31 March 2012

The empty chair at the table

My game group lost a long time member and dear friend this week.

Maria Oliva Deltorre

8-8-73 to 3-28-12
A good friend and great mother
RIP Mar, we'll miss you.


22 March 2012

NPC Profiles: The D&D Animated Series: Uni the Unicorn

Well, ok, technically this is a creature write-up, not a character profile, but that's nit-picking. Uni is as much a part of the party as any henchman a PC might bring along on an adventure.


Uni the Unicorn

Unicorn Filly, Lawful
Armor Class: 4
Hit Dice: 3 (21 HP)
Move: 90'
Attacks: 1 Horn Gore
Damage: 1d4
Save As: Fighter 7 (9)
Morale: 7

Uni was found, separated from her mother, shortly after the heroes came to Mystara. Unable to find the young unicorn's herd, they encouraged her to tag along with them for safety, and she quickly formed a strong bond to the only other true "kid" in the gang, Bobby (her attachment to another child-like creature has temporarily overcome her natural aversion to male humanoids).

Being rather young still, Uni has not developed her species' teleport ability, and her combat skills (AC, To Hit and Damage rolls) are inferior to those of an adult Unicorn. She fluently understands the spoken common and elven languages, but being an animal, even a magical one, is incapable of speaking either one without magical assistance (a speak with animals spell, for example). Uni does, however, share a minor empathic bond with Bobby. While not as strong as such a bond between an adult Unicorn and a human or elven maiden might be, it allows for the two to share very basic communications and ideas. The two are very attached to each other, and Uni's effective morale is 9 when Bobby is within 20 feet of her.

Anyone harming or killing Uni will instantly draw the enmity of her remaining companions, especially Bobby (and the Dungeon Master, who will indirectly aid them in avenging their comrade).

09 March 2012

NPC Profiles: The D&D Animated Series: Bobby The Barbarian




It is important to bear in mind that magical forces that brought the "gang" to Mystara, along with the extremely potent incantations of their "totem" items give the heroes their abilities. Class and level are assigned to make sense of saving throws, hit points, and so on, but in some ways, these guys just don't fit into the game as proper examples of their class. It's best to just treat them as unique creatures and not worry too much about tweaking them to adhere completely to the rules.




Bobby The Barbarian

4th Lvl Fighter, Lawful
Str 13
Dex 13
Con 11
Int 11
Wis 8
Cha 10

AC 5
HP 19

Aside from his +2 Leather Armor and the Thunder Club, Bobby carries the usual rations, supplies and gear for a fighter type adventurer.

Bobby's big day out with his big sister and her friends at the carnival has turned into one big, long nightmare. He's a typical kid, impatient and impetuous, getting bored and annoyed if he thinks the group is dallying around when they could be trying to find their way home.

Behind his bluster and posturing though, Bobby sometimes feels overshadowed by the bigger kids, especially Erik and Hank, and his bravado is often driven by a fear of his pals viewing him as a scared little kid.

Bobby has developed quite an attachment to the gang's young unicorn companion, Uni, and will go to any lengths to protect his friend.

The Thunder Club (Totem of the "Barbarian" (Fighter); Minor Artifact)

Carved from rather nondescript wood, this heavy, stout club appears much more impressive as a melee weapon than it actually is. Although the wielder is granted a +1 chance to hit in combat, Damage rolls are adjusted by -2, as the club is not truly intended as a tool for bludgeoning other creatures.

When used to attack doors, walls, and other inanimate objects, the club does full damage. In addition, once per day the Club may be struck on the ground as the wielder shouts out a suitable war cry, invoking an effect similar to that of a Horn of Blasting. Creatures caught in the resulting tremor (a 100 ft long cone, 20 ft wide at the far end) take no damage* but must save vs paralysis or be knocked down. Objects and structures caught in the tremor suffer the same damage described for the Horn of Blasting (in the Expert Rules).

Once per week, the club's ultimate power may be unleashed. The club is again struck hard against the ground, with a suitable war cry shouted by the wielder, invoking effects similar to the spell Earthquake (7th lvl Cleric spell, Companion Rules). The ground in a 60 ft radius around the wielder begins to tremor and shake violently, destroying any small, unfortified structures and causing significant damage (DM's discretion) to sturdier buildings. In cliff environments, there is a 2 in 6 chance of a rockslide or avalanche being triggered, with results decided by the DM. Although no direct damage is inflicted*, all creatures in the area of effect must save vs paralysis at a -2 penalty or be knocked down. Any creature thus knocked down must then roll a d20, with a result of natural 1 indicating falling into a crack opened by the tremor and suffering 3d6 points of damage.

