Showing posts with label DnD. Show all posts
Showing posts with label DnD. Show all posts

Tuesday, March 12, 2013

GM's Day Sale: Last 24 hours

The GMs Day sale DriveThruRPG and RPGNow is ending soon.



We are in the last 24 (or 22 now) hours of the sale, so if there is something you really want and you want it cheaper then now is the time.

The GM's sale over at DriveThruRPG also extends over to it's sister site, DNDClassics.com.
For sale are the various  Historical References for 2nd Ed AD&D, but good really for any version of the game.

DnDClassics.com and DriveThruRPG

Just click on the links or banner above to get going!





Monday, February 18, 2013

Original D&D Premium Edition

Well it was going to happen sooner or later, but Wizards of the Coast will be releasing a Premium Edition of the Original D&D.  But it's not just a reprint.  


http://www.wizards.com/DnD/Product.aspx?x=dnd/products/dndacc/45390000


Volume 1: Men & Magic
Volume 2: Monsters & Treasure
Volume 3: Underworld & Wilderness Adventures
Supplement I: Greyhawk
Supplement II: Blackmoor
Supplement III: Eldritch Wizardry
Supplement IV: Gods, Demi-Gods & Heroes

Comes in a wood-grain or faux-wood-grain box with dice.
New cover art, but all the original art inside.

Price?  $150.00.  Honestly, that is not a bad deal.  This is a collector's piece and I am sure some will balk at that price I think it sounds about right to be honest.
I have been wanting to play some Original D&D again.  Haven't since 1987 so this might be my excuse.



Monday, February 11, 2013

Unearthed Arcana

Was going to play some 1st Ed AD&D yesterday.  Didn't quite get around to it, but I did get to my FLGS and pick up a copy of the new limited reprint of Unearthed Arcana.



As with the first reprints, these are very similar.  Though these new ones are supposed to include all the errata.  I have not looked closely enough to be able to tell.



The only main difference outside of the covers and errata is the copyright page.


It fits in well with my other reprints.
Unlike the PHB, DMG and MM there isn't a page for the Gygax memorial.  I don't think and have not heard if any money from this is being donated.

In any case this is a nice book to have.  Unlike others of the old school mindset I don't hate UA. In fact I rather liked it. I loved all the new spells and class options.  The cover is not quite as iconic as the others, but it looks fine here.

Saturday, February 9, 2013

Zatannurday: World's Finest

This image is floating around the various game blogs this week.
It comes from Kyle Latino and it is pretty cool.


http://kylelatino.deviantart.com/#/d5t9pg6

All my favorite DC characters playing a game of D&D.  And to further make this more about me (!!) I also worked at Pizza Hut in college.  The Mt. Dews are a nice touch.

Kyle has a lot of cool stuff on his Deviant Art page and his own webcomic.

So what characters do you think everyone is playing?
I'd like to think Zee would try out something like a Barbarian like Dresden did when he played "D&D" in the books.  Batgirl plays the cleric, Black Canary plays the Wizard (to irritate Zee) and Hawkgirl plays the thief, but she is not enjoying it as much as she might like.

He also a cute retro Zatanna.


Zatanna by ~kylelatino on deviantART

Stop by his DeviantArt page and comic and have a look!

Tuesday, February 5, 2013

D&D Expert Book at DnDClassics.com

The D&D Expert book along with some other new products from WotC are now up on DnDClassics.com.

This is the one that fired so much imagination in me more than 30 years ago.

D&D Expert Book

This was the 1981 followup to the D&D Basic set.  Designed for the Moldvay Basic there was even a little bit about what to do if you had the Holmes Basic.

This expanded the game to level 14 and for most of us it was all we needed for a very long time.
I loved the introduction of all the new undead like Vampires and Spectres (was a big horror fan even then) and that little map of the Known World.  I starred at that map for hours, learning lands and names of places far off and never were.
Plus all the new spells!  The options of spells for my cleric and magic-users were beyond my 11-year old brain's reckoning at the time.

At 5 bucks this is a criminal steal.   I wore my old copy of my expert book out, now I have a PDF to go back too anytime I like.  Combine it with the Basic book and some adventures and you are set.  Everything you need to play D&D just like the good old days.  No skills, no feats, no attacks of opportunity, but plenty of flexibility and action.

I love newer games, but this is the one.  The one that keeps me coming back. Back to the Keep, back to Glantri and back to D&D.

And if you want to add Witches to your Basic/Expert game I high recommend my own Witch book.

Friday, January 25, 2013

D&D PDF reveiws

For these D&D PDFs I will review the content as it is with the intended version in mind. I'll also look at these in terms what you can get out of this for any other version of D&D. Finally I'll look PDF conversion itself.

Deities & Demigods (1e)
Deities & Demigods was the first Hardcover D&D book I ever purchased. So it is fitting then it is the first of the re-release (1/22/2013) of the D&D PDFs that I have purchased.

