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

Tuesday, August 17, 2010

Lost Colonies Session 21

After a long and unplanned hiatus, I finally got back in the saddle and played some Labyrinth Lord this weekend. In some ways, the hiatus worked to my group's advantage, because Hamlen's player was very close to completing a task he has been planning for quite some time — getting Grak his prosthetic arm. The extra wait actually made him even more eager to get it done.

The party had to find its way back to Headwaters, which they did after negotiating with the giant spiders they encountered at the river in the jungle they had lost themselves in. Of note, giant spiders in my world are intelligent, can speak and have a weakness for elf flesh. This, the players took advantage of and quickly got information as to the location of the "stinking rotten paladins" at Headwaters and then proceeded to feed the spider to "The Bag" as it is now referred to by the party (other wise known as the Bag of Holding with a dragon-kin inside). After re-orienting themselves, in was quite easy to follow the river into Headwaters.

Unfortunately, the town was being attacked by an small undead army of skeletons, led by a wraith and a pair of tentacled undead the party had previously encountered underneath Trisagia's city of the dead. The undead split their forces and attacked the two main strongholds of the paladins — a keep and a watchtower. Dn. Goram also spotted a small group moving towards the Church. Suspecting that the main assault by the skeletons might be a ruse, the party split up. Dn. Goram and Hamlen went to help defend the tower and keep, and the rest of the party went to the Church in order to see what was going on there.

Hamlen and Dn. Goram were able to fairly easily gut the main assault. Dn. Goram paved the way through the skeletons, automatically disrupting several a round with the help of some magic items, in order to free up his brother who charged the higher HD undead with his sword Liberator.

In the meantime, the rest of the party (minus their two highest level members) found themselves face to face with a pair of ogres and a golden masked magic user interrogating Fr. Valinor, the local priest. Afraid that they did not have the ability to go toe to toe with these three foes, they set about doing a quick strike to free Fr. Valinor and then high tail it until bigger guns could be brought to bear (I was very pleased that "run away" had finally entered the vocabulary of our younger players).

At this point I must explain an interesting quirk about this group. They have developed a very good relationship with Alidar, the local alchemist. They not only frequently buy potions from him but will bring him all kinds of oddities from their adventures in order to see if Alidar can "weaponize" them, as my players like to say. One such oddity resulted in smoke grenades which were used to confuse the ogres and the masked mage long enough to grab Fr. Valinor and run away.

The party quickly found out that the true purpose of the attack was to get the Eye of St. Gabriel and the golden mask that (unknown to the assailants) had been stolen by Xerxes (and was now, as far as the party knew, inside The Bag). The party managed to trace the attackers back in the general direction of the abandoned monastery (and the megadungeon of my campaign). The party resolved to begin a serious expedition into its depths, as soon as they could re-equip themselves and take care of a few things left hanging from sessions past (like Grak's arm).

At this point, I must explain yet another quirk about this group. They very much like the idea of henchmen and followers; however, their idea of what makes a good follower is rather unusual. Instead of hiring out normal NPCs, they have taken to adopting various NPCs and monsters that they have encountered in their adventures:

  • Grak the formerly one-armed tribesman of chaotic crab-grafting humans from the Giant Insect Jungle (who is now officially a 1st level monk, using the AEC LL rules).
  • A peg legged prostitute that is now going to be the main bar tender at Hamlen's tavern.
  • Pups, the dire wolf who has given birth to three healthy pups.
  • A camel
  • The unwitting and unpredictable dragon-kin inside The Bag

Other henchman have come and gone (and died) but no emotional attachment forms, unlike the devotion the party has shown for those in the list above. Also of note, Dn. Goram wants to make a golem and has begun a search for a manual to do so and the party has taken considerable interest in helping Ahkmed in building his son.

When I began this campaign, I had not spent much time at all sketching out the Elves, Dwarves and Halflings of my world. Indeed, I left much of that work to be done by players who wished to play a demi-human. When my Dwarven player heard about James' Dwimmermount dwarves, he was really excited about the idea and ran with it. The fun part is that, although there are similarities, allowing my players freedom in creating the demi-human cultures has resulted in quite a few deviations from Dwimmermount dwarves — a big one being that Ahkmed has insisted that all dwarves are neuter and has played up his ignorance about how other races reproduce.