* Although neither of the Club's special powers inflict direct damage, it is possible, at the DM's discretion, that creatures knocked down by either power may fall off a cliff, into a pit, etc, depending on the terrain. Normal falling damage would then apply.

When carried by a normal human or demi-human (0 level, no class), the club imparts the HP, Saving Throws, and Combat Abilities of a 4th level fighter, as well as a +4 bonus to the owner's Strength score as long as the club is carried or worn. This boon does not apply to classed characters.

Anyone stealing the club, or harming or killing Bobby to possess it will instantly draw the enmity of her remaining companions (and the Dungeon Master, who will indirectly aid them in avenging their comrade) as well as the ire of Venger (who will be detailed in a separate post here soon). It's not apparent to the heroes, but Venger fears the totems, not necessarily their owners, as a threat to his and Tiamat's power. New owners, potentially much more aware of their world and more of a threat to Venger and his evil mistress, will only alarm him more.

Design Note: Bobby is an example of where I had to deviate from the model given in the Animated Series Handbook. He's a little kid, the physical stats and 7th level of experience they gave him are ridiculous and don't at all reflect the fact he is much younger, smaller and weaker than the rest of the gang. I adjusted things to compensate. Note that Bobby's strength score already includes the bonus mentioned in the Thunder Club's description. Don't add it again.

07 March 2012

Lethality in the game addendum: "Video Gamism"

I overlooked one component of the shift toward "invincible" PCs in the game. The impact of video games on the hobby.

In most video games, there are save points, reloads, respawns, or some other mechanics to allow you to return to where you left off, or close to it, in the event that your character dies. To me, the need to import this mechanic into a table top rpg is based on flawed thinking.

In a video game, at least early on, and somewhat still in single player console games, the whole venture is a solo quest. While you may have a party of a handful of characters, there is generally only one player. If the game never lets you die, it quickly becomes boring. On the other hand, if you have to start over every time, the game becomes tedious to the point of frustration and quitting, considering that some modern games have hundreds of hours of play time.

Even in newer, multiplayer games, such as the World of Warcraft mmorpg, having to start over at level 1 every time your "guy" dies would ruin the fun, since you're part of a guild of players who will continue on if they didn't die. The game simply can't adapt to having a low level character running around with a bunch of high level characters without killing the new guy every time a monster shows up.

D&D and table top rpgs in general have a unique feature that all video games lack. A DM. The DM can tweak things to fit a replacement character back into the action. Or variant rules such as Hackmaster RPG's mentor/protege system can be used to make the replacement character something more than a 1st level whelp. An existing henchman or NPC ally can be promoted to full PC'hood. etc. The flexibility of the rules means that one, or even all of the characters dying does not mean that the entire story has to end and reboot from the start.

Even when we suffered a TPK delving the Caves of Chaos, the overall story continued. We found the bodies of our doomed predecessors. We heard tales of their fate from bards and travelers, etc. The story moved along, and we stepped back into it.

What Classic D&D can learn from "5e": Lethality in the game

I've decided to start a sporadic series of posts commenting on the little bits of propaganda coming out of WotC regarding D&D Next (or D&D 5th edition, if you will). The only catch is, I have no intention of actually playing whatever rules system they've settled on(1) for the new game. Instead, I'm going to apply the ideas, concepts and commentary they're bringing up to the Classic D&D game, exploring the ways that the views of the "new school" can possibly help those of us who prefer a more traditional style of game.



This week on WotC's site, the topics of discussion are Save or Die traps/monster abilities and Deadly Dice (the lethality of the game mechanics in general and whether character death is a good or bad thing). We'll start with the first topic, raised by Mike Mearls.

First, a bit of context (Following quotes are from Mike Mearls):



