Showing posts with label 1e. Show all posts
Showing posts with label 1e. Show all posts

22 March 2025

Zombie Dice and All-Purpose Spellcasting

[The following rule utilizes the Zombie dice from Zombie Dice, a game published by Steve Jackson Games. Zombie dice, which will hereafter be referred to as dZ, have the following faces: brain, footprints, and shotgun blast (abbreviated here as simply blast). The distribution of faces varies by color. A green dZ has 3 brains, 2 footprints, and 1 blast. A yellow dZ has 2 brains, 2 footprints, and 2 blasts. A red dZ has 1 brain, 2 footprints, and 3 blasts.*]

Zombie Dice, a game by Steve Jackson Games.

Twelve years ago (!), I posted an article entitled "Zombie Dice and Spell Interruption." Today, I would like to offer another method of using Zombie dice with spellcasting.

Each time a spellcaster casts a spell, the caster must roll 1dZ. If the casting is not interrupted, the caster rolls a green dZ. If the casting is interrupted, the caster rolls a yellow dZ. If the casting is interrupted through injury to the caster, the caster rolls a red dZ. The result of the roll is compared to the table below:

dZEffect
brainThe spell is cast and retained.
footprintsThe spell is cast and forgotten.
blastThe spell is disrupted and forgotten.

All of this presumes that the baseline magic system is Vancian, i.e. the caster may memorize a certain number of spells of each allowable spell level; once cast, a spell is forgotten and cannot be cast again until it is re-memorized. Contrarywise, with this rule, there is always a chance that a spell may be cast and retained in the memory, cast and forgotten normally, or disrupted and forgotten.

One could also give the caster the option to cast in standard Vancian fashion (spells cast are always forgotten, but never disrupted unless interrupted) or risk the Zombie dice method on a case by case basis.

* Standard six-sided dice may be substituted as follows:
"Green" d6: 1-3 = brain, 4-5 = footprints, 6 = blast.
"Yellow" d6: 1-2 = brain, 3-4 = footprints, 5-6 = blast.
"Red" d6: 1 = brain, 2-3 = footprints, 4-6 = blast.

13 August 2017

RPGaDAY 2017: Day 13

13. Describe a game experience that changed how you play.

The game was Advanced Dungeons & Dragons. First edition.

Auldwyn (of Ket?), a reclusive magic-user of great renown, began his career with 1 or 2 hit points, which made him rather concerned about his life expectancy. Each time he levelled up, I would roll his 1d4 for hit points gained, and it would land on 1. By the time he retired at 9th level, he had fewer hit points than the average 2nd level fighter. This led to a character whose primary motivation was to seek maximum power with minimum risk, which meant a career of impeccable planning and avoidance of direct confrontation. Was Auldwyn successful? Most definitely. In his entire career, he never suffered a single hit point of damage. The downside is that the game felt more like a conceptual strategy game than a role-playing adventure game. When I retired him, I decided my next magic-user would be his polar opposite: daring, charismatic, devil-may-care, somewhat foolhardy. That was Magoriah Fantez (of Hardby). He was a spellcasting dandy. He had the good fortune not to roll a 1 for hit points every time he gained a level, but even if he had had Auldwyn's curse, I think I still would have role-played him as the swashbuckling sorcerer I wanted him to be. If it shortened his lifespan, at least he would die gloriously.* Since then, I stopped obsessing about a character's frailty. At least, that's what I tell myself.

* Magoriah Fantez died in a blaze of dragonfire after recklessly challenging a red dragon to single combat. He was 13th level.

[For more information on #RPGaDAY (or #RPGaDAY2017 specifically), read this.]

07 August 2017

RPGaDAY 2017: Day 07

7. What was your most impactful RPG session?

I am interpreting "impactful" to mean "humorously memorable" because that's how I roll.

As a referee, it was either the time a non-player character anti-paladin successfully converted a player character paladin to diabolism ("I can no longer draw Fedifensor from its scabbard?!? NOOOOO!!!") in AD&D 1e (Whoops! Sorry, Andrew!), or the time the player characters prevented Doc Holliday (whom I portrayed with an unintended Jack Nicholson impersonation) from dying in a gunfight before the actual Gunfight at the O.K. Corral in Timeship. Also, when my younger brother's character entered the roughest saloon in Tombstone and ordered milk, which escalated into an all out barroom brawl.

There are many humorously memorable moments from my last Swords & Wizardry White Box campaign, but they are too numerous to mention.

[For more information on #RPGaDAY (or #RPGaDAY2017 specifically), read this.]

24 May 2016

Complimentary Critical Hit Table

Far too much of my game collection has been hidden in boxes for far too long. Yesterday, I finally bought a large baker's rack (now a gamer's rack) to hold most of my games, and as I was unpacking I came upon this artifact from my early gaming history...


It's a complimentary critical hit table from Diamond Dice Inc. included with an order. I must have acquired it in the 1980s because I distinctly recall using this table when I ran AD&D in high school. I allowed my players to vote on whether the table should be used in our game and they voted unanimously in favor (knowing full well that it had an even chance of being used against them). The author is anonymous, but if he or she is reading this, I would like to say thanks for providing many entertaining consequences for my players' actions.

