Archive for the ‘Uncategorized’ Category

Equipment Damage X in 6

June 10, 2025

“The dragon’s breath roars around the elf, roasting him in his armor until there’s nothing left but cremated bones … and his perfectly-intact bow, leather armor, and feathered arrows”

Wait. What the hell?

Depending on your edition and your gaming group, that’s a very normal situation. But in 1st edition D&D, you’d expect the elf who fails his saving throw vs. the dragon’s breath would have to begin rolling item saving throws for all his gear. The wood, leather, and cloth probably fries. This is part of the balance of acquisition in 1e, “easy come, easy go”, and is one way that wealth can exit the adventuring party. Players hate it. Not only when their own gear gets blown up, but also when their own blasting magic (which slays the enemy with ease) also destroys enemy gear which should become their loot after the battle is over. The DM doesn’t want to include too many blasting/crushing attacks lest his adventurers be left clambering around in a daze, naked and wielding the sharpest piece of trash available.

I came up with a house rule to make the item damage system in 1e more lenient, allow for PCs trying to get equipment repaired, for found equipment to come pre-damaged (the former owner suffering much worse), for cheap PCs to be able to buy low-quality or used equipment at a discount, and it ties in with a Shields Shall Be Splintered issue with magic shields.

Run the rules as written, until an item fails an item save. Then, it receives 1 point of damage out of 6 for every pip by which it failed its save. So, if you need a 15 to save but you rolled a 17, the item is now damaged 2 of 6.

  • Damaged armor and weapons operate at -1 to hit and damage and -1 to AC until repaired.
  • Nonmagical miscellaneous equipment that is damaged and then later put under stress (a rope being used to climb for example) must roll over its damage on d6 to work properly, else it fails. A failing rope snaps (but can be tied back together!), a failing lantern extinguishes and must be relit, a failing saddle slides off your horse. So, if your rope is damaged 4 of 6, it has a 4 in 6 chance to fail under stress.
  • Magic items must roll to see whether they operate magically during this game session, needing a roll over the damage count. If they roll equal or under the damage count, the item fritzes out and counts as nonmagical for the whole session. I’d be generous and give them their usual item save bonus as a magic item, and they detect as magical, they just don’t perform their magical functions.

You’ll normally not have a note next to your items. Only if they’re damaged! Then you’d write something like “1 of 6 dmg”. Items that reach 6 of 6 damage are destroyed.

“You dig through the wreckage of the battle and find a dull, bent shortsword. You do your best to straighten it but it needs a smith’s attention to fix properly. At least it’s better than your bruised fists. You see torchlight flickering from the intersection ahead.”

Repairs can be done in town by a craftsman, costing 10% of the item’s normal value per damage point restored. Yes, this makes magic items expensive to repair. The DM may decide that a master craftsman is needed to repair magic items, or that you need a spellcaster of a certain level (say 7th) to aid in the repairs, or they need extremely high-quality materials, and those are the reasons why it costs so much.

“The weaver wrings her arthritic hands, and behind her the silent Druid stands silhouetted in the open back door of the shop. You let your magic rope slip through your fingers, the fraying and nicks all gone. You wondered how they would find enough grasshopper legs at this time of year to fix it. The Druid, seeing your satisfaction, leaves without a word. The weaver gratefully takes the coins. It’s quite a pile, probably enough for her to fix the dilapidated roof.”

If you’re going to include item damage like this, you really might consider switching from a flat-rate upkeep cost for leveled characters of 100 GP / level / month as the 1e DMG instructs, and either make that amount lower, or just switch to itemizing expenses for when they stay in town. The money will be spent on repairs or replacements instead of generalized upkeep (and that general upkeep is hard to justify at high levels). Characters with little equipment, Monks especially, who should have low lifestyle expenses, will end up with low repair bills.

If you’re using the Shields Shall Be Splintered rule, consider how it integrates:

Shields Shall Be Splintered
When you’re hit by a normal blow, you can choose to let your shield absorb the attack and be destroyed. If the blow is from a large or magical source (a giant’s boulder, or a dragon’s breath) the attack is reduced by 1d6 damage and the shield is splintered. Magical shields are better at taking hits. Against large/magical attacks the damage blocked is 1d6 + shield magic value. And, when absorbing any blow, a magic shield is not destroyed but instead takes 1 point of equipment damage.

“You stagger back under the giant’s blows. Your trusty shield has kept you alive for the past five minutes of battle, and now when you raise it you can see his shape through the crack in the middle. A wet gasp comes where you expected another smash, and the giant hunches forward and falls, finally bleeding out from his wounds. You lean against the wall and gulp the air. You turn the shield around and see your family’s crest is battered but still visible.”

This means SSBS is not just a rule that people would only use with a nonmagical shield, because they can safely take up to 5 hits on a magic shield before it’s destroyed. It gets expensive repairing it! But notice how:

(1) a sword-and-board fighter has a nice option to use that’s defensive (so it thematically makes sense with their fighting style) while two-weapon fighters get their one extra attack with overall penalties, and the two-handed fighter gets a bigger weapon that deals more damage and has more reach.

(2) it turns a magical shield into both a passive magic item and a consumable with 5 charges – and a 6th if you need it to save your life.

CONCLUSIONS

I think the item saving throw / equipment destruction rules are valuable for a variety of reasons. I think it’s very much worthwhile to soften the blow with this item damage house rule. I think, then, a DM who wants the original item destruction effect just needs to goose up the amount of area-effect magic thrown out by the opposition – which is also great fun.

However, I can also see someone saying they don’t value the effects on their campaign enough to do the extra bookkeeping for some items that are damaged and not yet repaired. It’s definitely a tradeoff, and opinions will vary.

“The thief perched in the window. She could hear guards rushing from room to room, stabbing behind heavy curtains, slamming doors shut. The cool free air blew in, her rope tied off and dangling down to the ground a hundred feet below. But the rope was scorched by flames from the wizard’s trapped strongbox. Would it hold her weight? Would his dungeon cell be worse than striking the pavement and exploding like a sack of tomatoes? She wished she were a bird. She prayed, truly, for the first time in her life. She climbed over the sill and began to climb down.

She watched the window rush away from her as the wind struck her back and scattered her hair, the great starry sky wheeling above her. She spread her arms, and spread her fingers, and a moment before she met the earth she cried out and twisted about and flew away far over the hills and into the moonlight. And she was forevermore a creature of the wind.”