This past session I mentioned in passing to Ahkmed's player that I have some specific rules for how to go about creating his offspring (using a variation on the work James has done with his dwarves). The party went absolutely nuts — they especially wanted to know (ironically, given discussions on this very topic over at Grognardia) if they could specifically try to make a gnome. All of this amused Ahkmed, but he seems more focused on saving his gold for a foundation for his stronghold — a revelation that I must say was surprising. Understand, Ahkmed's player is the newest to the game (his introduction to the game was my campaign along with a 3.5 campaign that runs when mine isn't in session); however, having read the rules about dwarves, the concept of the end-game sunk in. According to the rules (his words), he is supposed to build a stronghold in order to attract dwarves "from far and wide." Thus, he is already playing for that end game — I couldn't be happier.

The session ended with a rather mundane, but productive re-exploration of the catacombs beneath the lower temple at the monastery. The party decided that they needed a much more detailed map if they were to do some serious exploring there. I was quite happy to oblige. The one significant piece of information they garnered from the new exploration is that all the bones that used to be inside these catacombs are now gone.

Thursday, July 22, 2010

A Poem

I was out of town again this week, during which time a priest friend of mine brought the poet Scott Cairns to my attention. I subsequently found a collection of his poems entitled Love's Immensity: Mystics on the Endless Life. He writes poems inspired by the words of history's greatest Christian mystics. The following is inspired by one of my heroes, St. Irenaeus:

Capable Flesh



The tender flesh itself
will be found one day

—quite surprisingly—
to be quite capable of receiving,

and, yes, full
capable of embracing

the searing energies of God.
Go figure. Fear not.

For even at its beginning
the humble clay received

God's art, whereby
one part became the eye,

another the ear, and yet
another this impetuous hand.

Therefore, the flesh
is not excluded

from the wisdom and the power
that now and ever animates

all things. His life-giving
agency is made perfect,

we are told, in weakness—
made perfect in the flesh.


I share this mainly because I find it to be so moving, but it does speak to the way I play RPGs in a round about way. This poem expresses my firm belief that all matter can be used to glorify God and be used in a positive and fulfilling way. Thus, the only way D&D and other RPGs are demonic and evil is if we allow them to be used in that way. I endeavor to give rise to a way of using and thinking about our hobby as an expression of my faith. Secondly, one of the more powerful memes found in this poem and in Irenaeus is the idea that God finds and creates strength in and through weakness. Is it any wonder that I love how the old-school style of play is so comfortable with player skill and character death? We test ourselves with randomness and the weaknesses that are derived from character generation systems that spit out "hopeless" characters. In these weaknesses we find our strengths as players and, personally, I find great pleasure in seeing a "hopeless" character grow strong and ultimately succeed.

