Showing posts with label classes. Show all posts
Showing posts with label classes. Show all posts

Friday, August 2, 2013

Ten Questions

Late to jump on the bandwagon here, but this seemed like a fun exercise to help nail down some concepts and background for my campaign...

Without further ado, my answers to Random Wizard's "Ten Questions." There are a few other sets of these around and maybe I'll try to answer those too, just to round things out.  We'll see.

Race (Elf, Dwarf, Halfling) as a class? Yes or no?
Yes, definitely. I cut my teeth on B/X, and still run Classic D&D.  I strongly believe in races being archetypal in my campaigns, so Race-as-Class is a given.  That said, I also believe more variety for my players is better, and makes them happier, so I use the ACKS model of multiple racial classes.

Do demi-humans have souls?
Honestly, I never gave this one much thought.  My players haven't tried to have anyone Raised, so it hasn't come up. I use fey races that do not. My elves are more fey than BTB elves, so they would not either.  The other "standard" demi-humans in Caldera (d
warves, halflings and orcs) do.

Ascending or descending armor class?
Ascending. Heretical, I know.  I use an attack bonus combat system rather than tables or Thac0 and just convert descending on the fly.

Demi-human level limits?

Theoretically, yes.  Got to give they some reason to play humans.  Of course, I haven't had anyone reach the limit either so it hasn't mattered in practice.

Should thief be a class?

Absolutely.  Didn't start on OD&D, so for me the thief has always been a core class.  I don't like the granularity of percentile skills though, and use a modification of the thief in Delving Deeper which allows improvement of the skills.

Do characters get non-weapon skills?

That they can choose from? No. Skills related to your class are built into the classes, plus I'll wing it based on the player's character concept and background.

Are magic-users more powerful than fighters (and, if yes, what level do they take the lead)?

Eventually, yes.  It's part and parcel of the class.  Just need to survive long enough to develop that power.  When do they take the lead? Not really sure - I suppose that's variable depending upon the spells they've chosen over time.

Do you use alignment languages?

No, don't make any sense to me.  I use cultural/regional human languages instead.

XP for gold, or XP for objectives (thieves disarming traps, etc...)?

Primarily just for monsters and gold.  Using your class abilities to reach your objectives is your job.  Do your job, you find treasure and then gain your XP from it.

Which is the best edition; ODD, Holmes, Moldvay, Mentzer, Rules Cyclopedia, 1E ADD, 2E ADD, 3E DD, 4E DD, Next ?

Best is ridiculously objective.  I have my preferences (Moldvay, Mentzer, RC) but pull the bits I like from anywhere I happen to find them, regardless of edition.

Bonus Question: Unified XP level tables or individual XP level tables for each class?

Individual.  It's part of the "balance" between classes as I see it.

Sunday, February 19, 2012

Thoughts on Prestige Classes and Other 3isms in Classic D&D


I'm not sure if I've touched on this in the blog or not - maybe back in one of the first posts. I've played D&D in one form or another since '81.  Moldvay ==> 1E ==> 2e from middle school through college.  After that I no longer played tabletop, having no regular group to get together with.  I continued to get my RPG fix via video games, both PC and console, playing "real" D&D games when I could, and eventually played and enjoyed Bioware's Neverwinter Nights I & II. Those two games in particular were based on the 3.0 and 3.5 rulesets - my only experience with either one.  When my then-too-young daughters expressed interest in playing then after seeing me do so, I took the opportunity to introduce them to the tabletop RPG - I mean, who among us would miss that window?

Seeing that 3.5 was too complex, I thought back on my own gaming history and without hesitation realized I wanted the old box set I started with so many years ago as the tool to teach them the game.  A bit of internet research led my to RPGNow and PDFs of the Mentzer basic and expert sets - Moldvay/Cook was not available. That was, what, almost 5 years ago now, and one of the girls still plays.  A weekly BEMCI game I run, and she's recently started playing 4E with friends from school. Turns out one of the teachers runs a 4E game club and the kids are also playing it on their own.  Awesome.

So where is all this going, you ask?  Well, here's the thing. I've found myself firmly settled into the Classic family of D&D - whether B/X, BECMI/RC, Labyrinth Lord or whatever.  For the level of rules crunch I enjoy and have time to commit to memory, those games hit the sweet spot.  But to be honest, if I was a teenager again and had the all but unlimited time to game I did back then, I'd be all over 3.5, or rather Pathfinder now.  All those options and reams of fluff would be heavenly.  I always loved (and still do) reading game books nearly as much as fantasy fiction. It's a bit of a shame that the kids are playing 4E rather than Pathfinder since it would give me an excuse to blow the $35 on a Pathfinder Beginner Box.  I'd love to read it.  I had bought a 4E Starter Box out of curiosity over Essentials - I gave her that to use since I never will, having read through it already.

