Category Archives: Uncategorized

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.

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.

Cleric XP

Healing of the Demon-Possessed

The cleric part of my recent XP awards post was becoming too complicated, so I decided that it deserved its own space. The process of thinking through what clerics would spend money on was also revealing lots of setting details which seem naturally to belong together. See also the general post on clerics for more background. So here, without further ado, are some ways for clerics to convert their GP to XP, and serve their order in the process.

NAMING. Knowing the true name of a person or creature gives you power over them. Demons and sorcerers are particularly vulnerable to someone that has their true name. Thus, where possible, it is traditional to have a cleric perform a naming ceremony. In the process, the cleric will discover the person’s true name, and record it in the hidden language of law. That cleric, and any of their acolytes, will have access to this true name in the future. They will also sometimes bestow a use-name (some people consider this lucky). Most people willingly entrust their true name (and the true name of their offspring) to the clerics, because they would not want to live as a diabolist (and it is assumed that demonic influence is behind people becoming diabolists). Rich people will be able to pay for the entirety of the ritual, but the poor are dependent upon the cleric’s generosity. The ritual components cost 1d4 * 100 GP and require one day to prepare and execute. The procedures involve preparing special incense, meditation, and copying certain scriptures. When clerics meet, one of the common tasks is to exchange the true names so collected.
CONSECRATION. Some sites have been tainted in a way that can only be purified by the mysteries of the light. In addition, once hauntings have been dealt with, the sites must often be blessed. Cost is 1d6 * 100 GP plus a save versus magic to avoid consequences. Shrines may also be constructed for a similar cost, and do not require a saving throw (though they are really only worthwhile in a town or settlement that does not yet have a shrine). If the shrine houses a relic (the remains of a fallen cleric), special procedures are required (in addition to the return of the relics, if they are missing). Such a shrine has a level and can be used by clerics during level up. The cost of the consecration ritual is 1000 GP * level, in addition to any architectural costs required. The shrine of a great matriarch or patriarch, for example, may be an elaborate affair.
EXORCISM. Much like naming, rich people will be able to pay for an exorcism, but the poor will not. The components for an exorcism cost 1d6 * 100 GP and the ritual will usually take one day, but may take longer depending on the strength of the possession. A save versus spells is required for complete success, and a fumble may have extremely dire consequences (but then, continuing demonic influence may also have dire consequences).

EXEGESIS. The Mysteries of Light are deep, and there is always more to discover, both in the scriptures themselves, and by communing with higher powers. This functions in the same way as magic research, and also requires a save versus spells to avoid unintended consequences, such as the attentions of dark spirits.

JUDGMENT. In addition to being demon hunters, clerics carry the law of the True Empire wherever they go. This is one of the reasons that they often have problematic relationships with secular authorities in these degenerate times. Many clerics seek out the worms nestled in the timber of civilization. Communities generally don’t like to expose the skeletons in their closets on their own, so clerics must bring their own resources to bear on the problem. Spend 1d6 * 100 GP and make a wisdom check (less than or equal to on a d20). If successful, roll on the Pronouncing Judgment table (which I admit does not exist yet, and so will require improvisation). Otherwise, roll on the complications table (also still imaginary). Note that adventure leads, rumors, and other info may be discovered in the process of judgment.
Funeral Procession of Sir Philip Sidney

LAST RITES. The dead are particularly vulnerable to the attentions of necromancers and demons. Some believe that souls are unable to find their way to the afterlife without the final rites. Others believe that eternal peace and extinction of the soul (the alternative being endless purgatorial wandering) require a cleric’s rites. The mysteries are silent regarding the truth (at least, silent to the uninitiated), but few wish for their fate to be unending undeath, forever hungering again for the warmth of life. Cost is 1d6 * 10 GP for a commoner’s funeral in addition to an evening of work (or a full day if a gravedigger is not available). The rich will demand more lavish affairs, and will generally be able to pay for them. Putting the spirit of a great adventurer to rest, however, is a more involved affair and requires 1000 GP per level of the deceased character. However, such expenses are often wise: the wraith of a powerful warrior is a terrible thing to behold.


INITIATION. Most people cannot become clerics on their own (though there are exceptions, people who are able to figure out the beginning of the mysteries on their own, either from the panoply of a fallen cleric, or from visions). Instead, they must be initiated by an existing cleric. Clerics of fourth level or higher may initiate new clerics. This requires the copying of a holy book, and a ritual that consumes many rare components. The total cost is 1000 GP. Because of the great expense and effort that initiation involves, generally the aspiring cleric will serve a period of apprenticeship and training beforehand. The new cleric begins with the title Acolyte.

Note that most of these prices are either guesses or loosely based on the carousing costs. I reserve the right to change them later based on play experiences.

An Added Incentive

Vincent Baker’s entry in the LotFP grand adventure campaign (The Seclusium of Orphone) looks really interesting to me. In essence, it is a random wizard tower generator (something I have been thinking of putting together myself, actually) along with an example tower and scenario. In addition, it is intended to be a tribute to Jack Vance.

I knew that Vincent Baker had written Dogs in the Vineyard, but what I didn’t know before today was that he has also written In a Wicked Age and Apocalypse World. Wouldn’t you like to see this creativity chained to a simple traditional fantasy game like Lamentations? I certainly would.