Tuesday, July 13, 2010

Lost Colonies Session 20

This session is a tale of caution for those who travel through the wilderness without a detailed map or with little regard to making one themselves. On their journey out to the "funhouse" dungeon, one of their henchman was a ranger — thus, the chances of getting lost were reduced significantly. He died. With him, the journey out to the dungeon was a three day trek through the desert. Without him and a map, the journey back has turned into a ten-day odyssey through the wilds that has yet to end. Fortunately, they did pack a sizable amount of rations and the clerics each use a spell slot for Create Water so starvation and dehydration have not been an issue. As a result, they have made it out of the desert, but the session ended as they came across the bank of a very wide river in the middle of a jungle. Here are some of the highlights of the evening:
  • Hamlen has befriended a female dire wolf that was pregnant. She gave birth to three healthy pups. Dn. Goram has been using a Speak Animal spell on a daily basis throughout the ordeal to make sure everything goes smoothly and the pups stay healthy and the dire wolf stays happy.
  • In another example of successfully using Speak Animal, the party lured a wild camel into their caravan with promises of food and water. Thus far, the camel seems quite happy to follow them around.
  • They also used the spell to find out the identity of a pack of wild dogs from the dire wolf. After disdainfully calling them "small ones," the party asked if she could frighten them off. The pack failed their moral check after hearing the dire wolf claim her territory and the party avoided a midnight combat.
  • Another spell the party used extensively during the evening was Augur. As much of a "game breaker" as this can be, I really enjoyed the party using it. I twisted their words as much as I was able and they often cast the spell twice in order to check the accuracy of the first spell. More than once, the dice produced two different answers...
  • They were lured into a trap by a lammia — convinced by an Augur spell that treasure was there. That treasure turned out to be an immobile Rosetta stone in the form of an obelisk. It was a declaration of independence by various ancient peoples from their "overlords." The one language that the party was most interested in was one they had encountered on and around the various Masked nemeses they've been periodically running into.
  • The party also found a tower surrounded by a seemingly impenetrable force field.
  • We left off as the party was preparing to negotiate with the giant spiders that occupied the bank of the river that lay ahead of them.
For me, the most rewarding moment of the evening (for the map lover in me) was when the party collectively decided that they needed to have a detailed map of the area if they were to explore like this again. Thus, next session I get to dust off the old pad of hex paper...

Sans Computer or Internet

Over the last week or so, I've been traveling. Though I did bring my laptop and did intend to continue to stay up-to-date and blog, I found that the places I ended up in did not allow for easy access to the internet. This proved to be an interesting experience and reminded me of why I have always preferred pencil and paper games over their computer counter parts.

The vast majority of my week was taken up with spending time with friends, their families and their friends. I sat around tables, ate and got to know and catch-up with people face-to-face. Though I was briefly frustrated by the lack of access to the internet and the (non)utility of my laptop, this paled in comparison to the joy of being with all of the people I love.

One of the great parts of being in this hobby is the people I get to play with and interact with. As wonderful and awesome as the internet is, it just can't compare to being able to look someone in the eye.

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).

Monday, June 28, 2010

Lost Colonies Session 19

There was one thing left unresolved from the funhouse dungeon that the party survived during the last three sessions. Something inside the dungeon had been stalking them and killing them one by one when they slept. The party had no idea what it was, nor had anyone spotted or seen what was stalking them. With that worry in mind, they settled down for their first night outside the dungeon.

Dn. Goram was awakened in the middle of the night by a brightly shining figure, who claimed to be St. Gabriel. The party had been transported to some kind of demi-plane where they had to get into a tower at the center of a city in order to save the life of one of the party members. The city was divided into seven sections. As they explored, Dn. Goram came to realize that each section represented one of the deadly sins. All the encounters in each section were related to a particular sin, and as the players exhibited these sins, they began to lose characteristic scores. As the evening progressed, the party came to realize that the entrance to the tower was locked and that in order to unlock it, they must make their way through all seven sections of the city, which they did. Once in the tower they found an amorphous being with a cruel, distorted face slowly devouring their companion. Once defeated, they found themselves back in the desert, with the creature dead at the feet of their companion, who was paralyzed but alive.

In order to emphasize the otherness of the city, I ran all the combat using a Weapon vs Armor combat system similar to what I described in a past post. Some observations:
  • Hamlen's player had a good time. He very quickly figured out that he could make tactical choices based on weapons and what armor he and his opponent were wearing. Every combat he'd be observing his opponents trying to guess what armor they had on so he could make his best weapon choice. As a result, Hamlen was very effective in combat and his player really appreciated this level of tactical choice.
  • The party quickly abandoned shields and went with two-handed weapons where ever possible. Doing as much damage as quickly as possible was more important to them than the -1 modifier to my to-hit rolls.
  • Damage was, as Dn. Goram's player termed, "spikey." With the party being 2nd to 4th level facing creatures from 1 to 6 HD, the amount of damage done per round had a tremendous amount of variability. For example, a normal 6HD creature could do from 1 to 36 points of damage in a single round. Thus, every combat was a risky endeavor and initiative became incredibly important. Towards the end of the evening, the party was trying to avoid all combat (this choice was egged on because the had a limited amount of time to accomplish their task and couldn't afford to rest and heal).
When I meditated upon this "spikey" damage, it dawned on me that this method keeps damage proportional to HD instead of HD getting ahead of damage as characters advance in level. Thus, a 1 HD creature can potentially do enough damage in one round to kill another 1 HD creature and a 9HD creature can potentially do enough damage in one round to kill another 9HD creature. Combat stays lethal regardless of character level. Depending on what style of play you like, this can be a very good thing. When I was younger, most of the campaigns I played fizzled out at mid-to-high levels because we enjoyed the by-the-seat-of-your pants lethality of lower levels so much. For my group, this change in mechanics would have been a really good fit.

