Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Tuesday, August 23, 2022

"Foster's Miscellany, Volume 1" now available for sale

As mentioned in my last post, I decided to compile the various little house rule and addition tidbits that have accumulated over the last two years since The Heroic Legendarium manuscript was completed into a 20 page pdf which is now officially available at DriveThruRPG as PWYW, under the title Foster's Miscellany, Volume I. No print option because it's only 20 pages (and only 16 of them are actual content), and probably nothing new to anybody who's been reading and downloading content from this blog, but hopefully still worth a look for anyone who liked the Heroic Legendarium (or hasn't bought it yet but would like a cheap preview - about half of the new book is Play Aids that combine HL data alongside the original canon data (class and race info, equipment lists, weapon stats) for convenience at the table.

Since it's PWYW I went ahead and made the preview the entire thing, so you can see what you'll be getting if you purchase it. 

The big adventure-campaign book is still coming eventually (progress has been slow the last month or so but I haven't given up, I swear!) but I figured this was a nice little interim thing which will hopefully be of at least a bit of interest to some folks and will also (hopefully) suffice to get me off of DriveThruRPG's "second class citizen" list where they consign publishers who've only released one title. It also allowed me an opportunity to make a little tribute on to dedication page my dad, who passed away last week, following my mom by just over 13 months (and was an easier way to keep my mind occupied than trying to be creative).

Anyway, I hope y'all will take a look and maybe find at least one or two things that you'll find worth using in your 1E/OSRIC games.

Friday, August 19, 2022

Some new house rules & additions

As a way of procrastinating from doing more work on the adventure-campaign book I've been working on seemingly forever I decided to collect my miscellaneous "OSRIC" house rules and additions that weren't included in The Heroic Legendarium, either because I only came up with them after the contents of that book had been finalized or because for whatever reason I forgot to include them there. A lot of this stuff is pretty simple and minor, to the point that it didn't necessarily need to be formalized in writing, but a couple of them are more substantial and impactful. 

While I'm not so naive as to believe anyone besides me would want to actually use all of these rules and rulings in their games (surely anyone running a 1st edition game at this point has already resolved all of these issues to their satisfaction many years ago), maybe some folks will find something they like here, and - as always - I've already done the work of writing it all up so why not share it, right? So, that said:

Google Drive download link

Enjoy!

Update: In a fit of inspiration, I decided to combine this document with the other house rules and play aids I've published here over the last couple years (since the HL text was finalized) into a smallish (20 page) pdf and put it up on DriveThruRPG as PWYW. I'm still a second-class citizen there so it hasn't gone live yet, but should within the next couple days (and when it does I'll probably make another post about it with a link). The Necropolis conversion notes aren't included (both because they're incomplete and because I'm not sure it would actually be legal to upload them for sale there - I know people sell 5E conversion guides for old 1E modules but am not sure what the rules are for that and don't want to take any chances and risk a repeat of last year's Lulu fiasco) but everything else is. Most of you reading this have probably already downloaded anything that you're interested in, but it might still be convenient to have it all in a single file, plus it will at least theoretically reach the people who (shockingly!) don't read this blog.

Friday, November 26, 2021

Alternate Appendix P

Appendix P of the AD&D Dungeon Masters Guide is a set of instructions for “Creating a Party on the Spur of the Moment” - generating pre-experienced characters quickly for use in convention or other one-off games. The bulk of the system is devoted to a series of tables for determining which magic items such characters may possess. However, using those tables requires a lot of die-rolling and there’s a chance that even high level characters will end up with few (or no) magic items. With that in mind, in order both to simplify the process and to make it less random I came up with this alternative:

Level 1: no magic items
Level 2-3: pick one item from group 1
Level 4-5: pick two items from group 1
Level 6-8: pick three items (no more than one from group 2, none from group 3)
Level 9-11: pick five items from group 1 or 2
Level 12+: pick six items (no more than two from group 3)

Group 1:
Leather Armor +1
Chain Mail +1
Shield +1
Sword +1
Battle Axe +1
12 Crossbow Bolts +2
Dagger +1, +2 vs Smaller than Man-sized
Mace +1
Spear +1
Potion of Climbing
Potion of Diminution
Potion of Fire Resistance
Potion of Flying
Potion of Gaseous Form
Potion of Growth
Potion of Healing
Potion of Invisibility
Potion of Polymorph Self
Potion of Water Breathing
Scroll of 1 Spell (MU level 1-4)
Scroll of 1 Spell (Cleric, Druid or Illusionist level 1-3)
Ring of Protection +1
Ring of Warmth
Boots of Elvenkind
Cloak of Elvenkind

