Saturday, October 9, 2010

Further Classes and Other Blather.

Though late, I will continue to update with the various custom classes and house rules that I am using in my home campaign. Today's particular gem will be the mountebank, a class I badly wanted to see back when it was first mentioned by Mr. Gygax in a Dragon magazine no small amount of time ago.

For the iteration presented, I am indebted to the version by David Prata that appeared in Footprints No. 12.

My interpretation of the class can be found here.

At some point I plan on finishing the versions of cavalier and barbarian that I wish to use, but that depends on my being able to start them... The mad scientist will be up next, followed by the necromancer (though that worthy's spell list may take a tad longer). I am also planning to post the rake in the near future... the assassin will appear at some point after that.

In other news, I am delighted by random rolls, as they caused Demogorgon to make an appearance in my home campaign recently. This gave much pause to the paladin, especially when he realised that two of the party's henchmen (known as "the twins") conversed in much the same manner as the dual heads of the demonic overlord. No, there is no connection, but the paranoia builds...

Also, I have started the slow process of creating what I believe would be called a "mega-dungeon", though I dislike the term myself. Called Bleakholme, I will be trying to post various bits and pieces here for others to use or not, as they wish.

Musings

I have been remiss in updates, mainly due to starting college after a twenty year gap in any sort of formal education. So far, so good, further updates on my education as warranted (i.e.: probably none).

I love this post.

Friday, September 3, 2010

Posting So I Don't Forget This...

I happened upon this gem earlier today.

"Iconography has great influence on human psychology; what we perceive, visually, becomes reality. The phrase 'a picture is worth a thousand words' might be better expressed as 'a picture trumps a thousand words.'"


Monday, August 30, 2010

Strength and Why I Changed the Chart

I've never particularly cared for percentile strength, it always seemed to be a bit of a downer. You think you roll the best strength score you can, but no! There's a new roll now and you probably won't be that lucky again.

And that's provided your character is a fighter...

I suppose that if the other classes had percentile prerequisites it wouldn't have grated all that much and it would have sort of balanced things... though what the mechanics of an 18/00 intelligence would be, I am not sure.

Nonetheless, they didn't and I resented percentile strength. Though, the thought occurs that if only fighters (not their sub-classes) had access to it, it might not have been as annoying, then again, mayhaps not...

And this mighty lead-in takes us to my revised strength chart, cheerily presented via Google docs, at least I hope so...

Strength Table II (revised)

Saturday, August 21, 2010

Home Campaign and Further News

Despite the hectic pace of life and the difficulties that surrounds it, I have been able to maintain my home campaign for no little time now. This in spite of the ongoing employment issues (i.e.: the lack thereof) and the D&D Day at the Library (Tacoma Public, that is), which is nearly a year old at this time, and all of the other varied things that destroy my time and attention.

I can no longer refer to it as my Ravenloft (albeit house-ruled) game, as the players have managed to escape the demi-plane through the, to me, novel expedient of placing a helm of opposite alignment on the head of a domain lord (Drakov, for those of you wondering) who promptly failed both his magic resistance check and his saving throw and caused Falkovnia to instantly collapse, causing everyone in it to be scattered across the planes. The PCs are presently in the Forgotten Realms.

A word or two about that.

Like much that I do, I take an odd approach to campaign settings. In my youth, I would strive mightily to re-cast canon into something useful or appealing (to me, of course) whilst still allowing the use of new material. Not so much at present. I am using the originally released Forgotten Realms boxed set, no other published information, just things I'm making up. I am compounding my hubris by having placed the PCs in an area not covered by said boxed set, thus forcing myself to make up a great deal.

So, at present, the party is cooperating with the incarnate deity Tash (NG, Reason, Fair Play, and Justice, quasi-deity) in hopes of obtaining more information about the demi-plane they so recently escaped. This with the goal (of the paladin, at least) of being able to destroy the evil or at least free the innocent. As Tashluta (City of the god Tash) is beset by two groups of enemies, Tash promised his aid if they could free up his resources by throwing a sharp check to one of these factions.

The choice being between the rakshasa lords of Narubel or the Serpent-Men of the Black Jungles.

They chose to go after the Serpent-Men...

As I am choosing to make the Realms something of an interdimensional Sargasso, said Serpent-Men are the descendants of an exploratory/colony group hailing from the Scarlet Brotherhood. Yes, they plummeted far back in time in addition to crossing dimensions.

All in all, things are going well on that front.

I am hoping to begin a weekly update schedule, detailing the various classes and rules changes I am coming up with. Several of the classes are completed, but I am struggling with how I wish to approach others (mainly the barbarian and cavalier) given my founding principle that a sub-class with higher entry requirements should be better than the base class. On the other hand, I have no wish to be as absurd as the classes presented in the old UA.

Good luck and good gaming!

Tuesday, March 30, 2010

Things You Learn...

Quite a few people seem to spend more than a little time savaging 3rd Ed./3.5 D&D, I generally don't (saving my bile for 2nd Ed...), as I spent several years playing it and, overall, had a great time. The fact that I've grown disillusioned with it does not destroy its worth.

One of the things that I started doing in Third that I've carried on with is the rule I started calling "It's on the table". The origins of this were due to some of my Third players being far better at mechanical jiggery-poky than I am. So, in an effort to save my sanity and keep the game being fun, I told them that they could use anything their black little hearts desired... but that I could, and would, use whatever horrific monstrosity they came up with against them at some later point, they had, as I put it, "placed it on the table" and it was fair game. Conversely, I said, whatever I use as an NPC is also on the table.

