Showing posts with label Advanced Dungeons and Dragons. Show all posts
Showing posts with label Advanced Dungeons and Dragons. Show all posts

Wednesday, April 12, 2023

Tabletop Thursday: Teenage Mutant Ninja Tortles


With the pending release of a new Teenage Mutant Ninja Turtles movie, I thought I’d visit the frenetic foursome’s nearest parallel in old school D&D and present a Teenage Mutant Ninja Tortle class for Moldvay/Cook and BECMI D&D.

Role-playing games have a long history of anthropomorphic character options. I’m not sure what the first humanoid animal player character option was, but I’m going to venture a guess that it was the Ducks who have featured in Runequest since the first edition in 1978. Tunnels & Trolls (1975) and Monsters! Monsters! (1976) come close, as both provide options for “monster” characters, but none of the options included are as explicitly anthropomorphic animals as Runequest’s Ducks.

According to Chaosium President Rick Mients (2020), Ducks have been a part of Runequest since the initial playtests and served as a proxy for Hobbits. Though Ducks are described in the 1st Edition of Runequest (see above from page 78), Mients believes that the earliest drawing of the Duck species was the cover illustration of Wyrm’s Footnotes #8 (1980) by Jennell Jaquays. She certainly played a part in popularizing the species as she also co-wrote and illustrated the Runequest adventure The Legendary Duck Tower for Judge’s Guild. The adventure was a play on her popular D&D Adventure The Dark Tower, which was recently reincarnated in a Deluxe Edition Kickstarter by Goodman Games.

Legendary Duck Tower and Other Tales | RPG Item | RPGGeek

It didn’t take too long for D&D to get in on the anthropomorphic animal bandwagon, you have the Aranea by X1, the Lupin in X2, and possibly some earlier than that. Tortle non-player characters were added to the mix in 1987 in Dungeon Magazine issues #6 and #7 in the two part adventure “Tortles of the Purple Sage.” Tortles inspired by our favorite chelonian champions were introduced in Dragon Magazine #179 as “Tortle Mystics.” The BECMI D&D mystic class was analogous to the AD&D and and D&D 3.0 and later Monk class, so it didn’t take a person with deep lore of comics and rpgs to know who was being referred to in the article.

While mechanical options for some anthropomorphic PCs were added by the mid-to-late 1980s to both the AD&D lines (the Hengeyokai) and D&D (Pooka) product lines, there were no rules for Tortle player characters. In the 1990s, TSR published rules for playing Lupin and Rakasta as BECMI characters in Dragon Magazine #181, but those rules violated the “ancestry as class” rules norm of Moldvay/Cook and BECMI and it wasn’t until the Rage of the Rakasta module that a Basic D&D specific class for the Rakasta. Sadly, that class was limited to the first 5 levels of play, but the class can be easily expanded to full BECMI by any DM (something I’ll likely do for my next post).


With the publication of the AD&D 2nd edition Red Steel boxed set, players of D&D finally had official rules for Tortle PC characters. Those rules are fun, and for a great setting, but are not for the era and style of game play I’m hoping to present here. I want to give players of BECMI and B/X games the opportunity to play everyone’s favoring pizza purloining chelonian champions. I’ll probably include other Tortle options later, but for now I think I’ll just focus on adapting the Tortles from Dragon #179.

The first step in adapting the Tortle into a full B/X class is to examine the benefits of the ancestry and to plot them out in a way similar to how the Lupins and Rakasta were presented on page 48 of Dragon Magazine # 181. The benefits of the ancestry will be drawn from The article provided the specific benefits of the ancestries and then the experience point penalty for playing as that ancestry.

Let’s take a look at the description from module X9 The Savage Coast to see if that will help us get a start.

Not really. The only benefit we are seeing here is that they can hold their breath for 10 turns and have a base AC of 3 (likely due to their armored shell since this is the equivalent of plate mail). We have no information on stat bonuses or significant special abilities. We want the characters to feel special, so let’s dig a little further and check out AC9 the Creature Catalog on page 47.

