Category Archives: Rules

Pahvelorn 20 Rules Clarifications

Here are answers to my 20 rules questions for the Vaults of Pahvelorn OD&D campaign.

Ability scores generation method?

3d6 in order. Greyhawk supplement ability modifiers are not in effect (ability scores will be handled as per the 3 LBBs). Human only to begin with. Other options may become available later in the campaign.

How are death and dying handled?

At 0 HP, make save versus death. Success = unconsciousness, failure = death. In addition, there are no fixed HP totals. Hit dice are rerolled at beginning of every adventure.

What about raising the dead?

Yes, but only dark priesthoods have access to such magic. The cost, both monetarily and otherwise, will be high.

How are replacement PCs handled?

Promote a retainer or make a new first level PC with 0 XP.

Initiative: individual, group, or something else?

By situation, but probably group initiative as per Moldvay (d6 per side, highest wins, reroll ties).

Are there critical hits and fumbles? How do they work?

Not at this time.

Do I get any benefits for wearing a helmet?

No AC benefit, but helmets may help in other situations. Also, you can drink out of them.

Can I hurt my friends if I fire into melee or do something similarly silly?

Yes. By ruling. I will warn if there is a danger though.

Will we need to run from some encounters, or will we be able to kill everything?

Encounters will not be balanced. But remember that anything that is a threat to your characters can also potentially be used by your characters creatively.

Level-draining monsters: yes or no?

You will need to discover this through play. NPCs may have useful information, or you could do it the hard way: charge everything and see what happens.

Are there going to be cases where a failed save results in PC death?

At 0 HP, definitely. Potentially in other situations as well. Beware of poisons. You might want to research potential threats and antitoxins.

How strictly are encumbrance & resources tracked?

Using the LotFP system. Retainers are useful for carrying things, too.

What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?

XP will be awarded after adventures as treasure is spent, and levelling up can happen at the same time. Spells must be discovered during play or researched; no free spells on level up. Magic-users may acquire fewer spell slots upon level up, but saving throws are allowed to retain spells when cast.

What do I get experience for?

Treasure. Killing monsters awards no XP. But you may be able to sell some monsters, either living or dead, in which case they are treated as treasure.

How are traps located? Description, dice rolling, or some combination?

Anyone may locate traps by description and player skill. Thieves may “remove small trap devices (such as poisoned needles)” (Supplement I: Greyhawk, page 4).

Are retainers encouraged and how does morale work?

Yes, retainers are encouraged and common costs will be provided in another post. For sanity, it is suggested that the entire party (PCs + retainers) not exceed 12. War dogs are also available, but are one hit die creatures.

How do I identify magic items?

Paying a sage is the surest way. Detect magic can tell you that something is magic if it is not obvious, and read magic can sometimes be used if there are runes or other arcane inscriptions.

Can I buy magic items? Oh, come on: how about just potions?

Yes, some consumable magic items can be purchased, but it depends on the location. You may even be able to find the occasional permanent magic item for sale, but don’t count on it.

Can I create magic items? When and how?

Scrolls may be created at first level following Holmes rules (100 GP and one week of work per spell level; e.g., a scroll with a single third level spell will cost 300 GP and 3 weeks of time). Other items as per the rules in Men & Magic.

What about splitting the party?

Occasional scouting missions are fine. Keep in mind that the time of other players is valuable.

Cantrips as encounter powers

Some time ago, I bought a copy of the Pathfinder Beginner Box (reviewed here, here, and here). I still think about running it as a complete (E5-style) low power game, perhaps with a d20 supplement such as The Lost City of Barakus (that might be a fun G+ campaign). The one thing that I have decided that I absolutely must change is how at-will magical powers work. The same is true of the recent D&D Next playtest materials. The chassis is something I would enjoy playing, but I really dislike limitless powers, from both style and gameplay standpoints.

