Showing posts with label ACKS. Show all posts
Showing posts with label ACKS. Show all posts

Saturday, November 4, 2017

Saintly Saturday: St. Joannicius the Great

Today is the Feast of Joannicius the Great. He was born in A.D. 752 in Bithynia (in modern-day Turkey) to faithful but very poor parents. Their only wealth was some cattle, which Joanicius would tend, often using it as a means of prayer and using the Sign of the Cross to ward away both beast and thief.

When emperor Leo IV came to power in A.D. 775, he instituted a draft and Joannicius was chosen from his village to serve. He did so with bravery and earned the respect of his fellow soldiers. He was rewarded more than once by both his commanders and the emperor himself for striking fear into the hearts of his enemy. He served in the military for six years, but he knew that the life of a soldier was not his calling.

When he was able to leave the imperial army he wanted to become a hermit, but at the direction of a spiritual elder, he spent a couple of years in a monastery to learn the monastic life. He then went into the wilderness to finally become a hermit. He spent time with other monastics saints, became known as a miracle worker and finally retired to Antidiev monastery were he died at the age of 94 in A.D. 846.



From the perspective of RPGs, I find the life of St. Joannicius fascinating because it demonstrates how grounded in reality the character creation system of Classic Traveller is, one of my favorite subsystems of any RPG in existence. Though he is famous for being a hermit, along the way he was, for lack of a better term, a cattle rancher, a soldier and a monk. If he were an RPG character, his character creation process would have gone through a couple of careers, garnered a wide variety of skills prior to becoming an adventurer (a hermit wandering the Wilderness).

The closest to this idea that I have ever seen in FRPGs is Warhammer Fantasy Roleplaying Game; however, the career changes happen as part of character advancement, not as a precursor to becoming an adventurer. A close second is the 0-level character concept that I first encountered in Goodman Games modules like DCC35A: Halls of the Minotaur. Neither of these, though, scratch the itch for a Classic Traveller-esque mini-game of character creation.

In the ACKS Players Companion there might just be a foundation upon which to build one for B/X. Therein is a section called Custom Classes which reverse engineered all the B/X classes to come up with a system to build campaign-specific classes with all variety of possibilities. A character gets a total of 4 points to spend on Hit Point Value, Fighting Value, Thieving Value, Divine Value and Arcane Value. Certain aspects of these can be traded in for special abilities which can further be expanded if they are delayed across levels.

Using these concepts, it might just be possible to create a series of tables to, like Classic Traveller, create a fantasy character, their life prior to becoming adventurer and the skills/abilities that they picked up along the way.

This is where I must disappoint. I don’t have the time or energy to put something like this together at the moment; however, I am going to bookmark this idea and come back to it at some point. Or, maybe someone else can have a go…

Sunday, January 8, 2017

Sorcerer Class for BX/LL

This is a class I created for BX/LL using the Custom Class rules from the ACKS Player’s Companion (which is one of my top five OSR purchases ever). I don’t have any intention of using it in any of my campaigns, although I do like the idea of the class. Rather, this was created in order to give me a reference point for re-imagining Vancian magic and the mechanics behind a BX/LL magic-user, which will be a later post. The Sorcerer works more as a utility spell caster than a combat spell caster.

Sorcerer


Requirements: None
Prime Requisite: CHA
Hit Dice: 1d4
Max Level: 14
Armor Allowed: any; no shields
Weapons Allowed: bows, crossbows, daggers, pole arms, quarterstaff

Sorcerers are natural spell casters who do not memorize spells in the way that magic-users do. Rather, they have a limited number of spells that they can cast with rituals. These rituals take 1 turn and may be used at various intervals depending upon the level of the spell:

  • 1st: at will
  • 2nd: 1/hour
  • 3rd: once per 8 hours
  • 4th: 1/day
  • 5th: 1/week
  • 6th: 1/month

Sorcerers know only a limited number of spells, as shown on the following table:
Level…Spells Known per Spell Level
1st…1
2nd…3
3rd…3…1
4th…4…2
5th…4…2…1
6th…4…3…2
7th…4…3…2…1
8th…4…4…2…2
9th…4…4…2…2…1
10th…4…4…3…2…2
11th…4…4…3…2…2…1
12th…4…4…4…3…2…1
13th…4…4…4…3…3…2
14th…5…4…4…4…3…2
These spells may be chosen by the player, but once chosen they cannot be changed.
Level Progression
1…0
2…1200
3…2400
4…4800
5…9600
6…19,200
7…40,000
8…80,000
9…180,000
10…280,000
11…380,000
12…480,000
13…580,000
14…680,000
Sorcerers fight and save as Thieves.

Friday, December 30, 2016

Playing with Cosmology (5e and BX)

This past week I have been trying to watch the show The Magicians which is based on the Lev Grossman novel by the same name. If I had to describe it in a sentence, I would say that it is Harry Potter for adults. Unfortunately that isn’t high praise.


While the “ostracized student discovers he/she gets to attend a secret magic school” is a proven concept, The Magicians suffers from many of the giant plot holes Harry Potter does: if there is a giant bad guy who only one or more children/unexperienced magicians are “destined” to take out why the hell do you leave them on their own and keep them in the dark about their role and responsibility in the world!? In both cases, this lack of supervision and information leads the “protagonists” to actually making the situation much, much worse.

I have to admit, however, that as much as I despise the Harry Potter series, at least I don’t feel like I need to take several showers after seeing/reading it like I now feel like I do after trudging through several episodes of The Magicians. The reason is simple: whereas Harry Potter wraps its postmodernism in a fun children’s adventure, The Magicians wears it on its sleeve for everyone to see. This is its great weakness.

I have concurrently been reading The Great Good Thing by one of my favorite authors Andrew Klavan. He doesn’t much show up as an influence in my RPG hobby because his is the genre of crime thriller, but this book is a self-meditation on his journey from being a secular Jew to being baptized. It was an emotional roller coaster for me, because he and I had similar journeys. In it, he expressed an opinion that I found refreshing (if only because I finally found somebody who put into words something that I have been struggling to make cogent for years). Of the Marquis de Sade he says:
Here, at last … was an atheist whose outlook made complete logical sense to me from beginning to end. If there is no God, there is no morality. If there is no morality, the search for pleasure and the avoidance of pain are all in all and we should pillage, rape, and murder as we please. None of this milquetoast atheism that says, “Let’s all do what’s good for society.” Why should I do what’s good for society? What is society to me? None of the elaborate game-theory nonsense where we all benefit by mutual sacrifice and restraint. That only works until no one’s looking; then I’ll get away with what I can. If there is no God, there is no good, and sadistic pornography is scripture.
Several of the protagonists in The Magicians are hedonists and the story makes it very clear that the Christian God doesn’t exist, or if He does He is one of many and He does so for the express purpose of making magic available to the hedonists so they can go on pleasuring themselves and that to be left out of this great gift is to not live life at all.

It is revealed that the big bad guy (known as “The Beast”) is actually a pedophile trying to make his own magical murder/rape/torture world to allow him to explore his particular predilections to their fullest. In a world where God and morality exist, The Beast makes for a really creepy bad guy; however, in a world where God does not, what makes The Beast any better or worse than the hedonistic heroes? By what standard are the heroes right and The Beast wrong?

This got me thinking about a cosmology where magic is real and which institutions would support it and which ones would actively suppress it. I came to the surprising conclusion that the Church would have been to one safe haven for the magicians.

Hear me out: if magic is real, then it is part of creation. If it is part of creation then God, creator of all things, put it here for a purpose. If there is a purpose to magic given by God, then it must be a tool by which we can experience God and fulfill our role in salvation history by edging closer to the Image and Likeness of God that He endowed to us upon our creation. Thus, the church would be THE institution within which magic would be studied, taught and explored.

On the other hand, governments would see magic as a threat to power in the same way they see guns as a threat to power. Government would, of course, use magic to gain and maintain power in the same way they use guns; however, just as they do around the world with guns, magic would be largely illegal in the hands of the average citizen. This pits the Church against the State in a very compelling way (and not unlike the first three centuries of Christianity).

To put this all in context of D&D (especially 2e and beyond) it is the first time I have been able to envision a cosmology where Domains really work in a Christian context. If one were to envision a Christian University founded by monks in order to teach and study magic, there would be various “schools” within the university that would specialize in various types of magic: the Domains.