We get a little more information here as it includes information that Tortles are slightly below average Intelligence, that they don’t wear clothes or armor, and that they can withdraw into their shells for protection. How much protection? Who knows. It also looks like the average adult Tortle has 4HD and saves like a fighter. This suggests that the most common Tortles people will encounter are warrior Tortles and that these tend to be fairly experienced. Typical of early D&D products, we find that you can make armor from “fresh tortle-egg shells.”

We’ll set that bit of dehumanizing information aside and we are still left with a little less information than I’d like, so it’s time to look at Red Steel which presents Tortles as a playable ancestry.

This time we are given a little more information. I think enough to begin building a full Teenage Mutant Ninja Tortle class. Remember that in B/X and BECMI most classes don’t add or subract from core attributes like STR and DEX, instead they have a range. My sense from reading these is that we’ll require a minimum CON and WIS to receive XP bonuses and that those will be the Prime Requisites for a normal Tortle (to come in the next newsletter). Our Teenage Mutant Ninja Tortle class will have DEX and CON minimums and have those as the Prime Requisites. Additionally, we’ll give a +4 bonus to AC and give good saves to account for the ability to pull into the shell at will, but we won’t give hiding in the shell as an ability because we want this to be an active class and not one where players are encouraged to withdraw. You can keep that if you want.

This brings us to the second step, which is to take those benefits and recommendations and transform them using the Rakasta class from Rage of the Rakasta as a guideline. The Rakasta advance in combat ability like a fighter, have fighter hit points, and have the Magic User Saving Throw Array with faster improvement. Having done that, I’ve incorporated the bonuses above into a transformed version of the Mystic class from the BECMI Rules Cyclopedia and I give to you…the Teenage Mutant Ninja Tortle!

What do you think? Let me know in the comments. Maybe I’ll update it and make more edits for a final version. I will certainly be presenting the frenetic four and an adventure featuring them in the not too distant future.

Every appearance of the Tortle Ancestry.

Classic D&D (B/X and BECMI)

X9 - The Savage Coast (1985)
AC9 Creature Catalog (1986)
DMR2 Creature Catalog (1993)
Tortles of the Purple Sage Part 1 Dungeon Magazine #6
Tortles of the Purple Sage Part 2 Dungeon Magazine #7
Voyage of the Princess Ark Dragon Magazine #179

For AD&D 2nd Edition

Mystara Monstrous Compendium Appendix
Red Steel Boxed Set
Red Steel : Savage Baronies Boxed Set
Savage Coast Monstrous Compendium PDF
Savage Coast: Adventures on the Savage Coast
Tortles of Mystara: Dragon Magazine (Never published article by Bruce Heard)

For D&D 3rd Edition

Red Steel, Dragon #315

For D&D 5th Edition

Volo’s Guide to Monsters (2016)
Tortle Package (2017)
Descent into Avernus (2019)
Explorer’s Guide to Wildemont (2020)
Monsters of the Multiverse (2022)

Third Party Publications

“A Traveller’s Guide to Tortle’s Tears” in Threshold Magazine #28

Friday, October 28, 2022

Appendix N May Have Influenced Dungeons & Dragons, but Moldvay Basic Influenced How I Read Fantasy

 now become a widely used shorthand for the literary origins of RPGs."  James' site often includes discussions of the Appendix, its influence on the early days of the hobby, and from time to time he even reviews books and authors featured in the Appendix. 

Given that he has taken the time to review the Carnelian Cube, a book that fellow Appendix N advocate Erik Mona has found "wanting," it is my hope that James will someday review the Kothar series by Gardner Fox.  Though if that doesn't happen I might just find the time to do so.  Having endured a couple of Lin Carter's Thongor books, I figure they cannot be much worse.  That said, Carter at least has the virtue of being one of the best editors in SF/F history even though his Thongor stories fall very short of the best of Sword and Sorcery fiction.

If I were to say that the influence of Appendix N extended beyond the gaming table and that many of the works therein are also seminal works of Science Fiction and Fantasy, I don't think there would be many who disagree.  The Appendix includes luminaries like Leigh Brackett, Edgar Rice Burroughs, J.R.R. Tolkien, Manly Wade Wellman, and Robert E. Howard -- and many others beside.  But the list is also incomplete as a glimpse into an earlier era of Fantasy, Scientification, and Sword & Sorcery.  There is no listing for Clark Ashton Smith, for example. 