      First, to give you some insight into where I'm coming from, I take the idea of approaching the entirety of D&D's history very seriously. I'm about to start a new D&D campaign at the office, and I'm using the 1981 basic D&D rules as a starting point. As I plan the campaign and (eventually) run adventures, I plan on making house rules, adopting rules from other editions, and shifting the rules to match how the game moves along. In some ways, it's a reality check against the ideas I see proposed for the next iteration. Would I want them in my campaign? Do they work for my group?
He takes the task of understanding old school D&D so seriously that he intends to house rule and "frankenstein" the rules from day one, to create something that works for his group? That's fine and dandy for tailoring the game to your group, but it does almost nothing to advance an understanding of the old school game and what makes it special and unique. To me this is just more rulebook dropping to try and appeal to old school gamers who've abandoned more recent versions of the game, but anyway...
     If you came to D&D with 4th Edition, you might not have heard someone say "save or die." It dates back to the earliest days of the game, where some traps, monster attacks, and spells required a successful saving throw or the hapless target was instantly killed, turned to stone, reduced to a pile of dust, and so forth.
     The save or die effect represents an interesting point in D&D mechanics. On one hand, fighting a critter with a save or die attack is tense and exciting. Or at least, it can be. A good DM makes a fight like this into something that can grow into a gaming legend over the years. Players will remember how their characters valiantly fended off attacks and either hoped for lucky rolls or came up with a cunning plan to defeat or avoid the critter.
     On the other hand, the save or die mechanic can be incredibly boring. With a few dice rolls, the evening could screech to a halt as the vagaries of luck wipe out the party. A save or die situation can also cause a cascade effect. Once the fighter drops, the rest of the party's inferior AC and saving throws can lead to a TPK.
 I think this description of Save or Die (SoD) effects in the game is fairly simplistic, and overlooks one major component of a successful game; a good DM. While yes, the rules as written do provide for the scenarios that Mike mentions, I think a big assumption on the part of the designers was that a) players were playing their characters cautiously, with an almost paranoid approach to exploring, searching for traps, engaging new and mysterious monsters, etc. A good DM will reward this type of play and allow the careful player to usually avoid having to make that dreaded SoD die roll in the first place.

A thief who meticulously checks for traps before opening doors and chests, charging brazenly down a hallway or prying dust covered treasures from their resting places will have a very good chance of avoiding the SoD situation. A fair DM might even grant a small bonus to the save if it ends up being required if the PC has taken proper or extraordinary precautions.

Likewise, a party that carefully approaches impending combat can often pick up clues to the nature of deadly attack forms. Take the medusa as an example, her gaze means certain "death" for a low level party unequipped to reverse petrification. However, in almost all medusa encounters I've seen published in adventures, she doesn't charge out to attack without warning. The party gets a brief chance to observe her lair, noting the "exquisitely carved" statues of humans, demihumans and humanoids with looks of abject fear on their faces. Medusa lore isn't all that obscure, and observant players should expect something nasty. If the DM follows up with a first glimpse of the medusa herself in the form of a shadow or reflection she casts that is visible by the PCs, even better. Perseus knew the legend, we can assume similar folklore exists in a fantasy world regarding such a terrible beast and give the PCs a chance to know and act on what they've heard as bedtime tales as kids.

Mike goes on to comment in a generic sense on the pros and cons of SoD mechanics, and offer a "fix", where PCs with high hit point totals can avoid instand death and, I assume, just take some damage. Sounds good, except that it punishes low low characters and fixes nothing. High level PCs have access to Stone to Flesh, Remove Paralysis, and even Raise Dead type magics. They do not need protection from instant death mechanics. If you're opposed to instant death, SoD type situations, just remove them, don't reinforce the problem with a well intention but ineffective band aid.

Monte Cook's column on Deadly Dice, the lethality of the game, segues from Mike's discussion into a more general discussion of how deadly the game should be, or whether PC death should factor into the game at all.
      The play-by-the-rules level of lethality in the game has changed a lot over the years. The general trend has been to make the game less lethal overall, although an argument could be made that the game has become slightly more lethal at the higher levels since it was more common to end up with an unkillable (unchallengeable) character at the upper levels in older editions.
 This is really a non-point. Most, if not all lamentations of the lethality of the game are focused on low level characters. 1st to 3rd level characters in Classic D&D or AD&D 1st edition can be, as Monte goes on to note, a dime a dozen. Death waits around every corner, and making it to middle and high levels is an accomplishment.
     I remember way back in the earliest days of the game how someone told me that people didn’t even bother naming their characters in their campaign until 2nd level because there was so little chance that a 1st-level character would survive. As silly as that might sound, the feeling of accomplishment at surviving such a lethal game, even for a little while, must have been great.
Exactly! It does feel great. In the first campaign I played in, a typical dungeon crawl in the Caves of Chaos, the minotaur and owlbear caves vexed us. Our party of 4 players, no henchmen, went through a total of 14 characters before we bested both foes, with my thief PC being the sole survivor when the minotaur finally fell! I'll remember that win for as long as I play the game! When death is not only possible, but fairly likely, surviving and conquering the challenges is a big deal.

Of course, one could argue that the D&D game isn’t about feelings of accomplishment. It’s about creating characters and developing fantasy stories. Characters perhaps shouldn’t die unless circumstances dictate it, rather than when the dice go against them.
I don't buy this argument one bit. I love story and role playing as much as anyone. Heck, I probably put a lot more value in it that most other old school and "OSR" players do. But, here's the BIG POINT, the story evolves as the game unfolds. The game does not get twisted and bent out of shape to cater to whatever amateur novella I'm trying to pass off on my players as the new campaign.