First of this is book is an update on the old OD&D Gods, Demigods and Heroes. Presented here are the gods (greater and lesser), demigods and heroes of 15 pantheons. Included are: American Indian Mythos, Arthurian Heroes, Babylonian Mythos, Celtic Mythos, Central American Mythos, Chinese Mythos, Egyptian Mythos, Finnish Mythos, Greek Mythos, Indian Mythos, Japanese Mythos, Nehwon Mythos, Nonhumans' Deities, Norse Mythos, and Sumerian Mythos.

There is plenty of information for build your world myths and the multivesre around your world. This also features the first update to known planes that appeared in the Player's Handbook.

The layout is somewhat like a Monster Manual, which is unfortunate. I can say that back in 82-83 that is exactly how we used it.

The art is now classic in my mind, with some of the biggest names in D&D/TSR at the time.

If you are playing newer editions then all the gods you know about had their start here in this book. All the other deities books are sequels to this one.

The PDF is clean and easy to read. There has been some post-scan cleanup on it so the pages appear very white and not scanned in white.

I feel as good about my purchase today as I did 30 years ago.

D&D Basic Set Rulebook (Basic)

If you are like me then this is it.  THIS is what D&D was.  Sure I had read a friends Holmes/Blue-book Basic set and I knew of AD&D through the Monster Manual.  But this is the D&D book that started it all for me. This is the one that set fire to my imagination.

This is a complete set of rules.  Character creation through to 3rd level. Monsters, treasures, dungeons.  Everything that ever was or will be D&D had it's start right here (more or less).  Honestly this book is not worth 5 stars here.  It is worth 6 out of 5.

I almost would say that if I could only play one version of D&D ever, then this might be the one.  It lacks the complexity of AD&D or 3e, but anymore I see this as a feature.

64 pages plus cover.  Marbleized dice and crayon not included.


D&D RPG Starter Set "Quickstart" (4e)

Everything you need to start playing D&D 4e except for people, dice and some monsters.

You have heard a lot about this game to be sure, but the proof is always in the playing.  At the incredibly low price of Nothing you can see how the most current version of D&D (as of this writing) plays.

H1 Keep on the Shadowfell & Quick-Start Rules (4e)
The first module of the great Orcus/Raven Queen campaign for 4e.  The module itself tries to harken back to another Keep; The Keep on the Borderlands, but the feel here is very, very different.  There is a lot more going on and it can feel very combat heavy and even a touch predictable.  But that is fine for a 1st adventure.  Everyone is still too busy figuring out moves and markingins and surges to worry whether or not rumor X or rumor Y turns out to be true.
The big feature of this module though is also the quick start play rules.  There is lot here that can help the new 4e player and DM.  So it you are at all curious about 4e then give this one a look.


Adventurer's Vault (4e)
Tons and tons of magic items for your 4e games.  Broken up basically the same way they always have been.  Armors, Weapons, Swords, Potions, Wands, Rods, Staves, and Miscellaneous. At 250+ pages with multiple items per page this is a packed book and there is something here for everyone.

Looking at this with an eye towards other editions, you could convert these to 3e without much difficulty.  Other editions have more or less the same items (or similar ones) in edition specific books (The Book of Marvelous Magic comes to mind).  But still a good selection for the money and a must have for the serious 4e player.

The art is top notch and the PDF is straight from the digital source file.

Return to the Temple of Elemental Evil (3e)

The 3rd edition update to the classic Gygax intro adventure.

Return to the The Temple of Elemental Evil has a new generation of characters returning to the Village of Hommlet (where time seems to have stood still) to investigate the new uprising of evil.
Designed obviously to appear to adults who were kids when the original T1 and ToEE came out, it looses none of it's appeal.

Regardless what version of the game you play, if you ever played the original ToEE then pick this up.
If you have never played or run the original, but are a fan of the 3rd game, then certainly pick this up.

This is one of those adventures that should be republished for every edition of D&D.  Great to start with and run some 1st level characters through but dangerous enough to merit coming back to at a later time.

Besides who doesn't want to go up against ultimate evil, stare in into it's ugly face and say "come get some!"

This PDF is in great shape.


Tuesday, January 22, 2013

Damn You WotC for giving me what I want!, Part 2

And one of the other rumors I mentioned the other day is now to be revealed.

As many have already guessed the D&D pdfs are back at DriveThruRPG.
http://rpg.drivethrustuff.com/index.php?manufacturers_id=44&affiliate_id=10748

As of this writing they have 85+ PDFs up for various versions of D&D, Basic through 4e.

There is even a new sub-site called D&D Classics, that has "Red Box" trade dress and all the pdfs.
You can even get a copy of module B1: In Search of the Unknown for free!



I don't see any POD yet, and no idea if that will happen, but the ability to finish off my collection with pdfs is still really nice.

All the reviews from when the pdfs were originally on DTRPG are still there.  So nothing has been lost.

I think this is a good move for WotC to be honest.  I am hoping to see much more.