While Appendix N is the best known Dungeons & Dragons recommended reading list, one that has inspired the DCC roleplaying game and several books, it is not the only list of recommended reading that Dungeons & Dragons games have provided to readers. There are other lists.  The Erik Mona edited Pathfinder roleplaying game, or as I call it D&D Golarion, has it's own Appendix 3. This Appendix features a list of recommended reading.  It is a longer list than Gygax's, and a good one, that includes a wide range of readings including some more recent works.



My own favorite "Appendix N" is a combination of the "inspirational source material" provided by Tom Moldvay on page B62 of the 1981 Dungeons & Dragons Basic and in the module X2 Castle Amber. Without those two resources, my experience of fantasy would be entirely different than it was.  While others may have based their youthful Fantasy purchases on Appendix N, I based mine almost entirely on the Moldvay Basic list.  It should be noted that Tom Moldvay was assisted in the creation of his list by Barbara Davis who was Children's Librarian at the Lake Geneva Public Library at the time that D&D Basic was published.  Davis eventually became the Library Director from 1984 to 1996.  Barbara is no longer with us, and her contribution to D&D and D&D fandom is understudied and underappreciated, but I'd like to thank her for the many hours (years) of joy I experienced due to the  list she created. I image her list created joy for many other young people as well.

This isn't to say that no one has discussed the list at all. James Maliszewski has already written a brief comment about how the Moldvay list differs from the Gygax one, and argues that it represents a shift from material that influenced the design of the game to a list that might provide inspiration or entertainment for those who play the game.  To quote James, "Whereas Gygax's list was a list of the specific books and authors who influenced him in creating the game -- and are thus a window into how he saw the game -- Moldvay's list is a generalized quasi-academic survey of fiction and non-fiction that might hold some interest to players of D&D."

His language is strong, and as much as he demurs from the quote being used as a "this list is better than the other list" statement, it seems clear to me that the use of the term "quasi-academic" is somewhat loaded.

Let's just say that James and I hold similar, but not exact positions on the lists.  I agree that the Gygax list is a specific list that influenced him in creating the game.  I think the list was also one which he thought would appeal to people who were currently playing D&D.  That is to say, adults.  When AD&D was first published, the game was just beginning to escape from college campuses and niche SF/F reading circles and into the mainstream.  The Moldvay list, on the other hand, was written for a generation of emerging players.  It was written for the young. It was written for me. 

Both lists include some overlap -- Fritz Leiber, Robert Howard, H.P. Lovecraft, and J.R.R. Tolkien.   Moldvay's list differs in one very distinct way. It is divided into many sections and these sections lead down a wide variety of learning paths, all of which can inform your playing experience. 

There is the "Fiction: Young Adult" section , which includes Lloyd Alexander, L Frank Baum, and Ursula Le Guin. What a range of stories!

There is a "Non-Fiction: Young Adult" section, which includes Olivia Coolidge's Legends of the North.

There is the "Fiction: Adult Fantasy" section with Poul Anderson, Leigh Brackett, Avram Davidson, E.R. Eddison, Heinlein, Jack Vance, Karl Edward Wagner, and a host of others. Karl Edward Wagner?! When Davis/Moldvay say Adult Fantasy, they mean Adult Fantasy.

"Adult Non-Fiction" includes Jorge Luis Borges' The Book of Imaginary Beasts and Thomas Bullfinch.

In most ways, the Moldvay list is inclusive of Appendix N.  There are only four authors Moldvay's list leaves out that are in the Gygax list.  These are Frederic BrownAugust Derleth,  Margaret St. Clair, and Stanley Weinbaum, though it should be noted that these are important authors contextually. 

If you want a wonderful overview of the Fantasy, Scientifiction, and Sword and Sorcery field, I would argue that you should start with the Moldvay list and add the four authors that Moldvay excluded.  If your primary mission is to see the books that influenced Gygax, stick to Appendix N.

Both are good lists, but I still prefer the Moldvay/Davis list. This is especially true when you add the Clark Ashton Smith tales featured in Castle Amber. Man do I love that module.