Adventure Rhythm / Resource Consumption / Why Potions Work And Are Fun In 1e

February 15, 2025

A lot of people are bummed out about inexpensive magic-shop 5e potions and slurping them on bonus actions. I hear it feels like self-healing is always available and it’s not really even a choice; if you’re down HP, there’s little reason not to heal it.

With potions, what you’re looking at is an example of “interesting choices” which are the foundation of good games. A proper interesting choice must be a thing the player actually has the choice to do, and it actually has different outcomes depending on the choice.

1e does this well by (1) making consumables like potions expensive compared to 3e onward (although cheap for 1e high-level PCs with levels in the teens), (2) making it your entire round to drink a potion, and (3) the assumption that magic items can almost never be purchased (again, 7th level casters can make scrolls and potions, then other items with great investment at higher level such as charged wands at 9th and permanent items at 16th).

This means that at low level, when the healing potion is really impactful to your small number of HP, it’s rarely worth it to drink a Potion of Healing (400 GP sale value) at 2d4+2 … except to wake somebody back up when there is no alternative method of healing such as Cure Light Wounds at 1d8 or resting for days. And at high level, even a powerful Potion of Extra-Healing (800 GPV) may be relatively trivial in monetary value but it only heals 3d8+3 which is a decent chunk but not all of a Fighter for example. And it takes a round to drink which must be compared to the opportunity cost of a round of normal combat action or a cast spell.

Adventure Rhythm

The rhythm of the adventure is the gradual expenditure of resources and, when possible, resource recovery. The design of the adventure will determine when recovery is available and that indicates to players how they should pace themselves.

As for having enough resources to outlast in the adventure, you need cheap resources (HP, spells, torches, food, a charmed monster, animated skeletons) and expensive resources (a leveled henchman, potions, scrolls) and of course the really gnarly stuff you can lose without dying but which are very difficult to recover (levels, CON, aging). When presented with a challenge, good player skill is noticing when a resource consumption is needed to overcome it, and using that resource as soon as possible to prevent that challenge from gouging away at their other resources in uncontrollable ways. And choosing which resources to use, how to best use them, when to use them, are all good interesting choices.

It’s acceptable that the players might overestimate one early encounter, spend too many resources, and be forced to exit the adventure zone to rest up. Disincentivizing this by making said journey arduous helps prevent the 15 minute adventuring day. It’s thus acceptable that PCs trivialize some encounters by overspending resources, because the balancing force is that later encounters are much more difficult. The material reward for excellent play is the under-use of nonrenewable resources like potions so they can be husbanded for use some other time.

(A concrete example of resource consumption: the 1e Sleep spell affects about 2d4 Hit Dice worth of low-level enemies with no saving throw (it’s complicated, there’s a special table, please don’t @ me). A party of 8 1st level PCs encounters 8 orcs, and the M-U has one spell, and it’s Sleep. Contrast three outcomes: (1) the M-U recognizes this is a tough fight immediately, and casts Sleep on the first round, dropping 2d4 orcs. The party mops up the remainder with little other damage. (2) the M-U waits to cast, and by the time the orcs have chewed through several party members it’s too late for him to cast because he’s in melee. Everyone dies. (3) the M-U doesn’t cast on round 1, hoping the party can win without it, but by round 4 it becomes clear the party is in serious trouble because everyone’s wounded and maybe someone is down. He casts, clearing the remaining orcs, but the party Cleric uses up all his magic to heal a couple party members. The group is now out of spells and hurt.)

You don’t need to adjust encounter difficulty for current party resource level. And that’s lucky, because you shouldn’t.

The whole approach to 1e style dungeoneering is that the party is a package of resources that the players cooperatively bring against an adventure scenario, but their ability to recover their renewable resources by resting is limited. Scenarios that offer more frequent resting opportunities can have each challenge cranked up to be more difficult, because a far higher proportion of encounters will be presented to a totally fresh party. In a scenario where resting is impossible, such as a trapped-in escape or there’s a psychic sleep-prevention emanation, the party must carefully conserve resources because they can’t renew them. In a typical dungeon delve the party knows it can’t rest anywhere in the dungeon because of the risk of wandering monsters, so they must carefully decide where to go and how deep to penetrate because if they overextend they won’t have the resources to get back out. Finding a secret room the monsters don’t know about feels a little bit like a shortcut to the surface! Lots of opportunities for player skill, lots of interesting choices.

Now compare to 5e style gaming, with short rests that take 1 hour, and long rests that are short enough to do in a dungeon, especially when the DM is generally advised to never actually do wandering monster rolls or to skip them if they’re not fun. The party can go in and feel free to alpha-strike that first encounter and blow all their spells, but don’t really get hurt because it was super easy. Then they grind-fight the next encounter, get real hurt, and short rest to get back all their HP, and the warlock gets all their spells back. Then they face-check the next encounter and get hurt again. Say they’re all at 1 HP and maybe carrying some unconscious members. They can safely just waddle out knowing they won’t be attacked by wandering monsters.

(Honestly, this is absolutely an adventure design issue, and one that exists in many of every edition’s adventures, but with the decline in use of wandering monsters it’s become an expectation in the current zeitgeist)

Because of this, a typical 5e adventure is set up to purportedly challenge a party with a level-appropriate “medium difficulty” combat that is actually trivial because they blithely burn through resources to defeat it. This exacerbates the problem of PCs being overpowered in relation to monsters. Then if there are magic shops, they’re able to load up on consumables that aren’t supposed to be renewable but become renewable because of their availability and low cost. One approach is to ramp up combat difficulty in 5e to where each fight is scaled as a boss fight against which the party will consume potions etc. But then you don’t have an achievable “final boss fight” because there is no greater amount of combat power they can marshal on special occasions. It’s just all max-volume from the PCs all the time. Also players will grumble about it because from their perspective every encounter in the adventure is “too hard” compared to 5e DMG scaling. Additionally, “easy” encounters where the party can make the choice to hold off on consuming even renewable spells will no longer exist because there’s no reason to bother holding anything back.

The point is that in 1e the party’s package of resources is pitted against an expedition scenario whereas in 5e the party’s resource package is generally pitted against each combat individually.

