Showing posts with label Retro-Clone. Show all posts
Showing posts with label Retro-Clone. Show all posts

Monday, October 3, 2011

The Other OSRIC Player's Guide

So last week I discussed the OSRIC Players Reference (which I had been mistakenly called Guide).
Well it turns out that there was an "OSRIC Players Reference" and its development has been detailed here: http://www.knights-n-knaves.com/phpbb3/viewtopic.php?f=45&t=8038

It is now out and you can get it for free at:

http://rpg.drivethrustuff.com/product_info.php?products_id=95496&affiliate_id=10748
Now to be clear there is nothing new here.  The rules are straight out of OSRIC.  BUT they have been re-written and re-edited into a new volume for the Players only.  Plus it comes with a bunch of old-school-style art that is very reminiscent of the old DMG and PHB.  It would not be appropriate for a new book, but for a book like this (one trying to invoke the feel of the late 70s) it is great.  Frankly I really like the art.

Speaking of the art.  The artist is the editor of this edition, Steve Robertson.

I have not read it all yet.  But I have flipped through it.
Again, the price is good (free).
I noticed some funky bits with the OGC deceleration, but some of that could be due with the addition OSRIC license/permission needed. (IE Claiming Chapters 4, 5 & 6 as PI when this book only goes to Chapter 3).

If you are a player of OSRIC then this is certainly a good resource.

Thursday, September 29, 2011

OSRIC Player's Guides: Do we need one?

After yesterday's little drama (and it is good to have these every so often to keeps things lively) I have a couple of random thoughts.

- First it looks like Vince made an honest mistake with the cover art.
This is obviously not a James Shipman deal.  But I'll counter with that if you are going to go through the effort of putting a product together, make sure that what you are doing is 100% legit.  Don't assume anything.  Unless you know 100%, don't use it.  Even then verify.  Even if you buy the art make sure the person you are buying it from actually has the rights to sell it.
Right now I think I am in about as deep as I can get with art for my witch books.  Depending on how these books are priced (I want them to be inexpensive) I might break even with the money I have spent on it so far.  That's not a complaint mind you, I like the art a lot and has a nice 70s-80s vibe to it.

- Secondly does the OSRIC community need a Players Guide?  
Given that this product got so much attention that even I noticed it (and I am far outside the OSRIC community) and there is another project of similar scope on the way.  I would guess so.  Personally I would think you could just print up the OSRIC book's first few chapters and be done with it.

I guess that is part of my confusion.  Is OSRIC a guide or compendium or is it a game in and of itself?
I am not involved enough with OSRIC to really know.  I like the idea of one.  I liked the idea of the one just recently out, but not as a guide or as a book itself but as something that extended the OSRIC concept and potentially raised the bar in terms of production; till it didn't.

Does anyone here play it?  Do you play it as straight OSRIC or are you playing 1st ED AD&D with OSRIC as guide book?




Wednesday, September 28, 2011

OSRIC Player's Reference - RETRACTION

EDITED TO ADD:  Looks like editor/creator of this project did not know the art was not PD and has taken down the copies.  I guess the lesson here is unless you know for sure, err on the side of caution.

So this morning I posted my endorsement of the new OSRIC Players Reference.

Only after did I learn of the drama behind it (which I am not getting into here, but you can read about it on your own here, here and here).

What really struck me was the cover art.
How cool it was and much better it was than anything else produced by the OSR (yes, present company included).  Soon I discovered why.  I wasn't produced by the OSR at all, but an old AD&D 2nd ed cover.
http://www.tsrinfo.net/archive/dl/dl-lairs.htm
http://www.acaeum.com/ddindexes/museum/dlbooklairs.html

Well the painting is by Bruce Eagle and was owned at one point by Pat Wilshire.
The interior cover of the OPG book claims that the cover is public domain.  That, and the fact that cover is very pixilated made me curious.  So I contacted Pat Wilshire.

Turns out that the art is definitely not in the Public Domain at all. Pat is still friends with Bruce and contacted him about it.  It looks every bit like this art was stolen for use of this book.

This is exactly why companies pay for art. They say don't judge a book by it's cover, but on the net that is often all we have and this cover looked awesome, so I got the book.  Turns out the Editior, Vincent Florio didn't even pay to use this cover.

The more digging I did the less I like this product.  All of it is copied right out of OSRIC.  Which in and of itself is not a huge deal.  But it is tacky.

Here are the pages that detail it.  Click to enlarge.


The page on the left is the OSRIC Players Reference. The right is OSRIC (2.2) version.
The page has been copied with the new information added in, in a different font no less.

The thing that sticks out of course is the "Cover/Back artwork is Public Domain".
Well not according to the owner of the art in question.

I wanted to like this product.  But I can not in good conscious recommend it.

Please instead download OSRIC proper and just use the pages you need.

Next time I'll put a little more research into a product before letting you all know.

OSRIC Player's Reference

EDITED TO ADD: Please read an update here, http://timbrannan.blogspot.com/2011/09/osric-players-guide-retraction.html

Original Post:

The new OSRIC Player's Guide (don't call it a Handbook) is out now for a price that can't be beat.
It's free!

http://rpg.drivethrustuff.com/product_info.php?products_id=95152&affiliate_id=10748

If you are looking to get started in OSRIC then this is a good place to start.
If you want to learn the basics and the thought of picking up the massive OSRIC tome is too much, then this is also a good place to start.

While there is nothing really new here (nor should there be) the cover art is fantastic.

Edited: Seems the cover art is copied from this book.
http://www.tsrinfo.net/archive/dl/dl-lairs.htm

Not sure what the deal is there.

Friday, August 26, 2011

Heartbreaker your time has come, can't take your evil way

I have talked before about the Fantasy Heartbreaker.
Fantasy games that attempt to "improve on" D&D but in the end break your heart.

Here is the Ron Edwards/The Forge standard definition. (circa 2002-3)
characterized by (1) the basic, imaginative content is "fantasy" using gaming, specifically D&D, as the inspirational text; (2) independently published as a labor of love, essentially competing directly with D&D in the marketplace; (3) the rules are similar to the majority of pre-1990s RPGs.
And some links:
Fantasy Heartbreakers
More Fantasy Heartbreakers

reviewed a couple in the past and made a number of posts about one of my favorite ones, Quests of the Ancients.

