Tuesday, February 26, 2019

Treasures, Serpents, and Ruins

So I've been talking a lot about converting my West Marches campaign. And at first, I was thinking to really go Classic D&D - just the classic 7 character classes, nothing else.

But I'm sitting on a homebrew document that's been slowly evolving over the past however many years. You see, I like to run Classic D&D, but I also enjoy the class options presented in AD&D through 5E.

So I started out just by making home brew versions of the 3E and AD&D classes (VERY early on I posted a few, the Barbarian and Druid for sure, maybe the Bard and Half Orc race-as-class classes as well -- my third post ever on this blog, way back in 2009, was about it).

Most recently, I decided that again AD&D style separate race and class was desirable. Along with multiclass options for demi-humans. So I tweaked my own versions of the classic and not so classic races, adding Dragonborn and Changelings (my version of Tieflings but not quite) to the mix (half-elves, half-orcs and gnomes were already there) because my son was formerly playing a Dragonborn and at least three people have decided to play Tieflings in the West Marches. Yes, I've been thinking of this switch for a long time as well.

And I've given the most recent version of these rules the spiffy name Treasures, Serpents, and Ruins.

 I'm not planning to release it as a retro-clone, or at least not yet. I'd probably have to file off some more serial numbers to do that. But, because it's relevant, I thought I'd post an excerpt showing how I've modified the races to fit easily into Classic D&D. Here's the excerpt:

Allowed Classes by Race and Maximum Level


Acrobat
Assassin
Bard
Berserker
Cavalier
Cleric
Druid
Fighter
Illusionist
Magic-User
Ranger
Thief
Human
U
U
U
U
U
U
U
U
U
U
U
U
Dwarf
N
N
N
8
6
8
N
12
N
N
N
6
Elf
N
N
12
N
N
N
N
10
N
10
N
8
Halfling
8
N
N
N
N
N
6
8
N
N
10
12
Gnome
N
N
8
N
N
N
N
6
12
N
N
8
Half-Elf
N
6
N
N
N
6
10
8
N
8
8
10
Half-Orc
6
12
N
10
6
6
N
10
N
N
N
6
Dragonborn
N
N
N
N
N
10
N
10
N
8
N
8
Changeling
N
N
N
N
N
12
N
6
8
6
N
6