One solution is to run it like 1e: use wandering monsters even when it seems punishing (because you’re punishing poor play in the hopes they learn and improve), no magic shops, full-round action to heal, eliminate the short rest rule (no recovery of Hit Dice, everything else usually recovered on a short rest is instead recovered on a long rest), make 4-hour long rests heal 1 HP and allow recovery of spell slots if you memorize/pray for 15 minutes per spell level immediately after a long rest, and make it difficult and hazardous to leave the adventure zone to do that long rest.

Mitigating The Resource Difficulties

This is not to say that I expect high difficulty through resource scarcity in all situations for a 1e play style. Especially with younger players, sensitive or distractable players, players new to the game or new to the group, and in all introductory scenarios, it is wise to include a period of less complexity and difficulty to ease them into things. You don’t want to scare people off. And you can ramp things up to the comfort level of the group, and then occasionally vary it to spice things up.

One way to make it easier, to make resources less scarce, is to offer more opportunities to rest or fewer wandering monsters. An easy donkey-traversable exit from the dungeon vs. the cave opening that’s continuously blasted by a torrential waterfall that rips ropes, pops out pitons, snatches loose gear, sends the unlucky washing downstream into the depths, and leaves the rest just inside the dungeon tired and soaking wet.

Wandering monsters in disparate cultural groups that do not work together and may even relish the sight of someone beating down their local competition. Or actual conflict between them which can be exploited Red Harvest style. Unintelligent monsters that are more likely to pursue easy food than a fleeing party, and won’t coordinate with others of its kind or prepare new defenses for their return. Isolated monsters that can’t rely on out-of-theater reinforcements.

You can also seed resources in the dungeon to replenish the party mid-expedition. A cache of nonmagical equipment, a magic fountain that heals any person who drinks from it only once per week, maybe be a little more generous at first with potions and scrolls found in treasure hoards or jammed into unexpected crannies by adventurers past.

Conclusion

  • Resources should be available in tiers of renewability and their use tracked.
    • Cheap: Torches, rope, oil, arrows, rations, water (in dry or filthy environments).
    • Rest-required: spells, hit points, daily charges of special abilities or magic items.
    • Expensive / nonrenewable: potions, scrolls, wand charges.
    • Almost permanent loss: energy-drained levels, lost CON, magical aging.
  • Opportunities to rest to recover renewable resources should be carefully calibrated.
    • Easy: No wandering monsters or retreat to safe resting spot is trivial.
    • Medium: Wandering monsters, retreat to rest takes resources.
    • Hard: Observant coordinated communicative patrols, conditions make resting impossible.
  • Be about as much of a hardass as your players need for some good fun.
    • Be aware of how to calibrate resource-based difficulty.
    • Get feedback on how well your players are enjoying the game.
    • Adjust the difficulty of your content to what they’ll find fun – or give hints toward content that’ll be the right difficulty for their player intensity and PC level.

Thank you, please have fun gaming, happy Valentine’s. ❤

The Chimera Is The Best They Could Do

February 13, 2025

You’ll see an extremely common theme in mythological beasts, the combination of different animals or of animals and humans. I feel it must be the easiest (and thus first and most frequent) approach to describing mythological animals. Wikipedia categorizes this under the “hybrid beasts in folklore” page. There’s an entire separate discussion to be had about human/animal hybrids, especially the ones with a human body and animal head such as were extraordinarily popular in Egyptian art, but were widely popular elsewhere. These mythological creatures could conceivably spring from the practice of wearing animal masks in ritual, which were often worn to portray a spiritual connection to the creature or inhabitation by such a spirit. And so these human-hybrids have another layer of anthropological nuance.

But what if, in a D&D setting embracing the mythological tradition as literally true, these ancient people are trying their best to use the linguistic tools and natural references available, to describe a monster which does not look literally the way they’re describing?

Here’s an antique depiction of the Chimera, the Chimera of Arezzo, c. 400 BC, from Wikipedia.

Here’s a more modern Grenadier miniature of the Chimera, 6004(a), image from the Lost Minis Wiki. Remember the Grenadier miniature is 1/30th the size of the Chimera of Arezzo!

Here’s what the Chimera looks like in the 1e AD&D Monster Manual, and in 5e respectively.

The influence of the Chimera of Arezzo upon the Grenadier miniature is obvious. At some point depictions began to change to show the necks sprouting from the same set of shoulders as in the Monster Manual images.

What I think is clear is that these stories come from an older period. We can portray the originator as either inventing them or seeing something that looked weird and they were verbally describing them. It’s very possible the person didn’t have the artistic capability and materials available to create a high-quality image that looked as close as possible to what they saw or imagined. So the description passed on to other people, perhaps many transfers and much time, and at some point an image was made that became the standard.

Was that original witness / author seeing a creature and trying to describe it as closely as possible using the comparisons available? “A four-legged creature with a body like a lion, and a lion’s head, also a goat’s head, and there was a snake coming off of it too – and wings like those of a bat?” You could draw that a variety of different ways.

And we did. European bestiary-writers would get secondhand descriptions of real animals and draw something fantastical that looked very little like the real thing. Here’s a snail (looks a bit like a pig trapped in a coiled tube) by Jacob van Maerlant, and a beaver (which looks to me like a dog-bodied weasel with a fish tail) from Platearius.

And those aren’t the worst ones; people just combined a lot of creativity with a lot of confidence. This person tried to draw a horse, which they had presumably seen before:

What I find unsatisfying about mythological hybrids is that they tend to look stupid. Just jam a zebra’s head on a hippo’s body and attach a few extra limbs, and you’ve got a good campfire story that becomes heraldry and myth, and then possibly religion. In D&D the jammed-together depiction is taken as true and all kinds of explanations for the poor quality are given like wizardry, genetic experiments, and the meddling of uncreative deities. On the eighth day, He woke, but with a blistering hangover, and really phoned it in for a bit until the coffee and aspirin kicked in.

But what if the creature actually looked like a reasonable and uniform animal, but it was just outside the witness’s experience? “The head of a goat” might mean something completely different that actually looks decent. When describing the body, did the witness say it was like a lion because of its general shape, or because of the way it moved, or its hair, or the catlike leg structure with big haunches in back?

