Showing posts sorted by date for query B/X companion. Sort by relevance Show all posts
Showing posts sorted by date for query B/X companion. Sort by relevance Show all posts

Monday, June 22, 2020

BECMI: Master Set Review

Moving every up we are now at the apex of BECMI D&d Play for normal characters.  The journey that began at level 1 in the Basic set is now seeing its end at levels 26 to 36 in the Master Set.
This particular set was never on my radar and I only picked one up a couple years ago.  The box was beaten up and the contents were water damaged, but still readable.  The box also had an extra copy of the Immortal rules inside, so that was a nice bonus.  But this has always been something an "other" for me and my D&D game.

Today I look into these rules for the first time in detail.

The Master set covers levels 26-36, following right from the Companion rules.  I am going to say that in my reading of both sets I am convinced really that they likely should have been combined into a single set of rules.  Big set to be sure, but the overlap is often very significant.

D&D Master Set (1985)

As with the previous BECMI Sets, I am reviewing both my boxed set and the PDFs available from DriveThruRPG.

The Master Players' Book
This book is the smaller of the two at 32 pages. Color covers, black & white interiors.
There are some interesting things to note on page 1.  First, we are told this is the Dungeons & Dragons game by Gary Gygax.  Dave Arneson is no longer listed.  Also, this book is "compiled by" Frank Mentzer as opposed to "written by."   I am not going to try to read too much into this. Writing on the book was complete in Spring 1985.  It would be published that summer in July but it would soon be eclipsed in sales by the Unearthed Arcana for AD&D which had sold well.  Though in 3-4 months it would all change and Gygax would be ousted from TSR.  But that is a topic for another day.
Like the previous books, this one covers all the details needed for characters up to the vaulted 36th level.  Clerics and Magic-users see the most text devoted to them. Clerics gain additional turning abilities which include more monsters and the ability to affect more monsters.  They also get more spells but still top out at 7th level.  More druid spells are also presented here. Magic-users also get more spells including the most abused spell in D&D history, Wish. Again they top out at 9th level spells.  Even clerics get access to Wish if they are 36th level and have a wisdom of 18 or greater. Magic-users also get Heal. Which I admit seems a little odd to me.
Fighters get half of a column or 1/6 of a page for their updates.  Thieves get a page.  Dwarves, Elves, and Halfling get a page to share.
There are some new armor options, but the biggest inclusion is that of Weapon Mastery. This mimics the Weapon Proficiency we will see in the Unearthed Arcana and future editions of D&D.  Essentially fighters are better with a chosen weapon.  while I have heard and read that this can lead to fighters becoming too powerful at early levels, I don't think this is really a big deal. I like the idea that a fighter should be able to train with a weapon exclusively and become better at it.
We get expanded weapon and damage charts to include all the weapons that have been added since the Basic set. Plus some Pole-arms (maybe Frank was looking over Gary's shoulder a few times!)
There is even a section on siege weapons that can be used with the War Machine rules.
so a lot yes, but nothing that really screams Masters to me.  A lot of what is here could have been added to the Companion rules for a 48 page Player's book.

The Master DM's Book
This is the larger at 64 pages. Color covers, black & white interiors.
One of the neatest bit of this book is finally getting a map of the Known World.  It is so great that I am going to devote an entire post just to that later this week.



Like the books before it, this section is given over to Procedures first. First up is a ruling on Ant-Magic Effects.  Good to have really for any version of the game.  some detail on characters are also given including Character Background.  It is 1985 after all.  A couple of other things stand out.  We get our first taste of the Immortal rules here with the introduction of the idea of Immortals as the "next level up."
Monsters get an upgrade here with expanded to hit tables; Creatures to 33+ HD and Armor Classes from 19 (yes +19) to -20.  But that is not all.  Monsters also get an average Intelligence rating. All creatures from all four sets are covered.  Along with this intelligence rating, there is an optional change to charm based on intelligence.  It's neat, but I would rule that intelligence has no effect at all on charm magic.  No that is the realm of Wisdom.  In my copy I would cross out "Intelligence" and replace it with "Wisdom."
Included here for some reason is also the Mystic class.  Expect it is not really presented as a full class.  It is not the Mystic that Gygax was talking about in Dragon magazine, but rather a different version of the AD&D monk.  It appears again in the Monster section.
Another update to monsters, in particular, non-human monsters are spell casting monsters.  Dragons are discussed, but we also get the Shaman NPC class (Clerics) and the Wicca NPC class (Magic-Users).  There are some interesting ideas here and some level limits for a large variety of monsters.  I am curious as to why Frank choose "Wicca."  I am sure that the meaning here is "witch" and that is not just my biases.  If you look back over the various BECMI books Wicca, Witch, and Wokani get used failry interchangeably.  I discussed this in a recent Class Struggles post.
On the other end of the spectrum from Immortals, we also get Undead Liege Lords and how they can control lesser undead.  Also useful for any version of the game.

The next big section of the book belongs to the Monsters.  Like the Companion Set this one is broken up into Prime Plane creatures and outer plane creatures.
Here we get some very new looking monsters that would only later move on to the main AD&D/D&D lines.  We also get what I like to call BECMI versions of some others.  The Devilfish is essentially an Ixitxachitl. Blackballs remind me of Xeg-yi.  We do get new Dragons in name, Crystal, Onyx, Jade, Ruby, Sapphire and Brown. But they share stats with dragons we already know. We also get the four rulers of the Dragon kind, Pearl, Opal, Diamond and the Great Dragon.  There are Drakes which are not exactly like the Drakes of later D&D and closer to shapeshifters.  These could even pass for the elusive Mystaran Dragonborn.
We also get Faeries, Hags and Liches to round out what I consider some of the classical monsters.
Part 3 of the monsters listing includes stats from all sorts of B/X and BECMI monsters published elsewhere (other rules, modules) and then brought into the fold of the full BECMI rules.  So even the oddities like Brain Collectors and Lupins from X2 Castle Amber are here.
The last 20 pages of the rules cover magical artifacts; something we have not seen in BECMI to any degree yet.  There are detailed rules for artifact creation and a number of new artifacts. Many I have never seen before and none copied over from the AD&D DMG.
In fact, there is so much here that I am going to cover it all in a future post.
There are only a few "normal" magic items listed at the end.