Here is the text of the table from Diamond Dice Inc.:

30 Sided Die         Stock # 98B

HIT RESULT TABLE

Most fantasy role-playing systems utilize a combat result which takes the form of "x" amount of damage points per blow. This table should be used after you have determined a critical hit has been scored. I would suggest that the table be consulted on a roll of "20", all other hits would be treated normally. The table will personalize the damage done and produce some interesting character deficiencies.

30 Instant death, skull has been crushed
29 Spinal cord severed, crippled for life
28 Leg severed, game master will determine which one
27 Arm severed, game master will determine which
26 Eye penetrated, game master will determine which eye has lost sight
25 Hand severed, game master will determine which one
24 Groin damage, no longer capable of sexual activity
23 Throat damaged, loss of speaking ability
22 Lung punctured, loss of constitution determined by game master
21 Shoulder bone crushed, loss of strength determined by game master
20
19
18
17
16 Result is as normal, critical hit avoided by character
15
14
13
12
11
10 Fingers chopped off, loss of dexterity determined by game master
  9 Ear lopped off, loss of hearing in that ear due to scarring
  8 Glancing blow on scalp, most of hair gone, loss of charisma
  7 Brain damage, loss of memory
  6 Arm damaged, may not use for randomized period of time
  5 Leg damaged, walk with a limp
  4 Crushing blow to mouth, teeth knocked out, loss of charisma
  3 Nose crushed, lose sense of smell, loss of charisma
  2 Facial wounds, scars on face reduce charisma
  1 Buttocks slashed, you can't sit down for a week

14 May 2014

Bloat Not Lest Ye Become Bloated

The version of Dungeons & Dragons I prefer is Basic/Expert D&D plus whatever spells, monsters, and secondary skills I wish to import from AD&D. I have no need of rules bloatation devices. The beauty of Labyrinth Lord is that it combines the Basic and Expert rules into one rulebook, and then offers the Advanced Edition Companion so you can add what you like, just as we did it in the 1980s. My only reservation about this approach is that it occasionally allows AD&Disms to creep into the game unless one is vigilant. Take, for example, the description of the iron golem from the AEC: "Only weapons at least +3 or better can damage iron golems." This is the sort of thing that leads to an excessive proliferation of magic items, which leads to a trivialization of magic, which results in a watering down of the wondrous. In short, it detracts from the fantastical in a fantasy setting. It's a mundanization of the fantasy world. (Mundanization, from the verb mundanize, or mundanisation, from the verb mundanise, depending on your spelling preference. I think I just made it up.) Why? Because players will be worried that their magic weapons are not magical enough. They will become obsessed with upgrading their arsenal of magic weapons as if they were nothing but obsolete software. "A sword +2? Bah! I need at least +3! I might need to fight an iron golem."

Perhaps it's an oversight, or maybe it's just a way to convert Labyrinth Lord into a full-scale Advanced Bloated Labyrinth Lord (Positive Material Plane help us), but I know I will be ignoring any advanced bloatery I detect and replacing it with a suitable basic/expert solution. In this case, "Only magic weapons can damage iron golems." Ah, much better.

(See also Magical Spell: Ensorcel Weapon and Clerical Spell: Sanctify Weapon for other alternatives to magic weapon bloatification.)


N.B. For those who play in my games, any creature affected only by magic weapons is affected by any magic weapon regardless of its enchantment. There are more magical properties in heaven and earth, Horatio, than are embodied by combat bonuses.

11 May 2014

Table: Charge Capacity

In Dungeons & Dragons, certain magic items have charges, which are depleted whenever their powers are activated. As I was posting my latest wand of wonder spinoff (q.v.), I had occasion to compare the rules concerning the number of charges possessed by magic items presented in Basic/Expert D&D and the 1st edition AD&D Dungeon Masters Guide.

Let's look at the Dungeon Masters Guide first. Rods, staves, and wands encountered during the course of an adventure typically have a number of charges as follows:

rods — 50 charges minus 0 to 9 (d10-1)
staves — 25 charges minus 0 to 5 (d6-1)
wands — 100 charges minus 0 to 19 (d20-1)

Basic/Expert D&D differs from this and from itself. According to the Basic rulebook, "Unless otherwise specified, a wand, staff, or rod will contain 1-10 (1d10) charges when found." Now that's a difference! In contrast, the Expert rulebook states "Unless specified otherwise, a wand has 2-20 (2d10) charges and a staff has 3-30 (3d10) charges when found, and each use of a power will use 1 charge." Either way, the difference in wand charge capacity between Basic/Expert D&D and AD&D is vast. I propose something a little different.

For each rod, staff, or wand, the charge capacity is determined randomly.* This is the maximum number of charges this particular magic item can have. Once the charge capacity is known, the exact number of charges can be generated.

