tag:blogger.com,1999:blog-91132171363764002572024-03-09T18:46:19.302-08:00"It's okay; Gary sent us."Reflections on classic D&D from someone who definitely wasn't there.Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.comBlogger76125tag:blogger.com,1999:blog-9113217136376400257.post-79623870175487036592024-02-17T12:23:00.000-08:002024-02-26T22:53:02.506-08:00The original barbarian class, adapted for Swords & Wizardry<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVG93_1YkH2QYdMzJpMfT2sYXhIzTijEwWikjmWZzHQmC1eQs8KThrGbhfMRaPX7qMhNToVoexAOSMYPuOZUDAkS-biqFNrONHOG3yAs1XFkeCNEdt5i8iibaAzWBbKWkafTZPlHVp1w5bWWwCn7lt6p4N78oaADckfUWz4gXB7ya-1v-ALqsblZZh3aXS/s600/tumblr_mps5hnJBk51ro2bqto1_540.jpg" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" height="320" data-original-height="600" data-original-width="525" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVG93_1YkH2QYdMzJpMfT2sYXhIzTijEwWikjmWZzHQmC1eQs8KThrGbhfMRaPX7qMhNToVoexAOSMYPuOZUDAkS-biqFNrONHOG3yAs1XFkeCNEdt5i8iibaAzWBbKWkafTZPlHVp1w5bWWwCn7lt6p4N78oaADckfUWz4gXB7ya-1v-ALqsblZZh3aXS/s320/tumblr_mps5hnJBk51ro2bqto1_540.jpg"/></a></div>
Like its fellow iconic D&D classes, the ranger, illusionist, and bard, the first published iteration of the barbarian debuted in the pages of a periodical. In the barbarian's case, however, it wasn't one of TSR's official publications, but rather Great Britain's own White Dwarf, back before it existed exclusively to promote the Warhammer tabletop wargaming lines. Author Brian Asbury's barbarian first appeared in the December 1977 issue, with some additions meant to update it for the newly-released AD&D game appearing later on in 1979. <p>Since my goal here is to adapt the class to a format compatible with the original D&D-based Sword & Wizardry game, I'm drawing exclusively on the 1977 version rather than attempting to incorporate the AD&D elements (with one qualified exception; see below). I was also forced to settle one area of ambiguity, in that neither of the WD articles specified what attack table barbarians are meant to use. Since they save as clerics and their experience progression is also quite similar to that of clerics, I opted to assign them the cleric attack table as well. <p>Finally, as a personal aide, I've always been especially skeptical of the need for a dedicated barbarian class in D&D, considering that Conan himself was a primary inspiration for the fighter. Still, the notion has proven itself an enduring one and I'm happy to present it here for the many who don't share my reservations.
<p>
<b>BARBARIAN</b><p>
Grim warriors hailing from the untamed hinterlands, the uncommon bravery and preternatural reflexes of the Barbarians are shaped by their close ties with the primal forces of nature. Their battle prowess is the stuff of legends, as is their craftiness and guile. Woe to the "civilized" opponent who takes their feral appearance and lack of formal education as weaknesses to be exploited, for the proud Barbarian is nobody's fool!
<p>
Like the Monk, many of the Barbarian's most potent skills require good ability scores to access. Players considering this class should be aware that Strength 13+, Dexterity 13+, Intelligence 9+, and Wisdom 14+ are all needed to fully realize its potential.
<p>
<b>ABOUT BARBARIANS</b><p>
<b>Prime Attribute:</b> Constitution, 13+ (+5% experience bonus).<p>
<b>Hit Dice:</b>1d6+1 at 1st level, 1d6/level thereafter (Gains 1 hp/level after 10th level).<p>
<b>Armor/Shield Permitted:</b> Shield permitted. Barbarians may initially wear no armor, but gain the ability to use leather armor at 6th level and ring or chain mail at 11th level.<p>
<b>Weapons Permitted:</b> Long sword, spear, hand axe. Barbarians with Strength 13+ may also use battle axes. For every point of Dexterity a Barbarian has in excess of 12, one additional weapon may be used. The exceptions to this are complex mechanical weapons such as crossbows, which Barbarians shun on principle.<p>
<b>Ancestry:</b> Human.<p>
<b>Alignment:</b> Any.<p>
<b>Fighting Ability:</b> Barbarians use the same attack table as Clerics.<p>
<b>Saving Throws:</b> Barbarians have the same base saving throws as Clerics of four levels higher than their actual level. They do not benefit from a Cleric's +2 bonus to saving throws against paralysis and poison, however.<p>
<b>Magic Items:</b> Barbarians may use any magic item available to Fighters, Thieves, and members of all classes. An exception is writing-based magic items such as books and manuals, which may only be employed by Barbarians with Wisdom 14+. Barbarians of lesser Wisdom are assumed to be illiterate due to their primitive upbringings.<p>
<b>BARBARIAN CLASS ABILITIES</b><p>
<b>Catch Missiles:</b> Barbarians with Dexterity 13+ have a percentage chance to pluck missiles shot or hurled at them right out of the air, causing these attacks to automatically miss regardless of attack roll. Each such missile requires its own roll and this ability is only effective against physical projectiles of manageable size. Thus, such things as <i>magic missile</i> or <i>lightning bolt</i> spells cannot be caught, nor can the huge boulders hurled by giants. Magical weapons subtract 5% from the Barbarian's success chance for each "plus" they possess. Barbarians with Dexterity 15 or 16 gain a +5% bonus to this skill, and this bonus increases to +10% for Barbarians with 17 or 18 Dexterity.<p>
<b>Climb Walls:</b> Barbarians with Dexterity 10+ may climb sheer surfaces. This functions as the Thief skill of the same name.<p>
<b>Danger Sense:</b> This represents the chance on 1d6 of automatically detecting any source of imminent danger within a 20-foot radius of the Barbarian. The precise nature and location of the danger is not necessarily revealed, only the simple fact of its existence.<p>
<b>Ferocity:</b> Barbarians with Strength 10+ gain a +1 bonus on all to-hit rolls.<p>
<b>First Strike:</b> Barbarians with Strength 13+ <i>and</i> Dexterity 10+ have a 75% chance of being able to deliver an exceptionally deadly opening blow in melee. This ability applies only to the Barbarian's first attack roll in a given combat encounter and only if the Barbarian's side has won the initiative roll on that round. The attack gains a +2 to-hit bonus and deals double damage if successful. This increases to triple damage at 5th level and quadruple damage at 9th level.<p>
<b>Hardy:</b> Barbarians are twice as resistant to disease as the typical human. It is up to the Referee to determine what this means in concrete game terms, but a +2 or greater bonus to saving throws against diseases is a solid choice.<p>
<b>Hear Noise:</b> As the Thief skill of the same name.<p>
<b>Instinctual Evasion:</b> Keen senses naturally improve a Barbarian's armor class by one point. This is cumulative with any armor class bonuses from armor, magic, or high Dexterity.<p>
<b>Sign Language:</b> Barbarians of Intelligence 9+ are adept at making themselves understood via hand signals and other body language. A successful roll indicates that a particular concept or idea (within reason, of course) can be communicated to any intelligent being capable of viewing the Barbarian's gestures.<p>
<b>Strong Heart:</b> Barbarians do not frighten easily. Being subjected to any spell or magic item capable of instilling fear or panic in a victim has a 50% chance of instead driving a Barbarian into a berserk rage. In this state, the Barbarian gains +2 on all to-hit rolls and (if an NPC) need not check morale for the remainder of the current encounter. If this roll fails, the Barbarian is still able to attempt any standard saving throws the magic in question allows for.<p>
<b>Tracking:</b> This ability is similar in most respects to the one of the same name possessed by Rangers. The base chance of success should be adjusted as follows based on the difficulty of the terrain the Barbarian's quarry has traversed.<p>
<table><tr>
<th rowspan="1">Outdoors</th>
<th rowspan="1">Penalty</th>
</tr>
<tr>
<td>Hard ground</td>
<td>-20%</td></tr>
<tr>
<td>Rain or snow</td>
<td>-30%</td></tr>
<tr><td>Crosses water</td>
<td>-40%</td>
</tr></table>
<table><tr>
<th rowspan="1">Indoors</th>
<th rowspan="1">Penalty</th>
</tr>
<tr>
<td>Regular passage</td>
<td>-25%</td></tr>
<tr>
<td>Normal door</td>
<td>-30%</td></tr>
<tr>
<td>Trap door</td>
<td>-40%</td></tr>
<tr>
<td>Chimney</td>
<td>-50%</td></tr>
<tr>
<td>Secret door</td>
<td>-55%</td></tr>
</table><p>
<b>Hide in Shadows (Optional):</b> In the 1979 follow-up to his original Barbarian feature, Brian Asbury recommends that Barbarians with Dexterity 11+ <i>and</i> Intelligence 9+ also be given the Hide in Shadows skill, as per a Thief of the same level. Whether this ability is available or not is a matter for the individual Referee to decide.<P>
<table>
<b>Barbarian Advancement Table</b><p>
<table>
<tr>
<th rowspan="1">Level</th>
<th rowspan="1">XP Required for Level</th>
<th rowspan="1">Hit Dice (d6)*</th>
<th rowspan="1">Saving Throw</th>
</tr>
<tr>
<td>1</td>
<td>0</td>
<td>1+1 hp</td>
<td>11</td>
</tr>
<tr>
<td>2</td>
<td>1,500</td>
<td>2+1 hp</td>
<td>10</td>
</tr>
<tr>
<td>3</td>
<td>3,000</td>
<td>3+1 hp</td>
<td>9</td>
</tr>
<tr>
<td>4</td>
<td>6,000</td>
<td>4+1 hp</td>
<td>8</td>
<tr>
<td>5</td>
<td>12,000</td>
<td>5+1 hp</td>
<td>7</td>
</tr>
<tr>
<td>6</td>
<td>24,000</td>
<td>6+1 hp</td>
<td>6</td>
</tr>
<tr>
<td>7</td>
<td>48,000</td>
<td>7+1 hp</td>
<td>5</td>
</tr>
<tr>
<td>8</td>
<td>96,000</td>
<td>8+1 hp</td>
<td>4</td>
</tr>
<tr>
<td>9</td>
<td>200,000</td>
<td>9+1 hp</td>
<td>4</td>
</tr>
<tr>
<td>10</td>
<td>325,000</td>
<td>10+1 hp</td>
<td>4</td>
</tr>
<tr>
<td>11</td>
<td>450,000</td>
<td>10+2 hp</td>
<td>4</td>
</tr>
<tr>
<td>12</td>
<td>575,000</td>
<td>10+3 hp</td>
<td>4</td>
</tr>
<tr>
<td>13</td>
<td>700,000</td>
<td>10+4 hp</td>
<td>4</td>
</tr>
<tr>
<td>14</td>
<td>825,000</td>
<td>10+5 hp</td>
<td>4</td>
</tr>
<tr>
<td>15</td>
<td>950,000</td>
<td>10+6 hp</td>
<td>4</td>
</tr>
<tr>
<td>16</td>
<td>1,075,000</td>
<td>10+7 hp</td>
<td>4</td>
</tr>
<tr>
<td>17</td>
<td>1,200,000</td>
<td>10+8 hp</td>
<td>4</td>
</tr>
<tr>
<td>18</td>
<td>1,325,000</td>
<td>10+9 hp</td>
<td>4</td>
</tr>
<tr>
<td>19</td>
<td>1,450,000</td>
<td>10+10 hp</td>
<td>4</td>
</tr>
<tr>
<td>20</td>
<td>1,575,000</td>
<td>10+11 hp</td>
<td>4</td>
</tr>
<tr>
<td>21+</td>
<td>+125,000 per level</td>
<td>+1 hp/level</td>
<td>4</td>
</tr>
</tr></table><p>
*Hit points shown for levels after the character no longer gains full hit dice are the total combined number. A 11th-level Barbarian has 10 HD plus 2 hit points total.<p>
<b>Barbarian Skills</b><p>
<table>
<tr>
<th rowspan="1">Level</th>
<th rowspan="1">Catch Missiles</th>
<th rowspan="1">Climb Walls</th>
<th rowspan="1">Danger Sense</th>
<th rowspan="1">Hear Noise</th>
<th rowspan="1">Hide in Shadows*</th>
<th crowspan="1">Sign Language</th>
<th rowspan="1">Tracking</th>
</tr>
<tr>
<td>1</td>
<td>5%</td>
<td>80%</td>
<td>1</td>
<td>1-2</td>
<td>10%</td>
<td>10%</td>
<td>40%</td>
</tr>
<tr>
<td>2</td>
<td>10%</td>
<td>81%</td>
<td>1</td>
<td>1-2</td>
<td>15%</td>
<td>20%</td>
<td>45%</td>
</tr>
<tr>
<td>3</td>
<td>15%</td>
<td>82%</td>
<td>1</td>
<td>1-3</td>
<td>20%</td>
<td>30%</td>
<td>50%</td>
</tr>
<tr>
<td>4</td>
<td>20%</td>
<td>83%</td>
<td>1-2</td>
<td>1-3</td>
<td>25%</td>
<td>40%</td>
<td>55%</td>
</tr>
<tr>
<td>5</td>
<td>25%</td>
<td>84%</td>
<td>1-2</td>
<td>1-3</td>
<td>30%</td>
<td>45%</td>
<td>60%</td>
</tr>
<tr>
<td>6</td>
<td>30%</td>
<td>85%</td>
<td>1-2</td>
<td>1-3</td>
<td>35%</td>
<td>50%</td>
<td>65%</td>
</tr>
<tr>
<td>7</td>
<td>35%</td>
<td>86%</td>
<td>1-3</td>
<td>1-4</td>
<td>40%</td>
<td>55%</td>
<td>70%</td>
</tr>
<tr>
<td>8</td>
<td>40%</td>
<td>87%</td>
<td>1-3</td>
<td>1-4</td>
<td>55%</td>
<td>60%</td>
<td>75%</td>
</tr>
<tr>
<td>9</td>
<td>45%</td>
<td>88%</td>
<td>1-3</td>
<td>1-4</td>
<td>65%</td>
<td>65%</td>
<td>80%</td>
</tr>
<tr>
<td>10</td>
<td>50%</td>
<td>89%</td>
<td>1-4</td>
<td>1-5</td>
<td>75%</td>
<td>70%</td>
<td>85%</td>
</tr>
<tr>
<td>11</td>
<td>55%</td>
<td>90%</td>
<td>1-4</td>
<td>1-5</td>
<td>85%</td>
<td>75%</td>
<td>90%</td>
</tr>
<tr>
<td>12</td>
<td>60%</td>
<td>91%</td>
<td>1-4</td>
<td>1-5</td>
<td>95%</td>
<td>75%</td>
<td>95%</td>
</tr>
<tr>
<td>13</td>
<td>65%</td>
<td>92%</td>
<td>1-5</td>
<td>1-6</td>
<td>100%</td>
<td>75%</td>
<td>100%</td>
</tr>
<tr>
<td>14</td>
<td>75%</td>
<td>93%</td>
<td>1-5</td>
<td>1-6</td>
<td>100%</td>
<td>75%</td>
<td>100%</td>
</tr>
<tr>
<td>15</td>
<td>80%</td>
<td>94%</td>
<td>1-5</td>
<td>1-6</td>
<td>100%</td>
<td>75%</td>
<td>100%</td>
</tr>
<tr>
<td>16</td>
<td>85%</td>
<td>95%</td>
<td>1-5</td>
<td>1-6</td>
<td>100%</td>
<td>75%</td>
<td>100%</td>
</tr>
<tr>
<td>17</td>
<td>90%</td>
<td>96%</td>
<td>1-5</td>
<td>1-6</td>
<td>100%</td>
<td>75%</td>
<td>100%</td>
</tr>
<tr>
<td>18</td>
<td>95%</td>
<td>97%</td>
<td>1-5</td>
<td>1-6</td>
<td>100%</td>
<td>75%</td>
<td>100%</td>
</tr>
<tr>
<td>19</td>
<td>100%</td>
<td>98%</td>
<td>1-5</td>
<td>1-6</td>
<td>100%</td>
<td>75%</td>
<td>100%</td>
</tr>
<tr>
<td>20</td>
<td>100%</td>
<td>99%</td>
<td>1-5</td>
<td>1-6</td>
<td>100%</td>
<td>75%</td>
<td>100%</td>
</tr>
<tr>
<td>21</td>
<td>100%</td>
<td>100%</td>
<td>1-5</td>
<td>1-6</td>
<td>100%</td>
<td>75%</td>
<td>100%</td>
</tr>
<td>21+</td>
<td>No further improvement</td>
</table><p>
* Optional skill (see above).Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com3tag:blogger.com,1999:blog-9113217136376400257.post-22098240813937706932024-02-07T17:19:00.000-08:002024-02-26T22:55:05.266-08:00The original illusionist class, adapted for Swords & Wizardry<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEI92S_O3Qh4A8G378KsHniMhv7l5hsWImZjKI43zCd6Ggoogltp8fiN1YcCDFpqTBSnf0tu1_hkaYZ29p1_Qxc38a9O_4V6R5kheBFq1aW5C2J3RYUZdI5Rz1beQnH6E4zy0FFGnywo5qiP7nzuzf4bwGrWANiG19nY_uwNO1zUma_lrh-hPjpMCI7fTV/s465/mirror_image_spell.webp" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" width="400" data-original-height="271" data-original-width="465" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEI92S_O3Qh4A8G378KsHniMhv7l5hsWImZjKI43zCd6Ggoogltp8fiN1YcCDFpqTBSnf0tu1_hkaYZ29p1_Qxc38a9O_4V6R5kheBFq1aW5C2J3RYUZdI5Rz1beQnH6E4zy0FFGnywo5qiP7nzuzf4bwGrWANiG19nY_uwNO1zUma_lrh-hPjpMCI7fTV/s400/mirror_image_spell.webp"/></a></div>
Debuting in the winter 1975 issue of TSR's short-lived house organ The Strategic Review, Peter Aronson's illusionist class was the first of many contemporary "specialist" magic-user variants to gain significant traction within the D&D community at large. This is primarily because unlike the various healers, witches, warlocks, mystics and such making the rounds, it was the lone such sub-class to be effectively canonized by none other than Gary Gygax, who included it in the 1978 Advanced Dungeons & Dragons Players Handbook. That version is subtly different from Aronson's 1975 vintage one, however.<p>In the interest of keeping this little bit of "gameable history" as accessible as possible, I've adapted it to what I consider to be the gold standard of modern Original D&D variants, Swords & Wizardry. My one main concession to the new format was the addition of prime attributes, as the SR article was mum on this point. In a small handful of cases, I also referred to the aforementioned Players Handbook when the source text omitted a key detail necessary for playability. Examples would be the <i>misdetection</i> spell, which has neither a range nor a duration supplied in the SR article, or <i>prismatic spray</i>, which appears as a listing on a table but has no accompanying description whatsoever.<p>
<b>ILLUSIONIST</b><p>
Master mesmerists, weavers of shadow, the enigmatic Illusionists represent a highly specialzed arcane tradition that split from that of more conventional Magic-Users untold generations ago. While significantly less skilled at manipulating solid matter and elemental energies than their Magic-User kin, Illusionists make up for this with their unparalleled ability to muddle the senses and indeed twist the very minds of their spellbound subjects to suit their whims. To play an Illusionist effectively requires formidable creativity and cunning, as well as an open-minded Referee willing to reward both.
<p>
<b>ABOUT ILLUSIONISTS</b><p>
<b>Prime Attribute:</b> Intelligence <i>and</i> Dexterity, both 13+ (+5% experience bonus).<p>
<b>Hit Dice:</b>1d4/level (Gains 1 hp/level after 11th level).<p>
<b>Armor/Shield Permitted:</b> None.<p>
<b>Weapons Permitted:</b> Dagger, staff and darts.<p>
<b>Ancestry:</b> Human.<p>
<b>Alignment:</b> Any.<p>
<b>Fighting Ability:</b> Illusionists use the same attack table as Magic-Users.<p>
<b>Magic Items:</b> Other than items usable by any class, Illusionists are quite limited in this regard. They may employ scrolls of Illusionist spells, Crystal Balls (excluding those with the added power to sense sounds or thoughts), Wands of Fear, Wands of Magic Detection, Wands of Paralyzing, and wands containing Illusionist spells generally. Whether or not an Illusionist of level 11+ may also create these items is subject to Referee determination.<p>
<b>ILLUSIONIST CLASS ABILITIES</b><p>
<b>Spell Casting:</b> Illusionists learn, prepare, and cast their spells using the same procedures as Magic-Users, with the exception that they do not require use of the <i>read magic</i> spell (or equivalent) to understand the magical writings of other Illusionists.<p>
<b>Saving Throw Bonus:</b> Illusionists gain a bonus of +2 on all saving throw rolls against spells, including spells from magic wands and staffs.<p>
<b>Illusionist Advancement Table</b><p>
<table>
<tr>
<th rowspan="2">Level*</th>
<th rowspan="2">XP Required for Level</th>
<th rowspan="2">Hit Dice (d4)**</th>
<th rowspan="2">Saving Throw</th>
<th colspan="7">Number of Spells (by level)</th>
</tr>
<tr>
<td>1</td>
<td>2</td>
<td>3</td>
<td>4</td>
<td>5</td>
<td>6</td>
<td>7</td>
</tr>
<tr>
<td>1</td>
<td>0</td>
<td>1</td>
<td>15</td>
<td>1</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>2</td>
<td>3,000</td>
<td>2</td>
<td>14</td>
<td>2</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>3</td>
<td>6,000</td>
<td>3</td>
<td>13</td>
<td>3</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>4</td>
<td>12,000</td>
<td>4</td>
<td>12</td>
<td>4</td>
<td>1</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>5</td>
<td>25,000</td>
<td>5</td>
<td>11</td>
<td>4</td>
<td>3</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>6</td>
<td>50,000</td>
<td>6</td>
<td>10</td>
<td>4</td>
<td>4</td>
<td>1</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>7</td>
<td>75,000</td>
<td>7</td>
<td>9</td>
<td>4</td>
<td>4</td>
<td>2</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>8</td>
<td>110,000</td>
<td>8</td>
<td>8</td>
<td>4</td>
<td>4</td>
<td>3</td>
<td>1</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>9</td>
<td>175,000</td>
<td>9</td>
<td>7</td>
<td>5</td>
<td>4</td>
<td>4</td>
<td>2</td>
<td>1</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>10</td>
<td>350,000</td>
<td>10</td>
<td>6</td>
<td>5</td>
<td>5</td>
<td>4</td>
<td>3</td>
<td>2</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>11</td>
<td>525,000</td>
<td>11</td>
<td>5</td>
<td>5</td>
<td>5</td>
<td>4</td>
<td>4</td>
<td>3</td>
<td>1</td>
<td>-</td>
</tr>
<tr>
<td>12</td>
<td>700,000</td>
<td>11+1 hp</td>
<td>5</td>
<td>5</td>
<td>5</td>
<td>5</td>
<td>4</td>
<td>4</td>
<td>2</td>
<td>-</td>
</tr>
<tr>
<td>13</td>
<td>875,000</td>
<td>11+2 hp</td>
<td>5</td>
<td>5</td>
<td>5</td>
<td>5</td>
<td>5</td>
<td>5</td>
<td>2</td>
<td>1</td>
</tr>
<tr>
<td>14</td>
<td>1,050,000</td>
<td>11+3 hp</td>
<td>5</td>
<td>6</td>
<td>6</td>
<td>5</td>
<td>5</td>
<td>5</td>
<td>3</td>
<td>2</td>
</tr>
</tr></table><p>
*Illusionists are capped at 14 levels of ability.<br>
**Hit points shown for levels after the character no longer gains full hit dice are the total combined number. A 13th-level Illusionist has 11 HD plus 2 hit points total, not 11 HD plus one hit point gained at 12th level and another 2 hit points gained at 13th.