Group 2:
Chain Mail +2
Plate Mail +1
Sword +1, Flame Tongue
Sword +2
Bow +1
Mace +2
Potion of Extra-healing
Scroll of 3 Spells (MU level 1-6)
Scroll of 3 Spells (Cleric, Druid or Illusionist level 1-4)
Scroll of Protection from Magic
Ring of Feather Falling
Ring of Protection +2
Ring of Water Walking
Wand of Fear
Wand of Paralyzation
Wand of Wonder
Bag of Holding (500#)
Boots of Levitation
Bracers of AC 6
Brooch of Shielding
Folding Boat (small rowboat)
2 Javelins of Lightning
Necklace of Adaptation
Robe of Useful Items*
Rope of Climbing

Group 3:
Chain Mail +3
Shield +2
Sword +3
Crossbow of Speed
Dagger +2, +3 vs Larger than Man-sized
Spear +2
Ring of Protection +3
Ring of Spell Turning
Wand of Fire
Wand of Frost 
Staff of Striking
Arrow of Direction
Boots of Striding & Springing
Bracers of AC 4
Crystal Ball

*select 10 of the following:

BONFIRE, small
CASK, 1-3= water, 4-5= wine, 6 = brandy (3 gallon capacity) CALTROPS, six
CROWBAR, 4’ tempered iron
DAGGER, silver
DOG, WAR
DOOR, standard size, oak with iron bindings and bar
GEM, 100 gold piece value
LADDER, 12’ long
LANTERN, bullseye
MALLET & STAKES
MEAT, haunch of roast mutton, venison, etc.
MONEY, stack of 50 silver coins
MULE, pack
OAK TREE, 30’ high, large
OWL, GIANT
PICK, standard digging
POLE, 10’
ROOSTER
ROPE, 50’coil
SHOVEL
TORCH, flaming
WASP NEST, normal, about 200 wasps

Saturday, August 10, 2019

The Heroic Legendarium

Most of the 11 readers of this blog are probably familiar with the "AD&D Companion," the book of uncollected AD&D material by Gary Gygax (mostly from Dragon magazine) + original material I wrote based on or inspired by Gary's unrealized ideas and post-TSR games, that I compiled a few years ago and distributed as a pdf. I put a lot of work into that document and was pretty proud of it, but due to the nature of its contents was always leery of distributing it too widely lest I invite a Cease & Desist Letter from Wizards of the Coast or the Gygax Estate, or both.

Those same 11 readers may also remember that there was some D&D rules content on this blog (some new races, spells, monsters, magic items, etc.) that is no longer here. The two are related.

A couple months ago I began revising the Companion to remove all of the content that was directly copied from a prior source - in some cases adapting it, in other cases leaving it on the cutting room floor - as well as editing the whole thing to become OGL-compatible via OSRIC, which consisted mostly of changing references from "DM" to "GM" and not referring to AD&D or any of its rulebooks by name, but also of substituting out a few other "protected IP" terms - such as names of particular off-limits monsters, planes, locations, and characters. [A key point worth mentioning here is that in those cases where the OSRIC rules differ from AD&D - either through that work's editors' legal caution or personal preferences - I have not adapted my work to their standards and in particular have not adapted any of the alternate/substitute versions of AD&D classes found in Dangerous Dungeons (though I have pulled some names of monsters and planes from there).] Doing all of that left about 2/3 of the material from the Companion - those parts I wrote or adapted myself - all safely OGL compliant. From there I started plugging in new material I'd written since the Companion was released, as well as revising and updating the contents to reflect a couple years of additional playtesting and feedback. Some of this material has previously been posted here, but much of it is new.

That effort is still ongoing (a lot of new material exists only in rough-draft or outline form and still needs to be expanded and polished) but I'm making good progress and it seems likely at this point that within a couple of months I will have a document at least the size of the original Companion (if not larger) that consists entirely of original content - some of it adapted from other games, the rest of it original to me, but inspired by the spirit and flavor of Gary Gygax's AD&D. I'm calling this new version The Heroic Legendarium (because I obviously can't use its old name) and I think it's going to be very useful to anyone who plays AD&D or OSRIC in the manner of the original Gary Gygax-penned rules and adventures - that it really will feel like something TSR might have put out had Gary remained in control and the company not shifted directions creatively, a way for those of us who still hold onto and prefer that original creative vision to continue in that direction rather than remaining frozen in amber.

A few items from the old version are gone (Roger Moore's very long and boring article from Dragon magazine about the Astral Plane has been deleted and adapted into 2-3 paragraphs of useful info, the monsters and magic items collected from TSR's 1984-85 modules are no longer included, and neither is the Hunter class) but I feel the new material that's been added in their place all still captures the same spirit more than makes up the difference. I'm also declaring everything in the book to be "OSRIC Reference Content," so that any other OSRIC-licensed product may use and refer back to it: if someone writing an OSRIC adventure wants to use one of the classes, races, monsters, magic items, or anything else from this book they will be able to. I'm probably kidding myself about the likelihood of anyone actually doing so, but it seems kind of cool that they'll at least have the option to.