Human
Minimum Scores: None.
Allowed Classes: All.
Multiclass Combinations: None.
Survival: When rolling for hit points at levels 2 through 9, human characters may roll twice and take the better result.
Dual Class: A human can switch character classes, stopping advancement in their original class and beginning again as a 1st level character of the new class. The character must be at least 3rd level but no higher than 8th level before switching classes, must have a score of 13 or more in each prime requisite of the new class, plus meet any ability score requirements. The character retains all abilities gained in the original class, including hit points, saves and XP. The character gains a new XP score of 0, but gains no XP in the new class if the old class abilities (other than hit points) are used. Once the character gains 3rd level in the new class, all abilities of the previous class may be used without penalty.
Languages: Humans can speak Common and any one language of their choice.
Dwarf
Minimum Scores: 9 Constitution.
Allowed Classes: Berserker, Cavalier, Cleric, Fighter, Thief.
Multiclass Combinations: Cleric/Fighter, Cleric/Thief, Fighter/Thief.
Senses: Dwarves have infravision (can see heat signatures: hot is red, cold is blue) up to 60' when in darkness. Room temperature objects can be seen dimly, but reading is impossible. When listening for noises, Dwarves have a 2 in 6 chance of success.
Detection: When in buildings or underground, dwarves can attempt to detect the following features, each with a 2 in 6 chance of success (a search takes 1 Turn)
  • Sloping Passages
  • Shifting Walls
  • Architectural Traps
  • New Constructions
Toughness: Dwarves are resistant to magic and poison, gaining a +4 bonus to all saving throws.
Languages: Dwarves can speak Common, Dwarven, Gnome, Goblin, and Kobold.
Restriction: Dwarves may not use two-handed swords, pole arms, or longbows due to their size.
Elf
Minimum Scores: 9 Intelligence.
Allowed Classes: Bard, Fighter, Magic-User, Thief.
Multiclass Combinations: Bard/Fighter, Bard/Thief, Fighter/Magic-User, Fighter/Thief, Magic-User/Thief.
Senses: Elves have infravision up to 60' when in darkness. When listening for noises, Elves have a 2 in 6 chance of success.
Detection: When searching for secret doors, Elves have a 2 in 6 chance of success (a search takes 1 Turn).
Immunity: Elves are immune to the paralyzing touch of ghouls. Other forms of paralysis work normally against Elves.
Languages: Elves can speak Common, Elven, Gnoll, Hobgoblin, and Orc.
Halfling
Minimum Scores: 9 Dexterity, 9 Constitution.
Allowed Classes: Acrobat, Druid, Fighter, Ranger, Thief.
Multiclass Combinations: Acrobat/Fighter, Druid/Ranger, Fighter/Thief, Ranger/Thief.
Senses: Halfling vision is equal to a human's, but they have keen ears. When listening for noises, Halflings have a 2 in 6 chance of success.
Combat Bonuses: Due to their small size, Halflings gain a +2 bonus to AC when fighting creatures of ogre size or larger. All Halflings gain a +1 bonus to attacks with all ranged weapons, including thrown weapons.
Hiding: Halflings are adept at disappearing. When outdoors in natural surroundings, they can hide with a 9 in 10 chance of success. When indoors, they can hide with a 2 in 6 chance of success.
Luck: Halflings have incredible luck, gaining a +4 bonus to all saving throws.
Languages: Halflings can speak Common, Halfling, and any one language of their choice.
Restriction: Halflings may not use large weapons (battle axe, two-handed sword, longbow, any pole arm) except for bastard swords, which they must wield two-handed.
Gnome
Minimum Scores: 9 Constitution.
Allowed Classes: Bard, Fighter, Illusionist, Thief.
Multiclass Combinations: Bard/Thief, Fighter/Illusionist, Fighter/Thief, Illusionist/Thief.
Senses: Gnomes have infravision up to 90' when in darkness. Gnomish hearing is equivalent to that of a human.
Beast Speech: Gnomes can communicate simple messages with small birds and rodents. They have good relations with those that live near their homes, receiving warnings or sending messages to other Gnomes.
Combat Bonuses: Due to their small size, Gnomes gain a +2 bonus to AC when fighting creatures of ogre size or larger. All Gnomes gain a +1 bonus to attacks against goblins and kobolds.
Innate Magic: Gnomes have a magical connection to the earth, and gain a +2 bonus to all saving throws because of their magical nature.
Languages: Gnomes can speak Common, Gnome, Dwarf, Kobold and Goblin.
Restriction: Gnomes may not use large weapons (battle axe, two-handed sword, longbow, any pole arm) except for bastard swords, which they must wield two-handed.
Half-Elf
Minimum Scores: None.
Allowed Classes: Assassin, Cleric, Druid, Fighter, Magic-User, Ranger, Thief.
Multiclass Combinations: Cleric/Fighter, Cleric/Fighter/Magic-User, Cleric/Magic-User, Cleric/Magic-User/Thief, Cleric/Ranger, Fighter/Thief, Magic-User/Thief, Ranger/Thief.
Senses: Half-Elves have infravision up to 60' when in darkness. When listening for noises, Half-Elves have a 2 in 6 chance of success.
Versatility: A Half-elf character can choose to either have the Human Survival ability, or Elven Detection ability.
Languages: Half-Elves can speak Common, Elven, and any two languages of their choice.
Half-Orc
Minimum Scores: 9 Strength or 9 Dexterity.
Allowed Classes: Acrobat, Assassin, Berserker, Cavalier, Cleric, Fighter, Thief.
Multiclass Combinations: Acrobat/Fighter, Assassin/Cleric, Assassin/Fighter, Cleric/Fighter, Fighter/Thief.
Senses: Half-Orcs have infravision up to 60' when in darkness. Half-Orc hearing is equivalent to that of a human.
Disguise: Half-Orcs can try to pass themselves off as fully Human or fully Orc. They have a 4 in 6 chance of success when attempting to do so in the community in which they were raised, and a 2 in 6 chance in the other community.
Languages: Half-Orcs begin knowing Common, Orc, Giant, and any one language of their choice.
Dragonborn
Minimum Scores: 9 Strength, 9 Charisma.
Allowed Classes: Cleric, Fighter, Magic-User, Thief.
Multiclass Combinations: Cleric/Fighter, Cleric/Magic-User, Cleric/Thief, Fighter/Magic-User, Fighter/Thief, Magic-User/Thief.
Resistance: Dragonborn gain resistance (-1 point of damage per die, +2 to saves) against any spells or breath weapons of one type of energy depending on their draconic heritage: cold, acid, poison gas, lightning, fire.
Breath Weapon: Dragonborn have a breath weapon attack of the energy type they resist, usable once per day. The attack deals 2d4 damage. Creatures in the area may Save vs. Dragon Breath for ½ damage.
  • Cold/Fire: 15'×10' cone.
  • Acid/Lighting: 5'×25' line.
  • Poison Gas: 10'×10' cube.
Languages: Dragonborn can speak Common and Dragon.
Changeling
Minimum Scores: 9 Wisdom.
Allowed Classes: Cleric, Fighter, Illusionist, Magic-User, Thief.
Multiclass Combinations: Cleric/Fighter, Cleric/Illusionist, Cleric/Thief, Illusionist/Thief, Magic-User/Thief.
Senses: Changelings have infravision up to 60' when in darkness. Changeling hearing is equivalent to that of a human.
Heritage: A Changeling character can choose to be descended from angels, demons or faeries.
  • Angel: cast light 1/day.
  • Demon: cast darkness 1/day.
  • Faerie: cast cause fear 1/day.
Languages: Changelings can speak Common and any one language of their choice.

