that feel fun and involved and don't feels like it could have been a stat check. They have to be something clearly different from a stat check. Preferably they should be something which not everyone off the street can be expected to have access to. Also, when you have a cool skill mechanic, the choice to roll a specific skill must involve some choice and diversity, to allow for multiple ways to place those development points while still build viable adventurers.
Your mileage might differ. I really like CoC, RQ and Stormbringer while 4th ed. bores me to tears. My summary would be: if you tack on a skill system, make it large enough to matter and roll off your stats otherwise.
Thursday, May 5, 2011
More musings on AD&D saving categories
In OD&D, there is a "Death Ray", or possibly "Death, Ray" category, and a "Stone". Those are gone in AD&D, and also "Rod, Staff or Wand" have been harmonized into one, in contrast to OD&D where "Staves & Spells" and "All Wands" are different. Some of these I find puzzling.
In AD&D it feels like the categories could be described as "Physical Transformation", "Transformation again", "Magic Items", "Area Effects" and "The rest". While The first two are slightly overlapping, it at least makes more sense than OD&D.
I have a heard time figuring out how anyone could have been thinking when staves are one category and wands another. Even if these once were stat checks, it's now impossible to see which stat covered which one. In the comments I got the suggestion that when a PC encounter he should probably save vs "Rock Slide" or something to that effect, and it will be up to the DM to base it off a sensible number. I wonder if the categories are different things Dave had encountered in his Blackmoor campaign, and had noted down numbers for?
Considering Arneson and his friends had been playing wargames, I think about how saves are used in the rules I know. Often you roll morale for your troops in the same way as you roll a save in D&D or T&T, to avoid something bad happening. Also, cohesion and acceptance of orders is some mechanics I've seen. I see here at least a small suggestion the idea could have come from that background. Still no hint on if there are any system to the categories.
There are two things that bug me about all this. I would like to know what kind of thinking lies behind the original edition of D&D, and how the idea of rpg evolved. Lost knowledge is so sad. The other thing is my thirst for symmetry, rationalizing and shaving off rough edges on rules to make them run smoothly not only from familiarity. Both these annoy me in this case.
Having been reminded that T&T actually reinvented the idea of basing "saves" of the stats I'm inclined to put it back into D&D like I think of it. It can't really stop me from turn and poke those saves a bit more, though.
Monday, May 2, 2011
AD&D saves and ability checks
The first time I was DM for B/X, I instinctively asked for a d20 against a stat when a situation came up which I had no other mechanic for. The game I had been running before that had been D&D 3rd ed. and as far as I know, that mechanic is not specified there. Rolling against a stat seem to be a long standing way to resolve things like that, though.
In 3rd ed. the relationship between saves and stats are quite clear. You get a bonus on all saves from higher than usual stats and they have tidied up the zoo of saves into three general cases. If you compare this to how Call of Cthulhu, or other BRP games, handle it you can see that the Idea and Luck rolls etc. are all mapped to one stat each. In the new big Yellow Tome of BRP, I think they have expanded it to one such roll for each stat. Is this a way worth taking with D&D?
I like the idea of saves, but if you should have more than one, or not just a LUCK score, maybe it could be interesting to tie them to the stats. Inspired by the neat Target20 system, maybe you could roll a d20 trying to beat 20, and getting a bonus from the stat the DM decide or you talk him to accepting, getting a bonus according to whatever bonus scheme you like. Say, +1 per 2 above 13 or just +2 if above 15. You choose.
Looking at the different saves in AD&D I do find it slightly odd to Save versus Petrification when avoiding a rockslide, and I'd argue a bonus for high DEX any time. The system above sounds flexible enough to me.
Then I guess you could just say the DM asks for a Save vs. Rocks and invent some shit on the spot...
Sunday, May 1, 2011
AD&D, using just the PHB
Way back when I started playing, one of my school mates talked about the games his older brother played. I had the opportunity to visit them, and got to browse the AD&D PHB, that game for "older guys". What I remember most clearly where the illustrations. I thought they looked like doodles made by ball point on a pad of paper while sitting chatting on the phone. Ugly game, not for me.
