Showing posts with label Advanced Dungeons and Dragons. Show all posts
Showing posts with label Advanced Dungeons and Dragons. Show all posts

Tuesday, January 29, 2013

A Gnome's Hole Fetish and Elven Skeletons

Last night we had out AD&D over on Roll d20.  Ken was the GM.  Dan and I were players and about half way through Rob joined in.  We tracked the orcs through a gully, but then found a trail of blood and lots of little arrows.  Poisoned arrows.  Tracking the blood we found an orc shaman ready to die, but got lots of information.  His group were ambushed by a group of kobolds.  The orcs lair was hidden underground, its entrance hidden by shrubbery (being Holy Grail imitations now).  There were 25 orcs total, of which they had fallen into worshiping something they discovered in their underground lair.

After sending the shaman to his one-eyed mother, we proceeded and I quote, "I'm a gnome, I wanna go in the hole."  Dan's gnome illusionist/thief made it known.

The short of it was we killed eight orcs and three skeletons.  One of which show flames at us.  And then this gray blobby thing.  I think that may have been the entity the orcs were worshiping.  I found an odd, but cool mace, +1, +2 vs kobold and elves and it detected undead in a 30' radius 3/day.  An odd combination.  And when we fought the skeletons I still believe they were elven skeletons.  The GM said no, but we know how GMs are.  Pffft.  I collected about 40gp and 20sp in spending cash.

Our red shirts turned out to be quality guys.  While I was rolling single digits during battle they were scoring hits regularly.

Fun was had by all.

The Roll d20 worked fairly well.  Although it seems easier in some ways and clumsier in other ways.  I still think Fantasy Grounds is the way to go for VTT.  The flexibility, built in ruleset and tools are a huge asset.  Plus, if I have to roll virtual dice FG has an excellent  simulator.  Roll d20 I was typing in /roll d20 a lot and always messing that up.  I like just grabbing the computer d20 and let fly.  And it never rolls off the table. 

Monday, July 16, 2012

Some Things I Learned from My AD&D Campaign

I started the AD&D campaign last September.  I wanted to use my old books and play the game I grew up with.  I played it as close to the original rules as possible.  I wanted to see how the old system held up and if I still liked it as much today. 

First thing I learned is I much prefer ascending armor class.  Eliminates the use of the matrix tables.  It also gets a little confusing when you have some that are trying to use THACO.  I've never played a game where THACO was used, but found out it does not match the matrix table in the 1st edition DMG.  I've never played 2nd edition or ever bought the books.  Having ascending armor class with 'to hit' bonuses for high levels is the way to go for me. 

Second thing I found I didn't like were the five saves included in AD&D.  There were so many situations where a save was called for, but did not fit into any of the categories.  I made some approximations with what a situation may be comparable to, but it still was a stretch most times.  I don't like the single save roll either.  Where as I've never played 3.5 and only Pathfinder recently, the Will, Reflex and Fortitude save make the best sense to me.  Those three options can cover almost any situation.

Third thing was I don't like a high magic campaign where magical items fall out of monsters butts when you kill them.  Sure I could have toned it down, but I was trying to play like we played back in the late 70s, early 80s.  There was a column on the character sheet just for magic items.  While I did switch it up with the type of magic items.  I used more unique items and sometimes the players discovered their powers and sometimes they didn't.  I prefer a low magic campaign where if there is a magic item it has a name and history.  Not number 4, +1 sword. 

Forth thing was the monsters.  I ran this campaign with lots of different critters and monsters, but I prefer the monsters to be like the magical items.  A monster with a name and history.  So when you do encounter a critter you better bring your lunch, its gonna be a fight.  Not just a quick glance at the Monster Manual..."okay, I need to use my +2 axe to hit this one and has anyone got any silver?"

Fifth, I don't really like the experience point system all that much.  I would prefer to streamline it and make all the classes need the same amount to get to the next level. 

Now you would think with all these things I didn't enjoy myself, but I did.  It was very cool to break out the DMG, PHB and MM and not just refer to them, but actually use them.  Dialing up an old style AD&D campaign was a lot of fun.  The players did an excellent job of keeping the story lines moving and solving problems.  Would I do it again, hell yeah.  But next time around I would do what any old school gamer would do, house rule it to fit what I like.

Saturday, January 14, 2012

Newbie Character Build

Last night me and the wife had a snow night where we stayed in and listened to some old CDs (featuring Meatloaf, Stevie Nicks, Eagles and even managed to tolerate a little Purple Rain from Prince).  She was in the kitchen making bagels while I hand wrote the characters.  I was planning on using a character sheet, but forgotten how much I dislike them.  None of them seemed to have what I wanted.  A bit like the three bears, this one has to little, this one has too much.  And some are to confusing for someone who is new.

