The Alexandrian

Google Reader is telling me that all the hot, hip kids of the RPG blogosphere are currently engaged in a tag team match to determine who can present a complete adventure in the absolute minimal amount of space possible: Customized monster icons, textless adventures, player handouts that that double as adventure outlines, revised old school module maps with “everything” you need annotated onto the page… It’s all amazing stuff.

I’ve decided to join in the fun by devising an alphanumeric coding system: You don’t need a map or any pictorial reference at all. The alphanumeric code in the first row tells you the size of the room, the exits and entrances, and where those exits/entrances lead. The second row codes the contents of the associated room. (A null value indicates an empty chamber.)

ANGK19MW925MMM24101LHLA
00F00AB00000LM8620090000Z

As you can see, this is one heck of rip-roaring dungeon.

(This may sound weird coming from a guy who just released Legends & Labyrinths, but: Minimalism for the sake of minimalism is simply self-defeating at a certain point.)

I just had one of those moments when you realize that not everyone has noticed the same thing you have.

Tip for speeding up combat resolution in 3rd Edition: Once you’ve identified the AC you’re trying to hit, figure out what number you need to roll on the d20 in order to hit it. Now you don’t need to do math every time you roll: You just look at the die and instantly know whether you hit or not.

The more casual version of that is “lowest threshold”: Did you hit last time? Did you roll equal to or higher than that roll? Then you hit again. Did you roll lower? Then do the math (and, if you hit after doing the math, you’ve set a new lowest threshold).

This obviously doesn’t work if your attack bonuses or the target’s AC are shifting a lot. But 9 times out of 10, those numbers are consistent and the method works just fine.

Also: Roll your damage dice at the same time. If you hit, the damage is right there. If you didn’t, then you just ignore them.

Arneson Memorial Gameday - Logo by Scott LeMien

Saturday, October 1st, 2011, would have been Dave Arneson’s 64th birthday. New York Red Box is organizing an Arneson Memorial Gameday in New York City. I don’t live in New York, so I can’t join ’em.

But I am making a point of running a session of my open table OD&D hexcrawl. And I’m specifically reaching out and inviting a bunch of people who I don’t normally invite to roleplaying to come join in the fun.

I encourage you to do the same: Run a one-shot. Start your own open table. Invite some guest stars to your regular campaign. Whatever works for you and the crowd you run with. But I can’t think of any better way to honor Arneson’s memory — and the countless hours of joy he’s indirectly brought into my life — than by reaching out and sharing that joy with others.

Legends & Labyrinths - Black Book Beta

I like cleric domains. I think they’re a simple, direct way of differentiating clerics of different faiths from each other.

But here’s the thing: When you’re trying to strip the spell list back to its basics, domain spell lists seriously muck things up by significantly increasing the number of spells you need to include.

If you look at the Cleric and Arcanist spell lists on pages 99-101 of the Black Book Beta, you’ll see the ideal spell list I’d like to include. (This list has been heavily influenced by the earliest versions of the game; essentially stripping things back to an essential selection.) But if I include all the spells from the domain lists (on pages 101-104), those spells will be added to the Cleric and Arcanist spell lists. (And, in some cases, this will require even more spells to be added. For example, it doesn’t make much sense to include summon monster IX for the Chaos domain and not include the other summon monster spells.)

So here are some options I’m considering:

First, eliminate domains entirely. This simplifies character creation for clerics, but also prevents clerics from being easily customized to different gods.

Second, keep domains but eliminate domain spells. (In other words, clerics would get the domain powers from their selected domains, but there wouldn’t be any domain spell lists.)

Either option presents another question: Do I simply eliminate domain spell slots? Or do I simply fold those slots into the cleric’s daily spells? (In other words, do 4+1 spells per day become 4 spells per day or 5 spells per day?)

Or am I completely off-base here and should just go ahead and bloat the Grimoire up to accommodate the domains?

(Alternatively, if I just strip domains down to domain powers, I’d probably have room to include a wider range of domains.)

What fate awaits cleric domains?

  • Keep domain powers (cut spell slot, so 4+1 spells per day becomes 4 spells per day) (34%, 43 Votes)
  • Keep domain powers (keep spell slot, so 4+1 spells per day become 5 spells per day) (32%, 41 Votes)
  • Leave domains intact (increase the spell lists) (15%, 19 Votes)
  • Eliminate domains entirely (cut spell slot, so 4+1 spells per day become 4 spells per day) (7%, 9 Votes)
  • Other (check the comments for my explanation) (7%, 9 Votes)
  • Eliminate domains entirely (keep spell slot, so 4+1 spells per day become 5 spells per day) (5%, 6 Votes)

Total Voters: 116

Loading ... Loading ...

 

Justin’s House Rules for OD&D

September 17th, 2011

Not quite as auspicious as Gary Gygax’s house rules, but these are the house rules we’ve developed as part of my Thracian Hexcrawl open table campaign.

1974 Edition of Dungeons & DragonsVirtually all of these rules are the result of discussing the rambling inconsistencies of the rulebooks. For the first five or six sessions of the campaign, in fact, every session started by tackling a few key passages and trying to unravel their meaning (which led to many different experimentations). Over time, however, the table settled sort of naturally into a set of “standard practices”, at which point I codified them and printed up a small booklet to accompany the copies of Volume 1: Men & Magic I have on the table.