Monday, August 31, 2020

Geekerati Reviews: For Coin & Blood 2nd Edition by Gallant Knight Games

 

In 2018, Gallant Knight Games published a role playing game entitled For Coin & Blood. The game was designed with the intent of capturing the freeform mechanical feel of first generation fantasy roleplaying games and the narrative tone of Grim Dark fantasy novels and shows. It was a game inspired by Original D&D and the writings of Kate Elliot, Joe Abercrombie, Sarah Monette, Glen Cook, Anna Smith Spark, Scott Lynch, and others.

The first edition of For Coin & Blood was well received by critics and gamers and remains a "Gold" seller on DriveThruRPG, the internet's largest digital rpg store. As successful as the game is, it was an early design by Alan Bahr and there was room for expansion and improvement. Bahr's done a lot of game design between 2018 and 2020 and he thought it was time for a second edition that reflected the lessons he's learned over the years and he wanted to release that edition in a printed edition as beautiful as he thought the updated rules deserved.

So he did what any independent designer does in these situations and launched a Kickstarter. In fact, that Kickstarter launched today (August 31, 2020) and will be running for the next 10 days (until September 9th). You'll have to act fast if you want to get one of the premium books from the Kickstarter, though I'm certain the game will be sold via DriveThruRPG afterwards. One thing to note here as you read this review. If you want to get a printed copy after reading this, make sure to back the Kickstarter. As good as the printing quality of DriveThruRPG's books are, and they are good, they are nothing compared to the print shop printing Gallant Knight puts together on their full print run products.

Now that the background is taken care of, how is For Coin & Blood as a game?

The TL;DR is that it reflects every ounce of design knowledge Alan Bahr has learned over the past few years and is an excellent and evocative design. One that I immediately backed on Kickstarter after reading my review copy.

Now for the longer review. What's Good, what's Bad, and...what's Awesome about this game.

The Good

The first thing that jumps out about the game is its setting. Grim Dark is a great theme that has an abundance of fiction game masters and players can look to for guidance on how to play. Some of the best fiction in Fantasy is in the Grim Dark genre. My own personal favorites include Glen Cook's The Black Company series, the Thieves' World anthologies, David Gemmell's Waylander tales, Steven Brust's Vlad Taltos tales, Andy Remic's Clockwork Vampire Chronicles, Simon R. Green's Hawk and Fisher stories, Kate Elliot's Crown of Stars series, and a long list that includes Michael Moorcock, Brent Weeks, Karl Edward Wagner, and so many more.   

As great as the setting is, Grimdark roleplaying sessions can wander down the path to excess. Thankfully, Alan Bahr provides a little advice on how to be more Joe Abercrombie and less Edgelord von Torturestein. Adding to the advice on running the game (there should be more), For Coin and Blood 2nd Edition provides a nicely detailed setting. It also includes two tales of tone setting fiction by Steve Diamond and Mari Murdock

Mechanically, the game uses a modified version of the d20 based role playing game we all know and love including some of the most recent innovations like Advantage and Disadvantage. In doing so, it has mechanics that appeal to both fans of newer heroic roleplaying and older more tactical and freeform gaming.

For example the skill tests used in For Coin and Blood echoes the assumed mechanics of Moldvay/Cook (aka B/X edition) of Dungeons & Dragons.  Hidden in the depths of that games mechanics was a foundational skill system where 1d6 being rolled against a difficulty. You can see it in the break down doors/bend bars, find secret doors, and locate traps rules of Basic/Expert D&D. In For Coin and Blood the basic skill roll tends to default to a need to roll 4+ on a six sided die. This is true for all of the narrow class skills that are specifically listed in the character classes. There is one exception. The thief  has a broad skill bonus that adds to a broad set of thief related tasks. There is no specific breakdown of thief skills, nor is there a default given in the thief class section. The lack of specific skills is fine, as we'll see in the discussion of "professions" below.

In addition to the skill system echoing B/X D&D,  Alan Bahr adapts the "die tree" from The Black Hack for use on skill tests and a couple of other game mechanics as well. The die tree, or step die mechanic, is a very neat mechanic that has its roots in Earthdawn and Alternity. Instead of giving a player a +1/-1 or +2/-2 modifier that is added to a roll, a die step mechanic has the player roll the next higher/lower die. A +1 die step would mean a player who normally rolls a d6 for an outcome would roll a d8 or d4 depending on whether they received a bonus or penalty.
 

