Thursday, August 1, 2013

Running the Classics

I don't consider myself to be one of those GMs/Players with "Gammer ADHD".  I like to make a plan and stick with it.  My BIG PLAN for some time now has been to run my kids through all the classic D&D modules in some form or another.

I have detailed my attempts here and here. Since that time we have gotten new reprints from WotC and the DNDClassics PDF store opened up.  My kids also dropped 4e in favor of 1st Ed Ad&D.

So I have an embarrassment of riches here.  I have the systems, I have the modules and I even have the willing players.  What I lack is time to do it all.

I guess the only thing for it is to make the time. That and stop buying games.

In my kid's 3.x game we are going to do the Tomb of Horror and I'll talk about that one later.
In their 1st ed game they are still investigating the Caves of Chaos.  After that that we are doing T1 and L1 before moving on to the A series, to eventually do the GDQ series.  I'll work other classics in there where they fit.

Here is my plan so far.

  • B1 In Search of the Unknown, levels 1-3 (played at Gen Con 2012)
  • B2 Keep on the Borderlands, levels 1-3
  • T1 Village of Hommlet, Intro-levels
  • L1 The Secret of Bone Hill, levels 2-4
  • A0 to A4, levels 4-7
  • A5, The Last Slave Lord, levels 5-9
  • G123, levels 8-12
  • D12, levels 9-14
  • D3, levels 10-14
  • Q1, levels 10-14

The trouble is that living in a post-Drow world the impact of GDQ is just not the same unless I make them very different.
Also while Queen of the Demon web pits is fun, it lacks the final confrontation that I would like to do with a "big bad".  Plus I'd like to go to 20th level.

I could scale everything up a little and stick I1, Dwellers of the Forbidden City in there before the A series.
Other candidates are X2 (I already took them through X1), C1 and C2.

That would round out the classics really.  Here is how they stack;

  • X2 Castle Amber, levels 3-6 (after L1)
  • I1 Dwellers of the Forbidden City, levels 4-7 (after A but before G)
  • C1 The Hidden Shrine of Tamoachan, levels 5-7 (after A but before G)
  • C2 The Ghost Tower of Inverness, levels 5-7 (after A but before G)

Not to bad really.
It's not too difficult to turn the GDQ series up anyway, but are the drow and Lolth interesting enough?
Since this is the "NextGen" game after my 3.x one maybe Lolth is taking some revenge for her ally Tiamat, or moving into the recently vacated "most evil goddess" role.

While I don't need it a huge Lolth figure would be nice.

Wednesday, July 31, 2013

D&D TV

I don't think I ever remember seeing this one on TV.



Do you remember any D&D commercials on TV?
The only one I ever remember was this one: http://www.youtube.com/watch?v=q1wGlOwn1pM&feature=share


White Dwarf Wednesday #74

White Dwarf #74 is a major swan song of sorts.  Here we see the end of the White Dwarf I grew up with and the start of something new.  Of course whether that new is better or worse is a matter of perspective.
The Frank Brunner cover could be the Necromancer that caused so much of a stir a while back.  Or maybe I am seeing nostalgia where there is none.  

Ian Livingstone bids us farewell in his last editorial, though he is sticking on as Editor-in-chief for a little while at least.

First up an extended look at Super Power a game of foreign policy that could have only been popular in the 80s.  It is part Monopoly, part Risk and part Reaganomics The Game.  Its from GW so I guess that is not surprise.  I have no problems with a magazine showing off the house brands games. Dragon did it all the time.

Open Box is a big one covering all sorts of games. Dragon Warriors is up first along with The Elven Crystals and The Way of Wizardry. Robert Dale, a playtester of the game, gives it 9/10. Vikings for RuneQuest is next, though I recall using it as a system agnostic book.  It covers, well Vikings. I remember the writing being good and the attention to detail nice.  I should pick it up to see if it cleaves with my memories or not.  Oliver Dickson gives it 8/10.  Nightmare in Norway scenario for Call of Cthulhu gets 8/10.  The big AD&D release Oriental Adventures is up.  The start of what we have recently taken to call AD&D 1.5.  It gets a solid 9/10.
The Pendragon Campaign is an odd one. It has quite the reputation these days and was/is obviously a quality piece of work.  But it also repeats a lot of the material found in the main Pendragon book.  One could look at this and see the likes of Forgotten Realms on the way; fully realized campaign settings.  It gets 9/10. Lastly we have two Star Trek books, Termination: 1456 and The Outcasts. Both are lauded for their sense of belonging to the Star Trek universe and are given 10/10 each.  The reviewers must have all been in a good mood.