Later I started to buy some 2nd ed game books, since there were dozens of game worlds and some was actually pretty cool. I still abhorred the game, now for the rules.
So, since I now own two [sic!] copies of the PHB, I feel like I should give this game a chance. Having played B/X and S&W it feels a lot more familiar than it did way back then.
Everyone who have read the AD&D rules knows how much quirks they hide within those pages, and I intended to limit some of them. My first move was to decide that I'd play with the PHB, only!
All those old hands now shake their heads, since they know that there are no combat tables in the PHB. That I knew, but had forgotten. What I didn't knew, was that there are no saving throws in the PHB! All the rules on how to make a character, but not a word about saves!?
Since these rules are organized in a quite eccentric way, I might have missed the saves. Please tell me where they are in that case! But, how would the game work without saves?
When I had realized that they were missing, I suddenly thought that maybe it would be an interesting experiment to just disallow saves, since they are not in the PHB. Disallowing combat it more problematic, but AD&D without saves sounds like it could work.
What do you think?
Monday, January 10, 2011
Once again into the breach - starting a new campaign
Since I have no players I'm going to decide what I want and then find players who want to play that. My problem then is to decide.
Have you looked at your game collection lately? There's a lot of choices there. At least there are in my collection of almost 100 different game systems! Naturally I felt this kind of talked to me. How many editions of the same game do I own?
A few.
Right now I'm looking at a few alternatives. I will have to decide on either AD&D 1st ed, S&W, T&T of some edition, B/X D&D or LotFP Weird Fantasy? It would be kind of cool to try my hand at ToEE, or doing Keep on the Borderland with B/X. But, wouldn't it be even cooler do to Rappan Athuk with T&T? Some times I wish I was one of those people which feel the small OD&D box and their imagination is all they need.
Damn. I have too much choice.
That wasn't such a meaty post, was it? Well, I might have some more interesting stuff to say in the days to come, when I ponder the possibilities and maybe feel like creating something.
Friday, September 17, 2010
What is D&D to you? What is roleplaying?
This is my answer:
Even back when I abhorred D&D, preferring BRP, I still thought that cover was the epitome of fantasy roleplaying. I still love it.
(Image from The Acaeum)
Monday, June 7, 2010
The minutiae of gaming - money changing
Why haven't I used money changing fees? Imagine delvers coming back from the dungeon, and their packs are filled with gold minted during bygone eras. If you want to compare the classic fantasy gaming era with the middle ages of earth history, money was often used by weight. Not always were the minted coin worth anything because of the emperor whose face was stamped into the metal, but the metal itself. If you care about "realism" then somebody with scales who will give you some usable change or be able to buy some old coins for their true value would be a natural part of the campaign. Also, the existence of money changing fees are in the AD&D DMG, which is reason enough for some people.
So. Why haven't I bothered with things like that?
Twenty years ago, I would have said that interacting with merchants, money changers and such people was roleplaying. Back in those days we had endless swaths of free time and equipping for adventure could easily take a session. We engaged in interaction with every facet of the imaginary world. Now when I think of money changing fees and encumbrance I just sigh.
The thing is I could easily see the value of these kinds of things in the game world. Encumbrance is another resource management, and paying fees and taxes are reasons for players to get inventive. But, is it still worth it when sessions are shorter and far and few between?
Sunday, March 21, 2010
Collecting games, or playing them?
This even got me thinking. You could imagine that if you were playing some games fairly frequently, you would like to have another copy for the collection. Sadly, that's not the case. These are the games I have multiple copies of.
- AD&D1 PHB
- Menzter Basic D&D
- B/X D&D
- Rolemaster 2nd ed. Character Law/Campaign Law
- Savage Worlds Explorer's Edition
- DragonQuest 2nd ed.
Well, one session of AD&D, two or three of B/X D&D. Yes. That's it.
There are some games which I have played and for which I have multiple copies. Oddly enough they are all just different editions. Looking at that list you find games like Stormbringer, Fading Suns, Call of Cthulhu, Mage: The Ascension, Tunnels & Trolls and Traveller.
From that list I have played FS once, CoC multiple times, Mage a few sessions and T&T I've played a lot and still do. Stormbringer even used to be my main frpg. But, the games I have multiple copies of the same book are games I would like to play, but haven't. This realization made me sad.
