The Alexandrian

Posts tagged ‘d&d’

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.

The Subtle Shifts in Play

August 29th, 2011

B4 The Lost City - Tom MoldvayConsider this: In 1974, create water was a 4th level spell and create food was a 5th level spell. That meant you wouldn’t have magical access to a water supply until you had a 6th level cleric in the group; and you wouldn’t have magical access to food until you had a 7th level cleric. (By 7th level you’re considered a major religious leader and at 8th level you’re assumed to be founding your own churches.)

This remained true in the Basic line of the game all the way through the Rules Cyclopedia in ’91. In the Advanced line of the game, however, things shifted. In the 1st Edition PHB create water became a 1st level spell.

What does this mean? Well, it means that B4 The Lost City was a viable scenario in the Basic game, but not in the Advanced game:

Days ago your group of adventurers joined a desert caravan. Halfway across the desert, a terrible sandstorm struck, separating your party from the rest of the caravan. When the storm died down you found that you were alone. The caravan was nowhere in sight. The desert was unrecognizable, as the dunes had been blown into new patterns. You were lost.

(…)

The second day after your water ran out, you stumbled upon a number of stone blocks sticking out of a sand dune. Investigation showed that the sand covered the remains of a tall stone wall. On the other side of the stone wall was a ruined city.

The whole concept of being driven into an ancient ruin because you’re short on water pretty much ceases to be an issue. This is even more true in 3E when the already devalued create water became a 0-level orison.

But like the wings of a butterfly, the subtle shift in this single spell actually has a profound impact on gameplay.

THE WIDER EFFECT

As my old school 1974 campaign moved towards hexcrawling, my players began figuring out how to equip their characters for wilderness exploration. The hexcrawling was based around a fairly basic system (which served as the test pilot for the wilderness exploration mechanics found in Legends & Labyrinths). It’s not a mass of complexity, but it does provide a basic model for:

  1. Travel Time
  2. Navigation
  3. Discovery

Combined with the standard systems of encumbrance and a daily requirement of food and water, the result was a fairly plausible demand for supplies (particularly if they were heading into the jungle where potable water was difficult to come by).

What they quickly discovered was that, for any journey of appreciable length, they couldn’t physically carry the necessary supplies. So they needed horses.

But horses pose a problem if you need to go spelunking. So they needed hirelings to care for the horses.

And once you’ve got hirelings watching the horses, it doesn’t take much imagination to start hiring men-at-arms to come into the dungeon with you.

All these hirelings, of course, need their own supplies. Which means more horses. And eventually pack horses. (The latter, particularly, once they started hitting treasures that they couldn’t easily haul back in a single load.)

After some trial and error, each group found their own equilibrium. But, in general, adventuring parties grew. And as the parties grew, the need for larger, more elaborate, and more rewarding ventures grew.

The reality of this dynamic is actually more complex than this, of course. (For example, I also believe the fact that hirelings are given a prominent place as a major feature of your character in the original rulebooks plays a large role in making them a major feature in old school play. Take those same rules and put them somewhere else in the rulebook and that gameplay doesn’t get as much attention.) But the need for supplies was, in a very real sense, the camel’s nose in the tent: Take that need away, the need for horses disappears. The need for horses disappears, the hirelings disappear.

And I’d argue it can actually be taken one step further: Take low-level hirelings away and you take away mid-level fiefdoms because you haven’t developed the skills or style of play necessary to gradually transition into those fiefdoms. The entire original “end game” of the game disappears.

THE LARGER METAPHOR

The other thing about create water as a spell is that it’s a small example of a larger phenomenon in D&D which is often overlooked.

Specifically, it’s an ability which removes gameplay.

I’ve spoken with many game designers who consider this to be a huge mistake. It was certainly a motivating factor in the design of 4th Edition. A similar motivation gives you the game world scaling of Oblivion.

But I, personally, think it’s great: As you play D&D, the game shifts. At 10th level you aren’t playing the same game you were playing at 1st level.