I’m no artist. And I believe we need to pay artists instead of publishing books with AI output. However, I don’t make money on this blog, so commissioning art is out of the question. So I threw a prompt into an AI generator (A chimera made up of a leonine body and a leonine head, plus a goat’s head, and a snake’s head, with a leonine tail. But painted as if it were a holistic and uniform natural creature instead of a combination of jammed-together parts of different animals. It should look like a living creature and not include any undead, skeletal, artificial, or robotic elements.) and it produced the following:

Interestingly, it moved in a direction I thought about earlier, where you combine elements of the different creatures. What if the verbal translation was something like, “It had a head like a lion, like a goat, like a serpent” and the artist interpreted that to mean 3 heads, when it was actually just one head with some of each of those elements?

Of course we have some real jammed-together animals like the platypus, which is just ridiculous.

Video game and movie aliens are often depicted with exactly the same methods. How many slimy, black and purple, tentacled aliens exist in SF? How many are a pulsating biomass that infects and alters human victims like in Dead Space (2008) and System Shock (1994)? Arrival (2016) was a fine movie but its aliens were basically just big squids (see also Cthulhu). The Blob (1958) is an amoeba or slime mold. The aliens in Starship Troopers (1997) are much like a cross between a spider and a mantis. The Thing (1982) et al feature shapeshifting aliens that take on elements of whatever they absorb. And an eyewatering number of “aliens” in SF are just humans with rubber foreheads, even in novels where the effects department budget is not a concern.

Let me give you the description of “Jean Jacket” (?!) the creature from Nope (2022), from Screen Rant [https://screenrant.com/best-sci-fi-movie-aliens/], reproduced here for an academic purpose and commentary:

“Jean Jacket from Nope is a clever reimagining of the classic UFO as an organic extraterrestrial creature that takes on several forms. Jean Jacket most prominently appears as a simple gray flying saucer the size of a medium aircraft with a gaping hole underneath, which it uses to suck in its prey or spill out its liquefied food. Jean Jacket can also unfold onto translucent strands, resembling an angelic floating jellyfish the size of a building. Jean Jacket can also mimic a cloud in the sky to hide from its prey. …”

You can describe an El Camino as a vehicle with the front of a sedan but the rear of an open pickup truck bed, and in reality it does not look like you cut two vehicles in half and welded the car front to the pickup rear. An airplane is a cylinder with a row of windows along both sides, two large wings about at the middle, with the cylinder ending in a sharp point at the rear and a rounded point at the front, and the rear also has a pair of small wings sticking out of the sides and a small wing rising from the end of the tail. I bet you could imagine a weird depiction that an artist could create based on that description if they had never seen an airplane before! Yet when we see a real airplane, it looks like a well-designed object, its parts all well-fitting and coherent.

What would your chimera look like if you drew it with that in mind? What would your centaur be like? Your pegasus?

The strengths of Strength

October 6, 2024

I can tell you why, from a design standpoint, 1st Edition AD&D STR attack and damage bonuses are lower than other bonuses at a given score value.

(1) You want ability scores to all be about the same usefulness. Yes it’s true that for some characters WIS is not very important, but that’s also true of STR for some characters. The existence of an ability score’s derived modifiers should signal to the DM what to include in the game. If WIS seems like a dump stat because all it gives most people is a save bonus against mind-affecting magic, perhaps the DM should include a little more mind-affecting enemies (note that many mind-affecting spells seem to be save-or-lose such as Hold Person and Charm Person and appear on low-level spell lists, so when you do encounter them a saving throw is highly impactful).

(2) STR does a lot of things. Attack bonus, damage bonus (both in melee with narrow exceptions), carrying capacity, Open Doors, Bend Bars / Lift Gates. Because it does so many important things, if it gave all those things the full bonus (+1 at 15, +2 at 16, etc) it would be a very powerful ability score. Note too that while Monks in 1e PHB don’t benefit from the STR score, that doesn’t mean they use some other stat in exchange.

That 3e stuff doesn’t exist in 1e. There’s no Finesse weapon using DEX so you can follow a DEX-monkey build with 5 dump stats. If you’re physically weak, that makes you suffer in melee combat, as is true in reality.

Some DMs might not recognize that STR does multiple important things, if they improperly de-emphasize encumbrance, Open Doors, and BB/LG. Thief skills are useful largely to overcome specific adventuring challenges (locked doors, traps, elevation change) and establish surprise. Fighter-types, especially those with exceptional STR, are good at overcoming stuck and locked doors and chests. Picking vs. bashing are two valuable approaches to some of the same challenges, with their own benefits and drawbacks. Picking takes longer but is quiet and failure doesn’t alert the enemy on the other side, and can’t be used to lift a portcullis or dislodge a stuck door for example. Bashing is an immediate blow-through that can use multiple people at once, but entering like that uses those people’s actions on that surprise segment so they can’t immediately take advantage of possible enemy surprise – while bashing with just 1 person reduces success chance and a failed bash alerts enemies inside before you can try entry again. The point is, if the DM isn’t making a large minority of dungeon doors “stuck” or including a few bars to bend or portcullises to lift, they’re not including enough of that challenge type and it’s unsurprising that players ignore that column of the STR chart.

Encumbrance is the old bugbear of D&D paperwork, and there are tons of creative ways to make it easier and integrate it better into other gameplay. Note that Gygax’s game design telegraphs to players that treasure was the objective of the game by setting the XP tables to assume the award of 1 XP per GP, and carrying capacity to “how many coins can you carry out”. If the DM ignores encumbrance by handwaving it, or giving everyone Bags of Holding AND ignoring it, it detrimentally impacts so many other aspects of the game that it shifts the entire thing. It’s as impactful as playing Monopoly without money. It’s also common for a DM to short-circuit the encumbrance puzzle by making treasure very light. By design, it’s not until mid-levels (when PCs’ carrying capacities are also higher) when treasure starts showing up that’s very value-dense such as gems, jewelry, and magic items. At low levels it’s piles of gold coins, heavy silver ewers, furs, nonmagical arms and equipment, etc. The DM must also include environmental difficulties that make transporting the heavy loot back to civilization a compelling puzzle, such as vertical climbs, tight squeezes, gaps like pits and crevasses, resetting traps, monster activity, and wilderness treks with terrain and weather – and the possibility of getting lost or unwisely sidetracked at any point. Having great carrying capacity is thus highly valuable to an adventuring party, not only because far more equipment can be brought in per trip, but because far more treasure can be hauled out.