Monday, December 21, 2009
Navigating caves
One of the things dungeons do, as compared to the wilderness or city, is to contain the adventure and funnel the delvers along a path. There might be forks in that path and total freedom in moving about, but nobody will go off on a tangent you as DM is totally caught out by. Using that picture, a dungeon can be considered a flowchart of the possibilities in that dungeon delve. So, what difference does it make if the dungeon is of carved stone, roughly hewn rock or blue cheese?
I remember when I first read the Dungeoneer's Survival Guide for AD&D1, how the underworld suddenly became much dirtier, wetter and muddier than it was in my mind's eye up until then. While it might be realistic, it's not always desirable. Now a few days after reading what Chgowiz wrote about how he found it hard to describe caves, I wonder what they bring to the table that classic 10' corridors don't. Since I have had a hard time with those irregularly shaped locations myself I think that maybe all that muck might be a reason to use them after all.
The reason I find caves hard to use, is that if you describe a irregularly shaped room it is very hard to give a mental picture that even remotely resembles how that cave looks on the map. Like Chgowiz summarized it, there are a few ways to do it, and the only one that gives a good enough picture to make the nooks and crannies mean anything are when you draw for the players. If there is a set of stone blocks that are significant because there's a secret tunnel behind a wall of mud, you either describe them clearly and give a big honking hint they are significant, or you draw it out. Personally I've drawn the map on the battlemap, but it takes time and is really work that should be done by the players.
Can you tell my mind is split about this? I like to have a naturalistic spellunking experience, but, I grumble about those naturalistic details since they mess things up and take time. If we go back for a second to DSG, I think that maybe the best way to do it is to describe the rooms sketchily and and let the dice and game mechanics do the work, instead of having the player tell me where they tap or seek. The muck and mud can be environmental "dungeon dressing" and maybe that will give it enough solidity to feel real, without too many rules to slow it down. Will I learn to love the caves? Who knows, but I do feel tempted to try to DM S4 The Lost Caverns of Tsojcanth which have been gathering dust on my shelf a while now. Nothing but caves. Anyone want to play AD&D?
Tuesday, December 1, 2009
Restarting old campaigns - my first old school campaign
When I've read online about restarted campaigns, there seem to be a consensus on how to do it. Don't. But, right now I'm still pondering it. I am bored to tears by the fact that some of my attempts at starting some gaming have failed miserabl, and now something have changed. Somebody have asked me to run a game.
Back when 3rd ed was new, I had just bought it for the discounted initial price. My intent was to have it for reference, and to make it easier to do conversions. But, on ENWorld there was a thread about each of some of the classic TSR modules for AD&D. I read about the A series, the D series and a few more. Since I had read a review somehwhere of the 2nd ed Slavers module, and bought it, I was interested in the A modules. I got rid of the 2nd ed stuff, bought the older ones and decided that since 3rd ed actually looked like a proper game (it had skills) I should try to actually use it. All those people had fun with A1-A4, right?
Apart from the skill centric game view (I still have BRP in my veins), I missed a few other things. Running A1 was fun, and it wasn't a bad game. It wasn't at all like the stories of how it played back then, but we keept going. It was to be the founding of a campaign that lasted almost five years. My longest, so far. We played a bunch of Necromancer modules (1st ed feel, right?) and had battled our way to Erelhei-Cinlu.
Now I look back at it, and there so much of it that I don't want to go back to. The Attacks of Opportunity, and the enormous amount of data to keep track of for NPCs are two important things. But, it's gaming and right now I'm starved. Should I eat mouldy bread, since it's offered? Maybe it's not even mould, just a funny discolouring.
While I'm waiting for more invitations to games which suit my present taste better, I'm seriously thinking of how I could make a restarted 3rd ed game less painful. It must be possible, right? God knows. Until I make up my mind I'm thinking of writing something about the A series, since I have run them now. I became a better DM by doing it. Some of those amusing stories are now mine to tell, and even if the rules had their problems we did have fun.
