We have 'imported' the 1st Edition Psionics Rules wholesale, and I must say it looks quite promising. Allowing the use of additional Monsters AND giving Player Characters even more options.
So, in all its glory - here is the (hopefully true to the spirit of the original) Mind Flayer.
MIND FLAYER
NO. ENCOUNTERED: 1-4
SIZE: Medium (Man Sized)
HD: 8d8+4
MOVE: 28 ft
AC: 15
ATTACKS: 4 (Tentacle Strikes)
DAMAGE/ATTACK: 1D3
SPECIAL: Mind blast, Magic Resistance (Pr+), Darkvision 90 ft
SAVES: M
INT: Genius
ALIGNMENT: Lawful evil
TYPE: Aberration
TREASURE: 8
XP: 1250+8 per HP
PSlONlC ABILITY: 241-340
Attack/Defense Modes: B/FGH
Mind flayers are found only in subterranean places, as they detest sunlight. They are greatly evil and consider the bulk of humanity (and its kin) as cattle to feed upon.
The mind flayer’s physical attack is by striking a victim with its four tentacles. If a tentacle hits and scores maximum (3 Points) Damage from its attack – the tentacle begins to burrow into its victims skull, and will reach the opponent’s brain in 1-4 melee rounds – drawing it forth, immediately killing its prey. The mind flayer then devours the brain.
Its more feared attack mode, however, is the mind blast of psionic power. All within a 6” directional cone of 1.5 ft in diameter at the point of emanation and 2” diameter at extreme range are affected (Psionic attack on non-psionic).
Mind flayers have the following psionic abilities: levitation, domination, ESP, body equilibrium, astral projection, probability travel. They perform at 7th level mastery.
If an encounter is going against a mind flayer it will immediately flee, seeking to save itself regardless of its fellows or its treasure.
These monsters speak only their own arcane language and several other weird tongues- purportedly those of terrible races of things which dwell in regions of the subterranean world far deeper than mankind has ever ventured.
It is also rumoured that these monsters have a city somewhere deep beneath the earth. Description: The mind flayer's skin glistens with slime. Its skin colour is a nauseous mauve, its tentacles being purplish black. A mind flayer’s eyes are dead white, no pupil being evident. The three long fingers of each hand are reddish, but the hands are mauve.
Monday, 21 September 2009
Sunday, 20 September 2009
Class & Level Limits
I PERSONALLY think the Class & Level Limits in AD&D 1st Ed. were a good thing.
They further illustrated the differences in the Races, showed their natural leanings and areas they were particularly strong in.
Of Course AD&D was always centered around Humanity, and the REAL reason why Humans were always unlimited was the fact they had no special abilities beyond unlimited Level advancement.
I had already put the Multi-Classing & Dual-Classing rules/ideas in an earlier Blog.
You will notice when reading the C&C Rules certain things are different, and certain things stay the same. They have messed about with the Races/Classes thing making it more in line with the dreaded (as far as I am concerned 'not' 3rd Edition - I still find it ridiculous that any Race can belong to ANY Class - Half Orc Paladins really don't do it for me). As I intend that the Games I run have some of the original restrictions, its logical that Level Limitations be restored to the Races.
This isn't to say that Halflings (for example) cannot go above 4th Level as a Fighter, one of the things I have done is set the level limitations to their Maximums as stated in Unearthed Arcana (ignoring Attribute Scores) for simplicity.
Then (of course) there are Wishes, Potions, and other life altering Magic Items . . . . . .
Race/Class Level Limitations
Dwarven level limitations
Assassin – 12th
Cleric – 16th
Fighter – U
Thief – U
Elven level limitations
Assassin – 12th
Cleric – 12th
Druid – U
Fighter – 14th
Ranger – 14th
Thief – U
Wizard – 18th
Gnomish Level Limitations
Assassin – 10th
Cleric – 14th
Fighter – 9th
Illusionist – U
Thief – U
Half Elven Level Limitations
Assassin – 11th
Bard – U
Cleric – 12th
Druid – U
Fighter – 13th
Ranger – 15th
Thief – U
Wizard – 8th
Halfling Level Limitations
Cleric – 10th
Druid – 13th
Fighter – 10th
Thief – U
Half Orc Level Limitations
Assassin – U
Cleric – 7th
Fighter – 17th
Thief – 11th
Notice some Classes are missing from each list, the Classes missing are those that the Race in question are normally prohibited from taking.
These AREN'T set in Stone, if a Player shows up with a REALLY cool idea for a Dwarven Child raised in a Monastary - you should allow a Dwarven Monk. But ONLY if the backstory is deserving.
Keep Rollin'
They further illustrated the differences in the Races, showed their natural leanings and areas they were particularly strong in.
Of Course AD&D was always centered around Humanity, and the REAL reason why Humans were always unlimited was the fact they had no special abilities beyond unlimited Level advancement.
I had already put the Multi-Classing & Dual-Classing rules/ideas in an earlier Blog.
You will notice when reading the C&C Rules certain things are different, and certain things stay the same. They have messed about with the Races/Classes thing making it more in line with the dreaded (as far as I am concerned 'not' 3rd Edition - I still find it ridiculous that any Race can belong to ANY Class - Half Orc Paladins really don't do it for me). As I intend that the Games I run have some of the original restrictions, its logical that Level Limitations be restored to the Races.
This isn't to say that Halflings (for example) cannot go above 4th Level as a Fighter, one of the things I have done is set the level limitations to their Maximums as stated in Unearthed Arcana (ignoring Attribute Scores) for simplicity.
Then (of course) there are Wishes, Potions, and other life altering Magic Items . . . . . .
Race/Class Level Limitations
Dwarven level limitations
Assassin – 12th
Cleric – 16th
Fighter – U
Thief – U
Elven level limitations
Assassin – 12th
Cleric – 12th
Druid – U
Fighter – 14th
Ranger – 14th
Thief – U
Wizard – 18th
Gnomish Level Limitations
Assassin – 10th
Cleric – 14th
Fighter – 9th
Illusionist – U
Thief – U
Half Elven Level Limitations
Assassin – 11th
Bard – U
Cleric – 12th
Druid – U
Fighter – 13th
Ranger – 15th
Thief – U
Wizard – 8th
Halfling Level Limitations
Cleric – 10th
Druid – 13th
Fighter – 10th
Thief – U
Half Orc Level Limitations
Assassin – U
Cleric – 7th
Fighter – 17th
Thief – 11th
Notice some Classes are missing from each list, the Classes missing are those that the Race in question are normally prohibited from taking.
These AREN'T set in Stone, if a Player shows up with a REALLY cool idea for a Dwarven Child raised in a Monastary - you should allow a Dwarven Monk. But ONLY if the backstory is deserving.
Keep Rollin'
Saturday, 19 September 2009
Weapon Specialization
The Weapon Specialization is a little too simplistic IMHO, so here is the Weapons Specialization from Unearthed Arcana – it’s been tweaked to include more Classes than just the Martial ones.
In Comics and in Literature Barbarians always have a signature Weapon. Conan’s Sword, Krull’s Axe and so on. The Idea a Barbarian cannot specialize is especially ludicrous.
