Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Thursday, June 22, 2017

The lost perception skills of older D&D

Older D&D was weird. Though I don't think I ever used the rules in the 90s, dwarves and gnomes (and some other races) have these strange detection abilities. And they're subtly different between the races. I'm going to focus on dwarves, elves, and gnomes here because the others just cherry pick some of these detection powers.

In AD&D 2nd Ed, dwarves can spend one round to detect things if they're within 10 feet of that thing (except depth underground, since you're always within 10 feet of your depth I guess): sliding and shifting walls or rooms (4 in 6), grade or slope (5 in 6), stone traps/pits/deadfalls (3 in 6), new construction (3 in 6) as well as depth underground (3 in 6). Gnomes can detect depth better than dwarves (4 in 6), grade/slope (5 in 6), but also detect direction underground (3 in 6) as well as unsafe walls and ceilings (7 in 10).

That's right, while 2nd Ed raised a few of these detections so they were all using a d6 (dwarves went from grade/slope and new construction of 3 in 4—75%—to 5 in 6—83.3%) except the gnome's 70% chance to detect unsafe walls and ceilings couldn't be lowered to 4 in 6 or raised to 5 in 6 to make it standard. Stout halflings and half orcs likewise ended up using a d4 for their detect grade/slope abilities (3 in 4 and 1 in 4 respectively), and later races in Skills & Powers just get percentile scores assigned. So while the system mostly uses a d6, it doesn't use it consistently.

In the basic Rules Cyclopedia D&D (which only has dwarves), dwarves get all of these stone skills at a 2 in 6 chance, whereas Swords and Wizardry (my ersatz oldest-school D&D) says dwarves get this but the rolls are up to the DM.

This is fascinating in part because these skills were/are probably almost wholly ignored by most D&D players, but also how specific they were to dungeon crawling. Knowing how deep you were (approximate dungeon level) would be hugely helpful in figuring out how tough monsters might be, as well as if the 5% grade in the 100-foot corridor (nigh imperceptible) was taking you further down or not. New construction seems like an ersatz measure of things being walled off, but it also gives you a sense of history within the dungeon, while shifting walls, traps/pits, and unsafe walls/ceilings are obvious hazards (of apparently differing difficulty). Also interesting to note is that dwarves and gnomes got slightly different sets, meaning it was useful to have both types of characters in your party. It also conjures some strange image of dwarves keeping their eyes down and watching for pits and new construction at the base of walls while gnomes are eyes-in-the-sky noticing the ceilings of the dungeon plus a different sense of direction.

Elves get a different ability, which is passive secret/concealed door detection. They get this at a 1 in 6 chance, so just by walking through the dungeon elves will find one secret door in 6. Not great, but totally nice if the DM remembers it (I also just roll this for random noticing facts in my AD&D Al-Qadim Church game). Elves who are actively searching find 1 in 3 secret doors, and 1 in 2 concealed doors.

It's also interesting to note that there are no rules for how these interact with thief abilities (does a dwarf searching for a trap get his roll plus the thief roll? does it take extra time to get both rolls?) nor do these detection abilities ever increase with level: you have them or you don't, and they never improve.

In 5e, we get a little of these as ersatz fixes. Dwarves get their stonecunning and elves get free proficiency in perception, but I can't help but wonder if the sheet blinders work in reverse here. Often with skills, new players are wondering which one they can roll for a certain thing to get more info or move the story along, but there's nothing specific enough about those skills in 5e to warrant the utterly specific uses (or expectations?) that the old AD&D options provide.

I've been thinking about this more and more because, in my 2nd edition game, many of the rules are buried in paragraph form, when bullet points would bring them to light easier. The oft-maligned Skills & Powers book does a nice job of presenting each as a clear option since you needed to spend points to purchase each one, but it can also be used to nicely gather each option together so you can really see what powers you have. So in my vague dream to do some cut-and-paste work to compile and solidify some 2nd ed material and make it more accessible at the table, I'm wondering if these strange powers shouldn't be made broader (i.e. dwarves and gnomes might passively notice sloping corridors rather than needing to actively do it) or otherwise wrapped into a coherent system which includes general thief/rogue skills.