Ok. So the Masters Rules feel very uneven to me after the Companion Rules.   I could see where it might have been better to instead take both sets and merge them into one and maybe top out at 25th or 30th level really.  We will see that re-organization in the future.

Fighters went from getting all the new fun details to nearly nothing in going from Companion to Masters.  Clerics and Magic-users get more spells, but that is about it. Thieves suffer the most for now having to have their abilities amortized over 36 levels.

There are some great new monsters in the Master's rules, very few save for the various "rulers" even have Master's level HD (26+).

The artifacts though are great and really gives a feel for what a Master's Level game could be about.

The art feels lighter in this set than the previous ones. The only Elmore art is the cover.

Friday, June 19, 2020

Character: Magnus Ulslime, the Chaotic. Death Pact Warlock (BECMI Special)

Last week I talked about the adventure Quagmire for the Expert set.  Earlier I talked about the adventure Death's Ride for the Companion set.  What do these both have in common?  They were the genesis points of a reoccurring bad guy in my games, Magnus Ulslime, the Chaotic.


Magnus, as he was most often known in my games, is not just an awesome reoccurring bad guy, he was my testbed for all sorts of evil, death-priest, warlock style characters.

Anytime a new version of D&D would come around I would roll up a new Johan Werper as the son of the previous one, either as a LG Cleric or Paladin.  I'd attempt to make a version of Larina.  And I would make a version of Magnus.  But unlike Johan, who is a different character each time but always a LG holy warrior, or Larina who was a reincarnation of her previous version and always a witch, Magnus was always something different.  I would always go with the class that would give me the best evil traits.  In Basic he was a evil Cleric. In AD&D1 a Death Master, in 2nd Ed he started out as a Druid and then became a Necromancer.  When I switch over to 100% Ravenloft in my college years the cover of Ship of Horror and the evil necromancer Meredoth also had a huge influence on me.  As it turns out Meredoth would be revealed as an expatriate of the Mystaran country of Alphatia.
In 3rd Ed...well there were some many choices that I eventually made 6 different versions.  You can see some of that in my Buffy adventures The Dark Druid and The Dead of Night.  In 4e I used him as a test of the Death Pact Warlock that never saw the light of day under 4e.  It did, however, affect the writing I did for my warlock books.

Magnus Ulslime became my poster boy for warlocks soon after I got a copy of 4e.
I tried him out in several different ways mixing in bits of cleric, wizard, and especially necromancer.
In my Strange Brew: Warlock book for Pathfinder I introduce both Cthonic and Death Pact warlocks.  I expand on those ideas from a different point of view in my more recent book, The Warlock for Old-School Essentials.  In both cases, I made Magnus a Death Pact warlock.  It was a much better representation of how I saw the character.  He made a trade to Death for more power in the mortal world.

Magnus for BECMI
If I rerun Death's Ride again for any version of the game I'd like to replace Ulslime the Cleric with Magnus Ulslime the Warlock.  For 3rd to 5th Edition of D&D this is not a big deal.  But BECMI does not have a warlock.

No. But Old-School Essentials and Swords & Wizardry do.

My warlock for Old-School Essentials is a B/X style warlock with Death Pacts.  But it only goes to 14th level.  My warlock for Swords & Wizardry goes to 20th level (the level I want Magnus at) but it doesn't have Death pacts.  No problem. I designed the books to work together like this.  By combining them I can get the exact warlock I want.  If I need more death or necromancy themed spells



Magnus Ulslime, the Chaotic
20th level Death Pact Warlock
Lodge: Sixth Circle, Masters of the Undying

Str: 10
Int: 18
Wis: 16
Dex: 10
Con: 15
Cha: 18

HP: 66
AC: 2 (mage armor, phantom shield, ring +2)

Invocations (10)
Arcane Blast, Agonizing Blast, Armor of Shadows, Aura of Fear, Claws of the Ghoul, Eldritch Sight, Form of the Undead Horror, Mask of Many Faces, The Wasting, Whispers of the Grave

Spells
Cantrips (6): Aura Reading, Daze, Detect Curse, Mend, Message, Object Reading
1st level (7): Arcane Dart, Corpse Servent, Häxen Talons, Feel My Pain, Mage Armor, Phantom Shield, Taint
2nd level (7): Augury, Aura of Chaos, Corpse Walking, Death Knell, Grasp of the Endless War, Speak with the Dead, Ward of Harm
3rd level (6): Bestow Curse, Black Lightning, Cackling Skull, Corpse Candle, Lifesteal, Rage
4th level (6): Animate Dead, Crystal Visions, Extend Spell (Lesser), Fear, Spell Storing, Undead Compulsion
5th level (6): Bad Luck (Run of Bad Luck), Death CandleDeath Curse, Dreadful Bloodletting, Song of the Night, Winds of Limbo

Magic items: Amulet of Chaos, Pentacle Rod, Ring of Protection +2, Staff of the Warlock,

Not too bad really.  I might have to go more "BECMI" and raise him to 25th or 36th level!

While I am playing around, here is a 5th Edition version to use in my 5e Converted Death's Ride.

Thursday, June 18, 2020

Retrospective, Review and Refit: CM2 Death's Ride (BECMI)

Ah.  Death's Ride.  I have such fond memories of this adventure.

CM2 Death's Ride: Retrospective
Death's Ride is one of a few adventures I have had the privilege to both play in and to run. While overtly for the D&D Basic rules, Companion set, it can be run (and we did) under AD&D. Though some of the special features were lost I think.

I bought this module and gave it to my DM to run back in the day and I ran it using the 3.x version of the D&D rules and then again most recently using the 5th Edition rules.

The Barony of Two Lakes Vale gave us ample room to move about and try different things, but then it was the NPCs that captured my attention the most. Ulslime, Wazor, and Korbundar lived on in my games for many more years with both Ulsime and Korbundar even threatening my players in the 3rd Ed. game. One, and I am not sure if he was an NPC in the game or one my DM made up, went on to torture my characters for many more adventures after this.

