AKA How Far Must the Madness Go?
A while back I despaired at the same complaint I hear from a lot of returning D&D vets, namely, "why can’t I get an old copy of the B/X books anymore?"
Now my despair is a little different from theirs, after all I have copies of the old books (actually I have two copies of B/X, plus a hard print of Labyrinth Lord). But I despair at anyone being able to fully use my B/X Companion book as intended without some of this out-of-print material.
The fact of the matter is, the Companion is NOT “fully compatible” with Labyrinth Lord, OR Swords & Wizardry, OR TSR’s BECMI/RC books. Why not? ‘Cause it’s an original work and those are (in many ways) original works with their own quirks and idiosyncrasies.
Not that it WON’T work with minor adjustments (don’t want to scare off any potential customers!) but the book makes no claim to absolute compatibility. It clearly states that it is a “supplement” to existing fantasy role-playing games (like Labyrinth Lord). It is not itself a “clone” of anything per se…certainly not a clone of Mentzer’s D&D Companion, nor LL’s Advanced Edition Companion.
So do I need to write my own basic B/X rule set?
Doc suggested I do this a few months back, but it just seems so…ugh, burdensome. Ignoring the fact that there are serviceable systems already being published, ignoring the mammoth art-work drive I would need, ignoring the fine tooth irritation of combing through Moldvay and Cook/Marsh to make sure I wasn’t infringing on any copyrighted material…ignoring all THAT…
…well, we’re still talking about writing and editing and laying out a book well over 64 pages.
And that’s something I definitely do NOT want to do. Oh, I suppose I could break it up into a B/X Player’s Guide and a B/X Dragon Master’s Guide, each being 64 pages, themselves. But I think I’d miss a lot of the charm from those earlier, original books (how to duplicate the last adventure of Black Dougal, poor guy!).
Not to mention that I doubt I could stay absolutely honest to the original writers. Loyal as I am, writing this blog over the last 14 months has given me a lot of insight into the workings of The Game…what I like, what I dislike, and (oh, boy) what I’d change if I had the opportunity.
And then what would we have? Another “fantasy heart-breaker?” ANOTHER “retro-clone?” I don’t think we need another one (though I sure wish Goblinoid would correct the damage listings for Bear in their book)…the ones we have work JUST FINE.
Still one can’t help wishing. You know that Mark Wahlberg movie, Rock Star? Where the kid grows up emulating his musical idol and then one day gets picked to replace him, singing the songs he previously only covered and hanging with dudes who rode the posters on his wall? Sometimes, in the deepest depths of delusion, I wonder if that could ever happen to me…if maybe someone who actually owned the D&D label were to see my book and say, “hey, maybe we should re-issue those original books as a side product, and we’ll make this dude’s book the official #3.” And I’ll be able to slap the D&D name itself across the front and help reintroduce REAL “D&D role-playing” to a new generation.
No, it’s not a dream I have…or a hope…or even a prayer. Just a “happy thought.” Unfortunately, I’m pretty sure the best I could hope for is a certain company offering me a few thousand dollars for the whole book, just to eliminate any possible (not even potential!) thought of competition. At least, that’s what Microsoft would do.
Oh, yeah…and then they’d make sure NONE of it saw light of day.
Welp, I’m not desperate enough for money right now to sell my artistic soul (even though I could use a couple-ten thousand…hey, who couldn’t?) so even if such an offer came, I’d probably turn it down.
And if they offered me a job to work at their company? To actually get a paycheck as a designer, writer, developer? Would I sell out for that?
Hard to say…but pretty doubtful (I probably earn more with my current day job).
So since the best I can hope for from Those Guys is apathy (we won’t talk about what the worst might be), the question remains do I need to write my own, truly compatible basic game system to go with the B/X Companion? A companion to my Companion? A Companion’s Companion?
Do I need to? No.
Do I want to? Um…no, actually.
Would it be fun? Eh…actually, I don’t think it would be. Certainly I don’t think it would be as fun as PLAYING the game, which I’m sure is what many more people are interested in. Hell, it’s what I’M interested in.
So for now, I’m going to banish despair from my blog, and simply accept where we are in the hobby at this particular moment in time. It looks like I just got the quote I was looking for from the printing company I was hoping for and tomorrow we’re going to see if they can do a test copy (assuming I can get the new .pdf assembled in the correct order…a couple-three minor, minor changes were needed). If THAT works out, we’ll be sending the print run for the weekend with anticipation of getting a “box-o-books” early next week.
Salut!
: )
Wednesday, August 4, 2010
Now THAT Was A Surprise...
I give and I give and I give...
Anyone wonder what's the point of breaking down a door? Or even picking a lock on a door?
I mean, if you're carving your way through a dungeon, leaving a trail of bodies behind you, are you really worried about subtlety? Why not put that spare hand axe/maul to good use and just hack the thing down.
The Moldvay Basic rules state dungeon doors MUST be forced to open. Or what? Or they don't open? Will my axe shatter if I try to hack down mouldering, rotting wood in some dingy dungeon?
[of course, the rules as written state a magic-user can't pick up a sword either...owch!..that's hot!]
Welp, time to add a new rule...one extrapolated from Moldvay Basic, page B23:
"A party will not surprise that monster if the attempt to open the door fails (even once!)."
From now on, a party that successfully opens a door on the first attempt will automatically achieve surprise.
How easy is that? Not only do I give PCs something to shoot for with that open doors roll (other than showing off how manly they are), I get to cut out an extra dice roll for myself.
Of course, some things still prevent critters on the other side from being surprised (like fighting a melee outside the door prior to the opening attempt), but that's only common sense. A roll of 1-2 on a six sided dice isn't any more or less "realistic;" it's simply a (fairly arbitrary) game mechanic.