Dungeons & Dragons Classics

Monday, November 26, 2012

Edition Neutral? Curiouser and curiouser...

There is another new product that appeared on Amazon's list of upcoming products for D&D.
Called "Storm Over Baldur's Gate" it is being touted by some as "Edition Neutral".
http://www.amazon.com/Storm-Over-Baldurs-Gate-Sundering/dp/0786964634/

I don't see it in the list of upcoming products over at WotC's site, http://www.wizards.com/dnd/catalog.aspx?sort=date-desc, so it is hard to know what it is just yet.

If so this is another interesting shift in the future of WotC's handling of the D&D brand.

Monday, November 19, 2012

Return to the Dungeon!

So last month I picked up the newest version of the classic Dungeon! broad game.  Now like many of the gamers my age I also had one of the earlier versions of Dungeon.  The one I had is not depicted below.


How does the new one measure up?

Well quite well to be honest.  The older character "classes" of Elf, Hero, Super Hero and Wizard are now gone.  Replaced with Rogue, Cleric, Fighter and Wizard.

The rules really have not changed.  So any house rules or mods you did back then will still work today.


The board really has changed much.  It is smaller than the "1st Edition" or "3rd Edition" versions depicted above.  This puts it closer to the overall feel of the "2nd Edition" version (that I originally owned, but don't have anymore) with the "RIP" cards.

So in this version you don't lay the cards on the map, you instead keep them in a stack and when a room is empty you put a little RIP marker on it.

In the older versions you could use your D&D minis on them.  The newer board is slightly smaller so it makes using the D&D minis harder.   There are no plastic pawns or small monochrome plastic minis, this version has heavy card stock.

It's not any closer to D&D than it ever was. The board is the same. The rules are the same and we still had a blast.

If you never played Dungeon! then you can still play it now.  If you have a younger child in your family or extended family then this is a great game.  And maybe just maybe it is also a good introduction to D&D.

Friday, August 31, 2012

D&D Zombies vs. The Walking/Running Dead

"Zombies are the new Vampires" - True Blood

Zombies are a great threat for lower level characters in any version of D&D.  They can be deadly in groups, but are slow.  They are affected by all the same magics other undead are, so Clerical turning or Radiant Powers really get to ..er...shine.

The trouble is that D&D-style zombies are stuck in in a old modality of just being undead shamblers. Think Shaggy from Scooby-Doo only more dead.

Zombies in the game All Flesh Must Be Eaten by Eden Studios are much more deadly and their bite is lethal, just not right away.  Plus there are all sorts of Zombies in AFMBE including what we now call "quick"  or ""fast" zombies.

Of course the question has been and will be asked again, "why not just use Ghouls?".  Well simply put Ghouls are eaters of the dead.  If thought about I'd add subtle demonic influences to them as well to reflect the Ghoul/Ghul  relationship.

Improved Zombies
Let's take a page from modern interpretations via AFMBE and define a few new zombies.  Instead of full blown stat blocks, I'll just talk about how to make changes to your current game's Zombie.  Let's assume a couple of basics.  First, Zombies have no intelligence, they are slow, attack last in any round and had HD roughly equal to twice a normal human (so 2 HD in older games). XP awarded for these needs to recalulated up.

The Hungry Dead
This zombies appear to be most like Ghouls.  Their stats are the same as a regular zombie but once they kill a victim they begin to eat it.  They turn as if they were one slot higher ("Ghoul" for older games).

Plague Zombies
These might be the scariest of all. They do not appear to be any different than a regular Zombie until they bite a victim.  Then the differences are more apparent.  They look and act like The Hungry Dead, but their bite spreads the zombie infection. Anyone that is bitten (a roll of a Natural 20) becomes infected and will become a mindless zombie in 1d6 rounds.  They can be healed by a cure disease, but once dead they are dead forever. These zombies typically have twice the HD as their counterparts.

The Fast Dead
These zombies also appear as normal, until the move.  These are no shamblers, these zombies know the value of running.  They have an effective Dexterity of 16 and can attack normally (not last).

Alchemical Zombie
Stats-wise this is the same as any other zombie. The difference lie in how the zombie was made.  The alchemical zombie comes for a vat of foul smelling liquids produced by an alchemist and not a necromancer.  These zombies can not be turned.

These types can also be combined, so a Fast Plauge Zombie or a Hungry Alchemical zombie is possible.

Thursday, August 30, 2012

I Hate Myself for Loving You

Interesting article up on the whole Graz'zt/Iggwilv love affair.

http://www.wizards.com/DnD/Article.aspx?x=dnd/dra/201208history#82019


Rule specific material is minor and can be adapted to any version of the game.  I am going to use this with my 1st ed game in fact.

As can be expected I like Iggwilv.  To my knowledge no one has ever penned her "biography" in full, but it would make for a good read I think.  Raised by Baba Yaga, infiltrating the Circle of Eight, her years with Graz'zt as master, lover, prisoner and bitter rival.  The authoring of the Demonomicon.  The Rise and Fall of the Witch Queen.