There's also a strange element of DM determinism in these skills, which is the information these detection powers provide or the paths these open up need to be a bonus in the adventure. For traps, their detection is generally simple since the failure result is merely that the trap is set. For sliding walls/rooms though, a passageway could be blocked if not detected. Similarly, if a secret door is the only exit and it isn't found, the party is just stuck. Just because this stuff is on a character sheet, doesn't mean it will work when you need it. Also, while there's been a lot made about dungeons haveing interesting design (loops, multiple entrances, etc.) there seems to be little attention paid to some of these other issues here: sliding doors or cave-ins which trap a party and force them to continue onwards, subtle changes in elevation leading to distinct levels (or over and underpasses), the history of a dungeon's construction and determining which areas are original and which are recent editions, natural construction problems and hazards vs consciously-made traps. It's a small laundry list of good elements to put into a dungeon that I hope to keep in mind for the future.

It's easy to see how these old skills got consolidated in third edition into a version of notice and search (along with the rogue skills), what you're noticing or searching for has perhaps been lost a little. Also what's lost is the race-specific nature of these skills. Dwarves and gnomes have an uncanny ability to detect a grade or slope in a corridor, others could attempt it with weights or marbles or water, but these races just are that attuned to their world that they get these automatically and no one else will ever be as good as them. And I think that's one thing that's been a little lost in modern D&D: some races were just better at some things than others, which actually made the race/class choice matter a bit more.

Tuesday, May 30, 2017

Random tables

I've been terrible at blogging this year. Oh well.

I'm currently in the final stages of prepping to run a 5e conversion of the 2nd edition Ravenloft module The Evil Eye (a conceptual sequel to last year's Curse of Strahd). To do this, I've been adding in some random tables that I feel are missing in the original. In part because I feel like I need to flesh it out a little more to avoid a possible sense of railroading (there's only one way to escape Invidia) and in part because I find the random tables to be really helpful in my Al-Qadim Church 2nd Edition game I'm running.

Here's the secret: I tend to use random tables for inspiration. I also tend to stick with the random rolls, the trick is how to fit it into the story (i.e. improvisation) and when to know when to re-roll. Random encounters (and I call them random encounters, not wandering monsters) can be used to move the story along (i.e. tell the players to stop dilly-dallying), they can be used to instill a sense of danger into the game (i.e. dilly-dallying in a dungeon can be dangerous, traveling in the wilderness can be dangerous), and they can be used to hand additional clues into the players' hands (i.e. they randomly encounter a corpse with helpful information). From a GM's perspective, they can also be used to slow down the pace of a game and/or liven things up with a bit of roleplaying or combat as well.

Examples of some great random encounters:
The horse. Early on, the PCs randomly encountered a horse. I wasn't super sure what to do with this, but obviously, when the players wondered if it belonged to a missing hero, it surely became that horse. The random encounter fleshed out some of the story that was otherwise going to be missing.
Elf tribe. I don't really recall what I did with these, but I randomly rolled an entire group of over 100 elves. I hope I did something like using them to foreshadow the gnoll horde because otherwise large group of elves in the middle of the jungle made no sense.
Banderlogs. After rolling baboons a number of times, I noticed the Monstrous Manual had another entry on the same page. These baboon-like creatures were intelligent, numerous enough to be negotiated with, and able to provide some totally unplanned clues as the party flubbed their comprehend languages spell and did it all with gestures and pictograms.
Mystery. Not wanting to spoil a potentially ongoing plot, I had rolled a particular creature twice on the party's journey recently, and given the ecology section of the monster's description, it clearly ought to have been a mother and daughter combo. With an impromptu fleshing out of their backstory using some obvious recent events (a tribe of jungle giants had been slain), these things being in the area suddenly made sense to me.
The turtle. In one of the early adventures, the party was traveling upriver to the site of some ruins to plunder. I totally role a giant snapping turtle which the low-level party had absolutely no business dealing with. I made it easy to avoid, but it served as a neat reminder that in the game I'm running, they would encounter things well beyond their capacity to deal with. Later on, when I rolled another horrible river encounter, the sea hag was looking for the turtle and only extorted the party for a bit of loot then let them go.