Thus, there are a couple of things I need to experiment with:
  • Shields need a rethink. I can imagine giving different sizes of shields different defensive bonuses to make them more attractive. This would come at a cost of price and encumbrance.
  • Any kind of double damage (via charge, for example) is spectacularly lethal. In future I'll probable make the characters designate which die is their charge die. My players like to charge, so this won't make them happy; however, they were not on the receiving end of a charge all night...
  • There were a couple of times when the party won initiative against higher HD creatures and managed to fell the beasts prior to having to face any kind of attack by winning initiative and coordinating attacks. The players were rewarded for their cooperation and tactics; however, it wasn't as fun for me (I didn't get to see my players' horror as I pulled out 6 attack dice to spread across their front ranks). I'm not sure if there is a good way to "fix" this without unnecessarily complicating things and, frankly, I'm not sure it needs to get "fixed."
All-in-all, though, I like the system. It does what it is designed to do.

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

Lost Colonies Sessions 16-18

As you might have noticed, I have not posted anything about my Lost Colonies campaign in a while. This is in part due to my own crazy schedule of late, my own laziness and due to the fact that the party has spent the better part of three sessions inside the "funhouse" dungeon I designed awhile back. After successfully placing the "red dragon" in a bag of holding, and taking care of several backlogged projects (including getting a prothetic arm made for Grak), the party rounded up an expedition of several henchmen, camels, carts and enough food and water for a deep desert exploration in search of the Eye of St. Gabriel. After successfully finding the place — three giant lion heads peaking out of the sand with mouths agape (a la Disney's Aladdin) —the party decided to go through the door in the center mouth, behind which death and mayhem awaited.

I have been very reluctant to try and give a good account of what three sessions inside a funhouse dungeon look like. Suffice it say that the party ran into and triggered quite a number of traps, encountered countless constructs and undead, got separated and lost most of their NPCs. As a Referee, I really enjoyed running the thing and it seriously challenged my players. Having run enough of these over the years, I recognize mental exhaustion when I see it. So, in place of three long-overdue posts, I'll give you some of the highlights from the last three sessions:

