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Showing posts with label 2e. Show all posts
Showing posts with label 2e. Show all posts

Wednesday, September 8, 2021

Shielding My Woes


Ugh…I have been wrestling with this one for a while.


The rules for shields in most D&D games are amazingly simple and amazingly awful all at the same time. I want good rules for shields that are both simple but are a bit more accurate to what shields do in combat. I will not claim to be a great military historian or a super reenactor of the period, but I was a nerd in the 2000s that played a decent amount of boffer LARPing and a shield is an amazing piece of defense. Something to me that deserves more than a simple plus one to AC. A basic human armed with a spear and shield should have a better AC then 8, especially versus missile weapons. Considering all that, the flip side is that it is simple and keeps the game flowing. Complex shield rules with parrying and variable AC depending on the size of the shield. Different bonuses with close combat with different number of opponents and/or range fire just tends to bog things down in unwanted minutia. Below is a few of the shield rules I have seen in the OSR community that I like for different reasons.

 

Shields Shall Be Splintered

http://trollsmyth.blogspot.com/2008/05/shields-shall-be-splintered.html

First off, if you are not familiar with Trollsmyth’s blog, you should. There is a ton of great content there. You will not be disappointed. To sum up “Shields Shall Be Splintered” quickly, shields function as written in the rules but a character that has a shield may sacrifice the shield to ignore the damage of a single attack. Powerful, simple, and quite useful for PCs. This adds quite a bit of survivability to characters that use a shield.




I decided to use this rule in my games, but ONLY Fighters could use it. This was an attempt to get people to play Fighters, because in my games no one would play one (I also gave the Fighters Weapon Specialization too). It did not work in seducing people to play Fighters. I have yet to have a Fighter in my multi-year campaign. For my game this failed on two fronts, one, the rule has not been used ever, two, it was not enough to get people to play Fighters. I guess I will just have to start offering signing bonuses for playing Fighters.

 

Crawford’s Shields

Wolves of God

                One of the other sets of shield rules that I like is from the myriad Kevin Crawford’s games (I cite Wolves of God above, but there are plenty of others). In WoG, shields are divided into broad shields and heavy shields categories. Broad shields give you an instant AC 5(15) and if you have an equal or better AC it provides the usual +1 bonus. Heavy shields give you an instant AC 6(14) and if you have an equal or better AC it provides the usual +1 bonus. They also are used to bash your opponents, thus provide a +2 to damage. Shields in his game also completely protect you from shock, which is a great benefit, but does not translate into general D&D.


                I like these rules a lot. I think they make a lot of sense and make shields a bit more effective than the standard D&D plus one AC bonus. The main issue is that issue I see is that I do not see the rules coming up that often in a standard BX/OSE game. In WoG armor is much more rare and much more limited in scope. Many to most PCs in BX/OSE will have chain/plate or cannot use shields. Thus, the rules really do not change for them (accept doing more damage with a heavy shield), they are just getting the standard +1 AC bonus. Why add in all the complexity, if it really is only going to change things in the margins?

 

AD&D 2e (The rules I grew up with)

This set of rules has a lot to it, so I am just going to quote the source:

“A buckler (or target) is a very small shield that fastens on the forearm. It can be worn by crossbowmen and archers with no hindrance. Its small size enables it to protect against only one attack per melee round (of the user's choice), improving the character's Armor Class by 1 against that attack.

A small shield is carried on the forearm and gripped with the hand. Its light weight permits the user to carry other items in that hand (although he cannot use weapons). It can be used to protect against two frontal attacks of the user's choice.

The medium shield is carried in the same manner as the small shield. Its weight prevents the character from using his shield hand for other purposes. With a medium shield, a character can protect against any frontal or flank attacks.

The body shield is a massive shield reaching nearly from chin to toe. It must be firmly fastened to the forearm and the shield hand must grip it at all times. It provides a great deal of protection, improving the Armor Class of the character by 1 against melee attacks and by 2 against missile attacks, for attacks from the front or front flank sides. It is very heavy; the DM may wish to use the optional encumbrance system if he allows this shield.”