A few extras:
- if a party successfully listens for critters, they are never surprised by monsters behind the door
- if the party fails to break the door the 1st attempt, monsters are never surprised...if the party also fails to listen, then the monsters will ALWAYS surprise the characters
- undead (except for ghouls), incorporeal creatures, and constructs are silent and make no noise to hear. However, they may or may not bother with trying to "surprise" a party based on their programming/orders or inclination.
Picking a locked door should accomplish a similar feat (achieving surprise)...the added benefit is there is still a door to close behind you if needed.
: )
Tuesday, August 3, 2010
Regarding Facial Hair
No, there are no random tables incorporated with this post. You can play with the random hats I already gave you…sheesh!
As far as facial hair goes, it would be easy enough to come up with a random table or two (any piece of physical appearance can be incorporated into such…haven’t you folks ever played Chaosium’s ElfQuest RPG? Check it out!) but I don’t really think it’s necessary for B/X.
As far as facial hair goes, it would be easy enough to come up with a random table or two (any piece of physical appearance can be incorporated into such…haven’t you folks ever played Chaosium’s ElfQuest RPG? Check it out!) but I don’t really think it’s necessary for B/X.
Why not, JB? Well mainly because:
a) All women in B/X are clean-shaven (unless you have bearded female dwarves), and
b) All male player characters have beards, with the following exceptions:
- Elves
- Halflings (sideburns)
- Thieves (mustaches and stubble or goatee only)
That’s just how it is. If I say, “you see three men, dressed in chainmail,” every single one of ‘em has a beard. If I say, “three elves” or “halflings,” then none of them do. And if you encounter a guy with just a mustache only, you probably ought to keep a hand on your purse.
Ridiculous? I suppose, but I think a person’s personal headgear is a more appropriate method of recognizing and distinguishing characters. First off, it’s not like there’s a straight razor (let alone a Mach3 Turbo) on the equipment list. Secondly, in a society without a white-collar work force, the beard is a status symbol, a rite of passage for men as well as a visible sign of manhood. Those who can grow them, do...and are proud of ‘em.
Thieves, on the other hand, are misfits that live outside the laws of the common society. After all, it’s against the Law to steal. Whether a character becomes a thief because he is unable to grow a beard, or perhaps fails to grow a beard because of some divine karmic law (recall that in D&D, divine intervention is a common and knowable force of the universe)…REGARDLESS of the reason, thieves do NOT grow beards. Well, no more than a "soul patch" or petite goat. Certainly not the true and full beard of a productive member of society (warriors, clerics, farmers, etc.).
Magic-Users, in contrast, are a strange lot generally living outside of normal society themselves. However, a magician’s beard is his vanity and it can be assumed that any wizard worth his salt has the ability to magic his beard to grow, long and full…even if such isn’t in his natural DNA.
Dwarves, Elves, and Halflings are, of course, alien species and as such their facial hair growth is somewhat different ("alien") from humans (and is part of the physical appearance that sets them apart). All dwarves have beards, male and female, probably from infanthood (it is easier for me to picture a bearded baby dwarf than a non-bearded one). On the other hand, neither male nor female elves have facial hair, both genders being completely bare from chin to chest. To a human woman, and elf would look exceedingly alien, fey and effeminate compared to the male of her own species. It is doubtful that a female human would ever mate with such a creature unless some sort of fairy bewitchment was involved.
a) All women in B/X are clean-shaven (unless you have bearded female dwarves), and
b) All male player characters have beards, with the following exceptions:
- Elves
- Halflings (sideburns)
- Thieves (mustaches and stubble or goatee only)
That’s just how it is. If I say, “you see three men, dressed in chainmail,” every single one of ‘em has a beard. If I say, “three elves” or “halflings,” then none of them do. And if you encounter a guy with just a mustache only, you probably ought to keep a hand on your purse.
Ridiculous? I suppose, but I think a person’s personal headgear is a more appropriate method of recognizing and distinguishing characters. First off, it’s not like there’s a straight razor (let alone a Mach3 Turbo) on the equipment list. Secondly, in a society without a white-collar work force, the beard is a status symbol, a rite of passage for men as well as a visible sign of manhood. Those who can grow them, do...and are proud of ‘em.
Thieves, on the other hand, are misfits that live outside the laws of the common society. After all, it’s against the Law to steal. Whether a character becomes a thief because he is unable to grow a beard, or perhaps fails to grow a beard because of some divine karmic law (recall that in D&D, divine intervention is a common and knowable force of the universe)…REGARDLESS of the reason, thieves do NOT grow beards. Well, no more than a "soul patch" or petite goat. Certainly not the true and full beard of a productive member of society (warriors, clerics, farmers, etc.).
Magic-Users, in contrast, are a strange lot generally living outside of normal society themselves. However, a magician’s beard is his vanity and it can be assumed that any wizard worth his salt has the ability to magic his beard to grow, long and full…even if such isn’t in his natural DNA.
Dwarves, Elves, and Halflings are, of course, alien species and as such their facial hair growth is somewhat different ("alien") from humans (and is part of the physical appearance that sets them apart). All dwarves have beards, male and female, probably from infanthood (it is easier for me to picture a bearded baby dwarf than a non-bearded one). On the other hand, neither male nor female elves have facial hair, both genders being completely bare from chin to chest. To a human woman, and elf would look exceedingly alien, fey and effeminate compared to the male of her own species. It is doubtful that a female human would ever mate with such a creature unless some sort of fairy bewitchment was involved.