The second, separate issue with rationalizing STR attack and damage bonuses to the same progression as other ability scores, is that an attack bonus increases average damage output. If you have +1 to hit, your average damage during that campaign will be about 5% higher. A Longsword +2 gives average damage 6.5, but with 3e’s 18 STR modifier of +4 to hit and damage from STR that would become 12.6 (+4 for the damage bonus, +20% for the additional hit chance). If we use the 1e STR modifier at 18 of +1 to hit and +2 damage, it’s only 8.925. The average damage bonus gained from an attack bonus applies to all other damage modifiers, too, so inflation in damage is exacerbated by inflation of attack value. The missile attack bonus from DEX is higher than the melee attack bonus from STR, and also doesn’t include a missile damage bonus. This is not an oversight. Note too how DEX in 1e offers multiple extremely valuable benefits, so its bonus progression is slower than INT, WIS, or CON.

As for CHA, DMs should really use the reaction adjustment and loyalty rules, and encourage hireling and henchmen use by portraying them in the campaign and including their costs in the player equipment handout alongside rope and horses. But you’ll notice that when comparing the CHA modifiers to other ability scores’ by converting to d20 odds, the CHA bonuses are very high, with an 18 CHA giving a +8 in 20 to reaction adjustment and +7 in 20 to loyalty base. CHA is an incredibly powerful ability score, if the DM is using the tools laid out for them!

To compare 1e AD&D with Basic’s 1991 Rules Cyclopedia, which uses the 3e-style combined ability score modifiers (albeit with a slightly slower progression to +3 at 18 and a MUCH slower progression thereafter up to +20 at 100 in the Immortals set). Combine that with a slower THAC0 progression, and different rate of attack by Fighter-types. It’s difficult for me since I’m no Basic expert, but it feels like removing EX-STR and nudging everything else regarding melee combat around, was a pretty good design choice.

Been a While

August 2, 2023

Moved from Tacoma to Sacramento last year. I don’t know how common my experience is, but I didn’t do any tabletop gaming during the pandemic and am just now getting back into it. I’ll be DMing a 1e D&D campaign starting next Saturday. I’ve been working on it since 2019.

As someone who is rarely anxious, I’m getting some butterflies about DMing again. Feels weird.

I plan on writing session summaries here like I did for the Ruins & Ruffians game at Game Matrix. I had stopped writing those halfway through, but it’s really not much work, so I’ll try to be more comprehensive for this one. I also ran a yearlong Dragonslayers campaign from late 2018 through start of 2020, which ended maybe 6 sessions from the finale, and I didn’t write about it at all. It was such a bummer that it fizzled like that.

Looking back on the past 3 years there’s a lot I would have done differently, but the important thing is to motivate myself and do better moving forward. It’s finally time to get some things started.

The Elf is Hardcore Mode

March 16, 2020

In 1E, elves can’t be brought back by 5th level Raise Dead, but they can by 7th level Resurrection or an expensive set of charges from a Rod of Resurrection. Seems like few groups actually used this rule, allowing easy Elf Raising. I sure always ignored it.

Many tabletop games don’t have Raise Dead type effects at all. Car Wars lets you save your XP progress by encoding a clone. But Shadowrun has nothing; dead runners stay dead.

Later, when Roguelike games became popular, there was a more-common concept of permadeath in video gaming as a feature of the game or more often a special gameplay mode.

Some games have a lineage system where your success during a life impacts your future lives. See: upgrading the town in Heroes of Hammerwatch. The 1E Oriental Adventures hardback has a family system where your honor score affects your family so that other PCs you roll up in your family start with benefits.

And of course in an ongoing D&D game, the dead PC’s impact will be felt in future sessions. His equipment may have been salvaged by other party members or else strewn about the dungeon by looting monsters. Nethack features a “bones” level, where a dead player’s remains and loot are haunted by his ghost and whatever killed him still stalks the area! But bringing that dead hero back is still not an option. In a D&D game progress will have been made by the now-dead PC, such as puzzles completed and treasure looted, even if already-cleared areas may repopulate with monsters and eventually treasure.

But focusing strictly on the concept of a “hardcore mode”, if you die you don’t get to respawn; you reroll a new character. This is the expectation at low-level D&D play just because no PCs can cast Raise Dead (until you’re a 9th level Cleric), and the group can’t gather the resources to hire someone to cast it, and possibly because even if they could spend that money they wouldn’t want to since your PC is only level 3 and it’ll take no time at all to re-acquire a few thousand XP on a new character. After a certain point, though, a Raise Dead is expected.

So playing a Hardcore Elf who can’t be Raised makes a difference only during a level band between about 7th and 12th. Before then a Raise wouldn’t happen anyway, and after that a Resurrection is on the table. That’s a fairly limited slice.

What if we extended the Hardcore Elf playstyle indefinitely upward? Say that no magic, not even a Wish, can bring back an Elf. We could extend the playstyle downward too, if we made some limited Raise Dead available to characters level 2 and upward. Include a magic pool that takes a level and brings you back, so it’s not usable for 0-level townsfolk who represent 99%+ of the population, and it becomes a worse choice the higher level you get, eventually making a Raise Dead spell very preferable if you can get it. The Elf would be unable to use the pool because it’s not a Resurrection effect that bypasses his racial detriment.

Why would we do this? Elves live a long time, so this becomes an Achilles style roleplaying choice: live a long boring life or a short one full of excitement, heroism, and success. But also Elves just have so many racial benefits for which this can be a balancing detriment. To make the distinction way clearer I’d lower Dwarf and Gnome age categories closer to Halflings. And finally it’s an interesting choice (and interesting choices should abound in D&D) and players who hate it can 100% avoid it.

What to do if the player just really likes Elves and wants to play one? Maybe he’s willing to drop most of the Elf racial abilities and penalties if he can just keep those pointy ears. Allow me to introduce the Half-Elf.

 

Dragon Scale Armor

October 15, 2018

Running a 1e campaign now featuring a dragon (a few, actually, but one main dragon). So dragonparts will be on the treasure menu eventually.

If the PCs get hold of discarded scales, I wouldn’t give the remnants any magical value. Too shabby, like cooking and eating the dry outer layer of an onion. Also from a game perspective the players might have believed they were taking a big risk exploring the cave but actually there was no risk – so there should be little reward.
 
Dragonscale armor is incredible mainly because Druids can use it. Depending on the rules you use, it can also be very powerful. Any players would of course prefer to skin the dragon and produce as many suits of armor as possible, at least one per PC and perhaps a few to throw at favored henchmen, and several for immediate sale to supplement the inevitably disappointing dragon hoard. 
 
