Showing posts with label ODnD. Show all posts
Showing posts with label ODnD. Show all posts

Wednesday, February 7, 2024

That is a Dragon

I recently watched Jonathan Pageau and Richard Rohlin discuss dragons on their Universal History video series. It is a fascinating look at dragons from symbolic, pre-modern, and Orthodox Christian points of view (which in some ways can be understood to all be the same). I wanted to share here because Dungeons and Dragons is specifically referenced. This whole discussion is contrasted with what we old gognards might call Gygaxian Naturalism — if we narrow our view to that of the modern, as expressed by the naturalistic categorization of monsters found in the various Monster Manuals of DnD, we might not completely grok what Johnathan and Richard are talking about. This is an interesting parallel to the move I was made to make when exploring how Scripture might inform the megadungeon.    

 

For those who don't want to sit and listen to these two geek out for over an hour, here is a short summary of the general characteristics of dragons:
  1. They are serpents.
  2. They are hybrids — the serpent aspect is mixed with pieces and parts of other animals.
  3. As hybrids, they occupy a symbolic space of flux and can be understood as harbingers of change.
  4. They function as guardians (mostly of water). This guardianship can be understood as hoarding and water needs to be understood as an essential material for civilization to function.
  5. They have an enemy, often a thunder god symbolized by a trident (which is originally a symbol for lightening, not for a sea god/creature).
The aspect of this I find most useful and interesting is the fact that not all dragons exhibit all five characteristics. Thus, from this perspective, an owlbear is a type of dragon (as are many of the hybrid creatures found in the Monster Manual). From the perspective of a DnD campaign, the appearance of such a creature could signify a major event for the campaign world as a harbinger of change.

Personally, I would be tempted to leave all hybrids out of my placed encounter areas and only have them appear as Wandering Monsters. Once one appears, this could mean a roll on a major campaign event table with various types of catastrophes both natural (such an earthquake that reveals a subterranean civilization) and man-made (such as war).

This view also reinforces the mechanics of treasure from early DnD: the gold hoarded by dragons (monsters, especially hybrids) is the main means by which the PCs (both the enemies of the dragons and the defenders of Civilization) level up to become more capable of defending Civilization.

I highly recommend taking the time watching this episode. It is a fascinating (and I would say useful) discussion even for those of you who are not of the Christian persuasion. Enjoy.

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.

Saturday, February 23, 2013

Saintly Saturday: St. Polycarp the Hieromartyr

Today is the feast of St. Polycarp the Hieromartyr, and I am actually struggling to write a summary of his life and martyrdom, because there is so much we know about him and, being one of my favorite saints, I find it difficult to focus on any one aspect of his life.

He was the bishop of Smyrna (in modern day Turkey) in the 2nd century. He was arrested under Marcus Arelius and they tried to burn him to death, but resorted to stabbing him when the flames did not harm him. His martyrdom was recorded in one of the first hagiographies ever written, The Martyrdom of Polycarp. Within is recorded the saint's response to his captors’ request that he burn incense to the image of the emperor:
Eighty-six years I have served Christ, and He never did me any wrong. How can I blaspheme my King who saved me?
St. Ireneaus of Lyons writes about St. Polycarp in letters to Florinus and Victor as well as in his third book of Against the Heresies. He knew Polycarp as a boy and writes about some of his mannerisms, including a phrase he would say in response to something untoward:
O good God, for what times have You reserved me, that I should endure these things?
We know from both Sts. Ireneaus and Jerome that Polycarp knew St. John the Evangelist and Jerome claims that it was John who made Polycarp bishop of Smyrna.

We also have extant Polycarp’s Letter to the Philippians, which is an interesting read. There are two verses, in particular, which I find both fascinating and challenging, especially from the perspective of FRPGs:

For every one who shall not confess that Jesus Christ is come in the flesh, is antichrist: and whosoever shall not confess the testimony of the Cross, is of the devil; and whosoever shall pervert the oracles of the Lord to his own lusts and say that there is neither resurrection nor judgment, that man is the firstborn of Satan. — Polycarp 7:1

I was exceedingly grieved for Valens, who aforetime was a presbyter among you, because he is so ignorant of the office which was given unto him. I warn you therefore that ye refrain from covetousness, and that ye be pure and truthful. Refrain from all evil. — Polycarp 11:1

As a Christian, one of the things that I struggle with is the idea of the anti-cleric, which is explicitly part of the LBBs and the heritage of D&D. On its face, the class seems to suggest a dualistic cosmology where the power of the devil is on par with God, which Christ’s death and resurrection reveal to be a total fallacy. For me, the easiest answer is to dress up magic-users as anti-clerics. This clearly delineates the fact that cleric magic comes from God and anti-cleric magic is arcane and not divine.

The Holmes Basic Edition (which I find to be the edition of D&D that most strongly suggests a Christian world view), indicates that cleric spells were once arcane spells by the fact that magic users can use scrolls with divine spells on them (and one could interpret the rules to mean that only magic-users could use these scrolls). Add to that the fact that anti-clerics make awesome adversaries (see the Acolyte in Moldvay’s Basic Edition and Lareth the Beautiful from T1: The Village of Hommlet) and I have a conundrum on my hands.

I mention all of this because the two verses above from Polycarp’s Letter to the Philippians seem to suggest the path toward becoming an anti-cleric as it is suggested by the LBBs where clerics must become Lawful or Chaotic by 7th level. He clearly declares that anyone who does not accept the Incarnation is an antichrist. Couple this with his mention of the presbyter (aka priest) Valens and his falling away from the church indicates (in an LBB-inspired fantasy setting) that he declared for Chaos and became an anti-cleric.

So, how do I make this work mechanically while avoiding the theological net of dualism? One of the more interesting (and controversial) choices made by the good folks who put together Delving Deeper is that clerics use spell books. I believe this choice is actually inspired by Holmes and the aforementioned cleric scrolls. It seems to suggest that their are actually two paths for arcane spell-casters — a secular/pagan/apprentice-level cleric and the traditional magic-user. Both have their own spell books and practices but are close enough that, though unable to cast them from memory, a magic-user can cast cleric spells from scrolls.

In the LBBs this would be the Neutral cleric. By the time one gets around to 7th level, however, it is impossible to understand these spells as anything other than an attempt by humanity to be like God sans God. Interestingly, 7th level is when LBB clerics have access to 5th level spells, including Raise Dead. Thus, one either must acknowledge the true source of these spells (God) and abandon the spell book to cast spells by faith alone or to embrace the path of the anti-cleric. Valens, then, could be understood as a Neutral cleric when he was first ordained. He did not understand what it meant to be a Lawful cleric (casting spells by faith instead of by spell book) and when push came to shove he chose Chaos and the path of an anti-cleric.

This interpretation of the rules, then, allows for all of the above to co-exist: Christianity, anti-clerics, neutral clerics, secular clerics, the arcane cleric spells of Holmes, the choice made by 7th level LBB clerics and even St. Polycarp’s story of Valens. To boot, all of this has a marvelously Sword & Sorcery feel to it while still giving that (for me) all-important nod to Christianity.

Monday, December 3, 2012

Ye Auld Skool Spell Creator

This is post number 500 for me here at Blood of Prokopius. Having noticed that I was quickly approaching this milestone, I came to the realization that there is a ton of gaming material that I have produced over the last several years that either isn't organized as well as it could be or left fallow. As a result, I have been sifting through all of this output and determining what can easily be developed, organized and finished and what of all this output I still have an interest in.

The first project to come out of this process is something I've called Ye Auld Skool Spell Creator. Quite awhile ago, I started excavating the spells of 0e. At the time, I was interested in pushing the rules as far as they could go to see if they were able to handle a variety of genres, specifically some of the pulp serials of the 20s and 30s. One of the big hurdles was the spell system — how to create new powers and spells that are mechanically similar to the 0e spell list, but aren't tied specifically to the fantasy genre?

I started down the road of breaking the spells down mechanically and seeing how to build new spells based upon those mechanics. The various posts can be found here. Unfortunately, I pushed too hard and in play testing what I had started wasn't really all that fun to play. In addition, the process of breaking down the 0e spell system mechanically proved to be a very difficult — especially when one started to look at enchantment-type spells and transform-type spells. Thus, the system that was developing was far from perfect, was a departure from the 0e rules as written, and in some cases a serious departure.

As a result, the project never got finished, despite my own stated intent to put all of it into a .pdf to share with those interested. That is, until now.