So, what does this look like in The Evil Eye? Well, it's the land of Invidia in Ravenloft, so I'm using the Tarokka deck for randomization when possible.

First off, I've got a random attribute table: eye color. Given that the evil eye plays a role in its titular adventure, I'm going to try to use eye color for some subtle narrative effects. So it's important that people pick an eye color that I want them to, meaning I'm going to deal out a card and let them choose.

Eye color and descriptions
Suit Color
Glyphs ❧ Green
Stars ✭ Blue
Swords ⚔ Brown
Coins ◎ Amber

Wednesday, August 19, 2015

Must buy: SlaughterGrid

Christ on his cross. Sometimes I really debate telling other people about a glorious item that is 100% amazing because I have dreams of running it. (I had this problem with Far Away Land.) But sometimes a thing is so good you have to spread the word. This thing I SlaughterGrid. Read the review here.

Let me be frank. This is a little too weird/gonzo for me. I'd have to really detail the crazy hex-crawl nonsense a bit and even then it wouldn't quite fit into any campaign I'd run long term. And this is coming from a dude who recently ran a game that included an onion witch whose crazy onion eyes let her see things from afar but only during the lead-up to orgasm (and probably a bit post orgasm)... And that was, in part, because the players opted to avoid the river rafting which was kinda the railroad of the module. For gonzo/weird shit, I have a hard time keeping all the crazy in mind and making it meaningful crazy. I know when it looks good though, even if its not quite for me.

Nonetheless. I agree that this adventure seems very well done. For me, the adventure is unuseable as it. But still 100% amazing. You get enough details to run each little encounter. Specific attention is payed to smells, writing, and the like. I <3 the bullet points, I've long debated if I could get away with a bullet point format (not just for myself but when gifting things to others) and this answers with a resounding yes! This thing is basically wonderful. Buy it. Read it. Dream of running it and realize it was still worth the cost for all the ideas you'll steal from it.

In a way, it seems overdone. Each encounter is kinda meaningful. Almost Torchbearer/Dungeon World meaningful. Like its a big deal, more than 2d8 gnolls. I think the real trick is figuring out how to use this as inspiration to make 2d8 gnolls meaningful.

Sunday, February 22, 2015

Quests of Doom: When do I doom my players?

So, I kickstarted Quests of Doom (along with Fifth Edition Foes and whatever the spell book is titled). Just got the PDFs today for Quests of Doom (two books, part 1 and 2), but there's no little summary of which levels each adventure is for. You're welcome. I organized them by heading (and mixed up the two books), rather than party level or strict order in which they appear.

Bugs & Blobs
1-Noble Rot (5th - 8th Level)
1-Hidden Oasis - Temple of Thoth (7th - 9th Level)
2-Of Ants and Men (4th - 8th, 2-3 characters, maybe solo)

Demons & Devils
1-Ra's Evil Grin (11th Level or Higher)
1-Sorcerer's Citadel (9th Level or Higher, 5 characters)
2-The Pit of Despair (13th Level or Higher)

Giants & Dragons
1-The Dead from Above (6th - 8th Level, 4-6 characters)
1-Emeralds of Highfang (High level? Some rogues...)
2-Dread Dragon Temple (5th - 7th Level, 4-6 characters)

Lycanthropes & Elementals
1-Bad Moon Rising (4th - 6th)
1-Death in Dyrgalas (6th - 8th)
2-The Darkening of Namjan Forest (4th level, 6-8 characters)

Men & Monstrosities
1-Deep in the Vale (1st level - brand new characters)
1-Irtep's Dish (6-8, trap expert, healer, fighter, wizard)
2-Perils of Ghostwind Pass (5th to 7th Level, 4-6 characters)

