Showing posts with label Class Struggles. Show all posts
Showing posts with label Class Struggles. Show all posts

Wednesday, November 30, 2022

Class Struggles: The Necromancer, Part 2

The Necromancer
I have not done a Class Struggles in a bit. Let's change that today.

The Necromancer is fertile ground for gamers.  I featured the Necromancer as one of the first Class Struggles.  There is still more to be said. Also in the last few months, I have bought at least three new necromancers. So lets see what we have.

Dragon #76 The Death Master
I spoke a lot about this one when I covered Dragon #76 in This Old Dragon and in my original Class Struggles. It really is the model I follow when creating an evil necromancer type though Len's here was a bit of an arcane necromancer with a bit of a death priest of Orcus mixed in. As I became savvier in what I knew about necromancers and the various D&D worlds I decided that Death Masters were unique to the Word of Greyhawk's Oerth. 

The Death Master became a playable class in the 3.x era with the publication of Dragon Compendium Volume 1 (there was never a vol. 2). Here the Death Master got a full 20 levels and was based directly off of Len Lakofka's class. Personally, I think a Prestige Class would have been a better choice. In fact a Prestige Class with just 13 levels like the original. I'd structure the prerequisites to need 3 levels of cleric and four levels of wizard or something like that. Sadly the Dragon Compendium Volume 1 is not just out of print, it is also not available on DriveThruRPG.  But Amazon has a copy and sometimes Noble Knight Games has them too.  

The Genius Guide to the Death Mage
Speaking of the old Death Master by Len Lakofka in Dragon Magazine. Owen K.C. Steven remembers! it! And this 20-level class for Pathfinder "feels" like that class, but it is its own thing.

This class is a stand-alone class (like most of the Pathfinder classes) complete with new powers and spells over 14 pages. In truth, it is a lot of fun. The author compares it to necromancer wizards, death priests, and undead-bloodline sorcerers, and how it is different. A better comparison is to druids. But where the druid is dedicated to life, the Death Mage is dedicated to death and the spirits of the dead.

There are five "Sub-types" of Death Mages presented. Corpse Mages, Ghoul Mages, Tomb Mages, Reaper Mages, and Shadow Mages.

There are 11 new spells. I think an opportunity was missed here to have 13 spells.

One of the newest necromancers on the block and designed specifically for Old School Essentials.  This is designated as "Play Test Material" but it really is ready to go. There have been necromancers for OSE before and there is at least one necromancer for other B/X-Basic games written by Gavin Norman already. Here the Necromancer is a subclass of the Magic-user, as would be expected, and some notes are given about using these new spells for the magic-user.  But thematically they fit with the necromancer much better. The new spells are from 1st to 6th level and there are 12 of each. I see why there are twelve of each; to fit the style and layout of what Gavin does with his OSE games. But I would have been tempted to make it a nice 13 per level myself. 
The spells are good and fit well. Some we have seen in other forms and formats over the past few years, but that does not detract from this book at all. Do you want a great OSE necromancer? Well, here it is.
The format used here could be adopted for all sorts of other magic-user type classes or subclasses like the Illusionist or Enchanter for example.

Castles & Crusades Black Libram of Naratus
I am a huge fan of Castles & Crusades and frankly, I don't think the game gets anywhere near as much love.

So I grabbed this one since it deals with darker magic and was part of the Haunted Highlands campaign (which I also enjoy). There is also the cover which is a call back to the infamous Eldritch Wizardry of OD&D. The first part covers necromancers and necromancer spells. This includes a way for normal spell casters to gain a level of Necromancer. A nice little add-on for any CK really. There is also a great spellbook in here called the "Grimoire of the Witch Queen" that makes the whole book worth it to me all by itself! That's the first half of the book. Later we get into Ritual/Sacrificial magic, magic items, and some new monsters. Given the types of games I run and the magic I like to have this is a "Must Have" book for me. The book is a tight 38 pages.

I have to give special attention to my other "new" necromancer.  This one does not differ from the previous editions of AS&SH/Hyperborea. At least not that I can tell. The necromancer here is cut from the "evil cultist" mold like their warlock and has a lot of great spells and powers. It is still one of my favorites, but the new OSE one has a lot of great spells to go with their's so a combination might be in order. 

For Pathfinder we have a few choices. 

Mysteries of the Dead Side: Sacred Necromancer
This book is presented in landscape orientation for easier screen reading. We are given a 20-level base class for Pathfinder with six "Callings" (sub-types). I have to admit this got may attention since my cabal of evil necromancers is called "The Order of Six" so I could restat them as one of each type here. No new spells, but there is a fully...fleshed out...NPC. So it is worth the download really.

New Paths 7: Expanded White Necromancer
This 17-page book gives a new perspective a, GOOD necromancer that protects the dead. I like the idea, to be honest.  It comes with a complete 20-level base class and six new spells. There are also feats and stats for various undead companions. It makes for a great companion piece and counterpoint to the 3.x Death Master from Dragon Compendium Volume 1.

Special Mention: Shadow of the Necromancer

Not a class, but an adventure from friend of the Other Side Mark Taormino. This is a short adventure for 1st to 3rd-level characters. And most importantly (to me) it comes in both Old-School/1st Edition and 5th Edition D&D versions!
The adventure comes with a map, in beautiful old-school blue for the 1st ed version and full color for the 5th edition version. The module itself is 16 pages (one page for title and credits, one page for OGL , one page blank).  The adventure is a simple "strange things are going on! The PCs must investigate!" situation. It turns into "stop the minion of the Necromancer from finishing his evil plans." It's tried and true and it works fine here.  The adventure, as with many of the Darl Wizard/Maximum Mayhem Dungeons, is a deadly affair. Not as deadly as the Hanging Coffins of the Vampire Queen, but it is not a walk in the graveyard either. It is a fun romp and really captures the feel of old-school playing. Both versions are great and I can keep the 1st-ed version for myself and give the 5th-ed version to my kids to run.

Shadow of the Necromancer


I certainly have enough here to do an "Against the Necromancer" sort of campaign. Or even bring back my Order of the Six.

Wednesday, June 29, 2022

Class Struggles: Castles & Crusades - Core and Player Archive

It has been a while since my last Class Struggles post.  Since I featuring D&D this month and focusing on Castles & Crusades, in particular, this week I thought a look into the Castles & Crusades classes was in order. I am going to focus my attention on the Castles & Crusades Player Archive, but I will talk about more than just that.

Castles & Crusades, Players Handbook

One can't really talk about classes and not first look to the core, the Players Handbook.  This book serves the same purposes as the D&D Players Handbooks; it introduces the rules and the classes.  In this case, the comparison to AD&D 1st edition is most appropriate. 