</table><p>
<b>ILLUSIONIST SPELLS</b><P>
<u><b>Level 1</u></b><P>
Change Self<br>
Color Spray<br>
Darkness**<br>
Detect Illusion<br>
Detect Invisibility*<br>
Gaze Reflection<br>
Hypnotism<br>
Light**<br>
Mirror Image*<br>
Phantasmal Force*<br>
Ventriloquism<br>
Wall of Fog<p>
<u><b>Level 2</u></b><P>
Blindness<br>
Blur<br>
Deafness<br>
Detect Magic*<br>
Dispel Illusion<br>
Fog<br>
Hypnotic Pattern<br>
Improved Phantasmal Force<br>
Invisibility*<br>
Magic Mouth*<br>
Misdetection<br>
Rope Trick*<p>
<u><b>Level 3</u></b><P>
Continual Light**<br>
Continual Darkness**<br>
Dispel Exhaustion<br>
Fear<br>
Hallucinatory Terrain*<br>
Illusionary Script<br>
Invisibility 10-Foot Radius*<br>
Nondetection<br>
Paralyzation<br>
Phantasmal Killer<br>
Spectral Force<br>
Suggestion*<p>
<u><b>Level 4</u></b><P>
1st Level Magic-User Spells<br>
Confusion*<br>
Emotions<br>
Improved Invisibility<br>
Massmorph*<br>
Minor Creation<br>
Shadow Magic<br>
Shadow Monsters<p>
<u><b>Level 5</u></b><P>
2nd Level Magic User Spells<br>
Chaos<br>
Create Spectres<br>
Demi-Shadow Magic<br>
Demi-Shadow Monsters<br>
Major Creation<br>
Project Image*<br>
Summon Shadow<p>
<u><b>Level 6</u></b><P>
Conjuration of Animals**<br>
Mass Suggestion<br>
Permanent Illusion<br>
Programmed Illusion<br>
Shadow Monsters III<br>
True Sight<p>
<u><b>Level 7</u></b><P>
Alter Reality<br>
Astral Spell*<br>
Maze*<br>
Prismatic Sphere*<br>
Prismatic Spray<br>
Vision<p>
*As the Magic-User spell.<br>
** As the Cleric spell.<p>
<b>SPELL DESCRIPTIONS</b><p>
<u><b>1st Level Magic User Spells</u><p>
Spell Level: Illusionist, 4th Level<br>
Range: Varies<br>
Duration: Varies</b><P>
An Illusionist that learns this "spell" has actually mastered the formulae for all of the basic 1st level Magic-User spells and may henceforth prepare any of them as 4th level Illusionist spells. Scrolls containing 1st level Magic-User spells may also be utilized if <i>read magic</i> is first employed as normal. These Magic-User spells do not count toward the Illusionist's maximum number of 1st level spells known based on Intelligence.<p>
<u><b>2nd Level Magic User Spells</u><p>
Spell Level: Illusionist, 5th Level<br>
Range: Varies<br>
Duration: Varies</b><P>
An Illusionist that learns this "spell" has actually mastered the formulae for all of the basic 2nd level Magic-User spells and may henceforth prepare any of them as 5th level Illusionist spells. Scrolls containing 2nd level Magic-User spells may also be utilized if <i>read magic</i> is first employed as normal. These Magic-User spells do not count toward the Illusionist's maximum number of 2nd level spells known based on Intelligence.<p>
<u><b>Alter Reality</u><p>
Spell Level: Illusionist, 7th Level<br>
Range: Varies<br>
Duration: Varies</b><P>
This spell is functionally identical to <i>limited wish</i>, with the exception that the Illusionist must first create an illusionary depiction of the desired result via <i>phantasmal force</i> or similar immediately before casting this spell to convert the scene to physical reality.<p>
<u><b>Blindness</u><p>
Spell Level: Illusionist, 2nd Level<br>
Range: 120 feet<br>
Duration: Until dispelled</b><P>
This spell will blind a single target that fails a saving throw. The effect is permanent until dispelled or voluntarily lifted by the Illusionist.<p>
<u><b>Blur</u><p>
Spell Level: Illusionist, 2nd Level<br>
Range: Caster only<br>
Duration: 1d4+4 minutes</b><P>
Localized visual distortion betters the caster's armor class by two and confers a +2 bonus to saving throws against wands, staffs, and similar magic devices.<p>
<u><b>Change Self</u><p>
Spell Level: Illusionist, 1st Level<br>
Range: Caster only<br>
Duration: 1 minute/level plus 1d6+10 additional minutes</b><P>
This spell modifies the caster's appearance to resemble any creature of roughly human size and shape.<p>
<u><b>Chaos</u><p>
Spell Level: Illusionist, 5th Level<br>
Range: 120 feet<br>
Duration: Concentration</b><P>
Chaos allows the Illusionist to designate a 30-foot by 30-foot square area within range wherein all creatures are automatically confused (as per the spell <i>confusion</i>) for as long as concentration is maintained. Level 9+ Illusionists and Fighters (to include Paladins and Rangers if the Referee permits) are unaffected, however.<p>
<u><b>Color Spray</u><p>
Spell Level: Illusionist, 1st Level<br>
Range: 20 feet<br>
Duration: Instantaneous</b><P>
A burst of clashing colors erupts from the Illusionist's hand, filling a wedge-shaped area five feet wide and 20 feet long and potentially incapacitating one or more targets with up to six combined levels/HD. To determine the exact magnitude of the effect, roll 1d6 and add one for every five levels the Illusionist has attained above the second, bearing in mind that six remains the highest possible modified result. Actual targets are chosen randomly from those within the area of effect. If the level/HD affected equals or exceeds those of a given target, that target is rendered unconscious with no saving throw and the remainder of the spell effect passes on to the next target. If a target ends up only partially affected due to this (five HD of total spell effect split up 3/2 between a pair of three HD monsters, for instance), the partially affected target may attempt a saving throw. That saving throw gains a +2 bonus for every level "short" the spell effect is beyond one. For example, a five HD creature subjected to a mere two HD of <i>color spray</i> effect would save at +4. Targets with more than six levels or HD are unaffected.<p>
<u><b>Create Spectres</u><p>
Spell Level: Illusionist, 5th Level<br>
Range: Touch<br>
Duration: Permanent</b><P>
By way of this sinister dweomer, a single dead subject of at least two levels/HD can be animated as a spectre with half the levels/HD it had in life, rounded up. The newly-created undead retains its own mind and will, as opposed to being a thrall of the Illusionist. Subjects of this spell cannot have been deceased for longer than four hours plus one additional hour per level of the Illusionist.<p>
<u><b>Detect Illusion</u><p>
Spell Level: Illusionist, 1st Level<br>
Range: 60 feet<br>
Duration: 3 turns</b><P>
The caster is able to recognize and see through any illusion in range while this spell is active.<p>
<u><b>Deafness</u><p>
Spell Level: Illusionist, 2nd Level<br>
Range: 120 feet<br>
Duration: Until dispelled</b><P>
This spell will deafen a single target that fails a saving throw. The effect is permanent until dispelled or voluntarily lifted by the Illusionist.<p>
<u><b>Demi-Shadow Magic</u><p>
Spell Level: Illusionist, 5th Level<br>
Range: Varies<br>
Duration: Varies</b><P>
As <i>shadow magic</i>, except the amount of damage dealt/targets slain is doubled.<p>
<u><b>Demi-Shadow Monsters</u><p>
Spell Level: Illusionist, 5th Level<br>
Range: 30 feet<br>
Duration: 1 minute/level</b><P>
As <i>shadow monsters</i>, except the creatures have 40% of their regular HD, AC 8[11], and the maximum HD summonable is equal to 1.5 times the Illusionist's level, rounded down.<p>
<u><b>Dispel Exhaustion</u><p>
Spell Level: Illusionist, 3nd Level<br>
Range: Touch<br>
Duration: 4 hours</b><P>
This spell has the odd effect of removing the psychological impact of exhaustion and injury without addressing their underlying physical causes. The recipient may act normally without rest for the spell's duration, but afterward is forced to rest twice as long as normal to compensate. Badly wounded individuals (including ones recently returned to life via <i>raise dead</i>) can also act without penalty, though they will suffer an additional 1d6 damage when the spell expires.<p>
<u><b>Dispel Illusion</u><p>
Spell Level: Illusionist, 2nd Level<br>
Range: 120 feet<br>
Duration: 10 minutes against an item</b><P>
Automatically dispels any illusion created by a non-Illusionist and functions with the same success rate as <i>dispel magic</i> against those of true Illusionists.<p>
<u><b>Emotions</u><p>
Spell Level: Illusionist, 4th Level<br>
Range: 180 feet<br>
Duration: Concentration</b><P>
The Illusionist may use this many-faceted spell to project a variety of overwhelming emotions over a 40-foot by 40-foot square area within range. Subjects therein are entitled to a saving throw to resist in all cases. The various emotions and their effects are as follows:<p>
Bloodlust: Causes mindless hostility against all perceived enemies. +2 on attack rolls and need never check morale.<p>
Bravery: Immune to fear.<p>
Despair: -75% morale.<p>
Fear: Victims flee at top speed for one minute per level of the Illusionist and each has a 60% chance to drop any held items.<p>
Hate: Roll 1d10 to determine the object of each victim's hate. 1-2 = enemies, 3-4 = allies, 5-7 = enemies and allies, 8 = themselves, 9-10 = the Illusionist. The victim will immediately attempt to attack the nearest object of hate. Grimly, self-hatred will typically result in spontaneous suicide attempts.<p>
<u><b>Fear</u><p>
Spell Level: Illusionist, 3nd Level<br>
Range: 60 feet<br>
Duration: Instantaneous</b><P>
The cone-shaped emanation of this spell (5 feet wide at its base, 30 feet wide at its farthest end) affects up to 4d10 random targets with one level/HD, 3d10 random targets with two levels/HD, 2d10 random targets of three levels/HD, 1d10 random targets of four levels/HD, 1d6 random targets of five levels/HD, and 1d4 random targets of six levels/HD. Creatures with more than six levels/HD are unaffected. Victims that fail their saving throws will flee at top speed for one minute per level of the Illusionist and each has a 60% chance to drop any held items.<p>
<u><b>Fog</u><p>
Spell Level: Illusionist, 2nd Level<br>
Range: Moves 6 feet per minute<br>
Duration: 1 hour </b><P>
This spell creates a 15-foot radius cloud of opaque vapor that blocks vision. The cloud moves slowly forward at a rate of six feet per minute unless strong winds push it in another direction instead. It is heavier than air and will sink to fill low areas.<p>
<u><b>Gaze Reflection</u><p>
Spell Level: Illusionist, 1st Level<br>
Range: 80 feet<br>
Duration: 1 turn</b><P>
While under the effect of this spell, the harmful gazes of such monsters as the medusa and basilisk will not affect the caster and will actually be reflected straight back at their sources as if by a mirror (subject to the limits of the spell's range).<p>
<u><b>Hypnotic Pattern</u><p>
Spell Level: Illusionist, 2nd Level<br>
Range: 120 feet<br>
Duration: Concentration plus 1d6+3 minutes thereafter</b><P>
The Illusionist projects a pattern of psychedelic undulating color that can hold beings beholding it motionless for the indicated duration. The pattern fills a caster-designated 30-foot by 30-foot square area within range and affects up to 4d6 random targets with one level/HD, 3d6 random targets with two levels/HD, 2d6 random targets of three or four levels/HD, and 1d6 random targets of five or six levels/HD. Creatures with more than six levels/HD are unaffected.<p>
<u><b>Hypnotism</u><p>
Spell Level: Illusionist, 1st Level<br>
Range: 80 feet<br>
Duration: Until dispelled</b><P>
Similar to <i>charm person</i>, <i>hypnotism</i> will bring a single humanoid under the Illusionist's influence. The victim must look the Illusionist in the eyes during casting, however, and the saving throw is made with a -2 penalty.<p>
<u><b>Illusionary Script</u><p>
Spell Level: Illusionist, 3nd Level<br>
Range: Touch<br>
Duration: Permanent</b><P>
A single casting of <i>illusionary script</i> is sufficient to allow for the scribing of up to one standard size page's worth of special magical writing. Such writing can only be comprehended by the specific person or class of persons designated by the Illusionist, in a manner akin to <i>magic mouth</i>. All others making the attempt must succeed at a saving throw to avoid confusion (per the spell) for 1d6 turns.<p>
<u><b>Improved Invisibility</u><p>
Spell Level: Illusionist, 4th Level<br>
Range: 240 feet<br>
Duration: 4 minutes plus 1 minute/level</b><P>
As <i>invisibility 10-foot radius</i>, except for duration and the fact that subjects may attack without ending the invisibility prematurely.<p>
<u><b>Improved Phantasmal Force</u><p>
Spell Level: Illusionist, 2nd Level<br>
Range: 240 feet<br>
Duration: Concentration plus 3 minutes thereafter</b><P>
This spell is functionally identical to <i>phantasmal force</i>, except for duration and the fact that the Illusionist can move freely without losing concentration.<p>
<u><b>Mass Suggestion</u><p>
Spell Level: Illusionist, 6th Level<br>
Range: Shouting distance<br>
Duration: 1 week</b><P>
As <i>suggestion</i>, except the caster may choose to affect 1d8 targets (who each save as normal) or a single target (who saves with a -4 penalty). Only a single suggestion is possible per casting, regardless of the number of targets affected.<p>
<u><b>Major Creation</u><p>
Spell Level: Illusionist, 5th Level<br>
Range: 10 feet<br>
Duration: Varies</b><P>
The Illusionist may create up to 30 pounds/level of inanimate matter. Soft goods, such as those made of wood, will remain permanently. Mineral and metallic ones will eventually vanish. The harder the material, the shorter its existence. Gold, for example, persists for but one day.<p>
<u><b>Minor Creation</u><p>
Spell Level: Illusionist, 4th Level<br>
Range: 10 feet<br>
Duration: 4 days plus 1 day/level</b><P>
The Illusionist may create up to 10 pounds/level of soft inanimate matter (no harder than the hardest of woods). All such matter will vanish upon expiration of the spell.<p>
<u><b>Misdetection</u><p>
Spell Level: Illusionist, 2nd Level<br>
Range: 30 feet<br>
Duration: 1 minute/level</b><P>
While this spell lasts, the caster may attempt to tamper with detection spells cast nearby. A <i>detect evil</i> or <i>detect magic</i>, for example, could provide false results if the Illusionist so desired. The success rate for this is the same as a casting of <i>dispel magic</i>.<p>
<u><b>Nondetection</u><p>
Spell Level: Illusionist, 3nd Level<br>
Range: Caster only<br>
Duration: 2 turns/level</b><P>
Detection spells (<i>detect evil</i>, etc.) will not function on the Illusionist while this spell is in effect. Additionally, the Illusionist is treated as though wearing an Amulet Against Scrying.<p>
<u><b>Paralyzation</u><p>
Spell Level: Illusionist, 3nd Level<br>
Range: 180 feet<br>
Duration: Until dispelled</b><P>
Targets with a collective level/HD total no greater than twice the Illusionist's own level are paralyzed if they fail their saving throws. The effect is permanent until dispelled or voluntarily lifted by the Illusionist.<p>
<u><b>Permanent Illusion</u><p>
Spell Level: Illusionist, 6th Level<br>
Range: 240 feet<br>
Duration: Until dispelled</b><P>
As <i>spectral force</i>, except for duration.<p>
<u><b>Phantasmal Killer</u><p>
Spell Level: Illusionist, 3nd Level<br>
Range: 60 feet<br>
Duration: Until resolved (see below)</b><P>
This spell affects a single target, manifesting as an unspeakably horrid avatar of that targets's own worst fears. Only the Illusionist and the target can see this frightful beast, which truly only exists in its would-be victim's mind. As such, there is no attacking or evading a phantasmal killer. The only possible defense is disbelief and failure to disbelieve spells instant death. Successfully disbelieving requires rolling the target's Intelligence score or less on 3d6. Treat the Intelligence score as five points higher if the target has faced a phantasmal killer before, one point higher if the target is an Illusionist, and three points higher if the target is endowed with telepathic powers, either naturally or through the use of magic spells or devices. These modifiers are cumulative. In the last case, a disbelieving telepath may even opt to turn the phantasmal killer against the Illusionist that made it!<p>
<u><b>Prismatic Spray</u><p>
Spell Level: Illusionist, 7th Level<br>
Range: 70 feet<br>
Duration: Instantaneous</b><P>
This spectacular display of sorcerous might causes a variety of colored rays to fan out across a horizontal plane 5 feet wide at its base and 15 feet wide at it farthest point 70 feet distant from the Illusionist. Every being in that area will be struck by one or more rays, each of which corresponds to one of the layers of a <i>prismatic sphere</i> spell and inflicts the same harmful effect noted in that spell's description. Roll 1d8 for each target: 1 = red, 2 = orange, 3 = yellow, 4 = green, 5 = blue, 6 = indigo, 7 = violet, 8 = struck twice (roll again twice, ignoring any 8s).
