Showing posts with label ADnD. Show all posts
Showing posts with label ADnD. Show all posts

Thursday, 15 August 2013

Maps and Map Making

I was thinking today about Maps and Mapmaking, and whats better drawing by hand or using Software to create your Maps.

For Dungeons, personally I prefer drawing them by hand - even if its just line and numbers mapping (like the Drummer in my Band used to do, on the rare occasion he turned his hand to DM'ing) or full-blown map drawing using gridded paper - I find as I am referring back and forth to books whilst I draw my Map that Ideas occur to me that might not when I'm simply tapping away at a keyboard or dragging a computer-mouse whilst looking at a PC Monitor.


I even know of one DM who draws things by hand, then scans them and finishes them off in Photoshop - but even going that extra mile for his Maps, he's still taken the time to at least start them by hand - something I think is admirable.

The same goes for Maps of Towns and Wilderness Maps - I "rough" them out using pen and Pencil, and then do a "tidy" map using the PC (I still love using software from the 2nd Edition "AD&D Core Rules" suite of programs for my overland maps) - giving me something quite professional to show my Players.


Whatever your take on Map Making, or your "process" - even though they are a very important part of the planning and the gaming experience, creating them should also be practical and fun - and I think at least some hand drawing is not only fun, but essential - especially in this sterile technological age.

Thursday, 22 November 2012

The Dungeon Master

It's an odd "feeling" seeing 1st Edition "supported" (kinda) again, with the release of the Premium Hardback Players Handbook, Dungeon Masters Guide, and Monster Manual.

I was even more "taken aback" with the impending () release of Unearthed Arcana as a "premium reprint) - I've spent so long feeling like I am "in limbo" when it comes to AD&D 1e, I'm a little unsure how to react?

Part of me is thinking why now - is the new Edition of D&D going to be so bad they need to "soften the blow" - or is it genuine homage to the original Master of the Game, Gary himself.

Whatever the reason, the books themselves are gorgeous - and it's a giant leap forward.


Friday, 20 April 2012

D&D - In or Out?

Searching through the blogoshpere, I came across a short article about D&D Next at Tenkars Tavern "DnD Next is the RPG Equivalent of the Movie Dusk to Dawn"!

One phrase in particular stood out to me in the 20th of Aprils entry "D&D Next started out as One Game to Rule Them All, and has now turned into Bruce and Monte Bring Their House Rules to 3rd Edition"

By Gygax I hope not, if it is - "I'm Out" for a fact!

Saturday, 14 April 2012

Restriction and House Rules in AD&D 1st Ed

A LOT of DM's add in House Rules to AD&D 1st Edition - and that's fair enough, we've all done it.

Whether its leaving out Weapon to-hit modifier tables, weapon speeds, or Class restrictions. The Tables and Weapon speeds can be cumbersome, unless your brain works in such a way that remembering them is a snap.

Weapon Speeds I only really bother with in Cases of Tied Initiative anyway, and though detailed I can't remember a time when I used the Weapon to-hit mod tables anyway.

Class restrictions are useful and important (if a game-world isn't human-centric, if its ruled by Demi-Humans I would put restrictions on Humans and Half-Breeds personally) and one of the best things in Unearthed Arcana is the expanded Race/Class/Level Tables - that would keep even the most ardent Demi-Human player happy for a long time). Plus with the use of Wishes, intervention by Deities, and other Cosmic Influences - you can elevate your non-Human PC's to the levels you want them to be without destroying World balance - people who want to play Demi-Humans without restrictions in my experience are power-gamers anyway, they want extra abilities without any penalties or effort on their part. To them I say table top rpg's aren't for you they should stick to playing PC/Console based RPG's where they can cheat easily and get the power rush they want/need.


Harsh - of course, I'm a tough DM. I roll ALL my Dice in front of my Players too - no fudging of Dice-Rolls for me, I let the Dice lie where the fates put them. For good or ill. As a DM I practiced total honesty with my players, and (without being egotistical) they loved and respected me for it.

When I ran A LOT of Games - not just once in a while, often three times a week - I had to turn people away from sessions. Once we had a decent number of players (I like 4-6 personally, you get a good solid group dynamic that way) that was it. I've ran for groups as big as a Dozen players, but you can't focus on story and character development in the same way - and the games become all action and no substance, and whilst fun are tiring and in the long term unsatisfying.


Linda (my partner) was great, she even played till we had Kids. Even after our Daughter was born, she would help out with Drinks and Biccies LoL - I remember one morning she came down, the curtains were closed and it was late Autumn, we hadn't even realized the time. Linda sweetly said good morning and fixed everyone Tea and Toast for breakfast!

Back to House Rules, the only other big House Rule I introduced were "Con Hits" - the first big part of it is the use of Constitution instead of the "-10" when you reach Zero Hit Points. It makes lower level Characters much more durable, although I have always given Max Hit-Points at first level personally.