Players Handbooks

I have repeatedly made the claim that Castles & Crusades is the spiritual successor to AD&D 1st Ed. No slight against 5e or other versions of D&D, but if you want modern rules and a 1st ed feel, your game is Castles & Crusades.  Obviously, the publisher, Troll Lords, feels the same way given the new cover art for the 8th Printing of the C&C PH.  

The classes in the C&C PH are: Barbarian, Bard, Cleric, Druid, Fighter, Illusionist, Knight, Monk, Paladin, Ranger, Rogue, Wizard, and the Assassin (a special class).  Compare this to the ones from the AD&D 1st Ed Players Handook: Cleric, Druid, Fighter, Paladin, Ranger, Thief, Assassin, Magic-user, Illusionist, Monk, and a special class for the Bard.  Add in the Unearthed Arcana we get the Barbarian and Cavalier along with the Thief-Acrobat.  So all in all a very, very similar list of options.

In Castles & Crusades, each class has a Prime Attribute which really helps define the class. This is a bit more "hard coded" into the class than say it is in AD&D.

The classes, even with the same name, do have some differences. For starters, all the spell casters can cast spells up to 9th level in C&C.   

A few details.  Bards do not get spellcasting ability here but a number of spell-like powers. Clerics are limited to wielding the weapon their deity favors. So a cleric of Thor naturally gets a hammer, but one of Odin might take the spear. Druids get a lot of abilities and spells. Fighters actually get a few abilities as well, especially involving weapon specialization. As mentioned Illusionists get spells to the 9th level.  The Knight fills the roles of the Cavalier.  Monks are fairly similar to their AD&D counterparts.  Both Paladins and Rangers are similar enough to their AD&D counterparts.  They both have a number of special powers but neither has actually spell casting powers.  At first, I did not like this particular change, but I did not miss it as much as I thought I might with the paladin.  I did in the Ranger, but I tended not to spend a lot of time on spells for my AD&D rangers to even begin with, save for spells that helped their normal ranger powers/skills.  Rogues are very close to their Thief ancestors.  Wizards get a nice boost at the 13th level when they start to get some new powers/abilities. It reminds me, rules-wise, of the BECMI magic users from the D&D Companion set.   The Assassin is a special class that is designed to be added to another class with the C&C Dual- or Multi-Classing and Class-and-half rules. 

Just looking at the classes, C&C can provide an interesting twist on the AD&D experience while retaining the essential feel of these archetypes.

Castles & Crusades Player Archive
Castles & Crusades Player Archive

The logical extension of the Castles & Crusades class discussion is to go through the Castles & Crusades Player Archive.  

I will give a brief review of this book so people will know what I am talking about.  For this review, I am only considering the PDF from DriveThruRPG. I thought I had the hardcover version of this as well, but I guess I don't.  Will need to remedy this.

PDF, 128 pages. Hyperlinked and bookmarked. Color cover art and black & white interior art.

This book collects most of the classes published in various Castles & Crusades books including the core and the Adventure's Backpack.  What is not here are some of the classes from the various Brian Young Codex books. There are some here, but I would have to go through all the books to know how many are here and how many are not.  I do not see this a miss. Many of the Codex classes are very specific to their time and place and to remove them from that context they would loose something special.

This book covers the basic (levels 1 to 12/13) and advanced (expanded) information (levels 13 to 24) for all the classes.  The classes are:

Arcane Thief, Archer, Assassin, Barbarian, Bard, Chromatic Mage, Cleric, Divine Knight, Druid, Duelist, Dwarf (Heisen Fodt), Elf, High (Oraalau), Ethereal Knight, Fighter, Foresworn, Gnome (Hugrin Dun), Goblin, Eldritch (Ieragon), Halfling (Felon Noch), Illusionist, Knight, Luminary, Magic-User, Monk, Oathsworn, Pacer, Paladin, Pirate, Primal Druid, Ranger, Rogue, Rune Mark, Seeker, Skald, Thief, Warrior Priest, and Wizard.

There is a split between the classes "Basic" entry which covers levels 1 to 12 or 13, and the Expanded entry later in the book for levels up to 24.  This has some immediate consequences. While I am not a fan of my class information getting split up like this, many games only go to about levels 12-14 anyway.  So this would cover the majority of all games played.  It does give us a nice split today port these classes over to any OSR game based on B/X D&D (max level 14) or something Hyborea (max level 12). Then you can pull in the expanded information as it is needed if it is ever needed.

The Core/Players Handbook classes are here as are some classes that only appeared in limited-run products. It is really nice to have them all in one place. Great for anyone playing a C&C game, you just need to make sure that your Castle Keeper agrees on them.

Old School Games based on D&D usually do not handle multi- and dual-classes as well as say more modern versions of D&D. Castles & Crusades makes some vast improvements here with rules on this.  They also add options of "Class Plus" or add some features from another class, Dual classing and Reclassing.  What is missing here is the Class and Half from the Core Players Handbook. While anyone with this book will have the Players Handbook, it might have been nice to see here.

I mentioned in my coverage of the Adventurers Spellbook that the spells can be ported over to other D&D and D&D-like RPGs. In particular, I mentioned the Chromatic Mage being used in the OSR clone Chromatic Dungeons. The class is presented here in the Player's Archive. Yes, this class can be moved over rather easily, maybe even easier than moving it over to AD&D.  Likewise nearly any class here can be used in AD&D or OSR clone.  Want to play a Primal Druid in Old-School Essentials? No problem, they can be added with ease.

Note: Speaking of which the layout here aims to give each class a two- or four-page spread to keep referencing the classes easy to read and view at the table.  The PDF then allows for ease printing of these classes.  Playing a Warrior Priest and don't want to cart your hardcover around? Print pages 90 and 91 back to back and staple them to your character sheet.  Everything you need. This does mean there is some unused white space after each class, but for me, this is well worth it.

With this book and the option within I could spend an entire month creating and posting characters and no two would even be remotely the same.  A must-have for any Castles & Crusades fan.

Wednesday, February 10, 2021

Class Struggles: The Bard, Part 2 The Basic Bard

My first Bard for B/X, Lars

It has been a while since I had done one of these so I thought today might be a good time to bring it back.  One of my favorite classes has always been the bard.  Back in the AD&D days I managed to get only two characters ever to become Bards.  One very early one who was later killed and another, Heather, who ended up being my last ever AD&D 1st Ed character before 2nd Edition was released. These days though I am all in on Basic-era D&D. Holmes. Moldvay. Even some BECMI.  But those versions of the game did not have a Bard really. Today, thanks to the Old-school gaming movement and clones I have many choices for Bards.

I'll point out that is a continuation of my Class Struggles: The Bard from all the way back in 2015.

