Monthly Archives: August 2012

Attack Ranks as Attack Bonuses

Following on my discussion of OD&D AC yesterday, here is how to use OD&D attack ranks with the d20 SRD armor system (which uses armor class as target number, also known as ascending AC).

Attack Ranks
Rank Weak (Magic-user) Average (Cleric, Thief) Strong (Fighter) Attack Bonus
1
levels 1-5
levels 1-4
levels 1-3
+0
2
levels 6-10
levels 5-8
levels 4-6
+2
3
levels 11+
levels 9-12
levels 7-9
+5
4
levels 13+
levels 10-12
+7
5
levels 13-15
+9
6
levels 16+
+12

NOTES

Read the table like: clerics of levels 9 through 12 have attained attack rank 3 and have a base attack bonus of +5.

Again we see the power of three at work here. Weak, average, and strong fighting capabilities are enough to distinguish the classes from each other. Other than a category for not progressing at all, I can’t see any finer granularity adding much value to gameplay.

I have capped the progression of the weak and average classes. It should be obvious how to extrapolate the progression if you want it to be unlimited for all classes. I prefer that the pinacle of fighter combat achievement be higher than other classes.

Yes, it’s a table lookup, but it’s offline, not during the game, so who cares?

Simplified d20 SRD armor bonuses:

Armor Bonuses (Simplified)
Armor AC Bonus Penalty Exploration Tactical
light (leather)
+2
0
120′
40′
medium (chain)
+4
-4 (-20%)
90′
30′
heavy (plate)
+6
-6 (-30%)
60′
20′
shield
+1
-1 (-5%)
N/A
N/A

The really cool thing about this is that there are only 24 different possibilities to remember, and all of them are distinct. So players could potentially use whatever interface they prefer, and it would be all the same to me. So, all are equivalent: I hit plate, or I hit AC 3, or I hit AC 16 (my notes generally use the “AC as plate” form).

The penalty is for ability checks and thief abilities. This is taken directly from the d20 SRD, but the numbers work with the original game, so why not? The movement rates are the same as in this encumbrance system, just presented in a slightly different form.

Armor Equivalencies
Armor Descending AC Ascending AC
Unarmored
9
10
Shield
8
11
Leather
7
12
Leather & shield
6
13
Chain
5
14
Chain & shield
4
15
Plate
3
16
Plate & shield
2
17

I’m sure you have seen similar tables to this before, but I include this one here to show the minimum knowledge I need to keep in my head. You’ll also notice that the ascending AC column above is identical to the first OD&D combat rank.

THAC2, OD&D AC, and Combat Ranks

In OD&D, there are only 8 armor classes. AC 9 is the worst (unarmored) and AC 2 is the best (plate & shield). Each number maps reliably back to a given armor type. So, presented with AC 5, you know that means chain armor (or medium armor, if you’re abstracting it).

Probably medium armor, depending on your setting (source)
  1. Plate & shield
  2. Plate
  3. Chain & shield
  4. Chain
  5. Leather & shield
  6. Leather
  7. Shield
  8. Unarmored

There are no other armor classes in the whole world. If you roll well enough on your starting gold, you can begin at first level with the best armor class in the game (plate armor and a shield cost 60 GP, well below the expected value of 3d6 * 10 starting GP, which is 105 GP). Contrast this with the cost of full plate in Second Edition: 4000 – 10000 GP.

Magic armor does not modify AC, but rather penalizes the attack roll, and the most potent magic armor in Men & Magic is rated +2. By the book, magic shields only help one third of the time, and only if the magical bonus of the shield is greater than that of the armor (i.e., they don’t stack). That requires an extra die roll per combat (extra fiddly), and so will almost certainly be something I jettison. Maybe I’ll house rule magic shields to an additional flat penalty of 1 to the attacker’s roll, along with the full magic bonus for certain saving throws (like dragon breath). I’ve always liked the idea if shields being extra good against dragon breath. [Edit: see here for a clever way from Talysman to handle the shield chance without resorting to another die roll.]

In addition to this form of fixed descending AC, OD&D uses something that I referred to in a previous post as a matrix of combat ranks (my words, not from the book) rather than THAC0 or attack bonus. All classes move through the same ranks, but fighters move through them faster (advancing to the second rank at level 4, when attaining the “hero” title). From Men & Magic, page 19:

Magic-users advance in steps based on five levels/group (1-5, 6-10, etc.), and Clerics in steps based on four levels/group (1-4, 5-8, etc.). Normal men equal 1st level fighters.