Fighters
Fighters may take one Weapon Specialization at first Level, then another every 4 Levels after that. So at 1st Level they have once specialization. 5th Level they have two specializations. 9th Level they have three, and so on. They may choose to ‘Double Specialize’ in any one Weapon. When they get another Specialization ‘slot’ they may take it in a Weapon already Specialized. Double Specialization yields +1 to Hit and +1 to Dam on top of any other bonuses.
Barbarians
Barbarians may ONLY have one Weapon of Specialization; they gain it at First Level. Plus, if they have a STR of 15+ AND it is a Prime Attribute – they may fight with a Second Weapon at no Penalty for the off hand. Barbarians are always considered to be ‘Double Specialized’ in their Specialized Weapon of Choice. Double Specialization yields +1 to Hit and +1 to Dam on top of any other bonuses.
Knights & Paladins
Knights & Paladins may ONLY have one Weapon of Specialization – which they must choose at First Level. Knights & Paladins are always considered to be ‘Double Specialized’ in their Specialized Weapon of Choice. Double Specialization yields +1 to Hit and +1 to Dam on top of any other bonuses.
Rangers
Rangers may have one Melee Weapon and one Ranged Weapon as Specializations. They must take these at First level, and may take no others. If a Ranger so desires, he may instead Double Specialize in the Long Bow – rather than taking a separate Melee Weapon Specialization. Double Specialization yields +1 to Hit and +1 to Dam on top of any other bonuses.
Rogues & Assassins
Rogues may only ever take one Weapon Specialization, and it must be taken at the First Level. It must either be a Dagger or a Short Sword (or Scimitar in the case of Assassins). In the case of Rogues & Assassins – Daggers ALWAYS count as being specialized for the purposes of Melee AND Ranged Combat. All other Classes must choose them as separate specializations.
Wizards & Illusionists
Wizards & Illusionists (unsurprisingly) may NEVER take any Weapon Specializations; they are far too concerned with matters Arcane to even consider such a worldly course of Training.
Clerics
Clerics only ever get a Weapon Specialization if it’s the signature Weapon of their God (if their God has one).
Druids
Druids never get a Weapon Specialization. Becoming a Master of a destructive tool is outside their Spheres of interest
Bards
At 5th Level, a Bard may choose a ‘signature’ Melee Weapon. The signature Weapon choice confers the Attacks per Round as if he/she were specialized in that weapon. Plus, once per Fight a Bard may attempt a dazzling display of martial prowess. The Bard makes a Charisma Test, with the difficulty modified by the targets Intelligence Bonus (if any). If the Bard is successful, the intended target is ‘dumbfounded’ and the Bard may double his Damage vs. that specific Target for one round (as the target cannot defend himself properly, and the Bard may attack his victims vital areas unhindered).
Dwarven Characters
Dwarven Characters are always considered to be ‘Double Specialized’ in the Battle Axe – should they take the Battle Axe as a Specialization. Double Specialization yields +1 to Hit and +1 to Dam on top of any other bonuses.
Elven Characters
Elven Characters are always considered to be ‘Double Specialized’ In the Long Bow – should they take the Long Bow as a Specialization. Double Specialization yields +1 to Hit and +1 to Dam on top of any other bonuses.
Follow the Above, using the Table on Page 18 of the AD&D 1st Edition Unearthed Arcana.
In Comics and in Literature Barbarians always have a signature Weapon. Conan’s Sword, Krull’s Axe and so on. The Idea a Barbarian cannot specialize is especially ludicrous.
Fighters
Fighters may take one Weapon Specialization at first Level, then another every 4 Levels after that. So at 1st Level they have once specialization. 5th Level they have two specializations. 9th Level they have three, and so on. They may choose to ‘Double Specialize’ in any one Weapon. When they get another Specialization ‘slot’ they may take it in a Weapon already Specialized. Double Specialization yields +1 to Hit and +1 to Dam on top of any other bonuses.
Barbarians
Barbarians may ONLY have one Weapon of Specialization; they gain it at First Level. Plus, if they have a STR of 15+ AND it is a Prime Attribute – they may fight with a Second Weapon at no Penalty for the off hand. Barbarians are always considered to be ‘Double Specialized’ in their Specialized Weapon of Choice. Double Specialization yields +1 to Hit and +1 to Dam on top of any other bonuses.
Knights & Paladins
Knights & Paladins may ONLY have one Weapon of Specialization – which they must choose at First Level. Knights & Paladins are always considered to be ‘Double Specialized’ in their Specialized Weapon of Choice. Double Specialization yields +1 to Hit and +1 to Dam on top of any other bonuses.
Rangers
Rangers may have one Melee Weapon and one Ranged Weapon as Specializations. They must take these at First level, and may take no others. If a Ranger so desires, he may instead Double Specialize in the Long Bow – rather than taking a separate Melee Weapon Specialization. Double Specialization yields +1 to Hit and +1 to Dam on top of any other bonuses.
Rogues & Assassins
Rogues may only ever take one Weapon Specialization, and it must be taken at the First Level. It must either be a Dagger or a Short Sword (or Scimitar in the case of Assassins). In the case of Rogues & Assassins – Daggers ALWAYS count as being specialized for the purposes of Melee AND Ranged Combat. All other Classes must choose them as separate specializations.
Wizards & Illusionists
Wizards & Illusionists (unsurprisingly) may NEVER take any Weapon Specializations; they are far too concerned with matters Arcane to even consider such a worldly course of Training.
Clerics
Clerics only ever get a Weapon Specialization if it’s the signature Weapon of their God (if their God has one).
Druids
Druids never get a Weapon Specialization. Becoming a Master of a destructive tool is outside their Spheres of interest
Bards
At 5th Level, a Bard may choose a ‘signature’ Melee Weapon. The signature Weapon choice confers the Attacks per Round as if he/she were specialized in that weapon. Plus, once per Fight a Bard may attempt a dazzling display of martial prowess. The Bard makes a Charisma Test, with the difficulty modified by the targets Intelligence Bonus (if any). If the Bard is successful, the intended target is ‘dumbfounded’ and the Bard may double his Damage vs. that specific Target for one round (as the target cannot defend himself properly, and the Bard may attack his victims vital areas unhindered).
Dwarven Characters
Dwarven Characters are always considered to be ‘Double Specialized’ in the Battle Axe – should they take the Battle Axe as a Specialization. Double Specialization yields +1 to Hit and +1 to Dam on top of any other bonuses.
Elven Characters
Elven Characters are always considered to be ‘Double Specialized’ In the Long Bow – should they take the Long Bow as a Specialization. Double Specialization yields +1 to Hit and +1 to Dam on top of any other bonuses.
Follow the Above, using the Table on Page 18 of the AD&D 1st Edition Unearthed Arcana.
Unusual Campaigns
I was over at Redbears Ravings Blog, and he was waxing lyrical about a Campaign he had a hand in running many Moons ago - with two DM's and a veritable Horde of PC's.
It sounded amazing, check his writeup here - REDBEARDS RAVINGS
The COOLEST thing I ever did (IMHO LoL), was to run two Parties AGAINST each other. I had two groups, one that consisted of players of - well lets say 'unsavoury' Alignments, and another of 'Goody Two Shoes' Characters.