Ye Auld Skool Spell Creator is far from perfect, probably has a lot of errors and might very well prove to be a lot less useful that I had originally envisioned. It is, however, a fascinating exercise in gaming archeology that I hope those who are interested in such things will find worth their while.

The link to download the .pdf is here. Enjoy.

Thursday, November 15, 2012

Holmes on Abstract Melee vs. Concrete Missile Combat

It is an old school trope that combat is abstract and that each “to hit” roll is actually a “to damage” roll representing several attempted strikes over the course of a one minute combat round. This understanding of combat, however, breaks down with the introduction of missile fire, where the use of ammunition necessitates the understanding that each die roll represents a single shot. Thus, the game has moved toward applying the same understanding to melee. One of the first to do this was Dr. Holmes:
In a melee the attacker strikes a blow or "takes a swing."
...
Melee is the most exciting part of the game, but it must be imagined as if it were occuring in slow motion so that the effect of each blow can be worked out.
Recently there have been a couple of attempts (Brenden at Untimately and Talysman at 9 and 30 Kingdoms) at reversing this trend by abstracting missile combat. As much as I like both of these (especially Brenden’s), they both break down once thrown weapons enter the picture (as Brenden himself acknowledges).

This suggests that missile combat was never meant to be abstracted, but rather a separate subsystem of combat. I say this because of the aforementioned Dr. Holmes. Despite his contribution to the modern conception of D&D combat, if one understands his work to be an edit of OD&D, he can shed light on a way for old-schoolers to have their cake and eat it too:
Once the party is engaged in melee, arrows can not be fired into the fight because of the probability of hitting friendly characters.
If one follows Holmes on this score, than melee combat is clearly differentiated from missile combat — they happen in different phases of the game and can therefore be handled differently. Melee can be abstract while missile combat represents individual shots.

The key to this is a proper understanding of movement, because there is a danger of completely eliminating missile combat from most encounters if opposing sides can close into melee before any shots are made. Here is movement according to OD&D:
Movement … is in segments of approximately ten minutes. Thus it takes ten minutes to move about two moves — 120 feet for a fully armored character. Two moves constitute a turn, except in flight/pursuit situations where the moves/turn will be doubled.
...
Melee is fast and furious. There are ten rounds of combat per turn.
Encounter distance in a dungeon is from 20-80 feet. Therefore, it would be possible for the side who wins initiative to close into melee and prevent missile fire altogether; however, take a look at how Holmes handles movement:
There are ten "rounds" of combat per turn. Each round is ten seconds, so a combat turn is shorter than a regular turn, but results in at least as much muscular fatigue. Movement (if any) is usually at a sprint; an unarmored man can move 20 feet per melee round, a fully armored man only 10 feet.
Note that if one ignores the fact that Holmes has shortened the combat round from one minute to 10 seconds, his combat movement is approximately 1/10 that of normal movement (for a more detailed examination of movement in Holmes, see my post here). In other words, rather than having a full move every round, a character or monster still has a full move over the course of a turn.

The upside of this understanding of movement is that in a typical encounter, the process of closing into melee (and thus ending the missile portion of combat) will usually take a number of rounds. Thus, the process of getting into melee is full of interesting tactical choices.

For those of you who have grown up with the notion that their character can fire into a melee, the subsystems are actually not as incompatible as one might expect. As Holmes suggests, firing into melee is fraught with danger — there is a very real possibility of friendly fire (my take on how to do this with Holmes is here and here). Thus, rather than letting loose as many arrows as possible into the fight, an archer would most likely be waiting until there is a safe opening through which to fire. Thus, in the abstraction of melee combat, someone who is firing into that melee is going to only have one clear shot every minute or so — which translates into one missile per round.

Saturday, October 20, 2012

Saintly Saturday: St. Artemius of Antioch

Today is the feast of St. Artemius of Antioch. During the reigns of St. Constantine the Great and his son Constantius, Artemius was a prominent military leader. When Constantius was emperor, Artemus was sent to Patras to retrieve the relics of the Apostle Andrew and to Thebes of Boetia to retrieve the relics of St. Luke. In return for these services, he was made viceroy of Egypt, where he spread and strengthened the faith.

Constantius was succeeded by Julian the Apostate (a regular character in these Saintly Saturday posts). The new emperor had rejected Christianity and wanted to restore paganism to the Empire. In his zeal, he had two bishops of Antioch tortured and killed for refusing to forsake Christ. While this persecution was taking place, Artemius arrived in Antioch and publicly denounced the emperor. This, of course, enraged the emperor and Artemius was subjected to heinous tortures and thrown into prison. Eventually, once Julian realized he was not going to change the saint's resolute mind, he had Artemius beheaded.


If seen through the lens of a D&D character career, the story of St. Artemius primarily takes place in the mid- and high levels. His quest to retrieve the relics of Sts. Andrew and Luke are akin to wilderness adventures. He had to cross the Aegean Sea in order to get to Thebes of Boetia (which is in Greece, not Egypt) and then trek across to the other side of Greece in order to get to Patras (and might even have had to cross the Gulf of Corinth). Having returned with these prizes to the emperor, his appointment as viceroy is the equivalent of building a stronghold. His conflict with Julian, then, is akin to the end game, where high level characters are dealing with larger political issues.

Though I do not spend any time on the boards, nor have I paid much attention to the play tests of Dwimmermount, I have caught wind of a level of disappointment with both the format of Mr. Maliszewski’s project and the dungeoncrawl in general.

I have to admit that I really don’t understand either of these sentiments. Dwimmermount was explicitly an experiment in doing a megadungeon cleaving as close to the rules of OD&D as possible. Due to the nature of that ruleset, this naturally requires far more creativity from the Referee and a much larger emphasis on exploration. Personally, these are exactly the two things I love about the game. As a player, some of the best sessions I have ever had involved nothing but exploring ancient ruins with nary a hint of combat. As a Ref, I love dropping hints of the backstory of why there is a megadungeon in the first place and seeing the light go on as these hints get pieced together into a greater understanding.

Of course, I have found that a successful campaign (in which I include Maliszewski’s original Dwimmermount) includes a wilderness exploration component, as looking at the life of St. Artemius through D&D glasses suggests. From personal experience, however, the key to making the megadungeon work (as opposed to a series of location-based adventures scattered across a wilderness) is to tie that wilderness exploration to the backstory of the megadungeon.

I’ll give two good examples. When Maliszewski ran Mr. Raggi’s excellent Death Frost Doom, he tied it to Dwimmermount by having the history Cyrus Maximus intertwine with the history of Dwimmermount. It added to the mystery and story of Dwimmermount. In my own Lost Colonies campaign, my players have ended up both on a spaceship and on an alien planet. The first had the Two Swords, which Dn. Goram was sent to retrieve and return to my megadungeon and the latter had a gate that led to the bowels of my megadungeon. Each of these adventures added to the mystery and backstory of my megadungeon.

In other words, the megadungeon (when used creatively) can be the backbone of every aspect of the typical D&D character's career — the initial dungeon delve, the wilderness exploration and the end game. Having personally seen this happen, it not only can make a campaign sing, but something that you want to go back to over and over again.

Wednesday, October 10, 2012

Meditating on Magic Swords

I just finished watching the most recent episode of Nova, entitled Secrets of the Viking Sword. It focuses on the science of medieval weapons, in particular the Ulfbehrt Sword wielded by pagan Vikings from about A.D. 800 to 1000.


Most weapons of that time were made of inferior steel with low carbon content and slag impurities that made them brittle and therefore prone to break in battle. This stemmed from the fact that European forges could not get hot enough for the slag to separate from the iron ore and the fact that metallurgists of the time relied on the ashes of the fire to add what little carbon the steel had.

Ulfberht Swords, however, were made of a high carbon steel with very little slag called crucible steel — an art form that would disappear from European metallurgy for several centuries after the last Ulfberht swords were made. Crucible steel made these swords both stronger and more flexible — qualities that made them devastating in the the close-quarter fighting of viking combat. Indeed, the show had a demonstration of how, compared to a roman-style sword, the Ulfberht design could cut through chain mail.

I, of course, watched this show not only through the lens of history and science, but of a fantasist who loves to use history and science to inform how I play FRPGs. I couldn’t help but think about how the vast majority of magic weapons in OD&D are swords. The process for making an Ulfberht blade is extremely time consuming and unforgiving. Thus, they were rare and often given names. In other words, the magic sword of OD&D is the analog of these viking blades.