I was going through my stacks of books (and PDFs) to figure what I had and what I should look to buy at the most recent Gen Con and came on a bunch of what could be called Fantasy Heartbreakers.

I have no idea why these games fascinate me so much.
I *could* claim it is an academic interest that the design of these game reflects either the personal psychic of the designer or the inherent zeitgeist of the times.  But in truth, I don't care enough about the first and the later can be better observed in better more popular games. (Thesis topic: Is the change from oWoD to nWod a direct reflection of the post 9/11 world or merely an attempt to make more money? Another post perhaps.)

I *could* claim that each one is a fascinating game evolutionary cul-de-sac, but that is often giving them too much credit.

I think I like them because each one is insight to someone else's process of writing a game.  A flawed process from a flawed premise.  The flawed premise is "I can make a better D&D than D&D" rather than "I can make a better FPRG than D&D".  I say it is flawed because D&D is the best D&D there is.  There are great FRPGs that are not D&D and they do a wonderful job.But the FHB does not try to be a fantasy game, it tries to be D&D.

There is one thing I always find interesting in FHB's, their "Appendix N" or list of books to read.
Sometimes, rare times, there are good tidbits here.  Most of the time it is a bunch of pretentious posturing of "ooo look what I have read! You read it now to or you are stupid!"
I get putting in Lovecraft (if you have actually read his stuff and not just the bits with Cthulhu), Howard and Poe.  But "Walden", really???  How is transcendental thought going to help me in my game of mass murder and theft (killing things and taking their stuff).  I am going to put list John Dewey (a major figure in my academic life) in one of my books one day JUST so someone will call me on my shit.
Seriously.  The one-up-manship in these is crazy sometimes. In others I am convinced they never actually read the books they mention since the bulk of their game so antithetical to the writings of the author they listed.

But I digress...

Before I go on too much more let's get to today's post.

What are your favorite (or least favorite) Fantasy Heartbreakers?

and

What is the state or role of the FHB in this post OGL, retro-cloned world?

Thursday, August 11, 2011

Tome of Horrors Complete

I know I said I was done getting RPG products for a while. But I had to pick up the new Tome of Horrors Complete, Pathfinder version.

I have all the Tome of Horrors. 1, 1 revised, 2 and 3.

But this one is just freaking awesome.  All the monsters, updated for Pathfinder, in order.
Very, very awesome.

So awesome in fact I want to get the S&W version too and I don't even play that game.


Wednesday, August 10, 2011

Quick post: OSR games

Quick one while I get the garbage outside.

List of OSR/Retro-clone Games.
http://blog.retroroleplaying.com/2011/08/long-list-of-old-school-games-and.html

Some are even new to me, but guess that should not be a surprise really.  Been so busy the last month or three.

Thursday, June 9, 2011

But, shouldn't we aspire to be the Hero?

Back in the late 80s, but mostly in the early 90s there was a trend towards "dark" games.  Not just in terms of horror, but dark, grim subjects.  Obviously the ultimate expression of this zeitgeist was the classic "Vampire: The Masquerade", but you could see it in the FRPGs of the time too.  I called it sort of the anti-D&D mentality.   D&D was, at the time, about being a hero-even a super-hero, in a world that needed them.  Sure there was still plenty of "killing things and taking their stuff" but often the things killed were black and white evil, and saving the world was still the end game of many campaigns or at least the published ones.
This anti-D&D mentality was drawn out of the then perceived watering down of AD&D2's content.  In fact there are a number of publishers and authors from the time that I have talked too that have said they published their game in opposition to the loss of demons and devils from AD&D2 or as reaction to the popular media's stance on D&D.  "You think D&D is evil? Wait till you see my game!! ".  Such was the design philosophy of the products from Death's Edge Games.

We kinda got out of that for a while.  But now it seems we are heading back into it again only this time without some sort of reactionary motivation to account for it.

I like horror games. I have worked on a fair number of them over the years and one thing all horror games struggle with is the desire to motivate their players while putting fear into their characters.  Sometimes this is via mechanics.  The Fear saves/checks of many games are usually the first thing used.  The Sanity checks of Call of Cthulhu is also a prime example of a mechanical feature that has effects on the character and the player.  The game Dread does this brilliantly with Jenga blocks.  You can instill a sense of foreboding and doom in players IF you are willing to try.

The latest batch of supposedly Grim-Dark FRPGs don't do that.  They are more akin to the reactionary games of the early 90s.

I am going to pick on one as an example, but there have been and will be others.

I don't like "Lamentations of the Flame Princess: Weird Fantasy Role-Playing".

It tries, oh so hard, to be edgy, but really all I see is like watching a little kid dress up in their mother's or father's clothes and pretending to be big.

Let's start with the suggested reading.  This is now nearly boilerplate text in any RPG these days.  Not just to include it, but to include these exact same authors.  There is a reason though, the works of Clark Ashton Smith, H.P. Lovecraft, Poe, Howard and Tolkien are all fantastic as sources for a game.  Each had a level of storytelling that was sublime.   LotFP is not sublime and I wonder truthfully if the author actually read those books.

The idea, as I take it, is that LotFP is supposed to be "wierd", but outside of the splatter-porn art and questionable abundance of violence on women, there is nothing in the game that I don't have already in Swords and Wizardry, Labyrinth Lord or Basic Fantasy.  Except with those games I get monsters.
Now the author claims there are no monsters because monsters should be unique.
Frankly that is not only lazy, it's bullshit as well.  The game has an introduction book aimed at new players, yet goes on to tell these new players to make monsters without ever giving them anything to work from?  That's also just bad design. This of course is the bias of an author who has not seemed to have played many games outside of AD&D; I am not sure what games Raggi has played, but venture outside of AD&D and there are a lot of ways to have monsters and make each and every encounter with them unique and fearful.

Let's compare this to Call of Cthulhu the pinnacle of horror gaming for most.  There is a whole chapter on monsters, right there in front of everyone.  In fact there is even a skill in the game so characters can know something, maybe a lot of something, about each and every one.  It still does not do them a bit of good.  Raggi quotes Lovecraft and Smith, but his depiction of what you do with those elements are almost antithetical to what the authors were actually doing.  Browsing through the art (which is fantastic by the way, when it is not over doing it with the violence on women) there is nothing here that would actually have appeared in any Lovecraft or Smith book.  Yeah, there is the vague Nyarlathotep-looking creature on the back cover of one of the books, but that was the exception rather than the rule.   He took the time (and use that phrasing rather loosely) to not include monsters, but didn't bother to say much at all about mood, tone and how to generate a sense of horror that doesn't involve a disemboweling.