To begin with neithe group knew about each other, and were constantly foiling each other plans annonymously - then as the Campaign progressed things stepped up a notch including the Bad Guys infiltrating the Good Guys Group (till her Alignment got revealed and the Good Guys put her in Jail and out of the Campaign - BOY she was p***ed Lol).
It ended with a BIG confrontation, luckily the Good Guys won or it could have Royally Screwed my Game World!
It sounded amazing, check his writeup here - REDBEARDS RAVINGS
The COOLEST thing I ever did (IMHO LoL), was to run two Parties AGAINST each other. I had two groups, one that consisted of players of - well lets say 'unsavoury' Alignments, and another of 'Goody Two Shoes' Characters.
To begin with neithe group knew about each other, and were constantly foiling each other plans annonymously - then as the Campaign progressed things stepped up a notch including the Bad Guys infiltrating the Good Guys Group (till her Alignment got revealed and the Good Guys put her in Jail and out of the Campaign - BOY she was p***ed Lol).
It ended with a BIG confrontation, luckily the Good Guys won or it could have Royally Screwed my Game World!
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.
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.
Beholders
Who DOESN'T like the more unusual Monsters from AD&D. Unfortunately, two of my own personal favourites are missing from Castles & Crusades. Beholders and Mind Flayers.
So, here is my take on the Beholder re-worked for Castles & Crusades (only slightly though, I didn't want to change anything).
BEHOLDER
NO. ENCOUNTERED: 1
SIZE: Large
HD: 5D6+40
MOVE: 10 ft
AC: 20/18/13
ATTACKS: 1 (Bite) 2D6
SPECIAL: Eye Magic, Darkvision 60 ft, Anti-Magic
SAVES: P+M
INT: Exceptional
ALIGNMENT: Lawful Evil
TYPE: Aberration
TREASURE: 8
XP: 4500+10 per HP
The Beholder (or Eye Tyrant/Sphere of Many Eyes) is most frequently found in an underground lair, although it infrequently will set up its base in Desolate Wildernesses location.
The globular body of this monster is supported by levitation, and it floats slowly about as it wills. Atop the spherical body are 10 eyestalks; while in its central area is a great eleventh eye and a large cavernous mouth filled with Shark-like pointed teeth.
A Beholders body is protected by a hard Chitinous covering. The creature's eyestalks and eyes are also protected, although somewhat less so (having Armor Classes of 18 and 13 respectively). Because of its particular nature a Beholder is able to withstand the loss of its eyestalks with little or no stress or trauma, these members are not computed as part of its hit point damage potential, and lost eyestalks will eventually grow back (1 week per lost eyestalk). The body of the monster can withstand two-thirds of its total damage potential, while the great central eye can withstand one-third this total (i.e. a beholder with 45 hit points con withstand 30 hit points of damage to its body before being killed & the eleventh eye can withstand 15 points before ceasing to function). Eyestalks take from 8 to 12 Hit Points each before being lost. The body of a Beholder represents75% of potential hit area, the central eye and the eyestalks 10% each, and the 10 small eyes 5%.
Eyes - The various eyes of a Beholder each have a different function. Typically only the central eye, plus 1-4 of those on stalks are able to function considering that the attack is coming from an arc 90' to the front of the Monster.
If attacks come from 180" double the number of eyestalks able to function, and for 270" or 360" triple or quadruple the number. Attacks from above enable all 10 eyestalks to function, but the central eye cannot.
Functions of the Beholders Eyes are as Follows –
1. Charm Person Spell
2. Charm monster spell
3. Sleep spell
4. Telekinesis 2,500 GP Weight
5. Transmute Flesh to Stone Ray (18’ Range)
6. Disintegrate Ray (12’ Range)
7. Fear (As a Wand)
8. Slow Spell
9. Cause Serious Wound (30’ Range)
10. “Finger of Death” Ray (24’ Range)
11. “Anti-Magic Shell” Ray (84’ Range)
By Nature a Beholder is hateful, aggressive, and avaricious. They will usually attack immediately. If confronted by a particularly powerful party there is a 50/50 chance they will listen to negotiations- either to be bribed not to attack or to pay a ransom to not be attacked, depending on the strength of the opposing Party. They can speak their own language as well as that tongue known to lawful evil creatures.
So, here is my take on the Beholder re-worked for Castles & Crusades (only slightly though, I didn't want to change anything).
BEHOLDER
NO. ENCOUNTERED: 1
SIZE: Large
HD: 5D6+40
MOVE: 10 ft
AC: 20/18/13
ATTACKS: 1 (Bite) 2D6
SPECIAL: Eye Magic, Darkvision 60 ft, Anti-Magic
SAVES: P+M
INT: Exceptional
ALIGNMENT: Lawful Evil
TYPE: Aberration
TREASURE: 8
XP: 4500+10 per HP
The Beholder (or Eye Tyrant/Sphere of Many Eyes) is most frequently found in an underground lair, although it infrequently will set up its base in Desolate Wildernesses location.
The globular body of this monster is supported by levitation, and it floats slowly about as it wills. Atop the spherical body are 10 eyestalks; while in its central area is a great eleventh eye and a large cavernous mouth filled with Shark-like pointed teeth.
A Beholders body is protected by a hard Chitinous covering. The creature's eyestalks and eyes are also protected, although somewhat less so (having Armor Classes of 18 and 13 respectively). Because of its particular nature a Beholder is able to withstand the loss of its eyestalks with little or no stress or trauma, these members are not computed as part of its hit point damage potential, and lost eyestalks will eventually grow back (1 week per lost eyestalk). The body of the monster can withstand two-thirds of its total damage potential, while the great central eye can withstand one-third this total (i.e. a beholder with 45 hit points con withstand 30 hit points of damage to its body before being killed & the eleventh eye can withstand 15 points before ceasing to function). Eyestalks take from 8 to 12 Hit Points each before being lost. The body of a Beholder represents75% of potential hit area, the central eye and the eyestalks 10% each, and the 10 small eyes 5%.
Eyes - The various eyes of a Beholder each have a different function. Typically only the central eye, plus 1-4 of those on stalks are able to function considering that the attack is coming from an arc 90' to the front of the Monster.
If attacks come from 180" double the number of eyestalks able to function, and for 270" or 360" triple or quadruple the number. Attacks from above enable all 10 eyestalks to function, but the central eye cannot.
Functions of the Beholders Eyes are as Follows –
1. Charm Person Spell
2. Charm monster spell
3. Sleep spell
4. Telekinesis 2,500 GP Weight
5. Transmute Flesh to Stone Ray (18’ Range)
6. Disintegrate Ray (12’ Range)
7. Fear (As a Wand)
8. Slow Spell
9. Cause Serious Wound (30’ Range)
10. “Finger of Death” Ray (24’ Range)
11. “Anti-Magic Shell” Ray (84’ Range)
By Nature a Beholder is hateful, aggressive, and avaricious. They will usually attack immediately. If confronted by a particularly powerful party there is a 50/50 chance they will listen to negotiations- either to be bribed not to attack or to pay a ransom to not be attacked, depending on the strength of the opposing Party. They can speak their own language as well as that tongue known to lawful evil creatures.