<p>
<u><b>Programmed Illusion</u><p>
Spell Level: Illusionist, 6th Level<br>
Range: 240 feet<br>
Duration: 12 minutes (see below)</b><P>
As <i>spectral force</i> except the Illusionist describes a pre-set illusion to be triggered on the spot in question at a later time. The trigger can either be a follow-up command from the Illusionist or the occurrence of some specified event (such as another intelligent being walking through a doorway or touching a particular object). The spell will remain dormant indefinitely until triggered, only then being subject to the 12 minute duration.<p>
<u><b>Shadow Magic</u><p>
Spell Level: Illusionist, 4th Level<br>
Range: Varies<br>
Duration: Varies</b><P>
<i>Shadow magic</i> seemingly takes the form of a number of other spells, one of the Illusionist's choice per casting. Since much of the spell's actual substance is comprised of semi-real shadowstuff, however, the effects are correspondingly weaker. <i>Fireball</i> and <i>lightning bolt</i> deal 1d6 damage for every four levels of the Illusionist, rounded down. <i>Wall of fire</i> and </i>wall of ice</i> deal 1d2 damage. <i>Death spell</i> kills 1d8 victims with no more than 1 level/HD each.<p>
<u><b>Shadow Monsters</u><p>
Spell Level: Illusionist, 4th Level<br>
Range: 30 feet<br>
Duration: 1 minute/level</b><P>
This spell summons up quasi-real monsters of any type desired to serve the caster, provided their total HD doesn't exceed the Illusionist's own level. Regardless of type, the creatures will have no special abilities (magic use, level drain, etc.), be AC 9[10], and possess only 20% of their regular HD, rounded up. Shadow monsters take double damage from silver weapons.<p>
<u><b>Shadow Monsters III</u><p>
Spell Level: Illusionist, 6th Level<br>
Range: 30 feet<br>
Duration: 1 minute/level</b><P>
As <i>shadow monsters</i>, except the creatures have 60% of their regular HD, AC 7[12], and the maximum HD summonable is equal to twice the Illusionist's level.<p>
<u><b>Spectral Force</u><p>
Spell Level: Illusionist, 3nd Level<br>
Range: 240 feet<br>
Duration: Concentration plus 5 minutes thereafter</b><P>
As <i>phantasmal force</i>, except for duration and fact that the illusion can have auditory, olfactory, and thermal components in addition to visual ones.<p>
<u><b>Summon Shadow</u><p>
Spell Level: Illusionist, 5th Level<br>
Range: Close<br>
Duration: Until mission is completed</b><P>
As <i>invisible stalker</i>, except the supernatural being summoned is a shadow. More specifically, one shadow for every five levels of the Illusionist, rounded down.<p>
<u><b>True Sight</u><p>
Spell Level: Illusionist, 6th Level<br>
Range: Sight<br>
Duration: Level plus 1d6+10 minutes</b><P>
While this spell is active, the caster perceives all things as they truly are. Invisible, ethereal, and astral beings are plain to see. Anything under the effect of polymorph and similar shapechanging effects appears in its original form. Even a being's alignment, class, level, and general intentions can be discerned.<p>
<u><b>Ventriloquism</u><p>
Spell Level: Illusionist, 1st Level<br>
Range: 90 feet<br>
Duration: 5 minutes</b><P>
The Illusionist's voice is able to be projected from any point within range.<p>
<u><b>Vision</u><p>
Spell Level: Illusionist, 7th Level<br>
Range: Caster only<br>
Duration: One question</b><P>
In seeking a <i>vision</i>, the Illusionist reaches out to alien intelligences on distant planes of reality in search of the answer to any single question. The result is determined by making a reaction roll with a +2 bonus. A positive result means a full and accurate answer. A neutral reaction means a moderately useful, if incomplete response. A negative reaction results in no useful information and subjects the unfortunate Illusionist to a <i>quest</i> spell cast by the offended higher power.<p>
<u><b>Wall of Fog</u><p>
Spell Level: Illusionist, 1st Level<br>
Range: 160 feet<br>
Duration: Concentration</b><P>
The opaque vapors created by this spell block vision but have no other effects. The caster may choose to create a straight wall 60 feet long and 20 feet high, or a circular wall with a 15-foot radius, also 20 feet high.<p> Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com2tag:blogger.com,1999:blog-9113217136376400257.post-60501978137115945352023-09-20T18:02:00.039-07:002024-02-21T14:47:06.384-08:00The original bard class, adapted for Swords & Wizardry<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh32-H9pjVEHkXc4KDWrzv6L_b1MV5fWP-QW0ox_98rI4hrHDD22IEX4-X65jKXGrvdhI778d7IwzCgUO5vcGBWFGDR1cWuzYXAi31dcwNYkR2cF9eXPqcT5d_8G5p8cJdG8nBYYfhmVo3Tj1XXLfzakJ9vko15oWHkwHcLVgMwCMEFCDFSTg9b6GZt5QiR/s933/bard.PNG" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" width="320" data-original-height="528" data-original-width="933" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh32-H9pjVEHkXc4KDWrzv6L_b1MV5fWP-QW0ox_98rI4hrHDD22IEX4-X65jKXGrvdhI778d7IwzCgUO5vcGBWFGDR1cWuzYXAi31dcwNYkR2cF9eXPqcT5d_8G5p8cJdG8nBYYfhmVo3Tj1XXLfzakJ9vko15oWHkwHcLVgMwCMEFCDFSTg9b6GZt5QiR/s320/bard.PNG"/></a></div>
Doug Schwegman's pioneering bard class, introduced in the February 1976 issue of The Strategic Review, deserves to be celebrated for its lasting influence on the game. Ever since its adoption into the AD&D Players Handbook in 1978 (albeit with numerous alterations), some iteration of the concept has been present in most every official version of the rules. That said, Schwegman's actual article is a tad rambling and has a tendency to tuck vital nuggets of game information away in the midst of some pretty convoluted paragraphs. This is my attempt to clean it up and reframe in the format used by my favorite contempory take on Original D&D, Swords & Wizardy. My only concessions to the new format were the addition of prime attributes (the SR article was mum on this), extrapolating a likely solution to what appears to be a typo in the description of followers available to sixth college bards, and the ommission of the bonus experience awards for succeeding at the charm and lore abilities (as S&W uses a somewhat variant experience system).<p>
<b>BARD</b><p>
The celebrated Bards are an order of arcane warrior-poets. Cunning loremasters as well as entertainers extraordinare, their ancient art encorporates martial prowess, stealth, and magical might. As true jacks of all trades, they can never hope to rival Fighters, Magic-Users, or Thieves within their respective realms of expertise, yet their peerless social aptitude, deep reservoir of knowledge, and sheer flexibility grant them an undeniable edge all their own.<p>
<b>ABOUT BARDS</b><p>
<b>Prime Attribute:</b> Strength <i>and</i> Intelligence, both 13+ (+5% experience bonus).<p>
<b>Hit Dice:</b>1d6/level (Gains 1 hp/level after 10th level).<p>
<b>Armor/Shield Permitted:</b> Leather, ring, chain; shield permitted.<p>
<b>Weapons Permitted:</b> Any.<p>
<b>Ancestry:</b> Human, Dwarf (maximum 8th level), Elf (maximum 8th level), Halfling (maximum 8th level).<p>
<b>Alignment:</b> Bards may be of any alignment, although most are Neutral and on friendly terms with druidic organizations. Lawful bards do not have access to thieving skills.<p>
<b>Magic Items:</b> Bards may employ any magic item usable by Fighters, Thieves, or members of all classes. Additionally, they may use (but not create) Magic-User scrolls. At the Referee's discretion, magic items based on sound (Horn of Blasting, Pipes of the Sewers, etc.) may have enhanced effects when used by Bards.<p>
<b>Fighting Ability:</b> Bards use the same attack and saving throw tables as Clerics. They do not gain any class-specific saving throw bonuses, however.<p>
<b>Bardic Colleges:</b> Bard characters derive thier many skills from training obtained through scholarly organizations known as colleges. These scarcely resemble institutions of higher learning as we know them, instead being loose yet far-reaching webs of association maintained between individual Bards of similar accomplishment. While Bards of higher colleges can often be snobbish about associating with their "lessers" in lower ones, all Bards tend to be fiercely loyal to their fellows and the college system as a whole, regardless of alignment. It is rumored that magical intruments with wonderous effects exist that can only be properly played by Bards of a high enough college.<p>
<b>BARD CLASS ABILITIES</b><p>
<b>Thievery:</b> Non-Lawful Bards have thieving abilities equal to a Thief of half their current level (round down). Non-human Bards benefit from the same bonuses non-human Thieves do. Note that Bards do not gain a Backstab ability and cannot climb walls or move silently when wearing any armor heavier than leather.<p>
<b>Spell Casting:</b> Bards learn, prepare, and cast Magic-User spells in the same manner members of that class do. They cannot cast spells while wearing any form of non-magical armor.<p>
<b>Charm:</b> The mystical song of Bards has a percentage chance of mesmerizing any listeners within a 60-foot radius of them. This power may be used up to once per level per day and affected beings will do nothing but stand in place listening to the Bard until the singing stops, the Bard leaves the area of effect, or they are attacked or otherwise startled. The Bard may attempt to verbally implant a <i>suggestion</i> in any charmed being (as per the 3rd level Magic-User spell). A saving throw is permitted to resist the suggestion and success both breaks the charm and is apt to leave the target very angry. A Bard's song also nullifies the hazardous effect of a harpy's. Situational modifers apply to charm attempts, as per the chart below.<p>
<b>Bard Charm Modifiers</b><P>
<table>
<tr>
<th>Bard has charisma 15+</th>
<th>Bard is an Elf</th>
<th>Target is a Monk</th>
<th>Target is other classed character</th>
<th>Target is undead</th>
<th>Target is demon</th>
<th>Target is other monster</th>
<th>Target has AC bonus from magic items</th>
</tr>
<tr>
<td>+5% per point above 14</td>
<td>+5%</td>
<td>-10%/level</td>
<td>-5% per level over four</td>
<td>-10%/HD</td>
<td>-200%</td>
<td>-5% per HD over three</td>
<td>-5% per point of bonus</td>
</tr>
</table><p>
<b>Lore:</b> This number represents the Bard's base percentage chance to possess information relating to a person, place, item, or event deemed significant enough by the Referee to have inspired tales and legends within the campaign setting. It can be used to identify magic items, but the chance of success will generally be half normal (or less) if the item in question is not a weapon or piece of armor. Bards of Elf ancestry gain +5% to this ability.<p>
<b>Expert Linguist:</b> Being both highly educated and well-traveled, a Bard may learn as many additional languages as he or she has points of Intelligence.<p>
<b>Followers:</b> As natural leaders, Bards attract a much higher than usual number of special hirelings, as shown in the accompanying chart. The class of each is determined using the "Bard Follower Classes" chart. Higher level follower slots will generally be taken up by already existing followers who have advanced in level, rather than all new ones. For example, a Bard who advances from the first college to the second will be joined by a new first level follower and one of the previous two will be promoted to second level in order to fill that slot on the chart. A Bard need not pay these followers, and ones that die or otherwise leave the campaign are not replaced. Bards following other Bards will not have their own followers. If the optional morale rules are used, these followers gain a +4 morale bonus (not cumulative with any bonus from high Charisma, but low Charisma penalties still apply).<p>
<b>Bard Follower by College</b><p>
<table>
<tr>
<th rowspan="2">College</th>
<th colspan="7">Followers by Level</th>
</tr>
<tr>
<td>1</td>
<td>2</td>
<td>3</td>
<td>4</td>
<td>5</td>
<td>6</td>
</tr>
<tr>
<td>First</td>
<td>2</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>Second</td>
<td>2</td>
<td>1</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>Third</td>
<td>3</td>
<td>2</td>
<td>1</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>Fourth</td>
<td>3</td>
<td>3</td>
<td>2</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>Fifth</td>
<td>3</td>
<td>3</td>
<td>3</td>
<td>3</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>Sixth</td>
<td>4</td>
<td>4</td>
<td>4</td>
<td>3</td>
<td>3</td>
<td>-</td>
</tr>
<tr>
<td>Seventh</td>
<td>4</td>
<td>4</td>
<td>4</td>
<td>4</td>
<td>4</td>
<td>4</td>
</tr>
</table>
<table><p>
<b>Bard Follower Classes</b><p>
<table>
<tr>
<th>01-30%</th>
<th>31-55%</th>
<th>56-75%</th>
<th>76-90%</th>
<th>91-99%</th>
<th>100%</th>
</tr>
<tr>
<td>Bard</td>
<td>Druid</td>
<td>Fighter</td>
<td>Thief</td>
<td>Magic-User</td>
<td>Roll twice, ignoring 100%</td>
</table><p>
<b>Bard Advancement Table</b><p>
<table>
<tr>
<th rowspan="2">Level*</th>
<th rowspan="2">XP Required for Level</th>
<th rowspan="2">Hit Dice (d6)**</th>
<th rowspan="2">Saving Throw</th>
<th rowspan="2">College</th>
<th rowspan="2">Charm/Lore</th>
<th colspan="7">Number of Spells (by level)</th>
</tr>
<tr>
<td>1</td>
<td>2</td>
<td>3</td>
<td>4</td>
<td>5</td>
<td>6</td>
<td>7</td>
</tr>
<tr>
<td>1</td>
<td>0</td>
<td>1</td>
<td>15</td>
<td>-</td>
<td>10%</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>2</td>
<td>1,000</td>
<td>2</td>
<td>14</td>
<td>1st</td>
<td>20%</td>
<td>1</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>3</td>
<td>4,000</td>
<td>3</td>
<td>13</td>
<td>1st</td>
<td>30%</td>
<td>1</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>4</td>
<td>9,000</td>
<td>4</td>
<td>12</td>
<td>1st</td>
<td>40%</td>
<td>2</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>5</td>
<td>16,000</td>
<td>5</td>
<td>11</td>
<td>2nd</td>
<td>50%</td>
<td>3</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>6</td>
<td>25,000</td>
<td>6</td>
<td>10</td>
<td>2nd</td>
<td>60%</td>
<td>3</td>
<td>1</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>7</td>
<td>50,000</td>
<td>7</td>
<td>9</td>
<td>2nd</td>
<td>70%</td>
<td>4</td>
<td>1</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>8</td>
<td>100,000</td>
<td>8</td>
<td>8</td>
<td>3rd</td>
<td>80%</td>
<td>4</td>
<td>2</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>9</td>
<td>150,000</td>
<td>9</td>
<td>7</td>
<td>3rd</td>
<td>90%</td>
<td>4</td>
<td>2</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>10</td>
<td>200,000</td>
<td>10</td>
<td>6</td>
<td>3rd</td>
<td>100%</td>
<td>4</td>
<td>2</td>
<td>1</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>11</td>
<td>250,000</td>
<td>10+1 hp</td>
<td>5</td>
<td>4th</td>
<td>110%</td>
<td>4</td>
<td>2</td>
<td>1</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>12</td>
<td>300,000</td>
<td>10+2 hp</td>
<td>4</td>
<td>4th</td>
<td>120%</td>
<td>4</td>
<td>2</td>
<td>2</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>13</td>
<td>400,000</td>
<td>10+3 hp</td>
<td>4</td>
<td>4th</td>
<td>130%</td>
<td>4</td>
<td>3</td>
<td>2</td>
<td>-</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>14</td>
<td>500,000</td>
<td>10+4 hp</td>
<td>4</td>
<td>5th</td>
<td>140%</td>
<td>4</td>
<td>3</td>
<td>2</td>
<td>1</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>15</td>
<td>600,000</td>
<td>10+5 hp</td>
<td>4</td>
<td>5th</td>
<td>150%</td>
<td>4</td>
<td>3</td>
<td>3</td>
<td>1</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>16</td>
<td>700,000</td>
<td>10+6 hp</td>
<td>4</td>
<td>5th</td>
<td>160%</td>
<td>4</td>
<td>3</td>
<td>3</td>
<td>2</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>17</td>
<td>800,000</td>
<td>10+7 hp</td>
<td>4</td>
<td>6th</td>
<td>170%</td>
<td>4</td>
<td>3</td>
<td>3</td>
<td>2</td>
<td>-</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>18</td>
<td>900,000</td>
<td>10+8 hp</td>
<td>4</td>
<td>6th</td>
<td>180%</td>
<td>4</td>
<td>3</td>
<td>3</td>
<td>2</td>
<td>1</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>19</td>
<td>1,000,000</td>
<td>10+9 hp</td>
<td>4</td>
<td>6th</td>
<td>190%</td>
<td>4</td>
<td>4</td>
<td>3</td>
<td>2</td>
<td>1</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>20</td>
<td>1,100,000</td>
<td>10+10 hp</td>
<td>4</td>
<td>7th</td>
<td>200%</td>
<td>4</td>
<td>4</td>
<td>3</td>
<td>3</td>
<td>2</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>21</td>
<td>1,200,000</td>
<td>10+11 hp</td>
<td>4</td>
<td>7th</td>
<td>210%</td>
<td>4</td>
<td>4</td>
<td>4</td>
<td>3</td>
<td>2</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>22</td>
<td>1,300,000</td>
<td>10+12 hp</td>
<td>4</td>
<td>7th</td>
<td>220%</td>
<td>4</td>
<td>4</td>
<td>4</td>
<td>3</td>
<td>3</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>23</td>
<td>1,400,000</td>
<td>10+13 hp</td>
<td>4</td>
<td>7th</td>
<td>230%</td>
<td>4</td>
<td>4</td>
<td>4</td>
<td>4</td>
<td>3</td>
<td>-</td>
<td>-</td>
</tr>
<tr>
<td>24</td>
<td>1,500,000</td>
<td>10+14 hp</td>
<td>4</td>
<td>7th</td>
<td>240%</td>
<td>4</td>
<td>4</td>
<td>4</td>
<td>4</td>
<td>4</td>
<td>1</td>
<td>-</td>
</tr>
<tr>
<td>25</td>
<td>1,600,000</td>
<td>10+15 hp</td>
<td>4</td>
<td>7th</td>
<td>250%</td>
<td>5</td>
<td>5</td>
<td>4</td>
<td>4</td>
<td>4</td>
<td>2</td>
<td>1</td>
</tr></table><p>
*Bards are capped at 25 levels of ability.<br>
**Hit points shown for levels after the character no longer gains full hit dice are the total combined number. A 12th-level Bard has 10 HD plus 2 hit points total, not 10 HD plus one hit point gained at 11th level and another 2 hit points gained at 12th.
</table>
Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com0tag:blogger.com,1999:blog-9113217136376400257.post-5077269305868399652023-09-20T10:53:00.005-07:002024-02-21T14:47:13.741-08:00An expanded armor table for Swords & Wizardy<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiS1BxhfyGRE8TowKed7s3-yWYejrbaCl8GYxf9ne7pvtIjcouHR8tVXlflpmPmiAyvcPEqBnff04zm_Ko0b-GTPDdxOLhcXI5rznMPS_-cptQZP_gDQod6LyVUz-0HlDNicalZJan6kywVvFL2dLMJmzjLIDa68BGlL0eYpVzJh2fhx3Iz20x7qzuzbxov/s2290/StuddedArmor2e.webp" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" height="320" data-original-height="2290" data-original-width="1684" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiS1BxhfyGRE8TowKed7s3-yWYejrbaCl8GYxf9ne7pvtIjcouHR8tVXlflpmPmiAyvcPEqBnff04zm_Ko0b-GTPDdxOLhcXI5rznMPS_-cptQZP_gDQod6LyVUz-0HlDNicalZJan6kywVvFL2dLMJmzjLIDa68BGlL0eYpVzJh2fhx3Iz20x7qzuzbxov/s320/StuddedArmor2e.webp"/></a></div>
<P>
On a recent read through the latest edition of Swords & Wizardry, an adaptation of the original D&D from the mid-'70s, it struck me that the equipment list notably includes ring mail armor in addition to the leather, chain, and plate varieties found in the source text. This got me thinking more generally about the various armor types beyond that "basic three" that were added to the game over time, particularly in AD&D. Some of them, like the aforementioned ring armor or studded leather, have little to no precedent in historical or archaelogical records. With that in mind, here's my take on an expanded armor list that's broadly compatible with the ones found in later editions. I kept the more dubious items in for tradition's sake, but flagged them as such, making them easy to ignore if you're a stickler about such things. Enjoy!<p>
<p>
<p>
<b>Armor</b><P>
<table>
<tr>
<th>Armor Type</th>
<th>Effect on AC from a base of 9[10]</th>
<th>Weight** (pounds)</th>
<th>Cost</th>
</tr>
<tr>
<td>Shield</td>
<td>-1[+1]</td>
<td>10</td>
<td>15 gp</td>
</tr>
<tr>
<td>Padded gambeson</td>
<td>-1[+1]</td>
<td>15</td>
<td>3 gp</td>
</tr>
<tr>
<td>Leather</td>
<td>-2[+2]</td>
<td>25</td>
<td>5 gp</td>
</tr>
<tr>
<td>Ring*, scale, studded leather*</td>
<td>-3[+3]</td>
<td>40</td>
<td>30 gp</td>
</tr>
<tr>
<td>Chain</td>
<td>-4[+4]</td>
<td>50</td>
<td>75 gp</td>
</tr>
<tr>
<td>Banded*, brigandine, lamellar, laminar, splint</td>
<td>-5[+5]</td>
<td>60</td>
<td>85 gp</td>
</tr>
<tr>
<td>Plate</td>
<td>-6[+6]</td>
<td>70</td>
<td>100 gp</td>
</tr>
</table>
*Possibly ahistorical armor type.<br>
**Magical armor weighs half normal.Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com0tag:blogger.com,1999:blog-9113217136376400257.post-49259612082077987702023-06-05T11:12:00.002-07:002024-02-21T14:47:28.488-08:00Review: Swords & Wizardry Complete Revised<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEganAyVx6RfAhppD8k4EFhThJCnLY56OOG2FwpRFjLZg3Tk75aAen4g2UhMNlEBUj40boCGq0C6a_mpwRSRy8Uf_4jiKNxelWSUtJa27P0_ZYY07yyFe3uyKGQaiRxANdcz_-LFsuVouLkgxv1X23m90A34dN3W6Y_C2PqYC6DzNhQLeDEodW8ew0Yhhg/s829/otus.jpg" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" height="320" data-original-height="829" data-original-width="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEganAyVx6RfAhppD8k4EFhThJCnLY56OOG2FwpRFjLZg3Tk75aAen4g2UhMNlEBUj40boCGq0C6a_mpwRSRy8Uf_4jiKNxelWSUtJa27P0_ZYY07yyFe3uyKGQaiRxANdcz_-LFsuVouLkgxv1X23m90A34dN3W6Y_C2PqYC6DzNhQLeDEodW8ew0Yhhg/s320/otus.jpg"/></a></div>
<a href="https://www.mythmeregames.com/">Mythmere Games</a> has recently finished work on Swords & Wizardry Complete Revised, an updated take on their flagship fantasy RPG. As an enthusiastic backer of the book's highly successful <a href="https://www.kickstarter.com/projects/adventuredesigntome/swords-and-wizardry-complete-revised-rulebook/">Kickstarter campaign</a> and equally enthusiastic reviewer of game stuff, I couldn't wait to dive in and take you all along for the ride. The information below is based on the first PDF release of the core rules sent out to backers, which should be virtually identical to the upcoming final print and PDF releases, barring a few minor last minute typographical fixes.
<p>
Before I get to that, however, here's a little disclaimer: This latest release isn't my introduction to Swords & Wizardry Complete (S&WC). I've been a fan of the game's earlier incarnations for years. I even furnished some (very minor!) behind-the-scenes assistance with the preparation of this Revised edition, mainly by collecting outstanding errata. Though my name appears in the book's credits as a result, I'm in no way compensated, let alone employed, by Mythmere Games and purchased my copy of the book with my own money, just like the 2800 other Kickstarter backers. So while my fanboy status means you probably shouldn't expect an unbiased review out of me, you can at least be assured that none of my praise has been purchased.
<p>
With that out of the way, what exactly is S&WC? In essence, it's a cleaned up, legally distinct restatement of the very first ("pre-Advanced") set of rules for Dungeons & Dragons that were initially published between 1974 and 1978. In other words, the ur-game all RPGs to this day derive from. The Swords & Wizardry brand has been around since 2008 and is the creation of Matt Finch, author of the acclaimed Tome of Adventure Design accessory and the same fellow who pioneered the whole idea of finding legal ways to publish new material for legacy versions of D&D, thereby kicking off a little thing called the OSR (Old School Renaissance) movement.
<p>
Having been born in the tail end of the 1970s, I cut my gaming teeth on a combination of AD&D and the later 1981 B/X D&D line. For the longest time, the only things I knew about the various foundational Dungeons & Dragons rules pamphlets (colloquially known as Original D&D, OD&D, or 0E) were that they were chaotically organized, choppily edited, and expensive collectors items to boot. It wasn't until I saw how the material was presented in Swords & Wizardry Complete that I truly understood the lightning-in-a-bottle success of early D&D. Finch's artful polishing revealed that the original was not only a better game at its core than I would have expected, but a better one than I could have imagined.
<p>
See, when the classic D&D family tree split into two main branches in 1978 (largely due to acrimonious high-stakes legal wrangling between Gary Gygax's TSR and ousted OD&D co-creator Dave Arneson), each branch inherited some of the fledgling game's coolest features. AD&D got the gritty sword & sorcery feel, demonic antagonists, and iconic character classes like the assassin and paladin, albeit wedded to a significantly larger and more complicated set of mechanics. The Basic D&D line, starting with the first boxed Basic set edited by J. Eric Holmes, assumed OD&D's overall simplicity and ease of modification/expansion. S&WC is what demonstrated to me what an elegant "best of both worlds" option the pre-split rules could therefore be.
<p>
So far, I could be describing any of several prominent "retro-clone" game lines based on OD&D. What makes this one different? Well, that mainly comes down to the fact that the core mission of S&WC isn't to replicate the primordial 1974 "white box" D&D alone (as with White Box: Fantastic Medieval Adventure Game and Delving Deeper) or AD&D (as with OSRIC), but instead to capture the essence of D&D as it was commonly played right before AD&D grew to dominate the scene circa 1979. By widening its scope to incorporate all the best material from the various OD&D supplements (including Greyhawk, Blackmoor, Eldritch Wizardry, and key bits from the magazine Strategic Review), it's fundamentally doing something no other modern repackaging does.
<p>
This leads into the second most common question newcomers to S&WC tend to have: If you're not going to embrace the bare bones three character class approach of the '74 White Box, why not skip straight to AD&D? For me, the answer's easy: The things I love most about AD&D, such as the separation of character species and class (as opposed to every elf being a hybrid fighter/magic-user) and the wide assortment of flavorful class options, come with some major downsides. People are still arguing to this day over exactly how AD&D's surprise and initiative rules are even intended to work, for example. S&WC functions for me like an alternate universe version of AD&D that gathered together the best of the entire OD&D line, reorganizing and streamlining it without dialing up the base complexity or shifting the emphasis away from empowering individual GM's in favor of the "official" rulings from on high. Running combats and other common adventuring scenarios with it is no more complex or time-consuming than doing so with, say, the newbie-friendly B/X edition.
<p>
That said, don't underestimate the many nitty-gritty differences between how various character classes were presented pre and post-AD&D, either. The S&WC paladin, for example, is clearly the far less cleric-like version from Supplement 1: Greyhawk. That means no spellcasting or turning undead. Similarly, those only familiar with post-AD&D implementations of the assassin, ranger, monk, and even common fighter are in for some fascinating surprises here.
<p>
But enough backstory! If you didn't know what and why S&WC is, you damn well do now. Time to tackle Revised more specifically. What does this rendition of the game bring to the table that previous ones didn't? Most immediately obvious is the new layout by Mythmere's Suzy Moseby. To me, it's a clear improvement on what came before, especially in the area of spell listings, monster stat blocks, and other concentrated nuggets of game data. I find that the situational pivot to a three column format for these list-like sections makes picking out relevant bits of information on a page more intuitive and quicker than ever. While I can detect the influence of Necrotic Gnome's Old School Essentials line at work, S&WC doesn't wholly embrace that paradigm. I prefer this, as it allows for a pleasing middle ground between the somewhat dry OSE bullet point format and Finch's colorful and often witty prose style. For a fine example of the latter, check the description of the spell Holy Word: "Creatures of fewer than 5 hit dice are slain; creatures of 5–8 hit dice are stunned for 2d10 turns; and creatures with 9–12 hit dice are deafened for 1d6 turns. Creatures with 13+ hit dice are unaffected but probably impressed." As a fan of authorial voice in my RPGs (within reason), this suits me fine.