Some of the steps involved in the making of the blade invite FRPG elaborations:

  • The carbon used to make steel from iron ore could come from bones — bones of ancestors, animals or (in a fantasy setting) monsters.
  • All Ulfberht Swords are etched with the symbols “+ULFBERH+T.” Intriguingly, the use of the cross seems to indicate some kind of power (an attempt at stealing the powers of their Christian adversaries?). Thus, here we have an origin for named and etched swords.
  • Once forged, the sword is hardened by dipping it into some form of liquid. This could be water, oil or even blood (again, of animals, humans or monsters).


The secret of creating crucible steel was most likely gained from the East, where they knew the secret of Damascus Steel, which differs only in the cooling process (which is much slower and results in its signature crystalline patterns). Thus, either the steel itself was imported via the Volga trade route or the secret of its creation was lost. This invokes the idea of mythical metals like mithril and adamantium.

All of this has me re-thinking the idea of magic weapons and weapon proficiencies in D&D. In context of a fantasy analog of medieval Europe, I could easily buy the argument that the only magic weapons available are swords. Crucible steel is not wasted on any other kind of weapon and therefore every other type of weapon is of inferior quality — non-magical.

In this scenario, I could also see the possibility of allowing every class to use any weapon with one major limitation — only fighters can wield those magical swords. This accomplishes several things at once:

  • The old saw about wizards using swords in source material is acknowledged.
  • There is a very serious tip of the hat to an historic reality.
  • It gives fighters a form of magic unique to their class — Magic-users = arcane; Cleric = divine; Fighter = sword.
  • Finally, it pays homage to the original rules set, where most magic weapons were swords.

Thursday, December 30, 2010

Finding My Own Personal Proto-Game

Recently, I read the news that Frog God Games is releasing a new "complete" edition of Swords & Wizardry. Though I do not currently play any edition of S&W, part of me really wants to. So, in order to find out what this new "complete" edition was all about, I started searching around for reviews and ran across this lovely bit of fandom.

This got me thinking about my own recent experience with Ye Auld Game and my attempts at exploring the roots of this hobby. This has primarily involved running my Lost Colonies campaign, which began as an experiment on two fronts.

Firstly, I was interested to see what would happen if I introduced an older edition of D&D to a bunch of players who cut their teeth on 3.5. In this sense, the experiment has been wildly successful. The campaign has been going on for 18 months(!) and has outlasted three concurrent 3.5 campaigns played by the same group of players. In addition, several of these same players have started running their own older-edition games.

Secondly, I wanted to reach back beyond my own experience to try and find an edition and a way of playing the game as it was somewhere in the late 70s. In this sense, my experiment has had mixed results. The campaign started with just the three core classes, and a few wrinkles based on the Chainmail rules. Both of these have long since been jettisoned. Something interesting happens on the way to the gaming table from the intellectual exercises that try to imagine a "purer" version of the game. In short, everyone at my table is more interested in having fun than adhering to some kind of rigid definition of what is "D&D." In process, we all gravitated toward that wonderful space that exists somewhere between the LBBs, Holmes, AD&D and B/X.

Which brings me to the real point of this post. For a variety of practical and fiddly reasons, when I chose to begin this experiment, I opted for Labyrinth Lord as my ruleset. At the time, I saw it as a compromise with my players that I wasn't entirely happy with (mainly, because it didn't meet with the exacting parameters of my own intellectual exercise). This decision, however, has turned out to be a huge blessing.

If, as has happened over the course of our play, by either design or by accident one wants to find that proto-D&D one might have played somewhere between 1977 and 1983 that shamelessly borrowed from the LBBs, Holmes, AD&D and B/X, Labyrinth Lord is a fantastic vehicle to get there.

The genius of Dan Proctor's design is modularity. Taken together, Labyrinth Lord (LL), Original Edition Characters (OEC), Advanced Edition Companion (AEC), Mutant Future and even (hopefully soon) Starships & Spacemen offers a plethora of compatible options for a slew of different campaigns. It is a very easy matter to use the OEC Cleric with the AEC spell list as written. There is no need to convert anything, no need to house-rule this stuff — it is all there in black and white just ready for anyone to mix and match.

In other words, LL is very capable of re-creating whatever version of D&D we old grognards played as kids. I know this because it is this proto-version of the game that has emerged from playing LL with my Lost Colonies campaign. I had almost forgotten what this proto-version was over the course of all these years since my mom came home from Target with the Holmes edition. LL not only made this kind of game possible, but easy to find.

Thursday, September 2, 2010

Lost Colonies Session 22

One of the intriguing aspects of this campaign is the lack of interest in the tent pole megadungeon by my players. I've been wondering about this for much of this campaign — is it me, the players, the concept of the megadungeon, etc. When James over at Grognardia made the observation that too many monsters are not practical for encouraging exploration (a large part of the appeal for megadungeons) I decided to adhere closely to the 2/3 empty room model suggested by the LBBs and his experience. Having created an incentive to return to the megadungeon, I was looking forward to seeing if fewer monsters might encourage more forays into the megadungeon.

Interestingly, as a Referee, I felt that even this 2/3 empty room model coupled with Holmes' wandering monster pattern produced too many monsters. I felt as if the monsters were getting in the way of the exploration. It has made me reconsider my encounter tables. I plan on including more "events" in place of some monsters.

The players returned to the Lower Catacombs at the Abandoned Monastery and discovered a stairway that they had not found the last time they explored the area. This discovery highlights my players' creativity. Having found the utility of Speak with Animals while taking care of Pups the Dire Wolf, Dn. Goram has insisted on keeping it in his repertoire of spells. He used it to try and avoid a combat with some giant lizards, who now seem to be the main occupants of the caverns from which the catacombs were carved. He found out that there were "lizard killers" that lived "below" and that the entrance was guarded by a "sticky manylegger."

Having intuited that the location of what the party assumed to be a giant spider was in a passageway already passed over by the party (it was a partial cave-in where the party would have to forego weapons and packs in order to crawl over the top of the rubble), Dn. Goram volunteered to lead the way towards one of his greatest fears — spiders. He wrapped himself in oil-soaked rags, cast Resist Fire upon himself and then set himself on fire. When he came into contact with the inevitable web, he set about creating a deadly inferno. (I realize that real spider web does not burn, but allow this tactic because it is an accepted given in most of the games I've ever played). Despite the brilliance of the plan, Dn. Goram lost the initiative, got stung and had to save v. poison or die. Being a Cleric, his save was much better than most and he (barely) made the roll.

Once they cleared the area of webbing, they descended down some spiral stairs to find themselves in pit of Ochre Jelly. With a judicious use of Sanctuary, they minimized the damage prior to burning off the creature. The party hadn't got very far before they happened upon a wandering band of werewolves. They managed to kill two, capture one and drive the rest off. The interrogation revealed that there may be at least two antagonistic factions within the dungeon. Recognizing that an enemy of an enemy can be a friend (and the reality that there were twenty gnolls coming for them down that hallway) the party agreed to leave this particular level and redirect their exploration towards what the werewolf called the Fungal Forest.

After extracting themselves from the newly discovered level, they proceeded to go back down an underground river that they had previously explored when trying to retrieve Hamlen's beloved spiked club. They found their crude handholds reinforced and improved. When they came to the water fall, they found their rope used as the foundation for a rope ladder. Clearly someone had retraced their steps.

The cavern beyond was several thousand feet long and several hundred feet wide dominated by various kinds of fungal growth. On the left side of the cavern lay some kind of fortress. The last time the party ventured this way, they found the remains of a battle from the distant past. They also found the fortress largely unoccupied. After finding out that there is some kind of fey presence within the cavern, the session ended with the party's discovery that the battle remains had been cleared and the fortress was now occupied by orcs and possibly much worse.

Friday, August 27, 2010

OD&D Magic Champions Style Part 12

A Call for Comments

I realize that this particular project has not garnered a lot of comments; however, I am asking for feedback on this particular entry. As will become clear, this category requires a lot of interpretation. I don't know that I am happy with what amounts to a rough draft on this category, so I hope that those of you out there who bother to read this will help by chiming in below with your own point of view. Thanks.