Non-Weapon Proficiencies, Skills, and Castles & Crusades
I've been doing a LOT of thinking and tinkering with thoughts on Skills in Castles & Crusades. One strong option, to give it that 'AD&D' Feel would be to use the Non-Weapon Proficiencies in some way.
I've gotten rid of Blind Fighting, to many people used to take it. That should be a rarity, only obtained by Finding a Master who could teach it to you. A great Role Playing opportunity IMHO.
I've merged Fungus and Plant Lore - I am personally into natural remedies, and know as much about their applications when it comes to Fungi as I do Plants Lol. I don't see the need to seperate them.
I've also added Cooking in, as our group likes to know EVERYTHING thats going on - we may cover certain parts of an adventure in brief - but we always cover the details.
Secondary Skills
Secondary Skills (referred to as Non-Weapon Proficiencies in AD&D) are those day to day Skills everybody has, those abilities and talents that aren’t covered by your Class Skills.
When using Secondary Skills, follow all the rules for standard Attribute Checks (remember this makes choosing skills around Prime and Secondary Attributes quite a challenge, so choose your Skills carefully) except you never add your Class Level when making such a Test. Instead, use the Secondary Skills Level Instead.
The Number of slots a Character has for his Secondary Skills are equal to the Characters INT+WIS, +1 per 4 Years of the Characters Starting Age (another advantage for Most Non-Humans).
Craftsman Secondary Skills
Secondary Skill/Cost*/Attribute
Animal Trainer/1/WIS
Armourer/2/INT
Blacksmith/1/STR
Boatwright/1/INT
Bowyer-Fletcher/1/DEX
Carpenter/1/STR
Gem Cutter/2/DEX
Leather Worker/1/INT
Miner/2/WIS
Potter/1/DEX
Smelter/1/INT
Stone Mason/1/STR
Weapon Smith/1/INT
Weaver/1/INT
Adventuring Secondary Skills
Secondary Skill/Cost*/Attribute
Animal Noise/1/WIS
Boating/1/WIS
Cooking/1/INT
Direction Sense/1/WIS
Endurance/2/CON
Fire Building/1/WIS
Fishing/1/WIS
Healing/2/WIS
Mountaineering/1/STR
Plant Lore/1/INT
Riding/1/WIS
Rope Use/1/DEX
Sound Analysis/1/INT
Swimming/1/STR
(*per level)
Each Slot after the initial purchase Cost increases the Secondary Skills Level by one.
For example -
Brother Kydric has 26 ‘Slots’ to spend on his Secondary Skills – and he decides to spend 2 Slots on Healing. Giving him the Healing Secondary Skill at Level 1, he spends 4 more Slots on Healing – giving him a Total Level of 3 in Healing.
A Character gains a new Secondary Skill Slot at every ‘Odd’ level (3rd, 5th, 7th and so on).
A quick note about Endurance – A character with Endurance is able to perform physical activity longer than a normal character, without succumbing to fatigue and exhaustion. This Skill doubles the length of time that a Character can exert himself before the effects of fatigue and exhaustion set in.
Keep Rollin'
I've gotten rid of Blind Fighting, to many people used to take it. That should be a rarity, only obtained by Finding a Master who could teach it to you. A great Role Playing opportunity IMHO.
I've merged Fungus and Plant Lore - I am personally into natural remedies, and know as much about their applications when it comes to Fungi as I do Plants Lol. I don't see the need to seperate them.
I've also added Cooking in, as our group likes to know EVERYTHING thats going on - we may cover certain parts of an adventure in brief - but we always cover the details.
Secondary Skills
Secondary Skills (referred to as Non-Weapon Proficiencies in AD&D) are those day to day Skills everybody has, those abilities and talents that aren’t covered by your Class Skills.
When using Secondary Skills, follow all the rules for standard Attribute Checks (remember this makes choosing skills around Prime and Secondary Attributes quite a challenge, so choose your Skills carefully) except you never add your Class Level when making such a Test. Instead, use the Secondary Skills Level Instead.
The Number of slots a Character has for his Secondary Skills are equal to the Characters INT+WIS, +1 per 4 Years of the Characters Starting Age (another advantage for Most Non-Humans).
Craftsman Secondary Skills
Secondary Skill/Cost*/Attribute
Animal Trainer/1/WIS
Armourer/2/INT
Blacksmith/1/STR
Boatwright/1/INT
Bowyer-Fletcher/1/DEX
Carpenter/1/STR
Gem Cutter/2/DEX
Leather Worker/1/INT
Miner/2/WIS
Potter/1/DEX
Smelter/1/INT
Stone Mason/1/STR
Weapon Smith/1/INT
Weaver/1/INT
Adventuring Secondary Skills
Secondary Skill/Cost*/Attribute
Animal Noise/1/WIS
Boating/1/WIS
Cooking/1/INT
Direction Sense/1/WIS
Endurance/2/CON
Fire Building/1/WIS
Fishing/1/WIS
Healing/2/WIS
Mountaineering/1/STR
Plant Lore/1/INT
Riding/1/WIS
Rope Use/1/DEX
Sound Analysis/1/INT
Swimming/1/STR
(*per level)
Each Slot after the initial purchase Cost increases the Secondary Skills Level by one.
For example -
Brother Kydric has 26 ‘Slots’ to spend on his Secondary Skills – and he decides to spend 2 Slots on Healing. Giving him the Healing Secondary Skill at Level 1, he spends 4 more Slots on Healing – giving him a Total Level of 3 in Healing.
A Character gains a new Secondary Skill Slot at every ‘Odd’ level (3rd, 5th, 7th and so on).
A quick note about Endurance – A character with Endurance is able to perform physical activity longer than a normal character, without succumbing to fatigue and exhaustion. This Skill doubles the length of time that a Character can exert himself before the effects of fatigue and exhaustion set in.
Keep Rollin'
Monday, 14 September 2009
Psionics
Did anyone else use Psionics in their AD&D 1e Games.
I've always quite liked Psionics, they gave the PC's a little more 'punch' if they got lucky. Plus there is the Healing benefits if just ONE of the Party Manages it.
I've never like the Psionicist Class myself, which isn't really a problem as I run 1st Ed (and now C&C Lol).
Plus you have the luxury of certain Monsters (unfortunately they don't occur in the standard Castles & Crusades Rules, no doubt because of a fit of copyright peek from WotC) and being able to use them to their full potential.
Mind Flayers (a particular favourite of mine), and Intellect Devourers just to mention but two.
Conversion of such Creatures isn't really a problem (more of that in the next post), so my own Campaign at least will include them.
We've been rolling Characters for C&C, and have just imported the Psionics rules wholesale - the next game is coming up so will let you know how it goes.
Keep Rollin'
I've always quite liked Psionics, they gave the PC's a little more 'punch' if they got lucky. Plus there is the Healing benefits if just ONE of the Party Manages it.
I've never like the Psionicist Class myself, which isn't really a problem as I run 1st Ed (and now C&C Lol).
Plus you have the luxury of certain Monsters (unfortunately they don't occur in the standard Castles & Crusades Rules, no doubt because of a fit of copyright peek from WotC) and being able to use them to their full potential.
Mind Flayers (a particular favourite of mine), and Intellect Devourers just to mention but two.
Conversion of such Creatures isn't really a problem (more of that in the next post), so my own Campaign at least will include them.