The Death Portal was an interesting bit of necromantic trickery to get the players something to focus on and the new monsters were a lot of fun (the Death Leech nearly took out my characters back in the 80s.)

But before I wax too much more into nostalgia, let's review this adventure proper.

CM2 Death's Ride: Review
by Garry Spiegle, art by Jeff Easley, 32 pages, color covers, black & white interior art.
I am reviewing both the DriveThruRPG PDF and my original copy from 1984.

Death's Ride is one of our first Companion level adventures.  The code for this series in CM, since C was already taken.  Both CM1 Test of the Warlords (with it's Warduke-like cover) and CM2 Death's Ride were designed to be introductions to Companion level play. Both were supposedly designed to work with each other, both being set in Norwold.  However, they really don't work together other than this thin thread of Norwold.  That does not detract from its enjoyment.

The basic premise is this.

The adventurers, already powerful and famous in their own right, are summoned to the Barony of Twolakes Vale by King Ericall of Norwold (Background on King Ericall is given in Companion adventure CM1.) The local baron, Sir Maltus Fharo, has sent no taxes, caravans, or messages in several months. A small body of troops sent by the king to investigate has not returned. At this time, Ericall doesn't have the resources to send a large body of troops, so he is asking the characters to go to the barony, find out what's wrong, and if possible, restore contact. The king gives the characters a royal warrant and permission to act in his name.

The problem is much worse than the King suspects. A gateway to the “Sphere of Death” has been opened in Two Lakes Vale. It's up to the characters to determine who or what opened the gate. They must also close the gate forever. The characters should not actually enter the Sphere of Death in this adventure; their goal is to close the gate. Twolakes Vale holds only an inflow portal from the sphere. Consider any character who actually reaches the Sphere of Death as killed (or at least removed from the campaign until other characters can launch a formal rescue operation).

Here they will encounter death, destruction and our three main Antagonists. Wazor an "Atlantean Mage", Ulslime a cleric of "Death" and our cover boy Korbundar the huge blue dragon.  No, the skeleton riding him does not appear anywhere in this adventure. Nor does the lake of fire.

By the way. Which one do you think is Wazor and which one is Ulslime?
The adventure proceeds on a location-based adventure.  The characters move from location to location in the Twolakes Vale, which is described well except for where it is exactly in Norwold, finding clues, fighting enemies. Until the final confrontation and destruction of the artifact (the "deathstone") opening the Sphere of Death. Of course, you need another artifact to do that.

The NPCs are very detailed and out trio of bad-guys are so much fun that both Ulslime and Korbundar were made into semi-permanent NPCs of note in my games.    It got to the point where my kids would be like "Is that Korbundar!!" anytime a blue dragon was used in a game.

The other issue with this adventure, and one that was lost on me until recently, is that is doesn't really fully feel like something from the Companion Set.  It has been described, by most notably by Jonathan Becker at B/X Blackrazor, that this adventure really runs like a high-level Expert set adventure.  A wilderness hex with various points within the hex that need to be investigated.
There are some of the new monsters in the adventure, but when I played it and ran through it we substituted the monsters from AD&D/D&D3 as the case required.  There are Wrestling Ratings to the monsters and a chance to raise an army, but nothing about domains or ruling kingdoms.
Of course, this would all come later on in the CM adventures, so I guess that is not too big of a deal.

Calling it a "High-level dungeon crawl" or "High-level Expert Set Adventure" is fair, but it leaves out a lot of what made this particular adventure so much fun. I still have my original copy of this and it holds up well.   So despite the criticisms of it as a "Companion Adventure", it is still a very fun "D&D Adventure" and one that holds up.

CM2 Death's Ride: Refit
I have no idea how much I paid for my copy of Death's Ride when it first came out. How much were modules back then? $5? $8?  Whatever it was I certainly got my money's worth. (the consensus online is $6.)

Back in 1985-5 when I went through as a player we used AD&D 1st Ed rules.  Seemed like the logical thing to do.  We stuck it on the end of this huge campaign that also included H4.



When I would later run it again in college it became part of my big "Ravenloft is From Mystara" deal and I ran it under AD&D 2nd Ed.   It usually became the gateway characters used to leave Ravenloft and come back into their normal world.


Now I am setting up to run it again, this time using the 5th Edition Rules.

For that, I joined the Classic Modules Today group and did the 5th edition conversion.


I had a great time not only converting the adventure and creatures, but getting a chance to re-do Wazor, Ulslime, and Korbundar as 5th edition characters.  It was a struggle I have to admit not to include *my* versions of them and instead play them by the book.

In the conversion guide I mention where I would place the adventure in the Forgotten Realms (something we all did) and how it could connect to others.  For me I saw this as a nice Coda to the Out of the Abyss adventure.



Characters will complete Out of the Abyss at roughly the same level characters would need to be to start Death’s Ride. The adventure can be seen as either as some last-ditch effort by Orcus to open a portal in the Realms in which to invade or as a means of flooding the area with undead.

This flows from both my using Death's Ride as part of an Orcus/Realms take-over (Module H4) and my connections to Ravenloft as a portal.

I might not have know the Companion Set very well, but there is at least one Companion level adventure I do know.

Tuesday, June 16, 2020

BECMI: Companion Set Review

We are now at the part of my hand-made maps of the world where I leave the dungeons (Basic) and wildernesses (Expert) that I knew so well.   I am now in an area of half-rumored tales and speculations.  Stories from other travelers, with tales that are both familiar and yet foreign to me.

Join me on my exploration of the new worlds of the D&D Companion Set.  But a warning, here there be Dragons!

D&D Companion Set (1984)

I don't think it is too much to say that the Companion Set contains some of the most interesting changes and updates to the D&D than any other product TSR had published to date.  I will talk more about these in the review, but first a look back.

I had eagerly awaited the Companion set for D&D ever since I got my Expert Set.  That is, by B/X Moldvay/Cook Basic and Expert Set.

The Companion Set, as promised by the Expert Set rules, mentions that characters will now go to 36th level and there will be a way to cure undead level drain!  Such promises. Such hope!

D&D Cook Expert Set, page X8

Though it was not to be and the B/X line stopped there, only to be "rebooted" in 1983 with the BECMI line, though we were not calling it that back then.