                These rules while giving an assortment of different shields each with their own pluses and minuses is far to fiddly for me personally. Tracking four different weights, four different number of opponents, different directions that the attacks are coming from, etc. Doing all of this for a 5% modifier to your percent chance to be hit seems like a lot to me. I would rather just use the base BX/OSE model with a single shield with a +1 AC bonus compared to this.

 

Overall

                I have not found a set of rules that I am completely happy with involving shields. I might be chasing something that does not exist. There are parts of me that enjoy each one of the rule sets mentioned here (some more than others), but each one has just something that does not click correct for me. How about you? Is there a system that you like that I did not mention? Do you like the plain +1 AC bonus and leave it at that? Let me know and maybe I can find something I like.



I run Old School Essentials weekly and post our games to YouTube, click HERE to see.


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Wednesday, June 2, 2021

Killing Save or Die Mechanics

 Hello. My name is Ryan and I do not like save or die mechanics.

 


                I know the reason why they exist. That does not mean that I must like it. The game, in general, is dangerous enough without this mechanic, so why do we need it? Does this mean that I am abandoning the principles of old-school gaming and going to convert over to 5e? No. What it does mean is that I am going to steal other people’s good ideas on the subject and apply them to my own game. I do not want the threat of death to leave my games and player death should happen, but I prefer to mar and cripple my PCs over death. At times death is letting them off too easy.


                I saw an alternative rule that I am tending to lean towards that is still extremely deadly, but also not a binary result. When someone has a save or die mechanic (i.e. poison, death ray, etc) they take the creatures hit dice in damage. Example: the character is struck with a death ray from an Eye of Terror (Beholder). The character fails their save and would take 11d8 points of damage. Odds are the character will still die, but there is always the chance that the damage roll is low. In addition, if the character fails the save, takes damage and lives, they will have an appropriate permanent effect. In the example above I might have the death ray destroy part of the character’s health and they take 1d3 CON loss.

                You could have a character that fails a save against a medusa gaze and live. They then might have some calcification of the joints and they lose 10’ of movement and are just slower the rest of their career. That effect could in theory be removed with a Stone to Flesh spell which would in theory cure them if they were turned into a statue too. This also is the same with poison. A character can fail a save and take huge amounts of damage, but if Neutralize Poison is used, they instantly regain that hit point loss.



                Lastly, I use a Death & Dismemberment chart for my characters because again, I like to mar and injure the characters. I would skip this step though in the case of a save or die mechanic. If you hit zero, from a failed save, it is lights out. This adds another level of danger and still makes those save or die mechanics scary, but not cheap.

                I do not judge people who use the mechanic and like it. It is certainly a preference. I think it is a little more acceptable at lower levels, but as you put time into a character the thought of losing it to one bad die roll tends to sting more. Might just be me?


I run Old School Essentials weekly and post our games to YouTube, click HERE to see.


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Monday, September 28, 2020

Why Rolling to Cast is a Bad Idea

               This article is really in response to Professor Dungeon Master and his video(s) where he professes to like random results for casting spells. Let me be clear here first, I love the Dungeon Craft YouTube videos and I love the FB group. I have stolen many of the Professor’s ideas and agree with him about 90% of the time, but I must break from him on this subject. This video also runs in complete opposition to the magic system that is used in Dungeon Crawl Classics. I love DCC’s style and I think their approach is wild. I like many of their adventures, but I will not be running any straight DCC anytime soon. The game, for me, is a bit too random. Though if that is your thing, more power to you.



DCCs art is rad.

                I brief synopsis of what I call “random” casting (or rolling to cast) is when a wizard/cleric casts a spell the player rolls a d20 to see if it is successful or not. Spells in this type of setting are not automatic (though I would argue that they are not automatic in classic D&D either). Depending on the d20 roll you can have about four outcomes. The spell goes off normally, the spell fails, the spell critically succeeds, the spell critically fails. The other bonus to this system is that spells can be cast an unlimited amount of times, but there is always a chance that the spell will backfire. I am sure that I am underselling the system a bit, but I think this is an accurate rough outline of how this system works.



