Yearly Archives: 2013

Giants of Pahvelorn

Image from Dark Classics

Before the coming of Lord Arios, giants ruled the Whiskerknife Hills and surrounding areas. The giant-bane Arios, along with his companion the wizard Ismahir, drove the big folk away and built the fortress of Pahvelorn. Some say the giants retreated to the dark places of the earth, others that they were driven south into the Cobramurk Mountains.

The giants themselves believe that they came from the sky. Each glittering star in the evening night, they say, is a palace of their forbearers. The terrestrial giants are divided about the events which brought them to the ground world. Some believe there was a civil war above, and that the giants of the hills and mountains are the remnants of the defeated. Others aver that the over-world was menaced by some great doom, forcing its dwellers into the imperfect world below.

Giants have two uses for humans: meat and slave labor. In the legends, they keep and breed humans like humans keep cattle and dogs. The dull and small ones are intended from the start for the cook pot, but they have also developed a hardier breed which they use for other tasks. These are called drudges. They are large compared to most humans, often seven or eight feet tall, with tough skill and thick, ropy muscles. They cannot speak, and only usually understand a few crude words. Even the best drudges grow old however, at which point they too are destined for the great cleavers of the giant kitchens.

Drudges roll 12 + 1d6 for strength and constitution each, 2d6 for dexterity, and 2 + 1d6 for intelligence (other ability scores are 3d6). They worship all giants as gods incarnate and have no talent for sorcery.

An embarrassment of riches

There is a good chance you have already found out about WotC rereleasing many classic D&D PDFs, so I won’t pretend that I’m breaking any news here. Of couse, if you haven’t seen them yet, you should browse over and take a look:

http://www.dndclassics.com/

The servers seem to be under some strain though, so you might want to come back in a few days after the initial stampede.

I haven’t bought anything yet (I’m just settling in from a transatlantic flight), but I’m sure I will. The PDFs for sale now are from recent, higher quality scans, and are bookmarked (according to the product copy I have read).

Thank you Mike Mearls and everyone else at Wizards of the Coast that was involved for making this happen. Moldvay D&D is now in print again, and for only $5!

Basic wands

Image from Dark Classics

Image from Dark Classics

There are three main types of elemental wands: flame, cold, and lightning. Magic-users may craft any of these wands beginning at first level. Crafting requires a sympathetic component, which is not necessarily required to be valuable. Some examples: a bonfire, the remains of a monster with an elemental affinity, a hand lost to frostbite, a branch struck by lightning. In addition to the sympathetic component, 100 GP worth of components are required per wand level, along with one week of work. Thus, a third level wand costs 300 GP and takes one week to create.

Along with the sympathetic component and ritual materials, an object for the wand itself must be procured. Simple objects may be used for the wand (such as a yew rod or a bone), though wands made from such mundane materials crumble to dust, shatter, or otherwise fall apart when exhausted. More finely crafted wands will simply cease to function when used up and can be enchanted again in another wand creation ritual. Traditionally, wands are batons, though this is not required. For example, consider the famous jewelled storm gauntlet of Hyssiasto of Urtar.

The use of a wand does not require an attack roll. Instead, enemies must make a saving throw versus wands and then take 1d6 damage upon failure. Damage from wands is considered magical. Range is as thrown weapon. Especially vulnerable targets may take extra damage (for example, a creature of fire might be vulnerable to a cold wand, and soldiers in metal armor are vulnerable to lightning). In general, this is operationalized as penalty of 1 to the wand saving throw and +1 damage per die. A natural saving throw of 1 results in two dice of damage.

The destructive potential of any given wand is not unlimited. At the end of any combat during which a wand is used, 1d6 is rolled for exhaustion. On a roll of 1 or less, the wand has lost its enchantment. If wands are used outside of combat, exhaustion is checked for at the end of an exploration turn.

The three types of wands also have the following additional effects:

  • Flame: ignite oil or flammable materials such as paper
  • Cold: slowing and penalty to actions requiring fine motor control
  • Lightning: also damages those touching target (or in water with, etc)

Wand level has several different effects. A higher level wand in the hands of a more experienced magic-user is more difficult to resist. Enemies take a save penalty equal to the lesser of wand level and wand user spell capability. Spell capability is the highest level of spell that can be prepared (which is pretty much magic-user level / 2). That is, higher level wands must be crafted to take advantage of a higher level magic-user’s power. For example, the targets of a fifth level magic-user’s third level wand make saves at -3 (because the highest level of spell that a fifth level magic-user can cast is 3). The same magic-user would have the same effectiveness with a fifth level wand, because of being unable to fully take advantage of the wand’s power. Additionally, the wand level is used as a bonus to item saving throws that the wand needs to make.