Charge Capacity

Roll 1d4

1. Maximum 16 charges (roll 4d4)
2. Maximum 36 charges (roll 6d6)
3. Maximum 64 charges (roll 8d8)
4. Maximum 100 charges (roll 10d10)

Those who dislike rolling that many dice can use the following table:

1. Maximum 16 charges (roll 1d4 x 4)
2. Maximum 36 charges (roll 1d6 x 6)
3. Maximum 64 charges (roll 1d8 x 8)
4. Maximum 100 charges (roll 1d10 x 10)

The advantage, as I see it, is an increase in the middle range and an elimination of one charge wonders.


* This can vary by category (e.g. wands), type (e.g. wands of lightning), or individual item (e.g. the wand of lightning I inherited from my great grandmother) as desired.

10 May 2014

Magic Item: Wand of Annoyance

Some wands with random effects are more reliable than others. The wand of annoyance may not possess the most impressive offensive powers, but one can be reasonably sure it will inconvenience an enemy.

Targets may save vs. wand (or your edition's prevailing category) to avoid effects completely.

26 April 2014

Use Your Helmet

What is a suit of armor without a helmet? Answer: less effective. What is a helmet without a suit of armor? Answer: better than nothing. The same can be said of a shield and it improves one's armor class with or without armor, yet the helmet is nothing without a corresponding suit of armor and its absence results in a penalty. The inconsistencies of Dungeons & Dragons do not surprise me, but that doesn't mean they are not worth addressing.

If any historical argument needs to be made for assigning protective value to the helmet alone, one need only look to history. On the battlefields of ancient Greece, often the only protection a soldier had was a helmet, a shield, and possibly greaves. On the battlefields of the two World Wars (and many other wars of the modern era), a soldier had no protection but a helmet. If the helmet is insignificant alone, why is it the one piece of protection that is considered indispensable in warfare from the distant past to the present?

The 1st edition AD&D Dungeon Masters Guide provides no guidelines for use of a helmet without a corresponding suit of armor, but it does state that the lack of a helmet will attract more attacks to the head, which will have an armor class of 10. It's odd that no other missing piece of armor should likewise incur an armor class penalty. Basic/Expert D&D does not address the subject of helmets at all (as far as I can tell).

I propose that helmets should be treated as shields in that each should improve one's armor class by 1. The armor class rating for suits of armor should apply to the suits themselves. Armor class represents the character's protection in general. The exception to this is if hit location rules are in effect, in which case each hit location will have a separate armor class based on its protection.

Helmets, of course, restrict one's senses depending on the style of helmet, and they may have to be removed or tilted back or require the visor to be lifted to facilitate certain activities.

20 March 2014

Cure This and That

If clerics can cast cure disease, why is there disease in your game world? Wouldn't all diseases eventually be eradicated? Wouldn't all those tables about diseases in the Dungeon Masters Guide be rendered useless except in areas where there are no clerics?

Assuming that there are Lawful clerics in your campaign world, why are they not constantly surrounded by ailing people seeking their healing powers? The clerics are peripatetic, you say? They take to the road to spread their faith? That wouldn't stop them from being mobbed by the sick wherever they go. That wouldn't stop the mobile sick from following them, nor would it prevent the newly cured and saved from tagging along. Imagine your small party of adventurers — a thief, a fighter and henchman, a magic-user, two hirelings, a cleric, and several hundred of the faithful in various states of health — embarking on a journey to raid the tomb of the lich duke. It will get very crowded down there, and you can forget about stealth. The conscience of a truly Lawful cleric would not permit him or her to leave a community where there are people in need of healing. So much for the adventuring cleric.

Well, the D&D cleric is more of a spiritual warrior who is needed to defeat great evil, you say. That explains the cleric's assignment, but it doesn't explain how he or she will avoid being constantly surrounded by the sick and injured unless the cleric's identity is kept secret. Could a cleric be sent on a mission in disguise? It's possible, but unlikely to work. How can a moral healer turn away a wounded friend or even a stranger in need? As soon as someone gets stuck with an arrow it will be cure light wounds here and neutralize poison there. There will be miracles all over the place, and miracles have a way of grabbing the public's attention.

What exactly is the rationale behind a class of individuals who routinely work miracles? At least in Empire of the Petal Throne it made sense: a secretive and jealous priestly caste that had few humanitarian instincts. In Dungeons & Dragons, however, it is much less clear. The cleric class is based on the Christian priesthood, more or less, apparently with elements of Bram Stoker's (or Peter Cushing's) Van Helsing. Imagine what the world would have been like if every medieval priest had been a spellcaster. Imagine what a typical fantasy world in fiction would be like if every priest were a spellcaster. It would certainly alter the balance... of everything.

This is not a rant about whether the cleric class ought to exist. It's a proposal that perhaps it ought to exist differently. For my own campaigns, I'm taking a cue from Roger the GS inspired by FrDave and replacing cleric with prophet. Prophets are not nearly as numerous. They are not necessarily members of the clergy and their talents are not necessarily as well advertised. Being very scarce, there is no institution surrounding them and no expectation of how they will react when encountered. In fact, they are usually not even identifiable as prophets unless they introduce themselves. My own prophet class will have a number of other differences, but just the change of name and what it entails has a profound impact on the game world.

Incidently, I revisited this conundrum when a new player heard me mention a "cleric" and thought I meant a secretary. That's another benefit of the name change.