Here is the video with his house rules. I agree with many, but not "Roll to Cast".


                Here are some of the reasons that I think this is not the best system to use. These opinions are coming from a classic D&D OSE/OSR perspective, so please keep that in mind.

1 – It is already tough being a low-level caster

                I have been running OSE/OSR now hardcore for about the last years and the biggest pile of dead heroes that I have is wizards. In my opinion they have the highest bar to cross as far as gaining levels, with the least going for them. They have bad ACs, they cannot use weapons, they have low hit points, and the list keeps going. The one thing they do have is a spell that possibly can turn the tide of battle once a day. Clerics are similar in that they have earn an entire level before even getting a spell and (odds are) that spell will be crucial in keeping another character alive. I just do not see the reason for having the one thing that makes both the classes unique fail or go catastrophically horrible. Why would people then really want to play these classes? The wizard sits back biding his moment and does little in the combats of the night. The Ogre rounds the corner, the party looks at towards the wizard and the wizard grins. He chants his magic as his eyes glow and casts Sleep. He then rolls a 1 and puts his entire party to Sleep and gets his head caved in by the Ogre. Fun times. They get one thing, let that thing be reliable.

2 – Unlimited casting is not a good option either

                I can hear the comments now, just allow the casters to cast unlimited spells with a risk and that solves everything. I am currently playing in a Microlite20 game where my character can cast not unlimited, but quite a few spells compared to his OSE counterpart. I can drop Sleep like it is nobody’s business. This makes fights boring for the other party members. Since I can cast it roughly 10 times, we can navigate most of a dungeon without many combats. I go out of my way to not cast it because I want other party members have a chance to shine. When you can cast that many spells at low level, even with the chance of failure, it can reduce the dramatic tension of a session a lot. Combat, Sleep, Bash, Next, Combat, Sleep, Bash, Next, Etc. Spells as a limited resource is a good thing and even plays into the fiction well. The wizard is tiring and cannot produce more magic, the cleric is desperate, and their faith is wavering. While I believe low-level casters, especially wizards, need a few more spells, unlimited spell casting just does not seem to fix this problem.

 

This supplement does have a critical system for magic if people are interested.

Conclusion

                As I said in the beginning, I do not want this to come off as an attack on Dungeon Craft. I love the channel and respect the Professor. This is just one professor sharing his opinion on the subject as well. I would highly encourage you to check out Dungeon Craft as a YouTube station and a FB book group, you will not regret it. I also want to state that I like DCC and Goodman games. I own several products. I encourage people to buy DCC, because even though I do not run it, I have farmed it for many ideas and their adventure modules are some of the best in print now.


This is one of my favorite of his videos and rings so true.

I have previous blog posts on my thoughts on Wizards and possible ways to improve them at low levels. Check them out HERE and HERE.

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Monday, March 16, 2020

Rolling Ability Scores – DMG Delve Part 2

        You would think with all these years into the hobby, and all the characters that have been created we would know a few solid truths. One truth that tends to get circulated is that stats should be 3d6 straight down the line, no exceptions! This is not the case in the AD&D 1e Dungeon Master’s Guide. We come to a section early in the book about “Creating The Player Character” and the first sub-section is “Generation Of Ability Scores”. This section gives you information not only on the generation of PC stats, but NPCs as well. While many in the OSR movement claim that modern D&D has a tendency towards super heroes, it seems clear from Gary’s writing that the PCs in Dungeons & Dragons should be “a viable character of the race and profession which he or she desires”. 




Gary admits that it is possible to generate playable characters by rolling 3d6, but only after “an extended period of attempts at finding a suitable one due to the quirks of the dice”. This shows too that rolling over and over again to get a character’s stats at least was a thing. He also discusses how creating lower quality characters can often lean to characters having a short life and this in turn discourages new players. I think this is a great insight and I have argued this for a while online, people (in general) don’t like their characters dying. This can drive people from the game before they ever really try it. One of the best parts of the game is the ability to create a character that is “yours” and getting to play that character. This is not to say that characters should be immune to death, which is going too far. Without a solid threat of consequences, you are robbed of a sense of danger and accomplishment. We should though strive to have characters that are viable for their profession. Thus the rolling system used to create them must tilt slightly in the PCs favor. This should create adventuring folk, not monster bait. With this in mind Gary discusses four methods for rolling attributes for your PCs.