Horror is not the only factor in these newer Grime Dark games, there is after all the Grim.
Well to get a good idea on how to best do this I'll take a very recent example, The Northlands, which I reviewed a while back is grim game. The stakes in this game are high; you screw up you will freeze to death and that is your best option.  It very successfully impresses on you the feeling of doom; yet people still live here and make a life out of it.  The Scarred Lands from Sword and Sorcery Studios a few years back is another grim world.  They are grim, but not to the point of nihilism. People/Characters still can rise up and be something more than they are now.

And so far I don't like Dungeon Crawl Classics.

Why are we looking at a game and extolling it's "non-heroic" mien as a virtue?

Plus, on a pragmatic point, neither of these games are particularly original or new.  What new has been added?  Specialists (LotFP) are new and I'll grant that something that would work well in a Swords & Wizardry game.  DCC? Well I am still reading through the BETA to be honest with you.  The art reminds me of the old school art, but lacks the charm of it.

I like the old school games. I still love playing B/X and it's modern clones.

Butt what I did then is what I like to still do now.

Play the game, save the village, town, kingdom,  or even just the princess (or prince), defeat the monster, and be the Hero.

I have both the Deluxe and Grindhouse versions of LotFP and I'll pick up DCC too.
I doubt I'll play either.

Tuesday, March 8, 2011

Review: The Nameless City

Mythmere Games, who gave us Swords & Wizardry, have recently published a new adventure and I decided to download it.  I am very happy I did.

The Nameless City is built in the same vein of the old TSR S-Series, the same that gave us Tomb of Horrors and The Lost Caverns of Tsojcanth.  The adventure is for higher level characters, 7 to 10, and the adventure is certainly a deadly one.

The adventure itself is something of a cross between a dungeon crawl and an H.P. Lovecraft story (the Nameless City in fact).   There are plenty of degenerate lizard men, a cult to a forgotten god ala Lair of the White Worm, undead galore and of course dinosaurs and crazy snake-people cultists.

While there is nothing per se new here, it is all put together in a rather interesting and fun way.  Yes this adventure is dangerous.  The first room is enough to kill most parties and they have not even gotten into the city yet.
There is a bit of "old school ecology" here, ie monsters seem to be here for the sole purpose to be killed, but that is fine really and the adventure does give reasons why everything is in the place it is in.
The maps are nice, but I like mine a bit larger, but that's fine.
The plot is thin, but more robust than most of the old school modules it emulates and it does, I think, exactly what it was setting out to do.

What do I like about this?
Well the obvious and acknowledged nod to both Lovecraft and the dungeon crawls of old are nice.
Killing undead is always a plus in my book.
Loved the desert setting.  Investigating pyramids is always a blast.
Snake-People as secretive cultist like bad guys pretty much moves anything to the top of my list.

So this adventure succeeds for me on many levels.

I would have liked some more art sure, but what is there is very useful and the rest I guess is up to me and m players.  Again, bigger maps would have been nice.

The Nameless City comes in two flavors, S&W Complete or Core Rules/OSRIC version and a S&W White Box Version.  The rules are the same, except where needed and the monster stat blocks differ.  Of course either version should work well with any version of D&D or it's clones you desire.  Heck even with a very, very minor amount of tweaking I bet it would work well with 4th Edition, Call of Cthulhu, Savage Worlds or even Ghosts of Albion.  If I were Mythmere games I'd be looking into a CoC version myself.

The Nameless City is fun adventure and one that can be run in an afternoon or so.  And for the price it is a steal.



5 out of 5 stars

Thursday, February 17, 2011

Playing D&D with Kids, Part 3 New Old or Old New?

So I am going to chat with my regular DM this weekend (the start of our new Northlands game) and he has run tons of games for kids.

But I wanted to catch the opinion/pulse of all of you.

What "D&D" should I play?

I kinda want to run old Moldvay/Cook Basic/Expert to be honest.  I'd make the characters, and do a old timey dungeon crawl.  But truthfully other than my want there is no reason why is has to be B/X.

Should I run it as a newer Retro-Clone (something the kids can go buy)?  As D&D 4 (something they could buy and I know is fun for kids)? Or keep it as B/X?

Basic Fantasy is my current favorite retro-clone, but Labyrinth Lord runs a very close second.
Spellcraft and Swordplay is also a huge fave of mine for Original D&D feel, but I think for this I want to go with something in the Basic realm (which is why I am also not opting for OSRIC).

Thoughts?

Monday, January 31, 2011

Druthers for Basic era FRPGs

Trying out some more Basic monsters. These are conversions of some d20 ones I have done in the past. Depending on which Basic game/retro-clone you use I have listed Armor Class as both descending (start at 9 and go down) and ascending (start at 10 and go up).

Here is one of my faves, the Druther.
You can also find this guy in my book, The Witch.

Druther
AC: 2 [17]
Hit Dice: 9d8* (40 hp)
No. of Attacks: 2 Limbs (fists or constructed weapons)
Damage: 2d6 / 2d6
Special: Immune to piercing, water and cold-based attacks. Double damage from fire based attacks.
Movement:: 20 ft.
No. Appearing: 1 (1-3 in lair)
Saves: Fighter 9
Morale: 12
Treasure: None
Alignment:: Neutral
XP: 1,200

A Druther is a type of wood golem that can only be created by a witch. The name comes from an old piece of doggerel often muttered by witches,

“If I really had my druthers,
I’d have my wooden druthers too.”

A “Wooden Druther” is a corrupt form of “wouldn’t I’d rathers”, or something the witch doesn’t want. So the Wooden Druther performs tasks that the witch would rather not do herself.

The druther can understand simple command phrases of about 15 words each. Typically druthers are used for menial labor or to perform a task that the witch can not do or won’t do herself, like killing or scaring an enemy. Often a witch will have a few druthers protecting her home while disguised as trees (Wisdom check at -2 to notice).

A druther cannot communicate at all. Some witches have used woody reeds in the construction of their druthers. When the wind blows across the druther it sounds like a deep bassoon.
Druthers can appear in any form. Usually they are biped and always made of wood. The wood can be carved or a collection of sticks tied together. The appendages need to be attached separately if the druther is to move at all. They can be precisely carved to appear as anything the witch wants, but they typically look like walking bunches of sticks. Legend has it that there was a witch that had such beautifully carved druthers that they were often mistaken for wood nymphs.

