Posts Tagged ‘oldschool’

Lankhmar levels

Monday, May 24th, 2010

Thinking about my recent post mentioning Fafhrd and the Grey Mouser, I remembered that F&M were statted up in Deities and Demigods. I looked them up – yep, they are both fighter-thieves.

The entire Nehwon section of Deities and Demigods is pretty interesting. Last time I read it carefully was in high school, way before I read the Fritz Leiber stories, so it’s nice to see these stat blocks contextualized. I don’t even remember what I thought of Nehwon at the time – did I recognize that it was from modern fiction? or was I like “What kind of crazy, obscure world religion is this?”

DeathA couple of stat block surprises: Death, for instance.

MOVE: Infinite

Well, that’s fun. I guess he has to move around pretty fast to travel from the dark underside of the world to collect all those souls.

CLERIC/DRUID: 30th Level Cleric
FIGHTER: 30th Level Fighter
MAGIC-USER/ILLUSIONIST: 30th level in each

Wow, Death really has a lot of merit badges. (By the way, 30th level seems to be the level cap for the gods: Odin, for comparison, has no class levels above 30th level, and Thor’s highest level is 20th as a fighter.)

THIEF/ASSASSIN 15th Level Assassin
BARD/MONK: 23rd Level Bard

OK, Death only has FIFTEEN levels of Assassin? He has more levels of BARD? You gotta figure, either Death has no assassin levels (your merciful 19th century solace-dispensing death) or he is the ULTIMATE ASSASSIN. As it is, though, if I had to choose one Nehwon god to inescapably kill a dude, and a different one to win a Battle of the Bands, right now it looks like I’m tapping Death for the battle of the bands, and I’ll take Rat God as my assassin.

The other peculiar entry in the Nehwon mythos is Pulgh:

Pulgh (hero)
Pulgh does not appear in any of the currently published works about Nehwon, although a cousin, Pulg, is mentioned in “Lean Times in Lankhmar”. Pulgh is the greatest warrior of Lankhmar (although when Fafhrd and Mouser are in the city, Pulgh would be hard pressed to claim he was the best in that place…)

What? He’s not in any “currently published works?” What does that even mean? Who is this guy? And what’s this about his cousin Pulg?

OD&D + 2 many classes

Monday, May 17th, 2010

I’ve somehow ended up in two weekly 4e games, both of which were cancelled this week. With twice the thwarted D&D energy, I found myself reading OD&D books and speculating on some extreme kitbashing. OD+D + 2 Many Classes

In the past, James Maliszewski has suggested that the cleric class doesn’t have a lot of traction in fantasy literature, and that maybe magic users should absorb the cleric spell list (an idea which didn’t meet with universal approval).

It’s true, most sword-and-sorcery priests (most of whom are evil death priests) look more like wizards than anything else. Christian priests and monks appear in heroic literature, but they don’t have healing abilities: they may have the ability to banish demonic and fey influence, but so does a crucifix or a piece of cold iron, neither of which demand a loot share.

Meanwhile, a lot of OD&D people don’t like the thief class (which was introduced in a supplement anyway; and is a rare example of “power un-creep”.)

Hell, since we’ve already folded cleric into magic-user, let’s give every fighter thief powers! Backstab, climb walls, pickpocket, the works.
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Wealth by level in BECMI D&D

Thursday, May 13th, 2010

From the Basic D&D Companion set (1984):

When designing adventures to fit the needs of the characters, you don’t need to guess the proper amount of treasure to place; a bit of simple math will help. Use 125,000 XP as the average needed per level. If you want a group of 4 characters, all level 12-25, to advance 1 level after completing 5 successful adventures, then they will need a total of 500,000 XP to do so. They should earn about 1/5 of it (100,000) by defeating monsters and another 1/8 (62,500) by reaching their goal and performance; subtracting that, the remaining 337,500 must be from treasure. Divide that by the number of adventures (5) and you find that each adventure should bring them 55,000 gp-if they play well.

In both 1e and basic, the vast majority of XP comes from treasure. It’s mentioned in the Basic Red Book and again here: 2/3 or more of XP is from treasure. So almost by definition, an adventurer of level X has earned Y amount of money.