Terror at Trollmarsh is one of the largest AD&D adventures I recall seeing in the pages of WD at 7 pages.  It is also one of the more detailed ones.

Lycanthropy in AD&D is given another look by Peter Blanchard.

The Power of the Frog is another attempt in a long time at some game-related fiction.

Hide of the Ancestor is a 2nd Ed RuneQuest adventure. It's not very long and mentions that some things will need to be updated to 3rd ed.

Gentlemen and Players is an interesting take on Call of Cthulhu on how create unique British characters for the game. While the focus is the Pulp Era there is a lot here that I find useful for my own Victorian games.

Treasure Chest covers musical instruments in AD&D.

Some redesigned super-hero origins for Golden Heroes, but should work with any supers game really.

We end with a bunch of ads and Travellers.

It is hard not to look at this issue through the eyes of knowing what is to come.  With little fanfare and announcement we got the last Fiend Factory last issue.  This is a big deal for me and my retrospectives since FF was one of the reasons I enjoyed White Dwarf so much.

Tuesday, July 30, 2013

Top Ten Questions

I know. I am slow, but here are my thoughts on the top 10 Questions from Random Wizard.

(1). Race (Elf, Dwarf, Halfling) as a class? Yes or no?
No.  I love my B/X, but I like to be able to choose race and class separately. Granted I just don't play many demi-humans.

(2). Do demi-humans have souls?
Halflings and Dwarves do, Elves and Gnomes do not.  By that logic then neither do goblins and maybe not orcs.

(3). Ascending or descending armor class?
Ascending.  Sorry it is just better game design and better for newbies.

(4). Demi-human level limits?
No.  I understand why they were used, I just buy the logic.

(5). Should thief be a class?
Yes. Though an argument could be made that Assassin shouldn't be.

(6). Do characters get non-weapon skills?
Why not? If I want to play a skills-based game I have Unisystem and GURPS, but a few extra skills for characters in D&D never hurt.

(7). Are magic-users more powerful than fighters (and, if yes, what level do they take the lead)?
They should compliment each other.  But Wizards take the center stage as soon as they get Fireball.
Also I think high level fighters should be able to wade through scores of enemies, knocking them down like a lawn mower does to weeds.

(8). Do you use alignment languages?
Only for religious purposes, using them in public should be viewed as the same as some one today saying "Thee" and "thou".

(9). XP for gold, or XP for objectives (thieves disarming traps, etc...)?
Both. Why not.  I like to focus on solving problems, and sometime killing the monster doesn't actually fix anything.

(10). Which is the best edition; ODD, Holmes, Moldvay, Mentzer, Rules Cyclopedia, 1E ADD, 2E ADD, 3E ADD, 4E ADD, Next ?
Actually there no such thing as 3E ADD or 4E ADD since both were called D&D (no Advanced) and the answer is "what ever I am playing and having a good time with".  Which was, at the last time I checked, all of them.

Bonus Question: Unified XP level tables or individual XP level tables for each class?
I am happy with either to be honest.  Individual XP tables solve a lot of "balance" issues.
I'd get around the demi-human level limits by giving them more XP they need to get per level.  To offset this they get some racial powers, ie dwarves get better at finding secret doors and the like.

You can see his answers here and many other replies here.


Monday, July 29, 2013

Finally getting to PLAY some 4e

Well better late than never I guess.

I joined an online game of D&D 4th Edition as a player, not as a DM.
Got a couple of hours in tonight and it was really fun.  I am getting to play the character I want, a witch, which is great (and believe it or not a rarity for me recently).  I nearly got killed, even with the rests, extended rests and healing from a cleric.