First, I would just remove cantrips that solve resource problems (such as light). Second, all other cantrips would require a short rest to prepare. Five minutes each, so two cantrips could be prepared per turn (important for things like torch duration and wandering monster checks). Diegetically, cantrips would be exactly the same thing as other vancian spells; they would just require less work to prepare. In game terms, they would function like Fourth Edition encounter powers. Thus, your PFBB wizard would get one free force missile (or whatever it’s called; I can’t be bothered to look it up right now) per combat.

I readily admit that this is not meaning first design, but it is “meaning based” design. And yes, this decreases the power of the magic-using classes. I don’t see that as a bad thing. In essence, there would be two kinds of vancian spells: the kind that require deep concentration and a fresh mind to prepare, and the minor cantrips that can be prepared given a few minutes.

OD&D ability scores

Ability scores are explained on pages 10, 11, and 12 of Men & Magic. Here is an alternate presentation.

Abilities
3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Str Ftr XP -20% -10% +5% +10%
Int M-U XP -20% -10% +5% +10%
Lang. Common + Alignment +1 +2 +3 +4 +5 +6 +7 +8
Wis Clr XP -20% -10% +5% +10%
Con HP -1 per HD +1 per HD
Survive 40-50% 60-90% 100%
Dex Missile -1 +1
Cha Hirelings 1 2 3 4 5 6 12
Loyalty -2 -1 +1 +2 +4

I think this table makes the effects of ability scores much clearer without needing to shoehorn them into a common pattern. This table could be printed on character sheets, and then the character attributes could be circled, or highlighted like a bar graph, as shown below.

Varying mortality and lethality

The current D&D Next play test rules for lethality and dying are way too soft for games that I would like to run. I want there to be a greater threat of death, for a number of reasons, but not least because I don’t want combat to be the first resort of PCs. Mike Mearls has already said that HP is likely to come down, but I don’t think that is enough. The dying rules also have to be addressed.

The thing that frustrates me about this discourse is that it is not an either/or proposition. It is easy to build several possible play styles into the core. First, you can always start at higher level. Some people object to this because higher level is also higher complexity, so you are really affecting more than one aspect of character design (though I’ll also note that a first level 4E character feels about as complicated to me as a 5th level traditional D&D character). Including options for different play styles does not take anything away from anyone else.

The various editions have already given us a plethora of death rules. All that is needed for 5E in this regard is for them to pick several possibilities that address different play styles and present them, along with pros and cons, in whatever becomes the referee guide. For lethality, three natural options jump out at me. For a lethal game, dead at 0 HP (perhaps with a constitution saving throw to be incapacitated rather than killed). Other options would be dead at negative 10 (or negative constitution) HP, and the current playtest version that is reminiscent of 4E (with all those fiddly death saving throws) could also be retained as an option.

Here is a proposal for supporting different levels of lethality. Vary starting hit dice. This has the advantage of not increasing complexity for other character aspects. Also, First Edition play falls out as a natural corollary (the 1 hit die variation). One die of self healing is also very close to common binding wounds and liquid courage old school house rules. Bump the starting hit dice up to, say, 4 or 5 and you will have a game that feels much closer to fourth edition; starting hit points will be greater, and PCs will have more hit dice available for spontaneous healing.

The other major aspect of lethality that is potentially problematic in Fifth Edition is the recovery provided by a long rest. In the play test rules, a long rest restores all HP and hit dice. This should be another part of the game with a menu of options. I would suggest recovery of one hit die for an old school feel (which would then need to be spent for any healing to occur), recovery of all hit dice for a less deadly but still random feel, and recovery of all hit dice and HP for a super-hero feel.

20 Quick Questions: Rules

Jeff Rients has a great list of 20 quick questions to add campaign details in ways that are likely to affect actual play. I was thinking, based on this other post by Jeff about treating all editions of D&D as a toolbox and this post by JB over at B/X Blackrazor about creating his own version of D&D, that it would be useful to have a list of rules that often change from campaign to campaign.

Here are 20 rules clarifications that are likely to be needed anyways at some point.