The Basic Bard, Review

Basic-era D&D never had a proper Bard.  The version in the AD&D Player's Handbook was difficult to get into and harder still to get DM's will to allow it.  Second Edition AD&D had a Bard that was part of the Rouge Class, but it felt bland for lack of a better word.  I enjoyed playing Bards when I could and I considered doing my own Bard Class to go along with the witch.  Thankfully others have stepped in and up to do all that work for me.

Before I get into my new entries, I want to recap the Basic-era or even Basic-like versions of the Bard from my previous post.  More details can be read in that post.

Richard LeBlanc, over at Save vs. Dragon

http://savevsdragon.blogspot.com/2015/08/new-bx-character-class-bard-version-i.html
http://savevsdragon.blogspot.com/2015/08/new-bx-character-class-bard-version-ii.html
http://savevsdragon.blogspot.com/search/label/bard

and to be featured in the Character Class Codex.
http://savevsdragon.blogspot.com/2015/08/cx1-character-class-codex-update.html

Richard LeBlanc has given this class a lot of thought and energy.  His Version I has more thief skills, his version II has more magic.  I think in the end I prefer his version II Bard.  I tend to like a magical flair in my Bards.  

Barrel Rider Games

James over at BRG has given us a number of Bard-like classes.

Running Beagle Games, B/X Blackrazor

The Complete B/X Adventurer from Jonathan Becker has a "Loremaster" style Bard.

Astonishing Swordsmen & Sorcerers of Hyperborea

While not "Basic" the Bard from AS&SH 2nd Edition would fit well into a Basic-era game. 

The New Bards On the Block

When the Advanced edition of Labyrinth Lord was released I was hoping for a Bard class, but not unduly surprised when it was not there.  No problem I think, plenty of others (see above) to choose from.  But in the last few years, a bunch of new, Basic-specific Bards have come out.

Old-School Essentials Advanced Fantasy

One of my favorites is the BX style Bard from Old-School Essentials Advanced Fantasy.  Part of the Old-School Essentials line delves into the more "Advanced" features and in particular classes.  This is a single class bard as expected and redesigned to fit more with BX D&D than Advanced.  It uses Druid spells and is sometimes known as a "Divine" Bard for reasons I'll detail in a bit. It has language skills like I like and lore and charm abilities, but no thieves skills.  Since this Bard uses Druid spells I like to refer to it in my games as an Ovate.

With the recent OSE Advanced Kickstarter there was an exclusive "Inaugural Issue" of Carcass Crawler a Zine for OSE. This zine included a new Bard. This Bard uses Magic-user spells and has some thieves skills but no charm powers or languages.  Called an Arcane Bard in the zine I tend to call this one a Skald.  Both work great in a game.

Companion Expansion

This is not my first time with this particular version of the Companion Rules for B/X, nor is it likely to be my last.  Like Advanced-OSE above this set gives us a Bard, an Illusionist, a Druid, and Gnomes.  The Bard in this expansion also has the Bard casting Illusionist spells which I rather like to be honest. Something that Gnomes (races as class) also get.  The Bard has some nice features, but what I think I would do is redo the Arcane Bard/Skald from above and have it cast Illusionist spells as per this Bard.

Bard Class from James Mishler Games 

Likely the most complete Bard class this is a separate PDF from James Mishler.  This one is so new that the post he announced it in is still fresh!  This Bard has all the skills I want and like. The spells list is a combination of both Divine and Arcane (Cleric and Magic-User) spells, likely as it should be really. But what REALLY makes this bard a great class are the renaming of the spells. Each spell is named like a song or a piece of music.  Really gives this Bard a different feel.  If I were to import say some more Illusionist and/or Druid spells to this one I'd have to come up with some new names for the spells. 

All three (or four) are really great and I can see each one fitting into the game. 

A final Bard would be the semi-official Bard from Vol.2 Issue 1 of The Strategic Review from February 1976.  This Bard is for OD&D and there are 25 total levels for it.  It can charm and has Bardic Lore. It also casts Magic-user spells.   I use this as my basis of comparison for Bards going forward.

The proof they say is in the playing.  So despite all the warnings, the Internet seems to want to share, I think a party of Basic Bards might be in order just to see how they all work out.  While none are great combatants they all would bring various magical and thief skills to the mix.  Oh! I can see it now. A D&D version of the Beatles OR better still, The Monkees!  I'd use my Hex Girls, but I need four, unless I ignore the Arcane Bard.  

Hmm.

Hex Girls LunaHex Girls ThornHex Girls Dusk

It could work.

Wednesday, September 2, 2020

Review & Class Struggles: BX Options: Class Builder

Over the Summer Erin D. Smale released his BX Options: Class Builder book as a guide to how to build custom classes for the B/X, Basic-era, style games.  Of course, I had to grab it. I love making new classes and anything that involves a little number crunching is great in my opinion.  

Though I will admit I was at the same time worried that this would just be a rehash of the formulas used in Dragon Magazine #109.  Well, I am happy to report it is not, and there is more to this book than just that.  In fact, the author even points out in the book the original system.   My back-of-the-napkin calculations tell me that for levels 1-14 they both should give you the same numbers.  But more on that in a bit.

I am going to break this up into a normal review and then follow with a Class Struggles.

Review BX Options: Class Builder

The BX Options: Class Builder was released originally has a special edition print version via The Welsh Piper's website over the early part of Summer 2020.  The book later came to DriveThruRPG in a 2nd Editon mid Summer 2020. I will be covering the DriveThruRPG version only today.

The PDF is 82 pages, full-color art covers, with black, white, and blue color inside.  The interior art is all b/w from various stock art publishers from DriveThruRPG.  The advantage of this is the style of the book is very likely to fit into all the other books you might have in your collection.

The book is broken down into two larger sections. First is the class builder itself and the calculations for it. Second is a collection of Classes and Sub-classes for B/X D&D and clones, with the math worked out.  There are also a few Appendicies.

The layout of the book is very, very clean, and easy to read.  The PDF is bookmarked and the table of contents is hyperlinked.

After the Introduction, we get right into the builder itself.  There is a single page of explanatory notes (that is all that is needed) and then a worksheet (a plus for the PDFs!).  


After this, there are descriptions of basic abilities (armor, weapons, prime requisites), special abilities (thief abilities, spells, powers), restrictions and "Locked" abilities.  All with associated XP costs.

These numbers are then added up.  The Base XP is then plugged into one of the four base classes (Cleric, Fighter, Magic-user, Thief) for experience levels 1 to 14 (B/X standard).

Simple really.  And that is only the first dozen pages.

The rest of the book is dedicated to "rebuilding" each of the four base human classes and the three demi-human classes.  All seven also include various sub-classes.    For example, the Cleric is built first and the numbers match those found in most clones and the original sources.  Class variants cover new variant classes that add, change and/or remove abilities from the Base class.  In the case of the cleric different types of Gods they can worship are covered.  These are designed not to differ too wildly from the base class.  