Besides, this is heroic swords and sorcery fantasy. Death is every much a part of the story as life and victory. Death snatched Thorin Oakenshield from the seat of victory. Boromir fell, giving his companions more focus and motivation. Sirius Black and Obi Wan Kenobi died, inspiring their proteges to buck up, face their fates and conquer evil. If there is no death, or at least no real chance of death, you aren't playing a game, you're not even really telling a story, you're just mentally masturbating about how cool and powerful and untouchable your pet character is. Put the dice down and start a D&D fanfic blog!


Footnote:
(1) They've been demo'ing and playtesting the new game since at least December. I refuse to buy into the idea that they are still at the "tossing ideas around, nothing to see yet" phase of game design. It's been part of their ruse to hook disgruntled players into thinking they have a voice at the design table since they first announced the new edition. I didn't buy it then. I don't now.

Sites worth reading: Kobold Quarterly

I love Kobold Quarterly magazine! Although the magazine itself is heavily focused on the Pathfinder and D&D 4th edition games, the material is high quality and worth converting to Classic D&D. The website contents though, free for the taking, are often 'rules light' and easy to use in any game. The "Your Whispering Homunculus" column is especially fun and interesting.

Here's a couple links to the latest column entries, A Plethora of D12 Tables (parts 1-4):

Part 1
Part 2
Part 3
Part 4

Completely random, but that's the whole idea, right? Stop over and have a look when you get a chance, and check out the magazine too!

01 March 2012

NPC Profiles: The D&D Animated Series: Sheila the Thief

Ok loyal readers, my apologies for the recent drama and subsequent hiatus, but things are getting back to normal here in the dungeon. So, as promised, here's another NPC from the cast of the animated series!
It is important to bear in mind that magical forces that brought the "gang" to Mystara, along with the extremely potent incantations of their "totem" items give the heroes their abilities. Class and level are assigned to make sense of saving throws, hit points, and so on, but in some ways, these guys just don't fit into the game as proper examples of their class. It's best to just treat them as unique creatures and not worry too much about tweaking them to adhere completely to the rules.

Sheila the Thief
7th Lvl Thief, Lawful
Str 10
Dex 18
Con 17
Int 14
Wis 13
Cha 15
AC 2
HP 39
Aside from her +2 Leather Armor and the Cloak of Undetectability, Sheila carries the usual rations, supplies and gear for a thief type adventurer.

Sheila is perhaps the least likely among the "gang" to choose a life of crime, which may be the exact reason the DM chose her to bear the Cloak of Undetectability, seeing that she was least apt to abuse its power for greed or evil. Sheila's an honest, caring girl, more than a little frightened by the living nightmare her life has become, and always afraid of losing her friends and being alone.

She makes great efforts to hide her fears and protect and be a good role model to Bobby, who is her little brother. She's non-confrontational by nature, and eager to fit into social groups and be liked, so she tends to go along with her friends rather than figure out her own path, but she isn't quite as gullible as she seems. Her insecurity, not any lack of brains, is her biggest weakness.

The Cloak of Undetectability (Totem of the Thief; Minor Artifact)
Woven from an unknown, shimmering purple fabric, the cloak appears well constructed, but shows no signs, even to a Detect Magic spell, of being enchanted. This applies to mortal magics like Analyze and the Slate of Identification as well, these will never reveal any information on the cloak. 

When the hood is put up and the cloak pulled around the body, the wearer becomes Invisible (as the Magic User spell). The wearer may move and make sounds normally without interfering with the cloak's magic, but if she engages in combat (other than to dodge and flee), including being "accidentally" hit by stray fire in combat, the wearer becomes visible and may not activate the cloak again for 1d4 rounds.

In addition, once per day the wearer may invoke the cloak's real power, becoming not only invisible, but also Silent (as the Magic User spell Silence 15' Radius, but applying only to the wearer, no radius effect) and undetectable by any mortal sense other than touch, and any mortal scrying magic. This lasts for 1d6 turns, subject to the same caveats for combat participation as the normal invisibility power is. The wearer may of course also discontinue the power at any time by taking the hood off.

When worn by a normal human or demi-human (0 level, no class), the cloak imparts the HP, Saving Throws, "Thieving Skills" and Combat Abilities of a 7th level thief. This boon does not apply to classed characters.

Anyone stealing the cloak, or harming or killing Sheila to possess it will instantly draw the enmity of her remaining companions (and the Dungeon Master, who will indirectly aid them in avenging their comrade) as well as the ire of Venger (who will be detailed in a separate post here soon). It's not apparent to the heroes, but Venger fears the totems, not necessarily their owners, as a threat to his and Tiamat's power. New owners, potentially much more aware of their world and more of a threat to Venger and his evil mistress, will only alarm him more.