By the time the Companion did come out I had moved on to AD&D. I no longer had any interest in the Companion rules having discovered the world could also have Assassins, half-orcs, and 9 alignments.

I did manage to read it once.  I was in college and it was at Castle Perilous Games in Carbondale. Of course, at the time AD&D 2nd Ed was the new hotness and I had no desire to look backward.  What I saw though at the time did not impress me.  I think the entire Mentzer set at the time (AT THE TIME mind you) made me think of it as D&D for little kids (now I see it differently).

Looking back now I see I made a BIG MISTAKE.
Well...maybe.  I mean I would not have traded my AD&D time for anything, but I do wish I had given the BECMI rules more of a chance.

Now I can fix that.

Today I am going to cover the BECMI Companion Rules.  I am going to cover both the DriveThruRPG PDFs and my recently acquired box set.


The Companion Set follows the rules as presented in the BECMI Basic and Expert books. But unlike those books, the Companion Rules sets off into uncharted directions and gives us some new material.

While the claim can be made that Frank Mentzer only edited and organized the Basic and Expert rules based on previous editions, the Companion set is all his.  While there may be some influences from earlier editions such as Greyhawk (with it's 22nd level cap [wizards] and some monsters) and AD&D (some monsters and the multiverse) this really feels new.

Companion Player's Book 1
The player's book is 32 pages with color covers and black & white interiors. Art by Larry Elmore and Jeff Easley.
Opening this book we get a preface with a dedication to Brian Blume. A nice touch and yeah he is often forgotten in the tale of D&D's earliest years.  The preface also firmly situates us in time. We 10 years out from when D&D was first published. The design goals of this book, and consequently this series, have never been more firmly stated.  This is an introduction to the D&D game and designed to be fun, playable, and true to the spirit of D&D.  It certainly feels like this is the successor to the Original D&D game; maybe more so than AD&D.
One page in and we are off to a great start.

The title and table of contents page tell us that this game is now "by" Frank Mentzer, based on D&D by Gygax and Arneson.  As we move into the book proper we get a feel for the "changing game."  Characters are more powerful and once difficult threats are no more than a nuisance or exercise.  The characters are ready to take their place among the rulers of the world.  This makes explicit something I always felt AD&D only played lip service to.

We get some new weapons that have different sorts of effects like knocking out an opponent or entangling them. We also get some unarmed combat rules.    Now, these feel they really should have been added to the Basic or Expert rule sets. Maybe they were but were cut for space or time.

Up next is Stronghold management from the point of view of the player characters.  Again here D&D continues its unwritten objective of being educational as well as fun.  More on this in the DM's book.

Character Classes
Finally, about 11 pages in we get to the Character updates.  Here all the human character classes get tables that go to level 25; again maybe a nod to Greyhawk's level 20-22 caps, and caps of 7th level spells (clerics) and 9th level spell (magic-users).  Clerics get more spells and spell levels.  The big upgrade comes in the form of their expanded undead turning table.  Clerics up to 25th level and monsters up to Liches and Special.  This mimics the AD&D Clerics table; I'd have to look at them side by side to see and differences.  One difference that comes up right away is the increase in undead monsters.  There are phantoms, haunts, spirits, and nightshades.  Nightshades, Liches, and Special will be detailed in the Master Set.

Something that is big pops up in the cleric listing.  A Neutral cleric of level 9 or higher may choose to become a Druid! Druids only resemble their AD&D counterparts in superficial ways.  They have similar spells, but the BECMI Druid cannot change shape.  It is an interesting implementation of the class and one I'll discuss more in a bit.

Arguably it is fighters that get the biggest boost in the Companion Set.  They gain the ability to have multiple attacks per round now and other combat maneuvers such as smashing, pairing and disarming. This is a big deal since they got so little in the Expert set. Fighters can also "specialize" into three paths depending on alignment.  There are Knights, Paladins, and Avengers.  Each type gives the fighter something a little extra.  Paladins are not very far off from their AD&D counterparts and Avengers are as close to an Anti-Paladin as D&D will get until we get to the Blackguards.

Conversely, Magic-users do not get as much save from greater spells. We do get the restriction that any spell maxes out 20dX damage.

Thieves can now become Guildmasters or Rogues.  A name that will come up more and more with future editions of D&D.

BECMI "Prestige Classes?"
The Druid, Knight, Avenger, Paladin, and to a lesser degree the Magist and Rogues represent what could arguably be called the first Prestige Classes to D&D.  Their inclusion predates the publication of the Thief-Acrobat in the AD&D Unearthed Arcana.
Prestige Classes are classes that one can take after meeting certain requirements in other "base" classes in D&D 3.x and Pathfinder. Often at 10th level, but can occur anytime the character meets the requirements.  This concept is later carried on into D&D 4 with their "Paragon Paths" (chosen at 11th level) and even into D&D 5 with their subclasses (chosen at 2nd level).
The BECMI Avenger and Paladin are the best examples of these working just like the Prestige Classes will in 15 more years.   This is interesting since it also means other classes can be added to the basic 4 core ones using the same system.  An easy example is the Thief-Acrobat from UA or even the Ranger from AD&D.  Though here the problem lies in the alignment system.  Rangers are supposed to be "good" for example.

Demi-Humans
Demi-humans may not advance any more in level, but they are not idle.  This is also the area of the Companion Set that I most often go wrong.  Each demi-human race has a Clan Relic and some demi-humans could be in charge of these clan relics, making them very powerful. There are also clan rulers and they are also detailed.  What does all that mean?  It means there is a good in-game reason why demi-humans do not advance in levels anymore.  They are much more dedicated to their clans than humans. So after a time it is expected that they will return home to take up their responsibilities to the clan.


That is not to say that these characters do not advance anymore.  Each demi-human race can still gain "Attack Ranks" as if they are still leveling up.  They don't gain any more HP, but they can attack as if they are higher-level fighters.  They also gain some of the fighter's combat options. Each class gets 11 such rank-levels.   It seems to split some hairs on "no more levels" but whatever.

We end with a map of the expanding Known World.  This is the continent of Brun of Mystara, but we don't know that yet.  But I will discuss that later this week.