After the Base class and Variant classes the Sub-classes, with calculations and full XP tables, are covered.  Again in the case of the cleric there is a Crusader (more combat, less spells) and a Shaman.

This is repeated for the Dwarf (Elder), Elf (Archon), Fighter (Barbarian, Beast-talker, Beserker) , Halfling (Warden), Magic-User (Necromancer, Sorcerer), and Thief (Assassin, Bard, Scout) classes. 

This covers the bulk of the book (some 50 or more pages) and really is a value-add in my opinion.  Some of those classes we have seen in other sources, but others are new or have new ideas.  The Necromancer for example can create golems.  Great if you think that the golems have the spirits of the dead in them or created Frankenstein-style.

Since this system is aimed at B/X level play, the obvious clone to support it is Old-School Essentials.  It is not an "Old-School Essentials Compatible" product as in with a logo, but acknowledgments to OSE are made.  So it would be fair really to compare the overlap of classes between this and OSE-Advanced.

The overlap is where you expect it to be, what I call the common Advanced classes (minus a couple); the Assassin, the Barbarian, and the Bard. There are some "near" overlaps as well. 

The OSE Assassin compares well to the BXO-CB Assassin.  Their XP values do differ, but not significantly so. BXO-CB Assassins have more HP. Both classes have the same skills. 
The Barbarians compare well enough with the BXO-CB Barbarian having more HP again.
Bards have the most differences.  BXO-CB Bards have more XP per level, less HP, and fewer overall spells.   I don't consider any of this to be "game-breaking" or even "game-stretching", just different flavors of the class.  Rename one "Bard" a "Skald" and there you go. 

Shamans are a little bit like Druids and Crusaders are bit like Paladins, but different enough to provide some nice flavor to the game.

The Appendicies cover a number of topics like adding various thief abilities, a break down of the core seven B/X classes, skills, equipment, spell failure, home terrain, animal special abilities and abilities for higher-level characters.

The book is very high quality and has a lot of utility for all sorts of B/X uses.  Working through the numbers it works great for levels 1-14.  If you extend it to level 20 this would affect the numbers for spell casters.  For example, Magic-users in BX/OSE gain spells to level 6, for a 2,400 XP addition.  If you take this to level 20 Magic-users gain up to 9th level spells, this would be 3,600 XP added to the base.  GRANTED this book does not claim to support above level 14, or more to the point, spell levels beyond level 6.

Class Struggles

How does this work in the real world? Or more to the point can it work with classes I have worked on.


Printing out the sheet, which is great thanks to the PDF, I worked out what my own Witch Classes would end up.  Now please keep in mind I am going to do some things beyond the scope of this book so any issues I might encounter are not due to the Class Builder but more likely my use of it.

I already mentioned there are differences in the Bard class. The author even points out that these differences are really expected and that is OK because it will vary on how each group decides to use a particular class.  So with that now as a given, going deeper into this and expecting some variation is fine.

I went through the math on this for my witch class.  I will not go into the details here because I created a Google Sheet you can see for yourself.  Note you will need the Class Builder book to know what these numbers actually mean.  I am going to talk about the cases that vary.




Long time readers might recall I did something similar using the Dragon #109 system a while back.  In fact the spreadsheet is the same with the Dragon #109/Thoul's Paradise test on the first tab and the BXO:CB test on the second tab.

If the Thoul's Test tab is displayed, click on the next tab arrow to go to the Class Builder Test tab.


The "Thoul's Test" goes back to a couple of posts made by Thoul's Paradise that I discussed: 
So a couple issues right away.  Witches cast arcane spells, but they are not quite the same as those a Magic-user can use, there are more divine spells really.  Especially for the Pagan Witch.  
What I opted to do was make the "Witchcraft" spells worth 200xp to 300xp per level. A nice split between what the Divine (100xp) and Arcane (400xp) spellcasters have.

The witch also has Occult Powers. These are spell-like abilities. Since they can be used more often I gave them a cost of 250xp each.  Though 300xp per would have been fine too.

In the end I came up with something pretty close to the numbers I have been using forever and published for close to 20 years.   The differences are so trivial as to be considered error or even "noise."

These are also very, very close to the numbers I got using the Dragon #109 system.   I have not compared it to the system used in ACKS Player's Companion, but my memory of the system and playing with it when it first came out tells me that I should also expect similar numbers.  Especially since the ACKs system and the Class Builder System both use the same BX base and assumptions of 1-14 (or so) levels of play.

Going back to a source the author and I both have used, Breeyark: Building the Perfect Class, I realized that the author of that resource IS the author of this book. The systems are different but are built on similar premises. Also, they should grant the same or very similar results.

The BX Options Class Builder is a very fun book with some great class choices as an added bonus of some worked out classes.   There are no spells offered for the new spell casting classes, but that would have been way beyond the scope of the book anyway.

Wednesday, July 15, 2020

Plays Well With Others: BASSH, Basic Astonishing Swordsmen & Sorcerers of Hyperborea

I love my Basic-era games, Holmes, B/X, and BECMI and their clones.
BUT I also love Astonishing Swordsmen & Sorcerers of Hyperborea.  The games are similar of course, drawing from the same sources, but there are also a few differences. 

Astonishing Swordsmen & Sorcerers of Hyperborea (AS&SH) is more closely aligned with "Advanced Era" D&D, but its feel for me has always been more OD&D, though over the last few years I have been treating it as another flavor of Basic.  


I have mentioned in the past that I see AS&SH as a good combination of B/X and AD&D rules.  Essentially it is what we were playing back in the early 80s.  Where I grew up it was not uncommon to come to a game where people would have an AD&D Monster Manual, a Holmes Basic book, and a Cook/Marsh Expert Book.  The rules we played by were also an equally eclectic mix.
AS&SH is like that. It favors the AD&D side more, but there are enough B/X influences that I smile to myself when I see them.

In fact, it works so well with Basic that I have featured AS&SH with other Basic-era books in previous "Plays Well With Others."
I find the game that useful and that inspiring.

Class Struggles: Which Each Game Offers
Originally this was going to be a Class Struggles post, but with the inclusion of the monsters below, I felt it had grown beyond just that.  

If Basic-era D&D lacks anything in my opinion it is class options. Yes. I know the classes are supposed to be archetypes to play anything.  A "Fighter" works for a Paladin, a Ranger, a Barbarian, a Knight, and so on.  But I like a little game mechanics with my flavor.  I also like to have choices.

AS&SH achieves this in a beautiful way that can be adopted by any Basic-era game, but in particular, ones that cleave closest to the original sources and of course Holmes, B/X and BECMI.