In addition to the standard attack, there are two alternate ways that wands may be used: surge and final strike. Surges do one extra point of damage per wand level (assuming the target fails the save) but require an immediate check for wand exhaustion. Final strikes do one extra full die of damage per wand level (assuming the target fails the save), but also automatically exhaust the wand.

Having two or more wands of different elemental affinities in close proximity can be dangerous. If either of the wands are subject to an event that would require a saving throw (such as being blasted by dragon fire), both must succeed at an item saving throw. If either wand fails the save, the wands rip apart in a vortex of unleashed magic power. The detonation causes 1d6 damage per wand level to any spiritually attuned (that is, spell casting) creature within five feet. Additionally, a wild surge or magical mishap occurs (roll on any such table, maybe this one or this one). Thus, most sane magic-users carry only one type of wand. Note that this risk of meltdown is only present due to miscibility; having a single type of wand does not carry the same risk, even if the wand is destroyed.

There are legends of many other kinds of wands, but the methods needed for their creation are more obscure. Magical research or the discovery of ancient manuals is required.

Judgments & hazards

Vincent Baker on the role of the GM in DitV:

Most importantly, don’t have an answer already in mind. GMing Dogs is a different thing from playing it. Your job as the GM is to present an interesting social situation and provoke the players into judging it. You don’t want to hobble their judgments by arguing with them about what’s right and wrong, nor by creating situations where right and wrong are obvious. You want to hear your players’ opinions, not to present your own.

Dogs in the Vineyard, page 124

There are a number of interesting parallels here to what high-quality D&D play is for me. In a sandbox game, you don’t want to hobble the choices of players in terms of where they should go or how they should approach a problem, nor create situations where there is a clear optimal solution. There should always be interesting trade-offs, whether those trade-offs are spending more time to be more careful or taking one route rather than another.

I’ve yet to play Dogs, and it’s always hard to get a sense of how an RPG will play just by reading it, but this looks to me like the social hazards are somewhat isomorphic to the D&D dungeon. Not in a plot sense, as is sometimes discussed (where dungeon-like event flow charts are created), but more like a set of potential connections between various NPCs and their interests.

In D&D, making a physical choice is almost always what engages the risk/reward system, whereas in Dogs the act of judgment engages the risk/reward system. Judgment is more abstract, which is perhaps why the stake setting system is required. The same kind of thing is going on in D&D, it’s just that what is at stake is usually more obvious, and so requires less mechanical centrality.

Simplified spell progression

The rule:

  • 1 spell per magic-user level
  • No more than 2 spells per spell level
  • Spell competency = level / 2 round up
  • Progression stops once there are 2 slots per spell level
Thus you get a progression that looks like this:
Adjusted Magic-User Spell Progression
Class level 1st 2nd 3rd 4th 5th 6th
1
1
2
2
3
2 1
4
2 2
5
2 2 1
6
2 2 2
7
2 2 2 1
8
2 2 2 2
9
2 2 2 2 1
10
2 2 2 2 2
11
2 2 2 2 2 1
12+
2 2 2 2 2 2

Pros:

  1. Easy to remember
  2. Compatible with the standard magic-user class
  3. Approximates traditional gameplay at low levels
  4. Only starts to diverge at 4th level
  5. Scales back at high levels
  6. Never more than 12 prepared spells assuming B/X
  7. Exactly one new spell slot gained per level
Cons:
  1. ?

Unless you already hate the traditional Vancian spell system, I don’t see how this isn’t an improvement.

This would also work for spells of up to 9th level (Supplement I: Greyhawk/AD&D style), if that’s the way you roll (just add three columns, and extrapolate to 18th level).

Addendum: this actually works reasonably well for clerics, too. Just round down rather than up for spell competency, and stop at the highest leve of cleric spells. So first level clerics still wouldn’t get a spell. Access to the highest level cleric spells would be pushed back slightly.

Previous Resolutions

Amazing Flower Knight Kingdom Death mini

Last year I made some gaming resolutions. Let’s see how I did.

