Showing posts with label Classes. Show all posts
Showing posts with label Classes. Show all posts

Saturday, March 5, 2016

Combat capabilities through T&T editions

The next part of my walk through of T&T editions will be a closer look at some miscellaneous rules that pertain to combat, and that might exacerbate or alleviate some of the issues you might have.

Having talked about the hardware, it's time to look at how the classes/types work in combat. In T&T you have those wielding swords, and those wielding magic. There is the middle ground, the rogue wizard, but I will leave it out of the discussion as there's nothing new for that type of character. But, it's worth noting how opposition works, because the monster have their own rules.

Warriors
Let's start with the Warriors. In the first two editions, the only thing a Warrior got was their adds from high stats. Then from the T&T Supplement and on to the latest edition, they get the ability to use their armour extra effectively. So, twice the value for absorbing hits. This kind of coincides with the first serious bump in dice for weapons. From the unofficial 6th unto the latest edition Warriors have also gotten a boost by adding extra damage. I think the +1/lvl kind of makes sense as the armour suddenly absorbs more from 5th ed on, but 1d extra damage per level as in 8th ed just sounds ill thought out. They mention in a side bar it was questioned in play testing. That should have told the game developers this was a bad idea.

Wizards
The magic wielding class have been very uniform through the editions. All first level spells have been available for all wizards, and apart from the 7th ed era where they needed to make a Saving Roll to cast, they have been able to lob spells freely, paying for then by WIZ or STR points. From 5th ed they have been upgraded combat wise with the ability to not only use 1d weapon, but 2d weapons. Then they also got the ability to use adds from high stats, which they were forbidden before. Interestingly, before that switch they had the benefit of being assigned hits last.

Monsters
How about the opposition then? Monsters can be stated out like characters, or they can use the more basic method of just having a Monster Rating. The basic idea is the MR gives the dice rolled, and the adds you add to that in combat. From 5th ed on you use the same amount of adds for each combat round, and before that the monsters used to loose steam as the fight progressed, loosing dice and adds. Interestingly enough, before 5th ed. the rules stated that monsters thrived in darkness and got double their rating in darkness! As sometimes is the case, the British edition adds in a line about rolling the dice off MR to generate the amount of hits a monster can take. Feels a bit odd if you already have the MR, right?

So what does this all mean?
I think we can see how the power of the classes have increased in lockstep with the die ratings for weapons and armor. There are some quirks on top of this, like the Wizards being last to take a hit, that I had either not noticed or just plain forgot. There was one quite interesting note in the editions before the 5th about monsters on deeper levels. I guess they game expanded out beyond the dungeon. But, that suggestion was to multiply the dice the monster rolled by the level to make it easier on the GM when rolling many dice. It seems like the rules writer and developer somehow changed their minds about big dice pools being a hassle.

It's not very far fetched to think that if you feel the present edition is cumbersome, just roll scale back all the numbers! In my next post I will consider that, and some other options.

Monday, September 22, 2014

Old D&D editions and clones - OD&D

I posted the question a while ago "how many clones do you need" when I realized I really didn't feel like buying two new old school games. This is my series of taking down those things off the shelf and reconsidering them. First out, 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, February 13, 2012

Old School feats - my take

In a post some while back, FrDave posted his ideas about how to spice up the use of stats in old school D&D by some "feats" for those with exceptional stats. I liked the idea of some extra ability that set just that level 2 fighter apart from the dozen next to him in line at the dungeon entrance. Stats mean very little in earlier editions, and while I think the way it works in, say 1st ed AD&D, is a a bit excessive I still think some more use could be had out of them.

Here are my lists for "old school" feats.

This is build for the B/X edition of D&D, with a +1 for 13-15, +2 for 16-17 and +3 for 18 in a stat. The reverse applies for stats lower than 8.

Fighter
  • STR - 1-3 times a day, the fighter attack may stun an opponent who must make a save or dazed only defend himself.
  • INT - Once a day, you can find and exploit a flaw of the opponent. Adjust his and/or your AC up or down 1-3 points.
  • WIS - 1-3 times a day the fighter can feint an opponent, who then looses his next action.
  • DEX - 1-3 times a day, a successful attack may disarm an opponent.
  • CON - 1-3 extra HP added at character generation.
  • CHA - daily an intimidate attempt may be made, and 1-3 bonus gained to one to hit roll.
Magic-User (repost from Blood of Prokopius)
  • STR - 1-3 spells per day have their durations doubled.
  • INT - 1-3 spells with variable effects are maximized.
  • WIS - 1-3 spells may be spontaneously cast in place of memorized spell of equal or lower level.
  • DEX - 1-3 spells with an area effect have it doubled.
  • CON - may use 1-3 weapons or armour chosen at character generation not normally available. Leather must be the first choice and no heavier than chain.
  • CHA -  1-3 spells a day require two successful saves.
Thief