Method I: 

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

Method II:

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

Method III:

Scores rolled are according to each ability category, in order, STRENGTH, INTELLIGENCE, WISDOM, DEXTERITY, CONSTITUTION, CHARISMA.  3d6  are  rolled  6  times  for  each  ability,  and  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 and these scores are noted on the character record sheet.

All of these methods allow you to either arrange your stats, roll more than 6 times, or roll more than 3d6, some of the methods allow for combinations of these. Whichever way you choose to go about it, you are certainly going to get more options than the 3d6 in order. 3d6 in order seems to be the method for generating commoners and people of little renown. Gary mentions making NPCs (which he seems to mean powerful NPCs), which he seems to recommend them getting high scores because, “how else could these figures have risen so high?” General characters need to be average, so he recommends considering and 1s rolled are treated as 3s, and any 6s rolled are considered 4s. For special characters, not high NPCs, but not commoners (like henchmen) he recommends using the same system as the PCs, or doing the 3d6 method, but adding 1 to each dice rolled.




It seems clear that the idea behind the rolling systems is to have characters that are decent at their profession. This seems reasonable to me. I want competent characters and that can accomplish their goals like professionals. I do not want characters that are sickly and gross with little reason to be in the field. This seems to be the appeal of DCC, which is not exactly my cup of tea. There is nothing wrong with it, but it does not suit my style. What do you think? What method of rolling do you use? 

      This is some of the interesting stuff in the 1e Dungeon Master's Guide. I will continue the series Delving into the original DMG. If you are interested in the purchase of the book, please see the links below.

If you are interested in getting a copy of the AD&D 1st Edition Dungeon Master's Guide you can get a PDF or Print on Demand HERE.

If you are interested in an original copy try HERE.







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Wednesday, March 4, 2020

Why I Finally Decided to Purchase Barrowmaze

         I get a few people asking me questions about my old Keep on the Borderlands game and what became of it. It went on for quite some time, but I had some medical issues then ran some Star Wars D6 for a while. I brought the characters from the Keep on the Borderlands adventure back, and started them in a modern classic Barrowmaze. I will admit that in the past I was hesitant on Barrowmaze due to the significant monetary investment that is involved. I can generally buy five to ten other OSR products for the cost of the hardback POD. I am here to recant my criticism though, the product does live up to the hype. I have now been running it since December on a weekly basis with my group of students at school and we all love it. The students really do like it more than Keep on the Borderlands, which to me states volumes. This article is going to cover what exactly Barrowmaze is, for those that are not familiar, and what I like about it.





What is Barrowmaze?

I think when you ask most people, “What is Barrowmaze,” the most common response would be a Megadungeon. If it was just that, it would have succeeded quite nicely, but it is actually a lot more. To me, Barrowmaze is something better than a singular Megadungeon, Barrowmaze is a skeleton. What do I mean by that? Barrowmaze outlines and entire mini-RPG ecosystem. The campaign takes place in the Duchy of Aerik which has an amazing framework for not only the Megadungeon, but the ability to build and expand into other adventures. The book comes with the areas other locations, gods, backgrounds, and threats. You are not buying a Megadungeon, you are buying a mini-setting that is easily expandable. The village and Barrowmaze itself are the focus of the book and have a lot of meat invested in them, but the surrounding area is fleshed out just enough that you can add to it quite readily. Your PCs can easily become influential with the local government, build up status and reputation, and eventually even settle and build permanent structures. You can also slip other modules into the areas around Aerik, if the PCs want a change of pace.  