The Dragon Magazine / Encyclopedia Magicka way is to make it poor-AC but give energy resistance.
 
The white-bound Monstrous Manual 2e method is no special energy resistance but amazing AC value rivaling even magical platemail, but as light and non-bulky as leather armor – clearly desirable for 1e Barbarians, Thieves, etc. 
 
In both above examples you could get at least a full suit, maybe more, and some shields, out of one dragon carcass. But heavy use of slashing weapons and energy spells like Fireball or Lightning Bolt would destroy the hide and make it impossible to get armor out of it. Up to the DM how much damage that takes.
 
DDO lets the player pick whether the armor will end up light, medium, or heavy, and gives good AC and energy resistance, but you have to kill 20 dragons to get the scales needed for one suit. I think we can chalk that up to the typical MMO grind. But it’s certainly not 1 dragon = 10 suits!
I want the players to have to make a decision regarding the hide. They shouldn’t get everything they want. The hide shouldn’t be worth more than the hoard. Here’s my take on it: 
The armor must be made from certain specific scales, so any dragon can provide only enough hide for one primary purpose. That purpose could be one suit of armor OR three shields. If the dragon is smaller than average, there’s a 50% chance of one armor, OR you can always get one shield. If bigger than average, you can for sure get 1 armor, with a 50% chance of a second suit of armor, OR you can get 5 shields. You need to decide whether to go for armor or shields and then make your rolls, and then the pieces are already cut up and you can’t switch. Even with a big dragon you can’t get both armor and shield. All the extra hide and small scales left over can be used for decorative things without any bonus. This is how you end up with treasure like a bronze coffer laminated on the outside with dragonhide. 
 
Secondly, the armor must be made by a team of expert hirelings. Because the material is so rare and strange, a normal hireling won’t be enough: roll d% for each hireling to determine his ability to work with exceptional materials. The player can discover what the 10s place for his hireling is, after a full year of employment, but knowing the exact skill is impossible. You’ll need an armorer, alchemist, and leatherworker.
 
Third, the armor will take 1 year to complete. Historically it wasn’t unheard-of for really elaborate armor to take that long. Dragonscale should be the armor of heroes and emperors.
 
Fourth, the armor will not always come out perfectly. The armor will normally be equivalent to chainmail with a magic bonus equal to the age category of the dragon. But, skip categories 3 and 6. At each of these points, instead of an AC bonus, the armor grants the wearer +2 to save and -1 HP/die of damage (to attacks of the dragon’s breath type). So, armor made from an Ancient (8) Red Dragon will be Chainmail +6 with Fire Resistance. BUT, the armor could drop in age-category-equivalent if the hirelings are low-skill. For each of the three, roll d% trying to get under the “exceptional material” percentage. Each of them who fails will reduce the age-category of the armor by 1 place.

I rather prefer the armor being “fairly bulky” because it prevents Thieves from getting access to truly incredible AC values. But the magic armor will offer MV 12″ so it’s desirable for anyone who can use it. 

 
Use the same process for PCs trying to get dragon-horn bows, dragon-claw daggers, dragon-tooth spear heads, etc.
 
So, here’s how it works out in play: the PCs slay the dragon, HUZZAH! They begin carving pieces off the dragon immediately while its eyelids are still drooping. But they quickly realize the Fireballs and Lightning Bolts they fired during the battle not only fused the hoard into a mass of precious metals they’ll need to chisel apart to transport, and ruined half or more of the magic items in it, but the many sword wounds they inflicted ruined all the dragonparts. No armor for them because they took the easy route in the battle. I’ll make them roll (because it’s more painful that way) a % chance of ruined hide based on what percentage of the dragon’s HP were cut or burned vs. hammered. 
 
Next dragon, these players are more cautious and clever. They resort to maces and flails, Magic Missiles, etc. to end up with an undamaged hoard and pristine dragon hide.
 
They can’t make the armor themselves, clearly. So they go around trying to find expert hirelings. They won’t know the hirelings’ skill level, unless they hire a bunch and work them for a year to discover it. So maybe they employ their contacts as high-level adventurers and pay heavily to borrow some NPC lord’s expert hireling, because he would know the worker’s potential.

After securing three hirelings with good percentages, work begins, and the party must employ them for a year without any other benefit from them. Finally, the work is done, and they end up with armor that’s probably better than the best armor found in the hoard. But if you had to make a choice between getting the hoard or the hide, you’d probably choose the hoard. 

Unless you’re a Druid.

Separately, it’ll be interesting if the PCs decide to drink or bathe in the dragon’s blood …

First Level Treasure Placement, and Weapon Proficiency Slots

August 9, 2018

I’ve talked a bit about this here: https://wordpress.com/post/1d30.wordpress.com/970

I recently came across a small problem with a new 1st level group for a 1E campaign. They went through a dungeon, got some XP, and later on did a second small dungeon. Here they found a forgotten armory behind a secret door, containing two weird +1 weapons.

Because the PCs didn’t have proficiency in the two weapons, they decided to sell them to get XP and level up to 2nd. This is just fine, because as I described before they get to make that cost-benefit analysis.

The two weapons turned out to be higher-value than magic swords, probably because of their relative rarity on the magic item tables. So the group of 4 split 6,000 GP and 6,000 XP. With their activity in the rest of the dungeon it was enough to bump some of them just short of 3rd.

Then, enjoying the success of that choice, they proceeded to sell off everything they found. I don’t know how it happened, but they convinced the party Thief it would be a great idea to sell a pair of Gauntlets of Dexterity for the XP. Seems crazy from my perspective.

Anyway, by now they’re level 5 and 6, and grumbling about how they don’t have any magic items. When I point out they sold almost everything, they claim none of the items that they found were “useful” and would have preferred to find a bunch of magic swords, bows, and armor instead.

I bet. I started thinking about how I could have done this better.

Recently I’ve been thinking that the existence of monsters with a “+ Required To Hit” ability suggests the quality of magic weapons players should have if they are of the right level to fight that HD of monster. To have a satisfying fight, where the monster’s ability comes into play, some but not all of the party should have weapons that can hurt it. If everyone has +1 weapons, a Gargoyle fight is just like any other, but if none have them the fight becomes impossible and (while still acceptable to include in the game), less satisfying.