But I’ve already contributed to the adventure campaign. I dallied to begin with, because there were so many options, and also because it was not clear where my contribution would do the most good. I narrowed my options down to $100 towards one project or $30 towards three different projects. As the front runner (Broodmother Sky Fortress) was still unfunded as of this morning (though it was getting close), I finally decided that that would be the best place to put my resources.

So what’s the deal with that stack of books in the picture above? I have a number of RPG books that I don’t use very much, but are in great condition, either like-new or lightly used. Some of them are duplicates, some of them are just books that I don’t see myself using much in the future for whatever reason. For example, I now have 2.66 copies if the AD&D core set, and an extra copy of the excellent Weird Adventures by Trey Causey. I’m not a collector, so I don’t see any value in keeping some of these books when they could be getting some use. If you contribute $100 towards Broodmother Sky Fortress (until it funds) or The Seclusium of Orphone (until it funds), I’ll give you one of these books, and pay for shipping too. First come, first served. Note that not all books in the list are in the picture, and there is no attempt at a parity of value. Also note that I will only send you the free book if the campaign in question reaches the target, as you will get your money back from IndieGoGo if it doesn’t.

  • B1-9 adventure collection (there is a small bend in the spine) (reserved for AB)
  • Hardcover Fight On! compilation of issues 1 through 4
  • Second Edition Player’s Handbook
  • Second Edition Monstrous Manual
  • AD&D Dungeon Masters Guide (orange spine) (reserved for AV)
  • AD&D Players Handbook (orange spine) (reserved for JW)
  • AD&D Monster Manual (orange spine) (reserved for olajostein)
  • Judges Guild Ready Ref Sheets
  • Weird Adventures hardcover (reserved for JA)
  • Microscope paperback (reserved for JS)
  • D&D Fourth Edition DMG 2
  • D&D Fourth Edition Open Grave (the 4E undead book)

I know that for the cost of shipping these I could contribute more to the campaigns myself, but if even a few people take me up on this offer, it will help more to get other people to contribute. I figure that if some people are still on the fence or unsure which project to back, this might help.

The fine print: Raggi has nothing to do with this, it’s all me. So if I screw something up, you can’t blame him. If you have any questions about a specific item, please ask. I’ll ship to anywhere in North America or Europe, but if you live somewhere else, please check with me first. I don’t want to be stuck paying $50 to ship a hardcover to Mongolia or something. Also, the deal is only good for people who help out with these projects during this final stretch, not those that have already contributed. Sorry about that, but fairness is not my aim here.

Weapon & Armor Strengths

Weapons table from the Ready Ref Sheets

I have written previously about redesigning the weapon versus AC modifiers as bonuses, and then making access to that table a fighter benefit. Basically, the idea was to reformulate the table as only bonuses, and then give that table to the players of fighter characters. As it would always be a good thing to use the table, players would be incentivized to pay attention to that sort of thing, and probably also be incentivized to carry more than one kind of weapon (so that they would be able to have advantages against different kinds of enemies).

Redoing the weapon versus armor class table is hard though, so I never managed to bring that idea to fruition. But what if we don’t change the numbers at all, but rather only read the parts of it that are advantageous to the player? We can still keep the negative numbers, but rather than weapon penalties against certain kinds of armor (players are not going to try very hard to remember that), instead consider the negative numbers as armor strength against particular weapons. So, for example, if you are wearing plate armor, you can impose a -3 attack penalty against someone attacking you with a dagger. I think this table is identical to the one in Supplement I: Greyhawk, other than the omission of the military pick.

(Aside: I believe that second column, the one that goes 1, 1, 3, 4, 5, 6, etc is supposed to indicate weapon length. This could be used to determine space required or initiative. But that is a topic for another post.)

So here is a version of the data in the above table, displayed as benefits and by diegetic armor type rather than AC number. Players obviously only need to pay attention to the weapons they have. Unless otherwise noted, all penalties and bonuses are 1.

WEAPONS: STRONG AGAINST

  • dagger: unarmored (+2), shield
  • hand axe: unarmored, shield
  • mace: plate
  • hammer: chain, plate
  • battle axe: chain, chain & shield
  • morning star: unarmored (+2), shield (+2), leather, leather & shield, chain (+2), chain & shield
  • flail: unarmored, shield, leather, leather & shield, chain (+2), chain & shield, plate (+2), plate & shield (+2)
  • pole arm: unarmored (+2), shield (+2), leather (+2), leather & shield, chain
  • halberd: leather & shield, chain (+2), chain & shield, plate
  • two-handed sword: unarmored (+2), shield (+2), leather (+2), leather & shield (+2), chain (+3), chain & shield (+3), plate (+2), plate & shield
  • mounted lance: unarmored (+3), shield (+3), leather (+3), leather & shield (+3), chain (+2), chain & shield
As an example, the way to read the first weapon entry above is that daggers are very good against unarmored combattants (a +2 bonus to attack) and good against leather armor (a +1 bonus to attack). You will note that there is no entry for swords. That’s because according the Ready Ref Sheets, swords aren’t good against anything. Same goes for spears and pikes.
I’m not sure I really like these numbers, so I might tweak them, but for this exercise I’m leaving them as is. It looks like morning stars, flails, and two-handed swords are the standout champions, probably too much so.