The Megadungeon itself is structure a bit differently than the norm. Most dungeons get more dangerous and rewarding the lower you travel. Barrowmaze is a series of burial mounds that act as mini-dungeons. These are great for short, punchy play. You can run sessions in only a few hours and still feel accomplished by knocking out a few mounds. As the PCs travel from left to right on the map, the mounds get more difficult and more rewarding. Below the mounds is a single level that qualifies as a Megadungeon. With close to 400 rooms it is the titular Barrowmaze. The maze will challenge the players and is divided up into different sections with factions in each section to deal with and negotiate. Combine this with the 70 burial mound min-dungeons, for the price, you are getting a product that will provide a huge amount of content. In a dollar to content ratio, this is one of the cheapest products on the market. 

There is an overall plot, but it is as relevant as the DM wishes to make it. If they want to lean into the plot, they easily can. If they would rather use this as a boot-it and loot-it game, you can easily do this as well. I personally am running with the plot as I find it interesting and I like to tie other adventures into that plot.  


A Great Questing Beast Review of Barrowmaze.

Using the Book

These days I am running an open table for anywhere between 4-6 players on average, though it has been as high as 9. The group’s foundation is that they are a mercenary company, like many of the others in town and they are seeking their riches while the "getting is good." I wanted to add to the overall feel of the area and I used other supplements to spice up the duchy. As an example without too many spoilers, the duchy map mentions a “Secret Shrine”. In the setting background the plot is tied up with a serpent god as well. I replaced the “Secret Shrine” with Skerples module Tomb of the Serpent Kings, and dropped just a few ties to the main Megadungeon. Also, there are rumors of tribes, froglings in the base book, running around the swamps in the game. I kept the froglings, but I have an Old School supplement with amazonian warrior clans and I added them to the swamps. They fight each other, and everyone else who is not them. The players can attempt to negotiate with them, or go to war. Maybe put one against the other? The tribes are related to a witch located in swamps of Bogtown and their local Thieves Guild.

I am trying to get my PCs as tied to the town as possible in order to get them to want to spend money on the town and watch it grow. They seem to like investing in things and have that investment pay off. This setting seems to lend itself to that style of play. Some players are trying to form businesses, some are trying to make fortifications for the town, and others are making a reputation as party animals and carousing experts. Making the environment a living thing is important. Players are spying on rival companies and finding out information on the locations of possible good treasure, then swiping it out from underneath them. Sometimes they go into the mounds expecting to open a mound with a treasure haul, only to find out that a different group was already there. I added a touch to the main bar in town where each of the adventuring parties have their names with numbers by it on a board. These are the number of trips to the Barrowmaze the parties have made and come back with significant treasure. I imagine this kind of like Top Gun with the different pilots competing for who is best. 



        Beyond expansion, it is a great resource to steal from. The village of Helix is wonderfully detailed with enough information to hang your hat on, but is not too detailed to not allow for customization. You could just use a few pages from the Helix section and drop this as a home base in any of your campaigns with little difficulty. The town is big enough that it has some meat to it, but it is not a major metropolis with all the needs of the characters catered to by the NPCs. Barrowmaze also comes with loads of new monsters, rival NPC parties, spells, and magic items. All of these are great for any DM looking to throw something new and different at the party that is not in the core books.

Lastly, it is incredibly useful to a diverse audience. It was originally released for Advanced Labyrinth Lord, which makes it compatible with just about any Old-School System. I personally use Old-School Essentials with the Advanced Fantasy Genre Rules added into the mix. It was also converted and is available to for 5th Edition Dungeons & Dragons and all of the systems that radiate off its core mechanics. This selection covers a huge swath of the fantasy RPG industry with players from all sorts of editions able to access this awesome product. 




Conclusion

This is a great product, and with all my hesitations before about it, I was proven thoroughly wrong. It is worth the price, and it is a great piece of modern game design. It deserves all the accolades it has acquired, and if you have not checked it out you should. Right now is GM’s Day(s) at DriveThruRPG and you can get Barrowmaze quite a bit cheaper than usual. If you want to check it out, click the link that I provide below.

Barrowmaze for Old School Games can be found HERE.

Barrowmaze for 5th Edition D&D can be found HERE.






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Monday, February 24, 2020

Should D&D be Competitive?

(The article below discusses Tournament D&D, if you are unfamiliar with that concept, please click here for an explanation.)