It is taking place in Eberron, which I know jack about but that is fine.  But so far we seem to be going through the Sinister Secret of Saltmarsh. The DM hasn't said that is what we are doing, but it feels familiar enough.  Either way, I'll put my modules up and out of the way till then.
No idea how long the game will last, but right now it is fun and if I can get in a couple of hours here and there (depending on the other two) then it will be fine with me.

I'd still love to get my 4e game back up and running to be honest, but weekends have been shot due to work or other commitments.  Hell. I was supposed to be working tonight on a social psych course.

Prestige Class: Tempestarii

Trying my hand at some more witchy Prestige Classes.  This one has been rolling around in my mind for a while.  I have a couple of things going on here. First, I wanted another Prestige Class that a witch could take, but was open enough for others. I also wanted to try to convert one of my older Traditions into a Prestige Class to see how it might work.  To top it all off I found this wonderful bit of art from SirTiefling and he has graciously allowed me to use it for this post.

I chose the Tempestarrii because I felt I needed to go back and give the idea another, different go.  I am using some OGC here as well to do some of the "heavy lifting".

Section 15: Tempestarii (Storm Witch), Copyright 2013, Timothy. S. Brannan.
OGC Declaration: The following content is considered Open Content for term of the OGL.
Art is owned by SirTiefling and is NOT open and is used here with permission.
Based on the "Weather Witch" from Magic of Arcanis, Copyright 2005 Paradigm Concepts, Inc.

Tempestarii (Storm Witch)
Witch by SirTiefling

First Witch 
    When shall we three meet again 
    In thunder, lightning, or in rain? 

Second Witch 
    When the hurlyburly's done, 
    When the battle's lost and won. 

Third Witch 
    That will be ere the set of sun. 


Macbeth, Act 1, Scene 1

Witches have long been suspected of raising storms or foul weather against their foes.  King James even spoke of such witches and believed they were attacking him when he had visited Scotland.  The Tempestarii is the ultimate expression of the storm raising witch.
While any class that cast spells can become a Tempestarii. Witches, druids, wizards and sorcerers of an elemental bent, and even some clerics of storm Gods choose this path.
The first Tempestarii were mighty witches that used clouds as carriages and rode storms into battle.

Hit Dice: d4

Requirements 
 To qualify as a Tempestarii, a character must fulfill all of the following criteria.

Concentration and Knowledge (Nature): 7 Ranks each
Feats: Iron Will
Spell casting: Ability to cast spells

Alignment: Any.

Class Skills
(2 + Int modifier per level): Bluff, Climb, Concentration, Craft (any), Knowledge (arcana), Knowledge (nature), Profession (any), Spellcraft, Survival, and Swim.

Class Features

All of the following are class features of The Tempestarii prestige class.

Weapon and Armor Proficiency: The Tempestarii gains no additional weapon or armor proficiencies

Spells per Day: With the exceptions of 3rd, 6th, and 9th level, the character’s caster level increases when a Tempestarii level is gained if she had also gained a level in a previous class that allows them to qualify for this class.

This affects her spells per day and spells known, as if they had gained a level, but she does not gain any other benefit a character of that class would have gained. If a character had more than one qualifying class before becoming a Tempestarii, she must decide to which class she adds the new level for purposes of determining spells per day and caster level.

Resist the Elements (Su): Beginning at first level, a Tempestarii learns she has nothing to fear from a storm or a sunny day. She becomes resistant to weather conditions as if she had the relevant endure elements cast. This effect is continuously active.

Wind Dance (Sp): Starting at 2nd level, the Tempestarii may use gust of wind as a spell like ability once per day. At 5th level, the Tempestarii can use this ability an additional time each day. Whenever she casts gust of wind either as a spell or use of this ability it is treated as a 4th level spell, the range is increased to 90 ft., and affects creatures as if they were one size smaller then they actually are. At 9th level, the Tempestarii can use this ability three times per day. Whenever she casts gust of wind either as a spell or using this ability it is treated as a 6th level spell , the range is increased to 120 ft., and creatures are effected as if they were two sizes smaller then they actually are.