ARMOR: STRONG AGAINST

  • chain: hand axe, spear
  • chain & shield: hand axe, spear, dagger
  • plate: dagger (-3), hand axe (-2), sword, spear
  • plate & shield: dagger (-3), hand axe (-3), sword (-2), spear (-2), pole arm, pike
The way to read the first armor entry above is that chain armor is good against hand axes and spears, so if you are wearing chain you can force opponents wielding those weapons to take a -1 to their attack roll.
I find the presentation of those lists above far more approachable than the rather complex matrices that have shown up in various early books. Those just look like a mess of plusses and minuses. Using this format, a fighter with a hand axe just needs to look out for lightly armored targets and remember to apply their bonus.

Only Ten

If you could only keep ten of your printed RPG books, which would you pick? I asked this question a while back on Google Plus, and got some interesting answers (I also learned about some awesome books, like the Warhammer Realms of Chaos volumes; thanks Zak!). Then recently this TSR versus OSR thread came up on ODD74. I do not generally enjoy false choice hypotheticals, but it did make me recall this exercise, which is sort of an empirical version of the same idea.

I’m going with the following arbitrary conventions, because restrictions are fun. First, it has to be something I actually own and a physical book. Second, the decision has to be based on content not rarity or value (though content can incorporate things like nostalgia value and artwork).

The original list that I posted to G+ was the following: AD&D DMG, the 3 OD&D booklets, LotFP Referee book, S1-4 Realms of Horror, The Guide Book to Taladas, D&D Rules Cyclopedia, and Warhammer Fantasy Roleplay, Tome of Adventure Design. I have changed a few items, but it has remained largely the same.

Also, I know many people think very highly of the core Wilderlands books, and some of them probably deserve placement. I only have them in badly-scanned RPGNow PDFs though, and so I haven’t really spent much time with them. So they are disqualified both for technical reasons (not books) and for practical reasons (I really haven’t used them much).

So how do the TSR and OSR camps fare?

  • 4 early TSR (original D&D and the DMG)
  • 1 Judges Guild (Ready Ref Sheets)
  • 3 OSR (LotFP Grindhouse, TOAD, Carcosa)
  • 1 more recent non-OSR (Vampire)
  • 1 alternate take on fantasy from the 80s (Warhammer)

Also, when I was doing this, I couldn’t actually keep it to only ten, so I included some runners-up also. The runners-up are about evenly divided between “original” material and OSR material.

This is not just an idle exercise, as I might be spending a few months in London at the end of the year, so I might actually have to pick a few books to take with me.

I, II, III: Dungeons & Dragons. Suggestive rather than prescriptive. By the time we get to AD&D, we can already see all the tendencies of modern games in proto form. Here, things are still wide open. And the systems are really elegant, if you can get past the bad organization. Concise though, so still faster to learn than most bigger games.

IV: Advanced D&D Dungeon Masters Guide. Gygax’s magnum opus. I believe this volume needs no introduction. I don’t even particularly like AD&D as a complete system, and this still would take a place near the top.

V: Ready Ref Sheets. This is sort of the Judges Guild DMG, but almost all tables. City encounters by social level, poison tables, offensive locution rules (social combat!), tables for ruins, verdict and punishment tables. A really great resource.

VI: Tome of Adventure Design. Random tables for just about everything, and lots of philosophy about how to use them. Another random monster generator. More tools for dungeon generation. There is not really anything else of this scope and quality available, even considering everything published to date.

VII: Warhammer Fantasy Roleplay. Another direction fantasy gaming could have gone. A great diversity of character options that manages to avoid choice paralysis and does not reward system mastery. Not afraid of dark atmosphere. Chaos metaphysics. Also, John Blanche (example 1, example 2, example 3).

VIII: LotFP Grindhouse Edition Referee Book. Probably the best thematic book on refereeing. Fits my “suspense movie” style perfectly. If we’re counting boxed sets as single items, of course the entire Grindhouse Edition would go here, but this is the standout booklet from that set for me. There is a free no-art PDF of the Rules & Magic book.

IX: Vampire: The Dark Ages. What is a Storyteller book doing in the top 10? I have enough D&D mechanics in my head that I don’t really need anything to play, so what I want in books is primarily inspiration. This book is beautiful, and has excellent atmosphere. I would probably still use D&D type mechanics. Dark ages Transylvanian dungeon crawls.

X: Carcosa. Unapologetic dark imagery, one of the best examples of a sandbox, random cthuloid monster generator, random robot generator, random tech artifact generator. This is how it’s done. It’s only missing a sample town. Perhaps the most attractive bound RPG book I own, too. Rich Longmore art.

Runner-up I: Empire of the Petal Throne. Honestly, this should almost certainly be higher on this list. It isn’t only because I don’t yet feel knowledgeable enough about EPT to have much intelligent to say about it. I am more interested in EPT because of its system, not the setting, which I gather is odd.