We've been rolling Characters for C&C, and have just imported the Psionics rules wholesale - the next game is coming up so will let you know how it goes.
Keep Rollin'
Thursday, 10 September 2009
Further Thoughts
Reading, reading, and yet more reading Lol.
I'm sure my Mrs thinks I've gone strange (er) than usual.
Just as in 4th Edition, C&C's overall mechanics work in similar way. HOWEVER they are a little more flavoursome and colourfull. I'm starting to see peoples thoughts about 4e Skills and Feats (and even Spells) being much of a muchness.
Its MAIN advantage in Game Play is that it is NOT a "tactical" game. There is no need for a Map or Miniatures. The combat rules are fast, dynamic, and dramatic. So there is no need to worry about 'Attacks of Opportunity', and other such 'game slowing' mechanics.
I have WONDERED about Hit Points however, one if the things I DIDN'T like about AD&D 1st Edition was rolling a Hit Dice at first level.
I ALWAYS used to give my Players full HP. That (of course) leads to things being samey - all firs Level Fighters (for example) having roughly the same Hit Points at First Level.
After running a Game of C&C the Monday night for a couple of friends, and one of them ALMOST dying to an Encounter (and it was a pre-written adventure for 1st Level Characters) I have come to the conclusion the extra starting Hit Points that PC's get in 4th Edition D&D is a good thing!
Henceforth I shall be giving characters Consitution (rather than Con bonus) + a Hit Die (rolled in the instance) at first Level, and standard Hit Point advancement after that.
Keep Rollin'
I'm sure my Mrs thinks I've gone strange (er) than usual.
Just as in 4th Edition, C&C's overall mechanics work in similar way. HOWEVER they are a little more flavoursome and colourfull. I'm starting to see peoples thoughts about 4e Skills and Feats (and even Spells) being much of a muchness.
Its MAIN advantage in Game Play is that it is NOT a "tactical" game. There is no need for a Map or Miniatures. The combat rules are fast, dynamic, and dramatic. So there is no need to worry about 'Attacks of Opportunity', and other such 'game slowing' mechanics.
I have WONDERED about Hit Points however, one if the things I DIDN'T like about AD&D 1st Edition was rolling a Hit Dice at first level.
I ALWAYS used to give my Players full HP. That (of course) leads to things being samey - all firs Level Fighters (for example) having roughly the same Hit Points at First Level.
After running a Game of C&C the Monday night for a couple of friends, and one of them ALMOST dying to an Encounter (and it was a pre-written adventure for 1st Level Characters) I have come to the conclusion the extra starting Hit Points that PC's get in 4th Edition D&D is a good thing!
Henceforth I shall be giving characters Consitution (rather than Con bonus) + a Hit Die (rolled in the instance) at first Level, and standard Hit Point advancement after that.
Keep Rollin'
Tuesday, 8 September 2009
Bits & Pieces
Here are a selection of Bits & Pieces I plan to use in my Castles & Crusades Games. The Ac Conversion is a Simple one and allows use of Mosters and NPC's from AD&D 1st, AD&D 2nd, and even the old Basic D&D.
AC Conversion
20 - AC for Advanced D&D.
19 - AC for Basic D&D.
So, if you have an AD&D AC of -10 it becomes a C&C AC of 30 (20 - -10; subtract negative means to add it.) And an AD&D AC of 6 becomes a C&C AC of 14 (20 - 6).
Critical Hits & Fumbles, Hit Points, & Death
-10 HP & Death
Normally, when a Character reaches -10 Hit points he dies immediately.
Our version is ‘softer and bouncier’ . . . .
When a Character reaches Zero HP he is battered and exhausted. He does however have a slight reserve left.
He now resorts to just his Con (Normal folks in our games don’t Have HP just an average Con Score of around 8), if he continues to take Damage and he is reduced to half Con (or less) he must IMMEDIATELY make a Constitution Saving Throw – the difficulty is ALWAYS 18 regardless whether the Characters Constitution Score is Primary or Secondary.
If it is failed, the Character passes out. If it is passed, the Character stays Conscious – and must continue making Constitution Saves every Round until he is healed and passes the Consciousness barrier (more on Healing later).
I the Character continues taking Damage, and reaches Zero Con he must make another immediate Constitution Save (again Difficulty 18 regardless) and if failed the Character dies. If passed he must continue making Con Saves each round. However, the difficulty of the Save increases by 2 each time he passes (the poor fellow is dying after all) until the he receives Healing or finally expires.
Death Saves Table
Initial Save vs Death – 18+
After1 additional Round – 20+
After 2 additional Rounds – 22+
After 3 additional Rounds – 24+
After 4 additional Rounds – 26+, and so on . . . . .
Critical Successes & Fumbles
Non-Combat Criticals & Fumbles
A Natural ‘20’ is a Critical Success, & a Natural ‘1-2’ is a Fumble when testing off a Secondary Attribute.
A Natural ’19-20’ is a Critical Success, & a Natural ‘1’ is a Fumble when testing off a Primary Attribute.
Combat Criticals & Fumbles
A Natural ‘20’ is a Critical Success, and a roll of ‘1-2’ is a Fumble – when rolling to attack in Combat, this applies to Clerics, Druids, Wizards, & Illusionists. They have limited skill in combat and are less likely to deliver a crushing blow.
An umodified roll of ‘19-20’ is a Critical Success, whilst a Natural ‘1’ is a Fumble – when rolling to attack in Combat, this applies to Fighters, Barbarians, Knights, Rogues, Rangers, & Assassins.
If a Critical Success is rolled to hit, roll again – if another Critical Success is rolled the Damage is applied to the Characters (or Monsters) Constitution directly, just as if the target had no remaining Hit Points (see “-10 HP & Death” for further information). If no further Critical Successis rolled (or it the Hit is against a Zero Level NPC with not Hit Points) the Damage is Doubled instead.
If the Roll is a Fumble , it is an embarrasing accident and the Weapon is dropped. Again a further D20 is rolled, if another Fumble is rolled the Weapon not only dropped but damaged in some way. This (of course) only applies to Non-Magical Weapons.
Clerics & Druids - Bonus Spells
High Wisdom indicates a greater Divine Connection or a better understanding of the universe and its great mysteries. Clerics (& Druids) with a high Wisdom gain bonus spells.
If they have a Wis of 13-14, they receive an extra 1st level spell. If the Wis score is 15 or 16, they receive an extra 2nd level spell, if their Wis is 17 an extra 3rd level spell, & if their Wis has a score of 18+ the Cleric (or Druid) gains an extra 4rd level spell.
Bonus spells can only be acquired if the Cleric or Druid is at a high enough level to cast them, also please note that all Bonus spells are cumulative.
I've done this a little differently than in C&C, more like original AD&D. In our Games this also applies to Wizards and Illusionist with High Intelligence.
Wizards & Illusionists - Bonus Spells
High Intelligence indicates a greater understanding of Arcane Lore. Wizards (& Illusionists) with a high Intelligence gain bonus spells. I think its personally illogical that if Wizard 'A' is smarter than Wizard 'B' he's not better at his studies!