I actually like this staggered progression (which is preserved in Moldvay Basic), because it means that PCs need to survive by their wits for a while before they get any mechanical advancement (though I can see why some people might like a smoother progression, and in fact using Target 20 with a smoothly advancing attack bonus seems to be one of the more common OD&D house rules).

Attack Matrix 1

The OD&D approach does have some drawbacks compared to both THAC0 and armor class as target number (more commonly known as ascending armor class). THAC0 is easier to reason with than attack matrices, and direct target numbers don’t require any math (other than situational bonuses and penalties, though in practice those modifiers can end up being rather complicated in 3E).

In the end, all these systems are about the same level of complexity, and all require writing the same amount of numbers on the character sheet. In OD&D, you write down your attack rank column (which is a list of target numbers). In 2E, you write down your THAC0 (and probably derive your other target numbers from that). In 3E, you write your base attack bonus adjusted by all the other modifiers next to every weapon (if you are efficient).

However, the matrix approach does have some benefits, the main one being that anchoring AC helps prevent absurd bonus inflation (especially coupled with the simplicity of ability scores in OD&D). This helps make it clear that while mechanical combat advancement is part of the game, it is not the biggest part of the reward structure. Also, simple AC categories may help make weapon versus AC possible (though you do have to deal with rulings about monster hide being similar to what kind of armor).

This is one reason why I don’t care for the extra d20 SRD armor types that managed to creep into Labyrinth Lord. They break the elegant simplicity of the light, medium, or heavy armor types (modified by a potential shield) present in OD&D and Basic D&D. Obviously there are more types of armor than leather, chain, and plate; however, it does not seem useful to make a distinction regarding armor class past that threefold categorization (other differences can be handled by ruling; for example, chain mail could be used as a crude filter, something that it would be difficult to do with hide armor).

D&D Phase Shifts

Image from Wikipedia

JB over at Blackrazor has been writing (one, two, three, four, five) about the phases of D&D (dungeon delving, wilderness exploration, and domain endgame) and how the traditional D&D incentive structure works well for the first, okay for the second, and not so well at all for the third. I more or less agree with his overall analysis. New incentives need to be discovered for domain play, and not just collecting taxes (because that is boring).

As idle thought experiments, here are two variations on the traditional phase-based D&D game. In the first variation, you tell the story backwards. You already have a lord or wizard with a stronghold and followers, and the game is to figure out how they got there. Unlike standard D&D, final death can’t be a danger because you already know that your character makes it to name level. Also unlike standard D&D, the game would end when you reach first level or 0 XP, rather than potentially going on indefinitely.

Would there be a way to make D&D played backwards interesting? I’m not sure, maybe 1d3 adventures per level, with each “death” leading to some sort of complication that would draw out the particular adventure. So getting from name level back to the beginning with the fewest complications would be the achievement. I feel like there is some connection here to the idea of planning out build options up to high levels like is sometimes done in 3E and 4E.

Now for the second variation. What if players started out with a stronghold? Either one per player or collectively. I feel like this would probably feel very different from D&D, despite the fact that all the rules would be identical for things like classes and spells. I’m not sure exactly why this would be the case, except perhaps that in the standard dungeon to wilderness to domain play (assuming a relatively deadly and impartial referee), everything is earned, whereas in this proposed structure you get everything for free. Also, people would not be as attached to their individual characters and thus perhaps not care as much about their advancement.

I imagine such a game progressing by first setting a basic stage (surroundings, stronghold capabilities, followers) and then advancing domain turns (probably one month per turn) to see what happens, based on some series of event tables. Scope could be zoomed in or out as necessary, so for wilderness expeditions, the players would zoom down to the perspective of questing knights and their squires (or magic-users with warders seeking rare spell components).

What would the overall motivation be to keep playing? Perhaps, like Dwarf Fortress, to see how many domain turns you can keep the whole thing going before being overwhelmed by an orc invasion or releasing some nameless menace from a long-sealed tomb? Individual characters need not gain levels (knights could just be level 4 fighters, for example) but I could see gaining powerful magic items still functioning as a reward of sorts. Does this just turn into a war game? Perhaps, but I’m not sure; especially if there are not opposing player-controlled sides.