Runners-up II, III: B/X D&D. In many respects, these two books make up my favorite iteration of the game. So why aren’t they in the top ten? Well, the 3 LBBs are already there, it’s hard to justify both, and the LBBs have more (though in less detail). For example, there is no stronghold resident generator in B/X. If B/X was one book, it might replace Vampire in the top ten.

Runner-up IV: Monster Manual. If Monsters & Treasure from the original box didn’t also have treasure, the Monster Manual would probably win. It has all the important iconic monsters, though I still sort of prefer the open ended nature of the OD&D box monster write-ups.

Runner-up V: Fiend Folio. More weird fantasy and less mythology than the Monster Manual. An excellent example of what might live in an alternate cosmology setting. Russ Nicholson art. Elemental princes of evil. Githyanki and drow. Grell. Killmoulis. Slaad. Man, maybe this should be in the top ten. The encounter tables in the back are also almost a complete setting.

Runner-up VI: Mutant Future. I’ve never seen the original Gamma World, but I gather Mutant Future is more compatible with D&D, which is how I would want to use a post-apocalyptic game anyways. I like MF more than Metamorphosis Alpha. One of the real strengths of the OSR is the off-genre offerings.

Runner-up VII: The Guide Book to Taladas. From The Time of the Dragon setting (and see here). One of my favorite settings; more original and less sprawling than most TSR settings without being batshit crazy like Dark Sun (which I also like). And illustrated by Stephen Fabian (linked pictures are just to give you a sense of his style; they are not from this book).

Runner-up VIII: Dungeon Crawl Classics RPG. The style and attitude of this volume are just amazing, and there are lots of rules ideas that could easily be poached, like the dice chain and variable attack bonuses. So what that half of the content is spell tables. Erol Otus art. Pete Mullen art. I’m usually not a fan of such physically cumbersome books, but DCC caries it.

Runner-up IX: Realms of Crawling Chaos. This is a great supplement, very tightly written. A bit too much overlap with Carcosa to have both in the top ten, but very worth picking up, especially for the Reading Eldritch Tomes and Random Artifacts appendices. The psionics section is also good. Most of this book is reusable as open game content, too.

Runner-up X: D&D Rules Cyclopedia. With both OD&D and B/X in the running, there is no way that I could include the Rules Cyclopedia too, but it still deserves a mention for the breadth of material that it covers, even if pretty much all of the interior art is bland. The hex maps are great too, but but the book lacks guidelines on hexcrawl play.

Runner-up XI: B2 The Keep on the Borderlands. I feel an example of town, wilderness, and dungeon all together would be good to have (though the wilderness in B2 is not really fleshed out). Perhaps this should be higher; I’m not sure. B2 also has lots of good referee advice that probably should have been in the core rulebooks.

Encumbrance Again

So, encumbrance. This is a solved problem, right? We have encumbrance by stone, the much-lauded LotFP encumbrance system, and several others. All these are great, and are certainly an improvement over counting coin weights or pounds.

I used the LotFP system successfully for my 4E hack game. It worked well, though there was some back and forth about how many daggers or torches counted as “an item” (we settled on 5). And, as elegant as the system is, it still requires some adding, and cross-referencing (even if all the info is on the character sheet). Math is for suckers. I think I can do it simpler and still maintain both verisimilitude and the resource management trade-offs.

Thinking more about it, there are really only a few questions I care about regarding encumbrance.

  1. Attack penalty?
  2. Skill penalty?
  3. Movement rates (exploration/combat/escape)?

I am going to focus mostly on the movement in this post, because the attack and skill penalties are going to be more system-bound. In OD&D, which I’ve been focusing on recently, combat has few enough modifiers that encumbrance penalties don’t seem to make much sense (strength does not affect to-hit or damage rolls, and dexterity does not affect armor class). Thieves will take some sort of penalty to their skills when wearing more than leather, but I’ll decide that later.

In my experience, three levels of resolution are usually enough to model interesting phenomena without getting caught up in minutia. So I’ll go with that here too. Light, medium, and heavy encumbrance. This also fits the effects described in Moldvay (120′, 90′, 60′, 30′ movement rates) and is implied in OD&D (see Men & Magic page 15; light, heavy, and armored foot move at 12″, 9″, and 6″, respectively). LotFP used the B/X effects while changing the coin math to slot math.

Here is the proposal.

  • nothing OR backpack OR leather armor =  no encumbrance (120’/40′)
  • backpack + leather OR chain =  light encumbrance (90’/30′)
  • backpack + chain OR plate =  medium encumbrance (60’/20′)
  • backpack + plate =  heavy encumbrance (30’/10′)
  • bulky item + any of the above = heavy encumbrance (30’/10′)

That’s it. Rather than counting items and keeping them under some cap, it turns into a simplified location-based system. Would it reasonably fit in your backpack? Is it a quick access item hanging off of a belt or bandolier? Is it in your hand? Those are the options. I left the 30’/10′ category there out of deference to Moldvay, but to be honest it seems a bit silly; I think I might make the bottom three categories all 60’/20′ (or maybe 30’/20′ to represent adrenaline).