In such a cosmology, clerics become mages. My favorite curiosity of the retro-clone Delving Deeper starts to make sense:
At 2nd level a cleric acquires a spell book containing his 1st level spells and can thereafter cast a number of spells each day appropriate to his experience level.
This also opens up the possibility of having the Turn Undead ability of clerics being limited to one school and therefore making it possible for other special abilities to take its place. This mechanic is already in place in 5e, where the Channel Divinity ability can be used for different purposes depending on which domain the cleric belongs to.

In context of BX, this can be expressed by any number of special abilities. According to the ACKS Player's Companion, which reverse engineers the BX classes in order to be able to then build your own world-specific BX classes, a cleric can give up Turn Undead in order to get two custom powers at 1st level or more if they are delayed until higher levels. These might include the ability to use magic items only magic-users could use, using spell slots for extra melee damage or gaining access to appropriate spells from the magic-user spell lists.

Such a cosmology is radically different than the Christian Civilization vs. Demonic Wilderness that is the assumed structure of all of my campaigns and doesn’t seem to suggest a campaign where players exist on the fringes of Civilization making the Wilderness safe for everybody else. Rather, it suggests a campaign that takes place right at the center of civilization, in an urban environment where the conflict is not between Civilization and the Wilderness, but between two radically different visions of what Civilization ought to be.

Sunday, March 15, 2015

OKW: Half-orcs

This post is going to be a bit convoluted, but bear with me it will eventually make sense.

One of the major challenges of doing a campaign in OKW Cezavy (at least as I have conceived it) is that Thyatis isn’t really available as a source of ancient ruins. In my normal background scheme of Ancient, Old and Present, the Thyatis Empire really only becomes relevant in the present, even though it no longer exists.

Thus, in order to make any kind of dungeon-delve interesting via a multi-layered backstory (especially a center-piece dungeon), I’ve had to wrack my brain for other possible ancient civilizations that could litter the high steppes of Cezavy with ruins. Again, I have to credit Matt Lynch and his Tome of Adventure Design, because rolling on the various random tables found there-in gave me a very interesting idea with several ramifications for the campaign.

Since it is already established that Tharks roam the southwestern regions of the OKW, I figure that it is plausible that other barsoomian races happened to find their way to the OKW as well. My first choice would be the Lotharians due to their decadence and mental powers. This decadence would have lead to their downfall and possible extinction.

It also introduces the possibility that the various ruins that dot the Cezavy landscape have incubators and other reproductive devices, since all the various humanoid races of barsoom reproduce by laying eggs. This also allows me to put a twist on the reproductive antics of the Quastogs. According to Lawrence Schick, the Quastogs suffer from a curse that results in a very high rate of still births. This necessitates raids far and wide of other races to kidnap children to bolster their ranks.

Given the amount of risk and effort such an endeavor would entail, I postulate that the Quastogs would leap at other reproductive options. One of these could very well be a birthing chamber used by the Lotharians before they passed into the mists of forgotten history. The problem with using such a device is that orcs are not egg layers like the Lotharians. Thus, their use of the device tends to end in various mutations; however, these are successful births and the mutation rate is far less than the stillbirth rate.

Mutations, however, are still seen as a stigma and most are culled in infancy. Some do survive, however. Either rescued by their mothers (who may have been kidnapped in their youth) or their mutation didn’t manifest until they were able to escape on their own, these “half-orcs” can occasionally be found on the fringes of Cezavy civilization.

In order to represent the various mutations exhibited by these half-orcs, I decided to take the Replicant class from Mutant Future and run it through the custom class creation system found in the ACKS Players Companion. Here is what I came up with:

Half-Orc

Prime Requisite: STR
Hit Dice: 1d6
Damage Die: 1d8
Maximum Level: 14

Half-orcs are the mutated off-spring of the Quastog orc clans. Rejected by their own people, they live on the fringes of civilization.

Upon creation, the player rolls on the following table until three mutations (or the equivalent) are rolled. Duplicates may be re-rolled or stacked, depending upon player/Referee desire. The mutations are expressed as a mechanic. An example of how that mechanic might be expressed in game play is given; however, players are encouraged to create their own “special effect” for each mutation, thus making their character unique.

Mutations (d20):


  1. Cast Scare 1/8hrs (Xenomorphism)
  2. All saving throws at +2 (Extra Organs)
  3. Cast Invisible 1/hr takes 1 turn to cast (Chameleon Epidermis)
  4. Equivalent of Infravision: 30’ (counts as 1 mutation); 60’ (counts as 2 mutations) (Echolocation/Nightvision/Thermal Vision/Ultraviolet Vision)
  5. Lay on Hands — heal 2hp per experience level once per day (Epidermal Photosynthesis)
  6. +1 damage w/TH weapons; may use w/shield (Gigantism)
  7. +1 surprise and initiative (Prehensile Tail)
  8. 1d2-1/1d2-1/1d4-1 (counts as 2 mutations); 1d3-1/1d3-1/1d6-1 (counts as 3 mutations) (Spiny Growth/Natural Weapon)
  9. Flesh Runes — When not wearing armor, the character receives +2 AC and reduces damage from non-magical attacks by 1 hp per die; this increases to +4 AC and 2hp per die at 7th level and +6 AC and 3 hp per die at 13th level; damage from creatures of 5HD or more are considered magical attacks (counts as 3 mutations) (Energy Retaining Cell Structure)
  10. Glamorous Aura — +2 to reaction rolls to impress and/or intimidate; if the result is 12+ the subject acts as if charmed (Fragrance Development)
  11. Climb Walls as a Thief (Increased Balance)
  12. Cast Strength 1/hr takes 1 turn to cast (Increased Physical Attribute)
  13. Cast Jump 1/hr (Increased Physical Attribute)
  14. Cast Resist Fire 1/8hrs (Increased Physical Attribute)
  15. Detect Traps — may detect traps, false walls, hidden construction, and notice if passages are sloped with a roll of 1-4 on a d6 (Increased Sense)
  16. +1 AC (Natural Armor)
  17. Cast Blindness 1/8hrs (Optic Emissions)
  18. Cast Deafness 1/8hrs (Shriek)
  19. Cast Magic Missile 1/hr (Toxic Weapon)
  20. Arcane Dabbling — 15% chance of being able to use Magic-User-only-type magic items (like wands); increases by 10% each level to a max of 90%. Failure may have unindented consequence if Referee so desires (Mystic Sense)


Half-orcs fight and save as fighters and may use any weapon and any armor.

Reaching 9th: At 9th level, a replicant may build a stronghold.

XP         Level
1700         2
3400         3
6800         4
13600       5
27200       6
55000       7
110000     8
230000     9
350000   10
470000   11
590000   12
710000   13
830000   14

Friday, March 6, 2015

Tharks!

I don’t know if you’ve noticed, but some really interesting info has recently been unearthed about the Known World which was originally published in Cook’s Expert Edition and which eventually became known as Mystara. Lawrence Schick (author of White Plume Mountain), who helped Moldvay create the Known World, has been kind enough to share with us a bunch of info about what the Known World looked like prior to publication. You can find the awesomeness here (with a big shout out to James Mishler):


One of the most fascinating things about this whole exercise is the inclusion of various non-human/demi-human races from literature not penned by J.R.R. Tolkien — Tharks and Kzinti, for example. The latter were meant to be a PC race and ended up in D&D as Rakasta and Tabaxi. The tharks, on the other hand, were just too strange and were always going to be a monster-type that attacked everybody. Well, as those who are familiar with my playing style, I like weird. Therefore, I am really interested in working on a campaign to take place within the Original Known World and for that I want to give players an opportunity to play a thark.


To that end, I need to start with Champions (of which I played 1st-3rd editions). I am a big fan of Champions because of the way it approaches the special effects of super-heroes. Rather than try to come up with rules to cover every type of ranged attack found in comic books, they reduced everything to mechanics. It was then the player’s job to describe these mechanics with special effects. For example, a 10d6 ranged attack could be ice, fire, laser, an elongated fist punch, chunks of rock, etc. If one takes the same approach with the demi-human classes found in the ACKS Players Companion, all kinds of goodness can be found there.