Monday, February 25, 2019

Answers for JB

In my previous post, I mentioned that I'm wavering in my idea of converting my West Marches campaign to Classic D&D/BX/BECMI rules because not every player is on board with the idea. JB of the BX Blackrazor blog posted a few questions to clarify my feelings on this.

Here are his questions (in bold) and my answers.

1) You say you might lose one, and possibly three players over a conversion. Have your players actually expressed disdain for the conversion and a desire to "not play?"


I started the campaign with the original West Marches idea of not having a solid play group, but just running for whoever showed up to game. Of course, over time, the core coalesced, especially since my son was one player and two other players bring their daughters. Now it's become the "family" game.




Of the current regular players, my son and one father/daughter combo are cool with the changes. The father has some trouble keeping up with all the mechanics, and his daughter is just there to have fun, meaning he has to keep up with the mechanics for two very different characters to help his daughter (who is only 8 going on 9). I think Denis (Gnome Rogue) and Renee (Fairy Princess [reskinned Tiefling Warlock]) won't mind simpler characters. Both tend to prefer narrative interaction over mechanical interaction anyway.

A regular who recently stepped away due to starting grad school says she's also fine with old school gaming when she comes back. Another guy who played early on may be enticed to come back since he prefers old school games anyway.



One player, Greg, has always been upfront about preferring new school games to old school games. We first gamed together in a Pathfinder game, and I remember him saying "Why would I want to play in another game when I have Pathfinder?" Of course, then 5E came out, and it still has enough of what he likes (character building mechanical options, the optimization metagame) to keep him happy. Most likely nothing I do will keep him around, which is too bad, because he also is one of the strongest players for getting into character and making his characters interesting. He could still do that, but seems to feel (my speculation here) that he needs mechanical effects to back up the characterization. Greg currently plays a Tiefling Sorcerer.


The other player in question is Paddy, who is the other father. He doesn't have much experience with old school gaming, if I remember right. He started at the tail end of 2nd edition AD&D and was big into 3E. He says he's not so much against playing an old school game, it's just that (his words) he's playing in two other 5E games right now, and doesn't want to have to learn a new system. But he's enjoying this game and his daughter is also enjoying it, so he is willing to give it a try, just with massive reservations. Paddy plays the Human Cleric (war domain) while his daughter Ahra plays the Elf Fighter (battlemaster archer).


So one is disdainful of old school play, one thinks it's a hassle to convert, and the third depends on the second for access to the game and I'm not sure how she'll take to losing her cool character powers.