; )
Halflings are more similar to humans in their facial hair, but no one would mistake a Halfling for a human anyway. What they cannot grow on their chin and upper lip, they make up for with a full head of hair on each foot (thanks Professor Tolkien!)…and as with elves and dwarves, there is no distinction between Halfling genders in THIS regard.
So, no…I find no reason whatsoever to draft up charts or random tables for beards and facial hair. Suffice is to say someone is a dwarf, or elf, or adult male human, and you should have a pretty good idea of what the NPC or PC looks like. Well…that plus a description of his or her hat.
: )
Halflings are more similar to humans in their facial hair, but no one would mistake a Halfling for a human anyway. What they cannot grow on their chin and upper lip, they make up for with a full head of hair on each foot (thanks Professor Tolkien!)…and as with elves and dwarves, there is no distinction between Halfling genders in THIS regard.
So, no…I find no reason whatsoever to draft up charts or random tables for beards and facial hair. Suffice is to say someone is a dwarf, or elf, or adult male human, and you should have a pretty good idea of what the NPC or PC looks like. Well…that plus a description of his or her hat.
: )
B/X Headgear - New Charts to Gear Up Your Game!
Even though the time signature may be earlier, I didn’t finish yesterday’s last post till well after midnight…which is unfortunate because my brain was starting to go by that time.
HOWEVER, the only reason I was writing about headgear was as a precursor to this “goody” which I came up with yesterday afternoon. Since I wanted to give people a chance to check out the Exceptional Traits for B/X tables, I figured I’d better hold off on posting THIS deal-i-o till today. Unfortunately, I could hardly contain myself…hence the reason for the late night (and rather bleary) posting.Sorry about that. Hopefully, this will make up for it.
; )
Every D&D character should have some recognizable head decoration or accoutrement. That’s my story and I’m sticking to it till someone tells me otherwise. However, it wouldn’t be “Old School” D&D without some random tables (yeah, that’s not a question), so I figured I’d do all the creative “heavy-lifting” for people and provide some. Because they’re so extensive, I’ve made a one-sheet .pdf that you can download from here:
B/X Headgear
Yes, it is also useful for non-B/X versions of Dungeons & Dragons…even 4th edition (though would anyone playing 4E care? Probably not…). This is all just set-dressing (or rather “head dressing”)…there are no mechanical bonuses or systems associated with it. Just something to help characterize each player’s adventurer.
Every D&D character should have some recognizable head decoration or accoutrement. That’s my story and I’m sticking to it till someone tells me otherwise. However, it wouldn’t be “Old School” D&D without some random tables (yeah, that’s not a question), so I figured I’d do all the creative “heavy-lifting” for people and provide some. Because they’re so extensive, I’ve made a one-sheet .pdf that you can download from here:B/X Headgear
Yes, it is also useful for non-B/X versions of Dungeons & Dragons…even 4th edition (though would anyone playing 4E care? Probably not…). This is all just set-dressing (or rather “head dressing”)…there are no mechanical bonuses or systems associated with it. Just something to help characterize each player’s adventurer.
[by the way, I think the lack of system mechanics is a PLUS. While helmets are, admittedly, a form of "armor," I prefer AC determination to be limited to suits and the active use of a shield, not a person's headgear or lack thereof. As such, magic-users and thieves are fully able to wear crazy-ass helmets in MY B/X game]
DMs running campaigns with high level characters may allow players to roll more than once.
The headgear tables’ purpose is four-fold:
A) To immediately instill a character with a recognizable trait (“decoration”)
DMs running campaigns with high level characters may allow players to roll more than once.
The headgear tables’ purpose is four-fold:
A) To immediately instill a character with a recognizable trait (“decoration”)
B) To help paint a picture in the player’s mind (“hmmm…ok”)
C) To supply an otherwise “boring” set of stats with personality (“what does this say about me?”)
D) To have a quick and easy “add-on” to character creation (really, no sweat here).
Anyway, I think it’s fun. I shall be giving all my pre-gen characters random pieces of headgear for my upcoming B/X game and fully intend to make any new players “dice for a hat.” Hey, you know how quick chargen is for B/X? This is hardly an extra minute of added time!
Hope you enjoy!
; )
Anyway, I think it’s fun. I shall be giving all my pre-gen characters random pieces of headgear for my upcoming B/X game and fully intend to make any new players “dice for a hat.” Hey, you know how quick chargen is for B/X? This is hardly an extra minute of added time!
Hope you enjoy!
; )
Monday, August 2, 2010
Old School D&D = Ridiculous Headgear
If there was ANYthing that would interest me in buying Pathfinder (it won't happen, but hypothetically), the ONE thing that might would be the great artwork used to illustrate the character classes. Really, the "class art" is some of the coolest, most inspiring pieces I've ever seen.
Not all of them. Specifically, I like the barbarian, the cleric, the paladin, and (God help me) the halfling druid-chick. The bard looks like a gnome on crack and the wizard reminds me of the dudes I see at astrology conventions (though less bald) and the other class pictures (the anorexic rogue, the monk with the curved sickle, etc.) are fairly "eh" ...but those first four are totally dope.
[why is it the chick pictures that are so cool? hmmm...another post for another time]
I know that some "old schoolers" absolutely hate the "fantasy chic" of Pathfinder and D20 and 4th Edition...not medieval enough or too "fantastic" or "unrealistic." You know what I mean: Over The Top. "Cheesy." Etc.
I myself have said much the same. Hell, at least Elmore's artwork had some semblance of decorum, right?