If we consider this narrow slice of the game, D&D basically used to say: “Okay, you start out exploring a nearby dungeon for 2 or 3 levels. Then you start exploring the wilderness and you have to really focus on how to make those explorations a success — supplies, navigation aids, clear goals, etc. We’ll do that for 3-4 levels and then, ya know what? I’m bored with that. So we’ll keep doing the explorations, but we’re going to yank out all that logistical gameplay, replace it with some magical resources, and start shifting the focus of wilderness exploration to staking out fiefdoms and clearing the countryside. We’ll do that for 3-4 levels. By that time you’ve probably transitioned pretty thoroughly into realms management, so we’ll just give you this teleport spell and we can probably just phase that ‘trekking through the wilderness’ stuff out entirely.”

(Of course, it’s not really gone because the same players are running multiple PCs. So if they’re in the mood for some hexcrawling on Tuesday night, they’ll just bring out their lower level characters to play.)

You’ll find these kinds of abilities studded throughout the game. Their impact has been dulled somewhat over the years (and removed pretty much completely from 4th Edition), but this fundamental panoply of gameplay experiences continues to be a major strength of classic D&D.

 

Jacques de Gheyn - Vanitas Still Life (1603)“Gilted Fiends”, like “101 Curious Items”, was originally submitted to Dragon Magazine. It went through several revision passes: First, the editors cut the coin of fate, coins of the damned, Aethope’s coins, the thief’s coin, coins of the dead, and the gilted fiend. They asked me to revise the rest and re-submit. (I’m no longer certain of the rationale; I think partly to make for a smaller word count, partly to eliminate the “artifact-like” objects, and partly to “tighten the focus” of the piece.)

When I re-submitted the article, the editors were unhappy because the coins did not rigidly follow the guidelines for pricing magic items in the DMG. In my opinion, the guidelines were pricing most of the coins as being way too expensive/valuable and they were, after all, meant to be guidelines not a straitjacket.

So I ran the coins through the DMG guidelines and re-submitted… which resulted in the article being rejected because the coins were too expensive for their utility.

I promptly restored the coins that had been cut and sold it pretty much instantly to the now-defunct Campaign Magazine.

A few years later, WotC released the Magic Item Compendium and basically said, “We’ve repriced a bunch of items by ignoring the guidelines when the guidelines were making items too expensive.” I felt vindicated.

However, the revised prices survived the transition to Campaign Magazine.  (The principle of “guideline = rule!” was memetically viral at the time… and remains so today. I’m actually including a big “guidelines are not rules” disclaimer in Legends & Labyrinths for this very reason.) Those revised prices are also the prices which appear here because I’m generally following the principle of not revising this reprint material as I archive it on the Alexandrian. But you really would be better off ignoring them.

Finally, here’s a list of “ideas for coins” that I brain-stormed for the article but never actually developed:

  • reverse gravity
  • able to breathe only water
  • mask which allows one to speak with animals
  • exchanges gold coins for copper coins as you walk by people
  • need a pun on gilt/”guilt”
  • coin purse coin — randomly absorbs other coins like bag of holding
  • some (all?) are bags of devouring
  • jade coin from lost empire that transforms other coins to match itself (lost dimension?)

(No, I have no idea why I included the idea for a mask in the middle of this list.)

Read “Coins of the Damned”, a sequel to “Gilted Fiends”.

Gilted Fiends – Part 6

July 16th, 2011

Go to Part 1

Jacques de Gheyn - Vanitas Still Life (1603)BLOOD MONEY

Blood money exacts a terrible price upon those who carry it: If someone should die while in possession of blood money their soul will automatically be imprisoned within the coin as per the soul bind spell – preventing them from being returned to life via a clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or wish. Only by destroying the coin or dispelling the magic upon it can one free the soul (which is still dead, but can now be returned to life normally).

Evil spellcasters have been known to trick adventurers by hiring them on legitimately worthy missions, and then giving blood money as a reward. The adventurers will subsequently be ambushed by their minions (with the goal of killing as many as possible and escaping with the blood money which now contains their soul) – thus keeping the spellcaster safe, while gaining them souls upon which to practice their foul arts.