Beginning complexity would also be higher than traditional D&D (and thus character/domain generation requirements would be heavier), but since there would be multiple characters (a lord, knights, spies, dungeoneers), lethality would not be problematic like it is in heavy chargen systems that make you put all your eggs in one basket. Such a basket is easily sent to the grave with a bad save versus poison roll.

Part of the tension here might be that when playing D&D, people want (or at least expect) to play an individual, whereas the domain level game is really less about individuals and more about collectives. This is why the incentives at the individual level don’t seem to make as much sense. Thus, maybe Game of Thrones style intrigue from the beginning just doesn’t work as well in a game, or at least not in the compulsively obsessive way D&D does.

Magical Research Assistance

Image from Wikipedia

The only method given in the 3 LBBs for acquiring new spells is magical research. No mention is made of copying scrolls into spell books, as is common in many later editions. The magical research system (detailed on Men & Magic page 34) is based on GP investment followed by a percentile roll for success. Costs per 20% chance are, by level of spell:

  1. 2000 GP
  2. 4000 GP
  3. 8000 GP
  4. 16000 GP
  5. 32000 GP
  6. 64000 GP

There are no spells above sixth level that can be prepared in spell slots (though there may exist more powerful ritual magic). The expense is cumulative, so that if you spend 10000 GP on researching a first level spell, there is a 100% chance of success. One week per spell level is required per attempt.

This is quite expensive, but in my game there are some house rules for increasing the chances of success without investing more GP. Here are some such ways (a few are based on ideas described in more detail in Spells by Reverse Engineering & Dissection). The epiphenomena of researched spells will likely be affected by the type of research employed.

Reverse Engineering
If you are willing to destroy a magic item in pursuit of magical insight, that is worth a 20% bonus to the spell research roll. The item must be relevant to the spell effect in some way. Note that this covers using scrolls in magical research rather than casting the spell from them directly.
Dissection
If you can procure (by capture or purchase) a magical creature that is related in some way to the spell being researched, that is worth a 20% bonus to the spell research roll. For example, a creature that can use shadows as portals might be useful for researching dimension door. Mundane creatures are not generally useful for this bonus (thus, dissecting birds does not help with researching fly).
Studying Another Magic-User’s Spell Book
You can’t just copy a spell, but if you have access to another magic-user’s version of a spell, that is worth a 20% bonus to the spell research roll. Access to a grimoire works also.
Human Sacrifice
Magic-users with flexible morals may consume sentient, intelligent lives to help power their dark investigations. The number of souls required for a 20% bonus to the research roll is equal to the GP value of investment by spell level divided by 1000. Thus, a first level spell requires 2 while a sixth level spell requires 64. Not all spells can benefit from human sacrifice.
Places of Power
Some locations are inherently magical, either due to the echoes of past events, or strange connections to other places and times. Some examples are ancient standing stones and sites that exist half in the mortal realm and half in Dream-Land. Performing research for some kinds of spells in certain places is worth a 20% bonus on the research roll.
Self Sacrifice
Some magic-users crave power so much that they are willing to give of themselves. You may spend 1d4 ability score points or one hit die for a 20% bonus to a spell research roll. These reductions are permanent. Spells researched through self-sacrifice are said to be more deeply tied to their creator than other spells.
Assistance
What are apprentices good for, if they can’t help you with magical research? An arcane entourage will provide a 20% bonus to spell research rolls. One apprentice per spell level is required for this bonus (so six assistants are required to get any benefit during the research of a sixth level spell). The assistants in question must be skilled enough to prepare spells of levels two beneath the level of the spell being researched.
Mind invasion
ESP along with a subdued magic-user that has a given spell prepared is much the same as having access to a spell book with the magic formula. Not for the squeamish or ethical.
Specialized Library
Large collections of specialized books are quite rare and valuable, but may in some cases be worth a 20% research bonus.
Diabolism
Demons know a lot about magic. If you give a demon or spirit something, it might help you out enough to get a 20% research roll bonus.
Image from Wikipedia

Each attempt must include at least one unit of monetary investment (for example, at least 16000 GP must be spent on any attempt to research a fourth level spell). In general, other forms of assistance may be used no more than once per attempt. For example, a magic-user could capture and dissect a salamander during the research for wall of fire, but capturing and dissecting another fire-oriented creature would not grant another 20% bonus for this particular spell.