Secondly, I’ve been thinking about placement of magic items vs. money treasure. I usually prefer to include more magic item treasure, considering 1 GPV of magic item = 1 GPV of treasure to be included, meaning if they keep the items they’ll get less XP than expected. I prefer that because the players can choose to sell the magic item if they want, but generally they can’t choose to buy magic items with the gold they find. It doesn’t work the other way.

Third, level advancement speed. I think there’s a lot of fun gaming to be had at each level. If the PCs lunge through levels, they don’t have a chance to become acclimated to their new abilities and find interesting uses for them, and player skill doesn’t have a chance to grow to match character level. Players don’t get a chance to ease into an understanding of the varying danger of the obstacles they face in each new adventure. Also, too-fast advancement reduces the sense of accomplishment at earned acquisition.

This brings me back to a recommendation to Future Me: for low-level parties, carefully limit the value of magic items the PCs encounter. Instead of a 3000 GP Polearm +1, include a 500 GP Dagger +1. Gauge the total treasure value of the adventure with the assumption they will sell it!

I don’t think it’s necessary to “beef up” later adventures if PCs sell magic items unexpectedly and end up higher level than you intended. After all, they’re less powerful than their level would suggest because they lack those magic items.

There’s also the proficiency issue. If you want them to keep magic weapons instead of selling them, place magic weapons they’re likely to have proficiency with. Don’t assume they will be willing to blow a proficiency slot on the new weapon, because they will expect that eventually a weapon will come along that they are proficient with. The player won’t hold onto the item just in case he encounters a monster with +1 Req. To Hit defense. He probably won’t keep the item and spend his next weapon proficiency slot on it. He’ll just sell it.

To help reduce this problem (and this is something I’ve always done anyway), don’t require players to spend all their proficiency slots as soon as they get them. They might want to spend them all, but it’s a good idea to save one so you can learn a new weapon if you find a good magical version.

An M-U will want to spend his one slot on dagger or dart. A Thief will need a sword and either sling or dagger. A Cleric will likely want one blunt weapon and be willing to save another slot. A Fighter, depending on whether you use the Weapon vs. AC table, might be OK with two weapons out of four starting slots.

To actually learn the new weapon and spend that slot, I’d require that the player either go up a level (so it’s part of the week of training), or spend a week just practicing with the weapon in town, or use the weapon in five significant combats. Remember this is just for spending an empty slot you already earned.

1E Fighter Exceptional Strength

August 3, 2018

Here’s the skinny in case it’s been a while:

In 1st and 2nd edition AD&D, if you’re a Fighter (but not a subclass like Paladin or Ranger), and you roll 18 Strength, you then roll d% to get an exceptional strength result from 01 to 00. Normally, an 18 STR has +1 to hit and +2 damage in melee, while a 19 STR gets +3 to hit and +7 damage. In between this huge gap the exceptional strength fills in with five categories, as follows:

STR Table

I’ve been watching a conversation on Dragonsfoot about this, and read a few old threads, and I kind of have a problem with EX-STR as presented.

First, I believe most Fighter players will end up with an EX-STR character; if the PC rolls up with a 16 STR the player will end up getting the PC killed off through “brave” play and get another crack at it. Another DFer suggested that when the player rolls up the character, with the +1 STR from the age modifier, anyone with 17 STR might play a human Fighter, while those with 16 might play a Half-Orc Fighter (another +1 coming from the racial modifier), because they’d be bumped up to 18 and trigger the EX-STR roll. Those with STR 15 or lower might play some other character. If they can arrange to suit, and don’t roll an 18, they might instead play a Ranger or Paladin if they qualify.

Essentially, EX-STR is a Fighter class ability, but only a minority of Fighters will have access to it. (Side note: I would exclude 0-level humans from rolling EX-STR. Gain a level, buddy, then we’ll talk)

However, I find that most players have a character they want to play before they roll. In a group of 12+ players everyone can just fill in various roles. But in a group of 4-6 players that doesn’t work as well.

So what I see happening at my table is a player who wants to play a Fighter rolls 13-15 STR and doesn’t get the EX-STR benefit, and it’s a bummer, because it’s this huge binary for Fighters; those with EX-STR are effective and those without fight like Clerics.

Matthew- at DF proposed using the EX-STR roll regardless of base STR. So it would be possible to have a 15/76 STR for example. For 1E that might look like this:

EX-STR

The EX-STR stats are additive to the base STR stats. For example, a Fighter with STR 17/33 would have +1 to hit and +2 damage; a Fighter with 9/00 would have +2 to hit and +4 damage. I like that this makes Fighters better at carrying heavy armor and treasure, and bashing down doors, and tearing stuff up – all typical Fighter activities. In this way Fighters are enabled to interact with the environment in certain ways more effectively and on a regular basis, an outcome similar to how Thieves work.

Another argument is that this essentially gives Fighters a higher effective STR; why not just bump up their STR score and delete EX-STR? Partly because 19 STR (from the 1E Deities & Demigods or the 2E PHB) gives +3 to hit and +7 damage; without the gradient given by EX-STR that 1 point has a huge impact that isn’t seen in any other stats. Someone who managed to start with an 18 STR then gaining a bonus from the Fighter class would be launched to a much higher power level.

If you look at the actual effect of EX-STR layered on, as above, the lower 50% of Fighters end up with the rough equivalent of +1 STR if they started at 15 (or bumped up to a point somewhere between 15 and 16, if lower than 14). The next 25% tranche of Fighters gain some significant bonuses, as if they were bumped up to a 17 from a STR of 8-14. Only 10% of Fighters get the truly delicious bonuses: very high ENC limits, reliable BB/LG and Open Door chances, and the ability to break open locked or Wizard Locked doors.

With this EX-ST layering, every Fighter has at least a small damage bonus and carries a little more. 50% of Fighters will have significant bonuses equivalent to a 17 STR. And that ignores the possibility that some of those will have rolled 16-18 natural STR (and as I mentioned most Fighters will get +1 STR from their age and Half Orcs get another +1).

Compare with a houserule that uses EX-STR and just gives Fighters +4 STR. Assume the player who decides to play a Fighter does so because he will benefit from the higher STR score, so his STR is at least 12. With a 13 he could play a Ranger, and with a 12 he could play a Paladin, and below 12 he probably would play some other class. Let’s also assume that the EX-STR categories are retained as lines on the table that you’d have to work through when applying the modifier (to avoid the crazy leap from 18 to 19). Let’s also assume the human maximum is 18/00 and extra bonus is wasted.