The downside (for you, not for me) is that now that I will no longer under the cloud of potential C&Ds, I'm no longer going to give it away for free - it will go up on one or more web-stores (as pdf and/or POD) and I too may get to live the dream of earning dozens of dollars as an rpg publisher. I don't have an estimated release date yet because I'm still working on the text (and haven't even begun to tackle the subsequent challenges of transforming that text into a credible publishable product) but I've made sufficient progress, and am sufficiently excited, that I wanted to share this update with all 11 of you, to let you know what I've been up to during the last few months and what's to come in the future. I hope you'll stay tuned!

Wednesday, May 9, 2018

AD&D Languages

Another big info-dump post. Here's a list I compiled of all the languages mentioned in the World of Greyhawk set and the various AD&D monster books (where creatures are mentioned as "having their own language"). The initial idea behind this was to come up with a more comprehensive version of the Random Language Determination table on DMG p. 102 but there ended up being so many languages to render that impractical (at least for the moment). So instead of a table I'm just presenting it as a raw list.

Human Languages:
Common
Baklunish (spoken in Ekbir, Ket (alongside Common), Tiger Nomads, Tusmit, Ull, Wolf Nomads, and Zeif)
Flan (spoken in Geoff (alongside Common), Rovers of the Barrens, and Tenh)
Old Oeridian (spoken in Great Kingdom (including Medegia, North Province, Rel Astra, and South Province) and Ratik, generally alongside Common)
Rhennee (spoken by the Rhennee people, alongside Common)

Human Regional Dialects:
Fruz (Suloise/Flan dialect spoken by the Frost, Ice, and Snow Barbarians and in Stonefist - 40% compatible with Suloise and Flan)
Keolandish (Oeridian dialect spoken in Bissel, Gran March, Keoland, Sea Princes, the Ulek States, and the Yeomanry, often alongside Common - 60% compatible with Oeridian and Common)
Lendorian (Suloise dialect spoken alongside Common in the Spindrift Isles - 60% compatible with Suloise and Common)
Nyrondese (Oeridian dialect spoken by peasants and shopkeepers in Almor and Nyrond (alongside Common for learned people) - 60% compatible with Oeridian and Common)
Velondi (Oeridian dialect spoken by rural folk in Furyondy, Veluna, and Verbobonc - 60% compatible with Oeridian)

Archaic Human Languages:
Ancient Baklunish (ancient version of Baklunish still spoken in Plains of the Paynims (alongside Common for traders and educated folk) - 60% compatible with modern Baklunish)
Suloise (dead language now read only by scholars)

Human Foreign Languages:
Changoli
Gondurian
Hepmoni
Jahindi
Mulwari
Olman
High Suhfangese
Low Suhfangese

Common Non-human Languages:
Bugbear*
Dwarvish*
Elvish*
Hill Giant*
Gnome*
Goblin*
Halfling*
Hobgoblin*
Kobold*
Lizardman*
Ogrish*
Orcish*

Uncommon Non-human Languages:
(Booka)
Diakk
Black Dragon*
Brass Dragon*
Copper Dragon*
White Dragon*
Gargoyle*
Fire Giant*
Stone Giant*
Gnoll*
(Grimlock)
Jermlaine
Wererat
Werewolf
Manticore*
(Meazel)
Merman
Water Naga*
Merrow (dialect of Ogrish)
(Ophidian)
Otyugh
Sahuagin
Satyr*
(Troglodyte)
Troll*
Xvart

Rare Non-human Languages:
Carnivorous Ape (rudimentary language)
Aspis
Atomie (dialect of Sprite)
Blink Dog
Brownie*
Bullywug
Centaur*
(Crabman)
Dao
Dark Creeper
(Dire Corby)
Blue Dragon*
Bronze Dragon*
Green Dragon*
Red Dragon*
Pan Lung/Shen Lung
Mist Dragon
Giant Eagle
(Firenewt)
Cloud Giant*
Frost Giant*
Storm Giant*
(Grell)
(Grippli)
Harpy
Hippocampus
Hybsil
Lammasu*
Locathah
Werebear
Wereboar
Giant Lynx
Medusian*
Mimic
Mind Flayer
Minotaur*
Moon Dog
Muckdweller
Spirit Naga*
Nixie*
Giant Owl
(Pech)
Peryton
(Qullan)
Salamander*
Shedu*
Sirine
Andro-/Gynosphinx
Criosphinx
Heiracosphinx
Sprite*
Tabaxi
Tasloi
(Thri-kreen)
(Tiger Fly)
Ice Toad
Treant
Triton
Umber Hulk
Unicorn
Worg

Very Rare Non-human Languages:
Aarakocra
Annis
Banderlog
Beholder
Derro
Djinni
Gold Dragon*
Silver Dragon*
Lung Wang
T’ien Lung
Cloud Dragon
Faerie Dragon
Dragon Turtle
Dryad*
Duergar
(Dune Stalker)
(Eblis)
Drow
Ettin*
Firefriend
Foo Creature
Fog Giant
Mountain Giant
(Githyanki)
(Githzerai)
Greenhag (dialect of Annis)
Grig
Invisible Stalker
Ixitxachitl
Ki-rin
Kuo-Toan
Lava Child
Weretiger
Foxwoman
Seawolf
Wereshark
(Meenlock)
(Morkoth)
Guardian Naga*
Nymph*
Ogre Magian*
Phoenix
Pixie*
Quickling
Svirfneblin (dialect of Gnome - 60% compatible)
Sylph*
Titan*
Wemic
Winter Wolf
Xorn*
(Yeti)
Yuan-ti