  • Feeding the dragon. Part of the equipment bought by the party was several sheep and goats, specifically for the purpose of giving their "pet" dragon live prey. They very carefully open the bag (an earlier attempt resulted in the near death of an NPC) and the dragon has enough room to reach out a grab a bite to eat. They carefully worked out a pattern so that everybody (including the dragon) knows what to expect.
  • Maze Madness. The characters very quickly found themselves caught inside the Minotaur Maze. One of the rooms has a arena with a pair of mechanical gladiators. Once two characters entered the room, a mechanical king and queen split the party into teams to fight along side one of these gladiators. Characters could not damage the gladiator on their own side, nor the king and queen. Once one side had won, the room would reset after the party left the room and would start all over again once two party members re-entered the room. This became hysterically funny when this aspect of the room was first discovered. Hamlen was trying to recover from having stepped in some green slime. He managed to climb up to a bridge crossing a pool of the stuff after losing one of his spiked boots, which got slimed. As the rest of the party was trying to figure out how to join him up on the bridge without likewise getting slimed, a Coffer Corpse attacked Hamlen. He clubbed it for over 6 points of damage, it "died" and he kicked it off the bridge. One round later, it revived. All but the dwarf and one NPC (neither of which had magical weapons to damage the Coffer Corpse) failed their saving throws and ran in fear — back into the arena where chaos ensued.
  • The Climactic Battle. After making their way through the Minotaur Maze, the party confronted what they believe was Xerxes. They weren't entirely certain, because he was wearing the Mask stolen from the Church in Headwaters. This minor detail, however, didn't stop the party from fighting the kind of desperate fight that happens when you run into an arch-nemesis. I love to run these kinds of battles. The energy level on the table is infectious and the ingenuity and creativity of players trying to survive an onslaught of spells and special abilities is always a wonderful thing to see. When Xerxes had survived just about everything the party could throw at him, someone remembered that they had a dragon in a bag. Everybody retreated except for Hamlen, who opened the bag in the general direction of Xerxes. Although extremely happy to have survived, the party soon discovered the downside of this particular strategy. All those magic items Xerxes was using are now in the bag with a very angry dragon who regenerates.
  • Choices, choices. The party set off a trap that allowed a rather large amount of acid to seep into various parts of the dungeon. In process of running away from this very real threat they found a room with a puzzle that promised riches or death. They knew that by the time they figured out the puzzle, the acid would block their way out. This didn't stop them from seriously considering staying and going for those riches anyway.
  • It is always a good night when players lift up their hands in triumph because they got out of a dungeon alive.
Some observations:
  • The 3.5 veterans had a hard time with this adventure. They knew in their bones how dangerous it was and it scared them (a quote I heard several times during the adventure: "We are never going underground again!") They also had a difficult time justifying why a funhouse dungeon would exist. ("Why would anybody build something like this?") Whereas some of the younger guys or the guys that are new to the hobby loved it.
  • The Minotaur Maze was far more difficult than even I imaged it would be. The players had to keep track of rations, because starvation became a very real possibility.
  • No identify spell means cursed items actually have a chance to get used.
  • It is funny how a pattern of random rolls can create a narrative that becomes true even though it was never intended to be true. The party own a magic bow that gives no bonus to hit or damage, but does allow the user to shoot twice per round. Several characters have tried to use it, but when they hit, the damage die always seems to come up 1 or 2. Thus, the characters are convinced it is cursed — and a new magic item is born.
Up next: Hamlen wants to bring a carnival to Headwaters to throw a party.

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).

Thursday, June 10, 2010

Thoughts on Post-Apocalyptic RPGs

Both Jeff and James have brought up the point that D&D assumes a post-apocalyptic world with lost civilizations that have left behind wondrous and strange things to find and explore (read: dungeons). This observation has gotten a lot of us to re-examine our own campaigns and the popular campaigns of D&D past and present. What I find interesting is the way we bandy about the word apocalypse without really understanding what it means.

It is actually a Greek word — Ἀποκάλυψις — which literally means lifting of the veil. A more familiar translation is revelation. This, most probably, brings to mind the book from the Bible of the same name. Indeed, the name of the book in the original Greek is Ἀποκάλυψις. Since it deals with the end times, the modern world has come to associate the word apocalypse with a word-ending disaster.

What gets lost in this understanding is that the Bible doesn't just have one apocalypse. It has a plethora. Here are three:
  • the burning bush is an apocalypse of the name of God as I AM
  • the Incarnation is an apocalypse of God become man
  • the baptism of Christ is an apocalypse of God as Trinity

Thus, the term post-apocalypse has a nuance to it that is lost when it is merely understood to refer to what is left after a world-devastating disaster. A post-apocalyptic world is one where God has revealed Himself. This understanding of the word apocalypse can add another a level of richness of any post-apocalyptic D&D world (or any RPG that uses the same sort of end-of- the-world model).

From a Judeo-Christian world-view, the world-shattering event is the Fall. This is then expressed every time humanity turns its collective back on God. The Tower of Babel and the collapse of both the Northern Kingdom (Israel) and the Southern Kingdom (Judah) are examples of this. The apocalypse always takes the form of God steadfastly waiting with open arms for humanity to realize that it cannot find what it most desires without God. He has shown the depth with which He loves us and wants us to be with Him by His willingness to not only become Incarnate, but to go to the cross and tomb.