Enchant

This is the single most challenging spell category of any that I have found using the Oe rule set. Not only are the mechanics all over the place, but their descriptions are vague and deviate from what has come to be the norm in later editions. The spells:

Charm Person (1)
Affects humanoids. If successful, target is "completely under the influence" of caster until dispelled. Range = 12"

Sleep (1)Affects a variety of creatures depending upon HD. Max = 2d8 creatures of 1+1HD or less. Max HD affected = 4+1 HD (one creature). Range = 24"

Hold Person (3) [2]
Affects 1-4 persons (with a -2 to the save if targeting only 1 person) with a "greater effect" than Charm Person. Duration = 6 turns + spell caster. Range = 12" Cleric version has Duration = 9 turns & Range = 18"

Charm Monster (4)
Same as Charm Person, but affects monsters and charms 3d6 creatures of 3 or fewer HD.

Confusion (4)
Affects 2d6 +1 per caster level above 8th. Causes affected creatures to randomly determine their action during combat. Targets with 2 or fewer HD are automatically affected. Targets with more HD must save every turn for the duration of the spell or be confused. Duration = 12 turns. Range = 12"

Feeble Mind (5)
Affects only other Magic Users. Renders them "feeble-minded" until dispelled. -4 to the save. Range = 24"

Hold Monster (5)
Same as Hold Person, applicable to monsters.

Quest [5]
Similar to Geas, but the target will suffer a curse (determined by caster with Referee supervision) if the quest is ignored. Duration = until quest is complete. Range = ?

Geas (6)
Target must complete a given task. Ignoring the Geas ultimately causes weakness and death. Duration = until task is complete. Range = 3"

Mechanics

There are a few surprises here, which tend to add more confusion than clarify things. I find this descriptor of Hold Person absolutely fascinating, because as someone who came into the hobby via the Holmes edition and 1e, I have always understood it to be some variation of a paralyzing spell. Here, it seems to indicate a more effective version of Charm Person (though what is a "greater effect" than being "completely under the influence?"). This is a prospect that really excites me, because it opens up possibilities. This led to me to seeking out how other editions describe these spells, of which the 1e DMG notes on Charm Person are by far the most helpful:

Remember that a charmed creature’s or person’s priorities are changed as regards to the spell-caster, but the charmed one’s basic personality and alignment are not.

This allows for the possibility that though the victim may be "completely under the influence" it does not change the basic character of that victim. In turn, this allows for "greater effect" to mean changing aspects of that basic character (such as a survival instinct that would counteract freezing in the middle of a combat to allow an enemy to stick you in the gut with a sword).

As exciting as this revelation is, however, there is very little mechanically that is consistent within this spell category. Sleep, for example, is over all mechanically more powerful than Hold Person (greater number of targets, greater range and potentially a greater duration). In turn, Hold Person is mechanically potentially more powerful than Confusion ("greater than completely under the influence" is more powerful than causing random behavior). In addition — again mechanically — Quest and Geas are not that much more powerful than Charm Person. Although they grant some devastating consequences for not obeying, the enchantment comes to an end once one command is fulfilled. In addition, the targets are free to ignore the command (as long as they are willing to accept the consequence) and to go about the command in a disobedient manner. Charm Person is effective until it is dispelled.

In other words, no matter what progression I choose to use for a Champion-style version of this category, it will little resemble the original source material. With this in mind, I am simply going to proceed with mechanics stripped out of the source material to create a base spell and largely ignore trying to duplicate that source material because it is largely an impossible task.

  • Duration = until task is complete, 6 + caster level turns (12 turns), until dispelled
  • Range = 3", 12" (18"), 24"
  • Area Effect = 1 person/creature ≤ 4+1 HD, 1 person/creature of any HD, 2d6 + 1/per caster level above 8 creatures
  • Special = saving throw penalties/automatic success, curse or withering death if command not followed.
  • Target = humanoid, monster

Base Spell: Target must make a save or be compelled to carry out one command by the caster. Target is free to carry out this command in a manner that reflects their basic personality and alignment. Duration = until the task is complete. Area Effect = 1 person of 4+1 HD or less. Range = 3". Target = humanoid.

The following add 1 level:
  • Duration = 6 + caster turns (and thus possibly more than one command).
  • Range = 12"
  • Area effect = 1 person/creature of any HD
  • Save at penalty -2
  • No save for creatures with less than 1/3 of caster level (1/2HD at 2nd level, 1 HD at 4th level, 2 HD at 7th level, etc.)
  • Target = monster
  • Target's basic personality & alignment are subject to change at the will of the caster

The following add 2 levels:
  • Duration = until dispelled
  • Range = 24"
  • Area Effect = 2d6 creatures + 1 per level above 8
  • Save at penalty -4
  • Some kind of withering disease or curse affects the target when they do not fulfill the command(s) of the caster.

Example spell Feeble Mind
6th level spell. Target must make a save at -4 (+2 levels) or be compelled to carry out a single command of the caster. If the target refuses, their Int will be reduced to 3 (+2 levels). Magic Users will lose all memorized spells. Duration = until task is complete. Area Effect = 1 person of any HD (+1 level). Range = 3". Target = humanoid.

Again, please take the time to critique. I appreciate it.

Wednesday, August 18, 2010

OD&D Magic Champions Style Part 11

Movement

Apologies for not getting on with this project for a number of weeks. As I noted in my last post, things have been busy around here lately and the last few spell categories are not as easily dealt with as previous categories. To the spells:
Levitate(2)
Vertical movement (horizontal only possible by other means). Duration = 6 turns + caster level. Range = 2"/caster level. Move = 6"/turn
Fly(3)
Both vertical and horizontal movement. Duration = 1d6 + caster level turns. Range = self Move = 12"/turn
Dimension Door (4)
Limited teleport. Duration = instant. Range = 1". Move = up to 36" with no chance of misjudging.
Teleport(5)
Instant transportation from place to place. Duration = instant. Move = any distance as long as the destination is known. Any uncertainty might result in death (teleport into a solid object). Range = self
Pass-Wall (5)
Opens a hole in solid rock. Duration = 3 turns. Range = 3"

Mechanics

There are two "types" of movement: axial (horizontal, vertical) which travels through various mediums (air, solid) and teleportation which instantly transports to a specific spot. This begs the question as to whether or not these should be two entirely different categories or the same category with two different base spells that share similar mechanics. Given that the latter allows for more mechanical variety (and thus more spell possibilities) I am going proceed with two different base spells.

Duration = 3 turns/6(1d6) turns + caster level or instantaneous
Speed = 6" per turn/12" per turn/36"/unlimited
Range = self/1"/3"/2" per caster level
Medium = Air/Liquid/Solid (not relevant for teleportation spells)
Axis = Vertical or Horizontal/ both Horizontal and Verticle (not relevant for teleportation spells)

Using these mechanical progressions works very well with teleportation spells, but runs into problems with axial spells. Given these progressions Fly is a 4th level spell and Levitate ends up being a 5th level spell. The primary culprits are range and the necessity to differentiate the vertical only movement of Levitate. If the base spell is 0 level and requires at least one level-up purchase, this gets Fly to 3rd level. In order to get Levitate back to a 2nd level spell, the ranges of 1" and 3" must be eliminated. This, however, puts Pass-Wall at a 4th level spell. Frankly, I don't mind so much, because it is essentially duplicating Dimension Door with a different special effect.

Base spell (teleportation): 1st level. Duration = instantaneous. Range = self. Teleport 6" with no chance of misjudging.

The following add one spell level:
Teleport 12" with no chance of misjudging
Range = 1"

The following add two spell levels:
Teleport 36" with no chance of misjudging
Range = 3"

The following add three spell levels:
Range = 2" per caster level

The following add four spell levels:
Teleport anywhere as long as destination is known. Any uncertainty might result in death.

Example spell Blink
2nd level spell. Duration = instantaneous. Range = 1" (+1 level). Teleport 6" with no chance of misjudging.

Base spell (axial): 0 level (must purchase at least one addition) Duration = 3 turns. Speed = 6". Range =self. Medium = Air. Axis = Vertical or Horizontal

The following add one spell level:
Duration = 1d6 + caster level turns
Speed = 12"
Range = 2" per caster level
Medium = Liquid
Axis = Both Horizontal and Vertical

The following add two spell levels:
Speed = 36"
Medium = Solid

Example spell Dolphin Steed
3rd level spell. Duration = 1d6 + caster level turns (+1 level). Speed = 12" (+1 level). Range = self. Medium = Liquid (+1 level). Axis = Horizontal

Thursday, July 1, 2010

OD&D Magic Champions Style Part 10

Sustenance

These are the spells I removed from the Change Environment category:
Purify Food & Water [1]
Make poisoned and/or spoiled food & water safe to consume. Affects enough to feed up to 12 men.