Other-Planar Languages:
Demonic
Common Tongue of Hades
Modron
Slaad

Secret/Special Languages:
Alignment Languages (nine in total)
Druidic
Ferral (Oeridian dialect now used as a secret code language among officials of the Iron League - 60% compatible with Oeridian)
Subterranean Trade Language (“Undercommon”)
Thieves Cant

Notes:
I drew a distinction between Ancient Baklunish (as described in the WOG Guide p. 16) and modern Baklunish (per the table on the WOG Glossography p. 31).

The "Human Foreign Languages" were all made up by me, based on various off-map lands mentioned in Gary Gygax's Gord novels.

The "common" non-human languages are the nine listed on p. 34 of the Players Handbook plus the three additional languages (bugbear, gnome, hill giant) that have a 2% or higher occurrence on the DMG p. 102 table, which seemed like a reasonable standard. The "uncommon," "rare," and "very rare" lists are based on the monsters' Frequency (with common monsters that don't fit the above criteria included on the uncommon list).

Non-human languages with asterisks are those included in the table on DMG p. 102.

Non-human languages in parentheses are not mentioned in the books but I'm assuming based on the nature of the creatures that they probably have their own language (and note that the DMG p. 102 table includes several monster-languages that aren't mentioned in the Monster Manual: ettin, gargoyle, manticore, naga, salamander, and xorn).

The other-planar languages are mentioned in the books and are not specific to one monster; based on these it can probably be extrapolated that each Outer Plane has its own Common language (that presumably, like the modron language as described on MM2 p. 86, is related to that plane's corresponding Alignment Language(s)).

Various monster descriptions mention the ability to speak with types of animals - burrowing mammals, woodland animals, snakes, birds, fish, etc. I chose not include any of these as languages per se.

Tuesday, June 6, 2017

[D&D] Barbarism!

In 1981, the first issue of Polyhedron, the RPGA's newsletter/magazine (edited by Frank Mentzer), included an interview with Gary Gygax where he shared his thoughts about some of the changes and additions that people were making to AD&D that he wasn't in favor of:
I don't mind creativity, I don't mind mutation, if it brings out better game play, and superior gaming in general. But from everything that I can see, all the changes that are made are usually foolish and meant to either baby players along or kill them off, one way or another. They're destructive. rather than creative.
Just think about some of the outstanding changes that were made in Dungeons & Dragons games, and Advanced Dungeons & Dragons games too, for that matter, and look at what their effects are. Consider the "double damage on a natural 20", which of course seldom went to the monsters, but only went to the players, therefore making it yet easier for the players to kill monsters.
Critical hits? Again, players never took critical hits, only monsters, for some reason, would take critical hits. The weapons expertise idea, that a player's chosen weapon ... he or she would do a lot better with it. And yet, monsters fighting with their natural abilities. fang and claw - who could be more expert than a tiger with its claws and teeth? -weren't getting any bonuses.
The spell point system, which allowed magic-users to become veritable machine guns of spells without ever having to seriously consider what they were going to take and just shoot everything down, made the magic-user the only character worth playing.
Some of the proposed classes, such as the barbarian I've heard of and the mighty knight, and one or two others that I've heard of, create super-powerful characters who just can ... again, it was the only one worth being. Then you just go through and beat up on everything The changes in the demi-human races create, again, super-powerful characters, so that everybody wants to be a dwarf, or an elf, or whatever it is, and nobody wants to be anything else, because it overbalances in favor. And generally these are done at the whim of a Dungeon Master, or from group pressure. to make a rather uninteresting campaign where everybody is one thing. These are usually the Monty Haul games.
On the other hand, you have the really silly monsters, or sure-death traps for the DM who seems to be rather sadistic and just wants to proceed to kill all of his players regularly, in capricious ways, without giving them any chance whatsoever. That's also guaranteed to spoil a game.
There's a lot to unpack here. In his infamous Dragon #67 editorial that appeared in November 1982 ("Poker, Chess, and the AD&D Game") Gary drew a hard line and seemed to claim that anyone who added any unofficial material to an AD&D game was no longer playing AD&D. Here he's taking a more moderate and sensible position - that adding to and modifying the game is okay in theory, he just thinks most of the changes being made aren't improvements and are making the game worse, not better. People familiar with Unearthed Arcana, the Gygax-authored AD&D rules expansion released by TSR in 1985, likely feel some irony in this quote, since that book included many of the very things he's decrying above - weapon specialization, the barbarian and cavalier (knight) classes, and expansions to demi-humans - and critics of that book cite many of the same complaints about them that Gary does here (that they're too powerful and change the shape of the game too much). So what gives?

