the night land and the tragic story of the D&D world

May 25th, 2012

I previously described William Hope Hodgson’s The Night Land as the Shadowfell sourcebook written in 1912, but I never got around to quoting any inspiring passages.

I stood in one of the embrasures of the Last Redoubt—that great Pyramid of grey metal which held the last millions of this world from the Powers of the Slayers.

Outside of one populated pyramid, the world is dark. (As you might expect from its name, The Night Land is a dying-sun or dead-sun novel, set on Earth, millions of years in the future.) The inhabitants of the pyramids know of no humans who live outside the pyramid. That’s one thing that The Night Land has over any plane of shadow, actually. Even if you’re trapped in a realm of shadow, you know that the multiverse is alive with light and life. Outside of the Last Redoubt, though, there’s nothing… forever.

Here’s a section where the protagonist gives a bestiary and geography of the Lands. I can’t resist quoting this giant section because it’s all so creepy:

And so back to my telling. To my right, which was to the North, there stood, very far away, the House of Silence, upon a low hill. And in that House were many lights, and no sound. And so had it been through an uncountable Eternity of Years. Always those steady lights, and no whisper of sound—not even such as our distance-microphones could have discovered. And the danger of this House was accounted the greatest danger of all those Lands.

And round by the House of Silence, wound the Road Where The Silent Ones Walk. And concerning this Road, which passed out of the Unknown Lands, nigh by the Place of the Ab-humans, where was always the green, luminous mist, nothing was known; save that it was held that, of all the works about the Mighty Pyramid, it was, alone, the one that was bred, long ages past, of healthy human toil and labour. And on this point alone, had a thousand books, and more, been writ; and all contrary, and so to no end, as is ever the way in such matters.

And as it was with the Road Where The Silent Ones Walk, so it was with all those other monstrous things … whole libraries had there been made upon this and upon that; and many a thousand million mouldered into the forgotten dust of the earlier world.

I mind me now that presently I stepped upon the central travelling-roadway which spanned the one thousandth plateau of the Great Redoubt. And this lay six miles and thirty fathoms above the Plain of the Night Land, and was somewhat of a great mile or more across. And so, in a few minutes, I was at the South-Eastern wall, and looking out through The Great Embrasure towards the Three Silver-fire Holes, that shone before the Thing That Nods, away down, far in the South-East. Southward of this, but nearer, there rose the vast bulk of the South-East Watcher-—The Watching Thing of the South-East. And to the right and to the left of the squat monster burned the Torches; maybe half-a-mile upon each side; yet sufficient light they threw to show the lumbered-forward head of the never-sleeping Brute.

To the East, as I stood there in the quietness of the Sleeping-Time on the One Thousandth Plateau, I heard a far, dreadful sound, down in the lightless East; and, presently, again—-a strange, dreadful laughter, deep as a low thunder among the mountains. And because this sound came odd whiles from the Unknown Lands beyond the Valley of The Hounds, we had named that far and never-seen Place “The Country Whence Comes The Great Laughter.” And though I had heard the sound, many and oft a time, yet did I never hear it without a most strange thrilling of my heart, and a sense of my littleness, and of the utter terror which had beset the last millions of the world.

As I mentioned, the unrelieved bleakness of a dying-earth story beats the spooky exoticism of the Shadowfell. Therefore, the details of The Night Land might be better used in your D&D game as the hopeless final destination in a time-travel game. If you go that route, you might need to provide some intermediary time-stops: if The Night Land is ten million years in the future, what do things look like five million years from now?

Hodgson has a character recall a time before the sun quite went out, and it’s also worthy of mention.

She did see, as in a far dream, yet very plain, a great metal roadway, set in two lines that went forever unto the setting Sun; and she then sudden to say that she did see in her memory the Sun, and she to have a strange and troubled amazement upon her. And there did be Cities upon the great road; and the houses did be strange-seeming, and did move forward eternally and at a constant speed; and behind them the Night did march forever; and they to have an even pace with the sun, that they live ever in the light, and so to escape the night which pursued forever, as she did tell, and a dread and terrible chill that did live in the night. And there did be cities far forward in the morning Sunshine, that did have gone before at speed, and set the husbandry of the world, and to be finished and gone forward again ere that certain of the latter cities did come to that place to the reaping; and the night to come presently to that place; but this not to be for some part of a year after that the crops were taken. But how long this might be, she not to remember.