So we are going to go beyond the Basic Four (Cleric, Fighter, Magic-User, and Thief) here.  I'll talk about demi-humans in a bit.

In AS&SH we have our Basic Four; Fighter, Magician, Cleric, and Thief.  Each also gets a number of subclasses.  Fighters get  Barbarian, Berserker, Cataphract, Huntsman, Paladin, Ranger, and Warlock.  The Magician has the Cyromancer (a new favorite of mine), Illusionist, Necromancer, Pyromancer, and Witch (an old favorite of mine).  The Cleric has the Druid, Monk, Priest, Runegraver, and Shaman (see BECMI).  Finally, the Thief has the Assassin, Bard, Legerdemainist,  Purloiner, and the Scout.  Each subclass is very much like it's parent classes with some changes. Every class goes to the 12th level.


Looking over at the Basic side of things we have a few more choices.  Holmes, B/X, and BECMI all cover the Basic Four in more or less the same ways.  BECMI gives us the additions of Paladin, Avenger, Knight, Druid, Mystic, and the NPC/Monster classes of Shaman and Wicca/Wokani/Witch.

Advanced Labyrinth Lord gives us the Assassin, Druid, Illusionist, Monk, Paladin, Ranger in addition to the Basic Four.

Old-School Essentials' Advanced options give us the Acrobat, Assassin, Barbarian, Bard, Druid, Illusionist, Knight, Paladin, and Ranger.  It also gives us the new race-as-classes Drow, Duergar, Gnome, Half-elf, and Svirfneblin.

The B/X RPG from Pacesetter has the Druid, Monk, Necromancer, Paladin, and Ranger along with the Gnome and Half-elf.  (Yes, a review for this is coming)


AS&SH classes go to the 12th level.  Basic classes, at least B/X flavored ones, go to the 14th level.  I like the idea of splitting the difference and going to the 13th level. 

Additionally, AS&SH has different cultures of humans to provide more flavor to the human classes.

All the Basic-era books have demi-humans that AS&SH lacks. Lacks is a strong word, the game doesn't need demi-humans by design, but they are still fun to have.  Combining these gives us the best of all worlds! Kelt Elves? Dwarf Picts? Lemurian Gnomes?!  This could be a lot of fun.

Plus the mix of cultures in AS&SH is second only to mix found in BECMI Mystara in terms of "let's just throw it all in there!"

I might let people choose one of the Basic Four and stealing a page from D&D5 allow them at 2nd or 3rd level to take "sub-class."  I'll have to see what the various classes all get at first level vs 2nd and 3rd level.

Monsters! Monsters!
It's can't be denied that AS&SH has some great monsters.  Not only does it give us demons and devils (Basic-era is lacking on both) but also Lovecraftian horrors.  Sure, "At The Mountains of Madness" took place at the South Pole, who is to say there is not a similar outpost in the North? 

BECMI does talk about "The Old Ones" a lot and in the Core Rules is never very clear on who or what they are.  But it is not a stretch to think that those Old Ones and the Lovecraftian Old Ones have a connection.  


Oddly enough these things feel right at home in a Basic game.  If one goes back to the Masters and Immortals sets with the original idea that the Known World is our world millions of years ago this tracks nicely with some Lovecraftian mythology of our world.

I have talked about Demons in Basic/Mystara already, but AS&SH offers us "The Usual Suspects" and then some.  While Labyrinth Lord has always been good about opening the "Advanced" monsters to the Basic world, the monsters of AS&SH are of a different sort.

Maybe more so than the classes these require a bit more conversion.  Here is a monster we are all familiar with (and one I am doing something with later), drawing from the same sources to give us three or four different stat-blocks. 




Well. Not that different I guess. They are left to right, top to bottom, Advanced Labyrinth Lord, AS&SH, OSE, and B/X RPG.

AS&SH looks like a "best of" stats, combining features from both Basic and Advanced. Bite damage does a bit more on the average and the XP value is higher.  But nothing I am going to call game-breaking.

So the AS&SH monsters can be dropped pretty much "as is" into a Basic-era game. 

Anyone that plays these games should have no trouble with this really.

Putting it all Together and then Putting it in the North
It's settled then, AS&SH is part of my "Basic World" and where to put it is easy.
In the Known World of Mystara, there is already a Hyboria. It is one of the features of both D&D (Mystara) and AD&D (Hyperboria, Oerth) just as Blackmoor is (Mystara, Oerth). but Blackmoor is a topic for another day.

While none of the maps can be reconciled with each other to make one perfect Hyperboria, the concepts certainly can. This is something I have been considering since I first got the 1st Edition Boxed set.
I know that my family of witches, the Winters, come from the Hyperborean area.  Likely closer to more civilized areas, but not too civilized.  This became the basis for my Winter Witch book. 

BASSH is Born
So take what I love from AS&SH, mix in what I love from Basic and I have Basic Astonishing Swordsmen & Sorcerers of Hyperborea, or BASSH.  Yeah. This will be fun.

Wednesday, June 17, 2020

Class Struggles: The BECMI Prestige Classes

A slightly different sort of Class Struggles today.
Yesterday I reviewed the Companion Set Rules.  Within those rules some new "sub-classes" or "traveling classes" were introduced.  Let me summarize here.

Druids are Neutral clerics of 9th level or greater dedicated to the cause of Nature. They are non-land owning and not devoted to another lord or cause.
Knight a Neutral (or any alignment) traveling fighter, that is a non-land owning fighter. Must swear fealty to a royal ruler.
Paladin a Lawful traveling fighter who swears fealty to a Lawful church.
Avenger a Chaotic traveling fighter who swears allegiance to a Chaotic church.

There are others, such as Guildmasters and Magists, but those four are the focus of my attention this week.


Looking over the rules I can't help but think of how much these resemble what would be known as a Prestige Class in 3.x D&D.  In fact let's make a direct comparison between the Avenger and the Blackguard, an evil fighter prestige class.

According to the d20 SRD for 3.0 a Blackguard must meet the following requirements.  I am putting D&D BECMI equivalent translations in brackets [].
Alignment: Any evil.  [chaotic]
Base Attack Bonus: +6. [at least 6th level]
Skills: Hide 5 ranks, Knowledge (religion) 2 ranks. [again at least 6th level with some knowledge of religion so high wisdom is good]
Feats: Cleave, Improved Sunder, Power Attack. [knows some combat maneuvers]
Special: The character must have made peaceful contact with an evil outsider who was summoned by him or someone else.  [makes allegiances to an evil religion.]

Given the systems, the Blackguard is pretty much the same as an Avenger.
Back in the 3.x days, there was even a Paladin Prestige Class that you had to be a fighter or a cleric to qualify for.  It made a lot of sense to me.