For example, here is how a basic dwarf is expressed mechanically in ACKS:

  • They require a minimum Con of 9
  • They cannot use TH swords or longbows
  • They cannot use arcane magic
  • They have a +1 to surprise rolls in a given situation (underground)
  • They speak four bonus languages
  • They can spot traps
  • They have bonuses to saving throws (+3 vs. Breath and +4 to everything else)
  • They are limited to a 13th level maximum

If one divorces these mechanics from the "special effect" of being a dwarf, it is possible to apply all of these mechanics to other non-human and demi-human races, thus allowing us to create PC classes for all kinds of races from whatever source material we want.

These mechanics, for example, could easily be used to describe tharks. The no TH swords and longbows could be explained as a cultural bias. Or, better yet, one could expand that limitation to all TH weapons, explaining that such a fighting style is inefficient with four arms. If you throw in the fact that wearing heavy armor also interferes with their fighting style, there are two available slots for bonuses to represent having four arms:

  • They can wear two shields, giving a total of +2 to AC.
  • They can use the two-weapon fighting style (which normally gives a +1 to hit) while wearing shields. This fighting style also gives them a +1 to damage.
  • For flavor, tharks could get a -1 reaction roll with all other races, but a +1 with other tharks.

Otherwise, they fight and save as fighters and can use any weapon that doesn’t require a TH fighting style.

Requirements: CON 9
Prime Requisite: STR
Hit Dice: 1d8
Damage Die: 1d8
Maximum Level: 13 
XP       Level
2500         2
5000         3
10000       4
20000       5
40000       6
800000     7
160000     8
270000     9
400000   10
530000   11
660000   12
790000   13

So, you want to play a thark in the Original Known World of B/X? There you go, compliments of the guys over at Autarch via the ACKS Players Companion.

Thursday, February 26, 2015

Arriving at a LL Thief Class with ACKS and Starships and Spacemen 2e

What follows is the version of the Thief that I would want to play, and therefore is the one I offer as a PC class in my LL games. It was made using a combination of concepts from Starships and Spacemen 2e by Goblinoid Games and the custom character creation system from the ACKS Players Companion.

If Fighter 1 from the ACKS PC is collapsed (as suggested by Harvicus) so that both Broad and Narrow weapon selection = d6 class damage die, this version of the thief gains two extra slots by reducing armor from Unrestricted to Narrow (Leather only). They then have the fighting styles of two weapons and TH weapons (weapon + shield is the one unavailable). It would be possible to gain one more slot (and thus one more Thief ability) by sacrificing the ability to use TH weapons.

Thief


Requirements: none
Prime Requisite: DEX
Hit Dice: 1d6
Damage Dice: 1d6
Maximum Level: 14

Thieves represent those Jack-of-all-trades characters that have a range of unique abilities that make them very handy companions in adventures. Upon creation, a player chooses seven of the following abilities:

  • Arcane Dabbling: The character may attempt to use wands, staffs, and other magic items only useable by magic users. A successful throw is necessary. Failure (at the discretion of the Referee) may result in unexpected results.
  • Climb Walls: This is an ability to climb sheer surfaces and the like which could otherwise only be scaled with proper equipment.
  • Find Traps: This allows the Thief to detect a trap. This ability roll is in addition to any other roll that might be applicable (if a normal character can spot a trap with a 1-2 on a d6, the Thief gets that roll in addition to the Find Traps ability).
  • Hear Noise: This allows the Thief to hear noises not otherwise detectable. It also allows the Thief an additional opportunity to hear a noise normally detectable by other classes.
  • Hide in Shadows: This allows the Thief an additional opportunity to achieve surprise in situations where hiding could achieve such an effect. At the discretion of the Referee, it may also afford opportunities at surprise when not possible by other classes.
  • Move Silently: This allows the Thief an additional opportunity to achieve surprise in situations where moving quietly could achieve such an effect. At the discretion of the Referee, it may also afford opportunities at surprise when not possible by other classes.
  • Open Locks: This allows the Thief an opportunity to open a door without alerting those on the other side of the door. It also represents an ability to unlock a variety of items (like a chest) without bringing harm to that item.
  • Read Languages: This ability allows the Thief an ability to understand a piece of writing in any language. Once a Thief fails, he cannot try again on the same writing (unless he finds relevant information that would merit another try).
  • Sleight of Hand: This is the ability to do a practical effect with the hands that is akin to magic tricks. In other words, these are things that normally would not seem possible, but are made possible through deft hands.


In lieu of one of the seven, a player may substitute Backstab, which is a special attack when the Thief achieves surprise (either normally or through Hide in Shadows or Move Silently). When backstabbing, the thief receives an attack bonus of +4. At 1st through 4th levels a successful attack does double the normal damage, at 5th-8th levels triple the normal damage, at 9th-12th levels quadruple the normal damage, and at 13th level or higher quintuple the normal damage.

The player then picks a primary specialization and a secondary specialization. See the table below for the different chances of success for primary and secondary specialization in comparison to other abilities.

Due to the need to move freely to use their abilities, Thieves may only wear leather armor or lighter and may not use shields. They may; however, fight with a weapon in each hand or with TH weapons.

Reaching 9th Level: At level 9, a Thief can establish a hideout, and 2d6 thief apprentices of 1st level will come to work with the character. A successful character may use these followers to start a Thieves’ Guild.

XP        Lvl   Primary   Secondary   Other   Backstab
0           1          60             45          30         x2
1400      2          65             50          35         x2
2800      3          70             55          40         x2
5600      4          75             60          45         x2
11200    5          80             65          50         x3
22400    6          85             70          55         x3
45000    7          90             75          65         x3
90000    8          95             80          70         x3
190000  9          95             85          75         x4
290000  10        95             90          80         x4
390000  11        95             95          85         x4
490000  12        95             95          90         x4
590000  13        95             95          95         x5
690000  14        95             95          95         x5

Tuesday, February 24, 2015

ACKS and Class-Based Damage

After my brief foray into looking at the Basic Rules for 5e (which led to the unfortunate conclusion that it's unplayable as-is), I have shifted my focus back to my own RPG comfort zone — some iteration of B/X (and my favorite B/X retro-clone, Labyrinth Lord). Since I do not have the luxury of playing at the moment, and the only way I can decide whether or not hacking 5e is worth my while is by playing it, I am simply going to go back to hacking the version of the game I know I love to play.

To that end, I would like to highlight the one RPG-related purchase that I have spent more time using in the last year than any other — the ACKS Players Companion (ACKS PC). As with all things B/X, the guys at Autarch reverse engineered all of the core classes (minus the halfling) and then came up with a system with which to create all kinds of classes, including those same core classes. It is rather ingenious, actually, because it is now possible to create campaign-specific classes for a B/X-type of game.

This is important for me, because when I started my Lost Colonies campaign, I only allowed Fighters, Clerics, Magic-Users, Dwarves and Elves. As the campaign evolved, not only did players want to explore different class options, but the campaign world itself demanded it. At the time, however, I didn’t have a lot of options for dealing with these needs other than introduce Advanced Edition classes, which didn’t quite fit.

With the ACKS PC, I am now able to create those classes exactly the way I want to and still have them express some kind of balance according to the logic of the B/X core classes. There is only one issue with the whole system that I am struggling with: weapon damage.

ACKS elegantly divides weapons into various categories where each has a one-handed, one-and-a-half handed and two-handed version. These do from 1d6 to 1d10 damage. This isn’t an issue if the world can logically supply all these types of weapons; however, Lost Colonies is a metal-poor setting where iron, especially, is quite rare. Swords are normally bronze and there is no such thing as a long or two-handed bronze sword. This throws a kink into the ACKS damage system.

To boot, I also normally use universal d6 damage at my table for a variety of reasons; however, using weapon selection is a key element to the custom class design presented in the ACKS PC. Therefore, I need to somehow make weapon choice or damage meaningful in order to properly implement the custom class system.

The ACKS PC has four levels of weapon selection:

  • Restricted (as with a Magic-User)
  • Narrow (as with a Cleric)
  • Broad (as with a Thief)
  • Unrestricted (as with a Fighter)

When it comes to weapon damage, there are those who like to emulate Gandalf, the sword-wielding magic-user. They advocate damage by class, where every class can use any weapon, but the damage will vary from class to class:

  • Magic-User = d4
  • Cleric/Thief = d6
  • Fighter = d8

With a little tweak, this class-based damage system can be ported over to the ACKS PC weapon selection:

  • Restricted = d4
  • Narrow = d6
  • Broad = d8
  • Unrestricted = d10

This would be a simple solution save for a couple of concerns. I wonder if d10 damage too powerful? Elves and Dwarves would also do d10 via this system and, in the case of elves I do think that is too much.