Walking cities that lumber around the earth to avoid the dread night of a year-long day! Another good setting there. And now our future-pointing time travel game has three stops, each more depressing than the last:

  • Dark Sun
  • The Walking Cities
  • The Night Lands

    To complete the tragic downward spiral of the D&D universe, we should add three ancient-past time-travel hubs, each grander and more comforting than the last, until we get to the dawn of the world, when people lived in harmony and the gods walked the earth.

  • the badass skeletons of the Fiend Folio

    May 23rd, 2012

    The 1e Fiend Folio spent years in the doghouse. As a kid, I wrote off the Folio as a collection of gimmick and useless monsters – including the adherer, flail snail, carbuncle, and flumph – topped off with an unnecessarily large helping of badass skeletons.

    Lately, there’s been a bit of a reclamation project, with various game designers and bloggers returning the the Folio for inspiration. I’ll do the same today. I’m leaving the flumph for someone else, though; as part of the May of the Dead carnival, I’ll be rating, in alphabetical order, the Fiend Folio’s many, many badass skeletons.

    Apparition

    Non-Badass Appearance: As badass skeletons go, the Apparition is pretty conservative. He’s only half-heartedly swathed in mummy bindings, and no sinister fires burn in his eyesockets. Only the Russ Nicholson art saves him from mediocrity.

    Badass Mechanics: The Apparition has 8 HD and 0 AC, and, like many of the Fiend Folio critters, it has unique insta-death mechanics. If you roll over your Intelligence AND Constitution on 3d6, you “suffer a massive heart seizure and die instantly.” I like this monster because if you’re sufficiently smart, you’re totally immune to its powers. Stay in school, kids!

    Badass Rating: 1 Skeletor

    Coffer Corpse

    At 2 HD, the Coffer Corpse is one of the few low-level badass skeletons.

    Badass Description: The Coffer Corpse is “found in stranded funeral barges”, so keep that in mind when you are planning an adventure on a stranded funeral barge.

    Badass Mechanics: The Coffer Corpse doesn’t cause you to save or die. He just grabs you by the throat and, like Bryan Adams, never lets go (until you kill him, which shouldn’t take too long as he has an average of 9 HP.)*

    Badass glowing eyes: Check.

    Badass Rating: 3 Skeletors

    *I mean until you kill the coffer corpse. But Bryan Adams also has 9 HP.

    Crypt Thing

    The Crypt Thing just sits in his crypt all day (% in lair: 100%) and uses his special mechanics to puzzle wayward adventurers.

    Badass Mechanics: The Crypt Thing teleports each saving-throw-failing party member 100-1000 feet in a random direction, and lies to the rest of the party, claiming that the teleported creatures have been disintegrated.

    Badass Motivation: Although they are neutral, “their aim appears to be solely that of obtaining pleasure by creating confusion and dissent.” I guess it’s the kind of neutral that is slightly chaotic and slightly evil. For a skeleton with glowing eyes, though, it’s practically Lawful Good.

    Badass Appearance: This guy looks a lot like Skeletor, so full marks for that.

    Badass Rating: 3 Skeletors

    Death Knight

    Badass Story: The Death Knight is a lich created by Demogorgon from a fallen human paladin. Every word of this sentence drips with Metal!

    Badass Hit Points: The Death Knight has 9 HD, but he’s so awesome that they’re TEN SIDED DICE. I guess because they’re from paladin class levels.

    Badass Stats: The Death Knight has high stats even by paladin standard, which is saying a lot. He has 18/00 Strength and his Intelligence is Average-Genius. He also speaks 3-6 bonus languages!

    Badass Mechanics: The Death Knight has more kickass powers than you can shake a femur at. Highlights include 75% magic resistance that, 11% of the time, reflects spells at their caster; power word kill; a 20-dice fireball; and a gate spell.

    Badass Steed: The Death Knight rides a nightmare. That’s the gold standard for villainy. If you’re a bad guy and you have to ride a regular horse, you might as well hang it up.

    Badass Rating: 5 Skeletors

    Eye of Fear and Flame

    Badass Life Goal: “It constantly stalks the underworld seeking lawful or lawful/neutral parties or individuals. It will command an individual, or member of a party, to perform evil deeds.

    Badass Mechanics: One eye fires a 12-die fireball every three rounds. The other acts like a fear wand every round. That’s a lot of magic that it’s slinging around. That’s what you get if you don’t perform evil deeds.

    Badass Glowing Eyes: Yes, and they are gems worth 1,000-2,000 GP each.