Iggwilv is a great villain not because she is evil (though she is that) it is because she lack any moral compass whatsoever.  If she needs a tome of magic and entire village stands between her then she had no issues burning it down to the ground.  It isn't because she doesn't care, it because she has no concept that anyone other than herself matters.

I am sure she is going to play some role in my 3.x and 1st ed games.

Tuesday, August 28, 2012

Review: The Secret Fire

The Secret Fire came out to much hoopla and goings on last year.

I have always meant to review it, but never sat down to do it.  Now, depending on my mood I go back and forth between this being a great homage to old-school play and even to Gygax himself to it being a fantasy heart-breaker with delusions of godhood.  It will be interesting to see where I am by the end of this review.

Like I mentioned above The Secret Fire came out to much hoopla last year before Gen Con with this whole campaign blitz on how it was going to change role-playing and how it was going to be the biggest thing since D&D.  I talked a bit about that around Gen Con back when it had changed it's name from Legends &  Labyrinths to The Secret Fire. http://timbrannan.blogspot.com/2011/08/what-is-secret-fire.html
Of course give yourself some credit if you get the reference correct.

It didn't quite set the world on fire.  Secret or otherwise.
But I can't blame the author, George R. Strayton (also the screenwriter for the Dragonlance animated movie and some episodes of Xena), for being excited.  I would, and have, done the same.
One thing I am going to give the Secret Fire right now.  It has style.  The art is not fantastic and the formatting is a bit odd, but I enjoy looking at this book.

Forward and Introduction
Ok this part is cool, if maybe a touch corny.  Learning to play D&D on Halloween 1979. Sure that sounds cool and I don't doubt it, but if that were true for me I might not say that because so many wouldn't believe.  But that is not the point here.  I know this, that kid learning to play D&D on Halloween would have loved the hell out of TSF.  Oh.  I gave the game a freebie now I need to take one away. Look I know this game is important to the author but reading THE SECRET FIRETM all the time is really annoying.
All that aside, I like this part.  Why? Cause Strayton deep down is a kid that loves to play D&D and this is his 300+ page love letter to it.  I like that he wants you play normal folk that could get killed, I like that he was "stuck with the dwarf" back then.  If this is his mission statement then I am all aboard with it.

PART 1
Quotes from Gary Gygax are good.  Quotes from Gail Gygax advertising your game, not so much.  One more point given, one more taken away.
Part 1 is your typically "what is role-playing chapter but also some descriptions of what makes TSF different.  I am torn on this one.  While I like that this is not the kindergarten discussion on what is role-playing and what do you do, there also seems to be a lot back-patting here.  TSF does this better and TSF does this... great, but tell me that in the game sections.  BUT....I also often lament that we don't see enough of what makes Game X different than Game Y.   If he makes good on these promises then we should be ok.

PART 2
Character creation. The classes, or callings, are pretty straightforward; cleric, warrior, thief and wizard.  The big four really.  They have some neat features.  Levels only go to 10 and you know what, I kinda like that. The races are also the common four, Dwarf, Elf, Human and Halfling.  I would have liked to see some more, but there are some neat twists to the races.  Tables of what the races do, like Many Dwarfs...(roll a 1d20) and Some Dwarfs... (roll a 1d20), that is kinda cool really. Easily added to any sort of D&D-like game.
Instead of hitpoints we have wound levels, similar to some damage track systems I have seen.  I like how damage effects movement and combat. Again, nothing revolutionary here, but still nice.
There is a random table of personality traits as well.  I am sure would like this, but I prefer to figure out my character's personality in the playing, not the the rolling. 

PART 3
This is the chapter on character Trademarks.   They act like qualities/perks/drawbacks from other games.  Interesting.  Given the amount you can get I would have liked to have seen more, but this is a good list.

PART 4
Your weapons and equipment chapter.

PART 5
Energy Points are discussed here and are used to power "Special Effects".  In a way they work a bit like Drama, Hero or Fate points.  While like like these kinds of mechanics, they are not really "old-school" since they allow the player more control over the dice.  While a plus in some respects I think the old-school purists will dislike it.

PARTS 6 & 7
Details the Elder Gods and prayers respectively.  Prayers are of course the spells that Holy-men can use.

PART 8
Details the spells in the game.  Like the Prayers, there are a lot of unique sounding names for some familiar looking spells.  I like that.  "Read Languages" sounds dull, but "Comprehend Texts (The Great Unknown)" sounds so much more...eldritch.

PART 9
Details the skills characters can have.  The advice listed is that most time the character succeeding or failing should be obvious. This chapter should only aid in the cases where success is uncertain.
Skills are a roll-under mechanic compared to the necessary ability.  The listed skills modify these dice rolls (3d6 to 7d6).

PART 10 
Details adventuring. Not a bad chapter, but mostly narrative.

PART 11
This chapter details Engagements or what if typically called combat.