<p>
This superior layout is accompanied by new black-and-white interior art from Del Teigeler, J.E. Shields, Brett Barkley, Chris Arneson, Ed Bickford, Ala Fedorova, Mike Hunter, J. Preston, Adrian Landeros, and Matt Finch himself. Though there is perhaps less of it than in some earlier editions, I found every piece to be tastefully done and relevant to the text it accompanies. A quality-over-quantity approach, in other words. My favorites include the assassin who, in a nice twist relative to the stereotypical knifing scenario, is shown running away from the aftermath of a bombing and the adorable pack llama that closes out the equipment chapter.
<p>
The two cover art options, a gorgeously understated gold sigil by Del Teigeler (available with premium Smyth sewn binding as well as print-on-demand) and a typically trippy take on a wizard facing down an extradimensional beastie by the inimitable Erol Otus (a print-on-demand exclusive), are both wonderful in my eyes. I've encountered some negative responses to the Otus piece, largely based on the notion that the monster in it resembles a space alien more than a traditional fantasy critter. Need I remind you all, however, that OD&D dates from a time before these sorts of distinctions were treated as holy writ by speculative fiction lovers? The original boxed set includes androids and Martians on its encounter tables and the first officially published adventure, Dave Arneson's Temple of the Frog, was based on a Star Trek episode. So lighten up and embrace the gonzo, already!
<p>
Leaving aside their presentation, the rules themselves have seen their most substantial revision and expansion to date. Most of these changes were suggestions by fans meant to bring the game even closer in function to OD&D proper. Monster stats now include the number appearing and lair encounter percentages, as well as morale scores intended for use with the long-awaited optional B/X-compatible morale system debuting here. High level monsters award increased experience. Wilderness travel has been fleshed out with additional guidelines pertaining to encounter check frequency and a nifty section devoted to generating random castles and their powerful inhabitants. Suggested procedures for spell and magic item creation are now provided. Intelligent weapons now get their due in S&W via the addition of simplified rules for Stormbringer style ego clashes. Random treasure generation, a particular sore point for me in prior editions, has been completely overhauled. It now calls for far fewer rolls and makes magic items much more accessible. Too many rolls and too little magic were my two biggest gripes with the old "trade-out" system, so I couldn't be happier. At this point, I feel confident saying that pretty much every worthwhile concept from the OD&D corpus is now represented, and represented well, in S&WC. Only junk like the Blackmoor hit location tables has rightly been left on the cutting room floor.
<p>
With these upgrades in place, S&WC at last fully lives up to its title, being an impressively complete fantasy RPG condensed into a mere 144 pages. It encompasses nine character classes (assassin, cleric, druid, fighter, magic-user, monk, paladin, ranger, thief) , five ancestries (dwarf, elf, half-elf, halfling, human), roughly 200 spells, 160 monsters and just as many magic items, procedures for dungeon and wilderness creation, hirelings and henchmen, stronghold building, naval, aerial, mass, and siege combat, and more; everything needed to run any type of adventure for characters of any level. The book's habit of presenting multiple rules options for things like saving throws (the original five categories or the popular "single save" approach unique to S&W?), armor class (ascending or descending?), and initiative (a total of four distinct systems!) makes this overall brevity all the more impressive. Of all the official (A)D&D versions ever released, I'm only aware of one, the 1991 D&D Rules Cyclopedia, that aspired to cover so much ground within a single set of covers. The comparatively focused S&WC manages to do it in less than half the page count, however, and never gets itself bogged down in iffy design cul-de-sacs (Weapon Mastery) and unnecessary math (War Machine) like the sprawling Cyclopedia does at its worst. Its design is a simultaneous triumph of scope and economy.
<p>
Of course, I'd be remiss if I didn't offer any caveat or criticism. I may be a fan, but I can still acknowledge that the stark simplicity and heavy emphasis on competent, confident GM rulings inherent to OD&D (and hence to S&WC) won't appeal to everyone. Packing all the above-mentioned gaming content into such a slim volume doesn't permit much in the way of digression and handholding. To illustrate that, here's S&WC's description of the infamously tricky Polymorph Self spell in its entirety: "The caster assumes the form of any object or creature, gaining the new form’s attributes (the use of wings, for example), but not its hit points or combat abilities. The Referee might allow the benefit of the new form’s armor class if it is due to heavily armored skin. A great deal of the spell’s effect is left to the Referee to decide." That's all. 63 words spread out over three sentences, and two of those sentences essentially boil down to "figure it out yourself." That's around a third of the explanation AD&D provided and a quarter of what you get in the current (5th) edition of D&D. Hell, the 3rd edition devoted over 700 words to this spell alone. Or perhaps you want to know how much damage falling into a thirty foot-deep pit will cause? Too bad, because S&WC won't tell you. For "rules lawyer" players and GMs who take solace in always being able to crack open a book and be presented with The Answer, this sort of borderline free kriegsspiel roleplaying may not cut it. Whatever your feelings on them, "crunchier" RPGs certainly evolved for a reason. Gamer, know thyself. Some may also lament the lack of a true index, although I myself have found the table of contents entirely adequate for a work this length.
<p>
In conclusion, take it from someone with 30+ years of experience: This latest evolution of Swords & Wizardry is easily the best yet; a standout in the crowded retro-clone field and a legitimate contender for the honor of greatest "D&D" rule book ever devised, despite the fact that it can't legally use the name. As a slick distillation of everything that was great about the game from its inception, it demands serious consideration from anyone intent on running an old-school campaign today.
Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com12Seattle, WA, USA47.6062095 -122.332070819.295975663821153 -157.4883208 75.916443336178844 -87.1758208tag:blogger.com,1999:blog-9113217136376400257.post-16580208241769136112022-09-17T18:15:00.006-07:002022-09-17T18:30:04.766-07:00A "quick and dirty" single class bard for AD&D<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXlBVBS4ELBgfiHhoIqczrGLIWnzcAq5fgqi-J8w5X_iN6UEhD_AooCrnORIO_0yS4dXoBZVRmOlMeMvhsWu98f3RgUClGB7-R1318Luevca_A_QzXh-Qp5cMWwbJJxa29r7WSo7UXqC-ajHuDez4Ip4DUhaFdoFijizOpeRwfk-J0cKj0_MivF5eYlQ/s1159/Screenshot_20220917-180649_Adobe%20Acrobat~01.jpg" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" height="320" data-original-height="1159" data-original-width="885" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXlBVBS4ELBgfiHhoIqczrGLIWnzcAq5fgqi-J8w5X_iN6UEhD_AooCrnORIO_0yS4dXoBZVRmOlMeMvhsWu98f3RgUClGB7-R1318Luevca_A_QzXh-Qp5cMWwbJJxa29r7WSo7UXqC-ajHuDez4Ip4DUhaFdoFijizOpeRwfk-J0cKj0_MivF5eYlQ/s320/Screenshot_20220917-180649_Adobe%20Acrobat~01.jpg"/></a></div>
Like a lot of old schoolers, I dig the flavor of the AD&D 1st edition bard class and even a lot of its implementation, but balk somewhat at the convoluted pseudo-dual classing shenanigans and the usual lack of player interest in such a delayed satisfaction approach. Since I tend to be a minimalist when it comes to tweaking stuff, here's my stab at a single class version that sticks fairly close to the core concept of a druid/thief loremaster. Combat ability is scaled back to sub-fighter levels, but the combination of the cleric's weapon proficiency and better weapon and armor options than either the druid or thief still maintains some martial emphasis. Thief ability growth should be slow enough to not make dedicated thieves or assassins obsolete.<p>
<b>Stat/race/alignment requirements:</b> No change from PHB.</p>
<b>Weapons/armor/magic items permitted:</b> No change from PHB.<p>
<b>Experience progression:</b> No change from PHB Bards Table I.<p>
<b>Hit Dice:</b> As druid. +1 hp/level for levels 15 through 23.<p>
<b>Combat ability/saving throws/weapon proficiency:</b> As cleric.<p>
<b>Druid spells:</b> No change from PHB Bards Table I. Apart from spell casting (including from scrolls) and knowledge of the secret druidic tongue, no other druid-specific class abilities are available to bards. Bards do not receive bonus spells for high wisdom.<p>
<b>Thief abilities:</b> As 1st level thief at start, advancing at the rate of one thief level at every odd-numbered bard level thereafter.<p>
<b>Other bard abilities (charm, legend lore, etc.):</b> No change from PHB Bards Table II.Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com0tag:blogger.com,1999:blog-9113217136376400257.post-40248659998209189592022-09-12T13:22:00.010-07:002022-09-12T17:29:44.547-07:00Reconsidering AD&D psionics: An honest look at the pros and cons<div class="separator" style="clear: both;">
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It's no secret that AD&D psionics have never exactly been popular. And I mean
never. A vocal majority (?) of gamers have been deriding, ignoring, and generally
neglecting them since day one. Before that, technically, since a version of them
first appeared way back in Eldritch Wizardry. But I guess I'm feeling
open-minded and generous lately, so I wanted to revisit them and give them the
fairest shake I possibly can. Note that I won't be addressing the old saw about
how "Science fiction stuff doesn't belong in a fantasy game!" On that score,
I'll just refer you to old Appendix N. Anyway, here are my thoughts:
<p>Pros:</p>
<p><p style="margin-left: 40px">
1. Functionality. Yes, really! Much to my surprise, the psionics rules given
in the PHB and DMG are fairly straightforward and functional. They are, for
all intents and purposes, a standard spell point magic system, albeit with
more up-front random factors than are usually seen in the skill-based RPGs
that tend to implement their magic type abilities this way. You have your
various powers, a pool of points that fuel them, some guidelines for how
fast spent points regenerate, and so forth. Psionic combat is oddly light on
dice rolling for AD&D, and consists primarily of cross referencing various
attack and defense types on a chart and applying the results. I'm genuinely
surprised how workable the mechanical implementation actually is for those so
inclined.
</p>
<p>
<p style="margin-left: 40px">2. Feel. The details of AD&D psionics may not be too crazy in a wider RPG
context, but they're <i>weird as hell</i> for AD&D. Whatever else the psionics
practitioner might be, they're not just another core class using a
cosmetically reskinned version of the base magic rules. They're...Something
Else...Something Strange. That's honestly quite cool if you ask me. Beyond
that, they're just such a full-flavor AD&Dism, tied to iconic monsters like
the Mind Flayer and Githyanki/Githzerai. There's a mindset that says, "If
you're gonna do something, do it with no all gusto and no apologies." That's
AD&D with psionics, alright.
</p>
<p>Cons:</p>
<p>
<p style="margin-left: 40px">1. Situationality. By the book, psionics are rare. Really rare. A complete
beast of a hypothetical PC with 18s in intelligence, wisdom, and charisma
maxes out at a one-time 10% chance to possess psionics at character creation.
3% - 5% is far more realistic. As a DM, the prospect of learning an entire
elaborate sub-system that might (might!) be available to 5% of characters can
obviously smack of wasted effort.
</p>
<p>
<p style="margin-left: 40px">2. Character balancing. Equally common and obvious are concerns about psionic
characters potentially unbalancing the game. Thankfully, I do think they're
overstated. Yes, psionics are "free" for the characters lucky enough to
qualify for them. As anyone who's seen the film Scanners knows, however,
mental combat between psionics is horrifically deadly. Furthermore, the DMG
specifies an increased chance for random psionic monster encounters whenever
psionic powers are employed by the party. A true risk/reward dynamic is
thus present. Psionics make their wielders stronger than their mundane counterparts
in some respects and more vulnerable in others, and players who know the odds
may well prefer to go without.
</p>
<p>
<p style="margin-left: 40px">3. The Decker Problem. Psionic combat really is its own thing. When two
psychic figures are going mind-to-mind, they each take their actions on a per
segment basis. In other words, ten individual exchanges per round! The
remainder of the game basically pauses while they hash it out, and the rest of
the table...well, they can cheer their buddy on, maybe?
</p>
<p>
Conclusion:<p> The decision of whether or not to include old school psionics
ultimately comes down to whether the individual DM feels that the sheer weird,
wild tone of PCs lashing their Ego Whips against an intellect devourer's
Thought Shield is worth learning an entire new "magic" system that probably
won't see use often, but has the very real potential to hog the spotlight
whenever it does come to the fore in combat. Personally, I'm leaning toward
doing it in my next game, just for the freaky flavor of it and to actually get
some solid use out of all those wacky monsters for a change.
</p>
Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com2tag:blogger.com,1999:blog-9113217136376400257.post-88525268364206898832022-09-05T15:45:00.017-07:002022-09-05T17:46:43.759-07:00Coming Home<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigc4-8YR9xYVhB_lN3tXUa8QPGuZHlScdm57ujiMFS0mwRd1KH8lAtidbTUINbr8Ad6462wxUj90phjfGNeDXOQ3r7sS0oatebPyeiVY-bcBwJywYhFX8muPgRA3WIKDfDJ00KHbpsNpoEb583l109ZvXP9ntz1f4B2hF3jM2oEWE6JWe8YSGHo8OW_g/s884/56547db8b1b6bec5accd3f1b81209e4a.jpg" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" height="320" data-original-height="884" data-original-width="683" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigc4-8YR9xYVhB_lN3tXUa8QPGuZHlScdm57ujiMFS0mwRd1KH8lAtidbTUINbr8Ad6462wxUj90phjfGNeDXOQ3r7sS0oatebPyeiVY-bcBwJywYhFX8muPgRA3WIKDfDJ00KHbpsNpoEb583l109ZvXP9ntz1f4B2hF3jM2oEWE6JWe8YSGHo8OW_g/s320/56547db8b1b6bec5accd3f1b81209e4a.jpg"/></a></div><p>
The enduringly popular 1981 edition of D&D, often called B/X or Moldvay D&D, was my introduction to tabletop RPGs. That should come as no surprise, given the name I chose for this very blog back in the day. It's also the version I've played and enjoyed most recently, running a B1 In Search of the Unknown one-shot at the 42nd Dragonflight gaming convention last month. Its approachability, polish, and overall brilliance have stood the test of time. I truly adore it.<p>
It's not home, though. Not really. Shortly after 12 year-old me discovered that little red book in a secondhand store circa 1990, I fell in with a local group of established (and tolerant) adult gamers, and they swore by none other than Gary Gygax's own Advanced Dungeons & Dragons. Here, I'm talking the original (dare I say "real?") version, not the then-current AD&D 2nd Edition.<p>
If B/X fired my young imagination, getting my hands on the AD&D books fanned it into a dizzying phantasmagoric inferno. These weighty tomes with their baroque prose and ominous illustrations felt like a world unto themselves; brooding, mysterious, and, in hindsight, metal as hell. Ironic, since I suspect Gygax's own musical tastes were anything but. To a middle schooler, these texts were dense and challenging, almost to the point of hostility, yet the darkly glamorous vistas of fantasy they promised shimmered mirage-like at edges of my understanding, making them paradoxically impossible to put down. It was a profoundly meaningful, once-in-a-lifetime reaction to an RPG system. To put it simply, these are <i>magic books</i> in my eyes.<p>
It wasn't long after this that I became an avid reader of Dragon magazine, which was primarily an AD&D-focused publication at that time. That meant 2nd Edition, of course, but the concepts and terminology employed in most articles was relatable enough. In the pre-Internet era, Dragon was my primary connection to the hobby at large, and this further cemented various AD&D-isms like percentile strength and the nine-point alignment system as the default in my mind.<p>
So what I'm really getting at here, I suppose, is that I've come to accept that I am, at heart, an AD&Der. Then, now, and forever. It's my conceptual norm, my platinum standard, my Real Deal Holyfield of fantasy RPGs. I've played, and harbor no small amount of affection for, all the game's TSR-era iterations. Even 2E is entitled to some love from me. I've also had great luck with the various latter day retro-clone versions of the same, such as Labyrinth Lord, Swords & Wizardry, and, of course, OSRIC. Authentic late '70s/early '80s AD&D still sits at the apex of the pyramid for me, however. Is it flawless? Lord, no! I'm just at a point where those perceived imperfections (the absurd pummeling/grappling rules, for example) don't really grate on me the way they used to. If I don't like a sub-system, I don't need to use it. Any DM remotely worthy of the title knows that. Mine is a hard-earned "warts and all" love, not a naive denial of reality. On the flipside, playing these various simplified or pared-down versions of the game, I always find myself hankering for some AD&D rule or other. Better to have it and not want it than want it and not have it.<p>
AD&D isn't perfect and it isn't for everyone. What it is is the only game that's ever filled me with the wide-eyed awe and shuddering dread of flipping through the demon section of the Monster Manual, picturing the horrors that awaited intruders in the noisome lair of the Demon Price Juiblex. That's irreplacable and that's why it's home.
Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com3tag:blogger.com,1999:blog-9113217136376400257.post-32977790463993828012022-05-26T02:53:00.071-07:002023-09-11T16:53:30.700-07:00OSRIC errata (unofficial)<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRMMCTcxX_tZOmf4Wq6WKdWo_Hir15lP1hen2NwDpU5yERBNGJ9_7uQ62exH-HvrreuvwQIv7YVe0Zpzt6aBjBuovPiNNWoMgMb4zLtRhxXR60MDhqA0OTNenA74EojMeYhNw_zRImZzEOTtASJrWA1NvQn9et9EgCHKx8uYGkSV9DsRbwvVjG4sYDNA/s322/31LGzzuhuML._BO1,204,203,200_.jpg" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" height="320" data-original-height="322" data-original-width="226" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRMMCTcxX_tZOmf4Wq6WKdWo_Hir15lP1hen2NwDpU5yERBNGJ9_7uQ62exH-HvrreuvwQIv7YVe0Zpzt6aBjBuovPiNNWoMgMb4zLtRhxXR60MDhqA0OTNenA74EojMeYhNw_zRImZzEOTtASJrWA1NvQn9et9EgCHKx8uYGkSV9DsRbwvVjG4sYDNA/s320/31LGzzuhuML._BO1,204,203,200_.jpg"/></a></div>
Yes, it's another one of these. The longest one yet by a country mile, too. As per usual, I must emphasize that this document is 100% unofficial. It is not endorsed in any way by Stuart Marshall or the rest of the original OSRIC writing and editorial gang. That said, it's my hope that the long hours I and others have put in with this superb rulebook will one day be reflected in an even more superb updated version.<p>All page numbers reference the <a href="https://osricrpg.com/files/osric_core_rules.pdf">most up-to-date published edition available</a> as of this writing.<p>
Includes contributions from: Between3and20, Cobalt-60, Drowningman, EOTB, grodog, Guy Fullerton, Harbinger2001, Kellri, Kramer (RIP), Landifarne, PapersAndPaychecks, soner du, squeen, Steppenwolf, Yora.<p>
PDFs by <a href="https://attronarch.com/">Attronarch</a>: <a href="https://app.box.com/s/bwryx15p0xob8rnaf82xlx9e7bq9hb15">A4 PDF</a> | <a href="https://app.box.com/s/g2bojqr6vix0zy8stg703xn0emypt0bj">Letter-size PDF</a><p>
Last updated: 11 September 2023.<p>
_______________________________________________<p>
Page 2, Constitution: <i>Resurrection/raise dead</i> survival is not well-defined here. It is unclear what happens when such a roll is failed, for example. In AD&D, this would mean that the character in question could nevermore be raised or resurrected, but lacking this context, a newcomer to OSRIC may well assume that the cleric could just keep trying until the spell "stuck." Further, there's no mention of permanent constitution loss associated with returning from the dead, and it's unclear if this is an intentional change from AD&D or an accidental omission.<p>
Page 3, Charisma: OSRIC is missing the full reaction table referenced in passing in the main body of the text. This renders the correct application of reaction bonuses unnecessarily obsure.<p>
Page 9, Assassin, Read Scrolls (12th): It is not stated that the assassin has any chance of failure when using scrolls, as the thief does.<p>
Page 10, Cleric: No guidance is given for when and how clerics may create magic items. AD&D specified that they may create scrolls starting at 7th level and permanent magic items at level 11.<p>
Page 11, Oil: Burning oil as a weapon appears in many class descriptions, but its precise function in combat isn't described. AD&D specifies that burning oil deals 2d6 damage on the first round and another 1d6 the following round before burning out.<p>
Page 12, Druid: No guidance is given for when and how druids may create magic items. AD&D specified that they may create scrolls starting at 7th level and permanent magic items at level 13.<p>
Page 16, Illusionist: No guidance is given for when and how illusionists may create magic items. AD&D specified that they may create scrolls starting at 7th level, temporary non-scroll magic items starting at level 11 (using the <i>major creation</i> spell), and true permanent magic items at level 14 (via <i>alter reality</i>).<p>
Page 18, Magic User, Magic User Spell Acquisition Table: The use of this table is not well-described. For instance, it is not clear when, if ever, magic users and illusionists may re-roll to understand spells they previously could not.<p>
Page 23, Ranger Level Advancement: The text "May employ followers" appears on the 7th level line. 8th level would be the correct placement.<p>
Page 25, Thief, Read Scrolls (10th): It is not stated that thieves (or assassins) in OSRIC may employ druid scrolls, as they can in AD&D. This may be a deliberate change rather than an oversight, however.<p>
Page 28 Multi-classing: The following paragraph should be inserted between first and second: "Multi-class characters may choose which of their classes' tables they use for combat and saving throws. So for example, a cleric/fighter normally uses the fighter attack charts and the cleric saving throw matrices."<p>
Page 33, Missile Weapons Table: The heavy crossbow has a base range of 60 ft, down from the 80 ft given in AD&D. This could be an intentional change, although it seems odd that both heavy and light versions of the weapon would have the same effective ranges.<p>
Page 33, Missile Weapons Table: The language used to describe ranges ("-2 to hit/increment") is potentially misleading. The penalty isn't supposed to be applied to the first range increment, only cumulatively to each subsequent one.<p>
Page 34, Armour Table II: Splint armour should be listed alongside banded as AC 4.<p>
Page 40: Animate Dead (cleric): Duration should be "instantaneous (permanent)."<p>
Page 44, Cure Light Wounds: The note that the spell doesn't affect "creatures that are harmed only by iron, silver, or magical weapons" should apply only to the reversed version, <i>cause light wounds</i>.<p>
Page 47, Heal: This spell specifies a saving throw of "none (negates)." However, this should probably just be "none," since the AD&D version doesn't provide for any saving throw.<P>
Page 48, Know Alignment: The range given in OSRIC is touch. AD&D specifies 10 ft.<p>
Page 51, Raise Dead: Half-orcs appear on the list of beings able to be raised. This contradicts the AD&D version, which treats them the same as elves for all such purposes.<p>
Page 52, Remove Fear: The spell's reversed version, <i>fear</i>, is not described.<p>
Page 52, Restoration: The spell's reverse effect is not given its proper name, <i>energy drain</i>.<p>
Page 60, Control Winds: "The wind force increases (or decreases) at a rate of 3 miles per hour every round until the end of the spell’s duration, at which time it will return to normal, also at a rate of 3 miles per hour per turn." The word "turn" in the preceding sentence should be "round."<p>
Page 61, Dispel Magic: The correct area of effect should be a single 40 ft cube, not 40 ft multiplied by caster level.<p>
Page 65, Produce Fire: This spell has a 60 ft radius area of effect, but a range of 40 ft, meaning that the caster will always be within the area of effect. AD&D defines the area of effect as "up to 12' per side in area boundary."<p>
Page 66, Pyrotechnics: There is no duration given for the smoke cloud version of this spell. 1 round/level is correct.<p>
Page 71: Animate Dead (magic user): Duration should be "instantaneous (permanent)."<p>
Page 78, Distance Distortion: The last sentence of the spell description is duplicated.<p>
Page 79, Erase: The OSRIC version of this spell specifies that it does not affect <i>glyphs of warding</i>. This contradicts the AD&D DMG.<p>
Page 82, Fire Shield: Per AD&D, "Any creature striking the spell caster with body or hand-held weapons will inflict normal damage upon the magic-user, but the attacker will take double the amount of damage so inflicted!" This potent feature is completely absent from OSRIC's current version of <i>fire shield</i>.<p>
Page 87, Ice Storm: The main heading gives an area of effect of 10 x 10 ft/level. The spell description specifies fixed areas of 40 x 40 ft (for the hail stones variant) and 60 x 60 ft (for the sleet variant).<p>
Page 97, Permanency: OSRIC's version of the permanency spell is missing a very important clarification from the AD&D Dungeon Master's Guide: "There is only a 5% chance of the spell caster actually losing a point of constitution if the spell is cast upon a non-living thing." This has profound implications for magic item creation!<p>
Page 101, Push: The text mentions that objects can be moved at the rate of 10 ft/round. This is misleading, as it implies that this spell lasts for more than one round. In truth, its given duration of instantaneous is correct.<p>
107, Teleport: The "viewed once" column progreses directly from 89-90 to 99-100.<p>
Page 108, Transmute Rock to Mud: This spell should be noted as being reversable.<p>
Page 110, Water Breathing: The duration of the AD&D spell is 3 turns/level, not 1 round/level.<p>
Page 113, Chaos: AD&D's describes this spell as functioning like the druid spell <i>confusion</i> unless otherwise noted. This includes a -2 saving throw penalty that is therefore effectively missing from the OSRIC version.<p>
Page 113, Colour Spray: The duration of unconsciousness should be given as 2d4 rounds.<p>
Page 114, Dancing Lights: The area of effect given for this spell, a 60 ft radius globe, appears to be an error. It should also be "see below" and function as the magic-user version of this spell in this regard.<p>
Page 114, Deafness: The area of effect should be "one creature," not "caster."<p>
Page 120, Shadow Monsters: The created monsters are stated to have 20% of the hit points of actual ones. In AD&D, it's 20% of the hit dice, which has much broader implications in combat. This same discrepancy exists for the illusionist spells <i>demi-shadow monsters</i> (page 114) and <i>shades</i> (page 120).<p>
Page 123, Gaining Levels: Training costs are given as "approximately 1500 gp per level." This should be clarified as 1500 gp times the character's current level.<p>
Page 129, Turning the Undead, Exception: An important general turning rule is buried at the end of this supplementary paragraph on weapons as holy symbols: "If the cleric is successful in a turning attempt, he or she may try again next round. If the cleric fails, no further turning attempt may be made during this encounter." Making those last two sentences into a separate paragraph would be an organizational improvement.<p>
Page 131, Morale: "For example, if the monster is very cowardly and fighting opponents who are inflicting serious damage on its fellows without taking any casualties, then the GM might impose a -30% penalty to its morale check." This should be phrased as a -30% penalty to the creature's base morale, since rolling low on the check itself is a good thing.<p>
Page 140, Sage, Information Discovery: "For example: a sage in a remote location is asked specific question in an Out of Fields category. The GM rolls a 10 on a 1d10 and the table yields a result of 20%. The GM rolls d% again and if the result is 1 (20% of 20) the sage will be able to provide an answer at the regular cost; otherwise research time and cost will be doubled." This example is quite confusing. The underlying principal is that sages in remote locations will typically charge double unless the information discovery roll is 20% or less of what is needed to succeed. For example, if the base chance of the sage having the answer is 60%, any roll of 12% or less would indicate no added cost (60 x 0.2 = 12). This margin increases to 80% if the question is in one of the sage's special knowledge categories.<p>
Page 142, Henchmen: OSRIC does not include any guidance for the disbursement of experience points to henchmen. AD&D specifies that henchmen should receive "about 50% of the experience points which their share in the slaying of opponents and garnered treasure actually totals - possibly even less if your character bore the brunt of the action and closely directed the henchmen."<p>
Page 155, Sample Play Session: "GM: Right, so Floppinjay is caught for 1 segment and everybody else for 2 segments by a half-dozen brownish-green fellows with bristly black hair and pink pig-snouts. They're currently [rolls] 30-ft away to your right (the east), charging at you and hurling hand axes as they come." Despite the wording of the above example, no standard dungeon encounter distances are given in OSRIC. AD&D specifies 1d6+4 x 10 ft under normal conditions and 1d3 x 10 ft if surprise is a factor. Outdoors, 6d4 x 10 ft is standard.<p>
Page 165, Table 10: Treasure Guards & Wards: The header for column 2 on table should read "Guard or Ward" instead of "Treasure."<p>
Page 165, Table 12: Treasure Amounts: The explanatory notes incorrectly refer to a hypothetical die roll of 13; given the example following, the roll should be either 14, 15, or 16.<p>
Page 166: Table 20: Behind the Door: This table specifies that it is only for doors exiting a room. Thus, its correct usage guideline should probably be: "Check this table to determine what is behind any door indicated by Tables 6 or 18." Any result of "door" on Table 18 should say "Door: Consult Table 19 Door Location and proceed to Table 20; if door location result isn't a straight ahead door, check this table again in 30 feet." This change always points the reader toward the next table needed for any type of generated door.<p>
Page 167, Table 22: This table should direct the user to Table 23 on a roll of 19-20, not to itself.<p>
Page 169, Monster Level Three: The carcass creeper entry is mislabled "carrion creeper."<p>
Page 169, Monster Level Four: The number of dragons appearing is 5, which is presumably incorrect in light of the fact that no other dungeon encounter table features encounters with more than 2 dragons.<p>
Page 170, Monster Level Six: Hydra, 7 or 8 Heads has a number appearing of 5, while hydra entries on other level tables are always 1.<p>
Page 170, Monster Level Eight: Demon, Ekivu has a number appearing of 5d4. This is far more than other demon and devil types. 1d4 is likely correct.<p>
Page 170, Monster Level Eight/Ten: Elementals are on these tables, presumably because the hit dice/size of the elementals on the two tables are different (toughest elementals on Table 10), but there's no direction on elemental hit dice in the table cells, unlike other monsters that vary by some element and are on multiple tables.<p>
Page 171, Monster Level Nine: This table goes from "12-30" to "26-40." One of those two should change, either "12-25" or "31-40."<p>
Page 171, NPC Parties (All Dungeon Levels), NPC Levels: Applying these party generation rules exactly means that no NPCs of 5th or 6th level will ever be encountered in NPC parties. Changing the roll specified in the second sentence of this paragraph from 1d6+6 to 1d8+4 would be an effective way to remedy this issue.<p>
Page 172, Party Magic Items, Sub-Table 1: "<i>Potion of polymorph self</i>" should be "<i>potion of polymorph</i>." "<i>Scroll of protection from magic</i>" should be "<i>ward of magic</i>."<p>
Page 172, Party Magic Items, Sub-Table 2: "<i>Staff of paralysation</i>" should be "<i>wand of paralysation</i>." "<i>Bracers of armour, AC 4</i>" should be "<i>bracers of armour +6</i>."<p>
Page 174, Nighttime Encounters/Daytime Encounters: Night hags and rakshasa show up both at day and at night, while rangers and muggers/humanoids are only encountered at night. It is suspected that the nighttime encounter table was mistyped; that night hags and rakshasa should be omitted from the daytime encounters, that encounters should move "up" in numerical slots until the ranger is reinserted at 73 and ruffian at 74-78. Revised daytime table sequence being:<br>
64-65 Noble<br>
66 Paladin<br>
67-69 Pilgrim<br>
70 Press gang<br>
71-72 Thug<br>
73 Ranger<br>
74-78 Muggers/Humanoids<p>
Page 178, Wetlands: There's an error in this encounter table. It progresses:<br>
58 NPC<br>
58-60 Undead (presumably 59-60)<br>
...<br>
81-95 Water<br>
95-100 Special (presumably 96-100)<p>
Pages 179 - 189: All references to "Bird, Dire" on the encounter tables should be replaced with "Bird, Huge."<P>
Pages 180 - 189: Numerous encounter tables provide for encountering soldier ants by themselves, but the main giant ant entry doesn't provide numbers appearing for them apart from as a ratio of the worker ants appearing. Since worker ants are listed separately/concurrently in the same encounter table, the overall instruction isn't very clear for what to do when soldiers are encountered alone. Since soldiers are at a 1:5 ratio to workers, and workers appear numbers of 1-100, suggest adding a line about soldiers appearing in numbers of 1-20 when encountered apart from any workers.<p>
Page 181, Desert: The "jackal, dire" entry should be changed to "jackal, huge." Additionally, line 12 under the Monster column simply contains the word "monster." It's likely that this is a leftover placeholder for a specific monster type.<p>
Page 183, Graveyard: This encounter table misspells the assagim devil as "devil, assaggim."<P>
Page 184, Jungle: Crocodiles have two non-sequential runs on this encounter table. It seems possible that some of the entries were intended to be giant crocodiles instead. Further, the "jackal, dire" entry should be changed to "jackal, huge."<p>
Page 185, Lost World: This encounter table misspells the assagim devil as "devil, assaggim." Further, the "lion, cave" entry should read "lion, prehistoric."<P>
Page 186, Marine: One of the entries under the Humanoid heading reads "Gnoll (S5, WD2)." The S5, WD2 notation appears to be meaningless and should be disregarded.<p>
Page 188, Plains: One of the entries under the Giant heading reads "Ogre (S3)." The S3 notation appears to be meaningless and should be disregarded. Further, the "hyena, dire" entry likely refers to either huge or giant hyenas, as there are no dire ones detailed in OSRIC.<p>
Page 189, Rural: Gold dragons have two non-sequential runs on this encounter table. It seems possible that some of the entries were intended to be another dragon type or types instead.<p>
Page 190, Tundra: Invertebrates are anomalously titled "vermin" for this terrain type.<p>
Page 191, Flying Dinosaurs: This table is missing 3; it goes from 2 to 4-5. It seems likely that "2" should be "2-3."<p>
Page 192: Monster Statistics, Move: "(See Chapter II)" should be "(See Chapter III)."<p>
Page 192, Monster Statistics, Attacks: "(See Chapter II)" should be "(See Chapter III)."<p>
Page 192, Monster Statistics, Damage: "(See Chapter II)" should be "(See Chapter III)."<p>
Page 192, Monster Statistics, Armour Class: "(See Chapter II)" should be "(See Chapter I)."<P>
Page 192, Tribal Spellcasters, Shaman: Cavemen should be added to the "Seventh Level Max." column.<p>
Page 192, Tribal Spellcasters, Shaman: "<i>Resist fear</i>" should be "<i>Remove fear</i>."<p>
Page 193, Men: In the matrix for magic items, thieves are listed as rolling for magic shields. Assassins can use shields; thieves can't. While thus not errata per se, a note similar to the note for clerics to ignore weapons with edges might be useful, reminding the GM that only assassins would roll for shields. Or the "Y" may have been intended for the armour row immediately above and been misplaced. Furthermore, magic users aren't allowed the possibility of magical potions, unlike every other class. This may not be an oversight, but that feels possible since they otherwise have the fewest categories of possible magical items (4 categories, as opposed to 5 or 6 for other classes).<p>
Page 194, Men, Berserker: Berserkers have no chance of gp treasure in lair, but they do have a chance of 1d3 x 1,000 platinum pieces. This is much higher than other types of men, who have 1dX x 1,000 gp and 1dX x 100 pp. This should possibly be 1d3 x 1,000 gp with no chance for platinum.<p>
Page 194, Men, Brigand: Brigands are noted to have a "+1 morale bonus." This would probably equate to +5% base morale in OSRIC's percentile morale system.<p>
Page 194, Men, Dervish/Nomad: They are stated as having a 50% chance of jewelry as treasure, but no quantity is given. The correct value here is 5d6 per AD&D.<p>
Page 197, Demi-Humans: It's not entirely clear if dwarf clerics, elf clerics, gnome clerics, and halfling druids are intended to be PC options or not. The character creation chapter doesn't mention their NPC-only status from AD&D at all. In this section, however, we find: "Some NPC demi-humans may be clerics. This is not necessarily permitted to player characters of that race....." If this is indeed the intent, it should probably be mentioned right up front as opposed to almost 200 pages in for clarity's sake alone. In any case, this reference to clerics still doesn't address the halfling druid question, since OSRIC doesn't appear to incorporate the concept of sub-classes as such.<p>
Page 197, Dwarf: The lair treasure entry has two gem chances next to each other: 5d4 gems (30%), 1d4 × 20 gems (50%). The first entry should likely be in the individual treasure listing rather than the lair listing, based upon other individual entries, such as merchants.<p>
Page 199, Batrachian: These monsters are said to "surprise opponents 50% of the time, or 80% of the time if hopping." AD&D specifies surprise on 1-3 standard or 1-5 hopping, which is obviously a much better solution since it maps readily to a six-sided surprise die.<p>
Page 200, Cavemen: Cavemen "suffer a -1 to all morale checks." Since morale check penalties are positive numbers in the OSRIC system, and a 1% modifier wouldn't be worth mentioning in any case, this should likely be +5%.<p>
Page 206, Giant, Fire: AD&D specifies that these giants may throw boulders from 10 to 200 feet/yards away. OSRIC lists the range as 120 feet instead.<p>
Page 207, Giant, Frost: "Winter wolves often share residence with frost giants (50% chance, 1d6 in number)." Winter wolves are not described in the OSRIC rules<p>
Page 208, Ettin: This monster's treasure entry is suspiciously generous and also out of format. "Treasure: Individual: 2d10 gp, 1d6 gems (25%), 1d4 jewellery (20%) 2 magic items; Lair: 2d6 x 1,000 gp (70%)." It seems likely that everything after 2d10 gp is lair treasure and that there should be a 10% chance for the magic items, rather than them being present automatically.<p>
Page 208, Giant, Storm: "However, storm giants who have their castle abodes under water will instead have 2d4 sea lions." Sea lions are not described in the OSRIC rules.<p>
Pages 212 - 216, Dragons: The entries for several dragon types (green, red) include the text, "Owing to the magical nature of the creature, it does not require somatic or material components to its spells—it need only speak the incantation." It would be ideal to have this information listed for every dragon type, since all are potential casters. Furthermore, multiple dragon types (blue, brass, bronze, silver) are said to cast spells as "wizards." Wizard is not a class in OSRIC, of course.<p>
Pages 215: The page number is missing.<p>
Page 215, Dragon, Green: It's not stated that a green dragon's breath weapon deals damage equal to the dragon's hp. As "toxic gas," the uninitiated could just as easily assume that it's a save or die attack, which it definitely is not.<p>
Page 216, Demons: "Note that most demons do not actually fall into the five listed categories." There are six main categories of demons (A, B, C, D, E, F), not five.<p>
Page 216, Demons: It it not noted that demons, like devils, may only be permanently destroyed on their home planes.<p>
Page 217, Demons: "Many demons possess the following magical abilities: <i>infravision</i> (as the 5th level magic user spell), <i>teleport</i> (with no chance of error) (as the 2nd level magic user spell)." <i>Infravision</i> is a 3rd level spell. <i>Teleport</i> is a 5th level spell.<p>
Page 217, Demons, Silver: There is a space missing in this chart entry. "No additional damage(according"<p>
Page 221, Class F Demon: This creature's attack form is described as "1 bite." It should be "1 weapon/sword or 1 whip attack."<p>
Page 222, Demoniac: Lair Probability is listed as "See below," but there's nothing in the main description that could be tied to lairs.<p>
Page 226, Devils: The following text is a bit mangled and should be rewritten: "A devil must return to its home plane in Hell for 9 decades of servitude as a lemure before it will resume its home plane in Hell for 9 decades of servitude as a lemure before they will resume their former status."<p>
Page 226, Devils: The section regarding the illusion power of devils should be amended from "<i>phantasmal force</i> as the 3rd level magic-user spell" to "<i>spectral force</i> as the 3rd level illusionist spell."<p>
Page 227, Bearded Devil: It is not noted that this monster can also perform a standard weapon attack with its glaive instead of to using it to entangle.<p>
Page 228, Bone Devil: It is stated: "They have ultravision (60-ft range) which is more suited to icy climates." This is the only reference to ultravision in the OSRIC core rules. Nowhere therein is it defined.<p>
Page 229, Ice Devil: The monster's summoning ability is listed as <i>gate</i> (i.e. the spell) instead of using the the standard "summon" terminology.<p>
Page 230, Scaly Devil: This monster should instead be known as the Manalishi (Lesser Devil; Scaly Devil, Abyssai).<p>
Page 232, Pit Fiend: This monster is missing its 2 HP/round regeneration ability from AD&D.<p>
Page 238, Golems: Flesh, iron, and stone golems list <i>polymorph any object</i> as one of the spells used in their creation. <i>Polymorph object</i> is the correct spell name.<p>
Page 240. Dryad: There may be an error in the experience point value of this monster. OSRIC lists 30+10 xp/hp, while AD&D gives 105+3 xp/hp.<p>
Page 242. Nymph: There may be an error in the experience point value of this monster. OSRIC lists 105+3 xp/hp, while AD&D gives 350+3 xp/hp.<p>
Page 246, Euparkeria: Level/XP should be 1/10+1/hp.<p>
Page 253, Bat: This creature's Aerial Agility is listed as V. As bats cannot hover in the air, however, the value of IV given elsewhere in the text is likely correct.<p>
Page 254, Barracuda: This creature's swimming movement rate of 30 should likely be 300, based on similar fast-swimming creatures such as the giant gar.<p>
Page 258, Eel, Giant: Weed eels have a number appearing of 1d4. AD&D specifies 6d10. Similarly, electric eels appears in groups of 1d3 in AD&D, as opposed to 1d4 in OSRIC.<p>
Page 260, Horse: There are no carry weight allowances given for any of the horse types in OSRIC. As this information is highly useful, here are the AD&D values: Draft: 400/800 lbs, heavy: 500/750 lbs, light: 300/500 lbs, medium: 400/650 lbs, pony: 200/300 lbs, wild: 300/600 lbs. Note that carrying any amount over the first value given (i.e. over 400 lbs for a draft horse) will slow the animal 50%.<p>
Page 263, Mule: There is no carry weight allowance given for mules in OSRIC. As this information is highly useful, here are the AD&D values: 200/600 lbs. Note that carrying over 200 lbs will slow the animal 50%.<p>
Page 265, Squid, Giant: Based on the description(s) for squid/octopus, where two arms are used to attack the ship, with the remainder used to attack the crew, the octopus should have six tentacle attacks instead of the listed seven.<p>
Page 268, Achaierai: These creatures are said to have considerable treasure in their lairs, but a Lair Probability of "nil." AD&D specified 5%.<p>
Page 272, Basilisk: The attack form described ("antlers + weapon") makes no sense for this monster. "1 bite" would be correct.<p>
Page 276, Carcass Creeper: There is no damage value provided for the creature's attacks and no duration given for their paralysing effect. This is in keeping with the AD&D Monster Manual, but may be confusing to newcomers.<p>
Page 276, Caterwaul: "They also possess keen senses and can only be surprised 10% of the time." While accurate to AD&D, this creates problems, since OSRIC generally uses d6 rolls for surprise. It could be changed to 1 in 6 if consistency were to be prioritized over accuracy.<p>
Page 278, Couatl: This creature is noted to have a chance of 2d19 gems being present in its lair. 2d10 is correct.<p>
Page 280, Dark Creeper: "In an area settled by at least 25 solitary dark creepers there is a 90% chance there will be a dark creeper in the area, increased by 2% for every 5 additional creepers." This sentence should read: "In an area settled by at least 25 solitary dark creepers there is a 90% chance there will be a dark stalker in the area, increased by 2% for every 5 additional creepers."<p>
Page 282, Elemental, Air Elemental: "Their primary attack form is a stream of air that they use like an invisible limb to strike for 2d20 damage." 2d10 damage is correct in this case.<p>
Page 286, Genie: The Level/XP given for this monster seems abnormally low. A suggested fix would be 6/650+10/hp for regular genies and 7/1,200+13/hp for nobles.<p>
Page 292, Lizard, Giant, Cave: This creature has a Lair Probability of "nil," despite having lair treasure listed. 20% is correct, per AD&D.<p>
Page 292, Lizard, Giant, Monitor: This creature has a Lair Probability of "nil," despite having lair treasure listed. 80% is correct, per AD&D.<p>
Page 293, Lurker Above: "They have a +4 bonus to their chance of surprise." This is potentially quite misleading, as it could lead to automatic surprise situations. AD&D specifies that it surprises on a 1-4 on 1d6. In addition, Level/XP should be 7/1500+13 hp.<p>
Page 294, Manticore: There are no percentage chances associated with the gems and jewelry in these creatures' treasure hoards. They are 15% and 10%, respectively, in AD&D.<p>
Page 298, Naga, Guardian: This creature is given a chance of 5d6 x 1 cp in its lair treasure. 5d6 x 1000 is correct.<p>
Page 298, Naga, Spirit: The damage notation (1d3) associated with the creature's bite in the text could be mistaken as an indication of how much damage the poison deals. In fact, the bite itself inflicts 1d3 damage and the poison is simply fatal if the target's saving throw fails.<p>
Page 301, Owlbear: There are no percentage chances associated with the various coinages that can appear in these creatures' treasure hoards. Per AD&D, they are: 20% chance for cp, 30% chance for sp.<p>
Page 303, Phoenix: "A phoenix has the innate ability to cause a tremendous heat up to thrice per day; igniting all flammable materials, boiling liquids, and blistering exposed skin." No damage value is given for this attack, but AD&D lists it at 10 hp. Additionally, the AD&D phoenix radiates <i>protection from evil</i> in a 10 ft radius, and can cast a <i>remove fear 10 ft radius</i>. The OSRIC Phoenix radiates a <i>protection from fear 10 ft radius</i>, and can also cast <i>remove fear</i> in a 10' radius. Further, the description references <i>fire quench</i> as the reverse of <i>produce fire</i>, but it's actually the reverse of <i>fire storm</i>. Finally, the OSRIC phoenix may <i>control temperature</i> in a 50 ft radius instead of a 10 ft radius as in AD&D.