2) Assuming they have is it based solely on their inability to continue playing the race-class combo they desire?
I guess I answered this above. For Greg, yes, but not only. It's the lack of defined skills/abilities/mechanics, the inability to craft the character mechanically to taste.

For Paddy, no, it's just the perceived unfamiliarity of the rules.

I'm not sure if Paddy has asked Ahra about it (I'll message him) but I suspect that in her case, if she is unhappy with the change, losing her "superpowers" will be why.



3) If not, is the desire to convert these strange classes ("battle archers," tieflings, etc.) simply YOU wanting to keep a certain continuity to your campaign, or are you just trying to head off anticipated problems before they arise.
Both to be honest. We've had a few character deaths, a few players deciding to try a new character concept, etc. in the campaign. Most players are attached to their PCs but willing to try something new. So while I could just tell everyone to roll up a new character using the new rules, that would probably kill the campaign, even if we started at higher levels. Maybe not, but I'm afraid it would.


Also, as you say, I have a desire to keep as much continuity in the campaign as I can. I think the transition will go more smoothly if they can keep the personalities they're playing and as close as possible the roles/skill sets they bring to the party.


Part of it, though, is that I also enjoy character customization. I've been working on a Classic D&D set of house rules that is basically BECMI but with separate race and class, and simplified versions of most of the popular AD&D and 3E/5E classes not in BECMI.


The big reason to convert, from my perspective, is to make prepping the game faster and easier, as well as running the game. I've spent I don't know how many hours converting classic modules to 5E to use in the campaign. I could save a lot of time by converting. During play, since I'm still not an expert on 5E and most encounters are based off of random encounter charts, I spend a lot of time leafing through the Monster Manual at the table. Converting to Classic would allow me to more easily keep track of monster stats, and fewer fiddly special abilities for monsters. Converting will allow me to speed up prep and play.


Using my house rules to allow the 5E races to remain, and to still have Rangers and Bards and stuff, shouldn't be a problem, since I've already done the work to streamline the classes/races for Classic play.

4) Finally, what is the current experience level of the player characters in your 5E game? That makes a difference for any conversion attempt!
All the characters are currently 5th level, I think. One may still be 4th level. My son's Half-Orc Paladin is only 150xp away from 6th level (he's the most regular attendee, obviously) -- but he's also in America for the next six months so everyone else has a chance to catch up.


I've already got a rule in place that when characters die, or if the player wants to roll up a new PC to replace the old one, they keep their level but start at the minimum for the level. I'll keep that for the conversion, so we'll need to adjust some XP totals to fit. I'll probably figure the percentage of advancement they've made to the next level and give them an equal percentage towards their new level once everyone's decided on what to play.

Regardless of the answers to these questions (and any possible follow-up on my part), one thing to consider is this: if your have experienced players...i.e. players who have experience playing early edition D&D...it may be that they WANT to play 5E, for its extra bells and whistles. They might not want to convert at all! I know DMs who prefer LL/BX but who run 5E play who simply prune the extra "dross" from their campaigns, and that might actually be an easier way to get to the simpler game you want...at least, if your players are unwilling to budge.
Again, in Greg's case, that's true. He's "moved on" from old school play and doesn't want to go back. For Paddy, it seems like he's willing to give it a shot if it's not too much of a hassle.

I've already kept this campaign fairly simple. The players are limited to the PHB only for races, classes, archetypes, and spells. And on my side, I already use a few tricks from BECMI (2d6 reaction/morale rolls for example). I could limit future PCs to the downloadable Basic Rules pdf options, but then I'd still have to deal with 5E mechanics for prep time and while running the game.

I'm not adverse to stealing some good ideas, though, like advantage/disadvantage, and I'm not adverse to grandfathering in SOME of the 5E abilities for existing characters. But for new players or replacement characters I'll make them stick to my house-rules or by the book Classic D&D/LL characters.

Sunday, February 24, 2019

Second Thoughts, and Minor Perks

So the other day, I posted about converting the West Marches game to BECMI/Labyrinth Lord. And I may lose 3 players over it. Maybe only one. We'll see.

But it did get me thinking about something that might help me lure in the 5E fans to classic D&D.