This also means that we can encode this information by where we write the equipment on the character sheet without really requiring anything else. For example, have a carried items zone, a quick access zone, and a backpack zone (an example character sheet is included at the bottom of this post). This will also make it really obvious what is where as opposed to just measuring quantity (which is what the LotFP method does).

If you’re carrying some treasure, and it can reasonably fit in your backpack (say, some gems, a few hundred coins, and bowl), it all still just counts as a backpack. Once you start needing extra sacks or containers, things are either in your hands (see carried items below) or are bulky items such as treasure chests or small statues. Hirelings should be very useful here, and the backpack also becomes the unit of hireling carrying capacity.  Handing off or dropping your pack can help, and that seems reasonable to me. Note also that I am using backpack in a general sense here; if your character instead has a series of pouches or a satchel, that will just change (slightly) what is considered a sane amount of contents.

As mentioned above, in addition to items in a backpack, there are also the items that you are carrying and quick access items.

Carried. Most PCs probably have a few different modes regarding what they are holding. For example, torch mode and longbow mode. Writing those modes down will avoid any confusion later.

  • Primary configuration. Example (“exploration”): lantern and shield.
  • Secondary configuration. Example (“danger”): sword and shield.
  • Tertiary configuration. Example (“ranged”): light crossbow.

Players can record as many configurations as they like, though I imagine 2 or 3 should be enough for most characters. It takes a round to switch between configurations, unless the items you are switching to are “quick access” (see below), and you don’t mind dropping what you are carrying, in which case the switch is free (e.g., dropping a torch and drawing a sword).

Quick access. These are objects that are explicitly arranged for access during battle. Things like belted scabbards, slung quivers, boot daggers, and bandoliers all are in this category. More than 3 or 4 such items requires explanation. Even a relatively heavy quick access item (like a two-handed sword in a scabbard on a character’s back) will not be cumbersome, so these items don’t count for encumbrance at all (though as always, common sense should apply in specific situations).

Backpack or pouches. Obviously, backpacks can hold more and do it more efficiently. Also, items stored in backpacks are not accessible during combat, at least not without spending several rounds (I would do this by situation, but something like 1d3 + 1 would be reasonable).

Bulky items. These would include things like a rolled up carpet, a treasure chest, or a chair. Even if it’s not that heavy, carrying a single bulky item consumes both hands and immediately drops your character to the worst encumbrance category. In general, a character can only carry one bulky item in standard exploration mode, though in special cases, or for short periods, exceptions might be made (like a strong character hefting several stacked chests while walking across a single room). The first thing I imagine anyone would do when confronted with danger is to get rid of any bulky items (either by handing them off to a hireling, or dropping them).

A character sheet using this encumbrance system

From the looks of it, the best thing about this system is that it makes interaction with the movement rates really simple, without requiring any math at all. If you drop your backpack, you go one category faster. Getting rid of your quick access or carried items isn’t going to help unless you are carrying something bulky. I could imagine using this system in a FLAILSNAILS pickup game without even needing to explain it to the players (what are you carrying? what is on your belt? can the rest of your stuff really all fit in your backpack?) which is certainly not true of encumbrance by stone or the LotFP system.

The main simplification comes from the fact that an almost empty backpack is mechanically equivalent to a stuffed backpack. Situational rulings can correct such outliers easily though. And really, what adventurer doesn’t carry too much stuff?

Preparation & Meaningful Choices

There has been some discussion on the blogs recently regarding the value and practicality of preparation. Check out Roger, in The Mediocrity of Improvisation; Noisms, in Verfremdungseffekt; Courtney, in On the Preparation; and the RPG Site thread which prompted the Monsters & Manuals post. Roger makes the most direct claim for the value of preparation (which I think is indisputable):

In short, while improvised content can be wildly fun and creative, it usually also tends toward a middle ground of risk and reward. … As sole authority, there is a strong pull toward the middle ground – to mitigate challenges, to clip rewards. The lurking spectre in the background is that of the juvenile, “mad god” style of DMing, where party-killing traps and mind-numbing treasures are handed out, “just because.” Avoiding this spectre, you veer towards the safe and average.

If you are deciding what PCs encounter “just in time” (without rolling on a table, as populating an encounter table is a form of preparation), there is almost no way to be impartial. Your choice of kobold or dragon is largely a choice about whether you want the party to live or die. All of the linked articles above make valuable points, but don’t mention (at least explicitly) what I consider to be the main reason that preparation is necessary, and the main benefit to be gained thereby.

Much of the discussion around sandbox play revolves around the idea of making player choice meaningful (as opposed to railroading where you will tell your story no matter what the players decide, or using quantum ogres). For this kind of play to be fair, PCs must have a way to learn about the threat levels of their possible choices. Players cannot make an informed and meaningful choice if you decide what is present after they have already made choices.

Or, in more concrete terms, you can put Mordor on the map, which gives players a chance to learn about the danger through rumors or other clues, or you can improvise them walking into Mordor. Following Roger, this will either be bland (because you don’t want to kill them) or unfair (because they were not given a chance to assess the risk and prepare, or go somewhere else).

This very specific kind of virtue is not dependent upon the quantity of preparation. You can put in a lot of time into Tolkien-style world building and still not obtain the primary virtue available from preparation, which is threat level communication. For example, a very simple hex map along with four encounter tables (one for each compas direction) and a few lairs are enough for you to be able to impartially dole out info about risk levels if your players are curious.