The game's attribute modifiers are similar to those of OD&D instead of more modern versions. In For Coin & Blood only scores 15 and higher give a mechanical benefit and only those below 6 give a penalty. What this means is that the game is more Archetype focused and less stat focused. Statistical bonuses are "cooked in" to the things players are expected to have and thus exceptional bonuses are exception and players don't need to roll high statistics to be "on curve" for play. I love that the game focuses more on Archetypes than statistics, tot that this will stop me from a very long boring discussion below in the "The Bad" section when it comes to statistics and character creation.

Like many games, For Coin and Blood uses a combination of armor class (defense) and armor as damage reduction. In this case armor doesn't contribute to "defense", the number required to hit the character, at all and only provides damage reduction. This is similar to the system used by Wizards of the Coasts Star Wars Saga Edition role playing game. In this case, Alan Bahr added armor attrition and shield rules inspired by The Black Hack as well.

 

The Bad

There's not a lot to critique from a non-mechanical perspective, if I was to add something to the text I would add a good deal more advice on how to run the setting to keep it "Grim Dark" and not "Murder Hobos on Parade." This is the genre of Michael Moorcock, Steven Brust, the Thieves' World crew, Brent Weeks, Andy Remic, David Gemmell, Glen Cook, Karl Edward Wagner, and Cameron Johnston. While some of these authors incorporate certain types of disturbing violence into their fiction, they usually don't wallow in it. For Coin & Blood does have a strong disclaimer at the beginning that provides context, but I'd like to see more DM advice in this regard. As someone who has played in "evil" campaigns before, I've found they are more rewarding when they deal with moral complexity rather than focus on being gorefests. There are those gamers who want to play F.A.T.A.L. and this is not the game for them. This is not an edgelord game and those who want that style of play should look elsewhere. Still, it could use more advice on how to handle sensitive situations or provide a bibliography to existing resources.

I love 99.99% of the mechanical decisions in this game, but there is one mechanic I really don't like and that is the system of attribute determination during character generation. Alan Bahr has a favorite character generation system for OSR style games. He's used it in a number of his other "Venerable Knight Games"  publication. The system does allow for some flexibility, but depending on how you use it results in very focused characters and never really seem to accomplish exactly what Alan is hoping to do.

It starts straight forward enough with characters having six core attribute rated from 3-18: Might, Learning, Insight, Fortitude, Agility, and Charisma. Before we continue, I thought I'd let you know that I'm going to spend a lot of time talking about this, so you might want to skip down to the "Awesome" section below. There is a lot that's awesome, but for some reason the stat generation system rubs me the wrong way. What's even more ironic is that because of the Archetype and not Attribute approach of the game, the generation system really doesn't have much effect on gameplay.

Having said all of the above, here is the basic stat generation system.

 

Essentially, you roll 5 dice and then you order them as you wish following the above algorithm picking the highest die for your "most important stat" and the lowest die for your "dump stat." You'll note that Alan writes, "this will give you one particularly good statistic, one weak statistic, and four that range between average and good." Well...this is not exactly true and depends on how you arrange the stats.

The following analysis is based on a bit of Rmarkdown code I wrote for demonstration purposes that you can find here. If you don't have R-Studio and only want to look at ALL the output, you can find it on this webpage. But I will also be nice and show you some real examples below. 

In essence, you have a few choices as a player. You can choose to be the Specialist who has one fantastic stat and five stats that are for all intents and purposes average. You do this by rolling 5 dice, sorting them in order and using the above algorithm to generation your stats. For the sake of argument, let's say you roll the following array (I've already sorted them from high to low).

So you've got a 6, 5, 4, 3, 3. This is actually a pretty good roll. If we assumed these were added to the average on 2 dice of 7, we'd have a 13, 12, 11, 10, 10. In For Coin & Blood, none of those would be exceptional. But that's not the system. We start with 12, 11, 11, 10, 10, 10 and follow the algorithm above. Doing that, going from high to low in order, we get the following array.