Friday, November 13, 2009
The deadliness of combat
Everyone have probably heard the criticism leveled at AD&D, that with escalating hit points jumping off a mountain was always an option when a fight with a dragon went bad. Later editions have exacerbated the phenomena, and it sure can get silly sometimes.
Then we have those games where your stalwart hero marches into combat, only to be slain by a fist to the jaw. I own a few of those as well. DragonQuest made me think of another way to kill characters.
How many of your fantasy rpgs have rules for infection and gangrene? Harn probably have it, and maybe you, dear reader, can mention a few more. In DragonQuest the rules say like this:
The Base Chance of infection is equal to 10%. If the figure took any damage to Endurance, add (20 + the amount of Endurance damage in points). If the damage was inflicted by bite, claws, or talons, add 20. Specific Grievous Injuries may rise the Base chance even further.Tough going! So if a Troll manage to rake you with his claws for 1 point of damage (note that there's less serious Fatigue damage before taking Endurance damage), you suddenly have a 61% chance of infection! I wonder what will kill most characters, infection or the damage points?
In comparison I decided to check GURPS, which usually have a rule for everything. To my great surprise it was not that detailed, and the chance to avoid infection was a simple HT+3, which for a average human with 10 HT would mean roll over 13 with 3d6. Sounds very doable. I tried to calculate the percentage chance of success on that roll but my math skills just wasn't up to it.
Another game I checked was my old BRP derived Drakar & Demoner which had rules for infection, but far less tough than DragonQuest. 1% per hit, or 3% for dirty or natural weapons, and 5% to develop the infection into gangrene in 1d4 weeks. Those 61% start looking very grim indeed.
I am amazed by these numbers! While I am no longer very concerned by realism in my games, I start to wonder which of these games actually provide a picture of how it really works?
I guess everyone have heard of Papers & Paychecks, the rpg that they play in one illustration in AD&D? I am getting these ideas of a rpg where most of the time is spent is bed, coughing or lying on a battlefield with your guts spilled out, and the big drama is not combat, but the hours spent rolling on tables for disease, disfigurement and permanent injury. A new game called Injuries & Illness, maybe? Grim, is the word. It almost goes into silly territory for a moment there. Still, I find it fascinating.
Thursday, November 12, 2009
Some ideas about stat checks, from Frank Menzter and me
Since the games of yesteryear usually didn't have skill systems, you used some other mechanic when you wanted to do something not specifically covered by the rules. Rolling a d6 (grumbling grognard method), rolling a d20, rolling against a save of some kind or rolling against some stat. Those are the classics.
I grew up in BRP land, where there were skills aplenty. But, if for some reason no skill covered it, it was time to roll against a stat. There's a Resistance Table in the rules, used for e.g. arm wrestling (I promise, it's the first thing I've ever seen anyone use as an example, or used in actual play!) which can be used when pitting two basic stats against each other, so the idea to use roll against the stats are there. Frankly, the stats usually don't do that much in BRP (unless you count the Idea Roll and relatives, recently expanded in the big BRP tome), so sometimes you feel like using them.
There are some fairly interesting ways to roll a stat check. My favourite one is to roll a different amount of d6 depending on difficulty. Try to roll below 13 with 7d6!
Now, Frank didn't do stat checks. He had used "roll a d20, get above 12" as a standard, but also liked the idea of using saves. Personally I find the saves for AD&D to be so bizarre and non-intutive that I get a migraine just trying to remember what those crazy categories are! I think the unified saves in 3rd ed was a stroke of genius. Much have been written about saves and how they work or not. I think they are a mess in anything pre 3rd ed D&D. There, I said it. Anyway. Frank Mentzer didn't use stat checks.
Why did Mentzer think stat checks was a bad idea? Well, he actually had his reasons. However you twist and turn saves on their heads, they are a factor of a class based system. In D&D everyone have saves, and they are set before hand, equal for all. Rolling against a save is same for every 4th level Cleric, but the stats are individual and based on luck. Well, rolling dice is random, of course, but the way I understood Frank's reasoning, he felt the player should bring some skill to the table. Rolling against stats felt like to much randomness, since you would be better at saving if you was lucky when rolling your stats.