PART 12
Scenario Design.  Lots of advice and random tables to stock your dungeons.

PART 13
Is monsters.  The stat blocks look pretty familiar and would not be difficult at all to add to any other game.

PART 14
Treasure. What I liked most here was the creating Talismans.  I have done talismans as well and they are a little different here than mine, but still fun.  Like the spells there are a lot of unique items here.  If you need to spice up your magic items, then this is a good place to start.

PART 15
Details the world.  Not a lot of detail mind you, but enough to keep you busy.

PART 16 
Deals with level advancement. How to do it, what to do about it and the like.

PART 17
Is an adventure, the Dungeons of Madness.

There are also a few Appencies, including a combat chart, links to the Gygax Memorial Fund, and a bit on why the game was made AND, interestingly enough, an alternate XP point award table to things the players can do outside of the game.  I have done this with my kids to great effect.

The Appendix D, or suggested reading does come of as a bit pretentious.  But...these are all in fact good books.

Bottom line
Again, this game didn't, and probably won't, set the world on fire. BUT there is a lot of cool things here that can be easily added to a D&D, S&W, ACKS or B/X Companion game.

It is easy to see what the author is trying to do here. I get it. I think the game though comes off a little like D&D + Fate.


I will also add that TSF character sheet is one of the coolest ones I have seen.  It, like the game, as a sense of style I really like.  Another point in favor of this game, the website for the game is full of all sorts of goodies. http://www.secretfiregames.com/

I guess in the end I would give it 4 out of 5 stars and use it as a kick-ass resource. It is a good enough game by itself, but I plan on using it as an add-on.

Monday, August 13, 2012

D&D Next next playtest packet

The next playtest packet is out for D&D5 (I still hate calling it "Next").

There is a lot more material including character generation (novel concept you ROLL for your abilities) which already has some of the newer guard complaining.  Though there is the standard array.

First thoughts:
- I like the monster write-ups.  They are simple and easy to read and can summarized in a module easy.
- Character creation is really fast, as it should be.
- Some feats now seem to be maneuvers, which I like.
- Classes focus on the Big 4.
- Backgrounds and skills together. This is an improvement over 4e since you can now play that kid just off the moisture farm.
- I can see Witch as being a Specialty of a Wizard.  This reminds me a lot of the 2nd Ed Kits.
- Races are the other Big 4.

All in all I see the strands of DNA from every edition of D&D here.
I will buy this game, I am not sure if I'll play it much but who knows.

Monday, June 25, 2012

Do we need these?

The 1st Edition reprints are on their way and I am quite excited about it.

WotC just also announced new reprints of the 3.5 version of D&D.
http://www.wizards.com/DnD/Article.aspx?x=dnd/4news/20120625

This one has me scratching my head.  I can still buy 3.5 books new at my FLGS.  My 3.5 books are actually in really good shape (picked up the leather bound ones a while back).

I think I would rather see the Rules Cyclopedia reprinted than 3.5.

Wednesday, May 23, 2012

New Class

I got some word on Eldritch Witchery today, still in edits.
The Witch will be back to from the editor on June 1.

So I figure while we are all waiting, I have a new class to share with you all.

It's not done yet, and it is designed specifically for "Basic Era" games.
It will be released as 100% Open under OGL and even better, I am going to give it to you for free.

Just give me a couple of days (or less) depending on how much I get done tonight.

Thursday, April 5, 2012

E is for Eldritch

Eldritch

I love that word.  So much cooler than "magic" or even "arcane".  Eldritch implies something old, even occult.  If you put the word Eldritch in your book's title, chances are not just good I'll look at it, it is nearly a guarantee.

Eldritch Wizardry
This is one of the first books I ever got for OD&D.  It took me a bit to realize that OD&D was essentially the same as Holmes Basic D&D (I had not gotten my 3 LBBs yet).  But I loved this book all the same.  It introduced Druids (which I played like a witch), psionics and demons to D&D.  I had of course already seen all of these in AD&D, but to have this little book was like finding some lost, eldritch even, treasure.
Of course I could never buy this one near me.  The cover prevented that, heck even the game store I ordered it from (which would late go on to become my Favorite Local Game Store) even kept it behind their counter.  Thankfully I had parents that didn't mind me spending my hard earned money on this stuff and I think I paid 18.00 for my old copy.  Which at the time seems insane for such a small book! (1985).
Today, good copies are much more expensive and even fair quality ones go for more than twice what I paid.
Despite the fact that the "D&D" I play now is fairly far removed from this book, and other books have super-ceded and surpassed it, I still like to pull it out every so often and remind myself of the wonder it used to bring me and how can I capture that same feeling for others. Plus I am convinced that this cover inspired this newer picture of Demogorgon (who was introduced in this book) from Hordes of the Abyss.

Eldritch Secrets Vol 1.
This extremely attractive book is full of all sorts of new spells, feats and magic items for all the spell-casting classes in Pathfinder (or the 3.x product of your choice).
The vast majority of this book is devoted to spells and there a spells here for every need and situation.  There a few new feats and some magic items, but the spells here are the main course.
There are several useful Appendices including Spells by Descriptor, School and use.