The answer is that this interview pre-dates the writing of the material in that book (which, as nearly as we can tell, took place sporadically between late 1981 and mid 1984), and a lot of what Gary was doing in that book was taking these concepts, which were obviously popular with players (hence their widespread inclusion as house-rules) and "doing them right," i.e. in a way that he felt fit within and added to the AD&D system. This becomes an interesting object-lesson in how Gary viewed the AD&D system - his sense of balance and priorities - and what he felt fit within it versus what he felt did not. Thus examining his additions sets an example that the rest of us can use for further expansion. It's illustrative to note, for example, that while Gary "rehabilitated" some of these ideas within the AD&D paradigm, there are others that he did not, presumably because he felt they were too incompatible with the game's core concepts - so there are no critical hit tables or spell-point system in Unearthed Arcana.

I'd like to take a particular look at Gary's treatment of the barbarian class, both because it's always been one of the more controversial additions (even before the book was published - it was immediately controversial from its first draft appearance in Dragon magazine) but is also one of my favorites.

The original edition of D&D included the "fighting man" class - a sort of professional soldier in the John Carter, Achilles, or d'Artagnan mold who could use any type of weapon or armor and proceeded over the course of play from being a mere "veteran" (just slightly better than an ordinary man-at-arms) to a "swordsman," "swashbuckler," "myrmidon," "champion," and ultimately a "lord" able to establish his own barony and collect taxes from the peasants. This is a very broad archetype, but it doesn't really capture the flavor of Conan (or his many, many literary imitations) - primitive barbarians who rely more on natural-born toughness and catlike reflexes than formal skill and training, who generally eschew heavy armor and fancy weaponry (preferring a trusty sword or axe), and have a special hatred for effete and corrupt wizards. I mean, you could play your D&D fighting man in that manner - declare that he will not wear armor and only use simple weapons and disdains magic - but doing so just creates an inferior character with a short lifespan. Underlining this disconnect, one of the illustrations in the original D&D set is of a long-haired, sword-wielding brute in a loincloth labeled "barbarian" - exactly the type of character the rules don't really support playing.

Given the popularity of these kinds of characters in fantasy literature, it's no surprise that players wanted characters like them, and nature abhors a vacuum so it wasn't long before fan-made barbarian classes began appearing. Two that I know of both appeared in print in 1977 - one version in issue #4 of the British D&D magazine White Dwarf, another in David Hargrave's unauthorized collection of D&D house rules, The Arduin Grimoire - and I'm sure there were many others besides these. These versions have some differences, and some elements in common - barbarians in both versions receive bonus hit points, have generally better saving throws (especially against Fear effects), have abilities to climb and hear noise like thieves, and can work themselves into a rage/frenzy to gain attack bonuses, in exchange for limitations of what kind of armor they'll wear and weapons they'll use, and how many languages they can learn. Interestingly, both versions require fewer XP to increase in level than standard fighters. The WD version has a couple of additional abilities - tracking like a ranger and catching missiles.

Another key development is that in The Dragon #36 (April 1980) Gary Gygax, inspired by Lawrence Schick and Tom Moldvay's "Giants in the Earth" column of AD&D stats for literary characters, provided an extensive set of AD&D stats for Conan, including a large number of special Conan-only rules: Conan has an increased move rate, has a super-humanly high Dexterity score (and corresponding AC bonus), has a higher Charisma score that applies only to women, has way more proficient weapons than his fighter-level would allow, has higher number of attacks than his fighter-level would allow, is treated as having a magic sword (for purposes of hitting creatures only harmed by magic weapons) even though he "never willingly uses a magic sword," has thief levels as well as fighter levels, has a bonus to surprise and reduced chance to be surprised, heals from damage at an increased rate (even when not resting), has bonuses to his saving throws, has latent psionic abilities to detect magic and danger, and various other bonuses.

When Gary decided to do his own version of the barbarian class for AD&D, which appeared in Dragon #63 (July 1982), he clearly looked primarily to his own treatment of Conan rather than to the existing "unofficial" barbarian classes that had been published. The class lines up pretty well with the stats he provided for Conan, with a few tweaks - instead of having superhuman Dex scores, they receive a higher-than-normal AC bonus for high Dex; instead of getting all thief abilities they get ad-hoc climbing and hiding abilities; instead of latent psionic abilities they get ad-hoc abilities to detect magic, illusions, and rear-attacks; their Charisma bonus applies to other barbarians rather than all females. They also get abilities to track like a ranger and to leap great distances. [The ability to hit creatures normally harmed only by magic weapons isn't included, but Gary added it as an addendum in Dragon #65, claiming its omission was inadvertent. The same is done with the doubled healing rate in Dragon #67.] The main drawbacks for the class are (1) they will never willingly/knowingly use any magic items, ever; and (2) they have an extremely steep XP chart for advancement - 6,000 XP to 2nd level (compared to 2,000 for a standard fighter), and 500,000 XP per level above 8th (compared to 250,000 XP/level above 9th for a standard fighter).