  • STR - thrown weapons gets +1-3 damage
  • INT - 1-3 times a day the thief manoeuvre himself so to grant initiative for his side. Ignore the dice.
  • WIS - daily the thief may push and shove enemies in a fight, granting +1-3 to one attack/save on a friendly side.
  • DEX - 1-3 times a day, an attempt at sleight of hand will automatically succeed.
  • CON - 1-3 times a day you get +1 to a save of your choice.
  • CHA - you can tell 1-3 totally convincing lies each day.
Halfling
  • STR - 1-3 times a day, you can re-roll a to hit or damage for one ranged attack.
  • INT - 1-3 bonus once a day to find hidden things.
  • WIS - once a day, your sixth sense will warn you of impending danger, on a roll of [1-3] in a six.
  • DEX - one fight a day, you get 1-3 bonus to AC.
  • CON - 1-3 bonus to any save, once a day.
  • CHA - 1-3 times a day, you may sing a silly song gaining a 1-3 morale bonus for the whole party.
Cleric
  • STR - if an opponent if of a faith directly opposing your own, you may once a day smite the unbeliever for 1-3 extra damage.
  • INT - 1-3 memorized spells may be swapped out for a healing spell of equal or lower level, at will.
  • WIS - once a day, turning attempts will affect 1-3 extra targets.
  • DEX - 1-3 spells of variable area of effect is doubled once a day.
  • CON - daily after a short prayer, the cleric will regain 1-3 HP.
  • CHA - the true intentions of 1-3 individuals with whim he has conversed will be revealed by the cleric's god.
Elf
  • STR - once a day, you get 1-3 bonus to a save against spells with physical effects.
  • INT - 1-3 times a day, a spell cast will be retained in memory.
  • WIS - on a [1-3] in 6, small woodland creatures will give you warnings of dangers and happening in the wild you are travelling through.
  • DEX - 1-3 rounds a day the elf may shoot twice in combat.
  • CON - 1-3 days an adventure the elf may survive without sleep/food or water.
  • CHA - on a 1 in 6 the elf might know, once a day, a snippet of knowledge of greater or lesser relevance to the adventure at hand.
 Dwarf
  • STR - 1-3 attacks a day will not only harm, but also stun the target into loosing their next action.
  • INT - may identify the make and/or source of gems and precious metals, on a [1-3] roll in six once a day.
  • WIS - once a day 1-3 spells of the dwarfs level or lower will not affect him.
  • DEX - when an enemy falls for your axe, you may 1-3 times a day immediately roll to also attack the closest enemy.
  • CON - 1-3 days a week, the dwarf may drink any amount of alcohol without passing out.
  • CHA - once a day, saves against any fear effect will get a 1-3 bonus for everyone within 10' of the steady dwarf. 

So what say you? I think these can be used to great effect to make that character of yours stand out a bit from the rest, without degenerating into super heroics of a kind not fitting for B/X.

Monday, April 26, 2010

A subtle piece of game design

Today I read this piece where Trollsmyth take a closer look at the way game mechanics work, and how to make a change to the game to support a class, an attitude or style of play. Very interesting, and well thought out article.

Sunday, November 15, 2009

Class based vs Skill based vs Someting else

As I have been reading DragonQuest the last week, I've realized it is a very peculiar mix of a class based, skill based system and just Something Else. I'm still trying to wrap my head around it. Today I got a small reminder of a sensible way to approaching designing games.

In DragonQuest you usually roll against your stats, but there's also skills. Now, skills are not skills the way I'm used to them. A skill can, for example, be Troubador. The Troubador can charm people, have some ability with magic, plays music and can disguise himself. Don't you think it looks kind of familiar? At least to me it looks a lot like the Bard class in D&D. You pay Experience Points to buy Ranks in the skill Troubador, and gain new abilities for every rank, or increasing the proficiency with the abilities already gained.

So I guess this could almost be described as a class, but one which is optional if you'd rather pay for ranks in your weapons, or buy increases to your stats. Naturally you could also buy ranks in spells, or different skills if you have EP to spare. Now it do sound more like a pure skill based system, or does it?

You might say that I come to my subject with preconceived notions of how a game system is to be constructed. Fair enough, I do have some expectations and they are coloured by how common games look. I don't think I've seen any game before where buying a skill gives you all those effects that buying, say, Troubador, gives you in DragonQuest.

Talking about a common reference makes me think of Tunnels & Trolls. In that game system everything you do involves your stats. Even though there's a lot of rules in DraqonQuest, it explicitly say that you roll against a stat to succeed. Many of the procedures included do just that. So, obviously it's a lot like T&T. But, it still have those skills which at least look a lot like classes. What a wonderful mix of ways to approach roleplaying rules!

When you sit there with your familiar game, wondering why anyone ever would need anything else I think this is the answer. I love to collect and read lots of different games, because something comes around that expands your mind. A designer of games should read at least twenty before starting their own. Try it, it's fun.
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