08 March 2014

Return to the Keep

It's been a long time since I've read The Keep on the Gaming Lands, the gaming Web log of Mike Mearls, and although he hasn't posted anything since August 2013, I must say I miss it. I prefer his turn-of-the-millennium creations (PERP, SEIZE THEM!, HAND AXE), but I've also enjoyed what he's written on the subject of revisiting classic editions of Dungeons & Dragons such as as OD&D, Basic/Expert D&D, and AD&D, which brings me to a couple of his articles.

What You Know, Who You Know addresses the difference between acquiring knowledge in early edition D&D (sages) and later edition D&D (player character knowledge skills), and reconciles them quite nicely.

I Am Not a Storyteller is a reminder that the fun of being a DM (or GM) for him [and me as well] is not in crafting plots (railroading), but in creating possibilities for improvisation. The last paragraph reveals his preference for using OD&D and (I assume from the term "BD&D") Basic D&D.

Please update The Keep on the Gaming Lands, Mearls! Everyone else, check it out!

27 February 2014

Building Character Backgrounds Gradually

I firmly believe that player characters should have a background. And a description. And a name. When I first started playing Dungeons & Dragons, it didn't matter too much. Two out of three was usually considered good enough, but my very first character had none of these. He was just a class with attribute scores and some possessions. Needless to say, my experience with that character was not fulfilling, and I attached part of the blame to the fact that my character was more like what we now call an avatar, an artificial means of interacting with a virtual environment, which is still, nonetheless, myself. After that character came to an end, I vowed that I would never again run a nameless, faceless character as a player, nor would I tolerate them as a DM (or GM as the case may be). A character needn't have a lengthy biography nor a medical record accounting for every bruise nor even a picture, but he or she must have a name, a general physical description (preferably one that notes distinguishing features), and at least a rudimentary background. As a GM, I reserve the right to fill in any basic details that the player couldn't be bothered with. I have been known, for instance, to surprise a player with a sibling he didn't know his character had, but that is a story for another time. The rewards of all this effort should be self-evident. You are creating a character who is unique, who occupies a space in another world, who interacts with other characters and has adventures and may live to tell memorable tales.

Ah, but there's the crux of the problem. After all the effort of truly creating a character with a terrific name and an interesting background that explains who that character is and why, what if this character is snuffed out of existence in his first adventure when he falls into a pit lined with stakes? Or when he is swarmed by angry kobolds? Or when he is tenaciously pursued and torn to shreds by a ferocious man-killing rat? (O.K., that last example is from the Intellivision ADVANCED DUNGEONS & DRAGONS Cartridge game, but the idea still applies.)

High mortality is a more of a problem in some games than others. Call of Cthulhu is a popular example, but so is Dungeons & Dragons (and its retro-clones). Most adventure games, in my opinion, are more enjoyable when there is a risk of a character not surviving. It increases a player's sense of accomplishment when it is not only achieving the goal, but survival itself, that denotes the successful adventurer. Risk is part of the thrill of the game. How then does one reconcile the time spent creating a character with the life expectancy of the average low level adventurer?

I submit that the answer is gradual background building. In most works of fiction, we do not learn everything about a character as soon as that character is introduced. We learn about their backgrounds gradually. By all means they should have a name and a physical description, but perhaps, at first, we know nothing about their background beyond what their accent tells us. Perhaps we know where they are from, or at least where they must have been living for some time. As the story progresses, we may learn something about their religion or philosophy, or their family, or their ancestry. The same can be done in a role-playing game. Once you have rolled up, equipped, described, and named your character, write a single sentence pertaining to the character's background. If the character perishes from an ill-fated encounter with green slime in the first outing, all you've lost is the effort of writing one sentence (backgroundwise). If the character survives the first adventure, write another sentence into the background story. Repeat as needed. The longer the character lives, the longer the background story grows as well as the story that is being created with each succeeding adventure. In a way, your character is growing both forwards and backwards in time. And if your character meets an untimely end after a long career of adventures, the background you have written will make your memories of the character that much richer.

[Originally posted in Fudgery.net/fudgerylog.]

26 February 2014

Random Background Generator for Halflings: Roll All Dice

The Random Background Generator can be used for any human or humanlike character, but this variant has been adapted specifically for use with halflings.


Random Background Generator for Halflings
(Roll All Dice)


Family Reputation

Roll 1d4

1. Distrusted
2. Tolerated
3. Respected
4. Admired


Personal Relationship

Roll 1d6

1. Disavowed
2. Criticized
3. Unappreciated
4. Appreciated
5. Beloved
6. Favored


Number of Siblings

Roll 1d8

1. One
2. One
3. Two
4. Two
5. Three
6. Three
7. Four
8. None


Extended Family in Household

Roll 1d10

1. Cousin
2. Maternal grandfather
3. Maternal grandmother
4. Paternal grandfather
5. Paternal grandmother
6. Maternal aunt
7. Maternal uncle
8. Paternal aunt
9. Paternal uncle
10. Roll twice or choose none


Family Occupation

Roll 1d12

1. Artisans
2. Craftsmen
3. Farmers
4. Farmers
5. Gardeners
6. Herders
7. Merchants
8. Nobility
9. Scholars
10. Soldiers
11. Tradesmen
12. Woodsmen