    Badass Rating: 3 Skeletors

    Gambado

    Non-badass Description: “Supported on its thin (but very strong) neck is a skull – usually of an animal but sometimes of primitive man.” A primitive man? Like a soccer hooligan? How can you tell that from the skull? Or is it, like, a hominid? Anyway, the gambado’s body is like a cylindrical spring. It hops.

    The gambado better be, like, a South American legend or something, otherwise this is pretty lame. (consults dictionary dot com) No, “Gambado” is just an old fashioned word for a hop. The gambado hides in a thin little hole and gambadoes out at people. STUPID.

    Badass rating: 0 Skeletors

    Huecuva

    The Huecuva is a 2-HD monster, “similar in appearance to a robed skeleton”. It has two gimmicks: it is able to polymorph self three times a day, and its touch infects the victim with acute cardiovascular-renal disease. I kid you not. Mechanics based on the Diseases chart in the DMG!

    This one IS based on a South American legend. A point for that.

    No points for the mummy wrappings. It looks like the Huecuva saw the illustration for the Apparition and thought to itself, “I can get more wrappings than that guy.” There is such a thing as TOO many wrappings, Huecuva. You look like a kitten that got into the yarn: there’s a thing called self-control. Don’t give me that look.

    Badass Rating: 1 Skeletor

    Necrophidius

    Badass Name: Necrophidius. Great name. “Drown in your tears of terror, for I am Necrophidius the Malificent!” “Ladies and gentlemen, the next president of the United States: Necrophidius!” “Necrophidius, bring the car around front.” Necrophidius.

    Badass Mechanics: The necrophidius is another hopping snake skull-head like the Gambado, but at least it can execute the Dance of Death (treat as hypnotism).

    Badass Construction: You can make your own necrophidius! The ingredients include “the complete articulated skeleton of a giant snake (poisonous or constrictor) and the skull of a cold-blooded murderer killed in the last 24 hours.” The good thing about this is, after you kill the murderer in order to make your snake, YOU are a cold-blooded murderer, so your skull can be used to make a second necrophidius!

    Badass Glowing Eyes: Yup.

    Badass Rating: 4 Skeletors

    Revenant

    Badass Backstory: “Under exceptional circumstances, those who have died a violent death may return from beyond the grave to wreak vengeance on their killer – as a revenant.” Revenants do all sorts of creepy stuff to their killer: “lock its claw-like hands around its victim’s throat,” “stare into his killer’s eyes” causing the killer to be “paralysed with terror”, and track the killer “wherever he may be.”

    Badass Indestructibility “Weapons – normal and magical alike – do not affect the creature.” If it is somehow dismembered anyway, its limbs continue to act. It regenerates 3 HP per round. It is immune to acid. I see why the description talks about the revenant tracking its victim – this is a guy you want to run away from.

    Badass Entry Requirements: In order to become a revenant, you need Wis or Int greater than 16, Con 18, and total characteristics totaling to 90 or more (wow! 15 average! Although it’s not quite as difficult if you use the Comeliness stat.) Even so, you only have a 5% chance of coming back. Why are we getting all this info about how hard it is to become a revenant? It seems to imply that PCs will want to become revenants.

    Badass Glowing Eyes: “Its eyes – sunken in the face – are at times dull and heavy-lidded but, particularly when nearing its intended victim, they will blaze up with unnatural intensity.”

    Badass Rating: 4 Skeletors

    Skeleton Warrior

    As Death Knights are the lich versions of paladins, skeleton warriors are lich versions of high-level fighters. What’s up with thieves? No one wants to make lich versions of thieves.

    Badass Jewelry: A skeleton warrior’s soul is trapped in a golden circlet. If you put on the circlet, you may control the skeleton. While you’re not in control, it tries to kill you. There’s lots of text about how exactly this works.

    Badass Intelligence: Skeleton Warriors have Exceptional intelligence, and are neutral (tending towards evil). If you wore the circlet, could you force the skeleton warrior to work as a college professor, even if you didn’t have a high enough intelligence to do it yourself? I bet Skeleton Warriors are tough graders and they love to fail you. “This will not be sufficient, Mr. Necrophidius. I said five pages, and this is four and a half.”

    Badass Rating: 2 Skeletors

    Son of Kyuss

    Badass Dad: Kyuss was an evil high priest who invented a new form of undead. Living the dream, Kyuss.

    Badass Mechanics: Sons of Kyuss radiate cause fear, regenerate like trolls, and their mighty punches inflict leprosy. More diseases from page 12 of the DMG!