Well, the last week I've revised my opinion. Oh, not enough to buy Pathfinder (or 4E) for the pretty Final Fantasy-esque pictures alone (it will be a cold day in Hell, my friends...), but I have come to the conclusion that D&D fantasy is waaay crazier than what I was previously picturing it.
This inkling that has blossomed into a full-on epiphany started...oh, I don't know when. It's been bubbling along under the surface for months, I suppose, as I've blogged and read and researched the various books and trappings of the Old School...those pre-1983 works. After '83, Elmore and Easley and all the rest helped color the face of D&D turning out the art upon art upon art that made the game tame.
What the hell am I talking about? Jack Vance, folks. The Dying Earth. Michael Moorcock on acid. Psychedelic fever dreams, probably best illustrated by Erol Otus.
Here, go read this over at Axe and Hammer, if you haven't done so already. You see how weird-ass crazy those games were? How downright silly in some regards? It's like reading a Vance Dying Earth story, with pelgranes and demodands and bizarre incantations and fairly amoral treasure seekers. This isn't just "pulp fantasy." This is tripping balls on mushrooms.
And even if those early gamers were playing the game entirely straight, the adventures they wrote and published (things like Tomb of Horrors and White Plume Mountain) are cut from the same cloth. Yeah, they break the rules. Yeah, they are "un-balanced." Yeah, they are totally silly at times, completely illogical and resting on half-baked foundations.
But none of that gets in the way of them being a total blast to play...so long as you can go with the weirdness.
I think those early mid-western gamers, who gamed in so many different diverse styles, making up their own rules to fill in OD&D's blanks...I believe they were at a serious loss as far as understanding what the game was all about. Because the tone of the writing and the artwork that accompanied those first, Little Brown Books failed to convey the weirdness.
I think that the artwork by those late 70's early 80's artists (Otus, Roslov, Dee, etc.) were both closer to the spirit of the game as Gygax intended (in a true Vancian/weirdness style) and apt enough at their artistic chops that they could express it in the artwork of those early modules.
Sutherland? Too serious. He had the gritty, down-and-dirty, semi-medieval hardscrabble going, but Dungeons & Dragons is MORE than this. Hell, I think Gary may have had a hard time even getting it across in his writing of the AD&D books (damn his need to be so dry and clinical) except in his occasional "light humor" touches.
I think D&D is supposed to be Over The Top fantasy. The Vancian magic system only works in that environment. The idea of ancient cultures leaving behind their sprawling dungeons is totally post-apocalyptic (as another blogger recently mentioned...not that I can find the frigging link!), much as Vance uses it in his Dying Earth stories.
[this is yet another reason why I am totally at ease with psionics in D&D]
Hell, it's certainly more like the way I used to play as a kid. Man, if anything rubs me the wrong way, it's trying to put some sort of "sane" world culture/background on your D&D campaign (you know, like the Forgotten Realms, etc.). Commercializing Greyhawk may have been the biggest creative mis-steps Gygax made, assuming the world of Oerth grew OUT OF his original D&D campaign (similar to what Maliszewski has done with the world surrounding Dwimmermount). By codifying it and selling it he said: look this is what you do! Create a whole world with factions and nations and religions THEN try to figure out how "your heroes" fit in!
That's the worst and hardest thing ever. It's what makes my head swim as a DM. So much easier to create the world a piece at a time, as needed, as the weirdness allows. So much more satisfying (to me at least)...and dammit, easier!
Otherwise, you're taking the game...a fun game, a sometimes silly and ridiculous game...waaay too seriously. Which is what I think Pathfinder (and D20 and AD&D2 somewhat) does, I'm afraid. 4E does something different, of course...it just shits all over the entire scope of the D&D legacy. But those other editions, they miss the crazy-ass weirdness. The guy trying to get the giant spider/rot grub/green slime off his back while his buddies douse him with oil and try to burn it off with torches? That's just whacky, deadly, hilarious fun. Those dudes aren't worried about Eberron or whatnot...they are just trying to save their buddy (kind of) and keep the spider/slime/grubs from jumping them next. While searching for loot.
If you want to play D&D the way God and Gygax intended (I don't know enough about Arneson to even guess at his preferences...) it might behoove you to get a silly hat for your character. You'll notice none of those cool looking characters in Pathfinder are wearing a ridiculous hat (though many of them do appear to use some sort of "product" in their hair). Meanwhile look through any old copy of D&D product circa 1977-1982. How often are the depicted characters wearing some sort of head piece, hood, hat, or helmet? Most of 'em. That right there I would call Old School Aesthetic 101. It is very Vancian/Dying Earth to covet or blow money on something fancy for your noggin...hell, to worry about your character's features at all! Check out the pre-gen character descriptions in WG5:Mordenkainen's Fantastic Adventure:
"Bigby's attire is unassuming: a simple hooded dark grey robe. When this hood is thrown back from the usual covering of his face (for Bigby is a somewhat retiring and secretive man), his lean and healthy features will be exposed: studious brown eyes, light brown hair, and a laugh that precedes jokes on almost a forced level. To those who do not know him well, he might be viewed as oddly nervous (or paranoid), but this is nowhere near true..."
This for a module that might be considered pretty much a straight "dungeon crawl;" there's no over-arching theme or story after all, simply a fantastic adventure. Why give a rip what color a character's outfit, or how he wears his hair? Or what his personality is? Or how he talks. I know WotC/Hasbro wouldn't give a shit about such trivia.
I didn't get all that many comments of interest in my earlier tables for "customizing B/X characters with special features." Well, I'm not done with the tables yet, as part 2 of this post will show you (call it random week). Unfortunately, THAT will have to wait until the morning. Forgive the rants and typos...I'm a little sleepy...zzzzzz...