This book is a lot more than I expected it to be and that is a good thing.

Companion DM's Book 2
The DM's book is 64 pages with color covers and black & white interiors. Art by Larry Elmore and Jeff Easley.
There is a lot to this book.  First, we get to some General Guidelines that cover the higher levels of play and planning adventures accordingly. There is sadly not a lot here.
We follow up with Part 2: The Fantasy World.  This continues some of the discussion of stronghold management and dominion management as well.  Now here is quite a bit of good information on what happens, or could happen, in a dominion. 
This section also includes the hidden secret of the D&D BECMI series.  The War Machine Mass Combat system.

War Machine
Around the same time TSR was also developing the BattleSystem Mass Combat system.  The two are largely incompatible with each other.  I always thought it was odd that two systems that do essentially the same things were created and incompatible with each other.   Later I learned that D&D BECMI lived in what we like to call a "walled garden" in the business.  It was out there doing it's own thing while the "real business" of AD&D was going on.  The problem was that D&D Basic was outselling AD&D at this point.  This was not the first time that TSR would woefully misunderstand their customers and sadly not the last time either.
War Machine has an elegance about it when compared to BattleSystem.  I am not saying it is simple, but the work involved is not difficult and I am happy to say it looks like it will work with any edition of D&D.

The Multiverse 
A big part of any D&D experience is the Multiverse.  This section allows the DMs and Players to dip their toes into the wider Multiverse which includes the Ethereal Plane and the Elemental Planes.


Space is also given to the discussion on aging, damage to magic items, demi-human crafts, poison, and more. We also get all of our character tables.

Monsters
About halfway through the book, we get to the section of monsters.  A lot of familiar AD&D faces are now here, though a bit of digging will show that many of these are also from OD&D up to the Greyhawk supplement.  Most notable are the beholder, larger dragons, druids (as a monster), and many elemental types. Monsters are split into Prime Plane and Other Planes. 
Among the monsters featured are the aforementioned Beholder, larger Dragons, and bunches of new Undead like haunts, druj, ghosts and more.  A few that caught my attention are the Gargantua (gigantic monsters) and Malfera.  The Malfera REALLY caught my attention since they are from the "Dimension of Nightmares."  More fodder for my Mystara-Ravenloft connection.
Monsters from the Other Planes focus on the Elemental planes.

Treasure
Lots of new treasure and magic items.

Adventures
There are three short adventure or adventure hooks for companion level characters.

All in all the Companion Set is full and had many things I did not think it had given my very casual relationship to it over the years.  Reading it now and in-depth for the very first time I see there is a lot I could have used in my games back then.

Also reading this gives me a lot of ideas for more Basic/BECMI sorts of campaigns and plans for classes.

Tuesday, June 9, 2020

BECMI: Expert Set review

Moreso than the D&D Basic Set it was the D&D Expert Set that defined what "Basic-era" games were for me.  So it is with great excitement that I delve into the BECMI version of the D&D Expert Rules.

I have reviewed the older, Cook/Marsh version of the Expert set and if you want to read that review it is here.  I will be comparing this set of rules to that, but also how it fits into the larger set of BECMI rules.  Let's begin.  Once again I will be covering the Print and PDF versions of this book.

D&D Expert Rulebook
The 1983, BECMI version of the D&D Expert Rules are "Revised" by Frank Mentzer, but "by" Gary Gygax and Dave Arneson.  I would contend that once again there is a large amount of Frank in these rules. The book is 64-pages, softcover, with color covers and black & white interior art.  All art is credited to Larry Elmore.  Anne C. Gray is listed for "Editing."

So right away we are given a notice in my book that this version has been edited to be compatible with the D&D Companion rules with adjustments to combat, saving throws, spell acquisition and a new thieves table.  So right away this labels my print book as a Second Printing (or later).
This is interesting because the PDF on DriveThruRPG is a First Printing.  So there are differences.
I will point them out as they come up, but you can get some detail on them from Wayne's Books.

Like the previous Expert book, this one comes with a warning that this is not a complete game and you need the Basic Rules in order to play. There is some brief mention of their being older versions of the game, but to go with the rules printed here.

Unlike the Basic Set with two books; one for Players and one for DMs. This book is presented as a single 64-page volume with player and DM sections.

The introduction covers what an Expert D&D game looks like.  There are more options for the players in the classes, as well as exploring outside of the dungeon. That was a big deal to me back then! Also, character levels will go from 4th to 14th level! That seemed extremely high to me back then.

Player's Section
In the player's section, we learn that some classes, the demi-humans, will hit their max levels now.  Also, there are new features to spells such as affecting other things and they can even be reversed in some cases for a different effect. We also learn that spells not can cause damage but they can change saving throws, to hits, and even morale of others.  Spells are expanding!

Classes are presents and in the case of the Cleric and the Magic-user so are all the reversed spells and the new spells. Clerics can reverse a spell as they wish, Magic-users can't, they have to memorize the reversed version.  Now we are told that Lawful Clerics will not use a reverse version of a spell and in some cases, I see that, but when dealing with light or dark the effects of casting the spell into someone's eyes is the same; blindness.  So DM's be wary.

Clerics get an expanded table for Turning Undead including the ability to actually destroy the creatures! How freaking cool is that?  And the table gives us a spoiler, there are Vampires in these rules. As a young horror fan, this was great for me.

Level Titles are still used and that makes me happy.  Also having the saving throws with the class is great, no more having to dig for those.

The formatting and layout of the classes is still very clean and organized well.  Again the vibe I get is that the designers of 4th Edition D&D took their cues from this edition.
Poor fighter though only gets half a page.  Demi-humans, Dwarf, Elf, and Halfling, only get 1 pages in total.
Expert is not your ruleset if you like to play demi-humans.

The section on Adventuring covers a lot of new gear and the important factors about wilderness adventuring. First up, how you gonna get there? So horses and water travel become very important.

Dungeon Master's Section
This makes up a vast majority of the book, at 40 pages.
Again, like the Basic book topics are organized alphabetically.  In the B/X books there was a mention of cutting up your books and organizing them in a binder. Here you could cut out individual sections and organize those! But maybe copy them first or print out the PDF.