If a Wizard of Illusionist has an Int of 13-14, they receive an extra 1st level spell. If the Int score is 15 or 16, they receive an extra 2nd level spell, if their Int is 17 an extra 3rd level spell, & if their Int is 18+ an extra 4th level spell.
Bonus spells can only be acquired if the Wizard or Illusionist is at a high enough level to cast them. Bonus spells are cumulative.
Skills
Skill Rolls are made differently, you must roll UNDER the given attribute. AS its a free-and-easy system, difficulties are imposed by the requirement of multiple rolls. If a Critical is rolled (a Natural '1-2' when rolling against a Primary Attribute, or a '1' when rolling against a Secondary Attribute. Each Critical Success rolled reduces the number of Task Rolls by one.
If a Fumble is rolled (A '20' when rolling against a Primary Attribute, and a '19-20' when rolling against a Secondary. If the Attribute is Over 19, this reduces the chance of Fumbling to just a roll of a '20') add one Difficulty to the Task at hand. If a second Fumble is rolled, you screw up what you are doing - and must start all over again. If on the second attempt a Further Fumble is rolled, you cannot perform that task at that time. You must wait for a period of time as determined by your Keeper and then start all over again.
As in my initial notes, Add your characters Int and Wis together, then add +1 per 4 years (rounding off) of the Characters age. Those are the number of skill slots a Character has. The ways skills are 'Tasked' (i.e. applied Difficulties too).
1 Slot = Basic Skill. Those with Basic Skill add +1 to the Number of Difficulties that must be rolled.
2 Slots = Proficient. All Difficulties are taken as is, and aren't modified.
4 Slots = Skilled. All Difficulties are reduced by 1.
8 Slots = Master. All Difficulties are reduced by 1, AND the Character CANNOT fumble a Roll - he can only fail.
PLEASE NOTE - Difficulties can never be less than 1 Task Roll or greater than 4 Task Rolls.
When using this system during a game, the Dungeon Master should use ‘ad hoc’ penalties where appropriate – its very difficult to re-shoe a Horse without the proper gear and facilities for example.
Difficulties are set as Task Rolls, as in the Number of Rolls to achieve a set Goal.
Easy - 1 Task Roll.
Moderate - 2 Task Rolls.
Hard - 3 Task Rolls.
Training
Characters are allowed to 'Train' in a skill during Adventure 'Downtime', each month adds one 'pip' (sort of like the old D6 Star Wars system) when you reach 3 'Pips' you may spend time (its up to the Dm how long) finally honing what you have learned. This results then in a new Skill at 'Basic' level, or improving Basic Skill to Proficient. It takes twice as many 'Pips' to become Skilled. You many only improve one non adventuring skill at a time, all your 'Pips' must be commited to the same skill.
AC Conversion
20 - AC for Advanced D&D.
19 - AC for Basic D&D.
So, if you have an AD&D AC of -10 it becomes a C&C AC of 30 (20 - -10; subtract negative means to add it.) And an AD&D AC of 6 becomes a C&C AC of 14 (20 - 6).
Critical Hits & Fumbles, Hit Points, & Death
-10 HP & Death
Normally, when a Character reaches -10 Hit points he dies immediately.
Our version is ‘softer and bouncier’ . . . .
When a Character reaches Zero HP he is battered and exhausted. He does however have a slight reserve left.
He now resorts to just his Con (Normal folks in our games don’t Have HP just an average Con Score of around 8), if he continues to take Damage and he is reduced to half Con (or less) he must IMMEDIATELY make a Constitution Saving Throw – the difficulty is ALWAYS 18 regardless whether the Characters Constitution Score is Primary or Secondary.
If it is failed, the Character passes out. If it is passed, the Character stays Conscious – and must continue making Constitution Saves every Round until he is healed and passes the Consciousness barrier (more on Healing later).
I the Character continues taking Damage, and reaches Zero Con he must make another immediate Constitution Save (again Difficulty 18 regardless) and if failed the Character dies. If passed he must continue making Con Saves each round. However, the difficulty of the Save increases by 2 each time he passes (the poor fellow is dying after all) until the he receives Healing or finally expires.
Death Saves Table
Initial Save vs Death – 18+
After1 additional Round – 20+
After 2 additional Rounds – 22+
After 3 additional Rounds – 24+
After 4 additional Rounds – 26+, and so on . . . . .
Critical Successes & Fumbles
Non-Combat Criticals & Fumbles
A Natural ‘20’ is a Critical Success, & a Natural ‘1-2’ is a Fumble when testing off a Secondary Attribute.
A Natural ’19-20’ is a Critical Success, & a Natural ‘1’ is a Fumble when testing off a Primary Attribute.
Combat Criticals & Fumbles
A Natural ‘20’ is a Critical Success, and a roll of ‘1-2’ is a Fumble – when rolling to attack in Combat, this applies to Clerics, Druids, Wizards, & Illusionists. They have limited skill in combat and are less likely to deliver a crushing blow.
An umodified roll of ‘19-20’ is a Critical Success, whilst a Natural ‘1’ is a Fumble – when rolling to attack in Combat, this applies to Fighters, Barbarians, Knights, Rogues, Rangers, & Assassins.
If a Critical Success is rolled to hit, roll again – if another Critical Success is rolled the Damage is applied to the Characters (or Monsters) Constitution directly, just as if the target had no remaining Hit Points (see “-10 HP & Death” for further information). If no further Critical Successis rolled (or it the Hit is against a Zero Level NPC with not Hit Points) the Damage is Doubled instead.
If the Roll is a Fumble , it is an embarrasing accident and the Weapon is dropped. Again a further D20 is rolled, if another Fumble is rolled the Weapon not only dropped but damaged in some way. This (of course) only applies to Non-Magical Weapons.
Clerics & Druids - Bonus Spells
High Wisdom indicates a greater Divine Connection or a better understanding of the universe and its great mysteries. Clerics (& Druids) with a high Wisdom gain bonus spells.
If they have a Wis of 13-14, they receive an extra 1st level spell. If the Wis score is 15 or 16, they receive an extra 2nd level spell, if their Wis is 17 an extra 3rd level spell, & if their Wis has a score of 18+ the Cleric (or Druid) gains an extra 4rd level spell.
Bonus spells can only be acquired if the Cleric or Druid is at a high enough level to cast them, also please note that all Bonus spells are cumulative.
I've done this a little differently than in C&C, more like original AD&D. In our Games this also applies to Wizards and Illusionist with High Intelligence.
Wizards & Illusionists - Bonus Spells
High Intelligence indicates a greater understanding of Arcane Lore. Wizards (& Illusionists) with a high Intelligence gain bonus spells. I think its personally illogical that if Wizard 'A' is smarter than Wizard 'B' he's not better at his studies!
If a Wizard of Illusionist has an Int of 13-14, they receive an extra 1st level spell. If the Int score is 15 or 16, they receive an extra 2nd level spell, if their Int is 17 an extra 3rd level spell, & if their Int is 18+ an extra 4th level spell.
Bonus spells can only be acquired if the Wizard or Illusionist is at a high enough level to cast them. Bonus spells are cumulative.
Skills
Skill Rolls are made differently, you must roll UNDER the given attribute. AS its a free-and-easy system, difficulties are imposed by the requirement of multiple rolls. If a Critical is rolled (a Natural '1-2' when rolling against a Primary Attribute, or a '1' when rolling against a Secondary Attribute. Each Critical Success rolled reduces the number of Task Rolls by one.