Gary's version of the class was immediately controversial - garnering complaints from the Dragon readership, mostly aimed at how seemingly-overpowered it was, despite the two heavy limitations. Gary devoted a significant chunk of the aforementioned "Poker, Chess, and the AD&D Game" ranticle in Dragon #67 to responding to criticism of the barbarian (suggesting his frustration wasn't only with people making inferior additions to AD&D but also, apparently, to people refusing to accept his additions - " All that is really being questioned is change, because this subclass
is different from others. Well, Gentle Players, that is what you’ve been asking for, and that is what I am here to do. Believe it or not, I actually know my game system and what or what will not work within its parameters!"). In addition to strongly arguing that the class is balanced (and, if anything, too weak - especially since long-term success depends on the character having multiple very high ability scores), he also added a couple of new details about the class: (1) that they can never be dual-classed - a character can neither switch to or from the barbarian to another class; and (2) barbarians do not require "training" in order to increase in level the way other AD&D characters do - rather, when they gain sufficient XP for the next level the increase is automatic.

After that, things were mostly quiet on the barbarian front for a while (though, notably, barbarian characters were included in both the Dungeons & Dragons cartoon and LJN's line of Advanced Dungeons & Dragons toys, both in 1983). However, with the publication of Unearthed Arcana in 1985, the barbarian was back, and so was the controversy around them.

Apparently upon three years' further reflection Gary (likely in consultation with Frank Mentzer and/or Jeff Grubb, the two "developers" who were tasked with compiling Unearthed Arcana from Gary's notes while he was busy trying to keep TSR afloat) decided that his original version of the barbarian was too weak after all, because the revised version doesn't tone down any of the things from the magazine version that readers had complained about, and instead gives it several new abilities. A couple of them are minor (staggering the saving throw bonus vs. spells from a flat +1 to starting at 0 and increasing up to +3 as the barbarian gains levels; giving high-level barbarians the ability to summon a "horde" of other barbarians who will follow them for a short period of time), and another one is a clever and fun roleplaying-oriented addition (giving barbarians who destroy magic items the XP award as if they'd kept it - so a barbarian who dumps out a potion of growth earns 250 XP, one who snaps a broom of flying receives 2,000 XP, one who smashes a mirror of mental prowess gains 5,000 XP, etc.). However, appended to the end of the class description was a new table of abilities that has been the source of most of the vocal discontent with the class for the last 30+ years.

Right at the end of the class description is a table that enumerates the gradual restriction of both the prohibition on using magic items and the prohibition on associating with spellcasters (which in the magazine version had been a flat statement: "While a magic-user will be shunned by barbarians, clerical spells are not regarded as magic (except for the more powerful spells not typically usable by a tribal shaman or low-level cleric), so barbarians will associate with clerics on occasion") as the barbarian increases in level - at 2nd level a barbarian will associate freely with clerics; at 3rd level they will use potions; at 4th level they will use magic weapons; at 6th level they will associate with magic-users "if necessary," etc. This was presumably added because Gary (and/or Frank and Jeff) felt the blanket prohibition was too strict and made the class too weak at higher levels, but I think it was a mistake and is problematic in several ways.

One is that it renders the ability to strike as a magical weapon - one of the class's most unique and flavorful abilities - completely redundant: barbarians gain the ability to strike as if they were a +1 weapon at 4th level, which is per the chart the same level where they gain the ability to use actual magical weapons. Yes, a barbarian isn't as dependent upon magic weapons and can still beat on a demon with his or her fists, but what feels like it should be one of the main distinguishing characteristics of the class has been reduced to a footnote ability that will rarely, if ever, come up in actual play.

Secondly, it undermines the forceful argument that Gary put forward in Dragon #67 that the unique nature of the class - their huge number of special abilities - is justified in large part because, unlike other classes, the barbarian does not change to become more highly trained and sophisticated as they increase in level:
Playing as a barbarian is offered to players as a determined choice, not as one of several possibilities — or a mere afterthought. This is a part of the whole concept. Thus, the level title for a barbarian never varies. Such a character, properly role-played, is bred, raised, grows, and dies a barbarian. Barbarians do not need training to go up levels, because they gain no sophistication. They get tougher and more wily.
Easing the restriction on use of magic items as they increase in levels runs contrary to this and weakens the concept of the class. As they gain levels they become less distinctive and archetypal, which is the opposite of how it's supposed to work.