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Exceptional Traits for B/X (oh crap...)
Okay, okay, okay…I don’t know if this proves I have nary a creative bone in my body or that I am a master of riffing off other people, but after reading Tim’s blog post about wanting “something special” for his chargen process I couldn’t help but mull the idea over until the following optional rules (for B/X Dungeons & Dragons) manifested themselves like some Cthulhuloid deity.
Disclaimer: Please be aware that I do not think any of this is necessary to enjoy B/X play. I believe the creative minded person can come up with their own interesting/unusual character within the confines of the seven fine character types and the Big Six ability scores. The following rules are given as a possible jump start to the imaginative process and/or something to “change things up” after many years of straight B/X play.
[also note, that I doubt any such new rules will do much to satisfy some folks’ craving for more. You allow elves and someone wants a Drow. You allow Drow and someone else wants a Dragonborn. See Palladium Rifts regarding “Never Ending Cycles of Bloat”]
Okay, here goes (ugh!):
CUSTOMIZING ONE’S CHARACTER (“EXCEPTIONAL TRAITS”)
While already possible to create a multitude of interesting and distinct characters using the current B/X rules, some groups will find the following rules useful for additional customization. For each character roll once on the proper table at 1st level to determine the character’s exceptional trait. Dwarves and Halflings should roll on the Fighter Table; Elves may roll on either the Fighter or Magic-User Table (not both). DMs may allow characters to gain additional traits as a character advances in level; a new exceptional trait may be gained at each of levels 4th, 9th, 16th, 25th, and 36th. Traits marked with an “*” may only be taken at 1st level. Some DMs may allow players to select an exceptional trait of their choosing rather than rolling randomly. DMs should feel free to further customize these traits to better match the needs of their campaign.
Traits may be lost in play. A character does not gain a replacement for a lost trait.
Cleric (Roll D10)
1. Animal Friend
2. Apostate*
3. Contemplative
4. Learned
5. Martial Order*
6. Righteous Faith
7. Slayer
8. Underpriest
9. Visions
10. Witch-Finder
Fighter (Roll D10)
1. Berserk
2. Dopplehander
3. Grizzled
4. Heirloom Armament*
5. Large*
6. Pugilist
7. Signature Weapon
8. Smart Pet
9. Squire
10. Two-Fisted
Magic-User (Roll D10)
1. Conjurer
2. Elvish Blood*
3. Halfling Wizard*
4. Loremaster
5. Mystic Aura
6. Naturalist
7. Quiet Magic
8. Sleeps Eyes Open
9. Spell Sword
10. Smoke Magic
Thief (Roll D10)
1. Acrobat
2. Cat Burglar
3. Contortionist
4. Dwarvish Outcast*
5. Elvish Bastard*
6. Locksmith
7. Musician
8. On Edge
9. Tracker
10. Trap Maker
CLERIC EXCEPTIONAL TRAITS
1. Animal Friend: Normal animals (not giant, prehistoric, or magical) are naturally disposed to the cleric (+2 all reaction rolls).
2. Apostate*: The cleric was originally a member of an opposite order and retains much forbidden knowledge; the cleric may freely cast normal or reversed spells regardless of alignment.
3. Contemplative: The cleric may enter a meditative trance, re-gaining one spell after one hour or 1D6 hit points over night.
4. Learned: The cleric has spell knowledge as if one level higher.
5. Martial Order*: The cleric may use any weapon, just as a fighter.
6. Righteous Faith: The cleric adds his or her wisdom bonus to any undead Turning rolls.
7. Slayer: The cleric always recognizes undead and knows their weaknesses; may avoid energy drain attacks with a save versus petrifaction.
8. Underpriest: The cleric has an NPC assistant assigned to him or her that adventures with and learns from the character. The underpriest starts as a Normal Human and gains XP as a henchman (i.e. one-half normal), though never enough to equal the cleric in level. The underpriest does not count towards the cleric’s henchman limit and need not be paid; morale is determined as per the cleric’s Charisma.
9. Visions: The cleric is subject to premonitions and dreams of both the past and future. The DM can make these visions as cryptic or useful as appropriate.
10. Witch-Finder: The cleric can detect spell-casters within 60’ and estimate their level of power, relative to his own. The cleric can tell when non-divine magic has been used within the last 24 hours (within the same vicinity).
FIGHTER EXCEPTIONAL TRAITS
1. Berserk: In melee combat the fighter may enter a frenzied state gaining a +1 to hit and damage rolls and immunity to fear effects. The fighter may not flee or evade combat once entering a berserk and is always fatigued afterwards.
2. Dopplehander: The fighter is adept at using two-handed melee weapons, gaining a +1 on damage rolls and +1 bonus to Armor Class. The fighter still attacks last and may not use a shield.
3. Grizzled: The fighter is a scar-toughened veteran and commands respect. Add +1 to reaction rolls and treat negative Charisma as a positive bonus when intimidating NPCs. All henchmen morale is at +1.
4. Heirloom Armament*: The fighter begins the game with a magical weapon or piece of armor handed down from a parent, relative, or mentor. The item is +1 enchantment.
5. Large*: The fighter is of huge size for his species, gaining a +1 to every hit die rolled and +1 to damage inflicted in melee. Armor must be sized to fit (twice normal cost) and the character has a -1 penalty to Armor Class (big target).
6. Pugilist: The fighter is adept at fighting unarmed, attacking at +1 and doing 1D6 damage. Humanoid foes reduced to 0 hit points may be “knocked out” for 1D6 turns.
7. Signature Weapon: The fighter has a specific favored weapon type (e.g. the short sword, the battle axe, etc.) with which he or she receives a +1 bonus to hit and damage.