Treants, dryads, and wood nymphs view a druther in the same manner a human views the undead or a flesh golem. Most will attempt to destroy them when they can. Some witches and wizards value the wood from an inanimate druther to use to make magical fires.

A druther is mindless in combat. It strikes with its wood fists with almost no regard to what else is going on.
As a construct a Druther is immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Arrows or other piercing items, such as spears or thrust daggers, only do 1 point of damage per hit. Water based attacks have no effect on the druther whatsoever. Fire based attacks always do double damage. Cold based attacks do no damage.


Section 15 Copyright Notice

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Liber Mysterium: The Netbook of Witches and Warlocks is Copyright© 2003, Timothy S. Brannan and the Netbook of Witches Team.

Basic Fantasy Role-Playing Game Copyright © 2006-2008. Chris Gonnerman.

Labyrinth LordTM. Copyright © 2007, Daniel Proctor. Author Daniel Proctor.

"Druthers for Basic era FRPGs" Copyright ©2011, Timothy S. Brannan

Art is Copyright ©2001 Daniel Brannan and used here by permission.  Art is not open content.

Sunday, January 9, 2011

My favorite things about the OSR

In my effort not to add to the negativity of a spate of recent blog postings and discussions I have had I wanted to talk a bit on what I like best about the whole OSR movement/phenomena.

DIY D&D
Back in the paleolithic days of the internet TSR was the big bully on the block.  There were plenty of great email lists (MPGN) and sites (The Great Netbook Site, Morpheus') that had a ton of great content.  Not all of it was good, in fact most of it was bad, but there was an honestness about it all that I liked.  When WotC came around they opened up the game with the OGL and even had a pretty open web-site license as well.  D&D was no longer in the dark corners of the web.  Everyone was now a "publisher".  The OSR takes the best of both worlds really.  There is a gritty honestness about all the products and they are not hidden in some dark site or list that you can't get access too (STILL waiting on my password to Morpeus' site).
The products are high quality and fun.  And damn some of them look really great.  I am not a fan of LotFP but it is a sweet looking set.

What Ifs and the Path Not Taken
Playing D&D in the early 80's was often a guessing game.  You could get a game going at school and have 5 guys show up each with a different rulebook (LBBs, Holmes, Moldvay, AD&D, some homebrew).  Sometimes this was an issue, most times it was not a problem at all.  The OSR captures that feel well.  Spellcraft & Swordplay is a great OD&D "what if", Basic Fantasy RPG is a great example of how many of us actually played D&D when we sat at a table with Basic and Advanced books in hand. The various S&W books are like watching OD&D morph into AD&D if it had all been done with a solid plan in mind.  *I* may not ever need another retro-clone ever again, but I can't begrudge anyone for wanting to try to make their own particular version.  I do think we have reached the maximum amount of clones, near-clones and forgotten half-brothers the market can stand.

It's like having everything I always wanted, all at once
When growing up there were a lot of things I wanted for my game that I never got.  Most times it was because the things I wanted were not sold in my area (though talking to friends now I see I had it better than most), could not afford what I wanted, or it simply didn't exist.  I had to make my own Witch class when I was not 100% satisfied with what I found available to me.  Same with the Hearler class I made back in the day.  But now all of that is out there somewhere.  Part of this is because of the 'net obviously, but there are others out there that felt like did and are now making those things.  B/X Companion is a great example and one I'll continue to praise for a long time. Basic Fantasy RPG is another one and there are countless more out there.  It is like having a subscription to Dragon, White Dwarf and Dungeoneer circa 1978-1983 all at once.

Old School games, new school aesthetics
I have had the chance to be part of some of the most awesome publications in the RPG biz.  The old books are fun, but production wise, art wise, style AND writing most can't stand up to newer books.  The OSR applies that same aesthetic to their works.  Even a one shot with clip art still has the aesthetics of a modern book.  It is what people expect.  Now this is something of a stickler.  I love my beat up worn out copy of Eldritch Wizardry, but have you looked at it with modern eyes?  Not only is the art cartoony it is poorly edited and difficult to read.  I can't fault the original books for their production values, it is just easier and faster to do a better looking product today.   But the OSR can make an old school book AND give it the readability and look of books of today.  Afterall wasn't that what OSRIC was all about?

There is so much cool stuff going on that I wonder why anyone even has the time to complain about what someone else or what other edition is doing?

Thursday, December 9, 2010

Level Titles, Part 2

Thanks for all the comments on yesterday's post on level titles.
The opinion seems to be that many like them and even use them, but only when they have utility and don't conflict with the character concept; the Necromancer title for Magic-Users the oft cited example.

Most of the level titles seem to work well enough.  The thief ones are generic enough, the fighter seems fine (with maybe the Swashbuckler being the odd one out).  Te cleric ones follow a general logical progression, maybe move bishop up one to replace "Lama" and make the old Bishop into "Abbot".

Oddly enough it seem Magic-Users are the ones that have the most problems.
Most likely it is due to the fact that many of the level title names don't seem to have ranks implied like the Cleric and Fighters do.  It is also due to that the names represent different types of magic-using types in other games and in later versions of D&D itself.  A Necromancer is a particular type of Magic-User, as is an Enchanter, Sorcerer and Witch.

This is also something that is easily fixed.

Have a quick look at my Gnomes for Basic D&D. For this I wanted something different than Gnomes as Illusionists and especially Gnomes as "Tinker Gnomes".  I went back to the research on gnomes when they were earth spirits used by alchemists and other arcane types.  So for me Gnomes did magic via alchemy.  I used a variation of the Degree Titles for Rosicrucians and the Hermetic Order of the Golden Dawn for them.

Using this as a guide this can give us new level titles for Magic-Users that would work regardless the type of magic they are doing.

Level Title
1 Initiate
2 Apprentice
3 Neophyte
4 Adeptus Minor
5 Adeptus Major
6 Adeptus Exemptus
7 Magician
8 Magister
9 Magus
10 Mage 10th level

I opted for "Mage" instead of "Wizard" since these are "Magic Users" and the Mage is the highest level of a magic-user.  A Wizard would be a specific type of Mage then.  To alter this for say AD&D/OSRIC then add "Adeptus Superior" to level 7 and shift the rest up (Wizards were "name" level at 10th, not 9th).