    Badass Gross Worms: Sons of Kyuss have “fat green worms” crawling out of all of their skull orifices. “One worm per melee round will jump from a son’s head to an adjacent character”, potentially turning the character into a son of Kyuss in 1-4 melee rounds.

    Badass Rating: 3 Skeletors

    Eleven skeleton monsters is probably too much for a monster manual supplement! But, as my wife notes, it is almost enough for a calendar. How awesome would that be? I wonder if Russ Nicholson has all of the original art?

    posters and pandas

    May 21st, 2012

    All the posters have shipped! Actually, this was true a couple of days ago, and I’m late with the announcement: many of you have probably gotten your posters by now.

    Dan from GameSalute gave me this graphic, which has a number you can call if you haven’t gotten a poster by this Friday the 25th.

    Dan sent me this image on Thursday, so it’s actually only 1d10-4 days till you get your package.

    Thanks, Dan and GameSalute, for your help with shipping these posters. It would have been pretty much impossible for me to do it alone.

    While I’m thanking people: let me tell you about Rich Burlew.

    When my kickstarter was approaching 1% of the Order of the Stick total, and I asked Rich if he’d help me out with art, he not only drew me a sticker that same day, he waved off any honorarium or payment. Instead, he asked me to make a donation in his name to one of his favorite charities, like the World Wildlife Fund.

    When we passed 2 Burlew Points, it seemed appropriate to make another donation to WWF. It’s against the rules of Kickstarter to raise money for charity, so I’m now using my own funds, not Kickstarter profits, to make a donation, which just happens to be 15% of the profits of the kickstarter. The donation is in honor of the amazing D&D kickstarter community.

    the whimsical fairies of a dead sun

    May 18th, 2012

    In 1912, William Hope Hodgson wrote the very long and very bizarre novel The Night Land. It’s one of those novels that seems like it’s more a D&D sourcebook than a novel. If I were running a fourth-edition game set in the Shadowfell, I’d actually take The Night Land over the D&D Gloomwrought boxed set.

    The Night Land presents some obstacles to the reader. It’s written in High Faux Archaic, with a ratio of five semicolons to the period. It’s long and repetitive, describing every uneventful journey, camp, and meal break. It’s got weird gender politics, even for 1912. But it’s also got some powerful images. H. P. Lovecraft said of it, “The picture of a night-black, dead planet, with the remains of the human race concentrated in a stupendously vast metal pyramid and besieged by monstrous, hybrid, and altogether unknown forces of the darkness, is something that no reader can ever forget.”

    Oddly, this book, which contains a great Shadowfell setting, starts with an evocation of its fourth-edition opposite, the Feywild. The main character and his soul mate have had shared dreams of Fairyland:

    And one evening, that I ever remember, as we wandered in the park-lands, she began to say—-half unthinking-—that it was truly an elves-night. And she stopped herself immediately; as though she thought I should have no understanding; but, indeed, I was upon mine own familiar ground of inward delight; and I replied in a quiet and usual voice, that the Towers of Sleep would grow that night, and I felt in my bones that it was a night to find the Giant’s Tomb, or the Tree with the Great Painted Head, or-—And surely I stopped very sudden; for she gripped me in that moment, and her hand shook as she held me; but when I would ask her what ailed, she bid me, very breathless, to say on, to say on. And, with a half understanding, I told her that I had but meant to speak of the Moon Garden, that was an olden and happy fancy of mine.

    Some good Feywild place names there! Also, you can see that I was not kidding about the semicolons.

    D&D Next Idea: Cast Any Spell in 10 Minutes

    May 16th, 2012

    Mike Mearls talks about plans for the Wizard in his latest D&D Next article, Balancing Wizards in D&D.

    One of his ideas is that using a scoll would require expending a spell of that level to use; so the idea is that scrolls wouldn’t increase overall power, but they would allow for more versatality. This sounds like a great solution for allowing a wizard to get some use out of those corner-case spells that have utility only in specific situations, while still maintaining overall power balance.

    This implementation reminds me of an idea Paul and I discussed a couple weeks ago for how to handle the same problem. It could be used in addition or in place of the above system for handling scrolls:

    A wizard can cast ANY spell they know by expending a spell slot of that level and increasing the casting time to 10 minutes. 

    Thus, when you memorize your spells for the day, you can focus more on spells you know are going to be useful, such as offensive or powerful utility spells, since you can always cast the more situational spells, such as Stone to Mud or Disguise Self, out of combat if they are needed.