When you reach Zero Hit Points all Damage is then applied to the Constitution of the Character. When accrued Damage takes you down to half your Constitution Score, your Character falls Unconscious (and is seriously in need of treatment). When your Character reaches Zero Con - sorry, he or she is Dead (and in need of a Priest LoL).

Lastly unless you REQUIRE a 20 to hit, a Natural 20 when rolling to hit means the Damage is applied directly to Con (rather than double damage or what have you) - this of course REALLY makes higher level characters less cocky.


What about Con for Monsters - easy. 9 plus number of Hit Dice. Of course Dragons are Monstrously tough, but then again they should be IMHO.

Con-Hit's do not work against Constructs either (no Con, sorry you just have to hack these buggers apart).

You cannot "Con-Hit" Creatures of twice your height or More - simply mechanics really - they are either too tall, their hide becomes too thick etc. This of course left a "gap" in the Magic Items table, which meant we could have Weapons that allowed Con-Hit's on Giants, Dragons, Demons etc, etc . . . .


That's the thing about AD&D 1st Edition, it was SO easy to add/change the things you needed too - more modern editions (of any game to be frank) are so tightly interconnected rules-wise its really very hard to make things work the way you want/need them too (fingers crossed for D&D Next LoL).

Monday, 5 April 2010

A Further Nail

Well, they have FINALLY reached the lowest they can go (I hope).

They have reduced D&D to the level of a Magic the Gathering Tournament.

The 'blurb' is as follows - "Earn exclusive rewards as you gain Renown Points for accomplishments made during each season"

This happens "in store" every week, complete with Rankings!

Dungeons and Dragons Encounters

You even get "product rewards" for example - creating an adventurer using Character Builder (which of course costs money), or creating a character using a Player’s Handbook 3 Class or Race (which again costs money).

Yes, yes - the nay sayers are going to say "they are a company out to make profit"!

But is this all future RPG'ers have to look forward too - a watered down "mockery" of what D&D used to be fused with a tournament system created in the image of "Tragic the Blathering" . . .

Friday, 18 September 2009

Multi-Classing & Dual-Classing

Yet another thing to add Lol - Multi-Classing & Dual-Classing!

Multi-Classing is an option that was only available only to Non-Human characters in AD&D, its the simultaneous advancement in two or more different Classes. The Basic D&D Elf Class was really a Multi-Classed Fighter/Wizard.

Dual-Classing, which was an option only available only to Human Characters, is the ability to switch classes and begin Advancing exclusively in a new character class. Sort of like changing careers.

Multi-Classing

There is specific information about the interaction of the restrictions and abilities of Multi-Classed Characters. Gnomish Multi-Classed characters are (for example) limited to Leather Armour in order to cast spells, while Elven Multi-Classed Characters are not. These restrictions reflect the particular nature of the non-human races.

It is a general rule however, that a Cleric/Fighter may always use edged weapons.

When a non-human character has more than one character class, any experience points gained by the character will be divided evenly between these two classes, even once the character can no longer progress in one of the classes.

When the character advances in one of his or her classes, additional hit points are determined by rolling the appropriate die (D4 for Wizards and Illusionists, D6 for Thieves and Assassins, etc.), adding the appropriate constitution modifier, and dividing by the number of Classes involved (so two for a Cleric/Thief, or three for a Fighter/Cleric/Wizard, for example).

It is therefore entirely possible for a multi-class character to be at different levels of experience in different Classes. As an example, a Half-Orcish Cleric/Assassin of Level 10/12 is possible.

Dual-Classing

In order to switch from one class to another, the human character must have an ability score of 15+ in the Classes Prime Attribute of the original Class, and of 17+ in the Prime Attribute of the new Class.

The character retains his or her Hit Points.

He or she can use the particular abilities of the original class, but doing so will cause the character to forfeit all experience points that would be gained from using the original Classes Abilities (as determined by the GM). This restriction applies until the character has advanced in the new Class to a Level at least one higher than was attained in the original Class.

When the character begins the process of learning a new class, he or she gains the Abilities of the new Class as a First Level member of that Class, and all Experience is applied to progressing in the new class.

The Character gains no additional Hit Points until reaching a Level in the new Class one Level higher than in the original Class, after which time the Character’s Hit Points advance as per the new class.

Unlike multi-class characters, dual-classed characters cannot perform the functions of several different classes simultaneously. So, for example, an Elven Fighter/Wizard could cast Arcane Spells while wearing Armour, but a Human Dual-Classed Fighter/Wizard would have to remove his or her Armour to do the same thing.

However, with dual-classed characters, any combination of classes is possible, provided the character qualifies in terms of Primary Ability Scores and can comply with any relevant Alignment restrictions. An individual with very high Ability Scores could therefore play a Cleric/Paladin or a Wizard/Illusionist.