There are three solutions to this potential problem:

  • The first would be to dial back all the damage by one die, where Unrestricted is d8 and Restricted is d3. That poses the question of whether or not the magic-user and cleric are too weak.
  • The second option is to use the ACKS PC system to hack the fighter, elf and dwarf to have Broad d8 damage with some kind of weapon specialization/combat bonus; however this would add to the XP total necessary to advance. Fighters would need 2150 XP, elves 4150 and dwarves 2350. It doesn’t seem like much, but especially with elves it certainly feels that way.
  • The third option is to use Unrestricted = d10, etc. for human characters and Unrestricted = d8, etc. for demi-humans.

So, my question (especially to those of you who have used class-based damage) which of these options do you like best?

Tuesday, June 18, 2013

Inquisitor Class for ACKS

Over the years, I have converted various campaign worlds to different systems. Every time, whether I like it or not, the mechanical assumptions of the system affect the world in question. For example, in converting Averoigne to ACKS and its system of Custom Classes and Proficiencies, it virtually eliminates the need for all of my musings on level titles.

There is also a much clearer distinction between divine and arcane magic than in Holmes. Given a world where the arcane magic is more naturally aligned with Chaos, where magic can affect large populations and where sin can manifest physically, there is an institutional need for some kind of check on everything arcane. Historically, France did participate in the Inquisition. While this institution (rightly) is held up as a blemish on the history of Christendom, there is a (potentially positive) place for it in Averoigne, where all of the above are true. Thus, my conversion of Averoigne to ACKS now includes the Inquisitor Class:

Inquisitor Class for ACKS


Prime Requisite: STR and WIS
Requirements: Must be Lawful
Hit Dice: 1d6
Maximum Level: 14
Inquisitors are monster hunters. Some are officials of the Salien Empire that hunt down and root out the Chaotic use of arcane magic, others are simply the faithful dedicated to ridding the world of evil magic and the creatures it spawns. In this quest they are able to use bows and flails/maces/hammers, wear chain mail or lighter armor and shield and use two fighting styles: weapon + shield and two-handed weapon. They also are able to cast divine magic and Turn as clerics of half their character level. In addition, they have the following Custom Powers:

  • Arcane Hunter Inquisitors are filled with zeal to destroy Chaotic magic creatures (which includes mages). They gain a +1 to attack rolls against these creatures. This increases to +2 at 7th level and +3 at 13th level.
  • Detect Power Inquisitors can detect spellcasters within 60' and estimate their level of power relative to their own. They can also tell when arcane magic has been used within the last 24 hours within the same vicinity. (The only way they sense whether an item is magic is if it has been used in the last 24 hours.) Each use takes a turn.
  • Perceive Intentions Inquisitors have spent a lifetime reading reactions of creatures they interact with, even if the creatures attempt to lie or conceal their reactions. Inquisitors always know the reaction roll (Hostile, Unfriendly, etc.) of creatures encountered as long as the creature’s CHA is not greater than the character’s WIS (the character will know these creatures are immune).
  • Detect Evil At 2nd level, an Inquisitor can detect evil (as the spell) up to 60' away simply by concentrating. Each use takes a turn.
  • Judgement At 4th level, the Inquisitor can pronounce judgement against another creature once per day. [This is the same as the Hex custom power].
  • Resistent At 9th level, an Inquisitor has been hunting monsters for so long, that they become resistant to various kinds of tribulations. They gain a +2 to all saves.[This is the same as the Divine Blessings custom power].

Inquisitor Proficiency List: Alertness, Battle Magic, Blind Fighting, Combat Trickery (force back, overrun, sunder), Command, Contemplation, Diplomacy, Eavesdropping, Endurance, Divine Health, Fighting Style, Goblin-slaying, Healing, Knowledge (history), Laying on Hands, Leadership, Loremastery, Martial Training, Precise Shooting, Profession (judge), Skirmishing, Quiet Magic, Righteous Turning, Tracking, Theology, Unflappable Casting, Weapon Focus, Wakefulness

Inquisitors fight and save as fighters and use the Castle rules to build a Stronghold at 9th level.

XP Progression looks like this:
  • Level 2: 2,350
  • Level 3: 4,700
  • Level 4: 9,400
  • Level 5: 18,800
  • Level 6: 37,600
  • Level 7: 75,200
  • Level 8: 150,400
  • Level 9: 270,400
  • Level 10: 390,400
  • Level 11: 510,400
  • Level 12: 630,400
  • Level 13: 750,400
  • Level 14: 870,400

Thursday, June 6, 2013

What Should a Blue Mage be for ACKS?

I have to admit, I am still struggling with the concept of the Blue Mage for the ACKS conversion of my Averoigne campaign. My Preference would be to do a kind of elemental mage that specializes in water magic (thus the moniker blue); however, there aren’t a lot of elemental/water-type of Custom Powers. There are, however, several options for creating an Illusionist-type mage, which could be a stand-in for the blue moniker (referring to the type of aura their magics give off when detected?).

Thus, I have three concepts that I would like to float and get a general reaction to (with an emphasis on which of the following would you prefer to play):

Option One: Water Elemental Specialist


Blue Mages focus on the self discipline of water elemental magic. As a result, they only cast arcane magic at 2/3 of their level (slower spell progression); however, spells using the water element do an extra +1 to each Hit Die. Blue mages can also do minor magic research on water elemental spells at 5th (all others at 7th) and major magic research at 11th (all others at 13th). Their study with water elemental magic begins with a mastery of the movement of water within their own body. This control has two effects:

  • A blue mage is better at fighting than other mages, fighting with the same progression as a cleric. Though, like other mages, they cannot use armor, they are able to use daggers, pole arms, short bows, spears and staffs.
  • The blue mage has a natural +2 to AC and may reduce non-magical damage by 1 point per die. This increases to +4 AC and 2 points per die at 7th level and +6 AC and 3 points per die at 13th level. These bonuses stack with rings of protection and similar effects. Attacks from monsters of 5HD or more are considered magical. [This is the same as the Flesh Runes custom power.]

XP necessary for 2nd level would be 2375.

Option Two: Illusionist via Custom Powers


This concept follows the template of the brown and white mages. They cast at 2/3 of their level (slower spell progression); however, they are Masters of Illusion.Targets of their illusion spells are at a -2 to the save. Blue mages can also do minor magic research on illusion spells at 5th (all others at 7th) and major magic research at 11th (all others at 13th). In addition, they gain several Custom Powers:

  • At 1st level, a blue mage can blend into any environment. They always receive at least a 12+ proficiency roll to hide. [Same as wearing an elven cloak.]
  • At 3rd level, a blue mage can cast Ventriliquism at will.
  • At 5th level, a blue mage never quite appears exactly where they actually are. Therefore, they gain +2 to all saves. [Same as Divine Blessing custom power.]
  • At 7th level, a blue mage can cast the Alter Self spell once per 8 hours. [Alter Shape custom power.]

XP necessary for 2nd level would be 2075.

Option Three: Borrow Spells from the AEC


This option uses the same basic rules as a regular mage with the following alterations:

  • The arcane spell list is switched out with the Illusionist spell list from the AEC for Labrynith Lord.
  • By giving up the Two-handed fighting style, they gain the custom power Innate Illusion Mastery. Thus, targets of illusions are at -2 to save and illusion spell research happens as if 2 levels higher (which, could be interpreted to mean that minor magic research can start at 3rd level). 

As with grey mages, this version of blue mage would be required by law to belong to the Mages Guild and would be closely monitored.

So, which option would you rather play?

Saturday, June 1, 2013

Saintly Saturday: St. Justin the Philosopher

Today is the feast day of a saint with whom I feel a very deep connection, because we both came to faith in Christ from a similar place. St. Justin the Philosopher and Martyr was born in Palestine to Greek parents. He travelled the world learning the great philosophies of his age, seeking the philosophy of philosophies. After witnessing the martyrdom of some Christians, he was moved to find out about what would fill someone with so much faith, strength and resolve.