If you put a little more work into it (maybe some history and upcoming events, to bring the temporal dimension in), your players can make even more sophisticated choices (do they want to attempt the mountain pass before the snows, or take this other lucrative job first?). If PCs still kick in doors without listening first (or take analogous actions in other environments), then what happens is on them, as long as the info was available for them to find in the first place.

OD&D Equipment

TL;DR: Skip to the bottom and roll 3d6 on the table for starting equipment and wealth. Continue reading here if you are interested in the details. You can find PDF versions of these tables on the downloads page.

In OD&D, one is instructed to roll 3d6 * 10 for starting GP and buy all equipment manually. Here is a one-roll method which uses a 3d6 table. This table has 64 different starting packages, one for each class at each potential starting wealth level. I built it strictly using the prices and equipment in Men & Magic, so should be useful in any vanilla OD&D game. Buying equipment has traditionally been the most time consuming part of creating a D&D character, but hopefully this can speed the process up. Maybe I should have broken this post into several more specific posts, but most of the following sections have bearing on starting equipment, so I have left it all together.

The OD&D equipment list can be broken into the following categories (GP prices are in parentheses):

  • One-handed melee weapons: dagger (3), hand axe (3), mace (5), sword (10), battle axe (7), morning star (6), flail (8)
  • Two-handed melee weapons: spear (1), pole arm (7), halberd (7), two-handed sword (15), lance (4), pike (5)
  • Missile weapons: short bow (25), long bow (40), composite bow (50), light crossbow (15), heavy crossbow (25), quiver 20 arrows (10), case 30 quarrels (10), 20 arrows/30 quarrels (5)
  • Animals & accessories: mule (20), draft horse (30), light horse (40), medium warhorse (100), heavy warhorse (200), saddle (25), saddle bags (10), barding (150)
  • Armor: leather (15), chain (30), plate (50), helmet (10), shield (10)
  • Exploration gear: rope (1), 10′ pole (1), iron spikes (1)
  • Containers: small sack (1), large sack (2), backpack (5), water/wine skin (1)
  • Light sources: 6 torches (1), lantern (10), flask of oil (2)
  • Bug spray: 3 stakes & mallet (3), steel mirror (5), silver mirror (15), wooden cross (2), silver cross (25), vial of holy water (25), wolvesbane (10), belladona (10), garlic (5)
  • Rations: quart of wine (1), week iron rations (15), week standard rations (5)
BASIC OBSERVATIONS
First, everything here has a use, and the offerings tell you a lot about the game. Learning about and exploiting monster weaknesses is very important. It is the largest single category, unless you consider weapons as one category. Also, everything is priced in GP (no silver or copper), presumably for making buying initial equipment easier (I think that is good design, compared to the baroque complexity of the AD&D price lists). I have ignored animals and vehicles in the starting packages, as they are not likely to be relevant at first level. “Bug spray” items are designed to combat specific monsters (I could not think of a better term). The entire equipment list fits on one digest-sized page.
COMPOSITION OF STARTING PACKAGES
I have tried to give each starting package at least one item from each of the following categories (when appropriate by class): melee weapon, missile weapon, armor, exploration gear, container, light source, bug spray, and rations. Everyone gets iron rations, even in preference to armor, because you need iron rations for expeditions, and all characters should be going on expeditions. If you don’t like your starting package, feel free to drop down to any lesser level and take the difference in GP. For example, if you roll 10, you could take result 8 + 20 GP. Some packages may seem less useful than others, but I would encourage you to consider playing what you roll, as figuring out how to make use of the equipment can be fun and interesting.Armor is determined as the best affordable by spending no more than half of the starting money. Missile weapons. For example, I gave clerics and fighters plate + shield (a value of 60 GP) for wealth roles of 120 or higher (for the clerics options without scrolls). Half of the cleric packages and all of the magic-user packages at 120 GP or higher begin with a scroll (see below). No more than every other thief package is given a missile weapon, as some people do not allow thieves a wide selection of weapons. Slings are mentioned in Supplement I: Greyhawk, so I have assumed availability at a cost of 1 GP (the entire thief class comes from that book, so if I am including the thief in this chart it seems reasonable to include a few of the mundane weapons as well). 

STARTING WITH SCROLLS

I have given all magic-users that roll 11 or more for starting wealth a scroll. First level scrolls for 100 GP are present in the rules (Men & Magic page 7), though they can’t be created by magic-users prior to 11th (“wizard”) level. Because of this, one won’t actually find scrolls for sale at the price of 100 GP in the game world, but it seems like a reasonable cost for assessing starting equipment. Determine the particular spell in any way desired. Rolling 1d8 on the table of first level spells (page 21) seems eminently reasonable to me. Another option would be to let the player pick one of the spells that they can cast under the assumption that they scribed the scroll before play started. For added spice you may want to roll for the level as well; there are few things more entertaining than giving a first level magic-user one use of disintegrate, animate dead, or fireball.