Create Water [4]
Creates enough water for 12 men and their mounts. The quantity doubles for every caster level above 8.

Create Food [5]
Creates enough water for 12 men. The quantity doubles for every caster level above 8.

Mechanics

The only anomaly is the fact that Create Water specifically mentions mounts whereas Create Food does not. Interestingly, this is corrected in B/X. I will follow suit and assume Create Food also creates enough for mounts as well. Additionally, since some of the potential spells will be less than forth level, I am going to change the "doubles for every caster level above 8" to "+ caster level x2." This will approximate the same effect while allowing it to span across a wider range of caster levels.

Base spell: 1st level. Purify poisoned/spoiled food and water enough for 12 men.

The following add one spell level:
  • Quantity adds (caster level x2) men.
  • Quantity adds mounts.
  • Substitute "create water" for "purify poisoned/spoiled food and water."

The following add two spell levels:
  • Substitute "create food" for "purify poisoned/spoiled food and water."
Example spell Banquet
4th level spell. Create food (+2 levels) enough for 12 + (caster level x2) men (+1 level).

Saturday, June 26, 2010

OD&D Magic Champions Style Part 9

I haven't been posting much this week for two main reasons. I've been trying to tackle a tough spell category and I've been watching the World Cup. I've been watching this sporting spectacle since 1982, my wife grew up in Europe (thus likes football, not American football) and my father-in-law is in town. Thus, the World Cup is on, whether any one wants it or not. I can't really explain why I love this event so much. I don't watch soccer at any other time. I rankles my innate sense of justice every time the referee messes up a call (which is often — just see the disallowed goals for the U.S. this year). More so than any other sport, it is dominated by a few teams (only two finals in history haven't included Brazil, Germany or Italy and both included Argentina). Despite this, I find it a beautiful spectacle that is tremendously exciting to watch — especially in the Group Stage. Plus, it is only once every four years...

Change Environment

I have been dreading doing this particular category since I conceived of this project, because it is a tangle of mechanics that forced me to make several choices. The first was to remove Purify Food & Water, Create Water and Create Food from this list. All three spells had consistent mechanics between themselves, but did not translate well to the rest of this category. The remaining spells:
Light (1)[1]
Creates a circle of light with a 3" diameter. Not equal to full daylight. Duration = 6 + caster level turns.

Continual Light (2)[3]
Creates a light where ever the caster wishes in a 24" diameter circle. Duration = until dispelled. Range = 12" Cleric version is equal to full daylight, Magic user version is not.

Water Breathing (3)
Makes water breathable. Duration = 12 turns. Range = 3"

Telekinesis (5)
Objects up to a weight of (200gp x caster level) may be moved by mental force. Duration = 6 turns. Range = 12"

Transmute Rock to Mud (5)
Transmutes any kind of rick into mud up to 30 square inches. Movement through mud is reduced by 90%. Reversible. Duration = permanent until dry (3d6 days). Range = 12" Takes 1 turn to take effect

Cloud Kill (5)
Creates a poisonous vapor in a 3" diameter cloud that is deadly to all with less than 5HD. Duration = 6 turns (may be dispelled by strong winds). The cloud may be moved 6"/turn with the wind. SInks to the lowest possible level.

Lower Water (6)
Lowers the water level of a river or similar body of water by 50%. Duration = 10 turns. Range = 24"

Part Water (6)
Parts 10' deep water. Duration = 6 turns. Range = 12"

Move Earth (6)
Moves hills and/or ridges. Takes 1 turn to take effect. Duration = 6 turns. Range = 24" Terrain is moved at a rate of 6" per turn.

Control Weather (6)
Can change current weather into any of the following: Rain, Stop Rain, Cold Wave, Heat Wave, Tornado, Stop Tornado, Deep Clouds, Clear Sky.
Mechanics:
Here are some of the mechanics suggested by these spells:
  • Duration: 6+ caster level turns / Permanent until dispelled (or natural forces deteriorate the spell effects).
  • Area Effect: 3" diameter / 24" diameter / 30 sq in. (Mtn/lake/river.)
  • Range: none. 3" / 12" / 24"
  • Effect: Minor Change (light) / Major Change (has mechanical affect — daylight — that affects a certain category of creature).
The problems begin with Continual Light. It has a greater area effect (+1 level), greater duration (+1 level), greater range (+1 level) and for clerics, it has a mechanical effect with full daylight (+1 level). All told, continual light ought to be at least a 4th level spell for Magic Users and a 5th level spell for Clerics! Since the main difference between Light and Continual Light is the duration, I must either bump up Light to meet the other mechanical differences or bump down Continual Light. Since bumping up Light makes it far more powerful than I think anyone would care for, I will choose to do the latter. This eliminates one step in the Area Effect mechanics. This brings us to the Cleric version, which is the equivalent to full daylight. This affects game play mechanically in that creatures who take penalties for being in daylight are affected as well as being deadly to creatures like vampires. In order to maintain the Cleric version of Continual Light, there have to be two levels of effects. Light as a minor environmental change that can affect gameplay (characters can see in darkness) but doesn't have a mechanical effect (-1 to hit) or is deadly to a certain type of creature. A major environmental change would have one or both. If both, the said categories are small. If one or the other, they categories of creatures can be larger.

Water Breathing is the next challenge. Since the base of this spell category is Light, all spells must have an area effect, Water Breathing does not. Its 3" range nicely corresponds to the 3" diameter of the base area effect; however, this renders it a 2nd level spell — it has a base duration (12 turns approximates 6 + caster turns) and a Major Effect (water breathing, which has a mechanical effect for a large group of creatures) (+1 level). This opens up the possibility of creating a 3rd level water breathing spell with a permanent duration. Which leads me to Cloud Kill. It has a base area effect, a base duration and a Major Change (+1 level). Even if I add a spell level in order to independently move the spell effect around, that still renders it a 3rd level spell. Now you know why I have been dreading this spell category.

What this tells me is two things: I need to add a level step for the Effect of the spell and I need to allow for a relatively easy way to dispel permanent durations (the spell affects the water not the character, so that once the character leaves that body of water, the spell is dispelled, for example). Thus, for a Major Change there would be two level steps. The first would be a mechanical effect that affects a specific group (i.e. creatures affected by full daylight). The next step would affect a general group of creatures (i.e. non-water breathers or creatures with less than 5HD). This gets Water Breathing up to a 3rd level spell and eliminates the possibility of permanently being able to breath water. This only gets Cloud Kill to 4th level, even with a level added for independent movement. Frankly, I think I am okay with that.

Here are the rest of the spells in this category according to these mechanics:
  • Telekinesis: base duration, base area effect, range 12" (+1 level), Major Effect [general group] (+2 levels), moves independently of caster (+1 level) = 5th level spell.
  • Transmute Rock to Mud: duration = permanent (+1 level), area effect = 30" sq. (+1 level), range = 12" (+1 level) Major Effect [general group] (+2 levels) = 6th level spell.
  • Lower Water: base duration, area effect = river (+1 level), range = 24" (+2 levels), Major Effect [general group] (+2 levels) = 6th level spell.
  • Part Water: base duration, area effect = body of water 10' deep (+1 level), range = 12" (+1 level), Major Effect [general group] (+2 levels) = 5th level spell.
  • Move Earth: base duration, area effect = hill or ridge (+1 level), range = 24" (+2 levels), Major Effect [general group] (+2 levels), moves independently of caster (+1 level) = 7th level spell.
  • Control Weather: duration = permanent (+1 level), area effect = 30" sq. (+1 level), range = 24" (+2 levels), Minor Effect = 5th level spell.
I am actually fairly pleased. There are differences between these levels and their originals, but this is mostly due the the lack of balance in those originals (Lower Water vs. Part Water, for example). In most cases, one simply has to change one mechanic (usually range) to bump the spell up or down to match its original spell level. In the case of Change Weather, I would allow it to affect a specific group mechanically, thus making it a 6th level spell.

Base Spell: Make a minor change in the surrounding environment (light, temperature, etc.). Duration = 6 + caster level turns. Area Effect 3" diameter. Range none.