First of all, when we convert the characters, I'm going to try to twist the rules as much as possible to keep the characters similar to their 5E versions by giving them some minor perks.

For example, one player not sure about the conversion is playing a Human War Cleric, and he has a flaming longsword (won from Warduke no less). As a War Cleric in 5E (for those unfamiliar), he can use any weapon, gets to make bonus attacks X times per day equal to his Wis modifier, and instead of using Turn Undead he can give himself a +10 bonus to one attack.

So first of all, ignoring the Cleric weapon restrictions for this character is easy. Just let him keep using the sword.

Second, I'm considering giving him a minor perk to go along with it, possibly in the form of a custom magic item. The minor perk would allow him to either keep the bonus attacks thing or the +10 to hit once per day thing. I'll let him decide which. Probably in the form of an enchanted holy symbol.

His daughter, who would also obviously be leaving the game if he did, is playing an Elf Fighter Battlemaster archer. I've already got a house rule for Fighters that would allow her to be a better archer if she chooses it (adding Dex bonus to damage as an 'archery style' Fighter). But I'm sure she'll miss the Battlemaster's Superiority Dice system where she can do extra damage and inflict various conditions/penalties on opponents with her strikes. So again, a minor perk for her might be that her enchanted bow allows her to replicate one of her 5E maneuvers 3 times per day or something.

Alternately, I could have her use the Elf class, and try to get her a spellbook that would somewhat replicate her maneuvers through spells (meaning cause fear, normally a Cleric spell, might be in her MU spellbook since one of her maneuvers makes opponents save or run/cower in fear). 

The third player is playing a Tiefling Sorcerer. I've again got a homebrewed "changeling" race that could be used (letting some of these converting characters have race and class separate). And instead of the Sorcerer spellcasting system, he'd need to use the Magic-User (Wizard) spellcasting system, but as a minor perk I'd let him use Prestidigitation effects and maybe a d4 damage at will magic beam attack since without that he'd just be buying and throwing daggers anyway.

We'll see if this can entice them to stick with the campaign. If it doesn't, I'm going to seriously reconsider sticking with 5E, and just starting up a new Classic D&D campaign on the side.

Friday, February 22, 2019

A new age begins

So Google+ is going away soon. It killed the blog scene, sucking the oxygen out of the OSR blogosphere. And people are wondering if the OSR will survive its nexus of interaction disappearing.

But remember, the OSR was around for years before Google+. It will be around after.

Zak S. is out. I read his stuff occasionally, and he had a lot of good ideas. But he was also pretty terrible to certain people. Yes, he was a highly visible figure in the OSR for many years. Now, he's persona non grata. I won't miss him. And the OSR will go on without him.

I'm going to be working on some academic papers over the next several months, trying to publish the one I have recently revised plus two more. But I'll also be trying to maintain the blog here more. I think if the OSR reverts to blogs and forums it will be better anyway. There were a lot of good conversations on G+, but the format is too ephemeral for my tastes (I've been saying that for years, I know). I tried MeWe, and it's got the same ephemeral nature of G+ so I doubt I'll use it much. Hell, I mostly just used G+ for promoting this blog and trying to sell my stuff anyway. MeWe will likely be the same. And if I get on Discord or any of the other places people are going to, ditto.

Now, here are my potential RPG related projects for this year:

  1. Converting my West Marches 5E game to Labyrinth Lord. Some players won't like it, but I'm ready to get back to basics. Fewer classes, fewer spells (but often more powerful in effect), and a lower power level; but hopefully more action/interaction.
  2. Starting an online Chanbara campaign. Probably with the usual Hangouts/Roll20 gang (Busan Gaming Group plus any of Dean's 5E gamers I can lure into it). If any blog readers are willing to make time on Saturday evenings East Asia/Australia time (Saturday morning North America, midday Europe/Africa), let me know.
  3. Finishing up my next set of paper minis (just need to format the book then get it online). It has the Isle of Dread module monsters plus the creatures in BX that aren't in BECMI's Basic and Expert books. 
  4. Moving on to the Mentzer Companion Set for the next set of paper minis? Or making a set for OA/Flying Swordsman/Chanbara? Or AD&D monsters? Or AD&D/later edition character types? 
  5. Releasing the dungeons/locations of the Chanbara game, plus some for more standard D&D type play, as cheap modules for sale through Hidden Treasure Books.