At 12 bucks this product is not exactly a steal, but really, really close.  The art and layout is fantastic and you get a printer friendly version as well.

Eldritch Witchery
This is the only book in my list here I have not bought.  That is because I wrote it!
It is due out from Elf Lair Games sometime (it's still in editing and layout).

With this book I wanted to capture everything eldritch about the witch class.  So unlike some of my other books, this book also has a Warlock class.  It is also different from my Basic D&D book "The Witch".  Though all three classes together would make a nice full picture of the witch as she has appeared through out the history of RPGs.
Plus this book is designed to be used with the Spellcraft & Swordplay game.  It *can* be used with OD&D/S&W, but you would need to modify somethings a touch.
Obviously this is my homage to Eldritch Wizardry, though there is plenty more to my EW. No psionics.

Other "Eldritch" Games 
I also bought these games based on the title alone.

Monte Cook's Book of Eldritch Might and The Complete Book of Eldritch Might.
The definitive sources for magic in the 3.x game.  I have these, but never really used them very much.  They were great reads though.

Eldritch Role-Playing System
I agree with what some others have said, cool concept, cool game, bad layout.  Still though.  There is some very cool ideas here. I enjoyed it and can mine it for ideas for other games.

Eldritch Ass Kicking
This is a rather cool game of magical battles.  I got it when it first came out, but forgot about it.  I looks like a very fun game or maybe even ideas for a sub-game in a larger magical based one.  I do like how the skills were used and how it is expected that wizards do everything with magic.  So this not a magic-lite game!
I also love the art work, but I have been a fan of Thomas Denmark's art for a long time.
There are even some add-ons for the game.

Sunday, April 1, 2012

A is for Adventurer Conqueror King System

Welcome to the April A to Z blogging Challenge for 2012.
My name is Tim Brannan and this is my blog, The Other Side.  This month I am going to review Role Playing Games.  I am going to give you my opinions, overviews, reviews and maybe even some fluff or crunch.

For my "A" post I want to talk about Adventurer Conqueror King System.

ACKS (as it is also known) is what is known as a "Retro Clone", that is it takes a modern rule system (the d20 SRD) and make it emulate an older game.  In this case Basic/Expert era (1980-1982) D&D.  I discussed Basic D&D during last years A to Z challenge.

ACKS though is more than that.  Part of the game's premise is it has a definite beginning and end.  In game play characters are limited to 14th level.

Unlike other "Basic" retro-clones (like Basic Fantasy or Labyrinth Lord), ACKS also uses a skill system and complete rules for running and maintaining a kingdom of your own. Typically these kind of rules have shown up in later "Companion" rules.

Depsite the fact that there is nothing here I haven't seen before, I really like ACKS.  My son has been playing in a weekly ACKS game and I helped contribute to the Witch class in the upcoming Player's Companion.

Speaking of witches, my own witch classes from "The Basic Witch" and "Eldritch Witchery" are compatible with the ACKS witch.  You can use the same spells, traditions and magic with all three.  In fact having all three gives you a more complete class.

I have spoken about ACKS before here and here, but the one thing I haven't mentioned is that of the recent batch of retro-clones, ACKS is the best looking one.

Player's Companion promises to be very interesting and hopefully it will take the game to new areas.

Follow my posts for more games!

Sunday, February 26, 2012

Undead: I Don't Like Level Drain

I don't like level draining attacks from Undead.


I have never liked them.  I also don't like 3.x "Negative" levels solution either, although it is getting closer.

See "Level" to me has always been an abstraction, a short hand way of saying you are of a certain skill and power.  But the level itself doesn't mean anything.  Loosing them is not even properly scary. Really it isn't.
Play some Call of Cthulhu or Kult where there is no such thing and I can tell you, things are scary enough.

I also don't like them since it has nothing to do with why an undead needs them or even would be able to do this.  If you say the undead "feed" on levels I counter with "ok, why do they even bother with 0-level humans?" OR more to the point, how do 0-level humans survive as long as they can/could/need-to-for-plot-reasons?

Take the example of Dracula.  Are you saying Lucy, who we can assume was attacked by Dracula multiple times, but let's just say three, was at least 6-level?  6th level in what? Mina and Harker too?

Lets look at this from the perspective of a low-level character.  Loosing a level is bad news.  How about from a higher level one, well...bad yes, but not as bad.
Look at the example of the Magic-User.  At 8th level they can cast 2 4th level spells, but after a vampire attack they...forgot them?  Ok so memory loss is not an uncommon thing after an attack, but something that specific?  Ok, so maybe you can stretch and justify it there, what about a Cleric.  He doesn't memorize spells, he prays for them. Now after an attack from a vampire he is no longer worthy for these magics?  Lost me there.