If a Fumble is rolled (A '20' when rolling against a Primary Attribute, and a '19-20' when rolling against a Secondary. If the Attribute is Over 19, this reduces the chance of Fumbling to just a roll of a '20') add one Difficulty to the Task at hand. If a second Fumble is rolled, you screw up what you are doing - and must start all over again. If on the second attempt a Further Fumble is rolled, you cannot perform that task at that time. You must wait for a period of time as determined by your Keeper and then start all over again.
As in my initial notes, Add your characters Int and Wis together, then add +1 per 4 years (rounding off) of the Characters age. Those are the number of skill slots a Character has. The ways skills are 'Tasked' (i.e. applied Difficulties too).
1 Slot = Basic Skill. Those with Basic Skill add +1 to the Number of Difficulties that must be rolled.
2 Slots = Proficient. All Difficulties are taken as is, and aren't modified.
4 Slots = Skilled. All Difficulties are reduced by 1.
8 Slots = Master. All Difficulties are reduced by 1, AND the Character CANNOT fumble a Roll - he can only fail.
PLEASE NOTE - Difficulties can never be less than 1 Task Roll or greater than 4 Task Rolls.
When using this system during a game, the Dungeon Master should use ‘ad hoc’ penalties where appropriate – its very difficult to re-shoe a Horse without the proper gear and facilities for example.
Difficulties are set as Task Rolls, as in the Number of Rolls to achieve a set Goal.
Easy - 1 Task Roll.
Moderate - 2 Task Rolls.
Hard - 3 Task Rolls.
Training
Characters are allowed to 'Train' in a skill during Adventure 'Downtime', each month adds one 'pip' (sort of like the old D6 Star Wars system) when you reach 3 'Pips' you may spend time (its up to the Dm how long) finally honing what you have learned. This results then in a new Skill at 'Basic' level, or improving Basic Skill to Proficient. It takes twice as many 'Pips' to become Skilled. You many only improve one non adventuring skill at a time, all your 'Pips' must be commited to the same skill.
Friday, 4 September 2009
An apology, Coming Home, + Something old & something new . . . .
Sorry I haven't posted for so very long - but Family issues and my own health has gotten in the way of things again.
But, like all bad things - you can't quite get rid of me Lol.
Then there is the constant obsession with Skills in DnD, I DM’d for years with no real skill system - it was a real shock when I started running Call of C'thulhu and the like, and to be frank (for the most part) I find purely skill based game decidedly 'unheroic' and, well - dull.I've bought and read LOTS of Games. The worst being the Avalon Hill Runequest - a bigger and duller pile of donkey plop I have never read!
But, like all bad things - you can't quite get rid of me Lol.
I've been 'into' games sure - I got quite into the new 4th Edition of DnD (more of that later), but its been many a year since I've been 'in love' like I was with AD&D 1st Edition.
Sure the paper wasn't particularly high quality, and the Artwork was comical (sometimes deliberately so) but at the end of the Day with AD&D you had FUN (and lots of it, even my Mrs used to play regularly - pesky kids Lol)! 1st Edition was fun to DM and Fun to play, and even if your lacked confidence when DM'ing it still wasn't beyond the pale anyone having a go.
Then came along Second Edition, it took me a LONG time to switch over. I don't think I really changed over untill Planescape came along - and I admit I ran it and played it too - BUT I wasn't too keen on it kwim?
Compared to AD&D 1st Edition it was very 'hollow' for me - I don't know if you've ever had this experience, when you date a girl. You like her, really fancy her - but its not right - KWIM?; and you trundled on - till eventually you split up purely because of total apathy.
2nd Edition Kits were always a big issue for me (and Chris as I remember) , it made gamers lazy - rather than making the effort to craft their characters persona - looks, gear, personalty, little quirks that make them different. Jason, who loved playing Ninjas Lol had a Magic User who when she cast Magic Missile a little silver crossbow appeared in midair beside her and fired the magical bolts. We all did things like that in those days, its what made our characters all different. You see it in literature, Frodo would have been classified as a Thief. But he wasn't a criminal, rather his natural talents gave him an edge in certain Areas. Both Aragorn and Robin Hood would be Rangers - but two more different Characters I cannot imagine. It was the CONCEPTS that made them different, not Kits and such.
Kits seemed like the lazy mans way to uniqueness (and a way for post Gygax TSR to sell heaps of Books) - but it breaks down really quickly. Its WAY TO tempting to take those kits you like time and again - rather than make the effort with a new Character, who might me YET ANOTHER 1st Edition Magic User - but will be different because you don't want to repeat mistakes of character creation and personality etc.
Kits seemed like the lazy mans way to uniqueness (and a way for post Gygax TSR to sell heaps of Books) - but it breaks down really quickly. Its WAY TO tempting to take those kits you like time and again - rather than make the effort with a new Character, who might me YET ANOTHER 1st Edition Magic User - but will be different because you don't want to repeat mistakes of character creation and personality etc.
The came the dreaded 3rd Edition . . .
I had a dalliance with. And really REALLY wasn't keen, and didn't really buy anymore books (I got the Core books, the screen and the Psionics Book) till 3.5 came out - and even then it was all much of a muchness. Feats you see, not keen - I never really liked them.
I always believed that heroic acts & deeds should come from the players imaginations, and its then up to the DM to facilitate them (hopefully, should the Dice Gods allow).
I had a dalliance with. And really REALLY wasn't keen, and didn't really buy anymore books (I got the Core books, the screen and the Psionics Book) till 3.5 came out - and even then it was all much of a muchness. Feats you see, not keen - I never really liked them.
I always believed that heroic acts & deeds should come from the players imaginations, and its then up to the DM to facilitate them (hopefully, should the Dice Gods allow).
As Gary Gygax himself remarked - "The new D&D is too rule intensive. It's relegated the Dungeon Master to being an entertainer rather than master of the game. It's done away with the archetypes, focused on nothing but combat and character power, lost the group cooperative aspect, bastardized the class-based system, and resembles a comic-book superheroes game more than a fantasy RPG where a player can play any alignment desired, not just lawful good" - I personally think there was no real bitterness in that statement, and I have to agree with him totally.
Here’s what we did (in the olden days of yore, sorry - the late 70's early 80's Lol) - jeeze that seems such a long time ago now . . . . .
Add your characters Int and Wis together, then add +1 per 4 years (rounding off) of the Characters age. Those are the number of skill slots a Character has.
1 Slot = Basic Skill, we used to make attribute tests to use skills - and used different attributes for different tasks (radically I know, not having a tethered skill system). Those with Basic proficiency used an attribute at half its rating (round off, rolled on a D20).
2 Slots = Proficient. All rolls are made at full stat rating.
4 Slots = Skilled. All rolls are made at full stat rating, any penalties applied by the DM are halved (round down) and the character cannot fumble a roll – he/she can only fail.
When using this system during a game, the Dungeon Master should use ‘ad hoc’ penalties where appropriate – its very difficult to re-shoe a Horse without the proper gear and facilities for example.