When he encountered the teaching of the Church, he found what he was looking for. He donned (or continued to don) the philosopher’s robe and became a teacher of what he understood to be the philosophy of philosophies. He would go on to write several very important works, the most famous of which are his First and Second Apologies as well as the Dialogue with Trypho. All three were written in the middle of the second century A.D. and are therefore witnesses to how the ancient Church interpreted Scripture and what the liturgy of the ancient Church looked like.

Ironically, his martyrdom came at the hands of two philosophers. He had a professional rivalry with Crescens the Cynic, who the martyr predicted would use Christianity as an excuse to have the saint killed. When this prediction came to fruition, St. Justin was turned over to the forces of Emperor Marcus Aurelius (A.D. 161-180) — a Stoic philosopher who argued that the ideal society should be lead by philosopher kings such as himself.

St. Justin was martyred in Rome.


One of the arguments that St. Justin makes in his First Apology is relevant to a way of marrying the Christian world view with the Sword & Sorcery pulp roots of D&D:
For the truth shall be spoken; since of old these evil demons, effecting apparitions of themselves, both defiled women and corrupted boys, and showed such fearful sights to men, that those who did not use their reason in judging of the actions that were done, were struck with terror; and being carried away by fear, and not knowing that these were demons, they called them gods, and gave to each the name which each of the demons chose for himself.
St. Justin is playing with the Greek word δαίμων which, to the pagan mind, means god and to the Christian mind refers to fallen angels, aka demons. St. Justin later demonstrates the irony of seeing it a good thing to be an imitator of a δαίμων:
But far be such a thought concerning the gods from every well-conditioned soul, as to believe that Jupiter himself, the governor and creator of all things, was both a parricide and the son of a parricide, and that being overcome by the love of base and shameful pleasures, he came in to Ganymede and those many women whom he had violated and that his sons did like actions. But, as we said above, wicked demons perpetrated these things.
Thus, all the pagan gods one might find in a typical S&S-inspired D&D campaign are, from the view-point of St. Justin, demons. Ironically, given the history of the game and the Satanist-scare of the eighties, Supplement IV: Gods, Demi-Gods & Heroes and Deities and Demigods (especially in its original edition with the Cthuhu Mythos) actually support St. Justin’s view.

Demons and Devils have stats — Hit Dice, Armor Class, etc. This makes them monsters that PCs can hunt down and defeat. Both Supplement IV: Gods, Demi-Gods & Heroes and Deities and Demigods give various pantheons of pagan gods stats — Hit Dice, Armor Class, etc. equating them with demons and devils — monsters that PCs can hunt down and destroy.

In terms of arcane vs. divine magic and clerics of various pagan cults, ACKS actually gives a very potent answer. In the ACKS Players Companion, it is possible to trade out Turning for other custom powers. Thus, it is possible to create a plethora of different classes to reflect various pagan cults with their own spell lists. For those who take issue with the idea of these various classes having effective spells, remember that the Egyptian priests from Exodus were able to duplicate some of the miracles performed through Moses. This suggests that while there is some cross-over, there are powers that should belong to Christians (or Pseudo-Christians) alone.

The easiest is the aforementioned Turning. Thus, the original cleric class gets to be what it originally was: Christian or Pseudo-Christian. It also gives homage to Holmes who stated:
All vampires, regardless of religious background, are affected by the cross which is sovereign against them.
The cool part (at least for those of us who play older rulesets) is that since ACKS is based upon B/X, any class created with ACKS Players Companion can be easily ported to any other older ruleset with little to no conversion.

Thus, one can maintain the S&S pulp feel that inspired D&D with all of its mysterious cults, magic and (to pay homage to St. Justin) δαίμων worship, while still leaving room for a Christian (or anyone else who wants to come along) to hunt down and defeat all those demons and devils.

Tuesday, May 21, 2013

The Green Monk and Green Sword Classes for ACKS

I find myself in an interesting situation with the ACKS custom class system. I am struggling to find a way to differentiate the Blue Mage (see the comments) from what I came up with for the White Mage in ACKS; however, ACKS gives me I the means to actually bring to life some flavor text about the Green Monks that I posted almost two years ago — something that I have never really been able to flesh out otherwise.

Thus, until such time that I find inspiration for doing something for the Blue Mage, I give you the Green Monk and the Green Sword:

The Green Monk and Green Sword Classes for ACKS


Prime Requisite: STR and WIS
Requirements: Must be Lawful
Hit Dice: 1d6
Maximum Level: 14
Green Monks are an eremitic monastic order who primarily live in the wilderness as hermits. They are known for their green robes, which are dyed with the same plants that they use to make green elixirs, for which they are well known. They shave their heads and take various vows of silence.

Green Swords are the military arm of the order. These soldiers are famous for their unarmed fighting techniques.

A player must choose at character creation whether or not their character is a Green Monk or a Green Sword. This choice cannot be changed.

Both classes fight and save as Fighters, can wear Leather armor or lighter and use any swords, daggers, spears, pole arms and all missile weapons. They can fight with either weapon and shield or two-handed fighting styles. Both build Sanctums using the Castle rules for a stronghold at 9th level.

Both Green Monks and Green Swords have the following Custom Powers:
  • Attunement to Nature: Since they spend most of their life living alone in the wilderness, Green Monks and Green Swords have a +1 to surprise rolls when in the wilderness.
  • Nose for Potions: Both Green Monks and Green Swords can make a proficiency throw of 11+ to determine the magical properties of potions or oils. At 5th level, they master the skill of brewing potions (all with their trade-mark green hue) as if a mage of their class level.
  • Combat Awareness: Both Green Monks and Green Swords gain a +1 bonus to AC if wearing leather armor or less and able to move freely. This bonus increases to +2 at 7th level and +3 at 13th. This power stacks with Swashbuckling. [This is the same as the Blade Dancing custom power].
Green Monks can cast Divine Spells as a Cleric of half their level. Though they cannot Turn Undead they do have the following additional Custom Powers:
  • Lay on Hands: At 2nd level, the Green Monk can restore 2 hit points per experience level once per day by laying on hands. Proficiency slots can be used to gain additional uses of this power per day.
  • Longevity: At 12th level, the Green Monk learns to completely rely upon God for sustenance. They have a lifespan 3 times longer than normal and become immune to ghoul paralysis.
Green Swords have the following additional Custom Power:
  • Unarmed Fighting Routine: Green Swords are trained to fight unarmed. In melee combat they may attack with this routine, attacking three times for 1d3-1/1d3-1/1d6-1 damage. [This is the same as the Fangs and Claws custom power].
Proficiency List: Alchemy, Alertness, Beast Friendship, Blind Fighting, Combat Reflexes, Combat Trickery (force back, incapacitate, overrun, sunder), Command, Diplomacy, Divine Blessing, Endurance, Fighting Style, Healing, Illusion Resistance, Knowledge (history), Laying on Hands, Leadership, Manual of Arms, Martial Training, Military Strategy, Mystic Aura, Naturalism, Riding, Running, Theology, Weapon Focus

XP Progression looks like this [Green Swords are in brackets]:
  • Level 2: 2,350 [2,300]
  • Level 3: 4,700 [4,600]
  • Level 4: 9,400 [9,200]
  • Level 5: 18,800 [18,400]
  • Level 6: 37,600 [36,800]
  • Level 7: 75,200 [73,600]
  • Level 8: 150,400 [147,200]
  • Level 9: 270,400 [267,200]
  • Level 10: 390,400 [387,200]
  • Level 11: 510,400 [507,200]
  • Level 12: 630,400 [627,200]
  • Level 13: 750,400 [747,200]
  • Level 14: 870,400 [867,200]

Monday, May 20, 2013

The Brown Mage Class for ACKS

The next type of Tolkienesque Mages from my Averoigne campaign that I am going to convert to ACKS is the Brown Mage. Originally, these were supposed to be the mages free to operate outside the Guild and who could add some of the Druid spells to their repertoire. I have therefore tried to give the Brown Mage nature/animal friendly-type Custom Powers:

The Brown Mage for ACKS


Prime Requisite: INT
Requirements: Must be Lawful or Neutral
Hit Dice: 1d4
Maximum Level: 14
Brown Mages are arcane spell casters who study the way in which the patterns of nature parallel those in the arcane. Some see this as God speaking through nature, others simply see it as an intellectual curiosity. Many are allowed operate outside the Mage Guild because their studies normally are benign. In addition, this path of study tends to garner less arcane power than that of the normal (Grey) Mage.