A few things I won't be worrying about and left off.
  • Encumbrance.  This never played much in our games either unless we found a large, gold statue then we would have to explain how we would transport it.  And that will be my approach. 
  • Weapon Proficiencies.  I considered using them, but tossed them in the end. 
  • Spell Components.  This was always something we hand waved.  I don't want the mages worrying about inventory.
  • Alignment.  It is just unneeded in my game.  For clerics they will just need to emulate aspects of their god.  
  • Race Level or Class Limitations.  Never liked them.  Not going to use them.  
  • Eating.  I will do a VERY basic check of food consumed and needed.  I won't go into much detail other than, 'mark off an iron ration'.  
And here are a few things I've altered or changed.
  • Cleric Spells.  As in my current campaign, clerics do not have to choose their spells ahead of time.  As long as they have a slot available they can cast.
  • Spell Bonus for Magic-Users.  For high intelligence I am giving the magic-users bonus spells.  I want the two players who have chosen to run magic-users to have a bit of flexibility. 
  • Simplify the Move and Ranges.  AD&D has a bunch of different measurements so I made them all a number with no feet or inches.  It's just 4 or 5.  On the battle map it will be easier for them just to count the hexes or squares.
  • Simplified the Spells.  Since I only have one Players Handbook, I wrote a short description of the spells they could use on the back of the character sheet.  
What I am going to do next is develop a background for each character.  I want each one to have their own distinct feel and angle.  There are two magic-users in the party, one a human male another elven female.  With the human, he has a secret desire to explore all types of magic.  I've given him a necromantic spell that is illegal to have.  So it will be up to the player to decide when and if to use it.

Role playing is always a large part of my campaign.  So when the thief in the party starts off with no money, but posses a ring he lifted and has to find a place to fence it. He and the others will encounter the power of organizations, the bonuses and the penalties of belonging and not belonging.

Below is a sample of the characters I made last night.  The a fore mentioned human mage with an interest in necromantic spells.

Saturday, November 19, 2011

Three Things I Like Best About Swords and Wizardry (title edit)

I've been thinking about a few month old AD&D campaign and how it compares tot he retro clones. It has been a blast digging through the old books and they still fall open to the tables a DM is always looking for.  But there are a few things I do like better with the retro clones.  Here is a quick shot.

1. Ascending Armor Class
Simple, no table needed.  I like it for easy reference.

2. One Saving Throw
I do like the single saving throw more than the five different saving throws.  But, I think I like the Fortitude, Reflex, and Will saving throws the best.  Still, the single number save is easier and keeps things rolling.

3. Easy Monster Creation
Okay, this may be a subtle difference between 1st edition and the retros, but miles easier than doing GURPS critters.  The simple stat blocks of the Monster Book (which is the only thing I wished they had included in The Complete Tome of Horrors) save the GM a lot of headaches.

Have a great Saturday and try to be nice to those gentle peasants.  Remember to leave them their wedding dresses and grandmothers.

Thursday, September 1, 2011

Number of Players

As of now, there are three players in the AD&D campaign I plan to start after Labor Day.  I am sure there will be some fluctuation with some not being able to play some nights and we may get another player added later on.  As a GM, now I have to start gearing up the campaign, particularly the adventures towards that number of players.  I don't tend to have NPCs go along, and for whatever reason we rarely use hirelings.  If an NPC does go along I like it to a single individual who plays an auxiliary role so as not to take the action away from the players. 

I don't use too many canned modules, although I have one or two I put to the side, under glass "break in case of an emergency adventure is needed."  Most of the old AD&D modules are written for 6 to 8 players.  I've only ever had that players once for a campaign.  Most of my groups tend to be very small two to three players and there are times when we've done some one-on-one.  So when I start making these adventures for the players I'll need to consider their number.  Some encounters will be the same no matter if it was one or a hundred players.

Another thing to consider is the classes.  Rob made a super strong smash and bash fighter.  Not sure what the other two will play, but I do like to tailor make adventures for players.  Once I find out their strengths and weaknesses and motives I can develop something that will be fun for all of them.  And develop the backstories and other fun conflicts. 

Iplan on posting alot of the development stuff here.  And I haven't stopped working on Starter Adventures.  I'm actually rewritting one section and adding two more sections. 

Wednesday, August 31, 2011

Beginnings of an AD&D Campaign

Most of the players were on board to switching to the AD&D campaign. One just isn’t into d20 games and no problems there I will just have to see him on-line and play some City of Heroes. We’ll kill some clipart.

Like I said in my previous post we will be playing AD&D, warts and all, but there will be a few homebrewed rules thrown in.

Character Creation: 
  • Roll 4d6 throw out the lowest six times then place them in the attribute of your choosing.
  • All races in the PHB are fair game.
  • All classes in the PHB are fair game.
  • Roll starting money as per class.
  • Choose weapon proficiencies.
  • Choose a non-weapon proficiency. (I need to find the short entry in the DMG about them)
  • Magic-User classes start with 3 spells, each additional spell will cost them 50gp.
  • Languages need to be chosen.
  • I’m even playing with alignments. How can you have a true AD&D game without them.
  • And I am using the money system, including the dreaded electrum piece.  