              Something happened last week in my local area there was a 5e D&D tournament. I know this was a popular event in the D&D in the 70s and especially the 80s, but as far as I know seemed to start to die out with the introduction of 2nd edition. I joined the hobby right as 2nd Edition came out and was quite young so I was never able to attend any of these events in their heyday, but in reading and listing to interviews with some of D&D founding members, it was not only popular, but highly profitable. It seems weird that something that was this profitable (according to interviews) would not have continued with D&D in a bigger fashion or at least be picked up by someone else, unless the culture had changed dramatically. I know that there are still many versions of “organized play” i.e. Adventurers League, Pathfinder Society, etc, but I believe people would not classify those as competitive. I also know that tournaments still happen at major events, but from what I can gather, they are not nearly as popular. 




                I use to go to DragonCon every year before my son was born. I was there 1999 thru 2012, and there was an event that I played in a few times called “Cheese Grinder”. It appears that they are still running these up to today, but the goal was to live the longest in a series of death trap style rooms. You make the “cheesiest” character within the guidelines and try to not die. If you die you are immediately replaced by another person. I think it was $1-3 per character, and you waited in a bull pen for your turn. It was competitive D&D in a sense, because you were only out for yourself. These events were a lot of fun, I wouldn’t exactly call it a tournament, but it had some of the same elements that a tournament might have.


Responsible for tournaments in the past.

With the Old-School Revival being gaining a lot of traction, and 5e being super popular in the past few years it seems that these type of events might start gaining traction too. If it is though, I am unaware of it. It also seems that with the advent of computers and the technological revolution it would be easier to organize and get something like this running. Would people play in it though? Here is the kicker from the story above about the D&D tournament that was local here in town, it was a ghost town. There are several possible reasons, the store hosting is very new and this was an attempt to get people in the door. The city I am in has about 5 solid gaming stores with D&D Adventurers League running 5-10 tables per event, so players in the area is not an issue. I also run a D&D club at my local college with about 30 members, I offered to run a tournament at a games day we were having, and I received no interest in the idea at all. Competitive D&D was not accepted by newer generations in my group.


From Designers & Dragons, shows that AD&D was being developed for the tournament scene.

Could one of the Old School Publishers like Goodman, Necrotic Gnome, Goblinoid Press, or Frog God Games step up and organize these tournaments on a semi-regular basis? I know that they are often extremely small companies, but I believe they could get a lot of help from volunteers in the community. Or has the culture of D&D shifted over the years and the tournament scene could never get to the place it was before? The people that play D&D now are not into the idea of being competitive, and only want to play a co-operative experience. Could WotC create a new competitive scene with 5e D&D and promote it within the community? With Twitch and YouTube taking off it seems like you could find a possible wider audience for tournaments with D&D. ESports and D&D are popular on those mediums so maybe the tournament scene could flourish?


Sweep the character sheet, do you have a problem with that?

This brings us to the overall question, should D&D ever be played competitively? D&D has its roots in wargaming, and wargamers have tournaments all the time. Have role-playing games separated themselves so far from the roots that tournaments are no longer a viable option? I find it to be an interesting question. Have any thoughts on the matter? Post below with your opinions.





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Wednesday, February 19, 2020

Was Old School D&D as Deadly as We Think?


               There is a perception that Old School D&D with the original players was incredibly lethal. If you run the game straight as the rules are written, it is hard for it to be anything but lethal. There is plenty of conversation in the OSR scene discussing the “intentions” of the original game designers and how the game was “designed” to be played. I teach about Government & Politics, and I find these arguments extremely similar to arguments about the US Constitution and the “intentions” of the Founding Fathers. People tend to want to read what the Founding Fathers wrote, and interpret those writings for themselves, then claim this is what the original “design” and how the game is meant to be played. The only issue that I have is the evidence I have heard or run across seems to completely disregard this idea.



                I want to be perfectly clear. I do not have ALL the evidence in the world, and some of the stories I have heard MIGHT not be true. This is not me claiming to know the CORRECT way things should be done. This is me asking a few questions that seem to not link up in my mind. I am actually hoping to get some answers. So please, do not post comments about how I am claiming to know everything, because I do not, nor is that my assertion. The three main concepts I will discuss that do not seem to match up to me are lethality, level drain, and leveling overall.