8. Smart Pet: The fighter has a reasonably intelligent and loyal pet (e.g. a falcon, a hunting dog, a war horse). Besides its loyalty, the animal is normal in all respects.
9. Squire: The fighter has an NPC assistant assigned to him or her that adventures with and learns from the character. The squire starts as a Normal Human and gains XP as a henchman (i.e. one-half normal), though never enough to equal the fighter in level. The squire does not count towards the fighter’s henchman limit and need not be paid; morale is determined as per the fighter’s Charisma.
10. Two-Fisted: The fighter may fight with a weapon in each hand. The normal attack roll is made, but damage is rolled for both weapons with the character choosing which roll to keep for damage.
MAGIC-USER EXCEPTIONAL TRAITS
1. Conjurer: The magic-user may perform simple illusions and sleight of hand tricks and may pick pockets as a thief of the same level.
2. Elvish Blood*: The magic-user has elvish blood in his or her ancestry and enjoys both the infravision and immunity to paralysis abilities of the elf class. The magic-user will generally be long-lived as well.
3. Halfling Wizard*: The magic-user is a Halfling that was apprenticed to a wizard or elf from an early age! The magic-user retains a Halfling’s stature and +1 bonus to Armor Class, and knows the normal languages of a Halfling character; in all other ways the character is a magic-user (including new exceptional traits!). Elves should re-roll this trait.
4. Loremaster: The magic-user is knowledgeable on a variety of subjects and has a 50% chance to identify the properties of a magical item, once the character has ascertained it is enchanted. The DM may apply this chance to the magic-user’s ability to remember trivia and ancient history as well.
5. Mystic Aura: The magic-user has a palpable feeling of magic that emanates from their person, causing awe and disquiet in those that share the character’s presence (+2 reaction bonus to impress/intimidate).
6. Naturalist: The magic-user is well-schooled in the natural world, able to identify most plants and fauna, and understands the speech of birds and beast (though they may not understand the character).
7. Quiet Magic: The magic-user can cast spells with minimal words and no gestures. Full gagging is necessary to prevent the character from working magic.
8. Sleeps Eyes Open: Even when sleeping the magic-users eyes are open and aware; the character can never be surprised while sleeping.
9. Spell Sword: The magic-user has been trained to use weapons normally prohibited by his class, and the character can benefit from a potion of heroism like a fighter of the same level. This does not allow the use of armor or shields. Elves should re-roll this trait.
10. Smoke Magic: The magic-user is adept and summoning and controlling smoke and mist. In addition to blowing impressive smoke rings, the character can summon mist to conceal himself as if a thief of equal level attempting to hide in shadows.
THIEF EXCEPTIONAL TRAITS
1. Acrobat: The thief is capable of many feats of agility and has a 50% chance of being able to somersault or back-flip behind an opponent in melee allowing a “backstab” attempt.
2. Cat Burglar: The thief has no fear of heights and may balance on thin ledges or tight ropes with the same chance as climbing sheer surfaces. If the thief falls while climbing, the player may make a second roll at half the normal chance in order to catch himself, preventing any damage.
3. Contortionist: The character is extremely flexible, able to squeeze and fold her body in ways that seem humanly impossible, including squeezing between bars and escaping chains and restraints.
4. Dwarvish Outcast* (minimum Con 9): The character is a Dwarf that has been cast out of his clan for thievery! All thief skills are at -15% except Open Locks, Hearing Noise, and Find/Remove Traps. However the thief gains the dwarf’s infravision and language abilities and rolls D6 for hit points instead of D4. The character is considered a thief in every other way (including the gaining of new exceptional traits!).
5. Elvish Bastard*: The thief has elvish blood in his or her ancestry and enjoys the Elf’s infravision ability and immunity to paralysis. True elves cannot believe one of their blood would stoop to thievery and the character suffers a -2 penalty to all reaction rolls with elves.
6. Locksmith: The thief is an expert with locks, receiving a +15% bonus to opening them. The thief can create fiendish locks of his own with time and money.
7. Musician: The thief is an accomplished minstrel able to play for his supper (earning 1D6 gold per day), serenade members of the opposite gender (as a charm person spell), or tame the savage beast (as casting a sleep spell). These latter two abilities require a full turn of playing; none of these abilities can be performed in combat and all require a musical instrument of at least 50gp value.
8. On Edge: The thief is extremely furtive and paranoid and is never surprised unless asleep, drunk, or unconscious.
9. Tracker: The thief is adept at finding, following, and recognizing tracks with a chance equal to his or her ability to find traps. The DM may modify this chance by weather conditions.
10. Trap Maker: The thief is an expert trap finder, receiving a +15% chance to both the finding and removing of traps. The character can also build both simple and elaborate traps given time and resources.
[all right, that’s enough “exceptional traits;” feel free to adopt them for your own B/X campaign, swapping out those you don’t like and adding in your own. Keep in mind that they haven’t been play-tested…though I’m seriously considering using these tables for my upcoming B/X game. Just for fun, you, understand…as I mentioned, B/X is already pretty cool, as is]
: )
Disclaimer: Please be aware that I do not think any of this is necessary to enjoy B/X play. I believe the creative minded person can come up with their own interesting/unusual character within the confines of the seven fine character types and the Big Six ability scores. The following rules are given as a possible jump start to the imaginative process and/or something to “change things up” after many years of straight B/X play.