Similar tricks have been used to ensure the near-permanent destruction of enemies or to extort ransoms from the rich and powerful (for example, by using blood money to entrap the soul of a merchant’s daughter).

Caster Level: 17th
Prerequisites: Craft Wondrous Item, soul bind
Market Price: 600,000 gp

 

THE GILTED FIEND

During the great bulk of the day, a gilted fiend will appear as a perfectly normal gold piece. At the stroke of midnight, however, the coin will transform into a small, golden creature with an impish tendency towards practical jokes, tricks, and surprises. This transformation will last for 1d6 x 10 minutes.

When the gilted fiend first appears it will have a friendly, if somewhat mischievous, effect. Its owner (or owners) might find their boots mended in the morning, for example – or perhaps awaken to find breakfast already cooked. As time passes, however, the gilted fiend’s behavior will slowly change until, finally, it will truly live up to its name. Instead of finding items repaired, its owners will find items broken or missing. They may awake in the morning to find their bodies riddled with strange injuries they didn’t have before falling asleep. Finally the gilted fiend will turn murderous – its owner usually turning up slain by their own weapon in an apparent suicide.

While in its transformed state, the gilted fiend will do its best to avoid detection. If it is detected, it will still attempt to disguise its nature by doing everything possible to prevent people from seeing the actual moment of transformation.

If it becomes important, the gilted fiend can be considered to possess the same stats as an imp during its period of transformation (see pg. 48 of the MM). While in coin form, it will be indistinguishable from a normal coin (except through the use of spells such as detect magic) and can be destroyed through perfectly normal means (by melting it down, for example). Any damage done to the gilted fiend while in its transformed state will have automatically healed by the next night.

Caster Level: 15th
Prerequisites: Craft Wondrous Item, polymorph any object
Market Price: 250,000 gp

Reflections on “Gilted Fiends”

Gilted Fiends – Part 5

July 15th, 2011

Go to Part 1

Jacques de Gheyn - Vanitas Still Life (1603)THE SHOPKEEPER’S CHANGE

These devilishly clever items were created by a merchant guild which was, shortly thereafter, run out of business. The shopkeeper’s change appears like a normal coin (usually a copper or silver piece). So long as someone has the coin on their person, however, they must make a save vs. will or accept whatever deal is suggested to them.

The coins got their name because shopkeepers would give the coin to their customers, and then suggest things like, “Why don’t you pick up this nice ball of twine, too?” until the coin was returned to them – at which point the coin would go back into storage.

Victims of the coin will not think anything amiss with their unusual compliance, unless the suggestions are so outrageous that – in hindsight – they are obviously questionable (for example, paying 500 gp for that ball of twine). (The DM may use their best judgment or call for a second save vs. will in these situations.)

Caster Level: 5th
Prerequisites: Craft Wondrous Item, charm person or command
Market Price: 5,000 gp

 

COINS OF THE DEAD

They were created in three pairs by Nathanuel, the Sixth Dark Mage of Ashantal, and dipped beneath the waves of the Lethe, before being delivered to the three daughters of King Kalduran of Anderoc as spite for their spurns. And for one hundred years, the three daughters slept, until the White Knights of Senzeral ventured into the Black Abyss and retrieved Nathanuel’s oblivion…” – The Books of Anderoc

The coins of the dead are three matched sets of coins – one golden, one silver, and one copper – which were created as a curse to those who receive them as gifts (or otherwise). If someone falls asleep with either coin from a set on their person, they must make a save vs. will roll or slip into a coma-like slumber from which they will awaken only when both coins have been placed upon their eyes. While under the effects of the coin, the victim will be helpless (DMG, pg. 84) and will not age or respond to any physical stimulus.

Although the coins have often been brought together over the course of history (for obvious reasons), it is also quite common for them to become separated again – frequently creating situations in which men of great power have been forced to scour the globe for the matching coin necessary to save those closest to them.

A wish spell may also be used to break the enchantment, but only if the caster is of 20th level or higher.

Caster Level: 20th
Prerequisites: Craft Wondrous Item, sleep, permanency, wish
Market Price: 350,000 gp per coin

Continued tomorrow…

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.