  1. Ability scores generation method?
  2. How are death and dying handled?
  3. What about raising the dead?
  4. How are replacement PCs handled?
  5. Initiative: individual, group, or something else?
  6. Are there critical hits and fumbles? How do they work?
  7. Do I get any benefits for wearing a helmet?
  8. Can I hurt my friends if I fire into melee or do something similarly silly?
  9. Will we need to run from some encounters, or will we be able to kill everything?
  10. Level-draining monsters: yes or no?
  11. Are there going to be cases where a failed save results in PC death?
  12. How strictly are encumbrance & resources tracked?
  13. What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
  14. What do I get experience for?
  15. How are traps located? Description, dice rolling, or some combination?
  16. Are retainers encouraged and how does morale work?
  17. How do I identify magic items?
  18. Can I buy magic items? Oh, come on: how about just potions?
  19. Can I create magic items? When and how?
  20. What about splitting the party?

If you decide this stuff early, you are less likely to have misunderstandings and more likely to all be on the same page.

Edit: index of some responses here.

Nalfeshnee hack

I am currently running a house ruled Fourth Edition game. Following Zak, I have decided for ease of reference to call this internally the Nalfeshnee Hack. I started this game right when I got back into the hobby (in fact, one might say that this game was the reason I got back into the hobby, and online research for it is how I discovered the OSR). At the time I had very little conception of the differences between 4E and earlier systems; I just jumped in, becoming familiar with the system as we played. Now the game is established. We are 14 sessions in, I have 7 players (all coworkers), and we play in the company board room every Monday evening that a quorum is available. I’m going to stick with it even though in a perfect world I would probably choose something like B/X or LotFP.

How does the Nalfeshnee Hack differ from standard 4E? Here’s a quick summary:

  • LotFP encumbrance rules (still easing this one in)
  • B/X initiative: d6 per side
  • The Big Purple D30 Rule
  • Skills & languages can be selected during play
  • No dragonborn (because they annoy me)
  • 2E “Hovering on Death’s Door” rules
  • Treasure, exploration, and monster XP
  • B/X movement and time rules (for non-tactical situations)
  • Firearms (identical to crossbows other than noise and form factor)
  • 1 March 2012 edit: the luck throw
  • 5 March 2012 edit: monster guidelines
I also have the following convenience rules because we don’t get very much time to play, and I also don’t know how these players might deal with interplayer conflict:
  • The party should stay together
  • No PvP
I have tended to choose the initiative system on a case by case basis. I originally tried using the official individual initiative system as specified in the 4E rulebooks, but I always end up feeling flustered in play when I use that. We’re slowly tending towards the B/X style of initiative as specified above. On the other hand, I do like the uncertainty involved in choosing an initiative system semi-arbitrarily.
I don’t think any of my players have taken advantage of the option to select skills & languages during play (this is a slight variation on the LotFP language rules). They are too accustomed to doing full “character builds” before the game starts. I will probably encourage this more directly the next time someone creates a new character.
The Fourth Edition PC death rules state that at 0 HP or fewer PCs are dying. At negative bloodied value (half of full HP), the character is dead. When in negative territory but not yet dead, a PC is unconscious and must make a “death saving throw” every turn (saves in Fourth Edition have very little relation to saving throws in previous editions; a save is a 55% success check unaffected by level, ability scores, or skills). Three “death saving throw” failures mean death, and a natural 20 on this check allows the PC to spend a healing surge and bounce back up. This system just seems clunky to me in play, and not dangerous enough. Hovering on Death’s Door (Second Edition Dungeon Master Guide page 75) has PCs unconscious at 0, dead at -10, and loosing 1 HP per round while in negative territory and not stabilized. Any cure spell restores the dying PC to consciousness at 1 HP.
If I were starting from scratch and using 4E again for some reason, I would also push for these rules:
  • Chargen from Player’s Handbook only
  • No use of the character builder
  • No eladrin (having both elves and eladrin seems redundant)
In general, my players have been good sports regarding my experimentation and divergence from the rules as written, and for that I am thankful.

8 January 2012 edit: added image.