[also note, that I doubt any such new rules will do much to satisfy some folks’ craving for more. You allow elves and someone wants a Drow. You allow Drow and someone else wants a Dragonborn. See Palladium Rifts regarding “Never Ending Cycles of Bloat”]
Okay, here goes (ugh!):
CUSTOMIZING ONE’S CHARACTER (“EXCEPTIONAL TRAITS”)
While already possible to create a multitude of interesting and distinct characters using the current B/X rules, some groups will find the following rules useful for additional customization. For each character roll once on the proper table at 1st level to determine the character’s exceptional trait. Dwarves and Halflings should roll on the Fighter Table; Elves may roll on either the Fighter or Magic-User Table (not both). DMs may allow characters to gain additional traits as a character advances in level; a new exceptional trait may be gained at each of levels 4th, 9th, 16th, 25th, and 36th. Traits marked with an “*” may only be taken at 1st level. Some DMs may allow players to select an exceptional trait of their choosing rather than rolling randomly. DMs should feel free to further customize these traits to better match the needs of their campaign.
Traits may be lost in play. A character does not gain a replacement for a lost trait.
Cleric (Roll D10)
1. Animal Friend
2. Apostate*
3. Contemplative
4. Learned
5. Martial Order*
6. Righteous Faith
7. Slayer
8. Underpriest
9. Visions
10. Witch-Finder
Fighter (Roll D10)
1. Berserk
2. Dopplehander
3. Grizzled
4. Heirloom Armament*
5. Large*
6. Pugilist
7. Signature Weapon
8. Smart Pet
9. Squire
10. Two-Fisted
Magic-User (Roll D10)
1. Conjurer
2. Elvish Blood*
3. Halfling Wizard*
4. Loremaster
5. Mystic Aura
6. Naturalist
7. Quiet Magic
8. Sleeps Eyes Open
9. Spell Sword
10. Smoke Magic
Thief (Roll D10)
1. Acrobat
2. Cat Burglar
3. Contortionist
4. Dwarvish Outcast*
5. Elvish Bastard*
6. Locksmith
7. Musician
8. On Edge
9. Tracker
10. Trap Maker
CLERIC EXCEPTIONAL TRAITS
1. Animal Friend: Normal animals (not giant, prehistoric, or magical) are naturally disposed to the cleric (+2 all reaction rolls).
2. Apostate*: The cleric was originally a member of an opposite order and retains much forbidden knowledge; the cleric may freely cast normal or reversed spells regardless of alignment.
3. Contemplative: The cleric may enter a meditative trance, re-gaining one spell after one hour or 1D6 hit points over night.
4. Learned: The cleric has spell knowledge as if one level higher.
5. Martial Order*: The cleric may use any weapon, just as a fighter.
6. Righteous Faith: The cleric adds his or her wisdom bonus to any undead Turning rolls.
7. Slayer: The cleric always recognizes undead and knows their weaknesses; may avoid energy drain attacks with a save versus petrifaction.
8. Underpriest: The cleric has an NPC assistant assigned to him or her that adventures with and learns from the character. The underpriest starts as a Normal Human and gains XP as a henchman (i.e. one-half normal), though never enough to equal the cleric in level. The underpriest does not count towards the cleric’s henchman limit and need not be paid; morale is determined as per the cleric’s Charisma.
9. Visions: The cleric is subject to premonitions and dreams of both the past and future. The DM can make these visions as cryptic or useful as appropriate.
10. Witch-Finder: The cleric can detect spell-casters within 60’ and estimate their level of power, relative to his own. The cleric can tell when non-divine magic has been used within the last 24 hours (within the same vicinity).
FIGHTER EXCEPTIONAL TRAITS
1. Berserk: In melee combat the fighter may enter a frenzied state gaining a +1 to hit and damage rolls and immunity to fear effects. The fighter may not flee or evade combat once entering a berserk and is always fatigued afterwards.
2. Dopplehander: The fighter is adept at using two-handed melee weapons, gaining a +1 on damage rolls and +1 bonus to Armor Class. The fighter still attacks last and may not use a shield.
3. Grizzled: The fighter is a scar-toughened veteran and commands respect. Add +1 to reaction rolls and treat negative Charisma as a positive bonus when intimidating NPCs. All henchmen morale is at +1.
4. Heirloom Armament*: The fighter begins the game with a magical weapon or piece of armor handed down from a parent, relative, or mentor. The item is +1 enchantment.
5. Large*: The fighter is of huge size for his species, gaining a +1 to every hit die rolled and +1 to damage inflicted in melee. Armor must be sized to fit (twice normal cost) and the character has a -1 penalty to Armor Class (big target).
6. Pugilist: The fighter is adept at fighting unarmed, attacking at +1 and doing 1D6 damage. Humanoid foes reduced to 0 hit points may be “knocked out” for 1D6 turns.
7. Signature Weapon: The fighter has a specific favored weapon type (e.g. the short sword, the battle axe, etc.) with which he or she receives a +1 bonus to hit and damage.
8. Smart Pet: The fighter has a reasonably intelligent and loyal pet (e.g. a falcon, a hunting dog, a war horse). Besides its loyalty, the animal is normal in all respects.
9. Squire: The fighter has an NPC assistant assigned to him or her that adventures with and learns from the character. The squire starts as a Normal Human and gains XP as a henchman (i.e. one-half normal), though never enough to equal the fighter in level. The squire does not count towards the fighter’s henchman limit and need not be paid; morale is determined as per the fighter’s Charisma.
10. Two-Fisted: The fighter may fight with a weapon in each hand. The normal attack roll is made, but damage is rolled for both weapons with the character choosing which roll to keep for damage.
MAGIC-USER EXCEPTIONAL TRAITS
1. Conjurer: The magic-user may perform simple illusions and sleight of hand tricks and may pick pockets as a thief of the same level.