Thirdly, quantifying exactly how and when the barbarian is willing to associate with spellcasters turns a roleplaying suggestion ("magic-users will be shunned") into a hard-and-fast rule - no association at all prior to 6th level, "if necessary" at 6th, "occasionally" at 8th level and higher - that creates problems at the table: unless the DM is willing to run two or more different groups of players, then a choice must be made - either the group can include a barbarian, or it can include magic-users, but not both. Anecdotal accounts suggest this led to both lots of unhappy players who weren't allowed by the rest of their group to play the kind of character they wanted, and also led to lots of players just ignoring this restriction or undermining it in a sort of nudge-nudge-wink-wink way (other characters distract the oafish barbarian while the elf fighter/magic-user casts his spells, etc.). In that same Dragon #67 article, Gary had this to say about the restriction on association:
The barbarian sees magic of two sorts — wizard magic and god magic. The former is cast by magic-users and their ilk — puling creatures all. The latter sort of dweomer must be tolerated, for who can argue with deities? A brooch of shielding (hopefully a rare find in any campaign) is so much dross to a hard-nosed barbarian. He’ll take the niggling damage from the magic-user (that’s what his high hit points are for) and then hew the cowardly craven to pieces. Those magics which allow saving throws are so much the better, for the barbarian does have a better chance to save against them. Those that happen, happen. With everything that the sub-class has, what real need is there for magic items? Scarce and rare finds in any well-run campaign, such wretched stuff is not for true humans (barbarians) in any event.
Magic performed by clerics, particularly clerics who serve the deities of the barbarian and his or her tribe, is another matter. That sort of thing must be abided. Who in a barbarian tribe would stoop to using even the dweomer of deities? Why, that’s simple: Men and women too old to fight, weaklings, and those odd individuals “touched” by some super-being. In a life-and-death situation, any self-respecting barbarian would allow a proper servant of a known deity to do whatever the deity directs through that servant. If it goes against the barbarian grain, then the offending cleric can be thereafter shunned — whether out of embarrassment, dislike, or fear is entirely open to question. If absolutely necessary, such spells can be tolerated for short periods of time, but by choice any barbarian must seek more direct solutions with arms. Obviously, faced with a situation which required the barbarian to perform a given plan, and that action was impossible without magic — possibly even wizard magic — the intelligent barbarian would be forced to stoop to such low means to reach the end. Shunning doesn’t mean the same as never associating with: Look the word up. Again, it doesn’t assert that barbarians will slay all magic-users just because they reek of noisome magic, nor does it state that clerics casting spells above 2nd or 3rd level will be done to death by the outraged barbarian. Low-level spells are merely the power of a shaman/cleric given by some deity — not even god magic. Higher-level spells of a clerical nature are disliked by barbarians, and they will not voluntarily be around those who make a practice of employing magic. Circumstances, as usual, alter cases. Remember the spirit of the rules, instead of trying to find the letter by reading between the lines.
This is a roleplaying guideline - the barbarian dislikes magic and spellcasting, and considers those who use it weaklings and cowards. A self-respecting barbarian doesn't need the aid of spells or enchanted items (due to their wide array of special abilities) and won't willingly employ them unless they have no other choice - and even then they will resist and resent it. They don't trust spellcasters, look down on them as weaklings and cowards, and will never seek their aid. That's pretty straightforward and easy to understand, and easy to portray at the table. There's no need for two separate parties - though if the DM is willing the barbarian is particularly well-suited to solo adventuring, and back in the 80s we had such a side-game that was a lot of fun - the barbarian just sneers and grumbles at spell-casting and acts superior, and as long as they can keep him or her from destroying the magical treasure the other players are probably fine with the barbarian's hard-line stance since it means more magical treasure and aid for them!

With all of these considerations, I really like Gary's version of the barbarian class, and encourage all AD&D DMs who don't allow it (and over the years I've encountered way more DMs who don't allow the class than who do) to give it another look. I think it's really fun to play, works really well in the "traditional D&D paradigm" of dungeon and wilderness-crawling (unlike the cavalier and acrobat, which both work best in more urban and civilized environments), and is a great addition.

Looking at how the class fits into the game, how it relates to and was balanced against the other classes, shows how Gary's situational, instinctive, and descriptive approach to rules-making worked in action. The barbarian stretches the rules-framework of AD&D in a way that created a lot of resistance among the more traditionally-minded , but when everything is taken together in a gestalt it works - it fits right into the game and expands and enriches it without changing it. The class is undeniably very front-loaded, and at first level will likely overshadow most other characters, but the steep XP chart means that unless the barbarian is doing a lot of solo adventuring on the side they will quickly fall behind the other characters, especially once "name level" is achieved. This makes them the opposite of magic-users, who start out extremely weak but eventually become the most powerful class. I like that symmetry, and the way it causes players with different characters to approach the game differently and employ different strategies.

I do have a couple of house rules for barbarians in my own games: as mentioned above, I revert to the magazine version's blanket restriction on magic item use, I allow barbarians to gain XP from magic items only from destroying them, not from selling them (closing a probably-unintentional loophole in the rules), and I also severely restrict their starting funds, to 5-30 (5d6) g.p., which helps balance them at first level (since they won't be able to afford armor or good weapons). Note that because barbarians don't have to pay for training they tend to acquire an enormous amount of gold during play, so I've also toyed with (but never formalized before now) some sort of ad-hoc "treasure attrition" rule for barbarians - that for each game-week of inactivity 0-90% of their cash-equivalent treasure simply, unaccountably, disappears. Presumably it was spent on ale and wenches, swindled away by unscrupulous merchants, or otherwise lost. This models the way that almost every Conan story began with him broke, no matter how much treasure he acquired at the end of the last one, and also prevents the situation of the barbarian becoming a de facto banker to the other PCs, which is totally out of character for the class.