Thursday, January 3, 2019

A few more thoughts on retainers

Some random additional thoughts on the subject of the previous post (using retainers to help cement the different play style of Classic/AD&D compared to newer editions).

  • Make alignment matter. Retainers with the same alignment may have a morale boost. Chaotic retainers should be more likely to stab you in the back (figuratively or literally). Neutral aligned retainers may be the most in-demand.
  • Not all retainers need to be NPCs with class and level. Some may be monsters. Monster retainers should definitely have the same alignment as the boss PC.
  • Non-classed humans with interesting powers or abilities could come in handy. Gretta the Bag-Lady has a 20% chance to have any piece of normal gear in her bags (once per Turn), and a 5% chance once per day to have a potion or scroll useful for solving the current problem. But she's AC 9, HP 3, fights/saves as a Normal Man. Evelensk the Elf is merely level 1, but has learned EVERY language in his long life...but can only remember languages beyond what normal elves speak when he's drunk.
  • Could an intelligent weapon be a retainer?

Tuesday, January 1, 2019

Thoughts on Retainers

I'm mulling over switching my 5E West Marches game to Classic D&D (or Labyrinth Lord...nearly the same thing). JB of BX Blackrazor had some good ideas about introducing BX (or your classic/retro-clone game of choice) to new gamers, including vets of newer editions who may be hesitant to switch to an old school edition.

Plus I've been leafing through my new print copy of Labyrinth Lord (the original rules, should get the new Advanced LL book that combines the basic rules and AEC content into one tome next).

I was looking at the chart of Charisma effects, and the number of retainers they have. I was thinking about JB's advice to start off players like mine at higher levels for a test run. I may do this. And if I do, each character will start with their maximum number of retainers based on their Charisma score.

WotC really doesn't seem to get the idea of retainers. Or they just don't like it. And lots of younger gamers don't seem to grasp the idea, or reject it for some reason. But retainers are a great addition to the game! Players control not just their character, but share control of some NPC helpers with the DM. Meat shields for magic-users, additional attacks and targets in combat, additional chances to pick the lock or cast that utility spell...

Due to my busy schedule in January and a trip back home in February, my West Marches game is on hold. When I get back to Busan at the end of February, I may just run a short campaign using Isle of Dread or another module I know I won't be borrowing from for the WM campaign for the group and see how it goes.

As JB suggests (and I've done before when starting with higher level PCs for short campaigns), I'll have a semi-randomized selection of magic items to choose from. I'll also come up with a bunch of retainers of various types (some with character classes, some without - but with useful skills/knowledge). Once the players roll their stats and select their classes, I'll let them select/distribute magic items, and then assign them their retainers (or let them negotiate over who gets which NPCs?).

The big challenge for me will be remembering to use the retainers' morale scores. Except for my son, whose 2nd character was the "knight" background and got three retainers, no one in the WM campaign has bothered trying to bring NPCs along, even when they see how useful it is for my son. One of the other kids tamed a giant badger who followed her PC for a long time, but then she got worried that it would die so now she leaves it in town. No one else has thought to go to the local inn and try to hire a few sellswords or sellspells. Maybe this would relieve them of that.

Monday, December 3, 2018

Birthday Self Present

My birthday's coming up in a little over a week. To celebrate, I used my earnings from Chanbara from last month to order the fancy hardcover edition of Labyrinth Lord. I've been using the pdf for many years. I think I've still got the old purple cover version with art even somewhere on my hard drive. About time to get it in print.

And does that signal that I'm one step closer to converting my West Marches game to old school D&D instead of 5E? Maybe. Having the LL book will make it easier, since I won't have to risk getting drinks/snacks spilled on my original Mentzer books, original Rules Cyclopedia, or the Moldvay/Cook books I bought several years ago (we play with several kids, it's always a possibility).

I do enjoy 5E in many ways. But there are some things about it that bother me, and I can't really think of anything in Labyrinth Lord that bothers me that much. About the only thing is Clerics getting a spell at 1st level, and sometimes I'm even OK with that.