So far, in my current Ravenloft 1st Ed mash-up the oddest a player wanted to start with has been a half-orc, even though I stated that I am open to whatever they'd like to play. (I wouldn't necessarily let it be powerful, but it would be at least on par with the PHB assortment of races.) This being the case, all of the oddball races (and classes) have been NPCs (now, this is, at least sort of, Ravenloft, so all of the races have been at least human-seeming, but...) and now there is a small selection of potentially interesting options.

At present, on the table are:

necromancer (my own version of such a class)
mad scientist (a class of my own creation, a sub-class of magic-user)
half-ogre
weirdling (all of the semi-humans, such as the tiefling, but exact bloodlines may vary)
drow
Gamma World mutant

And that's about it... oddly when I started the post I would have said there were more, but I've checked and it's not so... (though weirdling is pretty open-ended now that I think of it).

Tuesday, March 23, 2010

Some Commentary from the Past

I recently obtained a collection of old White Dwarf issues and have been gleefully perusing them. The Fiend Factory articles are a huge treat, as I find it fascinating to see the origins of many of the Fiend Folio creatures (and the commentary on their use by Don Turnbull is both useful and provides an insight into how things were done in that time and place).

However, I'm going to focus on a different bit of commentary by Mr. Turnbull. The following comes from the end of his review of the Players Handbook in White Dwarf number 10:

"However those who have grown up on the first edition need
not be alarmed - all this is completely compatible with the
familiar system and I don't believe it will be long before the
necessary changes and adjustments are taken under the belt; as
in all things practice and habit are great teachers. I have no
shadow of a doubt that the Advanced rules will be accepted
and incorporated into campaigns currently in progress, though
the DM will, as always, have the final say as to what is and
what isn't allowed in his dungeon/world.
Of course, perhaps the most important function of the
Handbook is as a source of reference; no more searching
through stacks of magazines and books to find the information
you are seeking (dammit - what issue of Strategic Review
contains the stats for rangers? and where did I put the copies
of Strategic Review anyway?). Pretty well everything needed
is here, carefully compiled and indexed; if it isn't here, it is in
the Referees Guide of which I for one can't wait for my copy.
There is little more I can say. If you already have a copy, you
may share my apprehension at the amount of time it is going
to take to digest all this new material, but I suspect you also
share my whole-hearted welcome of it. If you haven't, and you
are the least bit interested in D&D, the sooner you get a copy
the better. I said of the Monster Manual that it was TSR's
most impressive publication to date; that is no longer true -
this accolade must belong to the Handbook which is nothing
short of a triumph."

Now, when he says "first edition", he would appear to mean what we now refer to as the "LBBs", or OD&D... which many would argue is a very different game from AD&D.

Which is somewhat true, but it is still very similar, and I think his claims of complete compatibility are strongly grounded in truth.

What intrigues me about this is the idea that this kind of reaction doesn't really happen with regards to today's D&D. "Third" edition did provide a token conversion system... which is hardly the same as compatibility, but to my knowledge, "Fourth" edition didn't even bother with that. (The numbering of the editions, as virtually all of us know, is horribly flawed... there are, I think, about four ways to view it, leaving the current publication of WotC as Fifth, Sixth, Seventh, or Eighth edition. It all depends on which publications one counts as "editions") Also, the current mindset seems to be, "Come, join us in playing this game, it's way better than the older one!", rather than the attitude expressed by Mr. Turnbull above.

And now, back to perusal...

Tuesday, March 16, 2010

A Quick Thank You...

...to Swords & Dorkery for the mention in his, as yet, most recent post, not to mention being added to his blogroll.

Any of you who wander by here who haven't come from there should check it out, especially the post on half-orcs.

I think this will mean I'll have to step up my game on posting...

Let's hope I can avoid the Hivemind Syndrome. :)

Wednesday, March 10, 2010

Should Half-Orcs Be Able to Have a 19 Strength?

One of my oldest house-rules is "The stat max is equal to 18+/- the racial modifier". I don't have too many concerns regarding that but, recently, a player rolled up a half-orc fighter and I had cause to look up the relevant bonuses and penalties.

+1 Strength, +1 Constitution, -2 Charisma.

"Wow", I thought, "he might be able to get a 19 freaking strength. That's like a hill giant..."

I was a tad nervous for a bit, then I decided to look up the mechanics.

I was not impressed. The difference, in combat, between an 18/00 and a 19 amount to a +1 damage. Whee. Certainly, a half-orc would have an edge in being able to get a 19 (roll an 18, add 1, and viola!, rather than roll an 18, roll percentile, and hope), but this is fairly minimal and altogether not worth worrying about.

Sure, half-orcs become the ultimate choice for fighters for a certain type of player (I don't actually have any of them, so, again, not an issue for me), but how is that harmful?

I'm still thinking of ditching percentile strength and reworking the chart, but that's a separate issue, one more related to my dislike of a special type of scoring for one stat.

Oh, and for those wondering, the PC in question doesn't have a 19 strength. The player's rolls were good, but not that good.

Wednesday, January 27, 2010

Words fail me...

I quote: "There is a class of magic item - the really, really cool magic item - that we here at WotC HQ cannot publish. I'm going to talk about why that is and what we can do about it."

Here's the link: http://community.wizards.com/wotc_peters/blog/2009/12/08/magic_items_the_items_we_cant_publish

The summary: We designed "magic" items to be weak and have no plans to change that.

Why bother? No, seriously, why even bother including magic items?

Have these people no sense of joy, wonder, or excitement? Have they no desire to experiment with the warped creation of a probably unhinged and certainly obsessed mind?

Apparently fun is not mechanically sound...