Still, this “wealth by adventure” advice from the Companion set, published a year before Unearthed Arcana, is reminiscent of the 3e “wealth-by-level” calculations. The reason for the advice, though, is far different. In 3e (and 4e), you need to have a certain amount of money to make sure your magical gear isn’t over- or underpowered for your level. In Basic, a massive amount of cash doesn’t make you overpowered for your level – it makes you higher level. These “wealth by adventure” guidelines are for pacing.

Basic D&D decided that one level should be 5 “adventures” long. In contrast, 4e says that one level should be 10 encounters long. I know what an “encounter” is, but I wonder how long an “adventure” is? One prepublished module? One dungeon location? One quest? I’d imagine there’s a lot of variation in exactly how much fighting there is in a single “adventure”; a game session with, say, 3 battles might count, as might a 20-encounter clearing of a dungeon. Therefore, since treasure is doled out by adventure, you could say that the vast majority (80%) of XP in the Basic game is “quest XP”: it’s given to you based on how many objectives you’ve solved, not the difficulty in doing so nor in how many enemies you killed along the way.

Class

Tuesday, April 27th, 2010

It occurs me that “class” is not really an obvious word to use to describe the fighter, cleric, etc. Really these are better described as “jobs”. Still, most D&D-influenced games use a “class system” – offhand, the only games I can think of that use “job systems” are some of the Final Fantasy games.

I’ve seen “class” so many times to describe D&D jobs that I almost think it’s an official meaning of the word. Obviously, though, the official meaning being used is “classification”, as in “This character is classified as a fighter.” It’s an interesting implication: classifying something is almost like rating it. It’s a semi-judgment call: like you’re inspecting real heroes and deciding which arbitrary category they best fit into.

I decided to look through the old Chain Mail rules to see if I could find out more of the history of the term. I found that, as is not uncommon, the word is used as a technical term with many different meanings. I guess Gygax had the word “class” in his head when he wrote these rules.

Here are the different meanings of “class”/”classification” in Chain Mail:
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Cumulative Chance

Sunday, February 28th, 2010

If you want to see a hilarious list of bad things that happen to a D&D character, look through the 1e DMG for the word “cumulative”. Gary invented the peculiar mechanic, which as far as I know wasn’t widely imitated in other editions and games, of the “cumulative chance”. If something had a 1% cumulative chance of happening, there was a 1% chance the first time, 2% the second, 3% the third, etc. The cumulative chance was invariably used for calculating the odds of something terrible happening to a PC.

It seems logical to have a bad event become more likely the more times you do something stupid, but “cumulative chance” is strange because normal chance is already cumulative. If there’s a regular old 1% chance of a bad outcome of an action, and you do it 50 times, your odds of triggering the outcome are reasonably close to 50%. (Actually 40%.) If you have a 10% chance of the event, it takes between 5 and 6 times to bring you to 50%.

Cumulative chances accelerate the process in a startling way. A cumulative 1% chance has a 50% chance of having triggered after only 11 uses; a cumulative 10% chance after 3 uses. Cumulative chances give you a pretty good chance to survive a handful of repetitions of a dangerous activity: then, WHAM! Brutal punishment is almost inevitable. Of course, all this is tracked secretly by the referee: the PC’s only clue is the fact that the DM makes a note and maybe gets a pokerface every time he uses the Horn of Blasting. Typical arbitrary cruelty that makes old-school gaming so hilarious.

For your enjoyment, here are some of the appearances of the cumulative chance mechanic from the 1e DMG:

-There always exists a chance of discovery, no matter how simple the mission. The base chance to be discovered is a cumulative 1% per day of time spent spying, subject to a maximum of 10%, minus the level of the spy. Even if the latter brings chance of discovery to a negative percentage, there is always a 1% chance.
[This one is peculiar: seems like a lot of calculation for something that is happening offscreen, and a good argument to hire a level-9 spy. And never shell out extra for a level-10 spy.]

-If continually provoked and irritated in order to get a response, there is a 1% cumulative chance per round that the insane individual will react with homicidal mania.

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