For me, level drain never made much sense at all.  If it is an abstraction of "Life Force" then we already have that in something much more precious than a level and it fits better.  Ability Scores.

Constitution is listed in the AD&D 1 Player's Handbook as:
"Constitution is a term which encompasses the character’s physique, fitness, health, and resistance. Since constitution affects the character‘s hit dice and chances of surviving such great system shocks as being changed by magic spell or resurrected from the dead, it is of considerable importance to all classes."
Instead of levels I say Vampires (and I'll get to other undead) should drain 2 points of Constitution.  It fits better.  The more blood loss you have the weaker you become.  The less likely you will survive a system shock.

Let's say the average Constitution Score for everyone is 10.  Some one like Lucy, described as frail and weak might only be an 8 or even a 6.  Certainly enough to survive multiple attacks, not more than say oh... three.  Mina, who is described as robust and full of life survives more attacks.

The draining attack needs to be tied into the type of undead, how it was made and what it needs.  We already have a precedent for it; the AD&D Shadow drains Strength.  Vampires, who feed on blood (or was that forgotten in AD&D?) should feed on Constitution.  Other undead then fall in line.

The Monsters

Skeletons, Zombies, Ghouls and Ghasts
The various members of the "Walking Dead" typically do not have drain attacks, though some could have fear based ones.  Zombies, Ghouls and Ghasts can also number among the "Hungry Dead" where they eat the flesh, living or dead, of others.

Ghosts, Banshees, Poltergeists
These creatures feed on fear for the most part, so causing fear is their primary goal.  The Banshee can kill with her scream and the Ghost can prematurely age a victim.
Drain: None.
Restore: Damaging, HP restored as normal, aging can be reversed

Lich
The mere touch of a Lich is a paralyzing cold attack that has less to do with actual temperature and more to do with the chill beyond the grave.
Drain: None. Paralyzing
Restore: Damaging, HP restored as normal

Mummy
The rotting disease of the mummy is well known, but mummies can also attack via a draining attack.  This attack, sometimes known as the Mummy's Curse, will drain the victim of Dexerity and Charisma.  Worse yet, the curse is applied after only 1 successful attack and the the abilities are drained at the rate of 1 point each per day till one of them reached 0.  At this point the victim dies and can not be raised.  They will then on the next full moon become a zombie.
Drain: 1 point of Dexterity and Charisma.
Restore: Remove Curse, Heal or Wish only.


Shadows
Shadow already drain Strength.  As intangible, incorporeal creatures they lack the physicality needed to interact with the world.  Draining Strength then makes them feel more alive, but it is temporary.
Drain: 1 point of Strength.
Restore: Natural healing, 1 point per hour of rest.

Spectres

These frightful ghostly shades are the result of a curse. They are removed from the physical world, but loathe it.  Like the Shadow, the Spectre drains away Strength, but it can also drain Wisdom.  Strength is lost much the same way and for the same reasons as a Shadow.  Wisdom, the center of reason, is drained because it was something the Spectre lacked to get itself cursed in such a way.
Drain: 1 point of Strength or Wisdom
Restore: Magical healing via Restoration or Heal spell.


Vampires
These apex undead predators feed on the life force of their victims.  They drain the blood (and thus the Constitution) from their victims.  A vampire can choose to drain 2 points of Constitution per attack, but many will toy with their victims, draining only once per night.
Drain: 2 points of Constituion
Restore: Natural healing, 1 point per week of complete bed-rest.

Wights
Most wights were soldiers or fighters in their lives.  Some of that keen intelligence lives on in undead flesh.  Since their lives were cut short due to their physical prowess, or lack thereof, the wight jealously steals Strength from it's victims.  It does this with a cold touch from beyond the grave.
Drain: 1 point of Strength
Restore: Magical healing via Restoration or Heal spell.

Wraith
The Wraith is a more power incorporeal undead than the shadow, but not quite the twisted evil of the Spectre.  The wraith attempts to drain any ability score it can, targeting the lowest score and draining it till the victim reaches 0.  They do this not so much out of malice, though that is certainly true, but because they need the life force the ability provides.
Drain: 1 point of lowest Ability Score.
Restore: Magical healing via Restoration or Heal spell.

Succubus
The kiss of the succubus is as deadly as it is desirable.  Men (and women) who have survived it can barely describe it, but all agree that no mortal embrace can ever compare again.  While the succubus can withhold the draining feature of her amorous attack at will, she won't often do so.  This is because the attack of the succubus will drain Wisdom as well as Constitution.  Any victim that has lost more than 1/3 of their total Wisdom score becomes hopelessly in the thrall of the succubus. Only a Wish or similar magic can save them.  Once the succubus has used up her pawn she may opt to drain Constitution as well or only to finish of the hapless mortal and return to her master with their soul.

Drain: 1 point of Wisdom and Constitution, or 2 points of Wisdom or 2 points of Constitution
Restore: Magical healing, till 1/3 is lost then only via a Wish

Guidelines for Abilities Drained
Other undead or other demons may also have a level draining attack, here is how to convert those attacks to  Ability Draining and how to choose which ability is the most appropriate.