    Of course, there are still going to be some situational spells that you may want to memorize since you’ll be able to cast them in a single round, so it is not necessarily just a matter of loading up on your most obviously powerful spells, especially if you have reason to believe (such as by advance scouting or information gathering) that a certain spell will be useful.

    The main advantage of this approach (or of the new approach for scrolls) is that it allows more of those fun wacky spells that rarely see use to come into the forefront when they will really be needed out of combat. When I am playing a wizard in 3.5 or previous editions, there are certain spells I never touch until higher levels (when I have enough lower level spell slots to diversify); it would be fun to see those spells coming into play earlier on.

    Random Dungeon pdfs sent

    May 15th, 2012

    I sent emails to backers of the Random Dungeon kickstarter, letting them know that they could download the poster PDFs (and the DM notebook, for $22+ backers). Let me know if you’re a backer and you didn’t get an email.

    What the 2e PR can tell us about 5e

    May 14th, 2012

    When I got that giant box of D&D stuff in the mail, one of the first things I did (after reading the original owner’s game notebook and the In Search of The Unknown module) was settle down with a random Dragon issue I’d never read before: Issue #121, from 1987.

    There’s a hilarious article by David “Zeb” Cook, trying to allay people’s fears about the coming Second Edition. It’s hilarious because, as an avid consumer of Fifth Edition previews, I find it so familiar.

    Really, I do want to avoid having to do a Third Edition -— at least having to repeat what I’’m going through on Second Edition! The only way to do this is to build a set of core rules that can accommodate the inevitable changes and additions that will come. Just as the First Edition was not perfect, I know that new and better ideas will surface after Second Edition is done.

    Our current plan is that we haven’’t got a plan. We are still looking at a lot of different ideas. Currently, all of them revolve around building a core set of rules that can be used by all players. One thought is that there would be two hardbound rule books — the Players Handbook and the Dungeon Masters Handbook (note the title change). These would present the core rules for the game, what everyone needs to know.

    This sounds a lot like the marketing for D&D Next: the base 5e game will be very modular. We’ll have core rules, and a bunch of room to add optional rules. That way, we can avoid having to do a sixth edition.

    (Also, what happened to the proposed name change to Dungeon Master’s Handbook? Was there public outcry against it?)

    The article goes on to describe the “core” and “optional” rules in ways almost identical to the descriptions of the current new edition, except with the addition of a middle “tournament” rules tier:

    TSR’’s attitude about “official” rules has changed. You know and I know that people create variants and house rules for use with the AD&D game. Trying to demand that they play only the “official” rules is pointless. That’s why we’’re planning on marking rules in the core set as “Standard,” “Tournament,” and “Optional.” Standard rules are the absolute minimum you need to play something that is passably identifiable as the AD&D game – the races, character classes, attack rolls, etc. Tournament rules add the rules that will be normally used in any TSR-sponsored tournament. After all, in a tournament, you should be reasonably certain that you will be playing the same game as your neighbor, a useful thing to ensure fairness at a convention! Best of all, for all you tinkerers out there, the Optional rules allow you to make the game yours, filling your game with as much richness and detail as you want – weapon-based armor-class modifiers, create-your-own character classes, spell-casting times, proficiencies, casting components, and more. Optional rules are just that; if you don’t like ’em, you don’t use ’em.

    Compare that to this Rule of Three article from 2012:

    We want to put as many tools as possible in the hands of DMs and their players so they can tailor the game to their preferences. Part of this process involves providing a number of what you’ve heard us refer to as “rules modules”—that is, packages of optional or alternative rules that we have designed, developed, and playtested that help create a certain game play experience, either for a single player or the entire game table.

    The second half of that process is one that should also make it easier for homemade rules modules: creating a streamlined base to the game that rules modules can be added to easily. With a clean, lean, and dependable core to the game, we hope to be able to communicate to players and Dungeon Masters what the basics of the game are, and then provide advice for designing your own material to work with that.

    It actually seems like the spirit of the fifth-edition revision has more in common with the second edition than I realized.