So a Knight, Paladin, and the Avenger can all be seen rather easily seen as BECMI Prestige Classes.
In 3e, Prestige Classes were designed to be open to any class, but some were easier to get into if you started in the right class. Some were limited to class, but not "on paper" so a Prestige Class limited only to clerics could say "must be able to cast divine spells" or "ability to turn undead."  Yeah, it was sneaky, but a fighter could take a level of cleric and be able to get in.

So I am thinking that in BECMI prestige classes would have to be "Base Class" specific.
What do I mean by "Base Class?" Well, these are your Cleric, Fighter, Magi-User, and Thief classes.
In D&D 3.x a difference is made between a Base Class and a Prestige Class.   Why would I even care?  Well, looking at classes in this light gives me a ton of new options.  For starters it allows me to be able to add classes to my BECMI games and not add the bloat of an extra set of class rules.  It also allows me to explore all sorts of other options for a class.
It also allows me to have these new classes, often treated like a multi-class or dual-class without the need for a bunch of messing with double noting of XP rewards.

There are other examples.
The book GAZ3: Principalities of Glantri covers the Seven Secret Crafts of Magic in Glantri.  Each one of these could be seen as Magic-user specific prestige classes.  The Master's set introduced the Shaman and Wokani classes.  Not to mention all the various "witch-like" classes I have covered from other BECMI books.  I am sure there are more to be honest with you, I just have not had the chance to dig them all up yet.

BECMI Prestige Classes

How then can you use the 3.x Prestige Classes, or for that matter 2nd ed. Kits, 4e Paragon Paths or 5e sub-classes, in BECMI?  Simple find classes that work for you first.

So I am going to start up a BECMI campaign and I know that one of my sons is going to want to play an assassin and the other will want to play a ranger.

Both classes are in AD&D and in most versions of the game.   How can I bring them in?

Well, the simple solution is to import the class wholesale, but I guess at that point why not just play AD&D?  I want something that is more Basic-feeling.  I would need to add some more details, but here are some ideas.

Acrobat
A thief that steals not for profit or personal gain but instead for the thrills and even the challenge could become an Acrobat.  These thieves can be Neutral and even some Lawful.  I would follow the guidelines in the Unearthed Arcana.

Assassin
This class was removed from AD&D 2nd Ed and absent in D&D 3e as a base class.  It does exist as a 3e Prestige Class and a 5e Sub-class. In the case of 3e the fastest way in is to start out as a Rogue.  In 5e you have to be a Rogue first.  The 5e SRD only lists one sub-class or archetype, the Thief.
The BECMI Assassin starts out as a Thief but at some point becomes an assassin.  I am going to say 8th or 9th level, and they would need to be Chaotic. They can use poison, but a limited number of weapons, armor, and no shields.

Illusionist
These are Magic-users that focus completely on Illusion Magic. They have their own spell lists like the druid does.  They do not build their own towers but are often entertainer magicians for courts and other notables of power.

Ranger
These are fighters that are dedicated to nature, much like the druid, and focus on a particular enemy.
They cannot become Lords or Ladies, but instead, have a small stronghold.  Fighters of 9th level or higher may become rangers.

These ideas can be easily extended.

Necromancers
Have their own spell list. Do not build towers but may take over any ruins. Command undead.  The existence of Illusionists and Necromancers could also imply other schools of magic like AD&D 2nd Speciality wizards.  I suppose I could just import those. Other options are like the School of Magic in Glantri.

Bards
Oh man, these guys in AD&D are a mess.  But I would steal a page from 2nd Ed and make them Thief-like and have them improve their fighting skills a little and give them some druid magic.  OR go the Celtic route and make them part of the Cleric class.  Still thinking on this one.

Looking at 3.x a few jump out right away.  In addition to the Blackguard and the Assassin, I can easily see adapting the Arcane Archer for elves and the Dwarven Delver for Dwarves.



There can be many, many more.  With five other editions of *D&D to choose from there is no end to what could be done. 

Now I am sure some people might complain about "class bloat" and that is a fair argument.  I think keeping to the base four (or base five if you count my witch) then adding the other Prestige Classes on an as-needed basis. 

Or, even closer to the spirit of the rules, add these as "role-playing guides" only.  I mean really what is to stop a player from saying "my elf is an arcane archer!" and make the choice to only use a bow?  Maybe the DM and the group can decide that this elf can add +1 to hits with their bow due to their dedication.  Simple fix and no new rules added!

Make some use out of that multitude of books I own.

Thursday, February 20, 2020

Class Struggles: The Alchemist

The Love Potion by Evelyn De Morgan
Thought a Class Struggles might in order today.  I have been thinking a lot about the Alchemist lately and thinking that of all the potential classes, this the one Old-School AD&D/D&D talks around the most, but never actually executes. My history with the alchemist goes back to when I was creating a bunch of new classes.  There was the witch (obviously), followed by the necromancer, the "sun priest" and finally the healer.  The alchemist was one that I mentioned in conjunction with all these other classes, but never had much more than an outline of it.

So let's have a look at how the Alchemist has presented to us over the years and what the class has become today.

The Dragon Magazine Alchemist(s)
I want to start here since these are the first alchemists. The ones that even predate the information in the DMG.
To claim there is one alchemist from Dragon Magazine is a bit of a stretch.  While a claim can be made for the Dragon Mag witch class, the alchemist has seen less cohesion.
The first alchemist we see, and one that predates AD&D, is the  "New D&D Character Class: The Alchemist" by Jon Pickens in Issue #2, page 28. This is a solidlyOD&D class.  Here we get 20 levels of the alchemist class which functions as a slightly weaker version of the magic-user.  It can create potions up to 6th level, like spells.  This alchemist though has some special powers to go with it. It can detect and then later neutralize poisons and paralysis. It can identify potions and can prepare various poisons.  The class is playable, but feels limited to a support role in some cases.  The Prime Requisite is Wisdom, though I think Intelligence is a better choice.

A few more years in and we get a combo of classes for Roger and Georgia Moore in Dragon #45, "NPCs For Hire: One who predicts... ...And One Who Seeks the Perfect Mix." This gives us two NPC classes, the Astrologer and the Alchemist. While the Astrologer looks like a lot fun, I want to focus on the alchemist now.  This is a pure NPC; no class levels or XP, no hp, just what they do and how they do it.  There is a bit on hiring an alchemist as well.  The assumption here must be that these are all older professionals likely past their adventuring years.  Fo me I can see both versions working at the same time in the same class.  Pickens' class for adventuring years and the Moores' for after that.

Separate, these classes feel a bit lacking by my standards but are likely fine by others.  Together though they combine rather nicely into a complete whole for me.