  1. Make a big dungeon
    Success. The Vaults of Pahvelorn still have many unmapped and unkeyed areas, but there is a big chunk of the dungeon that is complete, and I have been running it for the past 3 or more months. There are some interesting (at least, I think so) mechanical tricks too, though many of them have not been encountered.
  2. Basing and/or painting minis
    Outlook is not so good here. One of my previous players glued some of my Otherworld minis, but other than that I didn’t do anything. The good news is that I think I decided not to care. In the future, if I buy any more minis (I already have some coming from the Reaper Bones kickstarter), I’ll just buy ones that don’t require assembly. Not that I even use miniatures for anything, as pretty much all my gaming right now is over Google hangouts. Oh, and if you haven’t seen the amazing miniatures that are part of the Kingdom Death game, you should check them out (credit to Ian for posting about KD; note, mature content). I have been recently thinking again about how much miniatures can help with the shared conception of combat geometry though, even (especially?) without using formal grid rules.
  3. Classic D&D
    Total success! Running OD&D, and playing in numerous (mostly Labyrinth Lord based) other games, especially the excellent Wampus Country, HMS Apollyon, Dungeon of Signs ASE, P&P OD&D, Dwimmermount at OSRCon, and several others.
  4. Make some art
    Not so successful. I don’t think I got around to doing any art, unless you count the Pahvelorn maps. This is just not part of my routine, I guess.
  5. Wilderness map with encounter tables and everything
    Reasonably successful. Not quite as systematic as I would like, but I have a functional wilderness outside of Pahvelorn.
  6. Gaming purchases: limit to 1 per month
    Total, abject failure. I stopped counting, but I’m sure I bought more than one thing per month. The point here is not so much about saving money (though that is always nice), but rather not buying things that I don’t have time to dedicate sufficient attention to. During 2012, I was still in the process of (re)discovering tabletop RPGs, which is why I picked up so many gaming books. There is not really anything else I want now, so I imagine I’ll be better about this in 2013. I’m sure something good will come out now and then though.

2012 Fiction Readings

I didn’t keep track comprehensively of what I read last year, so I’m sure this list is incomplete. But here is a partial list along with some quick thoughts about each. Here is a similar post for 2011.

  • Roger Zelazny – Jack of Shadows
    Wonderful, tightly written, from the original Appendix N, highly recommended. More here.
  • Margaret St. Clair – The Shadow People
    At least half of this book is really interesting, especially the depiction of the underworld and the creepy fairies. Flawed by overly earnest 60s politics. More here.
  • Andre Norton – Quag Keep
    Maybe the first novel based on D&D. Really quite bad though. Don’t bother unless you are really interested in the history of pulp fiction and specifically how it intersects with D&D. More here.
  • Robert Howard – Kull: Exile of Atlantis
    In some ways a proto-Conan. At least one of the stories even shares a plot with a Conan story. That said, Kull is more reflective, and the setting is more detached from standard medieval fantasy, being more like the mythic ancient world. Highly recommended. The illustrated Del Rey collections are also quite attractive. More here.
  • Robert Howard – The People of the Black Circle (Conan)
    Conan novella. Probably needs no introduction. Exceedingly D&D in feel.
  • H. P. Lovecraft – At the Mountains of Madness
    I first read this in high school when I didn’t really appreciate Lovecraft. Rereading it convinced me that dungeons need more penguins.
  • Karl Edward Wagner – Darkness Weaves
    Engaging Lovecraftian dark fantasy. Quick read, flawed by bad dialogue. Great adventure ideas and setting though. Kane seems like too much of a power fantasy to me.
  • Jack Vance – Showboat World
    Everything I’ve read by Vance has been excellent, and this is no exception. Lacks the poetic power and imagination of the Dying Earth stories (especially the later ones), but still wonderful. Vance is a master stylist.
  • William Hope Hodgson – The House on the Borderland
    Excellent, surreal, beautifully written. Maybe even a bit disturbing, in a sort of cosmically nihilistic way. More affecting than Lovecraft for me, definitely (though that may have something to do Lovecraft’s presence in pop culture now).
  • Michael Moorcock – City of the Beast
    Barsoom knockoff without much else to recommend it. Despite being an Elric fan, I don’t really care for Moorcock’s writing. I read his work for the imaginative settings. Probably more worthwhile to spend your time on Burroughs or some of the other Eternal Champion Moorcock stories if you are in the mood for his brand of pulp fantasy. More here.
  • Poul Anderson – Three Hearts and Three Lions
    A number of D&D tropes were pulled directly from this book, so it is worth reading for the historical impact alone if you are interested in that sort of thing. Additionally, it’s actually a pretty good read, though I prefer The Broken Sword. More here.
  • Brandon Graham et al – Prophet: Remission
    I can’t really praise this highly enough, though I haven’t gotten around to writing a blog post about it yet. Surreal, futuristic, posthuman. One of, if not the, best comic book I have read (not that I am all that widely read in this area). Here is a taste.
  • C. S. Friedman – The Coldfire Trilogy (Black Sun Rising, etc.)
    An old favorite. Science fantasy that manifests almost all the D&D tropes through a goth lens. Read it for the setting, not the plot. Feels like it would make a good anime. More here.
  • Grant Morrison – Doom Patrol, volumes 1 – 3
    Some interesting ideas, but a bit slow and I didn’t care for the art (though it does gradually improve marginally). The philosophical ideas are also a bit too transparently referenced for me. Overall, my opinions on Doom Patrol are mixed. I have the next three sitting on my shelf. The Bisley covers are excellent.
  • Neil Gaiman – The Books of Magic
    Gaiman’s vision of faerie land and small gods has always been appealing to me, so I enjoyed this, though it was nothing particularly special. His Sandman work and his novels are probably better.
  • Grant Morrison – All-Star Superman 1
    Great art, very iconic. Reads like a collection of short stories (there is not much plot continuity). I wanted to read some Superman after hearing Frank Mentzer compare high level play to the dilemma Superman faces: not how to defeat his enemies, but how to prevent those he cares about from becoming collateral damage. I wrote about this idea and how it relates to power levels before also. Maybe one of these days I’ll learn how to enjoy high level play more.
  • Elizabeth Moon – The Deed of Paksenarrion
    The story of a paladin and the most like AD&D of perhaps any novel I have read, including books explicitly set in D&D worlds. Recommended, though it is slow in places. Be aware that there are some relatively explicit torture scenes.
  • Robert Howard – The Hour of the Dragon (Conan)
    The only novel-length Conan story Howard wrote. Of course it is good.
  • Jodorowsky – The Metabarons
    Like an extended comic from Heavy Metal. Feels like all of the dialogue is shouted. Visually beautiful space opera setting. Also connected to The Incal, which is drawn by Moebius and waiting on my shelf for me. See also Weapons of the Metabarons which contains this sublime image (a collection of Weapons is coming soon, I gather).
  • Tolkien – The Hobbit
    Worth a regular reread. I enjoyed many aspects of Jackson’s adaptation (the coming of Smaug in the prologue, the riddle scene), but overall the movie is a bit too grandiose for this modest story.