    I don’t know if we can make any predictions about 5e based on the optional and tournament rules of 2e, but, for fun, I flipped open my new Second Edition PHB and found the items in the Table of Contents listed as Optional and Tournament:

    Proficiencies (Optional)
    Encumbrance (optional rule)
    Basic Encumbrance (Tournament rule)
    Specific Encumbrance (Optional Rule)
    Encumbrance and Mounts (Tournament Rule)
    Spell Components (Optional Rule)
    Weapon Type vs Attack Modifiers (Optional Rule)
    Group Initiative (Optional Rule)
    Individual Initiative (Optional Rule)
    Weapon Speed and Initiative (Optional Rule)
    Parrying (Optional Rule)
    Jogging and Running (Optional Rule)

    What do you think? Will 5e’s “clean, lean and dependable core” be leaner and meaner than 2e’s “absolute minimum you need to play something that is passably identifiable as the AD&D game” (which core, presumably, included every rule except the ones mentioned above)?

    There were a couple of other quotes in the article that I found interesting, not in relation to D&D Next, but to 2e’s eventual replacement, Third Edition:

    Now, 100% compatibility is just not possible. There are things that must be fixed. There are inevitable improvements and new ideas. These things are going to prevent Second Edition from being 100% compatible. Just what percent compatibility we wind up with, I can’’t say. Indeed, the need to keep things compatible results in us not making some changes that would only confuse the issue. Take the armor class numbering system. To many players, it does not make sense that the worst armor classes have higher numbers, and it would seem simple to change it. However, reversing the order of the armor class numbers would invalidate every AD&D game campaign and product in existence. For compatibility’’s sake, it is better to make no change, since this change is not worth the trouble it will cause.

    Ascending AC was something that was done in the bolder rules changes of 3e. It’s interesting that they were already thinking about it in 1987.

    and

    Ultimately, there will be people out there who will be playing Version 1.0, Version 1.5, Version 2.0, and probably even Version 2.3 of the AD&D game. Perhaps we should figure out some type of numbering system like that used on computer programs!

    It would take this prediction 16 years to come true, with the publication of D&D 3.5.

    mr. meeson’s will

    May 11th, 2012

    Mister Meeson’s Will, by H Rider Haggard, tells the story of a veddy propah Englishwoman who is shipwrecked on a desert island and must have a dying tycoon’s will tattooed upon her back. It’s part of the 19th century tradition of novels exploring outlandish corner cases of the law, like Wilkie Collins’ Man and Wife.

    The informational tattoo idea has been explored in fantasy. The tattoo treasure map has been done before: I remember seeing it first in some Ultima game. In D&D, tattoos of spells have been mentioned as alternatives to spellbooks.

    Worst case D&D scenario: someone is tattooed with an expendable spell. They’re essentially a living scroll. Scrolls self-destruct when used.

    This might lead to a rough situation for a poor sailor. He passes out at the tattoo parlor, and wakes up a living – and disposable – piece of ordnance. If the ship is attacked by pirates, the ship’s wizard might decide that there’s nothing to be done but read the scroll and expend the sailor.

    Either that or someone is tattooed with Explosive Runes.

    Any other weird D&D consequences of an ill-considered tattoo?

    The magic quantity: How to scale everything important in the D&D world

    May 9th, 2012

    D&D is a game where you spend half your times killing monsters and half your time interacting with the world (adjust proportions to taste). In every edition, the killing-monsters part is very well-defined, mathematically speaking. The interacting-with-the-world part has a few data points here and there: how much do things cost in shops? How many men-at-arms does a level 9 fighter get? for how much can you sell a subdued dragon? At first it all seems like little islands of subsystem in a sea of dm-use-your-judgment, but what would you say if I told you it can all be distilled into a formula THAT ONLY I HAVE DISCOVERED?

    You’d rightly tell me that I was going math crazy, like the guy in Pi. So I won’t say that. I’ll instead offer a rule of thumb that can be surprisingly useful, and offers surprisingly coherent results, that you can use when you don’t know how the size of something, how many there are, how much it costs, or any other game-world number.

    The Magic Quantity: How Many at What Level?

    Every level has a Magic Quantity (and vice versa). It’s meant to answer this question: “If I have one of something at level 1, how may will I have at level x?” The magic quantity for level 1 is 1. The magic quantity for level 30 is 1000.

    TRANSLATING LEVEL TO QUANTITY:
    Level 1 to 10: quantity = level
    Level 11+: quantity = 10 per level above 10
    Level 21+: quantity = 100 per level above 20

    TRANSLATING QUANTITY TO LEVEL:
    10 items or less: level = quantity
    11+ items: level = 10 + 1 level per 10 items (round down)
    101+ items: level = 20 + 1 level per 100 items (round down)

    What do you do with a magic quantity?
    You multiply it by things. Gold coins, soldiers, miles of land.
    x1000 GP: That’s how much PCs can earn per level.
    x1000 GP: That’s the price of a really awesome thing that’s appropriate for a given level (pet monster, castle, airship)
    x1 mile: That’s the diameter of the domain PCs can control.
    x1 soldier: That’s how many soldiers PCs can defeat singlehanded.
    x10 soldiers: That’s how many soldiers PCs can command.