Lethality

Melf, Bigby, Tasha, Murlynd, Mordenkainen, Robilar These are all characters that we have known about for years. Many of these characters were some of the first ever produced for Dungeons & Dragons. How did they survive? I mean with the lethality level that is presented in the books, and the fact that these people were the first to ever play the game, why didn’t they die at some point? I mean a single failed save vs poison would have killed them. Since these players did not have any reference to exploring dungeons, they had to make a few mistakes, right? Some of the characters like, Robilar, played solo with Gary….solo in a Dungeons & Dragons dungeon. How did they survive? Many of these well-known characters are Magic-Users a notorious character class known to die early. The idea that all of these characters, and many more, made it to extremely high levels leads to one of two conclusions. One, when the original D&D groups played, they did not go rules as written and the lethality was toned way down. Two, resurrection was readily available and not as punishing.




When I ran BX/BECMI with a rules as written approach, I believe I was often very merciful but still averaged about 1.5 deaths per session. These numbers and the stories I hear about older D&D just do not seem to match. I have slowly added some house rules into my games and the lethality has come down quite a bit, but it still happens with some regularity. It is possible that they played so many characters that died, that these just stuck out, but we know that many of these characters are the FIRST characters made for the game and odds are should have died. I cannot wrap my head around what seems to be a non-logical conclusion.

Level Drain

                I have read that the original reason that level drain mechanic was added to the game was that the parties were leveling so fast, and they had an overabundance of wishes. How fast were they leveling and how many wishes did they have exactly? The monsters created would drain levels to keep the PCs from advancing too fast, and the DM could drain the party’s resources, wishes, as they used the wishes to restore levels. What kind of treasure was being given out to the players? Oftentimes even getting a +1 sword in my game is a big deal, let alone multiple Rings of Wishes or Genie Lamps. I did write an article about giving players wishes, but so many that as a DM I need to create a way of burning them for the players? How much gold was being given out that leveling too quickly was becoming an issue?  I fully admit this tale could be apocrypha and maybe I am completely off-base, but this rumor about why it was started has been cited to me numerous times. Speaking of leveling…..





Leveling

I watched a YouTube video with Tim Kask where he quickly talked about high level play. He mentions that D&D wasn’t really designed to go above about level 10. He mentioned that when your character got to about that level they carved out a piece of land and retired, then you rolled up a new character and went on with a new guy. That sounds amazing and I totally agree, but how many of your characters were getting to about 10th level? The way he made it sound this was like a regular occurrence. I have been running a group of characters since August of this past years. We play weekly, and my highest level character is about to hit 3rd level. What kind of XP were they giving out? I have been playing D&D since 1989 and the amount of characters I have that hit 10th level I can count on one hand and most of those were in later, non-THAC0 editions.




                You listen to reports of people playing nowadays discussing how most characters never make it out of levels 1-2. There seems to be a disconnect with the way things are written about in the books and the way they were actually played. That, or people nowadays are just worse at playing the game, which I do not believe to be the case.

Conclusion

                Odds are there are some simple solutions to the questions that I pose and I am more that open to hearing the explanations. I am just curious why these ideas that I have in my head, do not seem to match the stories that I hear. If you can shine some light on the situation, please comment on the post.





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Wednesday, February 12, 2020

Why I Made the Switch to Death & Dismemberment

                Death and how it is played out is always a funny and contentious topic for people playing RPGs. Many people want to stick to the letter of the law in the rulebooks, and many others think that harsher rulesets spoil people’s fun. There is no correct answer to this little problem, but there is a correct answer for your particular table. In the past few years I have experimented with several types of systems regarding death in my Old-School Essentials games. We really need to ask, “What purpose does death serve in the game?” Death is a mechanic, just like AC, so why is it needed? We could just as easily have characters always get knocked out, and come back to the game right after the fight. Is it to “punish” the bad players for making stupid decisions? I’ve found that many players play the game extremely smart, but bad luck can kill a character, so is that fair? If a character can go down in combat and get back up with no consequences whatsoever, do they have a motivation to play in a reasonable manner? Answering the question of “why” we have the mechanic in our game can give us an idea of what type of mechanic to use.