This means if he rolls 18 it becomes 18/91, a 17 becomes 18/76, a 16 becomes 18/51, a 15 becomes 18/01, a 14 becomes a plain 18, and a 13 becomes 17. A Human Fighter rolled up with 18 STR would come out as 18/00 with his initial age bonus, and a Half-Orc could achieve that with a natural 17 roll. On 3d6, the player has a 1.85% chance to be able to achieve an 18/00 (that is, rolling a 17-18 and making a race selection based on that).

By the book, you have to first achieve an 18 (meaning a player rolls 16-18), and then roll percentile dice with a “00” result. There’s just a 0.0462% chance of that happening. And the 91-99 and 00 entries feature power spikes larger than the previous ones. Reaching them should be more rare than the 3d6 curve allows.

One way to handle this would be to change your houserule to “Fighters gain +4 STR up to 18, but then must roll EX-STR on d%, with +5% per overflow STR bonus”. This preserves the rarity of high EX-STR values, while offering a greater range of rolled PCs the opportunity to access EX-STR. However, it all but guarantees a +1/+3 combat bonus. The layered EX-STR method guarantees +0/+1.

Why did I choose something as extreme as +4 STR for Fighters? Because if they can only roll as high as 18 on 3d6, they need to work through 5 more increases to get through the EX-STR categories to 18/00. That’s +4 from Fighter and +1 from the age bonus. Once you age up a little you’ll lose that 00 edge and drop to a (still amazing) 18/91. Or you could be a Half-Orc.

Here’s the shower thought that made me want to post: what if we take the 1E PHB at face value and assume that only stats from 3-18 exist? 19-25 aren’t on our radar. How else could we describe Ogres and Giants?

In 1E, Ogres are noted as getting +2 damage when using weapons, or +1/+2 for leader types. In 2E, they have damage modifiers based on the appropriate STR but it’s a half-measure because the attack bonus is built into their HD, but at least the Giants share the Ogre’s notation. In 3E everything has stats and they smoothed out the STR progression, which meant a Hill Giant had to have a 25 STR and a Titan had to have 43. But they still included an encumbrance kludge that ramped up carrying capacity at high STR so a Giant could actually walk itself around.

What if the 3-18 range existed as a variation within the creature type? Man-types like Elves, Dwarves, Halflings, Orcs, Hobgoblins etc. all have similar capacities, with variation introduced via ability score modifiers. But an Ogre or a horse just has a different baseline. You could roll 3d6 to find a horse’s STR and note if it were exceptional. Same with INT; the horse will still be Animal intelligence but you could gauge the comparative INT of two horses.

As a specific example, I could roll STR for an Ogre and if it came up 16-18 I’d add the appropriate modifiers in combat. If it came time to bust down a door, I’d need to account for the greater size and mass of the Ogre, because the Ogre will be better at breaking the door than a Human with equal STR. It certainly is larger, and wields a bigger weapon, dealing 1d10 damage instead of (say) 1d6 or 1d8. Like much in 1E, it’s a judgement call.

Using 3-18 as a scale relative to creature type rather than as a universal scale frees us from 19-25 stats. A Girdle of Giant Strength would, instead of setting STR to some total, grant a really nice bonus to STR related tasks and also grant boulder-throwing. A Strength spell would just work as written, capping at 18, with overflow improving EX-STR if the target is an eligible class. But it would be equally useful cast upon a Human or an Ogre.

Because most creatures will be average, it’s not even necessary to roll all of their ability scores. Maybe just for specific types, or set a high score to add difficulty to a monster that has separated itself from the pack through selection pressure.

One interesting question is why, if Gygax knew how STR scores 19-25 would work because they were in the Girdle of Giant Strength entry in the DMG (and we can assume it’s similar or identical to what was used in his campaign), why did the Monster Manual entries not explicitly use those STR scores? Did he feel it was better for an Ogre to deal 1-10 points of damage instead of 3-10? Or, in the same way that the Skeleton deals 1-6 damage regardless of weapon used, was this a holdover from the earlier edition which was never updated? In OD&D, Ogres deal 1d6+2 damage (that is, normal damage for an attack +2 points), and Giants deal 2d6, 2d6+1 or +2, or even 3d6 damage due to their huge size. The Ogre bonus damage meant it was way stronger than a max-STR Human.

It appears the progression from OD&D through 3E was a process of formalizing how STR worked, although there’s an excellent argument for monsters using different, simpler rules from PCs.

From the construction of the table, it also becomes clear that Strength is valuable in the game, so valuable that few people have any bonuses from it and those bonuses are small. However, attack and damage bonuses both affect damage output, and with that in mind a given score in STR approaches the value of the same score in DEX or CON. But you’re effectively one ability score point lower in the modifier output for STR when compared to DEX or CON. With STR being such a valuable score, a Fighter class ability related to STR is even more necessary for the expected operation of the character.

TL;DR: In a lower-power game true to something between OD&D and 1E, you could have all Fighters roll Exceptional Strength and layer it on their natural STR score. They get a minimum of +0/+1 in combat and extremely high STR is rare.

In a medium-power game you could give Fighters +4 to starting STR up to 18, then have them roll d% for Exceptional Strength, with +5% per point of bonus overflow. They get a minimum of +1/+3 in combat and extremely high STR is still rare, but more common. Fighters become attractive compared to Rangers and Paladins.

Or you could ignore the problem of players wanting to play a specific class. Have everyone roll stats. Anyone who wants to play a Fighter needs a 16 and write in Half-Orc, or needs a 17 and write in anything but Halfling, or else play a Ranger or Paladin. STR under 12 means you’re not playing any kind of warrior-type.

Dog Names

March 25, 2018

I don’t know your life, but if you’re anything like me you could use a d20 list of dog names for your campaign. I require players to name any animal they acquire, but NPCs frequently have dogs and frequently yell their dogs’ dumb names while the PCs are around.

  1. Bonewin
  2. Barf
  3. Barkley
  4. Dogberry
  5. Hambone
  6. Bonemeal
  7. Boneson
  8. Arfred
  9. Ribeye
  10. Tenderloin
  11. Babyback
  12. T-Bone
  13. Mignon
  14. Oxtail
  15. Wagmore
  16. Chuck
  17. Sirloin
  18. Brisket
  19. Shank
  20. Angus

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