    Level Quantity
    1 1
    2 2
    3 3
    4 4
    5 5
    6 6
    7 7
    8 8
    9 9
    10 10
    11 10
    12 20
    13 30
    14 40
    15 50
    16 60
    17 70
    18 80
    19 90
    20 100
    21 100
    22 200
    23 300
    24 400
    25 500
    26 600
    27 700
    28 800
    29 900
    30 1000

    Disadvantages of this system:

  • it’s spiky (it’s linear for 10 levels and then changes by an order of magnitude). Linearity means that, between level 1 and 2, a number is multiplied by x2, while between 8 and 9 it is multiplied by x1.125. Still, this is not new to D&D: this is also how hit points work.
  • There is a weird repeated value at level 10 and 11, and again at 20 and 21.

    Advantages of this system:

  • It’s spiky. It changes the focus of play at what 4e calls heroic, paragon, and epic tiers. Suddenly, around level 12, new possibilities open up.
  • it is easy to learn: It replaces several different charts with a learnable rule. It also generates some convenient short cuts: 10x the number of something is always 10 levels higher.
  • It generates results not out of the realm of plausibility, which I will demonstrate below.

    I think this rule of thumb is strong enough to be the backbone of several D&D subsystems. Below, I’ll try a couple, and compare my work against existing D&D rules.

    TREASURE PER LEVEL

    If you multiply the Magic Quantity by 1000 GP to generate treasure by level, a character might get 1000 GP at level 1, 2000 GP at level 2, 20k GP at level 12, 100k at level 20, and 1 million GP at level 30. (Or less. This might be the total treasure the DM puts into the adventures, but no party clears out the whole dungeon.)

    This not too terribly far off from the 3e expected Wealth By Level. A WBL character would earn 900 GP as opposed to 1000 at level 1. By level 20, a character using the magic quantity system would have accumulated about 600,000 GP; a 20th level WBL character is expected to have wealth of 760,000.

    (For first edition, where GP=XP, wealth by level is irrelevant. You level up as soon as you collect the right amount of money.)

    AWESOME THINGS

    I recently posted a giant list of things for high-level characters to buy. I used the Magic Quantity rule to price the items.

    The awesome-things economy is based on the same multiplier as the treasure-by-level economy – x1000 GP – so you can always spend your level’s worth of treasure for one level-appropriate cool thing. This might be a magic item, in campaigns where you can buy magic items; a new spell; or cool stuff like hippogriff eggs, castles, and flying pirate ships. To determine a cool thing’s price, just figure out the level at which you’d expect it to show up in the campaign. For a pet monster or henchman, this is the level of the monster. For instance, if a hippogriff is a level 3, encounter level 3, or 3 HD monster, you could price a hippogriff at 3,000 gp.

    How well does this stack against canonical rules? OD&D specifies that a party can sell a subdued ancient red dragon for about 50k GP, so I presume they can buy it for 100k GP. That means that, if a red dragon were for sale, a level 20 character could afford to buy it. Badass! Similarly, in AD&D, hippogriffs are 3 HD monsters whose eggs and fledglings sell for 1000, 2000, or 3000 GP, depending on age.

    From the 1e DMG, it’s hard to tell how much it costs to build a typical castle – the construction menu is complicated – but I priced a four-tower castle of a couple thousand square feet at around 20,000 GP, which would make it suitable for level 12. Sure.

    LAND CONTROLLED

    Let’s say we use the magic quantity for the diameter, in miles, of a PC’s area of control: 1 mile at level 1, up to 1000 at level 30. That means that a level 1 character will find enemy monsters 20 minutes from his house, while a level 30 character can control an area about the size of Europe.

    How well does this stack against canonical rules? We’ll sanity-check this against the only D&D data we have for determining characters’ areas of control: the rules for PCs building strongholds at name level. At level 10, when an OD&D fighter is clearing five-mile hexes for his stronghold, a Magic Quantity character can control a ten-mile-diameter area (about four hexes). OD&D specifies that a character can control land up to 20 miles distant from a single stronghold: that’s a diameter of 40 miles, and, according to the magic quantity rule, would require a level-14 character. This is plausible for the level of a character who has maxed out his stronghold. For it to grow any further, a character will need to become a monarch or other ruler of vassals.