The following add 1 spell level:
  • Duration = permanent (but can be easily be dispelled)
  • Area Effect = 30" sq./a single small geographic feature
  • Range = 12"
  • Effect = affects a specific group mechanically
  • Spell effect may be moved independently of the spell caster
The following add 2 spell levels:
  • Range = 24"
  • Effect = affects a general group mechanically
Example Spell Air Water
4th level spell. Duration = permanent [dispelled when caster leaves the water] (+1 level), Area Effect = 3" diameter, Range = none, Effect = makes water in the diameter breathable (+2 levels)

Thursday, June 17, 2010

OD&D Magic Champions Style Part 8

Communication

This category was actually quite straight forward:
Read Magic (1)Read magical incantations. Duration = short (one or two readings)
Read Languages (1)Same as Read Magic but for "directions" especially treasure maps.
Speak with Animals [2]Communicate with any form of animals. Duration = 6 turns Range = 3"
Speak with Plants [4]Communicate with any kind of plant. These will follow simple commands of the spell caster. Duration = 6 turns. Range = 3"
Commune [5]Allows three questions to be asked of a divine power. Veracity & knowledge near total. Usable only once a week.
Contact Higher Plane (5)Seek & gain knowledge from creatures of other planes. Only "yes" or "no" questions. The number of questions asked and their veracity increases chance of insanity.

Mechanics

The only real mechanical question here has to do with the 3" Range of Speak with Animals and Speak with Plants. If Range becomes a mechanical factor in determining level, than they each should be one spell level higher. But since none of the other spells (especially the higher level ones) seem to have any range mechanics at all, it seems reasonable to assume the 3" range of Speak with Animals and Speak with Plants simply indicates the range one would normally be able to have a conversation.

Base Spell: Read or speak a language otherwise unknown to character (fauna only). Duration = 3 rounds/caster level

The following add one level:
  • Duration = 6 turns
  • May communicate with creatures that do not have obvious means of communicating (flora, for example).
  • Targets are predisposed to do what the caster asks of them (bonus to the reation roll)
  • The following add two levels:
  • Target is from a higher plane of existance (requires communication with non-fauna creatures and a Duration = 6 turns). This comes in two forms, depending on the spell caster. Clerics get 3 questions that will be answered honestly. Magic Users get up to 12 questions, but these must be "yes" "no." In addition the caster runs the risk of not only being lied to, but of going insane. The fewer the questions, the more likely they answers are false. The more questions asked, the higher chance of insanity. Maybe used no more than once/week.
Example Spell Speak in Tongues
3rd level spell. Speak any humanoid language with a bonus to the reaction roll to every one who hears (+1 level). Duration = 6 turns (+1 level)

Tuesday, June 15, 2010

OD&D Magic Champions Style Part 7

Dispel


This is the first time that I have been compelled to look at later editions. Although there have been some surprising mechanics (such as CLW taking one full turn to take effect) nothing so far has been either confusing or ambiguous. Until now, that is. Both Dispel Magic and Dispel Evil have a duration of 1 turn. I find this difficult to interpret. Is this a spell that lasts for 1 turn until one object/spell/creature is dispelled? Or can the caster dispel everything with in range for 1 whole turn? Or is the one thing that is dispelled merely dispelled for a duration of 1 turn? Both B/X and 1ed give Dispel Magic an area effect (20' or 30' cube) which acts instantly and has a permanent duration, but does not affect magic items. In other words, the intention of the spell is to instantly cancel-out a spell or spell-like effect. It is in this spirit that I will proceed. Here are the spells as written:
Knock (2)
Dispel a magically locked door. Range = 6"
Dispel Magic (3)
Dispel all magic spells and/or spell-like effects. Range = 12"
Dispel Evil (5)
Dispel evil magic and evil creatures. Area Effect = 3"r.
Antimagic Shell (6)
Shield that blocks magic in and out. Range = self Duration = 12 turns

Mechanics

There are several mechanics that suggest themselves:
  • Dispel Type: Knock is a very specific dispel — it cancels out one magic spell effect. Dispel Magic is general. Dispel Evil also affects summoned/extra planar creatures.
  • Area Effect: Base is none. 3"r. would be the next step.
  • Range: Self/touch would be the base. Problems arise with the different ranges of Knock and Dispel Magic. If 6" and 12" are kept as different steps, Dispel Magic should be a 4th level spell. Since the area effect of 3"r. would always include the caster, I am going to use 12" for a range step.
  • Shield: This allows for a shield that cancels out spells going both in and out.
  • Duration: Although there is only one duration given (12 turns for Antimagic Shield), if there is only one step for duration, it would leave Antimagic Shield a 5th level spell. Thus, I am going to add another step — 6 turns.

Base Dispel Spell: 1st level. Cancels out a specific spell or spell-like effect instantly and permanently. Range = touch

The following add 1 level:
  • Affects all magic.
  • Range = 12"
  • Area Affect = 3" r.
  • Duration = 6 turns
The following adds 2 levels:
  • Affects summoned creatures (a missed saving throw = banishment; save = morale check failure)
  • Duration = 12 turns
  • Creates a shield that blocks spells in and out
Example Spell Obfuscate
4th level spell. Creates a shield (+2 levels) that cancels out Detection Spells both going in and out of the shield. Range = touch. Duration = 6 turns (+1 level).

Tuesday, June 8, 2010

OD&D Magic Champions Style Part 6

Conjuration/Summon


This project has been fascinating. It has made me reexamine some of my own assumptions and prejudices. For example, I was sure Insect Plague was a summoning spell. Upon examining the mechanics, however, I come to find that it really is a Charm spell with a summoning special effect. Ultimately, this is why I want to do this project — so that we all can have spells that reflect whatever special effect we want and still have a solid, consistent mechanical system behind those special effects. Without Insect Plague, I am left with three spells:

Animate Dead (5)
Duration = permanent until dispelled. Area Effect = 1d6 corpses Creature HD = approx. 1-6
Conjure Elemental (5)
Duration = concentration. Range = 24" Creature HD = 16
Invisible Stalker (6)
Duration = permanent until task is complete. Range = ? Creature HD = 8

Mechanics:

This category has five discernible mechanics:
  • Duration. All are permanent, but there are two qualifiers — concentration and a given task. Thus, their are three possible durations.
  • Range. Conjure Elemental has an explicit Range of 24". The others have no range.
  • Area Effect: Animate Dead affects 1-6 corpses. There is no explicit area given here. I am going to choose to understand this a "general area" (sewer, swamp, lake, etc.)
  • Creature Type: Conjure Elemental and Invisible Stalker both conjure extra-planar creatures whereas Animate Dead is dependent upon "creatures" that are already there.
  • Creature HD. There are three categories. Animate Dead initially can summon a max of 6HD (Zombies being 1HD creatures), Invisible Stalkers are 8HD and Conjure Elemental specifies a 16HD creature. This suggests three ranges: 1-6HD, 7-12HD and 13-19HD.
Every spell assumes that the caster has control over the summoned/conjured creature. Given these mechanics, Invisible Stalker ends up as a 5th level spell and Conjure Elemental is 6th level — exactly the opposite as they appear in the LBBs; however, I am not going to quibble.

Base Conjure/Summon Spell: 2nd level spell. Summons 1 extant creature of a specific type with 1-6 (d6) HD. Duration = concentration. Range = none. Area Effect = none. Caster has control of the summoned creature.

The following add one level:
  • Duration = fulfillment of a single task (no concentration necessary).
  • Range = 24" (the creature can appear/be anywhere within 24")
  • Number of Creatures = any number totaling the HD summoned (If 3HD are summoned, the base spell summons one 3HD creature. This allows those 3HD to be divided among a number of smaller HD creatures — three 1HD creatures or six 1/2HD creatures, for example). This is a general area effect (sewer, swamp, lake, etc.).
  • Creature Type = extra planar (creature does not need to already be available)
  • Creature HD = 7-12 (d6+6) HD
The following add two levels:
  • Duration = permanent
  • Creature HD = 12-18 (d6+12) HD

Example Spell Summon Rat Swarm:
3rd Level Spell. Duration = concentration. Creature Type = Rat (1/2HD). Creature HD = d6. Creature Number = 2 per HD Summoned (+1 level). This spell requires that rats already exists in the general area.