Abstract magical research may be performed at any point, if the GP is available. This may be applied to any future specific attempt, but abstract magical research functions like carousing and requires a saving throw versus spells to avoid unintended (but often amusing) consequences.

What happens if the roll fails?
The preparation and investment are not totally lost, but some aspect of the magic-user’s understanding or ritual preparation was off. One of the 20% bonuses is wasted. So, if you only invested the minimum needed GP and didn’t use any other form of assistance, you must start over from scratch. The magic-user may try again in one moon with the reduced percentage (if any is left over), or invest further in the procedure. The same preparation may not be used for a different spell.
What about researching a spell in the rules versus making up your own spell?
Mechanically, these two cases are handled the same way. However, it will generally be easier to find non-monetary components to assist with the research of spells from the rules, as scrolls and NPC spell books will contain formula for those spells. Also, I have seeded the campaign world with other features and items that are useful for researching particular spells.
How does this interact with the grimoire system?
If you have a grimoire, and cast read magic to interpret a spell in it (only needed before preparing the spell for the first time), you may prepare the spell as normal. However, the spell is not “yours” and if you lose the grimoire in question, you will not be able to prepare the spell again. Researching a spell (either one from the book, or a new one from your imagination) does not allow you to create a grimoire, which is a special kind of magic item. Creating a true grimoire is the feat of a great archmage. Thus, finding a grimoire is the least expensive way to get access to a new spell that is not consumed after one use (as a scroll is so consumed).
How does this apply to clerics?
Clerics use the same system for magical research, but the list of potential aids is different, and will likely be covered in a future post. Cleric magic is more limited than the sorcery of magic-users; methods of discovering new cleric spells generally include activities like copying holy scripture and staging secret rites.
Image from Wikipedia

There are stories about guilds of magic-users that share spell books, thereby easing the cost of magical research (one only needs time with another magic-user’s spell book to use it as an aid in magical research). No such actual organizations near Pahvelorn are known, however, and magic-users tend to be a jealous, paranoid, secretive lot. Also, legend has it that learning another magic-user’s spells will give you insight into the weaknesses of those spells and potentially even power over their creator, much like knowing a true name.

Planet Hulk


After starting to follow people in the OSR, I’ve begun to pick up a comic book now and then. I saw Planet Hulk mentioned over at Sword & Shield a number of months ago. The premise is more or less Hulk as John Carter or Hulk as He-Man. The Hulk’s friends trick him into going to another planet (because they think he is too dangerous on Earth) but the shuttle navigation messes up and he ends up on this savage Barsoom-like world instead of the idyllic planet they had originally selected. There is also an animated movie (which I have not seen). In the afterword, the genesis of the idea is described as Hulk + battle axe + alien planet, which is a pretty accurate description of the end product.

There are plenty of Hulkish themes present which work pretty well in the context of Planet Hulk. Normal people need “monsters” to save them when they are in danger, but when civilization returns, they turn on the monsters. What if the Hulk was in a world where his anger was a gift rather than a curse? There are parasitic space zombies called spikes which could work well in a tabletop game.

This is not so much a story as a pastiche of ancient Rome, Spartacus, Barsoom, Conan, and Hulk. The plot is very simple, and most of the characters other than Hulk don’t seem to have any motivation. Who is the Red King and why does he like to don power armor and fry his subjects? It is not explained; he is merely a cookie-cutter despot. There are some great cover illustrations, like this one:

How about these dudes as red elves of Areon?

Also, the back of the trade paperback edition has something like a gazetteer of the planet Sakaar. There are descriptions of the major areas, characters, and some maps (one of the land and another of the capital city). One could easily base a pretty interesting campaign on this material.

Sightseer’s Guide to Zorfath

Welcome to Zorfath! Unfortunately, the town is not what it once was. In the 100 years after the ascension of Castle Pahvelorn to the overworld, the northeast, southeast, and southwest quadrants have fallen to ruins. The town itself, located in the northwest quadrant, is almost perched on the edge of the great chasm. It’s only a about a hundred paces to the Great Stairs, which leads to one of the entrances to the ruins in the pit. The abandoned parts of town are not safe; creatures from the surrounding wilderness often wander in, though they are prevented from entering the town proper by wards and the diligent town guards.