Damn it - get to the point man! Prestige classes? 3isms?

Ok, ok... Despite not wanting the full level of crunch that 3.5 has to offer, it still have plenty of offer my game.  Skills and feats, races and classes, monsters and magic: these can all be mined for ideas that I can simplify and use in my game. One idea in particular, though, really interests me - prestige classes.  As far back as 2008 was was looking at them and wondering how to incorporate them.  Not just 3.5 style classes, but 2E kits and other "advanced" options for non-standard class choices.  A year ago, the ever prolific map-maker Dyson Logos - who shares scads of other great content on his blog beyond the maps - did a series of  posts on "Glantri-style" prestige classes. The Glantri Gazeteer for Mystara introduced a system of specialized sub-classes - specifically schools of magic - and Dyson took that concept and showed how you could easily use to to introduce any prestige classes you wanted into your game in an amazingly elegant fashion.

I want to use this as the basis for adding some things back into my game.  The RC had a wonky system for Paladins, Knights, Avengers and Druids - being something you could switch to after 9th level.  Interesting idea, but too limiting for my taste.  Cue Glantri as a way to use some of that without creating full class progressions for them.

I can see using the system to add in paladins and knights as specific orders or organizations for fighters or clerics, schools or magic as originally used in Glantri and many other things. Some I'd like to do eventually:

  • Assassins - not just for thieves either
  • Martial arts styles - no full monk/mystic needed
  • Bladesingers or Dwarven Defenders - a little demi-human specialization
Let's show the much-maligned Prestige Class some love, shall we?  It's not that bad an idea old-schoolers!

Monday, July 4, 2011

As promised... A WhiteBox Thief

©Steve Willhite. Elfwood.com
I began my gaming career on Christmas Day 1981 when I received the Moldvay Basic box set.  My view of D&D has, therefore, been forever colored by the expectation that it includes FOUR base classes: Cleric, Fighter, Magic-User and, for good or bad,Thief.  When I settled on S&W: WhiteBox as my rule set of choice to introduce my middle-schoolers to the Great Game, I felt I needed to add the Thief to the core 3 found in S&W:WB. I spent (as I usually do) far too long searching the interwebz for a Thief I liked - one that "felt right" - since I really do like the streamlined presentation of the classes in WhiteBox.  I found any number of interesting variations and ultimately settled on a couple of core resources for not only the Thief, but most of my other customizations and additions as well.

One is the S&W Companion site and White Box Heroes by Salvatore Macri (skathros) and the other is Knockspell magazine, the house mag for Mythmere Games. There is a ton of information to be mined there, under the OGL, and while it isn't perfect for my needs, it's a great place to start.  So back to the Thief...

This boy has undergone a few changes as I've gotten closer to what's working for me.  I started with the WB Heroes thief, and re-worked the skills to use d6s rather than the d20 skills used originally.  Then I switched things up and used some ideas from Knockspell Issue No. 2.  After more tweaking, I ended up with this one, which I think fits my sense of WB style better. Without further ado...


The Thief

A figure in the shadows, an expert in stealth and delicate tasks, this is the Thief. Locks, traps, and scouting are their trade; they are the eyes and ears of the adventuring party, tackling the inanimate perils of the dungeon itself. In combat they are not the equal of armored Fighters or Clerics, but instead rely on knowledge and specialized skills to get them safely into and out of the dangerous places where treasure is to be found. They are the scouts; the treasure seekers; and when necessary, the deadly blade that strikes from the shadows without warning.

A
ll Thieves must be either Neutral or Chaotic in alignment.  Elves, dwarves, halflings and orcs may all become thieves with no maximum level limitations.

Thief Class Abilities

Weapon/Armor Restrictions: Thieves may use any one-handed weapon, and they are limited to armor weighing no more than leather. They may not use shields.
Backstab:
When attacking from behind or from hiding (see Stealthy Movement below), the Thief inflicts double damage with a successful attack. At levels 5-8, damage is tripled, and after 9th level the attack inflicts quadruple damage.
Extraordinary Climbing:
Thieves may climb normally inaccessibly vertical surfaces at the rate of 10ft for every two levels per round. At the Referee’s discretion, extreme circumstances may require a die roll to determine success.
Keen Detection:
The Thief is skilled at spotting hidden and concealed doors. Thieves are also keen listeners, whether it’s overhearing conversations in a tavern or through a door in a quiet dungeon. At first level, a Thief detects secret doors and hears noises on a roll of 1-2 on 1d6. This increases to 1-3 at third level, 1-4 at sixth level, and 1-5 at ninth level.
Dexterous Manipulation:
With the nimblest of fingers, Thieves are able to perform feats of manual dexterity such as picking pockets or palming small items. With the appropriate tools, they can also attempt to disarm small mechanical traps or open locks. They are successful on a roll of 1-2 on 1D6. This increases to 1-3 at third level, 1-4 at sixth level, and 1-5 at ninth level.
Stealthy Movement: The Thief is a master of sneaking and hiding. He is able to hide in the smallest shadows to avoid discovery and move nearly silently, with a movement rate of 1 per level.