Vampries & Liches
1-Pyramid of Amra (12th level or higher, Cleric, wizard/sorcerer, two front-line warriors)
1-Sewers fo Underguild (11th - 15th level)
2-The Isle of Eliphaz (14th Level or Higher)

I have to say, on first pass I'm a little disappointed with this element of the kickstarter. First, I was one of the voices asking for an adventure for a smaller party. Often I might be able to do a game with 1-3 players, but getting a lot can be rough. And playing with 7+ people in modern D&D can be really slow, so I would't take more than 6 if I could handle it. The adventure for small groups turns out in the part 2 book, which I feel like they wanted to do so just did anyway but I still payed extra for it and I think that the Pathfinder version is going to include all of the quests anyway. So ugh.

Second, the fact that I had to compile this little summary is, I think, indicative of some of the old school sensibilities which should have been updated. The modern math of the game (and even some older-school math) means that there's a big gap between four 6th level characters and six 8th level characters. I'm not sure that we're getting good guidelines on when to use these adventures. Many don't specify a number of party members at all. If my summary above is unclear or inadequate, its because the adventures we're presented with are unclear. This is a bit of the "first edition feel" that I dislike. Give me a range and some ideas on making some encounters tougher or easier, but give me something. Also in table-form for easy perusal is nice: hiding things in needless paragraphs is needlessly old-school. It would have been super easy (and clear!) to have a sub-heading saying "for 4-6 PCs of 6th-8th level" or whatnot under each adventure title. Missed opportunity.

Third, a lot of these are for higher-level PCs. About 1/3 are for what I'd call "high level", about 10+. There's only one for beginning PCs, and none for PCs at second or third level (though the quest for level 1 pcs might take people to level two or even three).  It feels again like a little missed opportunity to have enough adventures of the right levels to easily use this book (these books, I guess) to actually progress through levels smoothly.

On the plus side, at first skim, these look sufficiently old-school and also good. I can imagine running one or more of these (hopefully I will, for what I paid). I just gave in and got Caverns of Thracia and Dark Tower, and they look like they might fit in with this collection. So, some good looking stuff, but I'm a little disappointed about the implementation.

Friday, February 13, 2015

Morale and the Old School Magic-User

Since I've been reading up on some old school AD&D lately (and perhaps reading the first edition DMG for the first time?!?) I've noticed that the morale system (which I like) interacts oddly with magic use.

Basically, magic use has a couple ways to force morale checks, sometimes at a penalty. Using 2nd edition morale, the goblins fighting the party will have a -2 penalty to their morale if the PCs have an obvious magic user and the goblins do not. Furthermore, if "an ally is slain by magic" that forces a morale check. Given that morale rolls are done by adding 2d10, that -2 penalty adds up. Furthermore, each time an ally is slain by magic that could force a morale check.

That gives a bit of a different perspective on the low-level mage: that magic missile spell not only will automatically hit the kobold, but has a reasonable chance to scare the group off it it kills it. If it doesn't kill the kobold, the magic user can still attempt to force morale checks again by offering a chance to surrender. If you can kill the leader with magic, so much the better.

This might seem like min-maxing the morale rules, and maybe it is. But its a very different take from later editions, where wizards suddenly have a small pool of cantrips it not outright at-will spells they can constantly blast. And now 5e where every single class can select an option to get spells of some sort, even if only in a very limited way.

[Edit: I should note that the D&D Rules Cyclopedia isn't quite as generous as AD&D 2nd, but the magic effects on morale are there. First edition is such a mess I'm either not seeing magic effecting morale, or its not there. Hard to tell with that DMG.]

Thursday, October 9, 2014

OSR and TSR Options

Since I've got a bug up my butt about running Temple of Elemental Evil (For better for for worse), I'm looking through some of the OSR material I have as well as the TSR options. I've seen a few things I really like or are at least notable. A lot of this comes from the Adventurer Conqueror King System (ACKS) with a eye on Astonishing Swordsmen and Sorcerers of Hyperborea (ASSH). But some of it might be doable in a 5th edition game or 13th Age, not just TSR D&D or an OSR retroclone or whatnot, but some are really tied to those older d20 rolling fantasy games.