Strength or Dexterity: Any attack where the creature is incorporeal, lacking a true body or is otherwise reminded of their own past physical life. Ex. Shadows and Wraiths lack true physical forms and Wights were mostly fighters.

Constitution: The basis of life-force.  It is used in system survival roles and adds to hitpoints.  Any creature that drains life will drain Con.

Wisdom: The basis of willpower and the desire to continue on.  Also the "mature" side of our minds. People with less wisdom give in to temptation easier.

Intelligence: The domain of the mind. Anything to do with mental prowess, psychic awareness or magical talent lies here.  Ex. Mind Flayers feed on the minds of others, they "eat" Intelligence.

Charisma: The personality of the character.  Also tied to willpower.  Some faerie creatures will drain the life and personality out of a person by draining their Charisma.  Ex. The Leanan Sidhe or Psychic vampires.


There are certainly other ways to do this and we can even argue which ability various undead can drain.  But I think ability drain is far superior to level drain.

Friday, February 24, 2012

20 Questions

The latest OSR Blogger meme is making it's rounds.
This one comes from Untimately, http://untimately.blogspot.com/2012/02/20-quick-questions-rules.html

Here are mine.
  1. Ability scores generation method?
  2. 4d6, drop the lowest arrange as desired.  I am not interested in average people, I want heroes in my games.

  3. How are death and dying handled?
  4. Dying at 0hp, death at -CON

  5. What about raising the dead?
  6. Only clerics can do it.  Elves and Witches can't be raised, only reincarnated.

  7. How are replacement PCs handled?
  8. I keep a stack of sheets handy.  I can always work a new PC into the ongoing story.

  9. Initiative: individual, group, or something else?
  10. Individual

  11. Are there critical hits and fumbles? How do they work?
  12. Yes.  Critical hits on natural 20s, double damage.  Fumbles on a 1 and attack is lost and "something bad" happens.

  13. Do I get any benefits for wearing a helmet?
  14. For AC, no.  For role-playing effects yes.  So if a character is wearing a helmet and a shot misses I'll say it glanced off their helmet.

  15. Can I hurt my friends if I fire into melee or do something similarly silly?
  16. I give players the benefit of the doubt that they have worked together and know what works and what doesn't.  I am more interested in drama and story than whether or not they hit each other.

  17. Will we need to run from some encounters, or will we be able to kill everything?
  18. Oh, HELL YES.  Sometimes the only recourse is to run away.

  19. Level-draining monsters: yes or no?
  20. Not really.  Undead drain abilities like STR, CON, CHA or WIS as needed.  Trust me, my undead are plenty scary even with no draining ability.

  21. Are there going to be cases where a failed save results in PC death?
  22. No.  Bad rolls should NEVER dictate a game's outcome. Yes bad things happen, but we have that, it's called "Real Life".  The game is about heroes and their struggle, not a bad roll or a bone-headed DM that can't see past that.  Besides, there is enough to kill you in my games that I don't have to resort to passive/aggressive ways to kill characters.

  23. How strictly are encumbrance & resources tracked?
  24. Eh.  If I think the players have too much then I mention it.  With magic anything is possible.

  25. What's required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
  26. No new levels until the characters can get trained, and that means in between adventures.  Spells have to learned.  Most wizards have schools as sources. Which means I get to limit which spells they have access too.

  27. What do I get experience for?
  28. Good role-playing, defeating (which is not the same as "killing") monsters, treasure, completing an adventure.

  29. How are traps located? Description, dice rolling, or some combination?
  30. Traps are left where traps would be located.  NO random death traps.

  31. Are retainers encouraged and how does morale work?
  32. I use old D&D Basic morale (1-12).  Retainers are group NPCs and have to paid and taken care of.

  33. How do I identify magic items?
  34. Wizards have a basic chance based on level.  Otherwise a spell.

  35. Can I buy magic items? Oh, come on: how about just potions?
  36. There is exactly ONE place where you can in my world and it is very famous.

  37. Can I create magic items? When and how?
  38. Yes. Of course. Where do all the magic items in the world come from.  It takes research and craft and years of work though.

  39. What about splitting the party?
  40. No.  That's suicide in my dungeons.  Former party members tend to come back as flesh eating undead.

Here are some others:
http://untimately.blogspot.com/2012/02/20-quick-questions-rules.html
http://dungeonsddx.blogspot.com/2012/02/20-quick-questions.html
http://lasgunpacker.blogspot.com/2012/02/utimately-20-questions.html
http://backtothekeep.blogspot.com/2012/02/another-20-questions.html
http://daddygrognard.blogspot.com/2012/02/untimatelys-20-questions-and-my-answers.html
http://the-city-of-iron.blogspot.com/2012/02/20-quick-questions.html
http://d20dialectic.blogspot.com/2012/02/untimate-quiz.html

Others to be posted I am sure.