Establish Gang (9th):
At ninth level, a Thief may establish a stronghold and attract a number of lesser thieves who will recognize him as their boss and serve him so long as his activities continue to provide them with a steady supply of ill-gotten gains.
Saving Throw:
Thieves gain a +2 bonus on saving throws in situations where quick reflexes or dodging would help them avoid injury, such as against traps, breath attacks.
XP Bonus for Dexterity
: Dexterity is the Prime Attribute for Thieves, meaning that a high dexterity score grants them an additional 5% experience.

Thief Advancement Table


Level
Experience
Hit Dice (d6)
BHB
Saving Throw
1
0
1
+0
14
2
1,500
2
+0
13
3
3,000
2+1
+0
12
4
6,000
3
+1
11
5
12,000
4
+1
10
6
24,000
4+1
+2
9
7
48,000
5
+2
8
8
96,000
6
+3
7
9
192,000
6+1
+3
6
10
384,000
7
+4
5


OGL Section 15 Addendum:
Knockspell Magazine Issue #2, Copyright 2009, Matthew J. Finch
White Box Heroes Copyright 2009, Salvatore Macri

Sunday, July 3, 2011

I'm Actually Playing The Game!

So, I haven't been very active here on the ol' blog, you may have noticed.  Not that I ever was. :-)

I've always had a fairly severe case of Gamer ADD and seem to flit from project to project, interest to interest, so it's hard to ever finish anything. Still, I stay interested in a couple of projects - both my cyberpunk game and developing Trevail, my gameworld. Part of the problem is that I have two systems I want to write for. Swords & Wizardry: WhiteBox is awesome and I want to support it by eventually publishing both projects as supplements for that game.  But my true love for a system is still Rules Cyclopedia! GRRR!

As my post title implies, I'm actually running a tabletop game, so while the cyberpunk project sits dormant, I am working on stuff for Trevail.  We've been playing for almost 5 months now, meeting weekly, except for the occasional week we needed to skip.  Not bad right? My group consists of four players.  Three kids, one mine, and a couple friends, plus an older friend of mine.  My friend Rich, and Paul (one of the kids) have some gaming experience, both with AD&D second edition.  My daughter Shannon has some BECMI under her belt, and Robyn, our fourth only had a bit of online RPG experience.  All in all a mixed bag of gaming experience and maturity, so it's been a challenge as a fairly inexperienced DM.

To start things off relatively simply for the beginners, I chose WhiteBox as our system.  In pre-game discussions, Paul indicated he wanted to play a Bard, and of course there wasn't one for WB.  I did some research and found some examples, plus looked at 2E, since that's what he was used to playing, and eventually bashed something up.  Since the Bard is a thief variant in 2E, I ended up working up one of those too, again based on other things I found outline.  Never satisfied, I've continued to tweak them to a level I felt fit the WB presentation and I think I'm pretty happy with them now. Also working on orcs as a playable race.

Esran's Isle by Dyson Logos
I'e also been working on some maps, trying to flesh out a small sandbox region for the group to explore.  I plug in small adventures try to seed rumors for the party to follow.  One great source has been the awesome maps by Dyson Logos.  I strongly recommend you check them out if you haven't heard of him yet. That awesome city map over there is going to be fleshed out as the major city in the region I'm detailing.  I'm using Haldane as a template for how I want to do that.

As a group, they seem to have taken to the game and ruleset and I've already talked about rolling the game over to Rules Cyclopedia.  For the most part, it will be a mostly transparent change for them, I think, and will let me run the system I really want to be using. I'm not ready to do it right away, but it will happen once I'm ready.

So where does that leave us here? I'm going to try and be more active on the blog as a way to force myself to keep working on the game.  I'm going to post my WB classes, and eventually compile it into a supplement form ala Greyhawk or Blackmoor were for OD&D.  It may be just houserules and classes - rules stuff like those old supplements were - and eventually work in the setting stuff, more like Rob Conley's Blackmarsh, though I doubt it'll ever be that good... I also would like to post some game night pics and session report type things.

Finally, I'll need to work up some of this stuff for Rules Cyclopedia - a Bard, which will be more like the 2E one and less like the WB one, a couple orc classes, some elven variations...

Stay tuned!