WEAPON DAMAGE

One-Handed Weapons: 1d6
Two-Handed Weapons: 2d6, take highest
Light Weapons: 2d6, take lowest

Bows
Short Bow: 2d6, take lowest
Long Bow: 1d6
Composite Bow: 2d6, take highest

Crossbows
Light Crossbow: 1d6
Heavy Crossbow: 2d6, take highest

(In OD&D, despite a lengthy list of different weapons all costing varying amounts of money, all attacks do 1d6 points of damage regardless of what weapon you’re using. This always prompted merry discussion. It gave rise to a memorable session in which a character opted, instead of buying a proper weapon, to simply turn 1 gp into 100 cp and then hurl copper pieces for the duration of the session. During this time period I read James Maliszewski’s Dwimmermount Campaign House Rules and mentioned his rule for two-handed weapons (2d6, keep highest). Everyone liked it and we quickly expanded upon the concept.)

DUAL-WIELDING

Dual-wielding grants you a +1 bonus on your attack roll. On a hit, you deal damage as per the most effective weapon. (You can’t dual-wield with a two-handed weapons unless you have more than two hands.)

HELMETS

Not wearing a helmet inflicts a -1 penalty to Armor Class.

(This was another rule prompted by consideration of the equipment list: Helmets are listed, but what are they good for?)

SHIELDS

Shields grant a +1 bonus to Armor Class (as shown on the combat tables) when they are readied. (Surprised characters do not benefit from their shields.) In addition:

Shields Shall Be Splintered:Whenever you take damage, you can opt to have the damage absorbed by your shield. The shield is splintered and destroyed, but you don’t take any damage from the blow.

Magic Shields: You can do the same with a magic shield, but the shield won’t be destroyed. Instead there will be a 75% chance that the shield will lose +1 of its enchantment.

Magic Shields vs.  Spells: In addition, you can automatically sacrifice +1 from a magic shield in order to make a successful save vs. any spell, breath weapon, gaze, or similar effect.

Special Materials:

  • Dragonscale Shields: Can be sacrificed like a magic shield in order to make a successful save vs. any spell, breath weapon, gaze, or similar effect.
  • SilverFaced Shield: Functions as a magic shield against spectral attacks (75% chance of the silver-facing being ruined).

(These rules are adapted from Trollsmyth’s Shields Shall Be Splintered and Aeons ‘n Auguries’ Splintering Shields by Material. Unlike the other house rules here, I included these simply because I liked ’em so much. The result? Unlike the other house rules, these are basically never used.

What I like about all of these house rules, however, is that they provide a simple-yet-effective method of making greatsword wielders (effectively +1 damage), dual-wielders (+1 to hit), and sword-and-boarders (+1 AC plus the splintering) all mechanically diverse and rewarding options.)

MOVE/TURN IN THE UNDERWORLD

1 turn = 10 minutes = 10 rounds = 2 moves
1 segment = 5 minutes = 1 move

1 move = speed x 10 feet
1 turn = 2 moves = speed x 20 feet
1 turn of flight = speed x 40 feet

Search a 10’ wall = 1 full turn
Listening/ESP/Clairvoyance/X-Ray = 1 quarter turn

(Check out Reactions to OD&D: Turns, Rounds, and Segments – Oh My! for a complete description of archaeological text work that was required to piece out this system.)

COMBAT SEQUENCE

  • Declare Magic / Preparations
  • Missiles
  • Movement
  • Magic
  • Movement
  • Melee
  • Miscellaneous

All actions in a phase are considered simultaneous. If a character becomes incapacitated in a phase, they will generally not deal damage in that phase.

Surprise: Surprise allows one movement and one action.

Magic: Includes turning and most magic item use. Characters preparing to cast cannot take other actions. Any damage suffered while preparing forces a prime requisite check (modified by damage taken) to avoid losing the spell / turning.

Preparations: Retrieve 1 item, stow a weapon, draw a weapon (while dropping current weapon), pouring oil in front of you.

Missiles: Firing into melee has 50% chance of hitting a random target.

Movement: Move a number of feet equal to your speed (6” = 6 feet) or charge at twice that rate (suffering -2 penalty to AC and attacks for round).

Melee: If you’re engaged in melee, all non-melee actions (spells, missile fire, etc.) are considered a miscellaneous action and delayed until that phase. You cannot attack during melee if you are waiting to take a delayed action in the miscellaneous phase. (A spellcaster forced into melee during the first movement phase can’t cast until the miscellaneous phase, even though they were out of melee when they declared their spell.)

Miscellaneous: Includes helping wounded comrades, imbibing potions, lighting a flask of oil, etc.

Note: It is possible to shoot a missile weapon, move, move again (into melee), make a melee attack, and then drink a potion (although this would require you to be wielding a one-handed missile weapon and a one-handed melee weapon, since you wouldn’t be able to switch weapons between those actions). Similarly, one can declare a spell, cast a spell, move (into melee), and then make a melee attack (but if someone engages you in melee before the spell goes off, your casting is delayed to the miscellaneous phase and the other actions become impossible).

COMBAT SYSTEM DESIGN NOTES

OD&D doesn’t include a system for determining the order in which actions are resolved. My initial impulse was to embrace a system of simultaneous action resolution. We went through several variants of this — generally with a guideline that incapacitation favored the PCs (either striking one last valiant blow before falling unconscious or preventing monsters from dealing damage by slaying them first) — and what I discovered was that I could generally manage the system as long as the number of combatants remained relatively small.

But as group size grew — both due to the popularity of the open table and the increasing number of henchmen and hirelings — it became more difficult to juggle all of the disparate elements into a compelling narrative and game experience. This led to a fresh round of experimentation. Throughout this process I resisted the impulse to simply embrace initiative checks and call it quits (largely because I view my OD&D experiences as a chance to radically experiment with the basic game-form).

I eventually settled on this system, which is largely inspired by the Mmmmmm! System from Swords of Minaria and the Perrin Conventions. Resolution in each phase is simultaneous, but sufficiently broken up that I can manage much larger groups without losing all sense of cohesion and comprehension.

These house rules — and more! — can be found in the Blackmoor Player’s Reference.

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.