29 April 2015

The Archetypal Character Classes

I use archetype in the sense of a perfect example of something. The term is often used to describe the basic four classes of D&D (or the basic 3 + 1 classes if you've been playing since the beginning).

I don't have a lot of standard variant classes in my campaign. What I mean by standard variant is classes besides the four archetypes (fighter, magic-user, cleric, thief) included in the milieu. Variants, though present, tend to be one-offs based around a character concept by a player.

WHAT DO I INCLUDE? My wood elves are based upon the druid class from Eldritch Wizardry. They are one of 2 main classes of elves that survived the cataclysm that formed the campaign world into it's current state. The wood elves adapted and, to a degree, have continued to participate in the world of man.

I've also rearranged the Gnome class to be a bit different from the Dwarves. In my campaign Gnomes favor gems and jewels over gold and precious metals. They also have a special affinity with burrowing animals. Gnomes also breed superior war ponies in The Shattered Lands, prized both by themselves and the Hobbits. Dwarves also seek these fine steeds but IMC Dwarves and Gnomes are in a state of cold war threatening to go hot at any time. Last of all, Gnomes are the weavers of a mysterious silk cloth (garnrillon) prized by makers of magical clothing (e. g. robe of protection).

I included druid-type elves because I felt these would fit in well with my campaign milieu. Gnomes are included for no more reason than they were included in the TLBBs and I wanted them to be more than merely Dwarves Lite.

IS THAT IT? Assassins, martial artists, witches, and similar niche classes can be found as NPCs. While I'm not averse to having a player be a member of those professions, they are not commonly found adventuring and endure a number of prejudices from society.

Assassins in my campaign take the depiction of assassins in fictional accounts of the Far East such as the Amida Tong and ninja. They are Lawful, almost painfully so, and ill-suited to the adventuring life. These men and women are basically living weapons to be used once then discarded with extreme prejudice.

Martial artists, also called brawlers, are adept at weaponless combat in the finest tradition of Welsh and Greek wrestling. No flashy moves or flying kicks here, these guys are deadly close up but mostly useless in a sword fight. Brawlers are the bouncers in most places that need same in the campaign. Many a burly and over-served Fighter has been humbled by these fellows in the bars of my campaign. There is also a sect of monks, The Children of Ashing, who are mainly dedicated to brewing very good beer but have an enforcement arm of staff-wielding brawlers in the vein of Friar Tuck (et al.).

Witches are the healers and folk magicians of the common folk. They have staunch defenders among the people they serve, but they rarely need protection. First, they are dedicated to promoting weal and doing no harm to any living thing. Second, they have a number of magical abilities that make them dangerous opponents.

SO HOW DO YOU ADD CLASSES? I mostly make the player do the work. One wishing to play a variant class IMC must bring me a work up of the class with level progressions, abilities, saving throws, combat ability, and so on clearly laid out. This can be a photocopy of a published class or their own work. I review it, make any changes I feel make the class a better fit for my milieu and hand it back to the player. If he likes the changes, we're good to go. Otherwise, we repeat the process until we're both happy.

I also like players who taking the option of playing into a certain class. Want to be a knight? Play your Fighter in a knightly way. Want to be an alchemist? Have your magic-user delve into the mysteries of alchemy, seeking out masters of that arcane art. I like rewarding campaign level play and gamers choosing this route are rewarded in proportion to their role-playing ability.

THE BOTTOM LINE I will not guarantee a player the chance to use his or her character and the unusual skills of same. If you want to be a Thief-Acrobat? It's up to you to figure out how to make pole vaulting relevant to your group. Why would an Assassin, normally an NPC class, be adventuring with the player-characters? That's up to you the player to decide and then justify, not the referee.

28 April 2015

If It Ain't Broke

The original 1974 boxed set edition of Dungeons & Dragons (OD&D), in my opinion, begs to be tinkered with. Yes--I know I ended a sentence with a preposition but, since we're all adults here, I just let it all hang out. At any rate, sometimes the need to tinker can overwhelm the simplicity of the rules. Take combat, a common sticking point for a lot of folks. As characters gain in level a lot of the areas gamers feel get overlooked are actually abstracted into the rules.

For example, let us examine the 2 advantages of of higher level player-characters: hit points and better "to hit" numbers in combat. Greater numbers of hit points reflects a lot of factors in a general way as opposed to specific and often complicated sub-rules sets referees tack on. More hit points means a player can stay in the fight longer, outlasting lower level opponents. Anyone trained in the various combat arts can testify winning a fight is often a factor of outlasting your opponent as opposed to landing that perfect kayo. But it could also be considered to reflect a better use of armor (and shield, if applicable), fending off damage that might otherwise place the character hors de combat. 

In like manner, better "to hit" scores abstract increased ability to deal damage, obviously reflecting an increase in skill. Further, hitting more often and finishing an opponent more quickly is also a bonus, in a manner of speaking, to hit points. You don't have to heal or rest-and-restore hit points you've never lost in the first place.