I am releasing this under the OGL and it is 100% Open Content.  Please use in your publications as you see fit.  For your Section 15 you can identify this as "Level Titles for Magic Using Classes" Copyright 2010 Timothy S. Brannan.

It is based on one of my previous publications, "Liber Mysterium: The Netbook of Witches and Warlocks" Copyright 2003 Timothy S. Brannan and the Netbook of Witches Team.

I am going to put up a full OGL deceleration on my blog later.
ETA: Here it is.  OGL

Saturday, December 4, 2010

I talk to dead people

Necromancers are one of those classes that just seem to never die.  No pun intended.

Nothing really says un-repentant evil quite like raising armies of undead.  As a DM I love pitting Necromancers against my players and as a player I love fighting these guys.  I can have mixed morality about killing orcs and goblins and quasi-human-like creatures every so often.  But undead are fair game. In fact killing is the right thing to do.
I guess it is really no surprise that I gravitate to horror games.  Killing human like creatures can be one step away from mass murderer, but killing hordes of zombies? That is the sign of a kick-ass hero!

So obviously some one has to be pulling the strings of this rotting undead Pinocchio's.  And that guy is the Necromancer.

In my world the baddes ass Necromancer is Magnus.  He started out life as a Druid till he learned from him father that he was not really his son, nor even 100% human.  He delved into demonology, devil-worship and everything my then twisted teenage brain could come up with.  Of course he turned to Necromancy to find a way to cheat death.

I am bringing Magnus back in my 4e game.  The Revenant rules are a good fit, but there is no 4e Necromancer. I have notes on a 4e "Death Pact Warlock" that might work well enough.

3.x had, at the last time I looked, at least 3 different kinds of Necromancer classes, 3 of them were from WotC themselves.  There is the old Death Master class from Dragon for 1st ed and then updated to 3.0e.  The Crypt Lord from the aptly named Necromancer Games (I miss those guys).
White Dwarf gave us two for 1st ed, the Necromancer (which needed to sacrifice humans for his magic at higher levels) and the Black Priest which in the artwork was sacrificing a nude woman in a way that made the Eldricth Wizardry cover look positively tame (one day I need to do a White Dwarf retrospective).

Presently for the retro-clones we have another post from Dangerous Brian, The Necromancer for OSRIC, Part 1 and Part 2.  We also have the Necromancer for Basic Fantasy RPG.

I'd love to put together a Necromancer/Death-Pact Warlock for 4e, it is a class/role that I think it is seriously lacking in.  Just need to find the time to do it.

Edited to add: Part 3.

Friday, December 3, 2010

Gypsy Elves for Basic Era Games

Another in my series of posts for Basic era (late 70's to early 80's) games.
This one expands on my sub-race of elves known as Gypsy Elves.

The Gypsy Elf

"Thousands of years ago the elves were a unified race.  The elven people stood strong and diverse.
Then the War came and the Elves were Sundered. The elves were divided by the war.
But some chose not to fight, some took in their brothers and sisters from all sides.
These elves were cursed by the Great God of the Elves to wander the lands till the day when all elves stood as one people again.  The other elves took pity on them, calling them, in their own tongues The Wanderers.  But not the Wanderers themselves.  They knew a powerful secret.

They knew they were Free."

- From the Songs of the Ranagwithe

The Witches Beck by Nichole Marie Grubb
by Nichole Grubb
The Gypsy Elf, or as the call themselves "The Free Elves" (Ranagwithe in their own language) , wander the world, in and out of the land of faerie, searching for their lost home.  They will find it only on the day when all the elves are reunited as a race.  Until then they wander.

Like their human counterparts, Gypsy Elves travel all over the known world. However, unlike the Human Gypsies, Gypsy Elves are much more gregarious and less xenophobic. The origins of the Gypsy Elves date back to what has become to be known as the Sundering of the Elves. When the Dark elves broke free from the light elves they split into several races.

There were elves that remained outside of the conflict. One group was a band of light elves that protected both the dark and light elves from each other. When the gods split the elves apart, the gypsy elves were left without a home to call their own. Since they never harmed another elf before they were not forced into the dark underground. Ever since then the Gypsy Elves have wandered from place to place looking for a home. While Gypsy elves tend to be neutral to all other races, they are always treated as “good” to other elves. There are several universal elven customs that apply only to Gypsy Elves.

  1. No Gypsy Elf may harm another Elf. Even Dark and Light elves.
  2. No other elf, Dark or Light, may harm a Gypsy Elf.
  3. No Elven community may refuse lodging to a band of Gypsy Elves. The Gypsy then must agree to be on their way soon after.
At any point in time other elven species may be found in a group of Gypsy Elves, as they may freely travel as long as they abide by the Gypsy Elves rules and lifestyle. These “Free Wanderers” can make up to 10% of the tribe’s population.

As long as the other elves do not fight amongst themselves or the other Gypsy Elves they may remain with the tribe as long as they like. Also any Gypsy Elf is invited to remain in any Elf community, but few rarely do.

Gypsy Elves are on friendly terms with humans. They find Human Gypsies to be too xenophobic for their tastes, but they will travel with them for mutual benefit.

Gypsy Elves, like their Elf cousins, produce fine art, in particular music and dance. Many have excelled in woodcarving and sell these pieces of art in communities they pass through. What these elves cannot make, they buy. In this respect they are very good terms with humans.

Gypsy Elves are careful never to take more from the land or their hosts then they absolutely need. It has been said that there will be no evidence of a gypsy elf camp 24 hours after they leave.

Gypsy Elf  (Ranagwithe)
Armor Class: 6
Hit dice: 1*
Move: 120' (40')
 - Caravan: 90' (30')
Attacks: 1 Weapon
Damage: By Weapon
No. Appearing: 2-8 (2d4) / 5-40 (5d8)
Save As: Elf 1
Morale: 12 or see below
Treasure: Same as Elf
Intelligence: 12
Alignment: Neutral
XP Value: 5

Monster Type:  Demihuman (race)
Gypsy Elves are typically found traveling in caravans across the world.  Any given caravan will have 5 to 40 members with an a advance scouting troop of 2 to 8 members.  Each caravan has a "Caravan Master" who will be a 5th level or greater elf and a "leader", typically an Elf Seeress (known as a "Kuruni") of 6th level or higher.  Most gypsy elves will be armed with a short sword (75%) or a cross-bow (25%).  All will have daggers as well.