Thus, a D&D campaign can not only be about trying to rise up out of the ashes of what came before by recovering the treasures of lost civilizations, but a recovery of the apocalypse itself.

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).

Saturday, May 22, 2010

Some Food for Thought

On Thursday, I posted some thoughts on 'Everybody Draw Mohammed Day.' While most folks reacted to my comparison of Mohammed to Christ, I did try to make a subtle point about the OSR. Based on those very same reactions, it appears to have been largely missed.

One of the reasons I love this hobby has nothing to do with the games we play. I play because of the people at the table, or, in the case of our little corner of the internet, the people behind the blogs. Although we are quite a diverse bunch who tend to like to argue a lot and can occasionally get rather snarky, I largely find that people who populate the OSR to be very decent human beings — despite our great diversity of opinions, backgrounds, interests, etc. In some ways (regardless of whether we espouse to be or not) we behave in a rather Christian-like manner. We freely give away much of our hard work and help support each other by buying what we do have to sell — even when we can get some of it for free. When one of us asks for help, it is almost certain someone will answer the call.

Thus, when one of us writes about the games we play, we generally don't expect someone to tell us that what we have written should not even be said. For example, "You like the Thief class? You shouldn't say such things in polite society!" is not something I expect to see (outside of an poor attempt at sarcasm).

Yet, whenever I venture into theology, apologetics or some other challenging aspect of religion, I am routinely criticized for doing so. Rather than wrestling with what I've said, I'm criticized for the act of saying it. Essentially: Gasp! How dare you speak of such things!

Mind you, I take no offense. As I've said from the very beginning of this blog I am very aware the worlds of Christian Theology and RPGs are definitely not seen as compatible by a good chunk of people out there. My hope has always been to reduce that number and to explore just how creative both Christian Theology and RPGs can be.

However, Thursday got me to thinking about this apparent disconnect between on the one hand the way the OSR is able to so deftly handle the great diversity that exists out here when it comes to RPGs and on the other hand the way it can try to shut down things outside of RPGs (note that even Jeff, who was largely trying to stay away from religion and politics, got directly and passively criticized for bringing up 'Everybody Draw Mohammed Day' in the first place). Now, maybe I'm not deeply involved enough in the OSR to see this kind of thing more often, but it still makes me wonder.

Thursday, May 20, 2010

On 'Everybody Draw Mohammed Day' and the OSR

Jeff Rients over at Jeff's Gameblog mentioned that today is 'Everybody Draw Mohammed Day.' He has chosen to decline to participate citing that:
I'm pretty confident the violent fundamentalist Muslim nutjobs don't speak for all of Islam in the same way that the Westboro Baptist Church doesn't represent the mainstream of Christian thought.
In response to a comment I made in response to Jeff's post, JB of B/X Blackrazor stated:
Personally, I'm more in favor of converting Christian extremists to Islam. Islam already teaches that Jesus was the Messiah; what more are they going to get from Christians?
I'd like to take some time with this topic because not only is it important, but I believe it is relevant to the OSR. Many (if not all) of us have spent hours pouring over older editions of all sorts of RPGs. We have done so for a variety of reasons from creating retro-clones, to creating new RPGs based on older rule sets, to actually playing these older games, to using them as an inspiration for playing newer games. There are plenty of examples of OSR bloggers who have deconstructed the evolution of rules in an attempt to figure out which incarnation works best for them (see my current attempt to mess around with OD&D magic, for example).

The key here, is that without a close examination of these original documents, the OSR would not exist. The statements above by both Jeff and JB run counter to this fundamental truth about how we do our hobby. I have long read, enjoyed and respected both Jeff and JB so what I am trying to say is not meant to insult, diminish or dismiss either of these two. In fact, my respect for them is the very reason I am writing this post.