As written, combat reflects reality fairly well. A better equipped and more experienced fighter will defeat a lesser opponent most, but not all, the time. The greater the disparity between the opponents the less likely the weaker shall overcome the stronger. But, there's always a chance. I once had a first-level thief character hold off 5 goblins for several combat rounds until help could arrive. He killed 3 of his enemy and survived the fight, though just barely. 

I'll always agree with the referees right to change whatever rulings he sees fit. But, as Gary advised in an article of the The Dragon long ago, make certain you've played the rules as written and understand why they work as they do before making a lot of changes.

And please, don't open posts about your spectacular rules variant with "my group and I have considered the rules regarding [XYZ] and found them to be stupid and idiotic." Yes, I've seen that very statement made. You've just insulted the myriad players who like that rule the way it is. Geeks being what they are they'll rush to defend rule [XYZ], likely using language similar to yours, and ... voilĂ  ... instant flame war! You've also given us a peek at how close-minded you are. Believe me, nobody looks at a statement like that and thinks to themselves how smart you must be. We know the rules work just fine because we've used them, some of us for decades. Even if we ourselves have changed them to address the specific needs of our campaign.

24 April 2015

He Was A Tall Short Man

I could send 10 friends to Disney World and get 10 descriptions of the place with areas of both commonality and vast difference. I'll lay odds I could send 2 people to Disney World who would spend the entire day together and yet still get 2 pretty different descriptions from them regarding the place. Today's post is inspired by statements from 2 men who both spent time playing D&D with Gary at the time of the original publication of the rules.

One tells in a very matter-of-fact manner of how players naturally evolved into the (so called) end-game of OD&D. Upon reaching name level or soon thereafter, players would naturally gravitate toward building strongholds, establishing realms, and joining the (ahem) game of thrones. This is sometimes accompanied by the rather snide observation of how modern day gamers (kids these days, I swannee) need everything spelled out for them.

The other insists the end-game is but a modern day fabrication of folks over-reading the rules and not making the game their own. Back in the day there was no expectation or even a trend toward building strongholds. Different opinion but, oddly enough, the same mildly condescending tone.

Which is right? Why, both of them, to my way of thinking. Oh, not in the way they look down, however subtly, on how others play the game. But I'm pretty sure both are giving an accurate accounting of how they perceived the game as played. They both sat at the table of the game's co-author. Perhaps not at the same time, but certainly within the general time-frame of one another. And both took away a different experience.

This is one reason I try not to look down upon how others play the game. It's easy to think we've got it all figured out and dispense our wisdom to others struggling to reach our level of familiarity with the rules set. I'm certain this 'blog sometimes gives persons that impression of me, which is why I struggle to keep my postings from sounding exclusionary. They are either my experiences with something from 40 years ago or my opinion expressed humbly. Well, as humbly as a great intellect and humanitarian such as myself can manage! Sorry, couldn't resist that last part.

By the way, the title of this post was taken from a seminar demonstrating the fallibility of eyewitnesses. Even to a recent, as in minutes ago, event.

23 April 2015

Super-Duper Cheater Pants

I've run into the concept, once again, of a referee altering the game to suit his unique vision as cheating. I find this a curious idea. Not that the game can't be cheated in some way, by altering die rolls or character records and such. But, the referee's campaign?

The books themselves encourage tampering with the rules, to wit; making the game your own, why would you have us do your imagining for you, imagine the hell out of it. Or, as put recently by a member of the team who helped form the game itself: those are the fun parts!

It's terse, it may even put off some, but my campaign works the way I say it does. I don't intend that to be rude, I intend that to be a Mission Statement of sorts. You the player are welcome to know all the printed rules as well as anything the common man (were he real) living in my campaign milieu would know. Otherwise? You'll just have to poke it with a stick, wear it, taste it, talk to it, push the button, turn the crank, etc., to figure out what it does.

Likewise for my vision of how the classes and races work. If I decide, for example, Hobbits are mighty magic-users with unlimited progression within that class? That's how it works. There is literally and figuratively no aspect of the game I won't change to suit my campaign.

I recall running a temporary solo campaign game due to lack of players about 20 years ago. After conferring with the player about the game he wanted to play, I allowed him a relatively over-powered player-character. This PC was primarily a fighter with some abilities in both magic spell casting and thievery. As referee, it was incumbent upon me to run a game my sole participant wanted to play. Would I have allowed his PC in a game with more players? Almost surely not ... but this wasn't for a full game table. It was a limited and temporary situation we were both making the best of. Anyway, as I was sharing this information with another gamer a few years afterward, that person became quite indignant and accused me of cheating. Then, as now a few days ago when I read the same charge on a D&D related forum regarding Magic-Users able to wear armor, I just don't get it. I wouldn't run them that way in my campaign but that doesn't mean it's cheating.

OD&D resembles a rules book but it really isn't one in the meaningful sense of the term. It's more a collection of here's how the game might work -- now let your imagination improve upon this idea. Calling OD&D's TLBB "the rules" is akin to calling Lego bricks a toy. Lego is technically a toy, yes, but until you build something out of them there really isn't much entertainment value to be found in the box. And, because of this ephemeral nature of the so-called rules? I find the concept of calling their use as building blocks to a unique vision as cheating to be rather foolish.