    If you want to be a serious big-time king, you need to conquer an area the size of England. It’s about 300 miles from the north of England to the south, making England a level-23 realm. (France is level 27.)

    SOLDIERS DEFEATED

    How many soldiers (or, more strictly, level 1 creatures) can a character expect to beat? Using the magic quantity for this might, or might not, match with actual combats run in different D&D editions. It’s hard to say for sure, because D&D doesn’t handle battles against 100 opponents very well. It’s also inexact because it varies a lot by class and situation: a flying wizard can lay waste to legions while the rogue is better away from the battlefield. The numbers are reasonably plausible, though: A level 1 character can beat one soldier (sure, PCs are better than NPCS). A fifth-level fighter can defeat 5 soldiers, a 15th-level fighter 50, and a 25th-level fighter 500.

    How well does this stack against canonical rules? I think it works reasonably well up to level 10, especially if you use the fighter as your yardstick. High-level PCs don’t engage in melee with dozens of orcs, so let’s turn away from D&D, towards literature, and see if we’re capturing the right feel for battlefield might.

    For an example of a paragon-level fighter – over level 10 – I usually think of Inigo Montoya, one of the best duelists in the world, who helpfully comments that, even at his best, he could not defeat 60 men. If he could defeat 50, that would put him at a very plausible level 15. For over-the-top epic heroes, one of the best is mythical Irish warrior Cú Chulainn. When he’s singlehandedly defending Ulster from the army of Connacht, he flips out and kills “one hundred, then two hundred, then three hundred, then four hundred, then five hundred, where he stopped” – making him a level 25 barbarian. Archbishop Turpin, one of Gygax’s inspirations for the cleric class, supposedly killed 400 Saracens in a battle, which means he’s a level 24 cleric.

    Now that that’s set in stone, we can settle an old debate! What level are the Lord of the Rings characters? At the Battle of the Hornburg, Gimli kills 42 enemies to Legolas’s 41, so both characters are level 14. That’s settled!!

    SOLDIERS COMMANDED

    Let’s say that a PC war leader usually has access to a number of level-one troops equal to 10 x the Magic Quantity. Thus, a fighter might command 10 troops at level 1 (as a sergeant), 100 troops at level 10 (as a lord), 1000 troops at level 20 (as a king), and 10,000 troops at level 30 (as an emperor). 100 at level 10 is in line with the followers granted to 10th-level fighters in the 1e DMG, and 10,000 is a realistic historical size for a medieval army from a powerful (non-points-of-light) country like France. (The largest late-medieval armies are larger than the ones generated by these rules, but human populations are probably smaller in a fantasy world shared with a hundred hostile species.)

    How well does this stack against canonical rules? A level 9 AD&D fighter collects between 60 and 120 troops – 90 average. In OD&D, every group of 30 bandits has a 4th level leader, 50 bandits have a 5th or 6th level leader, and 100 bandits have an 8th or 9th level leader.

    I’ll go more into this later: for instance, I think you could put the troop guidelines together to make a decent mass combat system.

  • kickstarter posters shipping this week! In the meantime, run a barony!

    May 7th, 2012

    GameSalute has been busy. They’re doing shipping and fulfillment for my project as well as the Dwimmermount, Sunrise City and Empires of the Void kickstarters, as well as some others. Still, Dan at GameSalute says he’ll begin shipping the posters this week. Thank you all for your patience!

    Around the time that posters are shipped, everyone will get a URL where you can download PDFs of the posters and, eventually, the other rewards as they become available. Most of the other PDFs (all-star adventure book, board game, etc) aren’t ready yet, but one reward that WILL be ready for $22+ backers (and $15 backers) is a PDF version of Paul’s DM Notebook!

    I’ve been working on the DM notebook for a lot of hours over the past month, and it’s just about done: I just need to do one or two more illustrations. It weighs in at 64 pages. This will be a beta version of the book. I’d love it if you guys each tested something from the notebook in your next game and sent me some feedback. Next month or so, I’ll update the notebook and make the final version available as a PDF and on lulu.

    In the meantime, here’s a big chunk of Chapter 7, which includes prices for big-ticket items like castles and armies, and gives rules for running a barony of your own.

    (Download chapter)

    Also, here’s a picture I drew yesterday, for the Epic Adventures section of the book.