Motivation for Adventuring

Roll 1d20

1. Addiction to danger
2. Chosen
3. Conquering fear
4. Curiosity
5. Debt
6. Fame
7. Fortune
8. Fugitive
9. Hobby
10. Investigation
11. Last option
12. Lost
13. Mistaken identity
14. Refugee
15. Rejection (of or by: family, village, civilization, etc.)
16. Revenge
17. Rite
18. Secret mission
19. Spiritual quest
20. Wandering

Notes

  • "Family Reputation" refers to how others view the player character's family.
  • "Personal Relationship" refers to how the player character is viewed by his or her family.
  • "Number of siblings" does not mention whether they are brothers or sisters. This can be chosen by the player or determined randomly.
  • "Extended Family in Household" refers only to those members living with the player character's parents. The player must decide whether the character also lives with the parents.
  • "Family Occupation" refers to the family's traditional profession. Not all members will necessarily belong to the same profession.
  • "Motivation for Adventuring" may be primary or secondary. Roll more than once on this table if desired.

25 February 2014

Random Background Generator for Dwarves: Roll All Dice

The Random Background Generator can be used for any human or humanlike character, but this variant has been adapted specifically for use with dwarves.


Random Background Generator for Dwarves
(Roll All Dice)


Family Reputation

Roll 1d4

1. Tolerated
2. Respected
3. Admired
4. Envied


Personal Relationship

Roll 1d6

1. Disowned
2. Unappreciated
3. Underappreciated
4. Appreciated
5. Beloved
6. Favored


Number of Siblings

Roll 1d8

1. One
2. One
3. One
4. Two
5. None
6. None
7. None
8. None


Extended Family in Household

Roll 1d10

1. Cousin
2. Maternal grandfather
3. Maternal grandmother
4. Paternal grandfather
5. Paternal grandmother
6. Maternal aunt
7. Maternal uncle
8. Paternal aunt
9. Paternal uncle
10. Roll twice or choose none


Family Occupation

Roll 1d12

1. Artisans
2. Artisans
3. Craftsmen
4. Craftsmen
5. Craftsmen
6. Merchants
7. Nobility
8. Scholars
9. Soldiers
10. Soldiers
11. Tradesmen
12. Tradesmen


Motivation for Adventuring

Roll 1d20

1. Addiction to danger
2. Chosen
3. Conquering fear
4. Curiosity
5. Debt
6. Fame
7. Fortune
8. Fugitive
9. Hobby
10. Investigation
11. Last option
12. Lost
13. Mistaken identity
14. Refugee
15. Rejection (of or by: family, village, civilization, etc.)
16. Revenge
17. Rite
18. Secret mission
19. Spiritual quest
20. Wandering

Notes

  • "Family Reputation" refers to how others view the player character's family.
  • "Personal Relationship" refers to how the player character is viewed by his or her family.
  • "Number of siblings" does not mention whether they are brothers or sisters. This can be chosen by the player or determined randomly.
  • "Extended Family in Household" refers only to those members living with the player character's parents. The player must decide whether the character also lives with the parents.
  • "Family Occupation" refers to the family's traditional profession. Not all members will necessarily belong to the same profession. (All dwarves are skilled miners whether it is their primary occupation or not.)
  • "Motivation for Adventuring" may be primary or secondary. Roll more than once on this table if desired.

24 February 2014

Random Background Generator for Elves: Roll All Dice

The Random Background Generator can be used for any human or humanlike character, but this variant has been adapted specifically for use with elves.


Random Background Generator for Elves
(Roll All Dice)


Family Reputation

Roll 1d4

1. Tolerated
2. Accepted
3. Respected
4. Admired


Personal Relationship

Roll 1d6

1. Shunned
2. Misunderstood
3. Discouraged
4. Encouraged
5. Beloved
6. Favored


Number of Siblings

Roll 1d8

1. One
2. One
3. One
4. Two
5. Two
6. Three
7. None
8. None


Extended Family in Household

Roll 1d10

1. Cousin
2. Maternal grandfather
3. Maternal grandmother
4. Paternal grandfather
5. Paternal grandmother
6. Maternal aunt
7. Maternal uncle
8. Paternal aunt
9. Paternal uncle
10. Roll twice or choose none


Family Occupation

Roll 1d12

1. Artisans
2. Artisans
3. Craftsmen
4. Craftsmen
5. Musicians
6. Nobility
7. Poets
8. Poets
9. Scholars
10. Scholars
11. Soldiers
12. Tradesmen


Motivation for Adventuring

Roll 1d20

1. Addiction to danger
2. Chosen
3. Conquering fear
4. Curiosity
5. Debt
6. Fame
7. Fortune
8. Fugitive
9. Hobby
10. Investigation
11. Last option
12. Lost
13. Mistaken identity
14. Refugee
15. Rejection (of or by: family, village, civilization, etc.)
16. Revenge
17. Rite
18. Secret mission
19. Spiritual quest
20. Wandering

Notes

  • "Family Reputation" refers to how others view the player character's family.
  • "Personal Relationship" refers to how the player character is viewed by his or her family.
  • "Number of siblings" does not mention whether they are brothers or sisters. This can be chosen by the player or determined randomly.
  • "Extended Family in Household" refers only to those members living with the player character's parents. The player must decide whether the character also lives with the parents.
  • "Family Occupation" refers to the family's traditional profession. Not all members will necessarily belong to the same profession. (All elves are considered to be skilled at living in harmony with their environment, which would include, amongst other things, a vast knowledge of flora and fauna.)
  • "Motivation for Adventuring" may be primary or secondary. Roll more than once on this table if desired.