19 April 2015

It's Simpler Than That

I once read a statement by a seamstress that a simple black dress was far more difficult to make than a fancy one. The reason being a simple "little black dress" had nothing to cover up any errors. I think this concept holds up to gaming campaigns as well, with referees believing more and more flashier detail will cover the overall poor structure of their campaigns. Note: not saying complicated campaigns are automatically in this class. 

This thought often arises when I read about gamers attempting to explain to newcomers of the OD&D rules set. Referees talk about how simple it is ... then with no trace of irony offer up pages and pages of explanations regarding how to play this simple game.

One explanation I admire about OD&D and how to approach play came from a member of the pre-publication D&D campaigns. Using a warfare analogy, which makes sense considering the backgrounds of the co-authors and beta-testers of the rules, the following concepts were put forth:

  • Fighters are the infantry, the ones bearing the brunt of the fighting.
  • Magic-Users are the artillery, powerful offensively but weak defensively. 
  • Clerics are the support and medical corps.
  • Thieves are recon and scouts, the providers of intelligence.

I like this parallel because it emphasizes salient points. Fighters are the backbone of any army and a good general will tell you no war can be one without infantry (dog-faces, ground pounders, etc.). A successful party will have several well-equipped fighters in it. Magic-Users, like artillery, have a lot of firepower and deal mass damage but are not intended to go toe-to-toe with the bad guys. Clerics are useful in either supporting the front-line fighters or healing (sorry to all the cleric players frustrated with being treated as combat medics, but if the magic boot fits ...). Finally, thieves are adept at reconnoiter and infiltration but should only be fighting as a last resort.

Like any analogy, the comparisons begin to break down with in-depth analysis, but doesn't this explanation just lay it all out in a row for you?  Of course, after using this explanation I would go on to encourage tyros to the game to expand their characters in their own directions. Just as the rules are really guidelines, so is this just a nudge in the direction they may want to go. As a player gets a handle on the rules, these give an indication of how to approach problems presented within the milieu.

17 April 2015

The First New Monsters

If you read my last post carefully you already know this, but the first creature published outside of the original rulebooks was arguably the Mind Flayer. I say arguably because the publication date for the premier issue of The Strategic Review is Spring 1975 and Greyhawk was published in March 1975. At any rate, here are some of the monsters that appeared in the early years of the hobby.

SR 1.1: Mind Flayer. Just Mind Flayer, by the way. The label Illithid didn't show up until the AD&D Monster Manual.

SR 1.2: Roper. Incidentally, the Ranger PC class and the first of what has been jokingly called Gygax's polearm porn appeared in this issue.

SR: 1.3: Yeti, Shambling Mound, Leprechaun, Shrieker, Ghost, Naga, Wind Walker, Piercer, and the Lurker Above. Also included was an article listing some humorous monsters with a satirical bent such as the Droll, Weregamer, and Hippygriff.

SR 1.4: Clay Golem. Greyhawk gave us the flesh, stone, and iron varieties of these monsters. This one rounded out the 4 that went on to be included in AD&D Monster Manual.

SR 1.5: Rakshasa, Slithering Tracker, Trapper. This issue also had the infamous Sturmgeshutz and Sorcery article detailing the battle between fantasy forces and a German armored division.

SR: 2.1: No new monsters. The issue did have the Bard, a new PC class. It was also the first time the 9-point alignment system saw print. Included in this issue was a great deal of errata and corrigenda for Greyhawk which would also be included in later printings of that supplement.

SR 2.2: Catoblepas. Also included was a satirical monster labelled the Denebian Slime Devil.

After issue 2.2, Strategic Review became The Dragon. As one can see, every monster appearing in SR made it into the canon, if not in an OD&D supplement (like the mind flayer) then in AD&D's Monster Manual.

11 April 2015

Well, I'll Be Flayed!

The Original Pre-Psionic Rules Mind Flayer

Quoted without permission from TSR's Strategic Review Vol. 1 Issue 1. The holder of rights to TSR's material does not, in any way, relinquish their rights to this material. It is presented here in the interests of comparison and contrast to how this monster evolved in later editions of the game.


The Mind Flayer:

Number Appearing 1-4
Armor Class 5
Move 12”
Hit Dice 8+3
% in Lair 50%
Treasure F
Magical Resistance 90%

This is a super-intelligent, man-shaped creature with four tentacles by its mouth which it uses to strike its prey. If a tentacle hits it will then penetrate to the brain, draw it forth, and the monster will devour it. It will take one to four turns for the tentacle to reach the brain, at which time the victim is dead. A Mind Flayer will flee if an encounter is going against it. Their major weapon, however, is the Mind Blast, a wave [of] PSI force with a 6" directional range and a radius of 5'. All within the radius must save as indicated or will suffer the result shown: (ranges listed are in inches, I omitted the ["] from the table)