1) Warrior damage bonus and cleaving. ACKS just flat-out gives warriors a scaling damage bonus from +1 at first level to +5 at 12th Level. It reminds me of weapon specialization in AD&D. At some point, fighters just need to be doing a little more damage. I'm just not quite sure what the correct amount is, but something simple like +1 at levels 5, 10, 15, and 20 surely can't be overpowered. Weapon Mastery (double specialization) and beyond show up in Combat & Tactics as single-classed fighter only options which is nice, but guarantees that fighters become very kensei-like and overspecialized in a single weapon. I like the option, but I'm unsure what the implementation ought to be. ASSH gives fighters a couple weapons that they get +1 hit/damage with over their careers and the option to double specialize in one. I like the kensei class option in greater specialization, but maybe its not for all warriors.

2) Warrior cleaving. First edition had a somewhat hidden/obscure rule (well, lots really) that allowed a fighter to make a number of attacks equal to his level against creatures less than 1/2 hit die. It gets repeated in a number of OSR books, and adapted a little by Combat and Tactics. But I like the ACKS implementation mostly though it might need a slight tweak. When a warrior kills an enemy, they get to make a bonus attack with the same weapon against an enemy within 5' (though if they have movement they can still move 5' and make the attack). They can do this a number of times equal to their level. Clerics and Thieves can do it up to half their level. That's powerful! Removing the hit die cap (which is what ACKS appears to do) makes it much easier to use. Combat & Tactics specifies you must be outnumbered to use the rule, and it might still have a hit die limit. I like the idea of a scaling Hit die limit still. Though a "kill in one blow" wording might de-facto do an appropriate hit die limit. Combat & Tactics limits the number of bonus attacks, giving double your normal attack rate as the limit, which I kinda like. But some version of this really gives a nice bonus to warriors. Note that, depending on the wording, this warrior cleave or heroic fray might work for missile attacks as well, not just melee.

3) Encumbrance in Stone. Its around the internet in a few places, but ACKS uses is too. Basically, you use a much larger weight unit so encumbrance has a better level of granularity. ACKS defines a stone as 10 pounds, but the 14-pound stone is still used in the UK as a unit of human body weight. However you define it, you're dealing with numbers in the range of 20 or less usually, so that's a bit easier to math out.

4) Rations. DungeonWorld and ACKS use a nicer ration system, though its there in all forms of TSR D&D too. It could just be a little simplified. TSR D&D never gave lots of healing overnight though, which is where rations might be more important for a game like 5th edition or 13th Age where you fully heal (or more fully heal) overnight. I actually did something like this in the 4th edition Dark Sun game I ran, which was letting the PCs cast defiling magic to regain all their healing surges while they were travelling. It made wilderness encounters actually worthwhile since you might actually lose resources on the way to the dungeon. Normal AD&D makes regaining HP difficult enough unless the cleric totally blasts the party with cure light wounds.

5) Dual Wielding. In ACKS, dual wielding just gives you an offensive bonus, not extra attacks. Extra attacks should, I feel, be limited to special situations and certain classes (warriors in general, the monk specifically). I also like the 13th Age take on dual wielding, but extra attacks can get pretty powerful (especially when you have magic bonuses to hit and damage in addition to ability score bonuses) and they can be a pain to deal with consistently. Saying that though, some missile weapons in TSR D&D more readily get multiple attacks, particularly with weapon specialization.

4) XP for gold and Carousing (i.e. gold for XP). I can see how gaining XP based on the loot you get makes the game a bit more Sword-and-Sorcery than high fantasy. So I like it. I also agree that its maybe best if you get the XP for magic items you sell (but don't use): so its really for gold you're bringing back to town. ACKS has a carousing rule which says you can piss away that gold and start an XP bank for your next character. I kinda like that idea too. Again, not sure the best implementation, but I like the idea. However, this doesn't look like it'd work well in a game like 5th edition or 13th Age: something about those distinct XP charts for classes and AD&D multiclassing makes this feel like it works best in those games. When you either don't really pay attention to XP (or gold, for that matter) and just give out level-ups for milestones or whatnot, it doesn't seem to matter.