14 April 2013

Law and Chaos and Level Limits

Ordinarily, I find level limits distasteful, especially if they are not applied to all character types equally, but under certain circumstances they can be used in a constructive (rather than an arbitrary and annoying) manner. This depends on the setting. I initially proposed A Case for Demi-Human Level Limits in which demi-humans such as elves could achieve any level in their own faerie realm (sort of a demi-plane with close connections to the Prime Material Plane), but were limited whenever they ventured away from it. Suppose we take the idea further. Suppose all characters have unlimited potential to rise in levels in their own reality, but are limited outside of it. In worlds influenced by Poul Anderson's cosmology of an active war between Law and Chaos with observable geographic boundaries between the two, we might conjecture that anyone born in a magic-drenched Chaotic land (such as an Andersonian elf) is restricted to a certain level when on Lawful soil, whereas anyone native to a mundane Lawful land (such as a human) is equally restricted when trodding on Chaotic turf. There is something about each of these environments that causes natives to flourish and aliens to wane. Characters who return to their native land may once again function at their normal level. (I would rule that hit points would be exempt from the effects of level limitation for the sake of reduced bookkeeping.)

This would have tangible effects on a dualistic fantasy world. Very powerful individuals would avoid leaving their land lest they be deprived of their power and would rely on their lessers (who, due to their lower levels, would not be penalized) to achieve their goals in alien territories. Lawful and Chaotic realms would constantly seek to extend their boundaries at the expense of the other, for their denizens cannot coexist and prosper for long. Perhaps the worst thing that can happen to a realm is to have its most powerful protector slain, lured away, or held captive in an opposite realm. Not only is that protector weakened in power by the distance, but maybe the realm itself suffers an actual loss in its inherent Law or Chaos, thus making it more vulnerable to incursions and conquest by its opposite. Maybe the power of Law and Chaos in a land is generated by the height of the levels — the legendry — of its most powerful inhabitants. Thus we have stories of human heroes being lured into Fairyland to dream their lives away and leave their kingdom open to invasion by hostile fairyfolk; and stories of expeditions to kidnap or assassinate the elven royalty who hold sway in the forest in order to open their lands up to mining or farming. A precarious balance is maintained when the low to medium level beings of Law and Chaos spar with one another at home or abroad, but it tips when the greatest beings die or leave their realm. If the greater (high level) beings are depleted in one realm, but not the other, then the depleted realm's alignment will change to that of its victorious neighbor. If, however, both realms are depleted of all their greater beings and protectors, then both will decline and lapse into a state of Neutrality where neither Law nor Chaos is ascendant and either all beings have level limits or no beings have level limits.

Outside of a coherent setting-based reason for level limits, I still prefer not to limit levels.

06 April 2013

Table: Enchanted Table, or, The Enchanted Table Table

Are you a wizard, alchemist, or wealthy eccentric? Is your library, laboratory, or den in need of that special touch? Do you need a flat surface raised to a convenient height on which to place objects? Look no further! At the Enchanted Furniture Emporium we have something to suit every esoteric need. Simply select the table that fulfills your requirements or use our handy Random Table Generator, then select from one or more of the options below or allow Fate to decide for you!


Enchanted Table

Roll 1d20

  1. Adjust-O-Legs (legs extend or retract on command).
  2. Ani-Leg Real Movement (animated legs capable of locomotion).
  3. Chromatic Variability (alters color on command).
  4. Decor Chameleon (alters appearance to match any decor).
  5. Emergency Shelter (protects any being who hides under it with a wall of force).
  6. Everfilling Inkwell (provides an endless supply of ink).
  7. Extra-planar capable (may be taken to any plane of existence including the Astral and Ethereal).
  8. E-Z Glide circumvolution (rotates on command).
  9. Festive Defense (surrounded by a prismatic sphere).
  10. Invis-O-Legs (appears to float in mid-air).
  11. No-Legs (levitates; does not rise or lower, but may be moved horizontally).
  12. Picture This! mental depicter (surface will display any image the user can imagine on command).
  13. Quiet Zone Silence Enforcer (surrounded by silence, 15' radius).
  14. See Here! scrying lens (inset crystal in surface functions as a crystal ball).
  15. Stay-Sure surface (will not release anything placed on it unless the magic word is thought or uttered).
  16. Teleportation capable (it and anything on it may teleport on command up to 3 times per day).
  17. Thaumaturgical insulation (surrounded by an anti-magic shell).
  18. Three-way illumination (dim, average, or bright light on command).
  19. Total Invisibility (undetectable by any optical means).
  20. Total Invisibility Plus (extends its invisibility to anything placed on its surface).
Thank you for viewing The Enchanted Table Table!