The first thing that I did for a while was go back to my 2e roots and allow characters to go to -10 hit points before death. I had them bleed out at a rate of 1 hit point per round unless bandaged. The pros to this system are that it can create some form of desperation on the battle field as a companion is bleeding on the floor. Since the range is so big though, 10 points, I often found that people would say, “Don’t worry, I’m only at -2 I’ve got like 7 more rounds.” This kills suspense and is basically an abuse of the mechanics, but it is hard to avoid. Overall the system felt a little too generous and players could abuse it only really having to worry about death with an unlucky critical roll.
Next I swung the opposite direction and just had players who hit 0 hit points rolled a save vs death. If they succeeded they were knocked out, if they failed, they died. This certainly created a lot of death in the game. I was averaging 1.5 PC deaths per session. This definitely created a sense of caution in my players, but almost to the point of stagnation. Players would endlessly debate options because everyone knew they were a single roll away from death and PC reset. Life was cheap and so were the characters that my players were creating. This also gave an advantage to classes like the Dwarf who have a great Death Save versus other classes. Dwarves were downright unkillable, especially the one who got a Ring of Protection.


This caused me to really think about what I wanted out of the death mechanic and I decided that I wanted the death mechanic to serve as a PC clock. The PCs start the game fresh as a daisy, but as the clock ticks, they gain scars, injuries, and possibly death. I decided to use Goblin Punch Death and Dismemberment v.23 as my go to death mechanic. This has some of the best features of the previous two systems, and eliminates a lot of the things I did not like about them too. The other great thing is that it is compatible with almost any OSR system.
For those that are not familiar with Death & Dismemberment rules, characters who reach 0 hit points are not automatically dead. Up until that point they are taking superficial damage, once they hit 0 hit points they are taking massive hits. They now run the risk of losing limbs, becoming blind, gaining massive scars, etc. This also can lead to some cool moments, I had a character battling several enemies, and he lost the use of his shield arm, had a concussion, but still battled on. Characters don’t want to go below 0 because major injury can happen, so the fear is still there, but death is not assured. They still might bleed out over the floor, but the time frame is much quicker and desperate. I now have some heroes with some great war stories, and the wounds to show for it. Over time their characters are becoming richer, but also are becoming more mangled and might have to retire. My players love this system compared to the previous versions I have used and it is right for my table.



I would highly suggest taking a look at the death mechanic that you are using and does it do what you want it to do? What do you want out of a possible PC death? Do you want it to be more dramatic? More cut and dry? Or for it to have lasting consequences. I prefer the latter, but I believe there are situations where all 3 are viable.









Goblin Punch blog can be found here and has lots of great content.



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Wednesday, January 8, 2020

My $17 Treasure Haul


I discovered at my local hobby shop that they sell used RPG books. I was able to score some sweet deals over the holidays. They only charge half price of the original cover. Apparently a local gamer was moving to Japan and had to sell his collection, so the store bought it. It is two full Ikea bookshelves full of all sorts of goodness. I was able to snag a few choice items that I am listing below.

Books I Did Get



        I have been on the hunt for this one for awhile, and in fact had bid on it in an auction and lost only the day before. They could not find a listed price for it, so they sold it to me for $8. I told them it was more than fair and I appreciated it. I actually left that day and it was the only book that I purchased. I saw the two books below, but I did not get them. Over the week I was kicking myself for not getting the Arms & Equipment book, because it is great. The Complete Ranger Handbook is fun and full of great ideas and was more of a "I just want it purchase." So I went back to the store, which is 45 minutes away, just for these two books. For those two I was charged $9 in total, which is amazing.








Books I Did Not Get

         Below are pictures of books that I did not get, but caught my eye. The question is should I get them? You tell me. Many of them are from box sets, but are missing the box and the accompanying materials. Did I miss any gems?











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