Brown Mages gain and cast spells like normal Mages, however, at 2/3 of their character level (with anything .5 or higher rounded up). Thus, they don’t get to do Magic Research (minor) until 7th level and major Magical Research until 13th level. In addition, they only have one fighting style — two weapons.

They do, however, have the following Custom Powers:

  • Find the Patterns of Nature At 2nd level, the Brown Mage may study the minutia of an aspect of nature (such as the pattern of veins on a leaf) for 1 hour (6 turns) to regain one spell that they have already cast. A Brown Mage may not regain the same level of spell more than once per day through contemplation. [This is the same as the Contemplation proficiency]
  • Speak with Animals At 3rd level the Brown Mage may Speak with Animals as per the spell at will.
  • Friend of Birds and Beasts At 4th level a Brown Mage has become well-versed in the natural world and can identify plants and fauna with a proficiency throw of 11+. In addition, the Brown Mage understands the subtle body language and moods of birds and beasts and therefore gains +2 to all reaction rolls when encountering normal animals, and can take animals as henchmen.
  • Muster Animal Help At 5th level, a Brown Mage can use the Summon Animal spell as a spell-like ability once per day.
  • Rally Fantastic Beast At 8th level, a Brown Mage can use the Summon Fantastic Beast spell as a spell-like ability once per day.
  • Summon Elemental 11th level, a Brown Mage can use the Conjure Elemental spell as a spell-like ability once per day.

Brown Mages fight and save as Mages and build a Conservatory using the Hideout rules at 9th level.

Brown Mage Proficiency List: Alchemy, Animal Husbandry, Animal Training, Battle Magic, Collegiate Wizardry, Craft, Diplomacy, Elementalism, Elven Bloodline, Engineering, Familiar, Healing, Illusion Resistance, Knowledge, Language, Loremastery, Magical Engineering, Mapping, Mystic Aura, Naturalism, Quiet Magic, Passing Without Trace, Performance, Prestidigitation, Profession, Sensing Power, Tracking, Unflappable Casting

XP Progression looks like this:
  • Level 2: 2,075
  • Level 3: 4,150
  • Level 4: 8,300
  • Level 5: 16,600
  • Level 6: 33,200
  • Level 7: 65,000
  • Level 8: 130,000
  • Level 9: 280,000
  • Level 10: 430,00
  • Level 11: 580,000
  • Level 12: 730,000
  • Level 13: 880,000
  • Level 14: 1,030,000

Friday, May 17, 2013

White Mage Class for ACKS

The next classes I will tackle for my conversion of Averoigne to ACKS are some of the alternate magic-users suggested by Tolkien’s rainbow of wizards (white, grey, brown and blue). You can see my original post on the subject here. I will begin with the color white.

This is the first major conceptual bump on my journey to converting Averoigne to ACKS. It is possible to interpret Holmes so that only magic-users can use cleric scrolls. This, in turn, suggests that the cleric spells can be both divine and arcane. I took full advantage of this with my Tolkien homage.

ACKS, however, makes a much clearer distinction between the two types of magic. Indeed, should a custom class wish to cast magic from the other spell list, the proficiency that accomplishes this (4 spells at a time) is called Apostasy and the custom power is called Forbidden Spells.

If I were to follow this internal logic, it is possible to create a mage class that can expand their spell list by 12-16 spells, but can cast fewer spells than a normal mage and gains the ability to do magical research later than a normal mage. Personally, I don’t think the trade-off is worth it.

Alternatively, I can provide a number of interesting powers, including 4-8 spells from the cleric spell list. Among these is the ability to Turn undead as a cleric half the current level of the character. Again, however, this class would cast fewer spells than a normal mage and wouldn’t get to do magical research until higher levels. I am much more intrigued by this possibility than the first; however, I still don’t know if it is worth it.

Finally, it is possible to have the mage be able to Turn undead (which could be traded in for 1 or 2 custom powers) and cast cleric spells at half the character’s current level. This would allow not only for a wider spell selection, but the ability to cast more spells and do magical research in the same way a normal mage would.

From a mechanical point of view, this last option is the most optimal and the one that most closely emulates my original Holmesian class. From a conceptual point of view, however, the water is rather muddy. The divine spells are actually divine in nature, not arcane. The spell lists and spell progressions are two different entities. This does not accomplish what I set out to do.

There is one caveat, here, and therefore hope. If I take the ACKS credo every campaign is a law unto itself at its word, I can ignore the differentiation, marry the two spell lists and spell progressions together and call it good. I just wish that the rules themselves weren’t so clear about the differentiation so that my hand-waving it away didn’t feel like I was making such a big exception. Indeed, in the description below, I can’t bring myself to completely hand wave it away:

The White Mage Class for ACKS


Prime Requisite: INT
Requirements: Must be Lawful and a member of both the Church and the Mage’s Guild
Hit Dice: 1d4
Maximum Level: 14
White Mages are men and women of faith who wish to use arcane magics in concert with their faith and the Church, sometimes even within the Church structure. Like normal mages (aka Grey Mages), White Mages begin the game with a repertoire of arcane spells modified by their INT; however, once they have proven themselves faithful to both the Church and the Mage’s Guild, the White Mage gains access to a second repertoire of spells.

At 3rd level, the character receives a second spell book filled with spells that duplicate the effects of various divine spells. These are prepared in the same way as normal arcane spells; however, due to the different way in which White Mages study magic, their spell progression and spell choice differ from normal mage progression:

What follows is a list of numbers representing the numbers of spells a White Mage can prepare each day per level. The numbers outside of brackets represent the amount of normal arcane spells that can be prepared. Numbers inside brackets represent the amount of divine-like arcane spells that can be prepared. The numbers are read left to right in terms of spell level with the furthest left being first level.

  1. 1
  2. 1
  3. 2[1]
  4. 2[1] 1
  5. 2[2] 2
  6. 2[2] 2
  7. 2[2] 2[1] 1
  8. 2[2] 2[1] 1
  9. 2[2] 2[2] 2
  10. 3[2] 2[2] 2 1
  11. 3[2] 2[2] 2[1] 1[1]
  12. 3[2] 3[2] 2[1] 2[1]
  13. 3[2] 3[2] 3[2] 2[1] 1[1]
  14. 3[2] 3[2] 3[2] 2[1] 1[1]

As do normal (Grey) Mages, at 5th level White Mages can begin doing arcane research, scribe scrolls and brew potions. At 9th level they can create greater magical items. In addition, they have the following Custom Powers:

  • Aura of Protection: Due to their chosen path of faith coupled with the arcane, beginning at 2nd level, White Mages have a +1 bonus to AC and saving throws against chaotic (evil) creatures and effects. This appears as a golden aura when viewed with Detect Good, Detect Magic or Trueseeing.
  • Divine Aura: At 12th level, the White Mage begins to project an aura of light that awes, bedazzles and persuades. The White Mage receives a +2 bonus to reaction rolls to people encountered. If this total is 12 or more, the subject acts as if charmed while in the presence of the White Mage. [This is the same as the Glamourous Aura custom power.]

White Mage Proficiency List: Alchemy, Battle Magic, Beast Friendship, Collegiate Wizardry, Craft, Diplomacy, Divine Blessing, Divine Health, Elementalism, Elven Bloodline, Engineering, Familiar, Healing, Illusion Resistance, Knowledge, Language, Loremastery, Magical Engineering, Mapping, Naturalism, Quiet Magic, Performance, Prestidigitation, Profession, Prophecy, Sensing Power, Theology, Unflappable Casting

White Mages fight and save as Mages and use the Sanctum rules to build a Stronghold at 9th level.

XP progression looks like this:

  • Level 2: 2,125
  • Level 3: 4,250
  • Level 4: 8,500
  • Level 5: 17,000
  • Level 6: 34,000
  • Level 7: 68,000
  • Level 8: 136,000
  • Level 9: 272,000
  • Level 10: 422,000
  • Level 11: 572,000
  • Level 12: 722,000
  • Level 13: 872,000
  • Level 14: 1,022,000

Wednesday, May 15, 2013

The Salian Scion Class for ACKS

The next class to tackle in my conversion process to ACKS for my Averoigne campaign is my Holmesian Paladin. This class really came about as an opportunity to offer an HTH-only fighter type in the way the Holmesian Ranger is missile/thrown-only. I also took advantage of the DEX-based initiative system of Holmes by allowing the Holmesian Paladin to trade places with people on the initiative order.