Wednesday, June 2, 2010

OD&D Magic Champions Style Part 5

Transform

For Memorial Day weekend, I decided to try to and tackle one of the more daunting spell categories. Truth be told, "daunting" is an understatement. The more I fiddle with this, the more problems I either create or find. Levels are in () for Magic Users and [] for Clerics. The mechanics follow:
Infravision (3)Allows recipient to see in total darkness 40-60 feet. Duration = 1 day
Polymorph Self (4)Change into anything. Gain movement abilities, but not combat abilities. Duration = 6 + caster level turns
Polymorph Other (4)Change into anything. Gain all abilities, including combat; however, "not necessarily" the mentality and HP (a troll polymorphed into a snail would resist being stepped on). Duration = until dispelled.
Plant Growth (4)Cause normal bushes or woods to become impassable. Range = 12" Area Effect = 30" sq. (!) Duration = permanent unless dispelled by Dispel Magic
Turn Sticks to Snakes [4]Changes 2-16 sticks into snakes with a 50% chance that they will be poisonous. The snakes perform according to the caster's orders. Duration = 6 turns. Range = 12"
Animal Growth (5)Causes 1-6 normal sized animals to become giant-sized with appropriate attack abilities. Duration = 12 turns. Range = 12"
Reincarnation (6)Transforms dead character into a randomly determined living creature based on original alignment. Duration = permanent.
Stone to Flesh (6)Turns stone into living flesh. Used primarily to revive "stoned" characters. Reversible. Duration = permanent. Range = 12"
Death Spell (6)Instantly kills from 2-16 creatures with less than 7HD in a 6"x6" area. Range = 24"
Disintegrate (6)Causes any kind of material (except for magical) to disintegrate. Duration = permanent. Range = 6"

Please note: I moved Infravision, Death Spell and Reincarnation into this category.
Mechanics

For the sake of discussing this category, I am assuming that the base Transform spell has the following stats:

Gain one non-combat trait (i.e. infravision). Duration = 6 + caster level turns. Range = touch.
Looking at all the spells in this group, there seems to be suggested a progression on Duration — 6 turns, 1 day, permanent. Having three possible durations, however, means that it is impossible to have Plant Growth a 4th level spell — it is ranged (+1 level), has an area effect (+1 level) and a permanent duration (+2 levels) for a total of +4 levels or 5th level. Following this logic, Infravision ends up as a 2nd level spell (its only modifier from the base is Duration = 1 day for +1 level). If we get rid of the 1 day duration (returning Plant Growth to 4th level), Infravision becomes a 2nd level spell with a permanent duration. In addition, even though there seems to be a nice discernible group of effects (one non-combat characteristic; all non-combat characteristics; combat characteristics; inanimate to animate; animate to inanimate), without a Duration = 1 day option, spells like Flesh to Stone would only be 5th level — duration = permanent (+1 level), affects all non-combat & combat characteristics (+2 levels) and animate to inanimate (+1) level for a total of +4 levels or level 5. Either way, Infravision is still a 2nd level spell. If we reduce the base Transform spell to only affect inanimate objects (thus adding another level to Infravision and restoring to 3rd level) it makes higher level spells higher than 6th level. Thus, I will move forward with three possible durations and Infravision as a 2nd level spell.

On a positive note, with the exception of Death Spell and Disintegrate, Range is consistently Touch or 12"; however, problems again arise with Area Effect and number affected. These are all over the place, with the most extreme being 30" sq. (Plant Growth, which is primarily used to make a terrain impassable). Otherwise, they affect a specific number of targets — 1-6 or 2-16. I will opt for the happy medium of 2-12 and use the 6"x6" area suggested by Death Spell.

More problems arise with the three examples of the "animate to inanimate" spells. All are 6th level spells, but have different ranges, area effects and even durations:

  • Flesh to Stone: Range = 12"; affects one target; permanent until dispelled
  • Death Spell: Range = 24"; affects 2-16 targets; permanent (reversible via raise dead)
  • Disintegrate: Range = 6"; affects one target; permanent

Death Spell is significantly more powerful, even though it only affects creatures less than 7HD. But, even if it is ignored for purposes of figuring out range and area effect and the base range for the others is assumed to be the same (12"), there is no apparent way to reverse or dispel Disintegrate (Flesh to Stone can be dispelled via Stone to Flesh). Given that this spell category is ripe for abuse and in order to smooth out this discrepancy, I am going to say all Transform spells can be reversed or dispelled.

Reincarnation offers up the next hurdle. It is, in essence, the reverse of the three spells above, but does not have the range. According to the developing model, it should be a 5th level spell — duration = permanent (+2 levels), Gain all non-combat traits + combat traits (+2 levels). I would see this as a problem, save for the fact that a mere Dispel Magic can now kill the reincarnated character.

One of the largest problems with this group is with the two Polymorph spells (shocking, I know). Polymorph Other is significantly more powerful than Polymorph Self despite the fact that both are 4th level spells. If two characters were polymorphed into dragons, one by each spell, one would have a breath weapon and attack as a dragon, while the other would have no breath weapon and attack with their normal attack dice. The first would be a dragon until the polymorph was dispelled and the latter would revert to their original form 6 + caster level turns later. This discrepancy is reflected by my working model for this group. Polymorph Self should be a 3rd level spell: the caster gains all non-combat traits (+1 level) and is able to transform into inanimate objects (+1 level) for a total of +2 levels, or 3rd level. Whereas Polymorph Other stats out as 5th level: Duration = permanent (+2 level), target gains all non-combat and combat traits (+2 levels), for a total of +4 levels, or 5th level.

In other words, when trying to make sense out of this category, I have a tough choice: allow the high level spells to exist and thus lowering the spell level of some of the lower level Transform spells (and open up the game to abuse) or keep the lower level spells at their original level, but eliminate the higher level spells as written. For now, I am willing to try the former in order to keep the flavor of the higher level spells, but this category must come with a huge caveat and close scrutiny by the Referee.

Base Transform Spell: Gain one non-combat trait (i.e. infravision). Duration = 6 + caster level turns. Range = touch. EDIT: as can be seen in the comments, Roger the GS of Roles, Rules, and Rolls has pointed out that having the base Transform spell only affect living creatures solves a good deal of the potential abuse problems.

The following add one spell level:
  • Duration = 1 day
  • Range = 12"
  • Gain all non-combat traits — you look like a dragon and can fly like a dragon, but you don't have a breath weapon and you use the same combat dice you always do.
  • Affects 2-12 targets in a 6x6" area.
  • Traits affect combat (requires Gain all non-combat traits) — you look like a dragon and fight like one too.
  • Ability to transform non-living inanimate objects into living objects or vice-versa. (requires Gain all non-combat traits) — when a caster turns himself into a non-living object this is not an instant kill; however, when cast upon another target, it is.

The following add two levels:
  • Duration = permanent.

Note: all effects of Transform spells can be reversed and dispelled.
EDIT: What follows is a warning to those who (like I once did) think that Transform ought to be able to affect non-living objects.

As an example of the abuse this might very well produce, I give you Turn Lead into Gold:

1st level spell. Transform lead into Gold (one non-combat trait). Duration = 6 + caster level turns. Range = touch.

So, the Referee has to be creative or authoritarian about this. I prefer the former — in a world where Turning Lead into Gold exists (and where a mere Dispel Magic spell can destroy an entire fortune), merchants would have developed means to detect the authenticity of the currency they trade in. Any gold that radiates of magic would be deemed worthless and transactions would require a wait time of at least one day in order to wait out the Durations of lower level spells. In fact, now that I am thinking about it, this opens the door to a whole subculture in a fantasy setting based around the movement of currency . . .

Friday, May 28, 2010

OD&D Magic Champions Style Part 4

Detection

The next category in my queue is the Detection Spells. Mechanics are in ():
Detect Magic (1)[1] ("Limited" Range, "Short" Duration)
Detect Invisible (2) (Duration = 6 turns, Range = 1"/ level of caster)
Locate Object (2)[3] (Duration = instant, Range = 6" + 1"/level of caster)
Detect Evil (2)[1] (Duration = 2 turns [6 turns], Range = 6" [12'"])
ESP (2) (Duration = 12 turns, Range = 6", Blocked by lead/3' material)
Find Traps [2] (Duration = 2 turns, Radius 3")
Clairvoyance (3) (Duration = 12 turns, Range = 6", Blocked by lead/3' material)
Clairaudience (3) (Duration = 12 turns, Range = 6", Blocked by lead/3' material)
Wizard Eye (4) (Duration = 6 turns, Range = 24", Moves 12"/turn)
Please note: After looking at the mechanics, I decided to remove Infravision from this list and add ESP.
This is the most difficult category I have tackled thus far, because spell level, range and duration are all over the place. Part of this variance is due to the Cleric versions of these spells, so I am going to ignore them. If then, the base Detection spell has a range of 1"/level and an instantaneous duration, we can determine that a duration of 6 turns and a range of +6" each add one spell level. Given this, a base Detect spell can do one of the following:
  • General characteristic (Magic, Evil, Invisible)
  • Specific Object (Locate Object, Traps, Thoughts)
This is when things get muddied. ESP has a duration of 12 turns and a range of 6" which means that it should be a 3rd level spell. It does put a limitation on the range — the spell can be blocked. Thus, the base spell can optionally start with a 6" range if it can be blocked by a common element and a wall 3' wide and bigger; however, there doesn't seem to be a functional difference between ESP, Clairaudience and Clairvoyance. I am going to assume that ESP can only target one person at a time, whereas Clairaudience and Clairvoyance can target an area. This means that the base Detection spell is directional. Find Traps becomes the model for the area effect Detection spell — 3" radius.