<p>
Page 305, Remorhaz: "When attacking, the remorhaz rises on the back section of its body and begins beating its bat-like wings. Its attack is blinding..." Contrary to this description, this monster's attacks do not cause blindness. It's possible that the intention was to describe the attack as blindingly fast.<p>
Page 305, Roc: The 1d33 notation for jewelry should be 1d3.<p>
Page 308, Sea Hag: "Magic Resistence" is improperly written as "MAGIC Resistance."<p>
Page 314, Spider, Huge: The +3 bonus specified for saves against the spider's poison should only be +1. Additionally, the AD&D version is stated to surprise opponents on a roll of 1-5 on 1d6.<p>
Page 315, Squealer: This creature differs from its AD&D incarnation in both included details and in omissions. The damages provided are slightly different, some bonuses aren't mentioned, etc.<p>
Page 318, Triton: "Summon allies: 5d4 hippocampi, 5d6 giant sea horses, or 1d10 sea lions (depending upon how blown)." None of these monsters are described in the OSRIC rules.<p>
Page 319, Vulchling: "Vulchlings are weak fliers, tending to swoop upon their prey with a claw attack, then fighting on the ground with a bite/bite routine." This appears to be reversed in OSRIC, and vulchlings should likely instead attack twice with their claws when in the air, and then once per round with a 1d4+1 bite on the ground after landing.<p>
Page 324, Miscellaneous Weapons Table 1: The scimitar is listed both on this table and on Swords Table 1 (page 325). It should likely appear only on the swords table. This is supported by the fact that Miscellaneous Weapons Table 1 is missing an entry for staves, with the implication being that the duplicate scimitar entry took its place.<p>
Page 324: Potions, Table 1: There's a "cursed potion" in the table with no explanation in the text. It seems highly likely that this was meant to refer to the <i>potion of poison</i>.<p>
Page 324: Ring of Charisma: The gp value of this item should likely be 10,000, not 1,000.<p>
Page 325, Scrolls: There is no table provided for determining the number of spells found on a spell scroll and their level(s).<p>
Page 235, Scrolls Table 3: Scrolls of <i>acid</i> and <i>polymorph</i> warding appear on this table, but no such items are described in the main text.<p>
Page 327, Table IV, Rare Miscellaneous Magic Items: There's an error causing magic items to get out of step in between numbers 03 and 14. Two of the items in that span need to be reduced to a 1% chance (down from 2%) to make the table work.<p>
Page 329: Potion of Climbing: Duration should be 5d4 rounds + 1 turn, not 5d5 rounds + 1 turn.<p>
Page 328, Sagacious Volume: This item has a listed gp value of 50,000,312. 50,000 would be correct.<p>
Page 329: Potion of Dragon Control: There is no mention of a saving throw against this potion's effects. See the entry for the <i>potion of giant control</i> for the correct procedure.<p>
Page 330, Potion of Giant Strength: The throwing ranges on the various potions should be rechecked. They went from a respectable 80-160 feet or yards in AD&D to characters being able to throw rocks several miles. Removing all the "thousands" seems to fix the issue (i.e. reduce range from "8,160 ft" to "160 ft").<p>
Page 335, Staff of Compulsion: This entry references a <i>ring of humanoid control</i> and a <i>ring of mammal command</i>. The <i>ring of humanoid control</i>'s OSRIC counterpart appears to be the <i>ring of charisma</i>, but there is no OSRIC item equivalent to a <i>ring of mammal command</i>.<p>
Page 338, Wand of Summoning: OSRIC indicates that this item may be used by clerics, druids, illusionists, and magic-users. Its AD&D equivalent, the <i>wand of conjuration</i>, may only be used by magic-users.<p>
Page 340, Holy Sword: This weapon is listed as usable only by paladins, but it should be (FPRT) for fighter, paladin, ranger, thief, as any Good-aligned character of these other classes can use it as a +2 sword.<p>
Page 341, Sword Intelligence and Capabilities, Speech: "Sword will speak its alignment tongue plus 1 or more additional languages determined according to the table below" The preceding sentence is in need of a period at its end.<p>
Page 343, Crossbow of Speed: The weapon's magical bonus (+1) is not given.<p>
Page 346, Boots of the Winterlands: This item's description mentions an <i>endure cold</i> effect. However, this spell is properly known as <i>resist cold</i> in OSRIC.<p>
Page 344, Hammer of the Dwarfs: In OSRIC, all thrown magic hammers (and hand axes) get their magic to-hit bonus but not their magic damage bonus. The <i>hammer of the dwarfs</i> has a note that, "The <i>hammer of the dwarfs</i> retains its attack bonus when hurled as a missile weapon, doing double damage if it hits..." The note seems redundant since every hammer retains its attack bonus. But it would be noteworthy if the hammer retained its damage bonus, which was then paired with 2d4+2 (double hammer damage which is normally 1d4+1). "Attack bonus" may have been loosely worded here.<p>
Page 347, Broom of Flying: The broom's movement speed should be 300 ft, not 30 ft.<p>
Page 347, Carpet of Flying: The carpet's base movement speed should be 400 ft, not 40 ft.<p>
Page 350, Deck of Illusions: Goblin is a repeated entry in the deck, when no other card varieties are repeated. Unclear whether it was purposefully or accidentally duplicated.<p>
Page 352, Figurines of Wonderous Power, Onyx Dog: The description is missing a duration of use and required rest time. Per AD&D, it can be used for up to six hours continuously, once per week.<p>
Page 353, Figurines of Wonderous Power, Serpentine Owl: Many pertinent details on the <i>owl</i> are omitted from the AD&D version: "The normal-sized form of the magical statuette moves with 95% silence, has infravision to 90'. can see in normal, above ground darkness as if it were full light, and twice as well as a human at that. Its hearing is so keen as to be able to detect a mouse moving at 60’ distance; thus, silent movement chances ore reduced 50% with respect to the serpentine owl in smaller form."<p>
Page 354, Horn of Blasting, Greater: The description doesn't mention whether damage is also doubled to 14d6 for crystalline objects, as per the standard <i>horn of blasting</i>.<p>
Page 354, Horn of the Tritons: It is stated that the Horn can summon sharks up to 7 HD. 8 HD is correct.<p>
Page 357, Mirror of Mental Prowess: This item references a "probability to detect scrying." No such mechanic is detailed in OSRIC.<p>
Page 358, Pipes of the Sewers: "The rats take a turn to travel 50 ft." 50 ft per round is the correct speed. Additionally, the AD&D version of this item also allowed for the summoning of giant rats. It is unclear whether this function was omitted on purpose or accidentally.<p>
Page 359: Robe of the Archmagi: The 75% magic resistance listed for this item should be 5%, per AD&D.<p>
Page 359, Robe of Scintillating Colours: Most of the Robe's powers as described in AD&D are not included in the OSRIC version. It is unclear if this is intended or not.<p>
Page 364, Cursed Items: There are seven main types of curses listed: delusion, opposite effect or target, intermittent functioning, requirement, drawback, completely different effect, and substitute specific cursed item. Six of those types get a sentence or two of explanatory text and advice; "completely different effect" is absent from this additional discussion.<p>
Page 366, Specific Cursed Items: The <i>potion of poison</i> appears twice on this table, yet no such item is described in the main text. Additionally, the following cursed items described in the text are absent from this table: <i>Ring of contrariness</i>, <i>ring of weakness</i>, <i>sword +1, cursed</i>, <i>shield -1, missile attractor</i>.<p>
Page 366, Armour of Rage: The reference to <i>armour of command </i>should be deleted.<p>
Page 366, Bag of Devouring: The item's description states that it is both impossible to <i>resurrect</i> its victims and 50% likely for such a spell to succeed. It is possible that the 50% chance is meant to apply to <i>alter reality</i> instead.<p>
Page 367. Broom of Animated Attack: It should be noted that the <i>broom</i> attacks as a 4 HD monster.<p>
Page 368, Net of Snaring: This item "can be commanded to launch from the user's hand and ensnare a creature up to 30-ft away (as the 1st level druid spell <i>ensnare</i>)." There is no ensnare spell in OSRIC, and this most likely should reference the druid spell <i>entangle</i> instead.<p>Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com0tag:blogger.com,1999:blog-9113217136376400257.post-24237828761445571502022-05-10T13:39:00.049-07:002024-02-21T14:47:41.871-08:00Swords & Wizardry Complete errata (unofficial)<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhabBQLmmbBx_LAxC6xnV1JEswJl5jOXz4msl8243lBfatEmR_Gh7VHBBL4v8bGLYXD-T08Lrbuin4usEd4ihcgumq3Qbphkh3DZ2LOwkLV4lJIDElGEyxgbJShgCtL6IfKYvFjBqwcQE3G6OvhjTpXXVWjnrGWd_BAqmiq5tDiaI1BoJ8CVf8ZdlJ1Jg/s1196/Swords-and-Wizardry-Complete-2nd-Print-897x1196%20%281%29.jpg" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" height="320" data-original-height="1196" data-original-width="897" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhabBQLmmbBx_LAxC6xnV1JEswJl5jOXz4msl8243lBfatEmR_Gh7VHBBL4v8bGLYXD-T08Lrbuin4usEd4ihcgumq3Qbphkh3DZ2LOwkLV4lJIDElGEyxgbJShgCtL6IfKYvFjBqwcQE3G6OvhjTpXXVWjnrGWd_BAqmiq5tDiaI1BoJ8CVf8ZdlJ1Jg/s320/Swords-and-Wizardry-Complete-2nd-Print-897x1196%20%281%29.jpg"/></a></div>
<b>Important update: While this document may still be of some value to those using legacy editions of Swords & Wizardry Complete, the recent (as of May 2023) Revised edition published by <a href="https://www.mythmeregames.com/">Mythmere Games</a> has fully addressed the following errata items. Users of this and future editions should disregard the information below.</b><p>
Since my earlier <a href="http://garysentus.blogspot.com/2021/07/advanced-labyrinth-lord-errata.html" target="_blank">deep dive into Advanced Labrynth Lord</a> was generally well received by the community, here are the substantial errors I've noted in another of my favorite rulebooks, <a href="https://www.froggodgames.com/product/swords-wizardry-complete-rulebook/" target="_blank">Swords & Wizardry Complete</a>. As before, I've left out trivial typos (misspellings, misplaced commas, etc.) in favor of things that might actually cause confusion or unintended results during play. Please also note that in many cases, it can be difficult (if not impossible) to determine if a deviation from the original material is an error or intentional. Any known intentional deviations by the author were omitted. This document is no way officially endorsed by the creator of Swords & Wizardry. Nevertheless, I hope you find it useful.<p>
<p>
All page citations are based on the Swords & Wizardry Complete rulebook, ISBN 978-1-62283-172-2.
<p>
Final update: 23 May 2023.
<p><p>
_______________________________________________
<p>
Page 8, Intelligence: S&WC notes that "Neutrality does not have any sort of alignment common language...", while D&D specifies "Law, Chaos and Neutrality also have common languages spoken by each respectively." This may be a deliberate distinction between the two games, however.<p>
Page 19, Harmonic Touch: Blackmoor limited this potent monk ability to one usage per week. There is no mention of any sort of usage restriction in S&WC. Additionally, Blackmoor monks gained a Speak With Plants ability at 8th level and started out with bonuses to most thieving skills equivalent to a dwarf or halfling's (generally whichever's was higher for a given skill).<p>
Page 29, Equipment Tables: The 10' ladder has a listed price of 0.05 GP. The simpler 10' pole costs four times more at 0.2 GP. The ladder was most likely meant to be listed at 0.5 GP.
<p>
Page 35, Different Categories of Saving Throws: It is not noted that monsters generally save as fighters of a level equal to their HD when using this method.
<p>
Page 45, Trouble Develops: The combat example describes two characters with movement rates of 6 as being able to move 60' in a single round. 20' would be the correct figure per the chart on page 32.
<p>
Page 52, Aerial Servant: The attack bonus of +17 given for this monster should be +15 based on the guidelines given on the "Monster Attack Tables" (page 40). The creature's movement rate is also given as 240' as opposed to 24.
<p>
Page 55: Continual Light: The main writeup indicates that this is a second level magic-user spell, but does not mention that it is also a third level cleric spell. Further, the distinction between the magic-user and cleric versions of the spell (the light shed by the former is not equal in intensity to sunlight while the latter's is) is not made clear. Finally, it is not stated that this spell may be reversed by evil clerics.
<p>
Page 56, Detect Evil: It is not specified that this spell may be reversed by evil clerics.
<p>
Page 57, Dimension Door: A duration of one hour is specified. It should be noted as instantaneous instead.
<p>
Page 57, Dispel Evil: It is not specified that this spell may be reversed by evil clerics.
<p>
Page 57, Hallucinatory Forest: It is not stated that this spell has a reversed version used to dispel its effects.
<p>
Page 61, Light: It is not specified that this spell may be reversed by evil clerics.
<p>
Page 65, Permanency: This spell's effect requires a <i>dispel magic</i> of twice the caster's level to remove it. Is not clarified, however, that multiple magic-users may dispel in concert in order to combine their levels toward meeting this threshold, similar to <i>phase door</i>. Otherwise, a minimum 32nd level magic-user would be required to dispel almost any <i>permanency</i>!<p>
Page 67, Protection from Evil, Protection from Evil, 10-Foot Radius, Purify Food and Drink: It is not specified that these three spells may be reversed by evil clerics.
<p>
Page 72, Transmute Rock to Mud: It is not stated that this spell has a reversed version used to dispel its effects.
<p>
Page 79, Summary of Important Dungeon Facts: The need for PCs to spend one turn per hour of exploration resting (and two turns following a battle or pursuit) is not mentioned.<p>
Page 83: Getting Lost: The text implies that the check to get lost is made once daily (" The party may check
the next day and discover that they were lost..."), but this is never unambiguously stated.
<p>
Page 83: Encounters in the Wilderness: There are no guidelines presented for encounter check frequency in the wilderness. Page 17 of The Underworld & Wilderness Adventures suggests one check daily with anywhere between a 1 in 6 and 3 in 6 chance of an encounter, depending on the terrain type.
<p>
Page 92, Ant, Giant (Warrior): This monster displays a Challenge Level/XP: 2/30. It should be 4/120, as per the "Monster by Challenge Level" chart on page 116.
<p>
Page 99, Dragons: This entry states, "Dragons have double normal treasure (that is, a gold piece value of four times the dragon's XP value)." Since the standard value of a treasure hoard is determined by rolling 1d3+1 x monster XP, however, it's unclear whether dragons are intended to always have a fixed x4 multiplier or if whatever is rolled is really meant to be doubled, potentially as high as XP x 8.
<p>
Page 104, Grey Ooze: This entry states "Metal (but not stone or wood) must make a saving throw vs. acid when exposed to grey ooze" and "When the grey ooze hits a character in metal armor, the armor must make an item saving throw." Item saving throws are not mentioned anywhere else in S&WC.
<p>
Page 120, Generating a Random Treasure Hoard: The option for the GM to add platinum coinage to the game is presented, but the "TSR standard" value of 5 GP per PP isn't stated.
<p>
Page 121, Scrolls: It's not stated anywhere in S&WC that casting a spell from a scroll (or copying it to a magic-user's spell book) causes the writing on the scroll to disappear. Further, OD&D specifies that all spell scrolls operate at the 6th level of ability or the minimum level required to cast the spell in question, if higher. There is no such provision in S&WC.
<p>
Page 123, Magic Melee Weapon Types: The chart includes an entry for "mace, light," a weapon not described in the equipment chapter. This same chart also lacks entries for several weapon types that are in the equipment chapter. Specifically, clubs, polearms, flails, and bastard swords.
<p>
Page 124, Magic Missile Weapon Types: The table on page only includes thrown weapons (javelins, darts) and ammunition (arrows, bolts, sling stones). There are no enchanted bows or crossbows listed.<p>
Page 127, Staff of Power: The fireballs and lightning bolts cast from the staff deal only 4d6 damage. This is a mere half of what OD&D calls for, and thus may be an error.<p>
Page 129, Lenses of Charming: The name of this item is not shown in bold text, making it easy to miss.
<p>
Page 130, Mirror of Mental Scrying: The name of this item is not shown in bold text, making it easy to miss.Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com2tag:blogger.com,1999:blog-9113217136376400257.post-14959637141949966612022-04-14T12:33:00.019-07:002024-02-21T14:47:49.786-08:00On "fixing" Swords & Wizardry's unified saving throws<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRdK2jJCfTDvQQ48JqpjwK_pTqinSAluAafxNk7w48y30aaMobIiftIxySDUPyn0PjoQHVxu14hnUXNVklG1sxCVrkc6QAPVnrj3jCim75vCdajONJoNE5efeXcZubl8qQnZ_rD8zdoTmKo0L3Js4Z0ghh0a2ZXtaprj8RwlLh5H31m5dN3i7fXiMJ3A/s1600/Beholder.gif" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" data-original-height="242" data-original-width="319" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRdK2jJCfTDvQQ48JqpjwK_pTqinSAluAafxNk7w48y30aaMobIiftIxySDUPyn0PjoQHVxu14hnUXNVklG1sxCVrkc6QAPVnrj3jCim75vCdajONJoNE5efeXcZubl8qQnZ_rD8zdoTmKo0L3Js4Z0ghh0a2ZXtaprj8RwlLh5H31m5dN3i7fXiMJ3A/s1600/Beholder.gif"/></a></div>
One of <a href="https://www.froggodgames.com/product/swords-wizardry-complete-rulebook/">Swords & Wizardry's</a> most praised features is its unified saving throw mechanic. While I personally adore classic (A)D&D's multiple save categories due to their sheer flavor and quirk factor, I can still see the time saving potential of a unified system when it comes to writing up characters, saving against difficult to categorize effects, and the like. When I actually sat down and crunched the numbers, though, something didn't quite add up.<p>
Let's start with the base OD&D saving throw values for a 1st level fighter:<p>
Death Rays/Poison: 12<br>
Wands: 13<br>
Stone: 14<br>
Dragon's Breath: 15<br>
Spells/Staffs: 16<p>
Adding these together and averaging them gives us 14, which is actually slightly more favorable the 1st level S&W fighter's unified save number of 15 (although the S&W fighter's +1 bonus against everything but spells largely renders the difference negligible). Performing the same operation for a 4th level fighter gives us a value of 12 in OD&D, matching up with 12 in S&W. At 7th level: OD&D 9.8/S&W 9. At 10th: OD&D 7.8/S&W 6. When all is said and done, the OD&D fighter would obtain his best average save of 5.4 at 13th level, while his S&W counterpart would max out at a saving throw of 5 at level 11.<p>
If I had to speculate (always an iffy prospect, I know), I would venture that the author wanted to ensure that characters saw a steady, meaningful saving throw progression at every individual level instead of just at certain big "break points" and viewed the side effect of characters beyond level one passing saving throws slightly more often than their OD&D counterparts as a worthwhile sacrifice toward this end.<p>
Should you happen to disagree, here's a more OD&D-accurate single save progression for Swords & Wizardry based on repeating the same calculation and rounding fractional results to the nearest whole digit for every class/level grouping:<p>
Fighter/Paladin*/Ranger:<p>
1-3: 14<br>
4-6: 12<br>
7-9: 10<br>
10-12: 8<br>
13+: 5<p>
* It is highly recommended to grant paladins a +2 bonus to all saving throws when using this table.<p>
Cleric/Druid/Monk:<p>
1-4: 14<br>
5-8: 11<br>
9-12: 8<br>
13+: 6<p>
Magic-User/Thief/Assassin:<p>
1-5: 14<br>
6-10: 12<br>
11-15: 9<br>
16+: 5<p>
Bear in mind when using this system that OD&D monsters traditionally save as fighters of a level equal to their hit dice unless the DM judges them to be sufficiently similar in function to another class instead (i.e. a magic using monster might be allowed to use a magic-user's save value if it is more advantageous to do so).Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com0tag:blogger.com,1999:blog-9113217136376400257.post-23245425714302393372021-07-12T16:10:00.058-07:002022-09-05T15:48:25.827-07:00Advanced Labyrinth Lord errata (unofficial)<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSEy8qpifUM-LQvyhCYj6MYKgaUgbs1vnlb0hjw1R5H5lwHTKamvKLLFOylzic6pwX2Sy4D1qIJx0PShHPjeBEHU-SX-OdOPujJHxpG_W1T4sB6CUm17CvlTR8fKwgxh-jdKdEJbmW9h4j/s792/635423e60cc1a3dbb53cbee84bc2811a_original-1.jpg" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" height="320" data-original-height="792" data-original-width="612" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSEy8qpifUM-LQvyhCYj6MYKgaUgbs1vnlb0hjw1R5H5lwHTKamvKLLFOylzic6pwX2Sy4D1qIJx0PShHPjeBEHU-SX-OdOPujJHxpG_W1T4sB6CUm17CvlTR8fKwgxh-jdKdEJbmW9h4j/s320/635423e60cc1a3dbb53cbee84bc2811a_original-1.jpg"/></a></div>
Well, it's been a while, hasn't it? If you're wondering what I'm been up to, I've mostly been reviewing classic 8 and 16-bit video games over at my other blog <a href="https://twentiethcenturygamer.wordpress.com/">Twentieth Century Gamer</a>.<p>
Anyway, these are the substantial errors I've noted in my own print copy of the Advanced Labyrinth Lord rulebook. I've left out trivial typos (misspellings, misplaced commas, etc.) in favor of things that might actually cause confusion or unintended results during play. I hope you find it useful. This is a work in progress and will be periodically updated.
<p>
When compiling this information, my decisions regarding what to include were informed by two assumptions:
<p>
1. I assumed that the goal was to make every class, spell, monster, and magic item as close in function to the source material as possible. In some cases, it can be difficult (or impossible) to determine if a deviation from the original material is an error or intentional. Any known intentional deviations (such as plate mail armor being more expensive than it is in B/X D&D) were omitted.
<p>
2. Whenever a class, spell, monster, or magic item appears in both B/X D&D and AD&D, I checked it against its B/X version, as Labyrinth Lord is primarily based on that edition.
<p>
Includes contributions from: Bearbottle0, ken-do-nim.<p>
Latest update: 7 June 2022.
<p>
_______________________________________________
<p>
Page 5, Introduction: "You've taken the first step on your adventure, but you are still a 0 level human." The concept of 0 level humans is addressed obliquely here (as well as on the Attack Value and Saving Throw table), but it is never clearly defined, as it is in the Basic rulebook's "Normal Human" monster entry. The guidelines for determining a 0 level human's hit points, for example, are not present in ALL.
<p>
Page 7, Creating a Character: The Attack Value tables are on page 112. Saving Throws are detailed on page 106.
<p>
Page 13, Elves: It is noted that elves "are between 5 and 5 feet tall." This should be "between 5 and 5 1/2 feet tall." Identical typos appear in the elf and half-elf race templates on pages 17 and 18.<p>
Page 23, Illusionist Spell Progression: The reference to the spells Find Familiar and Write in the footnote should be replaced with Summon Familiar and Scribe, respectively.