5) Simplified weapons. ACKS does a 5th edition on weapons a bit, taking the broad number of weapons down from AD&D's massive set. I like the idea, but I also like the notion of weapon properties. A few more properties might play up some more differences between weapons, like flails and chains ignoring shields (wrap around) and entangling enemies (easier to disarm or trip). You could even capture some of the weapon vs armor stuff of AD&D with properties like plate-penetration or whatnot. Certainly they must have considered this in 3rd edition and decided against it for some reason, but I'm not privy to what that reason was so it still seems worthwhile to simplify the weapons slightly but keep some of the crazier properties and oddities of the system. Maybe the properties could be steamlined a bit to generic +2/-2 so its easier to keep track of though.

6) Shield sundering (and more). Though I can't seem to find it in ACKS, the internet claimed there was a shields-will-be-sundered rule. I'm not sure I like the option where you can just let your shield break anytime for half-damage, but I like weapons and shields breaking. Its part of the reason why I'm thinking one benefit of fighters is they should automatically get something like tight-group proficiency with weapons and be able to use more weapons, rather than funnel them into grand-mastery specialization with just one weapon. I wonder if this might be great as an alternative to some critical hit nonsense. Crits and fumbles might where your equipment has a chance to break (or enemies equipment does) rather than always just doing something like max damage. Actually, I really like the idea of crits doing things like breaking equipment in addition to or instead of just heaps of damage. Cause unless you have a max damage on crits rule, just rolling double dice can be a bummer when you roll 1s on the damage die for a crit.

7) Wisdom (and Charisma) for bonus XP. This comes out of Swords and Wizardry, where your prime requisite bonus is only 5%. A wisdom or charisma of 13+ gives you a 5% bonus to XP as well. I'm not so sure I like it for Charisma, but any class with a better wisdom seems like it should get that XP bonus. I might give the Cha bonus for classes who would otherwise be required to have a good wisdom like Clerics or a Necromancer rather than letting wisdom do double duty there. But Wisdom as a prime requisite for all classes might be nice.

8) Spell preparation. ASSH uses the TSR / vancian method of fire-and-forget. But ACKS uses the method that classes like the Spirit Shaman of 3rd edition or now 5th edition use. A wizard's spellbook lets him practice/prepare a set of spells, but the spell slots themselves are also magic points used to cast those spells. In this case, the wizard is a little more versatile. Clerics in ACKS, it seems, have their whole list prepared! I do like the 5th edition system a little, but is is odd if you have 2nd level slots left and need to cast a first level spell. I'm not sure about this, but see scrolls below.

9) Scrolls. ASSH gives mages the ability to scribe scrolls right away at first level. This is a case where I'm not sure I like it. Scribe Scroll seemed quite potent in third edition, so allowing wizards to explicitly scribe scrolls at low levels seems a lot. Mostly because at mid and higher levels, the wizard is only spending a pittance of XP or gold to have a good number of useful low-level scrolls scribed. Now, a game where you still use your own slots or magic points to power a scroll might make it more interesting and balanced: you're scribing the scrolls to expand your repertoire but not your number of spells cast per day. Depends on your rules, perhaps. Though that wouldn't fit with thieves being able to read a scroll on occasion, though maybe you could also rule you lose 1d4hp per level of the spell if you don't use a slot to cast that spell.

There's a whole lot of other options out there, but the Player's Option books and the OSR literature don't always make this stuff easy to find. Also, deciding on what to implement isn't easy. I'm guessing a lot of this stuff wasn't playtested as well as it could be, and what works well in one system or even gaming table might not translate at all to another. More reading to do, I suppose, but this was a first pass at some interesting options.