Since initiative is dynamic in ACKS and a mere +1 to an individual’s initiative is considered a custom power, I am not going to try and go the initiative route. Rather, I am going to play up the original meaning of paladin which refers to a trusted military leader or imperial officer.

Since I have heavily used the history of the Merovingian Kings as a source of inspiration, I thought it apropos to allow the Salians to have a flavored version of the fighter type in the same way that I made my ACKS ranger Averni for flavor purposes. Thus, I will use the name Salian Scion to describe this conversion of the Holmesian Paladin:

The Salian Scion Class for ACKS


Prime Requisite: STR and CHA
Requirements: Must be Salian or have an approved backstory for a non-Salian
Hit Dice: 1d8
Maximum Level: 14
Although the Salians are recent interlopers in Averoigne, theirs is a Kingdom that has lasted nearly a thousand years. Thus, the noble families of the Salians are both well-established and steeped in tradition. There is also a need for those who are not first born to go out on their own and make a name for themselves, since they are not to inherent the family title or lands. Salian Scions represent these title-less noble born who seek to carve out lands of their own.

Salian Scions may wear any type of armor but their sense of honor and military tradition frowns upon any weapons other than swords, daggers, morning stars, maces, or lances. Likewise, they eschew one fighting style according to their Family Military Tradition (see below). When the player chooses a weapon, the primary way that weapon is used will determine the fighting style the character will not have available:

  • If the weapon uses the two weapon fighting style than no two handed fighting style.
  • If the weapon uses the two handed fighting style than no weapon and shield fighting style.
  • If the weapon uses the weapon and shield fighting style than no two weapon fighting style.

In addition, Salian Scions have the following Custom Powers:

  • Blood of Kings: Due to their noble lineage, Salian Scions are allowed to take one more henchmen than their CHA allows and all henchmen have their morale raised by 1.
  • Family Military Tradition: Salian families are closely associated with certain weapons. For example, those who are descended from the Merovingians are known for their prowess with the Two-Handed Sword. A Salian Scion is trained starting at birth using this family weapon. Therefore, the player may select one weapon as a family weapon at character creation which cannot be changed later. The Salian Scion receives a +1 to attack rolls with this weapon. In addition, readying or sheathing this weapon counts as a free action.
  • Inspire Courage: At 2nd level, Salian Scions have perfected the art of improving morale of troops. Prior to battle, the Salian Scion may spend one round encouraging those around the character (50’ r.) and these allies gain a +1 to attack throws, damage rolls, morale rolls and saving throws against fear. This bonus lasts 1 turn. This can be done to any given character once per day per class level. This does not work on characters already engaged in combat.
  • Command of Voice: At 4th level, Salian Scions have earned enough of a reputation that their very words hold power. They receive a +2 bonus to reaction rolls to creatures spoken to. If the result is 12 or more, the subject acts as if charmed. Creatures with a higher WIS than the character’s CHA are immune.
  • Heroic Resilience: At 9th level, the Salian Scion has established himself as a hero and a leader. As a result, when the character is required to consult the Mortal Wounds table, the player may roll twice and choose the preferred results. The character may also subtract class level from the number of days of bed rest required to recover. [This is the same as the Savage Resilience custom power.]

Salian Scions fight and save as fighters, have the same proficiencies as fighters and use the Castle rules to build a Stronghold at 9th level.

XP progression looks like this:

  • Level 2: 2,600
  • Level 3: 5,200
  • Level 4: 10,400
  • Level 5: 20,800
  • Level 6: 41,600
  • Level 7: 83,200
  • Level 8: 164,400
  • Level 9: 328,800
  • Level 10: 448,800
  • Level 11: 568,800
  • Level 12: 688,800
  • Level 13: 808,800
  • Level 14: 928,800

Tuesday, May 14, 2013

A Note to Tavis, Andrew & Dan and about ACKS Players Companion

I would just like to take a moment to thank both Tavis and Andrew for dropping by and commenting on some of my meditations on ACKS, especially Andrew’s suggestions for improving my Burglar Class. This is what I love about this little corner of the internet and what I love about the philosophy about many of the publishers who target the OSR community — they actively support and encourage folks to actually use their products in ways that the end-user wants to. To that end, I should mention that Dan of Goblinoid Games has also dropped by and endorsed my use of S&S 2e to fiddle with the LL Thief, which is really cool.

I’d also like to mention that having fiddled now with the Custom Classes section of the ACKS Players Companion, that this is probably one of the best things that has come out of the OSR. As I have mentioned before, ACKS is a great system if you want a character build opportunity with your B/X. Not being one of those guys, ACKS would not be my personal first choice of rulesets. That being said, however, the Custom Class section is easily portable to B/X or LL and allows players to add all kinds of flavor-filled classes to their campaign worlds to make them come alive. It also scratches that character build itch quite excellently. Therefore, I highly recommend getting yourself a copy, even if ACKS doesn’t seem to be your cup of tea.

Thursday, May 9, 2013

The Averni Ranger Class for ACKS

The second class that I am attempting to convert to ACKS for my Averoigne campaign is the Holmesian Ranger. Although, the impetus for the original was my own interpretation of the missile combat rules in Holmes (which implied random targets), ACKS still has one hold-over from the Holmes rules. No one can fire into melee without a special proficiency. Therefore, that is where I began constructing what I call the Averni Ranger (thus named to add a bit of color and to differentiate it from the plethora of other rangers that exist):

The Averni Ranger for ACKS


Prime Requisite: STR and DEX
Requirements: Must be Averni or have an approved backstory for a non-Averni
Hit Dice: 1d6
Maximum Level: 14
Averoigne has large swaths of land that are wilderness creeping into the lands of civilization. Therefore, there is a long warrior tradition within Averni culture that learns the ways of the wilderness in order to protect civilization from the wilderness.

Averni Rangers may wear chain-type armor or lighter, use all missile weapons and one-handed weapons and have the fighting styles weapon and shield as well as two weapons. They also have three Thieving Skills: Hide in Shadow, Move Silently and Backstab. HS and MS require leather or lighter armor to use.

In addition they have the following Custom Powers:

  • Accuracy: Averni Rangers are trained marksmen. That are at a +1 to attack rolls with all missile weapons.
  • Precise Shot: as trained marksmen, Averni Rangers can fire into melee at a -4 to the roll. This stacks with the Proficiency Precise Shooting to reduce the penalty to hit.
  • Sniper: if an Averni Ranger can attack from ambush or is eligible to use backstab, they can do so using a ranged weapon at up to short range. [This is the Proficiency Sniping used as a Custom Power].

Averni Rangers fight and save as Fighters and use the Hideout rules to build a Stronghold at 9th level.

Averni Ranger Proficiency List: Alertness, Animal Husbandry, Blind Fighting, Climbing, Combat Trickery (disarm, incapacitate, knock down), Eavesdropping, Endurance, Fighting Style, Land Surveying, Mapping, Mountaineering, Naturalism, Navigation, Passing Without Trace, Precise Shooting, Riding, Running, Skirmishing, Survival, Swashbuckling, Tracking, Trapping, Wakefulness, Weapon Finesse, Weapon Focus

XP progression looks like this:
  • Level 2: 2,150
  • Level 3: 4,300
  • Level 4: 8,600
  • Level 5: 17,200
  • Level 6: 34,400
  • Level 7: 68,800
  • Level 8: 137,600
  • Level 9: 275,200
  • Level 10: 279,200
  • Level 11: 399,200
  • Level 12: 519,200
  • Level 13: 639,200
  • Level 14: 759,200

Wednesday, May 8, 2013

The Burglar Class for ACKS

My first step in converting some of my ideas about a Homes/Cook Averoigne campaign to ACKS is the idea that the primary purpose of the Thief is that of door opener. As such, I have re-cast the Thief as Burglar and have replaced the Thieves Guild with the Adventurer’s Guild.

Mechanically and philosophically, it is important for the feel of the game I want to play that PCs will encounter a semi-intelligent and hostile environment whenever they enter a dungeon. One way to emulate this is that all doors are locked. As such, the primary way of opening doors is to muscle through them. If the attempt fails, however, all chance at surprise is gone. Therefore, PCs have two alternative ways of attempting to open a door without giving up that chance of surprise should that attempt fail. One is magical (Knock) and the other is the Burglar.