Combat dice

Semi-relevant image from Wikipedia

Prior to second edition D&D, the attack progression of characters is jumpy. In OD&D, for example, fighters don’t improve at hitting things until 4th level, and progression is even slower for other classes. This system, in the original conception (where all classes use the same chart, but get better at different rates) can be thought of as attack ranks.

Rather than an attack bonus, DCC RPG has fighters use an attack die (plus a small additional bonus at high levels). In effect, fighters determine the attack bonus randomly round by round. This only applies to fighters and dwarves though; all other classes use standard d20-style fixed attack bonuses. The results of the die used to determine attack bonus (called the “deed” die) also feed back into the DCC stunt system: a deed result of 3 or more results in a successful stunt.

Recently, I also thought about promoting attack ranks to first order game constructs that could be used in ways other than just attack bonuses. Specifically, attack ranks could be used defensively. This would allowing fighters to “spend” attack ranks on a round by round basis to improve their own AC or defend companions. This idea can be expanded to cover other areas of combat.

Rather than using a better attack matrix (or improved attack bonus), characters have a number of combat dice equal to the combat rank. In my adjusted attack rank system for OD&D, fighters start off at attack rank 2 and top out at attack rank 6 (at high level), while clerics (for example) start at 1 and top out at 4. Using those numbers, fighters would start out with 2 combat dice, which could be used for various things.

I see four main ways to use combat dice: attack bonus, personal AC bonus, defending companions, and extra damage (though not all classes would have access to all options). Basically, this allows players to change focus between offense and defense round by round, but since the number of dice is relatively small (between 1 and 6, inclusive) there are fewer choices to consider (and thus reasoning will probably be more diegetic and less about mathematical optimization).

Combat dice options by class:

  • Fighter: attack, armor, defend, damage
  • Cleric: attack, defend, armor
  • Thief: attack, damage
  • Magic-user: none
Shifting around of a relatively small number of dice between competing priorities seems like a better way to model things like fighting defensively than a flat attack penalty and AC bonus. It also makes the fighter scale up better with level compared to other classes without recourse to powers.

Thus, combat dice become general resources that all classes use and they replace the other attack progression system. In some sense, the tenor of combat for a specific class becomes the combination of how fast combat dice are acquired and what they can be used for.