Oh, and stay away from the entrances to the old sewers. A cleric that came through town years ago sealed them all with holy power when the unquiet dead began to emerge and terrorize the town. Everyone assumes they are still trapped down there.

Here is a list of some locations that travellers like yourselves might be interested in, organized by what they provide.

Rumors, retainers, affordable lodging, and a good drink: THE GIANT’S SWORD. This is the best known tavern in Zorfath, so named for the huge rusty sword, the height of two men, thrust in the ground by the door. The blade was said to be wielded by a giant slain in the campaigns of the exiled Lord Arios.

Weapons and custom armor: BLACKSMITH’S SHOP. There’s only one, and it doesn’t really have a name, everyone just calls it the blacksmith’s shop. It is run by Master Greenscum and his crew of apprentices. Greenscum collects exotic weapons and will pay good GP for such items.

Exploration gear: THE GENERAL STORE. Pretty much what is says on the sign.

10′ poles, torches, lamps, oil, and other illuminates: take your pick of ARGOTZ LAMPMAKER & OILCRAFTER, SEVENTOOTH BLAZEWORKS, and VENDRANG’S ILLUMINATIONS. Lamp, oil, and other light-giving tools are one of the major products of Zorfath (fish, orange pottery, and green wheat being the other two major trade-goods). Any of the illumineers will pay for fire beetle glands, giant fireflies (more if alive), and several other creatures useful for light-crafting. The Zorfathian 10′ pole is used by the lamplighters and is generally fitted with a small metal hook at the business end.

Antidotes and other herbal concoctions: USETH’S APOTHECARY. Shilum the apprentice mostly manages the apothecary now, as his master Useth is gravely ill. Seeks undamaged corpses of poisonous creatures.

  • Wyvern antitoxin (500 GP per dose, limited stock)
  • Giant centipede antitoxin (25 GP per dose)
  • Other antidotes may be available depending on supply

Selling valuable loot and buying exotic items: THRACLE’S GRAND EMPORIUM. There are always a few strange and marvelous items to be found at the Grand Emporium, though they change frequently. Thracle is probably the richest person in Zorfath, though he is rarely present, as he has Emporiums in other towns and strongholds as well, and often organizes caravans. Some people believe he pulls the real strings in Zorfath, rather than the Sheriff or Council.

Learned consultation: STRODASTIN THE SAGE. He is employed by Thracle, and has chambers somewhere in the upper stories of THE GRAND EMPORIUM. He travels frequently, and so is not always present in Zorfath.

Specialist hirelings, treasure maps, and other resources for explorers: NULHOON’S LODGE. The home of the Society for Treasure Hunters. This is not open to the public and requires an invitation.

There are also numerous bakers and fishmongers, in addition to the CENTRAL MARKET, where rations can be procured. BEGGARTOWN lies on the west edge of Zorfath, and cheap (but often unreliable) help can sometimes be found there. That poor part of town lies just inside the geomantic wards that help prevent dark creatures from overrunning the town during the night, when the powers of chaos are strongest.

More rumors:

  1. The master smith Hovandam is said to live somewhere on the downlow in Zorfath. Supposedly, he has sworn never to make another blade, but maybe you can convince him otherwise.
  2. Zuhar the bandit chief has a hideout somewhere nearby Zorfath, though his raids have been infrequent lately (several caravans have made successful journeys without needing to pay Zuhar’s toll). Nobody knows why.
  3. Villagers have been going missing recently, approximately one or two per month for the past several months.
  4. The last group that went into the west caves did not return. Smoke is sometimes seen coming from it.
  5. There is an abandoned and despoiled shrine in the southeast quadrant. When the town was still larger, it was raided by wicked soldiers and the relics were carried off. The story goes that the raiders took shelter in the exposed ruins of the great chasm to avoid pursuit, and were never seen again.
Most of the buildings in Zorfath are built from orange bricks shaped from the clay of the Whiskerknife Hills, though this is contrasted with the dull gray imported stone of the old town and castle.
Map of town and surroundings to come in a future post.