[This is the fourth table of the Table of Tablecentric Tables.]

29 March 2013

Zombie Dice and Spell Interruption

[The following rule utilizes the Zombie dice from Zombie Dice, a game published by Steve Jackson Games. Zombie dice, which will hereafter be referred to as dZ, have the following faces: brain, footprints, and shotgun blast (abbreviated here as simply blast). The distribution of faces varies by color. A green dZ has 3 brains, 2 footprints, and 1 blast. A yellow dZ has 2 brains, 2 footprints, and 2 blasts. A red dZ has 1 brain, 2 footprints, and 3 blasts.*]

Zombie Dice, a game by Steve Jackson Games.

When a spellcaster announces an intention to cast a spell and the casting is interrupted, the spell is disrupted and lost. It neither takes effect, nor can it be cast again until it is re-memorized. If, however, the caster decides to attempt to maintain concentration in spite of the interruption, there is a chance that the spell may still be successfully cast, but there is a chance for a mishap. The caster must roll 1dZ depending on the nature of the interruption. If the distraction is minor (the caster is jostled, asked questions, or briefly loses sight of a target), the caster must roll a green dZ. If the distraction is major and physical (the caster is physically injured or threatened with injury), the caster must roll a yellow dZ. If the distraction is major and mental (the caster is magically or psionically attacked) or the caster fails a saving throw, the caster must roll a red dZ. The result of the roll is compared to the table below:

dZEffect
brainThe spell is cast successfully.
footprintsThe spell is disrupted and lost.
blastRoll on the Spell Mishap table.

Spell Mishap

Roll 1d6

  1. Stunning Blow. The spell fails and the caster is stunned for 2d12 rounds.
  2. Reversal. The reverse of the spell is cast. If there is no reverse version, it backfires instead.
  3. Backfire. If offensive, it affects the caster. If beneficial, it affects the opponent. If neither apply, then the result is concussion.
  4. Concussion. The spell fails and the caster is rendered unconscious for 2d12 hours.
  5. Memory Drain. The spell succeeds, but all memorized spells are forgotten in the effort to maintain concentration.
  6. Explosion. The spell fails and the uncontrolled magical energy explodes causing 1d6 hit points of damage per level of the spell to all within a 10' radius.

* Standard six-sided dice may be substituted as follows:
"Green" d6: 1-3 = brain, 4-5 = footprints, 6 = blast.
"Yellow" d6: 1-2 = brain, 3-4 = footprints, 5-6 = blast.
"Red" d6: 1 = brain, 2-3 = footprints, 4-6 = blast.

28 March 2013

Random Background Generator Example 4

Rounding out the last example to test the Random Background Generator by creating a standard adventuring party, here is our fourth subject, straight 3d6 in order:

Strength: 14
Intelligence: 15
Wisdom: 7
Dexterity: 11
Constitution: 10
Charisma: 10

Once again we have a character who is naturally inclined in one direction, in this case the magical arts, but we have a position to fill in the party, which is for a fighter, so he'll just have to be a fighter. A smart one. Named Norid. (*shrug*)

Rolling All Dice, my results were d4: 4; d6: 4; d8: 8; d10: 3; d12: 10; d20: 2.

The d4: Family Reputation

With a roll of 4, Norid's family is "Admired" — for what we shall see.

The d6: Personal Relationship

With a roll of 4, Norid is "Appreciated." He wasn't neglected, but neither was he saddled with the pressure of overly high expectations.

The d8: Number of Siblings

With a roll of 8, Norid has no siblings. Maybe I spoke too soon about expectations.

The d10: Extended Family in Household

With a roll of 3, his maternal grandmother lives in his parents' household. She has always doted on him, what with being an only child.

The d12: Family Occupation

With a roll of 10, Norid comes from a long line of soldiers, which explains why he is a fighter. Being the only child, did he have a choice (even though he knows he was born to be a scholar of magic)?

The d20: Motivation for Adventuring

With a roll of 2, Norid was "Chosen." In this case, he was chosen to be a warrior and a hero. His family is admired for the heroes it has produced, and Norid will doubtless maintain the tradition and fulfill the expectations of both his family and the community that has always looked to it for leadership (despite Norid's unexceptional charisma).

Summary

Growing up an only child in a family admired for its heroic martial lineage, Norid has been marked as chosen for a destiny of heroism, and as such he has spent his life preparing for that moment of truth on the battlefield, despite the fact that he has always felt that the study and practice of magic was his true calling. Perhaps life as an adventurer will allow him to satisfy both his sense of duty and his scholarly curiosity.

25 March 2013

Random Background Generator Example 3

I felt a need to round out my examples for the Random Background Generator, so here is another one:

Strength: 11
Intelligence: 15
Wisdom: 16
Dexterity: 16
Constitution: 11
Charisma: 7

With a high dexterity and low charisma, this character would have been a natural thief, but the party needs a cleric, so with a wisdom of 16, he's a cleric. Meet Reffold the Scruffy.