One very high number, a bunch of straight up average numbers, and one low number but not low enough for a penalty (penalties start at 6 and lower).

What if we mix it up a little and still put the highest value on our prime stat, then second lowest, then middle, then second highest, and finally lowest on our dump stat? That sounds interesting right? This is what we get.

The numbers look more interesting, but there is still no real impact on play except that we are still specialized in our max stat. Remember, there are no penalties for 8s and no bonuses for 12s.

Let's mix things up a little bit more and go a little counter-intuitive by not putting our highest stat in our prime stat. This time we'll put the middle stat in the first spot, the second lowest in the second slot, the highest in the middle, the second highest next, and the worst last. This gets us the following:


In a regular d20 game, this might be the most interesting to play. This is close to the "Generalist" array from various versions of D&D. The only thing is that in For Coin & Blood, all of these stats except the 16 are still "average" and provide no bonus. Adding salt to the wound we could have a mechanically better, but aesthetically less appealing, array with a max 18 instead.

I know that I praised the game for relying on Archetypes rather than Attributes for what really matters in the game. I still believe that, but that's why I find this system odd. The algorithm is clunky for new gamers. You add dice and subtract prior dice as you go and as your reward you either get a specialist with one good stat or you end up with something very close to what you would get from just rolling 3d6 and being able to put them in any order you want. It just strikes me as inelagant in a game that is otherwise very elegant.

My second complaint is relatively minor. There is no base number given for various thief related tasks in thief section. The rules section states that the default for most actions is 4+ and that the narrator should modify this for effect. The game provides a very useful chart to do this, but it would be nice to have mention in thief class.

The weapon rules are AWESOME (see below), but the weapon degrading rules look like they need modification to update the mechanic from a "weapon die" system to a "class die" system. Given that one can easily assume that Sellswords and Knights are knowledgeable on how to care for their weapons than Magi etc., this is only a one sentence change to remain consistent.

Not a lot of complaints, just one overly long one.

City Raid Illustration by Ger Curti
Illustration by Ger Curti

The Awesome

First and foremost, I love so much about this game that I had to stop listing the "Awesome" rated stuff before this review became a "just copy the rules" review. 

One of the things that For Coin & Blood revives is the old money earned = XP earned mechanic from old versions of D&D. What I'm about to write may seem counter-intuitive, but this XP system actually reduces the "Murder Hobo" nature of adventuring. Monsters in older versions of D&D are rated in XP for "defeating" (usually being killed) and in how much treasure they have. In new versions, you pretty much just have the "defeated" XP value. What having the money = XP mechanic does is it immediately gets people to ask, "can I get the treasure without fighting?" Why? Because monsters usually have more in gold than their defeat XP value. When you add the old rules for "Encounter Relations" from B/X, Charisma becomes the "get rich and not kill ever" stat and ends the cycle of "Breach, Sleep, Clear!" that D&D can become. Sadly, Alan doesn't incorporate the Encounter Reaction chart, but given how much time is spent on sections itemizing how much characters get paid for certain activities, the money = XP system really ups the "let's find other solutions than killing" aspect of the game.

For Coin & Blood has a new statistic called Infamy that reflects how well known the character is. This statistic affects the jobs characters can get and which organizations they can join. Characters can gain and lose reputation in a way that echoes the old Marvel Super Heroes game. Infamy also affects how much players get paid for missions, gives them an XP bonus at high levels, and by affecting payment it also affects XP directly. It also provides a lure for those who want to oppose the players. The higher your Infamy, the more people know who you are and the more foes you have. Great idea!
 

Alan borrows a great idea from Shadow of the Demon Lord with the inclusion of Professions. What's a profession? It's what your character actually does for a living and is separate from class and can be anything you want it to be. It could be related to your class, a thief could be a "cat burglar" for example, but it need not be related. Maybe your Thief is a Bodyguard or Wandering Young Noble. You get to choose freely and fit it to whatever backstory you want. Profession does have some mechanical benefit. It aids characters in making skill tests. Any skill tests associated with your profession more likely to succeed because you get a one step die improvement on the skill roll. Very nice. Allows for flexibility and player agency.