Enter the ACKS Player Companion. Ostensibly, it is filled with extra classes, races, spells and equipment for use in Autarch’s house campaign world. However, they live by the credo that Every campaign is a law unto itself. Therefore, they provide a section wherein they brake down all of the mechanics that they used to create every class in ACKS (including the core classes) making it possible for Judges (the ACKS version of the DM) and players alike to create custom classes for their own campaigns.

This is, by far, my favorite aspect of ACKS. It is mechanically sound, balanced and backward compatible. The first part of my attempts to convert Averoigne to ACKS will heavily involve these custom class rules. First up is the aforementioned Burglar:

Burglar Class for ACKS


Prime Requisite: DEX
Requirements: None
Hit Dice: 1d6
Maximum Level: 14
Burglars are adventurers who specialize in the opening of doors (thus the title burglar). They may wear chain-type armor or lighter and are able to use axes, bows and crossbows. They can use the fighting styles weapon + shield or two-handed weapons.

Burglars have three Thieving skills: Open Locks, Find Traps and Climb Walls.

In addition they have the following Custom Powers:

  • Difficult to Spot: Burglars are very good at seemingly disappearing into shadow, nooks and crannies found within dungeons. If they are quiet and hold still while in cover, they can escape detection on a roll of 3+ on a d20. They can put this skill to use in wilderness conditions as well; however, the roll required is 14+ on a d20. [Note: the original Custom Power reverses these two rolls for Explorers and Elven Rangers]
  • Keen Eyes: Burglars can detect hidden and secret doors with a roll of 8+ on a d20 if they are actively searching and a 14+ on a d20 if only casually inspecting.
  • Loremastery: The burglar can decipher runes, remember ancient history, identify artifacts, etc. with a roll of 18+. This improves by 1 per level of experience.

Burglars fight and save as Thieves and can build an Adventurer’s Guild at 9th level (same rules as a Hideout). They also have the same Proficiency list as Thieves with the exception of Skulking and Sniping which are replaced with Blind Fighting and Eavesdropping. XP progression looks like this:

  • Level 2: 1,400
  • Level 3: 2,800
  • Level 4: 5,600
  • Level 5: 11,200
  • Level 6: 22,400
  • Level 7: 44,800
  • Level 8: 89,600
  • Level 9: 179,200
  • Level 10:279,200
  • Level 11: 379,200
  • Level 12: 479,200
  • Level 13: 579,200
  • Level 14: 679,200
Please Note: I deliberately chose not to give the Burglar the ability to Remove Traps specifically because I do not like having the process of disarming traps reduced to a die roll. I much prefer coming up with the traps and seeing how players figure ways to overcome them. I also chose axes over sword/dagger for allowable weapons because an axe can also be used to open a door. Additionally, in Averoigne swords are something primarily reserved for fighters.

***

This was the first big test for the Custom Class system of ACKS: could it emulate what I was looking for in the Bilbo Baggins inspired thief/burglar archetype? I think it has done so better than my own earlier attempts at  making the Thief class something that I would not only allow in my games, but would actually like to play.

Tuesday, May 7, 2013

Meditating on ACKS and Averoigne

One who has read this blog over the years may have noticed that I haven’t posted a Lost Colonies Session report in a long time. This is not because the campaign has ended, but rather that the sessions are few and far between and nothing has really happened that I was inspired enough to write about. This is due to the fact that I am not inspired enough by the campaign in its current state to do much more and none of the guys I play with have championed more sessions than the few that we have done.

In the meantime, my group has been primarily playing AD&D with a few forays into Pathfinder. At the moment, the guys I play with are enamored by AD&D’s fiddliness — to them it represent more “choice” than other older editions of the game. I could argue that I could accomplish much of the same feel and choices with a much cleaner and simpler ruleset such as S&W or LL + AEC, but I would be missing the point.

One has to understand that the group I play with were virtually all introduced to the game with 3rd edition. As such, character builds are very important to them — it is a part of the gaming experience that they really enjoy. I have meditated on this before. I have, in contrast, scratched that itch with various war games which these guys never had as part of their gaming experience.

Every couple of months, someone at the table suggests that we play Pathfinder for a while (it being the 3ed emulation of choice). We play awhile until everyone remembers why we don’t like playing 3ed/Pathfinder. I don’t mind terribly much because I have learned to enjoy the game at lower levels and I know we will sooner rather than later go back to an older ruleset or its emulation.

What this all means, in the long run, is that I am not ever going to be able to run an Averoigne campaign with the guys I play with the way I want to — with a Holmes/Cook mash-up using either LL or S&W as a jumping off point. While it is incredibly interesting to me and something I would really like to play-test one day, it isn’t something that is going to interest my group. Thus, I am having to re-think about my approach so that I can start play-testing Averoigne and the Chateau des Faussesflammes as concepts.

Enter, of all things, Dwimmermount. My faith in that project and my patience have born fruit. One of the things that has come out of all the complications of the project is the generosity of the guys at Autarch. Via a promise made to backers, I have gotten my hands on .pdfs of ACKS and the ACKS Player Companion and done some serious reading and fiddling.

I have to say that both are excellent products, if lacking in a few tables & examples here and there which would have made my understanding and use of the products easier. I really like the fact that at its root, ACKS is B/X. I also really appreciate their interpretation of its mechanics extrapolated into the concept of proficiencies/feats, world building and the end-game.

In the end, however, I find it too fiddly. I prefer a far more organic/random interaction with world creation than these rules imply and I have never much cared for proficiencies, especially when they really emulate skills and feats that imply more roll playing than role playing. There are aspects that I think will prove very useful in the long run, but won’t really know until I actually use them at the table.

This is where I insert the however of this blog post. Even though I don’t care for the fiddliness of ACKS, I do think the guys who I play with will. It scratches the character build itch in a way that AD&D can’t but without all the stuff we don’t like about Pathfinder (I hope). For my own taste, I prefer the fiddliness of ACKS over the fiddliness of AD&D because it represents true player choice and is mechanically cleaner (and did I mention that it is basically B/X — my favorite edition of the game — with a bunch of stuff added on?).

Thus, the best chance I have of playing in my version of Averoigne with the guys I play with may very well be ACKS. As such, in the coming days I will be converting some of the work I have done on Averoigne to the ACKS system to see if what emerges is something I am still interested in playing.

Friday, September 28, 2012

Meditating on Electrum

Beedo of Dreams in the Lich House is musing out loud today about how the various versions of D&D interact with each other within the nebulous confines of old school play. He starts with the observation that ACKS borrows many concepts from 3e+ and/or has a 3e+ design feel to it. I myself have on more than one occasion admitted that the idea of 3e+ D&D is quite a gorgeous thing. Putting into practice is the problem.

Personally, I find it very interesting what has bled into my own gaming play from the 3e+ era. They often surprise me, because rather than being big design ideas they are minutia that actually makes interacting with my world a little easier for my players. Languages were one of the first that I noticed.

Another is the non-use of electrum. Despite the fact that it is a naturally occurring metal (with a mixture of silver, gold and a variety of other ores) that was used in coinage in several parts of the ancient world, it messes up the wonderfully easy to understand decimal system of 3e+ coinage. So, despite the fact it exists in both older versions of D&D and its clones, and despite the fact that Gygax had it exactly correct that electrum is half-way between silver and gold, my players have rejected it out of hand as part of their game play.

My problem is that I have always had a soft spot for the metal. It is possibly more historically accurate as a type of coin than either gold or platinum. It conducts electricity. Its name sounds really cool. Yet, my players are absolutely correct that it is just a pain to include it in the game as half a gold piece.


I mention all of this because I ran across this hymn today while chasing down something I was researching:
Beholding the orders of the Angels in manifold form, Ezekiel proclaimed them in his history long ago; among them stood the six-winged Seraphim, and the many-eyed Cherubim compassing round about; and with them he saw the Archangels shining like electrum and glorifying Christ unto all the ages. [my emphasis]
This got me thinking that I could re-introduce the metal into my game as a magical metal. Whereas adamantium and mithral are arcane metals, electrum could be a metal used to create/channel divine magic.

Unlike adamantium and mithral (which are ostensibly forged by a class that cannot use them in most applications), electrum could be fully taken advantage of by the spell casters who forge them — clerics.

Herein is another way that 3e+ design can sneak in to my game at a more fundamental level: rather than tying metamagic feats to players, I could tie them to various applications of electrum.