In "Recipe For the Alchemist" (Dragon Mag Issue #49), Len Lakofka presents, in very typical Len fashion, a very complete alchemist class.  Like many of his classes, this one is an NPC only and should be considered something of a more useful henchman.  In addition to the powers of detecting and making potions and poisons there are skills on glass blowing and pottery making.  Two useful skills for an alchemist to be sure.
There are XP per levels given, but they add up to be a little bit more than the magic-user if you consider the first couple levels are "apprentice" levels with little more than pottery making and glass blowing skills.   While the class is very complete it is a bit prohibitive as a PC class. I am certain that is by design.

There is a bit of a stretch before we get to another one, but it is worth the wait. "Better Living Through Alchemy" from Tom Armstrong in Dragon #130 has become in my mind the defacto article on alchemy in D&D.  Armstrong gives us not only an alchemist class but also a primer on Alchemy and how it could work in the game.  This is also the only alchemist I have played and playing the class though was hard. It had higher XP per level than the wizard and there was little they could do without their lab. The article is dense. That is in the sense that there is a lot here to read and unpack.
The article reads like a cleaned-up version of all the alchemists we have seen so far and this one also has the benefit of a few more years of play on it. 

The Alchemist in the DMG and D&D Expert
In between all of those we get some notes on the alchemist from the Dungeon Master himself in the DMG.  Though if anything this only makes me want to have an Alchemist NPC class, or better yet PC class, even more.


While the alchemist is not needed for higher-level magic-users, someone is going to need them.  Plus someone out there is creating all those potions.   If Jonathan Becker's recent deep-dive into the Illusionist class is any indication we could have used a magic-user sub-class of an alchemist more than the illusionist!

The D&D Expert set also has guidelines for an alchemist and maybe the most iconic alchemist art there is in D&D.


For 1000 gp a month you can have an alchemist on hire. Likely less for that sketchy guy above.

So how do we get there?  Well, let's see what the 3rd party publishers have to say.

Bard Games



I have gone on the record many, many times about my love of the books from Bard Games.  Their Compleat Spellcaster is still a favorite and particularly germane to today's discussion is their Compleat Alchemist.


While the Compleat Spellcaster is my favorite for obvious reasons, the Compleat Alchemist seems to be the most popular.  There are two prints from Bard Games, the Arcanum (which combines all three) and then another one from Wizards of the Coast long before their D&D years.

This was one of the most complete (it says so in the title) alchemist classes for some time to come. At 48 pages the book was huge for a single class.  By necessity, the class was written for "any FRPG" so a lot of the language is coded since they did not want to run afoul of TSR. But there is enough information here for you to read between the lines to figure out what to do. 

Some time is given to the art and science of alchemy. This includes the use of special symbols and language to communicate with other alchemists. Prices and rarities of ingredients and equipment.  And even a component sheet to keep track of the alchemist stores.
Potions and Elixers are granted by level as one would expect, only, in this case, it details what the alchemist can do at their class level. Not by let's say potion level (like a spell).

This alchemist really was the gold standard by which all other alchemists were to be judged for years.  Enough so that it appeared in several different books by a few different publishers over the years.  So much so that it still appears in the Arcanum 30th Anniversary Edition from ZiLa Games.

The OGC / OSR Alchemists
Not to be left out modern authors have looked back to the Alchemist and created their own versions using the OGL.

Pathfinder
The evolution of the D&D game to Pathfinder has also given us an evolved alchemist class.  This is presented as a fully playable PC class. It is also so popular that while it was originally a "Base Class" in Pathfinder 1st Editon, it became a Core Class in Pathfinder 2nd Edition and the favored class of Pathfinder goblins.
I rather enjoy this version of the class since it more playable than previous versions of the class.  Good rationale is given as to why an alchemist would want to leave the lab and get out into the field of adventuring.   The class though does tend to be a little too "blasty" for my tastes and it seems that the 2nd Edition version has gone even more in that direction, but it is still a very fun class to play.

There is so much alchemist stuff  (over 300 according to DriveThruRPG) that there is even a product to collect all the OGC extracts into one place, Echelon Reference Series: Alchemist Extracts Compiled.

Pathfinder is not the only place though to find a "new" alchemist.  There are plenty of OSR/Old-school choices out there.  Here are a few I have grabbed over the years. In no particular order.

The Alchemist
Tubby Tabby Press
This is certainly one of the more complete alchemist classes I have seen. At 81 pages it is full of information on all of the class details, equipment, ingredients and everything the alchemist can create by level.  Designed for AD&D it can be ported over to any game. It is based on the Bard Games version.  There is only a small amount of art in this one and no OGL statements.  Despite that this is a very full book and plenty to keep players and GMs busy.

Basic Alchemist
Den Meister Games
This is a smaller product, but it is totally in line with the Basic-era games.  What makes this particular product useful is its flexibility.  Produced for Labyrinth Lord it is a solid B/X feeling class. The cover art even invokes the Erol Otus alchemist art from the D&D Expert book.  The alchemist can build potions, elixirs, and compounds and use them as magic-user spells.  Some examples are given and it has a great old-school feel. In particular, I love the alchemical failure table! 
At six pages it is not big, but it makes each page count. I do wish there more examples of spells though.

Supplement #1: The Alchemist
Vigilance Press
This is another smaller product. Five pages (1 cover, 1.5 OGL, 3.5 content) at $0.99.  It reminds me a bit of the Dragon magazine alchemists; Smaller XP per level needed, but only a few "powers" per level and some levels none at all. Slightly better hp and attacks set this off from other "magic-user" based alchemists.   I do wish this one had more to it than this, but it is a playable class.  If I were to use this one I might try it as a multi-classed Magic-User/Alchemist.  Get the advantages of the magic-user spells and the better hp/attacks of the alchemist.  Designed for OSRIC.

Old School Magic
Vigilance Press
This is an update to The Alchemist also by Vigilance Press. For another buck, you get more classes, another 23 pages and a better-looking layout. A good deal if you ask me.  The alchemist is very much like the one from the previous product.  Like the alchemist supplement, I might do a multi-class with this alchemist. Either as an alchemist-artificer or an alchemist-sage. 
The other classes include the artificer, conjurer, elementalist, hermit, holy man, naturalist, sage and seer.  Plus there are some new spells that I rather like.

The OSR Chymist
Jeremy Reaban
A slightly different version of the alchemist. Jeremy Reaban does some great classes and this one is no exception.  This chymist is closer in nature to the Pathfinder Alchemist but somehow this one feels more like an old-school class and manages to work well.   He includes some new formulae for alchemists/chymists and some sample NPCs.  Also there are tables for whatever old-school games you are playing. Sure conversion is easy, but this makes it all easier. 
It is PWYW, but my advice is to send him a buck or more. It is 16 pages so that is not bad for a dollar.

There are more, including many alchemists that are parts of larger books like Fantastic WizardryThe Crimson Pandect, and the previously mentioned Arcanum.