CLERIC WEAPONS

If I were to interpret weapons allowed for clerics conservatively and stick to the weapons listed explicitly in Men & Magic, the poor cleric would be left with only one weapon: the mace (and even some flanged maces are arguably edged, but I won’t go there). However, the book does helpfully add: “Other items cost may be calculated by comparing to similar items listed above” (Men & Magic page 14). I think the most appropriate list of starting weapons is probably what Cameron DuBeers suggested:

Mace, hammer, club, quarter-staff.

I’ve gone several ways with slings. I eventually settled on disallowing them, reasoning that a cleric or anti-cleric would want to punish the enemies of his faith by his own hand.

Derived prices are 5 GP for a war hammer (based on the price of a mace) and 1 GP for either a club, cudgel, or quarter-staff. Thank you also to everyone else who responded to the topic about cleric weapons over at ODD74.

CLERIC SCROLLS

According to the rules, “There is a 25% chance that any scroll of spells found will contain those usable by clerics” (Monsters & Treasure page 24). But also: “All Scrolls are spells for Magic-Users, and regardless of the level of the spell they can be used by any Magic-User capable of reading them” (Monsters & Treasure page 32). In addition, nowhere in the rules does it state that clerics can create magic items of any kind, though Men & Magic dedicates half a page to wizardly creation of magic items. How do we reconcile these seeming contradictions without assuming an editorial mistake? Here is one way (the quote is from ralph on ODD74):

Scrolls will contain those spells usable by clerics 25% of the time, but are for Magic Users.

How many spells appear on both classes lists? (I don’t have my books available at the moment.)

Could it be those spells that are on 25% of scrolls?

In other words, clerics can cast spells from “magic-user” scrolls, but only those spells that show up on the cleric spell list. Here is a list of those overlapping spells, sorted by cleric level.

  1. Light (C 1, MU 1)
  2. Detect Magic (C 1, MU 1)
  3. Protection from Evil (C 1, MU 1)
  4. Detect Evil (C 1, MU 2)
  5. Hold Person (C 2, MU 3)
  6. Locate Object (C 3, MU 2)
  7. Continual Light (C 3, MU 2)
  8. Remove Curse (C 3, MU 4)
  9. Protection from Evil, 10′ radius (C 4, MU 3)

One could roll d4 on this table to select the contents of a beginning cleric scroll.

BUNDLES FOR RE-EQUIPPING

  • Budget explorer (22 GP): backpack, waterskin, 6 torches, 1 week iron rations
  • Deluxe explorer (39 GP): backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations
  • Budget vampire slayer (10 GP): 3 stakes & mallet, steel mirror, wooden cross
  • Deluxe vampire slayer (73): 3 stakes & mallet, silver mirror, silver cross, vial of holy water, garlic
  • Werewolf slayer (35): 5 silver tipped arrows, wolvesbane
  • Heavy infantry (83): plate armor, shield, helmet, sword, dagger
  • Budget infantry (19): leather armor, spear, dagger
  • Archer (78): leather armor, longbow, quiver of 20 arrows, sword, dagger
  • Skulk (24): leather armor, dagger, 50′ rope, belladona
  • Spelunker (6): 50′ rope, 10′ pole, 12 iron spikes, 3 stakes & mallet
I actually don’t know all that much about medieval soldiering; I’m sure other people could come up with some better re-equipping packages based on historical warrior examples.
 

RATIONS

There are two types of rations: iron (15 GP for one week) and standard (5 GP for one week). Iron rations are explicitly described as “for dungeon expeditions” (Men & Magic page 14). Given that most low-level adventurers will be crawling dungeons (as the wilderness is too dangerous), it seems important that all starting packages include some iron rations (even though that is half of starting wealth on the low end of the roll).

I am going with the interpretation that standard rations are still relatively resistant to spoilage, but often require cooking. This is one reason why they are not going to be as useful for dungeon exploration, unless you also bring firewood and kindling (good luck keeping it dry). Also, consider that cooking in a dungeon, even if possible, will likely attract attention. So the quick take-away here is that iron rations are for the underworld and standard rations are for the wilderness.

Also remember that rations have a secondary purpose in OD&D: as a distraction for pursuing monsters. From The Underworld & Wilderness Adventure, page 12:

Edible items will have a small likelihood (10%) of distracting intelligent monsters from pursuit. Semi-intelligent monsters will be distracted 50% of the time. Non-intelligent monsters will be distracted 90% of the time by food.

Treasure will have the opposite reaction as food, being more likely to stop intelligent monsters.

In that light, standard rations may be considered more edible by monsters than iron rations. I would probably only use the above distraction probabilities for standard rations, so you might also want to stock up on standard rations to use as monster bait. However, standard rations will quickly become inedible to mortals in the strange environment of the underworld. (Side note: mentioned just prior to the above quote on the same page, burning oil is also a good deterrent.)

See this thread and this thread for more discussion.

PAHVELORN-SPECIFIC NOTES

With the exception of mounts (horses are rare and valuable), all the prices in Men & Magic are valid for the town of Zorfath. Note that clerics in my campaign can use any weapon, but I have kept the table to non-edged weapons as per the rules so that this can be useful to others as well. If you are playing in my campaign, feel free to drop down one category and add a sword, or take the fighter entry rather than the cleric entry. In fact, if you want to play against type (for example, a diabolist magic-user disguised as a soldier), feel free to take the starting package for any class at the level rolled.