There will also be a variety of random faerie creature travelling with the gypsy elves.  These creatures do not fight if the caravan is attacked, but will flee.

Each Gypsy Elf will know a 1st level elf spell, the Kuruni will know spells as a 6th level elf.  The Caravan Master and the Kuruni will typically have magic items appropriate for a fighter and a wizard respectively of their level.

Moral will be 12 unless their Caravan Master or Kuruni is dead, then it will be 9. If both are killed it will drop to 6.

Like elves, gypsy elves are immune to the touch of a ghoul.


Section 15 Copyright Notice

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Liber Mysterium: The Netbook of Witches and Warlocks is Copyright© 2003, Timothy S. Brannan and the Netbook of Witches Team.

Basic Fantasy Role-Playing Game Copyright © 2006-2008. Chris Gonnerman.

Labyrinth LordTM. Copyright © 2007, Daniel Proctor. Author Daniel Proctor.

"Gypsy Elve for Basic era FRPGs" Copyright ©2010, Timothy S. Brannan

Wednesday, December 1, 2010

The Houri class

I have mentioned in the past that I am a fan of the "Bad Girl" trope.  I get the appeal.

Well the fine folk over at Dangerous Brian have revised the Houri class from White Dwarf,
http://dangerousbrian.blogspot.com/2010/11/new-osric-class-houri-part-i.html
http://dangerousbrian.blogspot.com/2010/11/new-character-class-houri-part-ii.html

It is an interesting take and a class that I think has it has a place in some games.  Obviously other think so as well.  We have a group very similar in Sisters of Rapture and the infamous Book of Erotic Fantasy (now from White Wolf).  From Mongoose we have Nymphology and The Quintessential Temptress.  Yes, I have actually purchased all of these.

But the question I have is, is there enough for the Houri to actually do in a game about killing things and taking their stuff?

I can see the houri as a particular type of thief or even magic-user, but not enough to have them as their class.

Though to be fair, I did have a group of assassins called "The Red Assassins" that used guile, seduction and charm to get their jobs done.  The great thing about them is that no one know who they were exactly.  The Red Assassins came from all walks of life and every profession (not just the oldest one), it made them effective and invisible.

Now what might be interesting is expand of the Arabic and Islamic myths of the Houri and make them some sort of Jann/Human or Nymph/Human crossbreed.  Maybe then Houri is a race that has certain powers at different levels.  Hmm.  An interesting idea.  Maybe it can be more like a nymph-like race that is suitable for characters. One thing that must be part of the race is their large, doe-like or gazelle-like eyes.  Though there is a certain squik factor of creating a race for the sole purpose of sex.  Though I suppose that Star Trek did give us the Deltans and Betazoids, each with strong sexual themes to their cultures.

If we further expand on the race/class idea a logical next step would be to try this for Basic era D&D.  Maybe I'll try that sometime.

Tuesday, November 9, 2010

Cantrips for Original and Basic-Era Games

One of the things that bugged me the most about playing FRPGs of the 70s and 80s was that wizards, supposedly after having all this training in magic and magical philosophy and thought could only do one spell. Per day. While I understand why it was set up like that, it never really made much sense that they wouldn't know more. After all, look at the Harry Potter kids in the first book/movie, they knew all sorts of spells at age 11. We can hand wave it and say it takes years just to master the basics, but it still seems a bit light to me.

So following in the footsteps of the game's Advanced cousin and introduce the idea of cantrips, or 0-level spells.

These spells by their nature need to be simple things, plus they should also be useful to the magic-user in question. Little spells they learn to see the effects of spells in a teaching environment and something they can safely use while practicing. So given that cantrips must satisfy these requirements for me.
  1. They need to be simple effects.
  2. They should not cause damage.
  3. All the cantrips a magic-user knows will be learned in school before 1st level.
The effects should never be anything near the effects of a 1st level spell. They would be "utility" type spells that would work just like all other spells. They would have to be memorized, though the time to do so is minimal and once cast they are forgotten for that day's use. Note: Some Game Masters may allow wizards to use cantrips at will.

Also, given their nature, cantrips cannot be reversed. Unless otherwise stated a cantrip has no effect on a living creature. So a wizard cannot place an Arcane Mark on a person or animal nor can Warm be used to warm up a person. It can be used on a bed or blanket and then the person can use the now warmed bed or blanket.


Magic users know three (3) cantrips before 1st level + a bonus number equal to their Intelligence modifier. So a magic-user with Intelligence of 18 knows 3 + 3 cantrips, 6. This gives this 1st level magic use a total of 7 spells (6 cantrips and 1st level), a magically potent number.

Alarm Ward
Level: 0
Range: 50' radius
Duration: 1 hour
Effect: sets up an area of warning
With this spell the magic-user can set up a area of alarm 50' around his/her person. Any creature larger than a cat entering the radius will set off a mental alarm within the caster. They will not know what sort of creature had entered their area but they will know one has and the general direction.

Arcane Mark
Level: 0
Range: 1 object touched
Duration: Permanent
Effect: Leaves a permanent mark on an object
By means of this spell the magic-user can place a personal mark on any non-living item. This mark is usually a personal glyph or sigil that is recognizable to all other magic users. They may not know who the owner is, but they will know it is owned by another wizard. The mark itself is not magical.

Black Flame
Level: 0
Range: 1 normal fire
Duration: Instant
Effect: Colors one normal flame
This spell changes a normal fire into one with dark flames so it casts no light, but still provides heat. The fire loses some of it's heat. While the flames do provide heat they do not burn, though they are uncomfortable to the touch.

Chill
Level: 0
Range: 1 object touched
Duration: 1 hour
Effect: Lowers the temperature of one object to a few degrees
The magic-user can use this spell to lower the temperature of any non-living material up to 1 cubic foot. Typical uses are to cool food or drinks or even to cool the air in a room that is too warm. The temperature cannot be lowered to a degree where it would cause anything damage. The temperature can lowered to just above freezing.

Clean
Level: 0
Range: 1 object touched
Duration: 1 hour
Effect: cleans one object
This spell can be used to clean a single object. The object can be anything, clothing, armor, weapons or even a area of a home. Unlike other cantrips this one can be cast on a willing living participant. A magic-user casting clean on themselves will appear as they would if they had recently bathed and donned fresh clothing. This spell can clean 1 cubic foot of space or an area 10' x 10'.