Rolling All Dice, my results were d4: 3; d6: 6; d8: 6; d10: 2; d12: 12; d20: 15.

The d4: Family Reputation

With a roll of 3, Reffold's family is "Respected" (not surprising since they produced a priest).

The d6: Personal Relationship

With a roll of 6, Reffold is "Favored" in his family (not surprising since he agreed to become a priest).

The d8: Number of Siblings

With a roll of 6, Reffold has six siblings. I'll roll 1d8 to determine his birth order (rerolling if the result is 8). Randomly determining the sex of each in order (evens vs. odds), they are: sister, brother, sister, brother, sister, Reffold, sister.

The d10: Extended Family in Household

With a roll of 2, there is a maternal grandfather in the household. He's a quiet fellow, but he has reservoirs of wisdom he occasionally shares.

The d12: Family Occupation

With a roll of 12, it's another family of woodsmen. We'll make them loggers (and secondarily carpenters). Reffold will have some knowledge of both professions. And the family, being respected by the community and proud to have a son in the clergy, has probably contributed lumber and labor in the construction of churches and hospitals. Such a family of do-gooders needs a surname: Woodfell will do. Reffold Woodfell, sometimes styled "the Scruffy."

The d20: Motivation for Adventuring

With a roll of 15, Reffold's reason for adventuring is "Rejection." This is at odds with his favored status in a respected family, so we'll say he was rejected by his religious order and he is seeking to atone for something (probably an unfortunate social gaffe exacerbated by his below average charisma) so he can rejoin the order.

Summary

Growing up the favored sixth child amongst seven in a family of respected and devout loggers and carpenters, including wise old Grandpa, Reffold entered the clergy and made the Woodfell clan proud, but a blunder made worse by his deficiency in social skills caused him to fall out of favor with his religious order and now he must atone. He has been cast out until he can return with proof that he is worthy to rejoin his order.

Table: Ill-Conceived Reasons to Adventure

For those who find the Reasons to Adventure table too reasonable, I offer the following...


Ill-Conceived Reasons to Adventure

Roll 1d20

  1. An amateur botanist and professional florist, you are interested in specimens native to great dark swamps such as the Great Dark Swamp (from Whence None Return).
  2. An amateur entomologist and collector of insects, you have heard that there are several unclassified species of beetles reportedly found in catacombs and tombs.
  3. A composer of songs, you seek inspiration for your next ballad in the ruins of Castle Doom or any equally forboding fortress that might be haunted.
  4. A "people person," you are eager to meet as many people as you can no matter how isolated or xenophobic they may be.
  5. An entrepreneur, you know there are lucrative opportunities awaiting you on the fringes of civilization and/or sanity.
  6. A pioneer, you have trails to blaze through the most benighted, hellish, fiend-infested wilderness to get to that perfect plot of arable land you know awaits you on the other side.
  7. An animal-lover, you are convinced that there are beasties craving affection and tender loving care even in the vilest recesses of the subterranean ecosystem.
  8. You prefer to picnic in uncrowded locales faraway from the intrusiveness of towns and roads — faraway, in fact, from any sign of civilization or security whatsoever.
  9. An au pair by profession, you are scouting out sites for potential field trips. Spelunking is educational!
  10. A student, you were instructed to continue your research "in the field," which may or may not mean desolate, barrow-covered heaths.
  11. Noticing a string leading into a dark labyrinth, you thought you would follow it and see where it takes you, winding it onto a spool as you go...
  12. You are nostalgic for the golden age of a dead civilization and seek to bask in its genius by picking through the bones and rubble of its long deserted ruins.
  13. According to your horoscope, you will meet a stranger who will make a proposal. This is a time of great change in your life. Do not be afraid to try new things. Embrace the surprises that Life gives you!
  14. You have heard that subterranean environments are great for those who suffer from allergies. You have many allergies.
  15. A chef who takes freshness of ingredients seriously, you have heard that a certain rare and exquisite mushroom you seek can be found in certain caves...
  16. A promising student-doctor, you need cadavers with which to cram for your tests, but cadavers are expensive and difficult to obtain in towns where a high percentage of the population is superstitious and mob-inclined. Catacombs, however, are safe from prying eyes and the cadavers there are free for the taking!
  17. The fortune-teller sees a hazy image. For two silver pieces it becomes clearer. Ah, yes! It is... a man. Or perhaps... a woman. In... a tavern. The person is holding... a map! A very old map. Another image... becoming clearer... hills of gold and precious jewels! (This fortune is provided for entertainment purposes only.)
  18. Your chums have dared you to spend at least one night in the old abandoned cavern/dungeon/manor house/mine shaft (pick one).
  19. A stage magician, you are convinced that you can perform the greatest illusion ever seen if you can find the perfect location. Someplace authentically spooky would do nicely.
  20. Although Chaotic humanoids and their philosophy leave you nonplussed, you are willing to visit their homes and listen to their side of the argument.

[Edit: I just realized the sans serif typeface renders this a "Roman Numeral III-Conceived Reasons to Adventure." It ought to read "ILL-CONCEIVED Reasons to Adventure," but I don't like to shout unless someone is considering them in real life.]