Wizard Eye increases the range of Clairvoyance x4 and introduces the idea of moving the focal point of the spell. Buying a 12" range (2 levels) with a +1/caster level puts the range at 19" when a Magic User (at 7th level) can first cast a 4th level spell, thus approximating the 24" range. The duration of 6 turns adds another level and assuming that the eye has a 3" field of vision gives us a 4th level spell. This leaves the idea of a mobile focal point in question; however, mechanically it is meaningless. Functionally, there is little difference between the way Clairvoyance and Wizard Eye function. In the end, the moving "eye" is a special effect rather than a game mechanic.

Base Detection spell: Directionally detect a general characteristic or a specific object. Duration = instantaneous. Range = 1"/caster level or 6"+1"/caster level if spell will not work through a common element (i.e. lead) and cannot penetrate a wall 3' thick.

The following with add one spell level:
  • Range = 6"+1"/caster level
  • 3"r. Area Effect
  • Duration = 6 turns (max 12 turns)
Example Find Traps:
2nd level spell. Detect Trap. Duration = instantaneous. Range = 1"/caster level. 3"r area effect (one level).

Monday, May 24, 2010

OD&D Magic Champions Style Part 3

Illusion

The next category is the Illusion Spells. Here are the OD&D spells with their mechanics in ( ):
Phantasmal Forces (Illusion, Duration = Concentration or until touched, Range 24")
Invisibility (Single person invisible (cannot attack), Duration = until broken, Range = 24")
Invisibility 10'r. (Single person invisible (cannot attack), Duration = until broken, Range = 24", Area Effect)
Massmorph (Group of people disguised as trees. Duration = until dispelled, Range = 24" Area Effect)
Hallucinatory Terrain (Illusion, Duration = until dispelled or touched, Range 24", Large Area Effect)
Projected Image (Fully Functional Illusion of Magic User, Spells cast appear to originate from Illusion, Duration = 6 turns, Range 24")

Mechanics:
When examining these spells, I was struck by the mechanical description of Phantasmal Forces: "vivid" illusions of "nearly everything." There is no limitation upon which senses are engaged — rather we are allowed to imagine "nearly everything." This suggests that Invisibility means that the spell affects all of the senses. Given that higher level spells have area effects, the "nearly" qualifier on Phantasmal Forces must mean approximately the space occupied by one person.

Duration for these spells is also interesting. They are almost all "permanent" until dispelled. Lower level spells are dispelled by touching them (or by attacking). Higher level spells may be interacted with without being dispelled.

Range and Area Effect are also modifiers.

Base Illusion Spell: Vivid illusion approximately the size of one person. Duration = concentration until touched for more complex illusions; Until dispelled or when the person affected by the illusion attacks for simple illusions (Invisibility, for example). No Range.

The following add one spell level:
  • Giving the spell Range = 24"
  • Giving the spell a 10'r. Area Effect (up to 20'r.)
  • Permanency (can be interacted with without being dispelled)

The following will add three levels, requires Permanency, and can only have a duration of 6 turns:
  • The illusion can physically interact with the world around it — any damage done will be according to the attack capabilities of the spell caster.
For example — Phantasmal Killer:
4th level spell. Illusion of a phobia inspired abomination. No Range. Permanent until dispelled up to 6 turns (one level). Can physically interact with environment and attack to do damage as per the spell caster (three levels).

Healing

Now, onto what one might assume to be the first Cleric only category: the Healing Spells. What follows are the OD&D spells with their mechanics in ( ):
Cure Light Wounds (1d6+1 HP healed. Takes one turn(!))
Remove Curse (Just as the name suggests. When cast on a cursed item, it turns that item into a mundane, non-magical item)
Cure Disease (Just as the spell name suggests (instantly, I presume))
Neutralize Poison (Counters the harmful effects of poison. Duration = 1 turn)
Cure Serious Wounds (Same as CLW but with 2d6+2)
Raise Dead ("Cures" death. Only works on PC races (though not halflings!), has a time limit (4 days, with an additional 4 day per level of caster beyond 8th), and does not work on those with a low Constitution (I'm assuming a negative modifier, here). There also seems to be a range factor here, because the cleric "points his finger")

Mechanics:

Going in, I thought this was going to be a bit boring, mechanically; however, upon a closer inspection, there is quite a bit of variation. The most intriguing for me is that CLW takes one turn to accomplish. Since other spells take effect immediately, this suggests a mechanic for instantaneous effect. Neutralize Poison seems to be more of a preventative spell, rather than a curative — cast it on someone about to trigger a trap so as to counter whatever poison is there. Thus, the duration of 1 turn and cannot save someone who has already failed a save or die roll. Raise Dead suggests a ranged mechanic for healing spells; however, this means that "curing" death is a 4th level spell. Thus, I will require an additional modifier when "cure death" is used, insuring that it will always be a 5th level spell. Finally, it is of interest that Remove Curse is available to Magic Users at one spell level higher.

Base Healing spell requires 1 turn to take effect and can cure any one of the following:
  • 1d6+1 hp
  • Disease
  • Curse*
  • Poison (though not someone already dead) This also adds one level (for a minimum spell level of 2)
The following add 1 level:
  • Make the spell Ranged*
  • Make the spell take effect immediately.*
  • Duration = 1 turn (requires immediate effect)*
The following add 3 levels:
  • Cure an additional 1d6+1 hp
  • "Cure" death — requires one other modifier
*These are available to Magic Users; however Cure Curse requires 2 levels instead of 1.
For example — Ray of Hope:
3rd level spell. Cure 1d6+1 hp (one level), Ranged (one level), takes effect immediately (one level).

Tuesday, May 18, 2010

OD&D Magic Champions Style Part 2

Buff Spells

The next category I'd like to tackle (because it's one of the easiest mechanically) is the Buff Spells. Here are the OD&D spells with their mechanics in ( ):
Protection from Evil (+1 Save, -1 to be hit, no range, 6 turns [MU] 12 turns[Cl])
Bless (+1 Morale, +1 Attack, 6 turns)
Protection from Evil 10'r. (+1 Save, -1 to be hit, no range, area effect, 12 turns)
Protection from Normal Missiles (immunity to normal missiles, 12 turns)
Haste (+50% move, area effect, ranged, 3 turns)
Slow (1/2 move, area effect, ranged, 3 turns)
Examining these mechanics there are two anomalies.
  1. The first is that there are two different durations for Protection from Evil. As I see it, there are two ways to deal with this. One would ignore it and have the base duration be 6 turns. The other way would be to have clerics get a boost with duration, but take a penalty with area effect. Neither is a perfect solution; however, the former is simpler, so I will use it.
  2. The other is that the base duration for Haste/Slow is 3 turns (as opposed to 6 & 12); however, the area affect of these spells is 6x12" which translates as 60 ft x 120 ft! Since this is exponentially larger than 10'r. (thus difficult to quantify) and a remnant from Chainmail (thus intended to affect whole units of battlefield troops) I am going to ignore both the 3 turns and reduce the area effect to 10'r. It does suggest a future consideration of spell level reducers; however, that very likely would produce more min/maxing than I am comfortable with.
Therefore, the base Bluff Spell affects a specific group/attack (i.e. evil), has no range and has a duration of 6 turns.

Any two of the following will be one spell level:
  • +1 Save
  • +1 AC
  • +1 Morale
  • +1 Attack
The following add an additional spell level:
  • Affect a general group
  • Area Effect 10'r.
  • Ranged
  • Duration +6 turns
  • +50% move
  • 1/2 move
Finally, this will add two spell levels:
  • Immunity to one specific type of mundane attack (i.e. normal missiles, piercing melee attacks, normal fire, etc.)
As an example of a Buff Spell we can do Protection from Fire:

3rd Level Spell. Duration 6 turns. No Range. Immunity to normal fire attacks (two levels) and +2 saves vs. magic fire (one level).