The next section for DM's is designing adventures, and in particular Wilderness adventures and town adventures. Humand and demi-human lands are also covered.   This is broken up by a "center fold" of tables and the maps of the Known World and the Grand duchy of Karameikos.  These maps though have something added, they have to locations of the then-current B and X series modules (B1-4, X1-5).  Interestingly it places B3 in Karameikos when previously it had been in Glantri.


This is the book that also gave us the BECMI version of Hommlet, the town of Threshold.

Next up are the Monsters.  Always a favorite.
The monsters here a largely the same as the B/X version of Expert. There are some monster missing, but I know (spoilers) that they will reappear in the Companion Rules. But what is really missing here is some of what I considered the most classic art of D&D.  From what I can tell some of the monsters have been rewritten for this version. Stats are the same but the text does differ.

We end with Treasure and Magic Items.

Overall the Expert set represents a huge leap forward for the BECMI game so far.  Taking the action outside is a, well....game changer.

People often comment on how much gameplay is actually in this box, and they are not exaggerating. From levels 1-14 is some of the best gameplay D&D has to offer regardless of edition.

Once again we also have a collection of wonderful Larry Elmore art in this version. Though I wish there had been more.


D&D Expert really is where the D&D game is really built.  This is not AD&D and it is not the little brown books, this is really a different sort of game.  Yes, AD&D and D&D can cover the same sorts of games, and there are plenty of places where the rules are the same, but it is also here you see the most differences. This was true for B/X Expert and true for BECMI Expert.

The tone of the Expert rules feels different too than AD&D.  There is a lot that can be done with this game and the feeling is there is even more just over the next hill.  Maybe, maybe, more than AD&D, D&D Expert set really captures what is best about the whole D&D experience.

Like it's predecessor, the BECMI Expert set comes with a copy of Isle of Dread, which is just as much of a learning tool for DMs as anything in the rules.   I will discuss that adventure and it's  importance (it is the only BX to BECMI book to get the updated trade dress) to the D&D line next time.

Comparisons with the Cook/Marsh B/X Expert Set


Comparisons are naturals since the Cook/Marsh Expert set was such a big deal to me.

The two sets compare well and cover largely the same information.  There are some minor differences in some numbers and on closer inspection there are a couple more missing monsters than I thought.  But otherwise, the two versions are very, very similar. In fact, I do recall people using this version of the Expert Rules with the previous Moldvay Basic Rules.  But we mixed and matched our rules all the time.


There is a big difference here in how thief abilities work between the B/X and 2nd Printing of BECMI Expert as well as some of the spell progressions.  But this is more of an artifact of the changes between First and Second (see below) printings of the Expert book.

It should be noted that BECMI Expert promises us a Companion rule set that goes from 15 to 25, but B/X Expert tells us that Companion rules will go from 15 to 36!

Comparisons with First and Second Printing

Ah.  Now here there is a bunch more differences. Far more than what you would expect to be honest, but it had to be edited to be brought in line with the new Companion set.  Some of these have been mentioned, but it bears looking at in detail.


Again we see the thief abilities getting a radical change. Thieves of the First Printing are more like those of B/X.  Thieves of the Second Printing take a HUGE hit on their Open Locks rolls, 99% versus 72% at 14th level. Additionally, all the Hear Noise rolls are now percentiles versus a roll on a d6. Though they all seem to work out to be roughly the same.



Spell acquisition is different with generally all the spell-casting classes getting better at spells.
Saving Throws are different.

One thing I did not do was compare either to AD&D, I know there are a lot more differences especially when it comes to XP per level.

With the Basic and Expert now BECMI can go toe to toe with B/X.  Both iterations of the D&D game are still largely the same and that is good and by design.  A lot of new Basic and Expert books are coming out for the BECMI version of Basic/Expert that will still work fantastic with those of us who were still playing B/X and AD&D.

Both BECMI Expert and B/X Expert sets came with the adventure module The Isle of Dread, which is as much as a second rule book as one can get from an adventure.  I will detail the Isle in my post tomorrow.

Sunday, May 31, 2020

June is BECMI Month

Tomorrow is June 1st.  Crazy. Where did April and May go?

Well, I have been planning something like this for a bit now and I wanted to spend some time going over the D&D system I have the least familiarity with, at least in a proper sense.

The Basic, Expert, Companion, Masters, and Immortal Sets edited and written by Frank Mentzer.


Each week I will cover a different set with reviews of the main boxed set, associated products, and topics.  In my case I am also going to compare these sets with versions I am much more familiar with such as the B/X sets from Moldvay, Cook and Marsh, Holmes Basic, and the D&D Rules Cyclopedia.

Now I am not going into these reviews blind, I have had experiences with these books before, some experiences even going back to the time when they were published.

But I never played the game using these rules.

When the BECMI rules came out I was firmly in the camp of AD&D.  As the years went on I would adapt some BECMI products to my AD&D game and others I bought out of curiosity or interest.

So this will be a learning experience for me.  I am not expecting any great insights to the D&D game or any esoteric knowledge.  But who knows, maybe there is a tied bit here or there for me to learn.

Can't wait to find out.


Wednesday, February 26, 2020

Plays Well With Others: Old-School Essentials

By its very nature Old-School Essentials is easily combined with anything that supports B/X style play.   So it naturally Plays Well With Others
Mechanics are largely easy, what about tone and style?  Well, that is what I am going to chat about today.


OSE & B/X
This is the obvious mix. So obvious in fact that there is not a lot to say that isn't painfully obvious.  So instead I am going to admire how nice those two black covers look together.   A nice addition to what I tend to call Black Book or Black Box Basic (also because like a Black Box, I throw things in and get things out and don't really care how or why it works as long as it does).


Obviously, any adventure designed for B/X or even BECMI will work with OSE.  At least up to level 14.

OSE & Maximum Mayhem Adventures
Mark Taormino's collection of crazy gonzo adventures run from levels 1 to 14.  Are you thinking what I am thinking?  Well, today is the flip-side of a PWWO on Maximum Mayhem Adventures I did a while back.  If you want to know more about those adventures, hit that link. 