Alan decided to incorporate one of my favorite gaming mechanics by including class based weapon damage. Instead of having weapons do a fixed amount of damage, swords doing 1d8 for example, weapon damage is based on class. Classes that are martial in nature do more damage than those unfamiliar with them. This is a nice way of letting Mages use swords without altering balance. They still roll d4 for damage, but they get to look cool doing it.

The game has so many cool classes and each has interesting mechanics. I particularly liked the Diabolist and their Pacts. The system of pacts was very evocative and flexible and fit within the Grimdark theme exceptionally well. I also absolutely loved the inclusion of the Executioner class...can we say Gene Wolfe inspired?

The game has one of the best fantasy incorporations of firearms from a mechanical perspective. Keeps the fearful lethality of the weapon (via crits and another nod to Marvel Super Heroes) and does this without amplifying the damage dice rolled.

The system for how magic weapons and magic armor come into existence is really evocative and narrative. When players roll a critical hit, or survive one in the case of armor, they may devote XP to the item. When they've devoted enough XP, the weapon gains properties. It's a very nice "low magic" mechanic and I adore it.

I could go on and on, but I'll just list three more things I thought were very good design elements The rules for Legacy experience for when characters die and the player transitions to a new character, the concept of Grim effort which literally ties lifeforce to success, and the Organization rules really round out the product.

Overall

My overall opinion is that this is a fantastic role playing game that I'd love to see get play time with my group. There are areas for more development, so I'd love to see some expansions, but this thing packs a lot of punch.

What are you waiting for? Go back the Kickstarter.

Oh, and this is VERY different from the 1st edition. That edition is good, but 2nd edition adds so much.




Wednesday, August 05, 2020

Rethinking Dungeons & Dragons: An Alternate "Original D&D" Combat System


As you might have noticed, I've been on a bit of a Dungeons & Dragons history and prehistory kick of late. My past two posts have discussed articles from the old British Miniature Soldier Society's Bulletin and the Society of Ancients Slingshot Magazine and how those relate to the early development of D&D. I'll be returning to that series of pre-D&D influences in the British gaming scene soon, but I recently read a very interesting conversation over on the OD&D discussion boards regarding the combat system for David Arneson's Blackmoor Campaign.

As most of you know, Dungeons & Dragons is over 40 years old and though the game has changed a lot over the decades one thing has remained the same. In every edition since the Little Brown Books first introduced the "Alternate Combat System" the basic mechanic of the game has been for players to roll a Twenty-sided die to determine success or failure when attacking in combat. That term "Alternate Combat System" has always intrigued me. While the original Little Brown Books recommend using Chainmail as the combat system for D&D play, it isn't evident that this was the system that either Arneson or Gygax were actually using in their pre-publication D&D games. Writers like Jason Vey, Jason Cone, and Daniel Boggs (as Alderron) have all examined how to run D&D using the Chainmail system. Jason Vey's Spellcraft & Swordplay Core Rulebook and Daniel Boggs' Champions of ZED: Zero Edition Dungeoneering have gone even further an attempted to create and play games that are similar in style to the game David Arneson may have played in the pre-publication days of D&D.

The recent conversation on the OD&D discussion boards was started by Daniel Boggs who was inquiring what David Arneson's post-Chainmail game sessions might look like. According to Boggs' post, Arneson's crew may have played using rules adapted from an Ironclads rule set Arneson had designed for American Civil War ship to ship combat. I initially confused Arneson's Ironclad rules with Tom Wham's Ironclad rules and some large sum of cash spent at Noble Knight Games later, I discovered that these were not the rule Boggs was referencing.

The discussion board conversation inspired me to play around with a "pre-D&D-esque" combat rules set of my own based on a system of rolling 2d6-2 for the combat rolls. If you read the Boggs' led conversation, you'll see that 1-10 rolls (or 0-10 rolls) might have been used by Arneson's team. My goal here is to open a conversation and get feedback before playtesting. I'm in the process of adapting the Chainmail rules outright, but this would be another alternative system.