Characters are allowed to 'Train' in a skill during Adventure 'Downtime', each month adds one 'pip' (sort of like the old D6 Star Wars system) when you reach 3 'Pips' you may spend time (its up to the Dm how long) finally honing what you have learned. This results then in a new Skill at 'Basic' level, or improving Basic Skill to Proficient. It takes twice as many 'Pips' to become Skilled. You many only improve one non adventuring skill at a time, all your 'Pips' must be commited to the same skill.
The one this I NEVER allowed was Characters to take mundane skills that in any way copied actual Class Skills – that's a big no no for me. Its a game of Character Classes/Archetypes – if you want a group of Jack of All Trades – play Runequest Lol. No fuss, no changing rules, just free and easy (the way real life should be but never is Lol).
1 Slot = Basic Skill, we used to make attribute tests to use skills - and used different attributes for different tasks (radically I know, not having a tethered skill system). Those with Basic proficiency used an attribute at half its rating (round off, rolled on a D20).
2 Slots = Proficient. All rolls are made at full stat rating.
4 Slots = Skilled. All rolls are made at full stat rating, any penalties applied by the DM are halved (round down) and the character cannot fumble a roll – he/she can only fail.
When using this system during a game, the Dungeon Master should use ‘ad hoc’ penalties where appropriate – its very difficult to re-shoe a Horse without the proper gear and facilities for example.
Characters are allowed to 'Train' in a skill during Adventure 'Downtime', each month adds one 'pip' (sort of like the old D6 Star Wars system) when you reach 3 'Pips' you may spend time (its up to the Dm how long) finally honing what you have learned. This results then in a new Skill at 'Basic' level, or improving Basic Skill to Proficient. It takes twice as many 'Pips' to become Skilled. You many only improve one non adventuring skill at a time, all your 'Pips' must be commited to the same skill.
The one this I NEVER allowed was Characters to take mundane skills that in any way copied actual Class Skills – that's a big no no for me. Its a game of Character Classes/Archetypes – if you want a group of Jack of All Trades – play Runequest Lol. No fuss, no changing rules, just free and easy (the way real life should be but never is Lol).
Then Came 4th, and upon reading a couple of the Books I was VERY impressed I must admit. I've bought a LOT of 4e stuff, and was on the verge of starting up DM'ing again when something struck me - the constant churning over balance meant that (pretty much) all the character types were becoming the same. Sure the descriptive text is pretty, but ALL the mechanics of Feats/Spells and the like meant everything pretty much worked the same way - wheres the fun in that. (Just in case you were wondering, that's ONE of the reasons I've been so quiet about DnD for a while, I've been going over things and re-reading EVERYTHING in depth).
Back in the 'Old Days' balance came from the Dungeon Master. If something was too powerful, he countered it with something in the Scenario or something 'unexpected' in the Game World. If a Character was rapidly becoming dominant within a group, generally it was because of his natural strength of personality - not because of the rules of a game, dice rolls, or character he chose to play (think Colin Lol, he was always the bully of the group).
As Don Turnbul (he used to be head of TSR UK) once said to me at a Con (all those years ago again Lol), "don't rely on the rules too much - always try to make some of it up as you go along; both you and your players will have more fun that way". Even Gary Gygax once said - "The secret we should never let the Dungeon Masters know is that they don't need any rules" - FFS LMAO!
What's all this ranting and raving about I hear you ask - the anser is Castles & Crusades. I've heard the name before, but only recently paid attention to it. It would be a seamless, addition to any AD&D 1st Edition (or even second edition) Fan. You only need the two Core Books and the Screen to play, and then when you realize how much free stuff for old version AD&D (or even 3rd) is out there - you are set.
When you read through it you realize its (pretty much) AD&D 1st Ed with the Combat & Saves tidied up (THACO is gone and the saves are tied to Attributes much like 3rd), what I've found is that C&C has more charm and thought in one Chapter (for me at least) than the whole 3e, 3.5, & 4e DnD Range (I'm not flaming btw, I'm sure 4e has its admirers - I was sort of one of them for a short while).
Then, if you consider C&C’s almost infinite compatibility (admittedly with a few tweaks) with AD&D/D&D (so there will NEVER be a shortage of source material, even the more exotic races from 3rd Edition are Compatible) – finding this wonderful game has left me feeling like I've come home.
Its nice, because I've been away for a long time . . . .
Then, if you consider C&C’s almost infinite compatibility (admittedly with a few tweaks) with AD&D/D&D (so there will NEVER be a shortage of source material, even the more exotic races from 3rd Edition are Compatible) – finding this wonderful game has left me feeling like I've come home.
Its nice, because I've been away for a long time . . . .
And don't forget - We don't stop playing because we grow old...we grow old because we stop playing.
Peace to All
Monday, 1 June 2009
Star Trek D20 (Continued) and Lemuria
Ok, I've read Prime Directive D20, the Decipher Rules, the Last Unicorn Rules, and even the FASA rules - out of all of the the CODA (Decipher) System is the most detailed.
BUT (and there is always a but Lol) its not D20 - so where now. Take a backwards (IMHO) step away from DnD, or press onward.
Never having been the type to step away from a challenge, I shall be endeavouring to Convert the Races, Skill Programs, and even some equipment to the D20 system.
What will result will be a mish-mash of rules and systems that should 'fit' into DnD 3.5 (I've opted for 3.5 over 4e - 4e is much more heroic fantasy IMHO and less suited to the Universe of Star Trek. That MIGHT change as things get converted and written - if it turns out 4e is more suitable, then so be it!).
Another long put-off project will be updating all my old rules for AD&D 1st Edition, most of them center around Lemuria - the ancient continent that was the 'seat' of many of my Games. A Background that got perverted by another DM (including, but not in any order of absurdity - Daleks, an Alien Villain called 'Azra' and my personal favourite - the Horse Plague, which happened because he felt - "The player characters get around to quickly" - I kid you not Lol).
HOPEFULLY there won't be as long a gap before my next Post, if things get a little less hectic around her - but with being busy, helping my Dad (whos on his own now), a new Grandkid on the way, AND one of my Cats had Kittens - its been mental around here Lol!
BUT (and there is always a but Lol) its not D20 - so where now. Take a backwards (IMHO) step away from DnD, or press onward.
Never having been the type to step away from a challenge, I shall be endeavouring to Convert the Races, Skill Programs, and even some equipment to the D20 system.
What will result will be a mish-mash of rules and systems that should 'fit' into DnD 3.5 (I've opted for 3.5 over 4e - 4e is much more heroic fantasy IMHO and less suited to the Universe of Star Trek. That MIGHT change as things get converted and written - if it turns out 4e is more suitable, then so be it!).
Another long put-off project will be updating all my old rules for AD&D 1st Edition, most of them center around Lemuria - the ancient continent that was the 'seat' of many of my Games. A Background that got perverted by another DM (including, but not in any order of absurdity - Daleks, an Alien Villain called 'Azra' and my personal favourite - the Horse Plague, which happened because he felt - "The player characters get around to quickly" - I kid you not Lol).
HOPEFULLY there won't be as long a gap before my next Post, if things get a little less hectic around her - but with being busy, helping my Dad (whos on his own now), a new Grandkid on the way, AND one of my Cats had Kittens - its been mental around here Lol!
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