TABLE FOR STARTING EQUIPMENT

3d6 Cleric Fighter Magic-User Thief
3 cudgel, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, wooden cross, 4 GP spear, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, 3 GP dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, 4 GP cudgel, sling, pouch with 20 sling bullets, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, 4 GP
4 cudgel, shield, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, wooden cross, 4 GP cudgel, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, 1 GP 2 daggers, 6 torches, backpack, waterskin, 1 week iron rations, 2 flasks oil, 50′ rope, 7 GP cudgel, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, 1 GP
5 mace, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, wooden cross, 5 GP leather armor, morning star, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, 3 GP dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10′ pole, 7 GP cudgel, dagger, sling, pouch with 20 sling bullets, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, 6 GP
6 quarter-staff, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, 12 iron spikes, wooden cross, 3 stakes & mallet, steel mirror, 10 GP leather armor, battle axe, hand axe, dagger, sling, pouch with 20 sling bullets, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, 7 GP dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, vial of holy water, 9 GP sword, dagger, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, 9 GP
7 chain armor, war hammer, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, wooden cross, 2 small sacks, 8 GP chain armor, spear, dagger, sling, pouch with 20 sling bullets, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, 11 GP dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole 5 flasks of oil, silver mirror, belladona, 9 GP cudgel, light crossbow, case with 30 quarrels, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, 6 GP
8 chain armor, shield, mace, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, wooden cross, 2 small sacks, 8 GP chain armor, shield, sword, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, 4 GP dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, 2 vials holy water, 4 GP sword, light crossbow, case of 30 quarrels, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, 7 GP
9 chain armor, shield, war hammer, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, wooden cross, 2 small sacks, 3 stakes & mallet, steel mirror, 10 GP chain armor, spear, light crossbow, case with 30 quarrels, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, 11 GP 3 daggers, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10′ pole, vial of holy water, 16 GP sword, 2 daggers, 35 short bow, quiver of 20 arrows, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, 1 GP
10 plate armor, shield, mace, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, wooden cross, 10 GP plate armor, shield, sword, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, 4 GP dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, 2 vials holy water, 24 GP sword, dagger, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10′ pole, 32 GP
11 plate armor, shield, war hammer, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10′ pole, wooden cross, small sack, 2 GP plate armor, two-handed sword, 3 daggers, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, 2 flasks oil, 9 GP dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10′ pole, 67 GP sword, light crossbow, case of 30 quarrels, 2 silver tipped quarrels, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50′ rope, 10 GP
12 plate armor, quarter-staff, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50′ rope, silver cross, 4 GP plate armor, shield, sword, light crossbow, case with 30 quarrels, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, 2 GP dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50′ rope, 77 GP sword, dagger, short bow, quiver of 20 arrows, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10′ pole, 17 GP
13 cudgel, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, wooden cross, scroll, 4 GP plate armor, flail, dagger, 35 short bow, quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, small sack, 10 GP dagger, 6 torches, backpack, waterskin, 1 week iron rations, scroll, 10′ pole, 4 GP sword, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50′ rope, 65 GP
14 plate armor, shield, mace, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50′ rope, silver cross, 10 GP plate armor, shield, sword, light crossbow, case with 30 quarrels, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10′ pole, 5 GP 2 daggers, 6 torches, backpack, waterskin, 1 week iron rations, scroll, 50′ rope, 11 GP sword, light crossbow, case of 30 quarrels, 6 silver tipped quarrels, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10′ pole, 20 GP
15 leather armor, mace, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, wooden cross, scroll, 2 flasks oil, 1 GP plate armor, helmet, 2 battle axes, dagger, light crossbow, case with 30 quarrels, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, 5 flasks oil, 15 GP dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, scroll, 10′ pole, 7 GP sword, short bow, quiver of 20 arrows, 6 silver tipped arrows, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50′ rope, 20 GP
16 plate armor, shield, helmet, war hammer, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50′ rope, silver cross, 3 stakes & mallet, steel mirror, 12 GP plate armor, two-handed sword, dagger, short bow, quiver of 20 arrows, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10′ pole, 2 small sacks, 15 GP dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, scroll, 50′ rope, 17 GP sword, 4 daggers, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10′ pole, 98 GP
17 chain armor, war hammer, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, wooden cross, scroll, 10 GP plate armor, halberd, dagger, long bow, quiver of 20 arrows, 2 silver tipped arrows, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50′ rope, 10 GP dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, scroll, 10′ pole, 27 GP sword, light crossbow, case of 30 quarrels, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50′ rope, 80 GP
18 plate armor, shield, helmet, mace, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50′ rope, silver cross, vial holy water, 12 iron spikes, 3 stakes & mallet, small sack, 10 GP plate armor, shield, helmet, sword, 2 daggers, light crossbow, case with 30 quarrels, 4 silver tipped quarrels, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10′ pole, 9 GP dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, scroll, 50′ rope, 37 GP sword, 3 daggers, short bow, quiver of 20 arrows, 8 silver tipped arrows, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10′ pole, 31 GP