<p>
Page 24, Monks: AD&D specifies that monks gain access to the Speak with Animals ability before the Speak with Plants ability. ALL reverses this. Additionally, AD&D monks could only own a maximum of five magic items: Two magic weapons and three rings and/or miscellaneous magic items usable by thieves. All other magic item types (potions, scrolls, rods, etc.) are forbidden. Finally, AD&D monks may not employ any hirelings or other followers before reaching 6th level. It's possible that some or all of these are intentional changes.
<p>
Page 25, Paladin Level Progression: AD&D paladins gain +3 hp per level after level 9, the same as fighters. Since fighters in Labyrinth Lord only gain +2 hp per level after 9th, however, paladins probably should as well in order to reflect the original intent.
<p>
Page 26, Rangers: The permissible alignments for rangers could be more clearly explained. AD&D rangers are required to be Good or forfeit their special abilities and permanently become regular fighters (similar to paladins). ALL states, "They adhere to their own sort of morals, such that they might be lawful, chaotic, or neutral with their larger world views, which may not reflect their disposition to other beings." This sounds like a complicated way of saying they can be of any alignment, but what does "their own sort of morals" mean?
<p>
Page 30, Exchange Value: Per this chart, 1 platinum piece is equal in value to 10 gold pieces, not 5 as in both B/X and AD&D. This change may or may not be intentional, but be aware that it has the potential to drastically increase the value of platinum treasures found in modules created for those older rule sets.
<p>
Page 31, Adventuring Gear and Items: The small silver mirror, small steel mirror, large belt pouch, large sack, small sack, saddle bag, and wine should each weigh 1/2 pound. The empty flask is given a weight of 1 1/2 pounds, but this is somehow more than the 1 pound weights given for flasks full of holy water or oil, so 1/2 pound is likely correct.
<p>
Page 32, Food, Drink, Provisions, and Lodging: Bottles of mead, common wine, and good wine should each weigh 1 1/2 pounds.
<p>
Page 33, Animals of burden: Despite the carrying capacities here being indicated for "most horses and mules," all horse varieties listed in the monster chapter (page 162) can carry significantly more.
<p>
Page 38, Bless: The reversed version of this spell (Blight) is not named in the text. Additionally, it should be noted that victims of Blight get a saving throw versus Spells to avoid its effect.<p>
Page 38, Control Weather: The area of effect is 4d4 square miles.
<p>
Page 39, Cure Disease: "The victims of this disease cannot be cured of damage from other spells...." The word "from" in the above sentence should be replaced with "by" to convey the correct meaning.
<p>
Page 41, Glyph of Warding: The duration is permanent until triggered.
<p>
Page 42, Lower Water: The correct area of effect is ten square feet per caster level.
<p>
Page 42, Part Water: The range should be 20' per caster level.
<p>
Page 44, Resist Fire: The saving throw bonus should be +2, not +3.
<p>
Page 47, Commune with Nature: Range is 1/2 mile per level.
<p>
Page 51, Neutralize Poison: The druidic version of this spell is incorrectly labeled as reversible.<p>
Page 53, Snare: Duration is permanent until triggered.
<p>
Page 55, Tree Stride: "However, if the nearest oak tree in range is to the west, the caster emerges from that tree instead." The word "nearest" above should be replaced by "only" to preserve the original meaning.
<p>
Page 57, Implant Emotion: Duration should be defined as the length of time the caster concentrates on maintaining the spell.
<p>
Page 58, Invisibility, Greater: This is a 4th level spell.
<p>
Page 58, Major Creation: It should be noted that the caster may create mineral objects with a duration of 6 turns in addition to vegetable objects of 12 turns duration via this spell.
<p>
Page 58, Mirror Image: The illusionist version of this spell creates 1d4+1 images, not 1d4.<p>
Page 59, Prismatic Wall: The maximum dimensions of the wall are 4' wide and 2' tall per caster level.
<p>
Page 62, Antipathy/Sympathy: The maximum area that can be affected is 10 cubic feet per caster level. If cast on an object instead of an area, victims suffer a -2 penalty to their saving throw rolls.
<p>
Page 64, Comprehend Languages: The range and duration for this spell are swapped.
<p>
Page 64, Cone of Cold: Victims are entitled to a saving throw. Success results in 1/2 damage.
<p>
Page 66, Dimension Door: Unwilling targets should receive a saving throw.
<p>
Page 68, Explosive Runes: Duration is permanent until triggered.
<p>
Page 68, False Trap: The AD&D version of this spell (Leomund's Trap) has a duration of permanent. It is unclear if the ALL duration of 6 turns per level is intended or an error.
<p>
Page 69, Fire Trap: Duration is permanent until triggered.
<p>
Page 72, Hallucinatory Terrain: The spell should affect up to a 10' x 10' square area per caster level.
<p>
Page 77, Mind Blank: Duration should be 1 day.
<p>
Page 77, Mnemonic Enhancer: The AD&D version of this spell (Rary's Mnemonic Enhancer) has a duration of 1 day. It is unclear if the ALL duration of 2 turns per level is intended or an error.
<p>
Page 79, Phase Door: "If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect." The description for Passwall on page 78 does not mention any such scenario.
<p>
Page 79, Polymorph Other: Duration is permanent until dispelled.
<p>
Page 79, Power Word Blind: This spell affects an area 30' in diameter.
<p>
Page 80, Prismatic Sphere: The sphere has a 20' diameter. Furthermore, the AD&D version of this spell is largely identical, except that the red and orange globes are negated by Cone of Cold and Gust of Wind, respectively, not Passwall and Fly as in ALL. It's unclear whether or not this change is intentional.
<p>
Page 82, Scribe: The -1 penalty for attempting to transcribe a spell three levels or more higher than the writer can cast should increase by one with each spell level beyond that (-2 at four levels higher, -3 at five, etc.).
<p>
Page 83, Simulacrum: The Simulacrum spell itself only creates a zombie-like being with 50%+1d10% of the original's hit points and 10%+1d4x10% of the original's class levels (if any). A further Reincarnation spell is required to give the simulacrum a vital force and personality. A Limited Wish spell is required to give it 35%+1d6x5% of the original's memories.
<p>
Page 83, Spell Resistance: The last sentence should read, "The caster may affect up to 1 creature per 4 levels of experience, with the duration divided evenly among them."
<p>
Page 84, Stinking Cloud: Duration should be 1 round per level.
<p>
Page 85, Summon Familiar: Range should be 1 mile per level.
<p>
Page 86, Symbol: The cleric spell Restoration may also be used to remove the Symbol of Insanity's effect from a victim.
<p>
Page 91, Illusionist Spells: "Astral Spell" should read "Astral Projection."
<p>
Page 91, Magic-User Spells: Animal Growth is absent from the 5th level spell list.
<p>
Page 119, Aerial Servant: This creature can only be hit by magical weapons. Further, the aerial servant surprises opponents on a roll of 1-4 on 1d6. It has the normal 1-2 chance of being surprised itself.
<p>
Page 120, Ankheg: Victims of the creature's acid spray are entitled to a saving throw for 1/2 damage.
<p>
Page 124, Boar: The giant boar varies considerably from its AD&D counterpart, which has 7 Hit Dice, a 3d6 damage attack, and a number encountered of 2d4. Furthermore, the AD&D warthog has 3 Hit Dice.
<p>
Page 125, Brownie: This creature saves as a 9th level cleric. In addition, the brownie itself also enjoys the same 18 DEX and immunity to surprise that it grants to a magic-user when serving as a familiar.
<p>
Page 125, Bulette: One of the monster's claw attacks is mistakenly listed at 2d6 damage instead of the correct 3d6.
<p>
Page 130, Babau: Hit Dice should be 7+14, not 7+10.
<p>
Page 132, Marilith: Hit Dice should be 7+7, not 7+6.
<p>
Page 135, Vrock: This demon creates darkness in a radius of 5', not 10'.
<p>
Page 137, Bael: The reference to Alter Self should probably be to Doppelganger, the closest equivalent spell in ALL. Similarly, Produce Fire should be changed to Produce Flame.
<p>
Page 138, Erinyes: Hit Dice should be 6+6, not 6+5.
<p>
Page 140, Devil, Ice: This creature's mandible attack deals 2d4 damage, not 1d4. It may also use an Ice Storm once per day.
<p>
Page 141, Lemure: Damage should be 1d3, not 1d4.
<p>
Page 146, Dwarf, Duergar: These creatures are immune to all illusions and phantasms. Also, it is stated that they understand "the gesture language of the drow." There is no mention of this language in the main drow entry on page 149.
<p>
Page 150, Eel: The electric eel's bite should deal 1d3 damage, not 1d4. Additionally, this entry appears out of alphabetical order.
<p>
Page 154, Ghost: Partially materialized ghosts may only be hit by silver weapons (which deal 50% damage) or magical weapons.
<p>
Page 157, Golem, Clay: Once per day, the golem can act as if under the effect of a Haste spell for three rounds.
<p>
Page 160, Groaning Spirit (Banshee): This creature can only be hit by +1 or better magic weapons. It is immune to cold and electricity.
<p>
Page 162, Homonculus: The creature's bite should cause sleep for 5d6 minutes, not 5d6 turns. Converting this roll into turns multiplies the duration by a factor of ten! Additionally, AD&D states that a Mirror Image spell is required to create a homonculus, while ALL calls for an ESP spell instead.
<p>
Page 165, Lamia: Damage should be 1d4, not 1d6.
<p>
Page 165, Lammasu: These creatures may become invisible or transport themselves via Dimension Door at will.
<p>
Page 166, Lich: Hit Dice should be 11+, not 12+.
<p>
Page 172, Naga, Spirit: This creature casts spells as a 5th level magic-user and a 4th level cleric.
<p>
Page 172, Neanderthal: Damage should be 2d4 or weapon +1.
<p>
Page 173, Night Hag: These creatures are immune to sleep, charm, fear, fire, and cold-based spells, as well as weapons of less than +3 enchantment. They can use Gate to attempt to call a barbed devil or standard order demon with a 50% chance of success.
<p>
Page 177, Piercer: These creatures are 95% likely to surprise opponents.
<p>
Page 178, Rakshasa: The reference to the illusionist spell Change Self should be to Doppelganger. Additionally, the creature's vulnerability to blessed crossbow bolts is not mentioned, although this may be a creative choice as opposed to an error.
<p>
Page 179, Remorhaz: Touching the creature's hide should result in 10d10 damage, not 1d10×100.
<p>
Page 187, Statue, Animate: The iron statue should have an Armor Class of 2, not 4.
<p>
Page 187, Stegosaurus: Both the creature's attacks should deal 2d8 damage.
<p>
Page 189, Titanothere: Trample damage should be 3d8, not 2d8.
<p>
Page 190, Treant: Morale should be 9, not 6.
<p>
Page 194, Wind Walker: A Slow spell deals damage to this creature as a Fire Ball.
<p>
Page 195, Wyvern: The sting causes 1d6 damage (plus poison), not 2d8.
<p>
Page 196, Xorn: These creatures surprise their opponents on a roll of 1-5 out of 6, not 1-3 out of 6. Furthermore, Xorn suffer 1d10+10 damage if a Passwall spell is cast upon them.
<p>
Page 196, Yellow Mold: Number encountered should be 1d8 (1d4), not 1d4 (1d8).
<p>
Page 206, Dragon Control: The chart used to determine the type of dragon controlled doesn't include the brass, bronze, copper, silver, or sea dragon types, only the ones listed in the Basic rulebook.
<p>
Page 206, Extra-Healing: The AD&D version of this potion restores 3d8+3 hp. Drinking just 1/3rd of it restores 1d8 hp.
<p>
Page 209, Spell Storing: The exact set of spells present in this ring initially is the only one it can ever hold, though they may be replenished.
<p>
Page 209, Telekinesis: Up to 200 pounds of weight can be moved by this ring's power.
<p>
Page 209, Scroll of Spells: As written, all spell scrolls contain either magic-user or cleric spells, with no provision made for druids (25% of cleric scrolls in AD&D were druidic) or illusionists (10% of magic-user scrolls in AD&D contained illusionist magic).
<p>
Page 212, Wand of Cold: The Cone of Cold deals 6d6 damage, not 3d6.
<p>
Page 213, Wand of Fire, Wand of Ice, Wand of Lightning: These wands are all designated as rechargeable. No method for magic item recharging is provided in the rules. This may be a deliberate omission rather than an error.
<p>
Page 214, Wand of Summoning: "This effect takes five segments to cast." This sentence should be disregarded altogether, as Labyrinth Lord does not divide its rounds up into segments. Also designated as rechargeable (see above).
<p>
Page 218, Cube of Force: The following spells and attacks also drain extra charges from the Cube: Catapult-like missiles (1), Fire Storm (3), Flame Strike (3), Prismatic Spray (7).
<p>
Page 221, Feather Token: The whip deals a base 1d6 damage (2-7 with the +1 bonus). It attacks independent of its owner as a 9th level fighter, similar to a dancing sword.
<p>
Page 221, Figurines of Wonderous Power: Each of the Ivory Goats may only be used three times before permanently losing its power.
<p>
Page 224, Horn of Blasting: The duration of deafness should be 1 turn, not 2d6 rounds.
<p>
Page 228, Rope of Strangulation: Victims are entitled to a saving throw versus spells to avoid being strangled.
<p>
Page 229, Talisman of Pure Good: A Chaotic cleric touching the talisman should also suffer damage.
<p>
Page 231, Sword +1, Flame Tongue: "Immune to fire" in sentence one should read "weak to fire." This error appears to be based on a misunderstanding of the term "inflammable" that appears in the DMG.
<p>
Page 232, Disruption Mace +1: Evil characters handling this weapon suffer 5d4 damage.
<p>
Page 238, Magic Research: "Spell casting classes may only create magic items usable by their class." This is clearly misleading as written, as it would preclude such commonly accepted practices as magic-users creating enchanted swords. The correct meaning could perhaps be better conveyed as "A spell caster may not create magic items that duplicate spell effects unique to other classes. For example, a magic-user could not create a Staff of Healing, nor a cleric a Wand of Fire Balls."
<p>
Pages 246 and 247, Sorrow of Brokenvale: The neanderthal stat blocks should list damage as 2d4 or weapon +1.<p>
Page 261, Random Tavern Patron Traits: The second and third columns are swapped.<p>
Page 263, Monster List: The giant boar should be listed in the HD 7 column. The lich should be listed in the HD 11 column.Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com7tag:blogger.com,1999:blog-9113217136376400257.post-63656712896886606222021-06-15T12:21:00.098-07:002023-09-01T15:17:42.635-07:00The illustrious Silverglade Woodshadow!<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGUvy6hWLzJtY-tc4aPT9tpJcON03bJm3bnJaF1u16FH4f8Q0tnpghgaWG2xvXOBZgtM-PvldscDUa9ApTUNqOqOg5gm7VKK8m84WDsy0jyM5wQM47CFhazr5vYZxLvf0UmC8MJRFacZyB/s2475/20210127_225925%257E01%257E01.jpg" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" height="320" data-original-height="2475" data-original-width="1712" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGUvy6hWLzJtY-tc4aPT9tpJcON03bJm3bnJaF1u16FH4f8Q0tnpghgaWG2xvXOBZgtM-PvldscDUa9ApTUNqOqOg5gm7VKK8m84WDsy0jyM5wQM47CFhazr5vYZxLvf0UmC8MJRFacZyB/s320/20210127_225925%257E01%257E01.jpg"/></a></div><p>
Here are the current Swords & Wizardry Complete, Labyrinth Lord, and OSRIC stats for my longest-running character, Silverglade Woodshadow, who I created around 1991. He started-out as a "BECMI" Elf as per the D&D Rules Cyclopedia, so this isn't an exact translation, but it's very close. The campaign was Known World/Mystara and the first adventure he ever played in was DDA1 Arena of Thyatis, wherein he killed his first monster (a carrion crawler and no, not singlehandedly), and got his first magic item (a short short +1 that he's since passed on to another PC's henchman). His name is stolen directly from the Cyclopedia, since I've always been terrible at names. He quickly came to be known for his casual and rather goofy demeanor, the polar opposite of your stereotypical aloof, regal elf. This likely explains why he left Alfheim (where he was prince of his minor clan) in order to wander the lands of the humans he often feels more of a kind with. His home is a manor house with small attached stone tower on the outskirts of the town of Melinir in the Thunder Rift mini-setting, which we transplanted into Mystara just north of Darokin. He's frequently encountered with his boon companion, Dunric N'jorld, a Lawful (Good) ninth level human fighter hailing from Vestland. While generally goodhearted, Silverglade is also an impulsive, childlike trickster with little in the way of a "filter."<p>
______________________________<p>
<b>Name: Silverglade Woodshadow<br></b>
Player: Will Mistretta<br>
System: Swords & Wizardry Complete<br>
Race: Elf<br>
Class: Fighter/Magic-User<br>
Level: 4/8<br>
Alignment: Lawful<br>
Sex: Male<br>
Age: 181<br>
Height: 5’4”<br>
Weight: 120 lb<br>
Hair: Brown<br>
Eyes: Green<p>
<b>Ability Scores:</b><p>
Strength: 12<br>
Dexterity: 18<br>
Constitution: 13<br>
Intelligence: 15<br>
Wisdom: 8<br>
Charisma: 11<p>
<b>Combat Details:</b><p>
Hit Points: 36<br>
Armor Class: 3 (-2 with parry bonus)<br>
THAC0: 16<br>
Saving Throw: 8 (6 versus magic)<br>
Base Movement Rate: 12<br>
Encumbrance: 58 lb<p>
<b>Experience:</b><p>
Fighter: 128,000<br>
Magic-User: 128,000<p>
<b>Languages Known:</b><p>
Alignment<br>
Common<br>
Dwarven<br>
Elvish<br>
Giantish<br>
Goblin<p>
<b>Special Abilities:</b><p>
60’ darkvision<br>
Ghoul paralysis immunity<br>
Multiple attacks<br>
Parry (-5)<br>
Secret door detection (1-4 on 1d6 active search, 1 on 1d6 passive)<p>
<b>Spells/Level:</b><p>
1/2/3/4<br>
4/3/3/2<p>
<b>Spells Known:</b><p>
1st Level:<p>
Charm Person<br>
Detect Magic<br>
Magic Missile<br>
Protection from Evil<br>
Read Languages<br>
Read Magic<p>
2nd Level:<p>
Continual Light<br>
Invisibility<br>
Mirror Image<br>
Phantasmal Force<br>
Strength<br>
Wizard Lock<p>
3rd Level:<p>
Dispel Magic<br>
Fireball<br>
Fly<br>
Haste<br>
Lightning Bolt*<br>
Water Breathing<p>
4th Level:<p>
Charm Monster<br>
Confusion<br>
Dimension Door<br>
Polymorph Others<br>
Polymorph Self<br>
Remove Curse<p>
<b>Spells Commonly Memorized:</b><p>
Charm Person<br>
Detect Magic<br>
Magic Missile (x2)<br>
Invisibility<br>
Mirror Image<br>
Strength<br>
Dispel Magic<br>
Fly<br>
Lightning Bolt<br>
Charm Monster<br>
Dimension Door<p>
<b>Magic Items Carried/Worn:</b><p>
Silver longsword +3 ("Quicksilver")<br>
Silver dagger +1<br>
Shortbow +2<br>
Chain mail +1<br>
Medallion of ESP (30')<br>
Crystal Ball<br>
Potion of Extra Healing<p>
<b>Regular Equipment Carried/Worn:</b><p>
20 silver arrows<br>
Backpack<br>
Bedroll<br>
Flint and steel<br>
Small steel mirror<br>
Three day’s trail rations<br>
Waterskin<br>
Large sack<br>
Spare clothes<br>
Spell book<p>
<b>Money Carried:</b><p>
50 gp<br>
Gold ring (10 gp value, worn)<p>
<b>Equipment and Money Elsewhere:</b><p>
Spare spell book (at home)<br>
5000 gp (at home)<br>
2500 sp (at home)<p>
______________________________<p>
<b>Name: Silverglade Woodshadow</b><br>
Player: Will Mistretta<br>
System: Labyrinth Lord<br>
Race/Class: Elf<br>
Level: 8<br>
Alignment: Lawful<br>
Sex: Male<br>
Age: 181<br>
Height: 5’4”<br>
Weight: 120 lb<br>
Hair: Brown<br>
Eyes: Green<p>
<b>Ability Scores:</b><p>
Strength: 12<br>
Dexterity: 18<br>
Constitution: 14<br>
Intelligence: 15<br>
Wisdom: 8<br>
Charisma: 11<p>
<b>Combat Details:</b><p>
Hit Points: 36<br>
Armor Class: 0 (Bracers of Armor, dexterity bonus)
<br>
THAC0: 14<br>
Movement Rate: 120'/40'<br>
Encumbrance: 33 lb<p>
<b>Saving Throws:</b><p>
Breath Attacks: 9<br>
Poison or Death: 8<br>
Petrify or Paralyze: 9<br>
Wands: 9<br>
Spells or Spell-like Devices: 11<p>
<b>Experience:</b> 200,001<p>
<b>Languages Known:</b><p>
Alignment<br>
Common<br>
Dwarvish<br>
Elvish<br>
Gnoll<br>
Hobgoblin<br>
Orc<p>
<b>Special Abilities:</b><p>
60’ infravision<br>
Ghoul paralysis immunity<br>
Secret door detection (1-2 on 1d6)<p>
<b>Spells/Level:</b><p>
1/2/3/4<br>
3/3/2/2<p>
<b>Spells Known:</b><p>
1st Level:<p>
Charm Person<br>
Detect Magic<br>
Magic Missile<br>
Protection from Evil<br>
Read Languages<br>
Read Magic<p>
2nd Level:<p>
Arcane Lock<br>
Continual Light<br>
Invisibility<br>
Knock<br>
Mirror Image<br>
Phantasmal Force<p>
3rd Level:<p>
Dispel Magic<br>
Fire Ball<br>
Fly<br>
Haste<br>
Lightning Bolt*<br>
Water Breathing<p>
4th Level:<p>
Charm Monster<br>
Confusion<br>
Dimension Door<br>
Polymorph Others<br>
Polymorph Self<br>
Remove Curse<p>
<b>Spells Commonly Memorized:</b><p>
Detect Magic<br>
Magic Missile (x2)<br>
Invisibility<br>
Mirror Image<br>
Phantasmal Force<br>
Fly<br>
Lightning Bolt<br>
Charm Monster<br>
Dimension Door<p>
<b>Magic Items Carried/Worn:</b><p>
Silver longsword +3 ("Quicksilver")<br>
Silver dagger +1<br>
Shortbow +1<br>
Bracers of Armor, AC 3<br>
Amulet of Telepathy (as Helm of Telepathy)<br>
Crystal Ball<br>
Potion of Extra-Healing<p>
<b>Regular Equipment Carried/Worn:</b><p>
20 silver arrows<br>
Quiver<br>
Backpack<br>
Bedroll<br>
Small steel mirror<br>
Flint and steel<br>
Three day’s trail rations<br>
Waterskin<br>
Large sack<br>
Spell book<p>
<b>Money Carried:</b><p>
50 gp<br>
Gold ring (10 gp value, worn)<p>
<b>Equipment and Money Elsewhere:</b><p>
Spare spell book (at home)<br>
5000 gp (at home)<br>
2500 sp (at home)<p><p>
______________________________<p>
<b>Name: Silverglade Woodshadow<br></b>
Player: Will Mistretta<br>
System: OSRIC<br>
Race: Elf<br>
Class: Fighter/Magic-User<br>
Level: 5/8<br>
Alignment: Chaotic Good<br>
Sex: Male<br>
Age: 181<br>
Height: 5’4”<br>
Weight: 120 lb<br>
Hair: Brown<br>
Eyes: Green<p>
<b>Ability Scores:</b><p>
Strength: 12<br>
Dexterity: 19<br>
Constitution: 15<br>
Intelligence: 15<br>
Wisdom: 8<br>
Charisma: 11<p>
<b>Combat Details:</b><p>
Hit Points: 33<br>
Armor Class: 0 (chain mail +1, dexterity bonus)<br>
THAC0: 16<br>
Base Movement Rate: 120'<br>
Encumbrance: 44 lb<p
<b>Saving Throws:</b><p>
Aimed Magic Item: 9<br>
Breath Weapons: 13<br>
Death, Paralysis, Poison: 11<br>
Petrifaction, Polymorph: 11<br>
Spells for unlisted categories: 10<p>
<b>Experience:</b><p>
Fighter: 80,000<br>
Magic-User: 80,000<p>
<b>Languages Known:</b><p>
Alignment<br>
Common<br>
Elven<br>
Gnoll<br>
Gnomish<br>
Goblin<br>
Halfling<br>
Hobgoblin<br>
Orcish<p>
<b>Special Abilities:</b><p>
60’ infravision<br>
90% resistence to sleep and charm spells<br>
+1 to hit with pulled bows, longswords, and shortswords<br>
Detect secret doors<br>
Ghoul paralysis immunity<br>
Surprise bonus<p>
<b>Weapon Proficiencies:</b><p>
Longsword<br>
Shortsword<br>
Dagger<br>
Spear<br>
Staff<br>
Longbow<br>
Shortbow<br>
Sling<p>
<b>Spells/Level:</b><p>
1/2/3/4<br>
4/3/3/2<p>
<b>Spells Known:</b><p>
1st Level:<p>
Charm Person<br>
Detect Magic<br>
Feather Fall<br>
Magic Missile<br>
Read Languages<br>
Read Magic<p>
2nd Level:<p>
Continual Light<br>
Invisibility<br>
Knock<br>
Mirror Image<br>
Strength<br>
Wizard Lock<p>
3rd Level:<p>
Dispel Magic<br>
Fireball<br>
Fly<br>
Lightning Bolt*<br>
Phantasmal Force<br>
Water Breathing<p>
4th Level:<p>
Charm Monster<br>
Confusion<br>
Dimension Door<br>
Polymorph Others<br>
Polymorph Self<br>
Remove Curse<p>
<b>Spells Commonly Memorized:</b><p>
Detect Magic<br>
Feather Fall<br>
Magic Missile (x2)<br>
Invisibility<br>
Mirror Image<br>
Strength<br>
Dispel Magic<br>
Fly<br>
Lightning Bolt<br>
Charm Monster<br>
Dimension Door<p>
<b>Magic Items Carried/Worn:</b><p>
Silver longsword +3 ("Quicksilver")<br>
Silver dagger +1<br>
Shortbow +1<br>
Chain mail +1<br>
Amulet of Telepathy (as Helm of Telepathy)<br>
Crystal Ball<br>
Potion of Extra-Healing<p>
<b>Regular Equipment Carried/Worn:</b><p>
12 silver arrows<br>
Quiver<br>
Backpack<br>
Blanket<br>
Waterskin<br>
Spell book<p>
<b>Money Carried:</b><p>
50 gp<br>
Gold ring (10 gp value, worn)<p>
<b>Equipment and Money Elsewhere:</b><p>
Spare spell book (at home)<br>
5000 gp (at home)<br>
2500 sp (at home)<p>
______________________________<p>
(* = the referee should feel free to substitute <a href="http://garysentus.blogspot.com/2009/09/new-spell-silverglades-forcebolt.html">Silverglade's Forcebolt</a> for Lightning Bolt if desired)<p>
(Last updated: 9/1/2023).Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com0Seattle, WA, USA47.6062095 -122.332070819.295975663821153 -157.4883208 75.916443336178844 -87.1758208tag:blogger.com,1999:blog-9113217136376400257.post-22203244249108520102012-05-30T15:42:00.000-07:002012-05-30T15:42:46.995-07:00My first stab at superheroism!I've played a lot of fantasy, science-fiction, and horror sessions over the years, but last night was my first foray into the realm of costumed superheroes.