Close
Level: 0
Range: Within 10' of caster
Duration: Instant
Effect: Closes an open, un-barred door or window.
This spell creates allows the caster to close one door or window that is not locked or otherwise barred. This cantrip will not lock the door or window unless by the action of closing it naturally becomes locked.

False Glamour
Level: 0
Range: One item
Duration: Instant
Effect: Makes one object appear to be an illusion
This simple illusion will cause a solid object or creature to flicker and blur faintly, as if it were a flawed image. Failed attempts to disbelieve the illusion will appear to succeed, giving the object or creature the false appearance of a translucent outline.

Flavor
Level: 0
Range: One item
Duration: Instant
Effect: Flavors one serving
This minor spell flavors one serving of food. The flavor can be changed but it does not change the nature of the food item nor does make poisoned food or spoiled food edible, similar to Freshen. The flavor can be chosen by the magic-user.

Freshen
Level: 0
Range: One Item
Duration: Instant
Effect: Removes wrinkles, flavors or brightens one object
This minor spell allows the magic user to "freshen" one object up to 1 cubic foot. Typical uses are to remove the wrinkles in a garment, brighten the color or some non-living object, or even make bland food more favorable, or polishing metal or glass. All these effects are considered to be a minor illusion. This spell cannot make poisoned or spoiled food edible.

Lift
Level: 0
Range:
Duration: 1 hour
Effect: Slowly lifts 1 pound or less of non-living material
The magic user may use this spell to lift an object via magic alone. The object needs to be non-living and weigh less than 1 pound. The object will remain floating in mid-air for up to one-hour as long as the magic-user is paying at least some attention to it. If the magic-user is distracted at all, say in combat or casting another spell (including a cantrip) then the object drops.

Mend
Level: 0
Range: 1 object touched
Duration: Instant
Effect: Fixes minor wear and tear in non-living and non-metal apparel
By means of this spell the magic-user can mend or repair non-living and non-metal material. Typically this spell is used on clothing to reattach a button, fix a tear or rip or other minor repairs. The amount of material mended cannot exceed 1 cubic foot. This spell can also be used on minor household wear and tear as well. It cannot fix a dented piece of armor or sharpen a sword, but it can reattach a leather strap to armor or fix a pane of glass if all the pieces are present.

Message
Level: 0
Range: 1 known person
Duration: Instant
Effect: Sends a quick message to a single person
By means of this spell the magic-user can end a brief message, no more than a dozen words, to a person they know. This person can be any distance away and be able to understand the magic-users language or at least the language of the message.

Mote of Light
Level: 0
Range: Within 10' of caster
Duration: 1 hour
Effect: Creates a small mote of light equal to candle light
This spell creates a small mote of light roughly equal to candle light that hovers near the magic-user's head. The spell is typically used for reading or lighting a small area (1 cubic foot). It is not a replacement for the Light or Continual Light spells. This spell cannot be cast into someone's eyes. The spell is not useful for lighting dark passages unless that passage is very well known (such as the magic-users' own home).

Open
Level: 0
Range: Within 10' of caster
Duration: Instant
Effect: Opens an unlocked, un-barred door or window.
This spell creates allows the caster to open one door, window, chest or other item that is not locked or otherwise barred.

Palm
Level: 0
Range: 1 small object
Duration: Instant / 1 hour
Effect: the caster can hide one small object
This spell allows the caster to take an object that would normally fit into a closed fist and make it disappear. The item is not invisible, it is simply gone. The item can be recalled up to one hour later. After one hour the item returns to the caster's hand.

Puff of Air
Level: 0
Range: Within 10' of caster
Duration: Instant
Effect: Creates a small puff of air. Enough to remove dust or put out one candle
This spell creates a small puff of air; enough to blow away dust from objects or to put out a candle, but not enough to put out a torch or lantern. The puff can move very light items as would a puff of air blown from natural means. This spell can be used to blow dirt from an item or area 10' by 10'.

Quick Sleeping
Level: 0
Range: 1 willing subject
Duration: 8 hours till woken up
Effect: Puts a willing target falls asleep
This spell allows the caster to make a willing creature fall asleep. The spell will not work if used against an unwilling subject. The caster can cast this spell on herself, but obviously, this will be the last spell that she casts in that day.

Sound
Level: 0
Range: Within 100' of caster
Duration: One Sound
Effect: Creates a ghostly moan 100' from the caster
By means of this spell the magic-user can create a ghostly moaning sound that appears to come from 100' from the caster. The moan is not loud nor can it quite cause fear, but any that hear it will know of it's "unnatural" nature.

Spark
Level: 0
Range: Within 100' of caster
Duration: Instant
Effect: Creates a small spark, enough to light a candle
The caster can light a single candle up to 100' feet away. This spell is not enough to start a torch, ignite oil or start a campfire unless there is something that burns very easy used; such as paper or old leaves. The effect is the same of a spark from a set of flint and steel. Some magic-users will use this spell to light a pipe.

Warm
Level: 0
Range: 1 object touched
Duration: 1 hour
Effect: Raises the temperature of an object a few degrees.
This spell will warm 1 cubic feet of material a few degrees. Typical uses are to warm food or drinks or even to warm the air in a room that is too cool. The temperature cannot be raised to a degree where it would cause anything damage.   

Section 15 Copyright Notice
      
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
      
System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
      
Liber Mysterium: The Netbook of Witches and Warlocks is Copyright© 2003, Timothy S. Brannan and the Netbook of Witches Team.
      
Basic Fantasy Role-Playing Game Copyright © 2006-2008. Chris Gonnerman.
      
Labyrinth LordTM. Copyright © 2007, Daniel Proctor. Author Daniel Proctor.
      
"Cantrips for Original and Basic era FRPGs" Copyright ©2010, Timothy S. Brannan

Tuesday, November 2, 2010

Gnomes for Basic D&D

I guess this one is for my brother who loves gnomes. First in a batch of various "Basic" D&D things I have been thinking about.

Gnomes for Basic era FRPGs

Gnomes have long been a staple of various fantasy role-playing games, but surprisingly there were never any core rules for gnomes in the Basic-era (1974-1991) of the Worlds First and Largest Fantasy Adventure RPG.

Gnome

Gnomes are small humanoids that live in the same general areas as do elves. While elves prefer the open spaces, Gnomes live underground in elaborate burrows and underground cave systems. They share many similarities with dwarves, which maybe something of a racial cousin, they are their own race with a long history.