The original Chainmail man-to-man combat system, as Boggs/Vey and others have pointed out Chainmail has at least 3 combat subsystems, uses a comparison of a person's weapon and an opponent's armor to determine the to hit roll. For example (looking at the table below), a person with a dagger would need to roll a 12 on 2d6 to hit a person wearing Plate Armor and Shield. Any blow struck kills the target, or deals 1d6 damage in D&D's adaptation of the rules.
This is a very workable system that has a lot of granularity and is one that I'm looking forward to playing with my regular game group, but it is also one that is more "fiddly" and combat table based than many modern gamers are used to in their games. If you look at the table above, you'll see that Chainmail used an ascending Armor Class much like the modern game. This was reversed in original D&D and Armor Class was rescaled so that lower Armor Classes were better and Plate Armor and Shield was given an AC of 2, while No Armor was given an AC of 10.

Under a d20 system, I have come to prefer ascending ACs as being more intuitive for players, but in the system I'm about to propose I'm going to recommend keeping the reversed ACs of the Original Little Brown Books.

What is my alternative system? It's fairly simple and is essentially what was discussed in the OD&D boards. I want to experiment with rolling 2d6-2 where the characters hit if they roll less than the AC of the defender. You can see a breakdown of the probability of success below. I've selected "less than" rather than "equal to or less than" because I want to have some potential for automatic failure.

You'll notice that this system makes it very difficult to hit opponents with a good armor class. A player would only have an 8.33% chance of hitting an opponent with an AC of 2 (Plate Mail) and only a 2.78% chance of hitting an opponent with an AC of 1 (Plate Mail and Shield). This won't be too big a deal if GMs ensure that such armors are expensive and doesn't give too many creatures an Armor Class that low. Such a strong defense should be limited to Dragons and the like.

Now that I've established the base to-hit numbers, I've got two D&D related questions to answer.
  1. How does level advancement affect to hit rolls for both monsters and character?
  2. How much damage is done on a hit?
Keeping the basic classes of the first three Little Brown Books (Fighting Men, Clerics, and Magic Users), I think that these classes improve in their ability to bypass armor as they increase in levels by having the ability to modify the Armor Class they are rolling against. In essence, higher level characters are more able to see and exploit the weaknesses in armor and thus can treat Armor Classes as a higher Armor Class as they gain levels. I would propose an advancement that looks like the one below. Fighting Men begin play with a slightly better chance to hit opponents than other classes and start with a bonus where other classes have to wait and have a lower total bonus at higher levels. Keep in mind that the Armor Class Adjustment is added to the Opponent's Armor Class and not to the die roll. Thus a 13th Level Fighting Man would attack Plate Mail and Shield (AC 1) as if it was Leather and Shield (AC 6) and would hit that 58% of the time. This may seem pretty radical, but keep in mind this is a very high level Fighting Man and that it is only a single hit.
The second question is what to do about damage. In Chainmail a single hit equals death, but "Heroes" and "Superheroes" are able to take multiple hits before dying. This is reflected in the Little Brown Books in two ways. The first is the "Hit Points" with which gamers are well familiar. The second is by counting characters as multiple "Men" as they progress. A high level Fighting Man might eventually fight with the ability of "8 Men" at the "Superhero" rank. Essentially, the ability to fight as multiple people is reflected in the Hit Points of the characters as they have a number of d6 Hit Dice that are essentially equal to the number of "Men" the character can fight as. Given that all weapons in the Little Brown Books do 1d6 damage, each successful attack does enough damage to kill a level 1 character (1 Hit Die of 1d6 vs. 1 attack of 1d6 damage), it doesn't really matter whether you want each attack to do 1 "Man" of Damage or 1d6 of damage. It's only when you add the rules for Magic, and this is D&D after all, that it becomes evident that the damage should be 1d6 per hit.

But how many "attacks" does a character get? Looking at the Fighting Capability, you can see the references to a number of "Men" for each class. That's what I would use to determine the number of attacks. Yes, this means that I'd have a high level fighter making 8 attacks against opponents. You might think that this affects game balance, except when you compare it to the damage that high level Magic Users are capable of dishing out I think it's more than warranted.

These are some preliminary thoughts on a Alternative to the "Alternative Combat System" that captures a bit of the miniature inspired play while being a bit more freeform than a strict adherence to Chainmail.

What are your thoughts?