While the adventures are overtly and specifically designed for OSRIC/AD&D1, I have had a great time running these under B/X style rules.  I also find that none of the deadliness is lost here.  If anything the fun factor is increased.

OSE & Astonishing Swordsmen & Sorcerers of Hyperborea


Another popular choice of mine for PWWO.  For this, I would use the Advanced Fantasy options of OSE.  AS&SH can be trimmed down to "Basic" style play easily enough.  So the two games can meet in the middle, system-wise.  Style-wise there is more to overcome.  AS&SH is a "Black Sabbath" album.  Deep, rich with darker tones and cold nights.  OSE is a "Yes" album. Ætheric, it is journey of expected highs but also surprising depths.  The demi-humans of OSE-AF bolster the newer classes of AS&SH.  IT might not be a mix that all people like, but it does appeal to me.

OSE & the B/X OSR
There are so many products out there that support B/X style play these days and there is no way I could cover even all the ones in my own collection.
But here are few.


Does B/X or OSE *need* psionics? Likely no.  Is it better with it? I think so!  Richard LeBlanc's Basic Psionics Handbook is a great book and a fun psionic system.  One he could redo for OSE if he wanted.  But like all things psionics, it's a choice.  As it is now it is a perfect fit.


The same is true for any number of Monster books.  I mentioned that OSE would easily support Monsters 2 and Monsters 3 books with no issue.  Hell. With all the OGC sources a Monsters 2 and 3 could be made that mimic the monsters in Fiend Folio and Monster Manual 2.




OSE is not the only Basic-game in town.  Blueholme cleaves closer to Holmes Basic, but it's 1-20 levels provide a little more play (though those last 6 levels are not as fun as the first 6) and Labyrinth Lord provides the same.  LL has their Advanced versions too if you are planning an "Advanced Fantasy" style game.  This takes it in a slightly different direction, but ultimately (for me anyway) it makes it possible to play a "cleaner" version of the D&D/AD&D hybrid we used to play in the early 80s.  Purity is for water, not games.


OSE & BX Companion


Eventually, someone will ask for an OSE Companion book.  Taking OSE to level 36 or Immortals.  Well, you can wait for one or use the one we are all using now.

A while back I posted How I commit heresy with Adventurer Conqueror King. I can do the same thing with OSE.  Johnathan Becker's magnum opus is as much of a love letter to BX as OSE is.  While B/X Companion doesn't work as well with say Labyrinth Lord of Basic Fantasy (the main Basic clones at the time) it does work great with OSE.

Basic-Era Witches


I'd be remiss if I didn't point this out.  In fact, while working on this post and taking these pictures I am once again hit with the idea of how well this would all work out for my War of the Witch Queens campaign.

So OSE has been giving me no end of pleasure and I don't see that stopping anytime soon.

Wednesday, January 22, 2020

Class Struggles: The New* Basic Classes

2019 was the start of my Back to Basics theme here at the Other Side.  I have covered a LOT of Basic-era/BX/BECMI/RC type products.  It got me thinking. In addition to the the base four human classes and three demi-human classes how many classes have been added to Basic D&D?

Answer. 113*
This includes at least four kinds of Barbarians, Bards and Paladins.  Three types of Rangers and Gnomes and duplicates of many others such as necromancers and illusionists.
*There are likely even more.

I am not sure if all of these are needed, but I am glad they are here.  Variety is the spice of life after all and these classes are all about variety.

The trick now is, can they all be played in same world? OR maybe a better question.  Is anything missing?

Basic Classes
Cleric, Fighter, Magic-user, Thief, Dwarf, Elf, Halfling

ACKS Player's Companion
Anti-paladin, Barbarian, Dwarven Delver, Dwarven Fury, Dwarven Machinist, Elven Courtier, Elven Enchanter, Elven Ranger, Gnomish Trickster, Mystic, Nobiran Wonderworker, Paladin, Priestess, Shaman, Thrassian Gladiator, Venturer, Warlock, Witch, and Zaharan Ruinguard.

Advanced Labyrinth Lord
Assassin, Druid, Illusionist, Monk, Paladin, Ranger

OSE (Advanced)
Acrobat, Assassin, Barbarian, Bard, Drow, Druid, Duergar, Gnome, Half-elf, Illusionist, Knight, Paladin, Ranger, Svirfneblin

BX RPG
Druid, Gnome, Half-elf, Monk, Necromancer, Paladin, Ranger

Mazes & Perils Deluxe Edition
Enchanter, Shaman

Psionics Handbook
Monk, Mystic

Class Compendium
Acrobat, Alienist, Angel, Automation, Bandit, Barbarian, Bard, Berserker, Bounty Hunter, Burglar, Commander, Cultist, Damphir, Dark Elf, Death Knight, Dragon, Dragon Slayer, Eidolon, Explorer, Fairy, Familiar, Feast Master, Fortune Teller, Friar, Gladiator, Goblin, Greensinger, Half-Elf, Half-Ogre, Half-Orc, Huckster, Inquisitor, Investigator, Knight, Lost Boy, Lucky Fool, Metaphysician, Pirate, Raging Slayer, Rune-Smith, Samurai, Shootist, Sword Master, Sylvan Elf, Tavern Singer, Thopian Gnome, Treant, Undead Slayer, Wanderer, Warchanter, Watchman, Wild Wizard (That's 52 classes!)

The Complete B/X Adventurer
Acrobat, Archer, Barbarian, Bard, Beastmaster, Bounty Hunter, Centaur, Duelist, Gnome, Mountebank, Mystic, Ogre-Kin, Scout, Summoner, Tattoo Mage, Witch, Witch Hunter.

Magical Theorems & Dark Pacts
Cleric, Wizard, Elven Swordmage, Elven Warder, Enchanter, Fleshcrafter, Healer, Inquisitor, Merchant Prince, Necromancer, Pact-Bound, Theurge, the Unseen.