2. Elvish Blood*: The magic-user has elvish blood in his or her ancestry and enjoys both the infravision and immunity to paralysis abilities of the elf class. The magic-user will generally be long-lived as well.
3. Halfling Wizard*: The magic-user is a Halfling that was apprenticed to a wizard or elf from an early age! The magic-user retains a Halfling’s stature and +1 bonus to Armor Class, and knows the normal languages of a Halfling character; in all other ways the character is a magic-user (including new exceptional traits!). Elves should re-roll this trait.
4. Loremaster: The magic-user is knowledgeable on a variety of subjects and has a 50% chance to identify the properties of a magical item, once the character has ascertained it is enchanted. The DM may apply this chance to the magic-user’s ability to remember trivia and ancient history as well.
5. Mystic Aura: The magic-user has a palpable feeling of magic that emanates from their person, causing awe and disquiet in those that share the character’s presence (+2 reaction bonus to impress/intimidate).
6. Naturalist: The magic-user is well-schooled in the natural world, able to identify most plants and fauna, and understands the speech of birds and beast (though they may not understand the character).
7. Quiet Magic: The magic-user can cast spells with minimal words and no gestures. Full gagging is necessary to prevent the character from working magic.
8. Sleeps Eyes Open: Even when sleeping the magic-users eyes are open and aware; the character can never be surprised while sleeping.
9. Spell Sword: The magic-user has been trained to use weapons normally prohibited by his class, and the character can benefit from a potion of heroism like a fighter of the same level. This does not allow the use of armor or shields. Elves should re-roll this trait.
10. Smoke Magic: The magic-user is adept and summoning and controlling smoke and mist. In addition to blowing impressive smoke rings, the character can summon mist to conceal himself as if a thief of equal level attempting to hide in shadows.
THIEF EXCEPTIONAL TRAITS
1. Acrobat: The thief is capable of many feats of agility and has a 50% chance of being able to somersault or back-flip behind an opponent in melee allowing a “backstab” attempt.
2. Cat Burglar: The thief has no fear of heights and may balance on thin ledges or tight ropes with the same chance as climbing sheer surfaces. If the thief falls while climbing, the player may make a second roll at half the normal chance in order to catch himself, preventing any damage.
3. Contortionist: The character is extremely flexible, able to squeeze and fold her body in ways that seem humanly impossible, including squeezing between bars and escaping chains and restraints.
4. Dwarvish Outcast* (minimum Con 9): The character is a Dwarf that has been cast out of his clan for thievery! All thief skills are at -15% except Open Locks, Hearing Noise, and Find/Remove Traps. However the thief gains the dwarf’s infravision and language abilities and rolls D6 for hit points instead of D4. The character is considered a thief in every other way (including the gaining of new exceptional traits!).
5. Elvish Bastard*: The thief has elvish blood in his or her ancestry and enjoys the Elf’s infravision ability and immunity to paralysis. True elves cannot believe one of their blood would stoop to thievery and the character suffers a -2 penalty to all reaction rolls with elves.
6. Locksmith: The thief is an expert with locks, receiving a +15% bonus to opening them. The thief can create fiendish locks of his own with time and money.
7. Musician: The thief is an accomplished minstrel able to play for his supper (earning 1D6 gold per day), serenade members of the opposite gender (as a charm person spell), or tame the savage beast (as casting a sleep spell). These latter two abilities require a full turn of playing; none of these abilities can be performed in combat and all require a musical instrument of at least 50gp value.
8. On Edge: The thief is extremely furtive and paranoid and is never surprised unless asleep, drunk, or unconscious.
9. Tracker: The thief is adept at finding, following, and recognizing tracks with a chance equal to his or her ability to find traps. The DM may modify this chance by weather conditions.
10. Trap Maker: The thief is an expert trap finder, receiving a +15% chance to both the finding and removing of traps. The character can also build both simple and elaborate traps given time and resources.
[all right, that’s enough “exceptional traits;” feel free to adopt them for your own B/X campaign, swapping out those you don’t like and adding in your own. Keep in mind that they haven’t been play-tested…though I’m seriously considering using these tables for my upcoming B/X game. Just for fun, you, understand…as I mentioned, B/X is already pretty cool, as is]
: )
Sunday, August 1, 2010
Well, Now I AM Committed
Here's the ad I posted on Gary's bulletin board today:
Casey informed me she'd be adding the pertinent information to the Gary's Games' facebook page. Whether or not a week is enough time to cultivate a group actually makes no nevermind to me...since I live two blocks away, it's no sweat off my nose to walk down and check it out (Lord knows I'm down there every day of the week anyway).
Casey informed me she'd be adding the pertinent information to the Gary's Games' facebook page. Whether or not a week is enough time to cultivate a group actually makes no nevermind to me...since I live two blocks away, it's no sweat off my nose to walk down and check it out (Lord knows I'm down there every day of the week anyway).Actually, a guy asked me about the flier while I was still in the shop this afternoon. A nice enough dude named Chris, he told me he was interested but unfortunately ran a 4th edition game on Sundays at the same time and he didn't want to let his players down. Which is understandable, after all...how does he know I won't turn out to be a giant flake-and-a-half? Still, he did say his group didn't meet EVERY Sunday, and IF he was available, he'd try to make it, which I thought was very kind of him. Hopefully, anyone who DOES show up will be cut from a similarly civil cloth.
(*sigh*)
Of course this means I better be up on my game this week. Especially if this Sunday will be a "trial run" of Dragonflight XXXI. Blogging may be light this week, folks (or heavy if I do my usual procrastination/time-waster-thing).
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