Air Domain (Ex): At 3rd level the Tempestarii’s connection to the weather is strengthened. She gains the special ability of the Air Domain, and adds all of the domain spells to her list of spells known. This ability does not give domain spell slots to Tempestarii who do not already have them. If the Tempestarii already has the Air domain she may choose another, appropriate domain or sub-domain with the GM's approval.

Rain Chant (Sp): At 4th level, the Tempestarii may perform a rain chant. After ten minutes of chanting, the Tempestarii summons a rain storm which causes a light rain to fall in a 500-ft. radius for one hour per caster level. At 8th level, the radius of effect increases to a 1,000-ft. radius.

Storms Embrace (Sp): Once per day as an immediate action, the Tempestarii can enwrap herself in a cloak of whipping winds. This ability mimics a wind wall spell cast at her caster level that only affects the Tempestarii.

Weather Domain (Ex): At 6th level, the Tempestarii’s connection to the fury of the storm is strengthened. She gains the special ability of the Weather Domain, and adds all of the domain spells to her list of spells known. This ability does not give domain spell slots to Tempestariies who do not already have them.  If the Tempestarii already has the Weather domain she may choose another, appropriate domain or sub-domain with the GM's approval.

Bend the Storm to Thy Will (Su): The Tempestarii learns to manipulate the currents of air and storms around her as her innate connection and knowledge of weather increases. This acts as a limited form of control weather. The Tempestarii can affect any naturally occurring storm, be it a mild rain or raging storm. She can either calm or intensify the storm. She may do this only once per day. Storms of divine origin, such as the storm created by the Wrath of gods.

Sudden Storm (Sp): Weather responds more rapidly to the Tempestarii’s call. Once per day the Tempestarii may cast control weather, except that the casting time only requires a full round action. The storm’s effects manifest in ten rounds, instead of the standard ten minutes described in the spell.

Furious Storm of Vengeance (Sp): Becoming almost one with the flow of air and weather, the Tempestarii discovers that the forces she is bound with can express her fury. Once per day, as a full round action, the Tempestarii can unleash her anger, creating the effects of an Enlarged Storm of Vengeance cast at her caster level.

Class Level Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +1 +0 +0 +2 Resist the Elements +1 level of existing class
2nd +1 +1 +1 +3 Wind Dance +1 level of existing class
3rd +2 +1 +1 +3 Air Domain -
4th +2 +2 +2 +4 Rain Chant +1 level of existing class
5th +3 +2 +2 +4 Wind Dance 2/day +1 level of existing class
6th +3 +3 +3 +5 Weather Domain, Storms Embrace -
7th +4 +3 +3 +5 Bend the storm to thy will +1 level of existing class
8th +4 +3 +3 +6 Sudden Storm +1 level of existing class
9th +5 +4 +4 +6 Wind Dance 3/day -
10th +5 +4 +4 +7 Furious Storm of Vengeance +1 level of existing class

New Minor Artifact: Cloud Ship of the Magonians
The Sky Kings of Magonia called upon a group of Tempestarii to build for them giant ships of war out of clouds. From these clouds, they waged war by pelting huge hail stones and lighting on their enemies below. However, the Sky Kings failed to pay the witches for their ships. The witches chased them as they flew away in their ill-gotten magical clouds.
No one knows what happened to the Sky Kings after that. They have never been seen again, but the sky ships remain. The witches created these magic items as a way of getting back at the Sky Kings; now anyone can use their ships of war. This item appears a gallon sized earthen jug. Once the stopper is uncorked, thick cloud-like mist will roll out and form a cloud.
The cloud is secure and can carry up to 800 pounds of people and gear for 24 hours, or twice that much for 12 hours. After that point, the cloud will dissipate. Each jug contains only one cloud. The clouds themselves act much like carpets of flying, obeying spoken word commands for directions.

Sunday, July 28, 2013

Well...

Yesterday's planned "Keep on the Borderlands" under 1st ed didn't happen.
I ended up with a migraine.  First real bad one since my MRI back in April.  Took my medicine for it and the next thing I knew it was about 8 hours later and I was watching Harry Potter with my kids.

So much for that.  But I did come up with some new ideas for magical backlash.

I'll try to get those written up today.