I'm not sure I buy that argument, but it's an interesting way of seeing it. Of course it's interesting to compare all of this to T&T, where everything you do will be a stat check. I do think Frank Mentzer have a point about randomness, but I still think it makes sense in T&T. Since there's nothing not based on stats, there will be a common base for everyone. Rolling enough dice will actually make the outcome drift toward the average. I find that kind of weird myself, but I know that the law of averages will make it even out. Also, I have seen by my own game table that smart players go further in T&T.
Choosing when to roll, and make it count when you're in a postion of strength is very important. That's one lesson I learnt from Advanced Squad Leader. If you take every opportunity to roll, bad things happen. Attack from strength, it's a proven maxim. How you roll them bones, that's another kettle of fish. Food for thought.
Wednesday, November 4, 2009
How to look objectively at the classics
Following this train of thought, I come to the next station. I'm thinking of the reviled AD&D sourcebooks Dungeoneer's Survival Guide by Douglas Niles and Wilderness Survival Guide by Kim Mohan. If you read what people at Dragonsfoot write about them, you start to wonder if their favourite dog ate it and died when they were a kid. I have the books myself, and while I can surely see their problems and limitations I find that hatred spewed upon them to be a tad excessive. Are we seeing something like the ToEE phenomenon here?
I probably wont win any friends by saying it, but I have the hyphosesis these people suffer from an overdose of Gygaxitis. It's a common enough affliction caused by expose to High Gygaxian writing at an impressionable age. The symptoms are usually a tendency to consider anything written in High Gygaxian as holy writ, and a stubbornness and inflexibility of the grey matter. No question they get enraged then when someone who is not The Prophet adds things which Was Not Meant To Be, like skills, to the Holy Writ.
So having caused three cases of spastic fits I will stop there. Everything is a matter of perspective, isn't it? What? I have those irrational idea myself? About something else? Nah, don't think so. I'm flawless.
For those who need some help to entangle a big stick of Irony, out of that last paragraph, I'll tell you that I'd love to start a AD&D game myself if I only had the players for it. There you go, now you have something to whack me over the head with.
Saturday, July 25, 2009
Worlds of Fantasy Part I - Greyhawk
I never understood why some people have such a high regard for Greyhawk. Did I just come to it from the wrong angle, or is it not for me?
I no longer remember when I first heard of Greyhawk, but I know I've heard it was "that world Gygax invented in the dawn of the hobby". I knew nothing of Blackmoor or Braunstein then. The first memory I have of it is of an blurb in a catalog from a mail order game store. That product was From the Ashes, and I also remember seeing The City of Skulls. As you can tell, I came to Grehawk fairly late. It didn't seem all that interesting, though. There was a crowd of settings published for 2nd ed AD&D at this time, and they all seemed more interesting than the, to me, bland looking Greyhawk.
A few years down the line, when I first encountered the nebulous subject of "old school", I bought a bunch of the old adventures from eBay and Noble Knight to run an old school campaign with the then new 3rd ed D&D. Now I read some of the short snippets of background in these modules, and it seemed less interesting than ever. I still don't see how it could make anyone care much for Greyhawk. I actually borrowed a couple of later books from a friend, after having heard of the folio and realized it was out of print. Both of these products gave me the impression that you probably had to have been there from the beginning. They referred to wars, rulers and countries, but nothing hooked me. It still seemed, bland.
I have now later been exposed to more of Greyhawk, and still feel it is very bland. It has absolutely nothing that sets it apart, except that it was Gary's campaign world. Sure, not all fantasy campaigns needs three suns and purple elves, but still. I'm beginning to think that the reason so many fans of D&D have a soft spot for Greyhawk is that when they were exposed to it, it was about the only thing out there. Also, the fact that the AD&D tournament modules were a common experience for many players made Greyhawk a common ground of the D&D experience. Greyhawk was D&D, basically.
Maybe someone will now comment and say that Greyhawk is wonderful and the Folio is the best thing that ever happened to gaming. For me it was always just "a fantasy world" and even when I tried it wouldn't come alive. Considering I already from a earlier age knew of Dragonlance from the excellent computer games from SSI, I think Greyhawk is a good example of marketing failure. Considering what happened to TSR as Gygax left I guess it was inevitable.