The typical gnome stands 3' to 3½ ' tall, and weighs about 40-45 lbs; About the same size as a Halfling, but not as stocky. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue (from a light ice blue, to brilliant cerulean to a deep midnight violet-blue). Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.

A gnome character must have a score of 9 or higher in both Intelligence and Dexterity. Gnomes are similar to Elves in terms of play, they can act as fighters (though not as good as true fighters or Dwarves) and can cast spells as do Magic-Users, though in the form of Alchemy.

Sages disagree on the origins of the gnome as a species and their name. Some point to the word "gnomic" meaning "to know" or "the wise". Other point to "gnomus" meaning "earth" or "from the earth". Both seem to be apt.

Some occult sages and scholars suggest that gnomes are off-shoots of dwarves, halflings, or even goblins. They do have some connection to the lands of Faerie, as do the elves. Other have suggested that gnomes are in fact some sort of earth spirit or even an elemental. Gnomes themselves say they simply are and leave it at that.


Gnomes are inherently magical, many excel in areas of alchemy and other magic, and most gnomes know at least a little magic. Adventuring gnomes can cast wizard spells as indicated below. Gnomes though use their magic via Alchemy. Gnome spell books are full of arcane recipes and formulae. To "cast" a spell then the Gnome either drinks, throws or otherwise invokes the potion as needed. For example a Clarivoyance "spell" might require the Gnome the spread an oily poultice over their eyes, a Fire Ball spell could be a potion that is thrown. In any case these would not require a roll to hit any more than any other magic-user or elf.

Gnomes tend to be Neutral in alignment, but quite a few are Lawful.
Gnomes hate kobolds and will try to attack them on site.

There are Gnomes that also known as "Deep Gnomes" that have well defined infravision to 90'.

Prime Requisite: A gnome has two Prime Requisites: Intelligence and Dexterity. If either of these Ability scores is 13 or greater the character gains a 5% bonus to Experience Points earned every adventure. If both are 13 or greater, the XP bonus if 10%.

Weapons and Armor: Gnomes may use any weapon, but it needs to "sized" to fit them. Typically any weapon sized for a Halfling character. Gnomes may not use "two-handed" handed weapons such as two-handed swords, long bows, battle axes, and other larger weapons.

Gnomes may wear any type of armor, but most prefer "natural" armor such as leather or hide. Halfling armor must "taken in" in order to properly fit a Gnome.

Gnomes may use any magic item that is useable by Magic-Users and any magic weapon.

Special Abilities

A gnome has a number combat advantages, due to it's size and familiarity with various terrain.

Combat: Gnomes use a combination of melee weapons and magic in combat situations. All gnomes gain the following bonuses when in combat.

-2 bonus to Armor Class when attacked by creatures larger than man-size.
+ 1 bonus to initiative rolls.
+1 bonus to "to hit" rolls against Kobolds and Goblins.

Hiding: Gnomes are difficult to spot. In their natural habitat, dense wooded areas, low hill lands and natural (not man-made) underground formations a gnome can only be detected 15% of the time (GM rolls). In man-made dungeons this increases to 25%. The gnome must remain still and not be carrying any type of light.

Languages: In addition to the common and alignment languages Gnomes may also speak gnome, dwarf, kobold and goblin. Additionally a gnome may speak to animals 1/day as per the Spell of the same name. Animals are limited to burrowing animals (badgers, rabbits,

Vision: A gnome can see twice as well as a human in low-light conditions (starlight, moonlight, torchlight and a "light" spell, but not "Continual Light").

Spells: As mentioned, Gnomes can use Magic-User spells like an elf. These spells are usually in the form of an alchemical mixture that must either thrown, drank or applied as needed. There is no penalty for performing this action since it is considered to be part of the "casting time". The gnome can only prepare the number of alchemical agents ("spells") as per the chart below. The gnome then must prepare a new batch the next day. Gnomes use natural ingredients that are usually readily available and carry others with them. These materials are small and light and typically weigh no more than a ounce per level of spells. So a 3rd level spell would weigh about 3 ozs.

For example the Gnome may wish to cast a Light spell. This may require them to mix two reagents together that produce a glow.

Advancement
Gnomes may advance only to 9th level ("Gnome Adeptus"). This is balanced by the gnome's magical ability and their ability to also fight better than a same level magic-user. At 9th level a gnome may settle in area and attract other gnomes to form a clan, or gather their family together for a clan as it's Chieftain. All burrowing animals within the area (a radius of 5 miles) will be friendly to the gnomes of the clan and can speak to them. These animals will warn the clan of approaching intruders or strangers, carry brief messages back and forth to other clans.



GNOME EXPERIENCE TABLE
LevelTitle
XP
Hit Die
1
2
3
4
5
1Gnome Neophyte
0
1d6
1
2Gnome Apprentice
3,000
2d6
2
3Gnome Theoreticus
6,000
3d6
2
1
4Gnome Practicus
12,000
4d6
2
2
5Gnome Philosophus
25,000
5d6
2
2
1
6Gnome Major
50,000
6d6
3
2
2
7Gnome Magus
110,000
7d6
3
2
2
1
8Gnome Magister
220,000
8d6
3
3
2
2
9Gnome Adeptus
400,000
9d6
3
3
2
2
1



GNOME SAVING THROWS
Level
1-3
4-6
7-9
Death Ray or Poison
12
10
8
Magic Wands
13
11
9
Paralysis or Turn to Stone
13
11
9
Dragon Breath
15
12
9
Rods, Staffs and Spells
15
12
9

Gnomes use the same attack to hit rolls as do fighters, dwarves, elves and Halflings.


CHARACTER HIT ROLLS (on 1d20)
Level
Target's Armor Class
Gnomes9876543210-1-2-3-4-5-6-7-8-9
1-310111213141516171819202020202021222324
4-6891011121314151617181920202020202122
7-96789101112131415161718192020202020


Section 15 Copyright Notice

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Liber Mysterium: The Netbook of Witches and Warlocks Copyright© 2003, Timothy S. Brannan and the Netbook of Witches Team.

Basic Fantasy Role-Playing Game Copyright © 2006-2008. Chris Gonnerman.

Labyrinth LordTM. Copyright © 2007, Daniel Proctor. Author Daniel Proctor.

"Gnomes for Basic era FRPGs" Copyright ©2010, Timothy S. Brannan