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

Wednesday, December 4, 2019

Class Struggles: The Basic/BX/BECMI Witches

I have not done one of these in a while, and this one seems like a no-brainer.

The Basic/BX/BECMI Witches

Maybe more so than AD&D, the witch, in one form or the other, has been a part of the Basic D&D game from the early days. 

Holmes Basic
The "Holmes Witch" has been talked about in old-school blogs for years, mine included.  The so-called Holmes witch never materialized, but it kept us waiting for years and kept bloggers entertained for even longer.

GAZ3: Principalities of Glantri
This is, without a doubt, my favorite of all the Gazetteers and one of my all-time favorite Basic-era books.  I reviewed this book in depth a while back and one of the most overt witches in my Basic book collection.
The Witches of Glantri are some of the most detailed of the Basic-era witches.  It's no lie, that red-head on the cover of the Glantri book was one of the inspirations for where I took my own witch character, even if the book came out a year after I rolled up the character (July 1986 for the character and June of 87 for the Glantri book if I remember right.  OR at least that was when I got it).

One thing I don't care for so much with this class is the charisma reduction, but it seems to come up a lot.

I detailed at least one witch, Skylla, using this witch class and it worked out well.  Also, years and years ago, I redid the Glantri witch to make it something closer to my Complete Netbook of Witches for AD&D 2nd ed.

In the AD&D 2nd Ed version of this book, Glantri: Kingdom of Magic, the witch is completely replaced by the Wokani.

GAZ7: Northern Reaches
This Gazetteer covers the lands Ostland, Vestland, and the Soderfjord Jarldoms.  I REALLY wanted to use this back in the 80s with the G-Series.
This book features the Wise Woman (Witches).  This class is considered an NPC Class, but we all know what that means right?  They get a nice balance of both Magic-user and Cleric spells (up to the 6th level), along with the ability to use magical runes.  I kinda wish I had done more with runes in my own Winter Witch book.
The treat I found here was Carrah the Witch Queen of Hel.   Given the focus on Basic/Expert rules, I would likely have made her 14th level.  Or more likely 13th. But there is some good backstory on her here. While the temptation would be to make her a Winter Witch, I think given her unliving status and her ties to Hel she might be more of a Mara Witch.  Maybe a Winter Witch who had been in a Mara coven.

D&D Master Rules Boxed Set
The D&D Master Rules, also the one I know the least about, has rules for non-human spell casters.  Shamans, who can use cleric and druid spells, and the Wicca who can use Magic-user spells.  The list of spells given to Wicca certainly has a witch feel to them. They are really only missing a cure spell or two.

Spells Usable by Wiccas
First Level Magic-User Spells
Detect Magic (B39)
Light (B40)
Protection from Evil (B40)
Read Languages (B40)
Read Magic (B40)
Sleep (B40)

Second Level Magic-User Spells
Continual Light* (B41, XI1)
Detect Evil (B41)
Detect Invisible (B41)
Invisibility (B41)
Levitate (B42)
Web (B42)

Third Level Magic-User Spells
Clairvoyance (XI1)
Dispel Magic (XI1)
Fire Ball (XI1)
Fly (XI2)
Lightning Bolt (Xl2)
Water Breathing (XI2)

Fourth Level Magic-User Spells
Charm Monster (X13)
Growth of Plants* (XI3)
Ice Storm/Wall (X13)
Massmorph(X13)
Remove Curse* (X14)
Wall of Fire (XI4)

Fifth Level Magic-User Spells
Animate Dead (XI4)
Cloudkill(X14)
Dissolve* (C20)
Hold Monster* (XI5)
Pass-Wall (XI5)
Wall of Stone (X15)

Sixth Level Magic-User Spells
Death Spell (XI6)
Move Earth (C21)
Projected Image (X16)
Reincarnation (C21)
Stone to Flesh* (XI6)
Wall of Iron (C21)
* reversible spell

The shaman and wicca are used throughout the Basic line in future books, though the name would later be changed to Wokan or Wokani.

GAZ10: Orcs of Thar
This Gazetteer covers playing orcs, goblinoids, gnolls and other humanoid creatures.  It also has a guide for using the book with AD&D. Goblinoid wicca are featured here but they use the rules already outlined in the Master's book.

PC1 Tall Tales of the Wee Folk
Several non-human creatures are given options for Wicca levels. There are also plenty of new spells for Fairy spell-casters.  Many have since gone on in other products to have even stronger witch associations.  I reviewed this one in-depth yesterday.

PC2 Top Ballista
This also covers several spellcaster non-humans and new races.  In particular, we get gnomes and harpy wicca.  Gnomes advance to level 12 as wicca which is not too bad really.

PC3 The Sea People
Sea Wicca are also presented in this book but by this time we know what to expect.

D&D Rules Cyclopedia
By this point, the Wicca has been renamed to the Wokan, or the plural Wokani.  The spells usable are largely the same. That is to say, no obvious differences jumped out at me.  It also includes a fairly comprehensive list of monsters and what level they can advance to.  Interestingly enough Hags do not cast as Wokani, but rather they cast as clerics.

So. Wicca, Wise Women, and Wokani.  All three share a certain level of similarity and have, over the editions, been used in place of the other.  A good example takes all the way back to the dawn of D&D, Dave Arneson's Blackmoor.  Not the original Blackmoor, but the versions we got from 3rd and 4th edition.  For the 4th edition rules I talked a bit about the Wokani and their relationship to both witches and druids.  That version is no longer available, but the 3rd Edition version is.

Dave Arneson's Blackmoor Core Campaign Book
This is not a Basic-era book. This is a 3rd Edition book, or more to the point, a d20 book.  I bring it up only because we get the Wokani here again.  They read more like primitive arcane spellcasters with a closer tie to the natural world.  That would work fine with most of the products above, to be honest.  These casters use wisdom as their prime and spellcasting ability.  The Blackmoor connection intensifies with it sharing a few gods with the Basic Gazetteers. In particular Hel (Gaz7) and Hella (Blackmoor).  There are more, but that is the one that interests me the most.
The Wokani here seems to move further away from the Glantri Witch, but there are still plenty of commonalities.

Honorable Mentions
I could let things go without a mention of the witches Karelena, Solorena & Trilena from Rahasia. Though these seem to be more of the "witches as weird female magic-users" rather than as witches as I usually mean.

Also, the witch class from Dragon Magazine #20 should get a mention as well.

There is a lot of material here, but not say as much as you could find for the wizard or cleric.  The witch remains one of the great almost-classes of D&D.  Given the dates of all of these works including Dragon Magazine #114, it seems I was tapping into something needed back in 86.   Or, more to the point, we were all exposed to the same influences in culture and this is another fine example of parallel development.