Odysseys & Overlords 
Bard

Theorems & Thaumaturgy Revised Edition
Elementalist, Necromancer, Vivimancer

Class Catalog for B/X Essentials
Aasimar, Dragonborn, Dwarven Priest, Dwarven Thief, Elven Rogue, Gnome, Halfling Burglar, Half-Orc, Pixie, Tiefling

Tuesday, November 26, 2019

Review: D&D Expert Set

December of 1979 was the time I was first introduced to Dungeon & Dragons via the Holmes Basic edition and the AD&D Monster Manual.  It was 1980 though that I got my hands on the Moldvay Basic Set and my love affair with B/X D&D.  But that is only the first half of the story.  The second half, the X of  B/X, was the Cook/Marsh Expert Set. 

D&D Expert Set
I am not exactly sure when I got the D&D Expert set.  I do know it was sometime after I had the Basic Set.  I know this because I have very distinct memories of going through the Expert book and just marveling at everything inside.  Just everything from the classes to all the new monsters.  The Moldvay Basic Set was the high mark for me at the time for what an RPG should be.  The Expert set lived up to that set and then blew me away.  That is getting ahead of my narrative.

For this review, I am going to look at the original boxed set, the mini boxed set from Twenty First Century Games S.r.i., and the newer PDF from DriveThruRPG.

On the heels of the Basic Set edited by Tom Moldvay, we have the first Expert Set edited by David "Zeb" Cook with Steve Marsh.  So we often call this the Cook/Marsh Expert set to distinguish it from the Frank Mentzer Expert Set.   This Moldvay/Cook/Marsh set of rules is often called B/X to separate it from the Mentzer BECMI versions.

The Expert Set came in a boxed set featuring cover art by Erol Otus. The art includes the art from the Basic Set; a wizard scries the female wizard and male warrior fighting the dragon.   It remains one of my favorite pieces of gaming art ever.  In fact, it is the current background for my phone.   Included in the boxed set was one of the greatest sandbox adventures ever, X1 Ilse of Dread and a set of 6 polyhedral dice; d4, d6, d8, d10, d12, d20 and a crayon. Note the PDF does not include dice (obviously).

The Expert book features the same cover art on a predominantly blue cover. The book is 64 pages of black & white art.  The cover is full cover and the interior covers are blue ink and feature the table of contents (front) and index (back).  The art features some of the Big Names of 1980s D&D art. Jeff Dee,  Wade Hampton, David S. LaForce,  Erol Otus, James Roslof, and Bill Willingham.  Some so iconic that they STILL define certain elements of the game for me.  Jeff Dee's halflingsDavid LaForce's giants, and Bill Willingham's vampire are to this very day the first thing I think of when any of these creatures are mentioned.

While we were promised "new classes" both in the Holmes Basic book and later by Gygax himself in the pages of Dragon magazine, we stick with same seven classes; four human (Cleric, Fighter, Magic-user, Thief) and three demi-human (Dwarf, Elf, Halfling).  While I had not really thought about the new classes when I got my Expert set, I was a little disappointed that halflings and dwarves didn't get more than they did.  BUT if that was the case I soon got over it since there was SO much more for the Cleric and Magic-users.

Part 1: Introduction. This book begins with some tables from the Basic game. Also we get some guidelines on how this book should be used and what to do if you have an earlier (Holmes edition) of D&D Basic.  Here we also note that the page numbers are X# compared to the B# number.  The idea here was for you to be able to cut up your Basic and Expert books and put them together in a three-ring binder.  Eventually, I did do this, but not with my actual books, but rather with the printouts from the DriveThru PDFs.


Part 2: Player Character Information. This deals with all the classes.  I thought, at the time, that the organization of this section was a vast improvement over the same section in the Basic Book.  Where Basic D&D went from 1st to 3rd level, this book continues on to 14th level for human classes and various levels for the demi-human classes.   Additionally, thief abilities extend to 14th level as does Clerical turning Undead and new, more powerful spells; 5th level for clerics and 6th level for Magic-users.  That was unheard of levels of magic for me.

Part 3: Spells. This section got about 90% of my attention back then.  New detail is given on Reversed spells for both Clerical and Magic-user/Elf spells.  Eight pages of new spells including the amazing Disintegrate spell, which was one of the spells outlawed in many of my local game groups back then.

Part 4: The Adventure.  Not only does this section open up the world of adventuring to the entire wilderness and beyond the dungeon, it gives us some of my favorite Erol Otus art ever. The Alchemist on page X21 defined what an alchemist needed to look like for me.

Part 5: The Encounter covers combat and includes morale, saving throws, and variable weapon damage. This also has all the necessary combat tables.

Part 6: Monsters. Ah. Now here are the pages of my memories!  I have mentioned before how much I love the Monster Manual for AD&D and how it was my monster tome for my time playing Holmes Basic.  But this.  This one was part of my new favorite rules and that made all the difference to me. The mundane rubbed elbows (or knees, or whatever) with the magical and the malevolent.  To this day there are still monsters here that I have not seen the likes of elsewhere. Well yes, I have, but you have to dig for some of them.  But let's be honest, when was the last time you pulled a Devil Swine out on your players? Some versions of monsters here I still prefer over their AD&D Monster Manual counterparts. Giants and Vampires as I have mentioned.


Part 7: Treasure follows.  While D&D lacked the infamous vorpal sword (for now), it made up for it by having better rules in my mind for Intelligent swords.

Part 8: Dungeon Master Information, is what it says on the tin.  We get rules for making ability "saving throws" and spell magic item creation rules.   What I had the most fun with were the castle and stronghold cost rules.  This chapter is chock full of goodness.  Handling players, NPCs, even the first bit of what was known as the "Known World" which later became Mystara.  To this day seeing the "haunted keep" fills me with ideas.


Part 9: Special Adventures this section covers waterborne adventures. 

This book is so full of great stuff and even though we were promised a "Companion" edition that would go to 36th level (unheard of!) there were still plenty of adventures to be had.
Let's be honest, 14 levels is a lot of levels even by today's standards.



The PDF of the Expert book includes the Ilse of Dread AND the Gateway to Adventure catalog.   All that for $4.99? That is a steal really.

The Twenty First Century Games S.r.i., mini boxed set is about 1/8 the size of the normal boxed set.  It came complete with a box, an Expert rule-book and mini copy of Ilse of Dread.  Twenty years ago it looked great! Today the font must have shrunk some because I find it really hard to read!