Wednesday, May 10, 2017

[D&D] The trick to really understanding the AD&D rules

Gary Gygax's rules-design style was situational, descriptive, and instinctive. In the traditional of "Free Kriegsspiel," when a situation would come up in the game he would apply his judgment and experience to come up with some means (most often an ad-hoc die roll, probably with some modifiers based on character abilities) to resolve it. If this ruling seemed applicable more broadly than the single situation where it first appeared then it became a precedent and was written down for future reference. The AD&D rules are, in large part, just a collection of those rulings and precedents from 5+ years of heavy playtesting.

The rules aren't systematized - different dice are used, ability scores and other modifiers are applied in different ways, sometimes a high roll is better and other times a low roll is better, etc. - and they're not necessarily consistent with each other (two similar types of effect in two different dungeons (or caused by two different spells or magic items) might require completely different rolls to resolve), and in the published rulebooks they're not really organized except in a sort of stream-of-consciousness way (for example: where is the rule for whether a character inadvertently catches the gaze of a monster located? It is, of course, in the second paragraph of the Dracolisk monster description on page 55 of the Monster Manual II!).

The ad-hoc nature of these rules, and the haphazard organization of them, has been one of the main complaints about AD&D (and D&D before it) since day one, and almost every other rpg that's ever been published (including the later iterations of D&D) has approached things more systemically, to make them more consistent and elegant. I can understand that impulse - the size and chaotic organization of the AD&D is unquestionably intimidating to new players, and if you're the kind of player (or DM) who worries about following the rules exactly as-written it could well drive you crazy, as you continue to discover new hidden rules years or even decades later. Something like RuneQuest or GURPS, where you have to keep track of 75 separate skill values but you know that every time you use one of them in the game the roll will be resolved exactly the same way (the same die roll, the same modifiers, the same consequences for success and failure), seems simpler because it's more elegant and more predictable and easier to grasp conceptually, whereas AD&D feels messier and more confusing. In other words, AD&D feels more like real life.

There are two approaches you can take to the AD&D rules. One is to try to memorize everything, or at least memorize its location within the books so you can look it up quickly. Lots of people over the decades have tried to do it (many of whom can be found still debating the minutiae of the rules at the Dragonsfoot forums), but it's really a fool's errand - because there are so many rules, and so many of them have such narrow applicability that the payoff of knowing them will never balance the investment in effort of learning them, and because something you learn pretty quickly when you get into the detailed weeds of the AD&D rules is that all of ad-hoc special case sub-systems don't really work together - there are things that flat out contradict each other, and things built on different enough assumptions that trying to meld them together produces weird or bad results in play. But mostly trying to memorize the entire AD&D ruleset is a bad idea because it misses the entire conceptual point. The rulebooks are a massive pile of precedents and examples of how Gary Gygax ruled on things, the point of which isn't for you to follow his lead exactly, but to understand the gist of what he was doing - the type of gameplay experience he was trying to achieve - and then use that understanding to make your own rulings in the same spirit.

There are some core concepts at work in AD&D: Gary wanted a game with high stakes so that both victory and defeat feel meaningful; he wanted a game where there's a tangible relation of risk to reward; he wanted a game that encourages heroic action where bold, decisive action is a better route to success than cautious timidity; he wanted a game that always moves quickly and maintains a level of tension and excitement; he wanted a game where players to have to think tactically, strategically, and creatively (and to do so quickly and under pressure) rather than just relying on math; he wanted a game where smart decisions generally trump luck but there is almost always at least a small chance of both success and failure; he wanted a game where no single player can do everything so teamwork is important; he wanted a game where the players can feel their progress over time as they improve their skills; he wanted a game with a neverending variety of fresh challenges to keep players interested even after they've mastered the basic paradigm. Once you understand all of those concepts, you can see how they informed his decisions in the rules and adventures. And once you do that then you realize that the specific rules - whether something gives a +1 or +2 bonus, whether something is resolved by rolling a 6-sided or 20-sided die - don't matter. What matters is the feel and tone and shape of the game. If you're achieving that - if the game "feels like AD&D" - then it doesn't matter whether the roll required to lasso a stalagmite while you're being carried off down a swiftly-moving subterranean stream is consistent with how a similar situation is handled in rulebook X or module Y.

The point of the AD&D rulebooks is to help the DM achieve a particular mindset and attitude by way of a lot of examples, but once that is happens the examples themselves are no longer important and can mostly be set aside. A DM who understands the concepts underlying the game will always be better off making a judgment call on the spot than pausing the game to look up in a rule book how Gary recommended handling a similar (but probably not identical) circumstance.