Homebrewed Stuff: 
  • I will switch the money system from a gold to a silver standard. I just like it better overall.
  • I am not at home and I don’t have my books in front of me, but I don’t remember if this was a rule or not, but I plan on giving a +1 to AC for helmets and +2 to AC for great helms (but it carries a -1 ‘to hit’ penalty).
  • No going to worry about encumbrance for the most part. Unless they find a 500 pound gold statue.
  • Initiative will be a d10 instead of a d6. It makes sense to me since there are 10 segments in a combat round. What you roll is what segment you attack on. Dex bonuses will apply. If a player gets an AC bonus the same number will apply to the initiative.
  • I retain the right to change or ingnore everything I have just said. 
When I get my books in front of me and hash out the rules I'll post more.  The setting I have pretty well outlined in my mind.  At least the beginning.  It is something I came up with when our group was planning on doing a cooperative Points of Light type suppliment for old school systems. 

My plan is to hash out rule details.  Then give the players the background and starting situation.  Each will get there own custom knowledge sheet and so on.  I plan on posting a lot of the details here.  Use this as one of those wikis I don't totally understand.

Tuesday, August 30, 2011

Finding the Right System

We are on a break (not the Ross and Rachel kind) from our Monday Night game that will resume after the Labor Day holiday.  I am currently using 4th edition GURPS and while I do love the system and all of its options and flexability, but I'm not feeling it.  I've been reading and writing for S&W, OSRIC, LL and my new renewed interest is in Hackmaster Basic.  It has a little of mix of some GURPS and AD&D. 

I plan on asking my group to switch systems.  Most of them will have no problem, but if some do I can understand.  What I plan to purpose is a AD&D game using the orginal three books.  No retro clones, no numbered editions just the game we played for countless hours.  I don't plan to change anything.  I want to play it with warts and all.  I'm interested to see how much different we view the game so many years later.

Friday, November 5, 2010

100 Followers and Oh God, Not Another Magic System

I finally crawled my way to 100 Brilliant People. I didn't realize they were so scarce. Thanks to Chris Kutalik for being the 100th.

Yes, I am working on a magic system. Don't throw things or groan or roll your eyes at me. Just pipe down and listen up. My two favorite systems are AD&D and GURPS. Two beasts with very little in common. Here are a few quick shots I like about both.

- I like the base level and experience that AD&D has compared to GURPS where it is a point based system that often result in very powerful characters in a short amount of time.

- GURPS has options out the wazoo. I like options, but I don't like getting my wazoo involved. The magic system can be manipulated in various ways that can make each culture have their own twist. AD&D, with the Vancian system is too cartoony for me. All of a sudden at 5th level you can learn a 3rd level fireball and blow up the world. It was fun when I was 14, but not as much now.

- I like the spell point system GURPS uses. You can be a starting character and cast potent spells from the get go, but it takes time to recover. AD&D the Vancian system you cast it and forget it. Never made sense to me. I like the idea a character can cast decent level spells from the beginning.

What my system for the game I plan to eventually run is a point based Vacian system. Ha, you thought I wasn't going to use the Vancian way since I talked smack about it. Let me rewind and go back to the beginning of character creation.

Oh and before I even start this section, players start at 0-level. Why not? A magic-use starts with a number of Spell Points (SP) equal to his intelligence. Intelligence also provides the base number of spells a magic-user can learn. These spells are memorized and can be used as long as the magic-user has available spell points. So say the mage has magic missile, hold portal and sleep in his arsenal he doesn't have to choose ahead of time which he uses he can use any of them because he knows the spell it's a matter of does he have enough spell points to cast it.

The base cost of spells is 10 spell point/level of the spell and 1 point for 0-level spells. When I say level of the spells it is for figuring point cost. If a 1st level magic-user learned a 6th level spell and managed to get the required spell points to cast it he may do so. In addition, certain properties of spells may be boosted by plowing more spell points into the casting. A magic-user may need to increase a spells range or make his light spell a bit more powerful. So this gives spells a flexibility that is not normally there.

Back to character creations and advancement. Magic-users gain a d10 in spell points at 1st level. This is done on odd level advancements. On even level advancements the magic-users may roll to learn a new spell or gain another d6 in spell points. It takes a number of weeks to learn the spell equal to the level of the spell. But there is always a chance the spell won't take. The chance of learning a spell is based on the player's intelligence. Spell points are gained automatically.

Available in the world are forms of raw and stored mana. There are raw forms of magic called viz. These form naturally in various magical places. A pond will form small pebbles of mana. Each of these pebbles may be used as 1spell point toward the casting of a spell. And of course larges stones may be worth more spell points. Once the viz is used it is gone. This idea I blatantly ripped off from Ars Magica.

Also there are power stones, and idea I blatantly ripped off from GURPS. I'm not proud. Anyway there are magic imbued stones, usually gems of some sort that absorb the magic out of the land. It does this passively and no effort is needed by the player. What it can do, depending on the size, is store a number of spell points to be used in casting. The charge time for these is slow usually one spell point/day, but they are reusable and helpful in a pinch.

So there is actually quick look at Oh god, not another magic system.