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It was quite interesting and very enjoyable. You can read all about it <a href="http://bxblackrazor.blogspot.com/2012/05/super-duper.html">here</a>.Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com0tag:blogger.com,1999:blog-9113217136376400257.post-65003339787440178402012-05-16T19:32:00.000-07:002012-05-16T19:33:32.905-07:00Playtesting with Blackrazor!After an unfortunate real life-driven hiatus, it's nice to be getting my game on again, and with none other than <a href="http://bxblackrazor.blogspot.com/">J.B. of OSR blog and "B/X Companion" fame</a>!<p>
Met up last night at the Baranof in Greenwood to try out his new rules-light fantasy/cyberpunk game (mysterious codename "CDF").
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Playing a game session at the Baranof was crazy enough. It's a glorious dive that positively oozes history. All you have to do is mentally replace the flat screen tv with an ancient b&w model and it's uncanny how easily you can picture Charles Bukowski perched on the barstool at the end.
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The game itself was a blast. My elf sorcerer fireballed six goblins and a rental car. Four were incinerated instantly. Thankfully, the car was among the survivors, otherwise I don't know how we would have made it back in one piece from Goblintown (aka 2050's version of Renton). I didn't get as much chance to get play done as I would have likes, due to character creation, setup, etc, but that's pretty much a given at a first session, is it not?
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Finally, this was my first real world meeting with a member of the online OSR community. It's crazy being able to discuss things like my latest Labyrinth Lord purchases and the works of James Raggi using my actual voice instead of my keyboard!
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Definitely looking forward to next week. Should be even more awesome. I can't wait to see where this game goes, both at the table and in the larger community once it drops to the public!Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com2tag:blogger.com,1999:blog-9113217136376400257.post-51245265243234177922012-05-12T20:37:00.001-07:002012-05-12T20:45:15.417-07:00A5 OSRIC rocks my ass off!I've previously owned the <i>OSRIC</i> hardcover, but I just recently invested in the A5 (8.3 x 11 inch) "mini" edition and I can't really remember another case where a game book's form has so improved its function.<p>
Fact is, the hardcover is right about the size and weight of an <i>AD&D</i> PHB and MM combined. The miniature edition is half that size and even less than half that weight. Being able to hold all this gaing goodness in the palm of my hand is heady. And the text is still easy to make out, unlike in those novelty 2 x 3 inch AD&D collectibles that came out around 1999.<p>
Plus, reading something the dimensions and heft of a paperback novel on the bus is much easier than lugging around a full-size "gaming textbook."<p>
I wish more RPG sellers would offer options like this. This new presentation's portability and ease of handling alone has sold me on actually using <i>OSRIC</i> for gaming purposes as opposed to just owning it as a conversation piece. Plus, it's cheeeeap. <p>
Are you listening, Proctor and Finch?<p>
<a href="http://www.lulu.com/shop/stuart-marshall/osric-a5/paperback/product-16950222.html"><center><img src="http://static.lulu.com/browse/product_thumbnail.php?productId=16950222&resolution=320"><br>
"Click me, fools!"</center></a>Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com2tag:blogger.com,1999:blog-9113217136376400257.post-43359634780497685322012-05-12T20:26:00.001-07:002022-10-10T09:13:45.313-07:00I've previously owned the OSRIC hardcover, but I just recently invested in the A5 (8.3 x 5.8 inch) "mini" edition and I can't really remember another case where a game book's form has so improved its function.
Fact is, the hardcover is right about the size and weight of an AD&D PHB and MM combined. The miniature edition is half that size and even less than half that weight. Being able to hold all this gaing goodness in the palm of my hand is heady. And the text is still easy to make out, unlike in those novelty 2 x 3 inch AD&D collectibles that came out around 1999.
Plus, reading something the dimensions and heft of a paperback novel on the bus is much easier than lugging around a full-size "gaming textbook."
I wish more RPG sellers would offer options like this. This new presentation alone has sold me on actually using OSRIC for gaming purposes as opposed to just owning it as a curiousity. Are you listening, Proctor and Finch?Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com0tag:blogger.com,1999:blog-9113217136376400257.post-28176868643802732772012-04-29T14:05:00.002-07:002012-04-29T14:42:48.100-07:00Film Review: Game of the YearThat's right, it's my first ever film review! <p>
You guys have Kevin Lehnert to thank for this one. He's Director of Marketing over at 88mm Productions and was recently kind enough to send me a complimentary DVD copy of their 2009 movie <i><a href="http://88mmfilms.com/films/game-of-the-year/">Game of the Year</a></i>. So full disclosure: A freebie is what prompted this review. I'm still going to try to be as fair as I can manage, though, as I have in similar reviews for complimentary rulebooks and such both on this blog and at former haunt RPG.Net.<p>
I feel the most useful place to start is by explaining that <i>Game of the Year</i> (<i>GotY</i>, hereafter) is, in essence, a "mockumentary" in the style of Rob Reiner's 1984 classic <i>This Is Spinal Tap</i>, as well as that film's own star Christopher Guest's subsequent similar series of works (<i>Waiting for Guffman</i>, <i>Best of Show</i>, etc). This means that <i>GotY</i> is meant to depict real people being followed around and recorded by a documentary film crew. These sorts of films are actually scripted, of course, but the "raw" seeming camera work and heavy use of improvised dialog encourages the audience to suspend their disbelief on that score.<p>
<i>GotY</i> story centers around DM Richard and his motley crew of D&D gamers as they prepare themselves for a do-or-die audition at a local gaming convention. The audition is for a group spot on the titular "Game of the Year", a reality television show where rival gaming groups compete for the singular prize of running a (fictional) established game company for an entire year.<p>
It's here, in the basic premise, that <i>GotY</i> makes its first and gravest misstep for me. Here, in literally the first minute or two of the movie, the idea of a big budget, televised reality show in the vein of <i>Survivor</i> or <i>The Amazing Race</i> centered around D&D is a huge blow to the realistic atmosphere that the filmmakers spend the entire rest of the production laboring, largely with great success, to achieve. Maybe if reality television existed in the D&D fad days of the early 1980s, sure. But in the 21st century? I swallowed the conceit and pressed on, but it went down hard indeed.<p>
This is a pity, because by the time the credits rolled, I really was quite taken with <i>GotY</i>. Why? Well, one thing that I was on the lookout for before I even pressed play was the lazy overuse of cliche. And my heart did sink a bit when the main characters are introduced playing in...a dingy basement. Are basements really that popular for gaming? Over twenty years now, and I've never rolled dice in one.<p>
Anyway, I digress. Despite that disconcerting start, the cliche beast is kept on a mercifully short leash throughout. There is a bit midway where a (gasp!) girl at the table causes some predictable awkward lust and inter-group strife, but that's really about it. In fact, most of the cliches on display in <i>GotY</i> have more to do with gamers' stereotypes about each other rather than anything outsiders would recognize: John is the solid, man's man military enthusiast into 1970s chit wargames and kicking ass while taking names. Billy is the ADD-afflicted goofball loony who just wants to have fun. "Good" DM Richard's pompous foil Gary Elmore (tee hee!) is an archetypal all talk, no action frustrated novelist/thespian, more interested in telling his epic stories as floridly as possible than in getting any actual gaming done.<p>
In fact, <i>GotY</i> is at its funniest when it's operating in this mode. The scene where no-nonsense John and comic relief Billy find themselves sitting in on a new game where the anal-retentive tyrant DM has elaborate rules governing time limits for combat actions, out-of-character speech, etc, had me practically rolling on the floor. Although I imagine that non-gamers might not have been down there with me. This is definitely a film with a very specific target audience that it homes in on rather single-mindedly. <p>
Thankfully, writer/director/cast member Chris Grega also took care to give the main characters depth beyond their stock types. John also has a troubled marriage, for example, and Gary blames Richard for ruining his life by stealing both his girlfriend and his game ideas in the past. This prevents the characterization and humor from being stunted at a corny "live action <i>Knights of the Dinner Table</i>" level.<p>
How's the actual gaming in <i>GotY</i>? The mechanics are what I like to call "pleasantly vague." Other than a few things like initiative and clerics, there's not much to indicate what flavor of D&D rules are being used at the table. Some 3E rulebooks are glimpsed, but at the same time the referees seem to freely alternate between using DM screens from AD&D 1E, AD&D 2E, Basic D&D, and WotC editions. This is really for the best, I feel. Excessive jargon would be a pointless way to pander to the audience that would detract from the story. And while the game mechanics and such are never the focus specifically, the filmmakers still found plenty of more subtle ways to demonstrate to the target audience that they know their stuff. Characters cleverly sport surnames like Dee, Mohan, Otus, and Martek. Gary Gygax, Dave Arneson, and Steve Jackson are referenced outright, but overall these are restrained, classy tips of the hat to the grognards out there.<p>
Do Richard and company actually win a spot on the television show? I'm not about to spoil things here, folks, but I will say that the ending is what really made <i>GotY</i> a winner for me. Bittersweet, heartfelt, and fundamentally true-to-life are not terms I thought I'd wind up associating with a film that started off with a premise as dodgy as this one's, but there you go. The aforementioned above-average amount of effort put into the characterization (given the often lazily-handled subject matter) really does pay off when it counts most.<p>
Is <i>GotY</i> really the best gaming movie ever made? By the end, I was convinced. Joke all you want about the bar being set low, but this is an indie comedy that has solid writing, believable acting, real heart, and also happens to be about tabletop RPG gamers. That combination is pretty unprecedented and, frankly, impressive.
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If you need numbers, have a 4/5. See this one if you can.Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com1tag:blogger.com,1999:blog-9113217136376400257.post-63833477701599601952012-04-29T13:14:00.004-07:002022-08-24T17:30:45.113-07:00Film Review: Game of the Year (2009)That's right, it's my first ever film review. You guys have Kevin Lehnert to thank for this one. He's Director of Marketing over at 88mm Productions and was recently kind enough to send me a complimentary DVD copy of their 2009 movie <a href="http://88mmfilms.com/films/game-of-the-year/">"Game of the Year"</a>. So full disclosure: A freebie is what prompted this review. I'm still going to try to be as fair as I can manage, though, as I have in similar reviews for complimentary rulebooks and accessories.
How's the actual gaming in <i>GotY</i>? The mechanics are what I like to call "pleasantly vague." Other than a few things like initiative and clerics, there's not much to indicate what flavor of D&D rules are being used at the table. Some 3E rulebooks are glimpsed, but at the same time the referees seem to freely alternate between using DM screens from AD&D 1E, AD&D 2E, Basic D&D, and WotC editions. This is really for the best, I feel. Excessive jargon would be a pointless way to pander to the audience that would detract from the story. And while the game mechanics and such are never the focus specifically, the filmmakers still found plenty of more subtle ways to demonstrate to the target audience that they know their stuff. Characters cleverly sport surnames like Dee, Otus, Martek, and Elmore. Gary Gygax, Dave Arneson, and Steve Jackson are referenced outright, but overall these are restrained, classy tips of the hat to the grognards.Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com0tag:blogger.com,1999:blog-9113217136376400257.post-90789564297760421582012-04-21T21:01:00.001-07:002012-04-21T21:05:07.214-07:00Catching up on my OSR reading!My new job means some actual spending money for once. Decided to treat myself to some stuff I've coveted for a while now:<p>
OSRIC 2.2 (hardcover, the rest are soft)<br>
Barrowmaze<br>
ASE1: Anomalous Subsurface Environment<br>
Knockspell #5 and #6<p>
Can't wait to dig in!Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com0tag:blogger.com,1999:blog-9113217136376400257.post-49139243440504835222012-04-08T02:08:00.004-07:002012-04-08T02:19:33.235-07:00Musings on the Pimp Slap of Doom...<img src="http://upload.wikimedia.org/wikipedia/en/e/e6/Orcus.JPG"><br /><br /><i>"If he so much as slaps with his open hand the blow causes 1-4 hit<br />points of damage."<br /><br />- AD&D Monster Manual</I><br /><br />For whatever reason, the sheer unnecessary, positively <b>florid</b> detail of this passage has always held my attention ever since I first read it as a child.<br /><br />I can't help but wonder, after all these years, if this has ever actually payed off. I mean, has Orcus, Prince of the Undead, ever actually slain a PC with his fabled ability to dish out a casual dagger bitchslap? In any campaign? Ever?<br /><br />My God! Talk about bragging rights! I don't really expect a concrete answer to this question. At least not in my lifetime. But really, think about how fucking cool that would be!Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com3tag:blogger.com,1999:blog-9113217136376400257.post-45733128850995240552012-04-08T01:53:00.001-07:002022-10-10T09:13:56.911-07:00Musings on the "Bitch Slap of Doom."Oh, Orcus...<br /><br /><i>"If he so much as with his open hand the blow causes 1-4 hit points of damage."<br /><br />- AD&D Monster Manual</ I>Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com0tag:blogger.com,1999:blog-9113217136376400257.post-64552728839909438512012-03-22T00:22:00.006-07:002012-03-22T13:16:49.630-07:00PvP D&D?Sounds like a terrible idea. Everybody knows that smart, well-behaved players work together against the endless NPC hoards of the Dungeon Master. That's just common sense. <br /><br />Apropos of nothing tonight, though, I started reminiscencing about a fun little scenario I played back in high school. <br /><br />My character was hired to sail to the remote Isle of Dread. There, to capture and return with a prized man-sized dinosaur. Hey, Jurassic Park was new, so dinosaurs were sort of a thing.<br /><br />The twist was the second player in our group of three that night was playing the dinosaur! All things considered, it went really well. Very tense, with lots of good-natured rivalry and tense hit-and-run action between the rivals (since the "monster" was also one player's sole game avatar, caution was key). Play took place in adjacent rooms, occasionally, to facilitate the sharing of secret information with the DM, but that did give one time to plot!<br /><br />In the end, common sense got screwed and a great time was the result.Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com2tag:blogger.com,1999:blog-9113217136376400257.post-80406890027282210522012-02-25T15:17:00.005-08:002012-02-25T15:32:02.913-08:00The OSR is spoiled rotten!Just wanted to give you all a little heads-up regarding Roger's recent observations over at "Roles, Rules, and Rolls." Definitely some of the most pertinent reflections on the utter embarrassment of riches that the current classic D&D gaming renaissance has been blessed with...and how people can take absolutely anything for granted.<br /><br /><a href="http://rolesrules.blogspot.com/2012/02/back-in-my-day-we-didnt-have-these.html">"The sight of the recently released 300 room Barrowmaze being docked points on Grognardia for not being big enough to be a true megadungeon - I guess that makes it more of a what? Macrodungeon? Kilodungeon? - reminds me that we didn't even know what the hell a megadungeon was in 1982...Really, what we're doing under the banner of the Old School Renaissance is much cooler than 99% of our actual old school experiences with D&D."</a><br /><br />Amen! I was reminded of this principal yet again when I stumbled across a recent message board thread where a poster lamented that <a href="http://poleandrope.blogspot.com/search/label/Stonehell">Michael Curtis' superb Stonehell dungeon</a> is, as yet, "unfinished." There's only what, 700 or so rooms detailed so far? Geez.Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com8tag:blogger.com,1999:blog-9113217136376400257.post-49631659220872803332012-02-13T14:59:00.000-08:002012-02-13T15:38:59.276-08:00D&D Next and "not getting it"<a href="http://www.wizards.com/DnD/Article.aspx?x=dnd%2F4ll%2F20120213#78339">"For example, it would be difficult to imagine that THAC0 would make a comeback. Armor Class values going down to represent them getting better. System shock rolls. Racial level limits. Gender-based ability score maximums. Lots of bonus types. And so on."</a><br /><br />Guh.<br /><br />I'll admit, this one paragraph I'm quoting from did a lot to make me feel discouraged at the future of this project, because it points, yet again, to the idea that WotC's design teams in general and Cook especially just don't understand what made the older editions tick.<br /><br />More importantly, they don't understand that the rules shape a very specific sort of (A)D&D game world. This is where racial level limits and system shock rolls come into play. <br /><br />a) Racial level limits establish the racial power balance of an archetypal game world. Using AD&D as an example, the best magic-users, fighters, and clerics in a given game world will always be humans, due entirely to the fact that only humans have unlimited level advancement in these three classes (and most of their subclasses). On the other hand, the world of thievery favors the demi-humans due to their combination of unlimited thief class advancement and special racial abilities like infravision. It's highly likely that this archetypal world's most legendary pilferer is a halfling or an elf. Further, half-orcs can rival humans as assassins and half-elves can be among the most powerful druids. Rules like this that set a strong baseline for how a D&D world <i>works</i> lead to shared assumptions among players, shared expectations, and a picture of D&D as something other than a "generic fantasy game" (which it's never been any good at all at being, anyway).<br /><br />b) System shock rolls enforce the idea that magic is a double-edged sword that can sometimes be as dangerous to its wielders as to its targets, thus simulating a grittier sort of fantasy where magic is frightfully powerful but not fully reliable and understood. It also helps to put the brakes on consequence-free gameplay via unlimited, foolproof resurrection without eliminating all tolerance for the occasional failure. Dropping this aspect simply because "Dude, my spell didn't work like I wanted! Bummer! That, like, totally should never happen." is the perfect example of ignorantly throwing the baby out with the bathwater. I'll cut this one short before I start in about how Fireballs that always fill a specified square footage and reflecting Lightning Bolts fulfill a similar function and make for less casual, "dumb" magic use....<br /><br />In addition, I worry that the D&D Next team doesn't sufficiently understand how distinctive mechanics can be just flat-out <b>cool</b>. <br /><br />Take descending AC, for example. I remember in the classic Nintendo 64 FPS game "GoldenEye 007", the player who took the least hits during the course of a multiplayer deathmatching session would often be gifted with the "AC -10" award. And you know what? That sounds so much <i>cooler</i> than the "AC 30" accolade! Why? Damned if I know, but it just <i>does</i>! And it's exactly the same sort of cool as a 6th level fighter being dubbed a Myrmidon or describing a thing as a "dweomer" when you could have just gone with "spell." The quirky mechanics and baroque nomenclature of classic D&D are <b>a totally fucking awesome part of the hobby's heritage</b> and worth preserving <b>completely for their own sake alone</b>.<br /><br />So, yeah, I'm worried. It takes a real effort on my part to muster any kind of belief in the notion that people who fail to apprehend the game's greatness on such simple, fundamental levels can produce a product worthy of the D&D name and any classic D&D lover's money and time. Reserve final judgement I will, until there are actual products to review, but the outlook is grim indeed.Will Mistrettahttp://www.blogger.com/profile/18403399118961902073noreply@blogger.com14