Statements like those made above demonstrate that those who have made them have not gone to the source material and spent time to understand them. I'm sure everyone of us can find examples of statements made by our fellow gamers about any edition of D&D which demonstrates that they have not taken the time to understand why people like to play different editions or even to read the rules of those editions. Even I am guilty of making assumptions about 4th edition without ever having sat down to read those rules.

In light of this, I'd like to invite both Jeff and JB (as well as all of us) to take some time to deal with the original source material for both Christianity and Islam. To give us a start, let me give you a short, comparative list of things Islamic texts say about Mohammed and what Christian texts say about Christ:
  1. Mohammed condones lying in three instances: war, reconciling people and husband to wife.
  2. Mohammed was involved in slavery and slave trade. He would use his profits to purchase warhorses and weaponry in order to wage war.
  3. Mohammed coercively forced conversion and prayer.

  1. Christ is both God and Man, of one essence with both the Father and the Spirit.
  2. Christ asked us to love one another — even our enemies.
  3. Christ sacrificed Himself for our salvation.

If we accept that Mohammed and Christ are the prime examples of what it means to be human and what our behavior as human beings ought to be to their respective followers, than it should be relatively obvious that warfare and the mistreatment of human beings (especially women) are legitimate expressions of Islam. Whereas they are foreign to a proper expression of Christianity.

To answer Jeff's comment, what we have deemed as "radical" in Islam is actually able to stand on very firm theological ground. Whereas there are peace-loving Muslims, there is no such thing as a peaceful version of Islam.

To answer JB's comment, Islam understands Jesus to be a prophet, but denies the crucifixion, the resurrection and His divinity. Whereas Islam insists that Allah is a distant transcendental being who is completely separate from his creation, Christianity insists that God Himself loves us so much that He took on our humanity, died with it, resurrected it and ascended with it into heaven so that we might be able to share in His very being and His eternity. What does someone gain from converting to Christianity? God Himself.

Tuesday, May 18, 2010

A "Musical" Appendix N

Like James over at Grognardia, the death of metal vocalist Ronnie James Dio has reminded me of all the friends that I had who were metal heads that I also role-played with. I never much got into their music, but (due to their their enthusiastic willingness to share) metal became an integral part of our RPG "soundtrack". In fact, when I contemplate the music we listened to during and around my early role-playing days, I am amazed by how eclectic it is. Beyond a common culture (as James calls it), my role-playing expanded my own cultural experience. Each one of my friends brought something unique to the table and we all learned to appreciate (if not love) all of it. Prog rock, punk, new age, classical, electronic as well as metal all meshed to create an inspirational backdrop for our game-sessions.

Believe it or not, this is what Christianity has done with each of the cultures that it has encountered throughout the ages. It allowed each culture to find its own unique way to express the fundamental Christian truth of Jesus Christ crucified and risen. What we know today as Christian Tradition is an amalgam of different cultural expressions throughout the ages. In a way, this is also what I have found (and love) in the OSR — a willingness to accept a huge variety of influences and interests that affect and enhance our beloved hobby. Its not just a shared culture, but an expansion of it.

To that end, I'd like to offer a short list of music that throughout the years have inspired my role playing — especially my early years. I don't necessarily own (or ever owned) all of these, but they do represent music that immediately comes to my mind when I think of RPGs. Thus, I give you my "musical" Appendix N:

  • Wagner — Ride of the Valkyries
  • Beethoven — Fifth Symphony, movements 3 & 4
  • Jethro Tull — Songs from the Wood (album), Broadsword, Cold Wind to Valhalla, Thick as a Brick (album)
  • Pink Floyd — Wish You Were Here (album)
  • Kansas — Point of No Return (album)
  • Yello — Stella (album)
  • Clash — Combat Rock (album)
  • Queen — The Prophet's Song, Flash Gordon (album), The Works (album), A Kind of Magic (album)
  • Thomas Dolby — Blinded by Science (album), The Flat Earth (album)
  • Megadeath — Peace Sells...But Who's Buying (album)
  • Art of Noise — (Who's Afraid of) the Art of Noise? (album)
  • Alan Parsons Project
  • Patrick O'Hearn
  • Gregorian Chant
  • Byzatine Chant