Showing posts with label SwordsAndWizardry. Show all posts
Showing posts with label SwordsAndWizardry. Show all posts

Monday, January 27, 2014

The SWords & SWizardry game continues....

I got in a session yesterday for "D&D's Birthday".  A week or so ago, the party had gone on a successful firebeetle hunt in the Delve, and gained enough XP to level up. The wizard's new access to 2nd level spells had him spending tons of GP on researching new spells and creating scrolls, not to mention using "Continual Light" (which in S&W, as in the older D&D's, is permanent) to upgrade party's lanterns.

Last night, the town's mayor invited the part up to his estate for dinner and of course to discuss some business. It seems that the local abby is hot to purify and reclaim the tomb of Saint Ulther (which the party had discovered in the Delve a few weeks ago), but are not happy about the idea that this Delve goes much deeper, and and probably contains increasingly dangerous foes who may wander up during a veneration service to eat some acolytes. So the Mayor and Abbot wish to retain the party as a "cleaning crew", officially sanctioning their activities (in other words, identifying them as friends, not rivals), and are willing to provide some "technical support" in the form of two magical staves - raise dead (8) and cure light wounds (50). The party quickly did the math on the equivalent cost in healing potions and raise dead spells, and decided that was a fair deal. They're on a timetable now though, and needs to get that Delve cleared out inside of 3 months, since that's when the pilgrims are coming.

The next day, the party descended to Level 4 of the Delve, wherein dwelled a huge and fearsome beast (the eventually determined it was a Manticore - really a bit outside their "comfort zone" to engage). The fighter used the Mage's new "Strength" spell to boost himself from a passable 13 up to an 18 strength, the bonuses of which came in handy over the course of the adventure.

As it turned out, there were also a number of goblins holed up down there. As many of their kin had become food for the beast, they were pretty scared, and they were willing to make a deal with the party to help defeat the beast. In reality, they hoped to loot the treasure room while the beast was chewing on the party, but it didn't work out that way for them. Though they took the brunt of the beast's attacks, the goblins and party actually made a fair dent in the beast's health, and only a few goblins died before the fighter critically hit with his battle axe. (The fighter wanted to chop off the Manticore's tail. I decided that if the fighter rolled a 20, he'd succeed. And wouldn't you know it, the next attack was a 20.) The Wizard plugged the beast with a magic missile to finish him off.

The party rushed in to the treasure room (having a fairly good idea what the goblins were up to), and the fighter slew two goblins in one stroke. (The advantages of being a fighter in S&W - you can take out low HD critters quickly) The remaining goblins fled, and the party carried as much of the treasure out as they could (thanks to the Fighter's temporary 18 strength, he just hoisted the treasure chest on his shoulder and carried it out).

And that was the end of that trip into the Delve. The party plans to go right back in, even though that means they won't be able to replace the Strength scroll in time. They want to prevent the Goblins from stealing the rest of the treasure.

However, there is a second Manticore, and it's not going to be happy that they killed its mate. And this time, they won't have a half dozen goblins to distract it.....

Wednesday, December 4, 2013

More Swords & Wizardry gaming, and a Way to Make Your M-U Spend All His Moneys

Over Thanksgiving, I broke out the S&W book, some dice, and "Dyson's Delve" (an old-school friendly dungeon system) for some impromptu gaming.

I had wife&kids roll up new characters on the spot, going hard core with "3d6 in order, swap two". Stats ranged from 7 to 14, with most in the 9-12 range, so no superheroes. My players chose very standard roles for themselves - Human Fighter, Elf Thief, Human Magic User. The setup was classic "Junior High" level D&D - the players are in a Tavern, when a guy named Dyson comes in, announces that after losing his party (again), he's had it with adventuring, and will give his treasure map to anyone willing to buy him a solid meal. The players fed him, got a few details about the dungeon from him, and set out the next morning.

I'll spare you the details this time, but everyone had fun and want to play more with these characters. My youngest player even told me she really enjoyed the game "even though we just rolled up characters and wrote them down on blank sheets of paper."

I think my success in this game was due to a number of factors.

First, we kept it VERY simple. We only had blank computer paper, dice and pencils. I sketched the parts of the map as they went along, describing the room and not worrying too much about scale. S&W's combat sequence is very simple, with per-side initiative and straight forward attack options. I didn't worry about movement rates and such, since the area was small enough.

Second, I tried to be more descriptive in my narrations. So instead of telling them that the passageway ends in a roughly 20x10 cave with a smooth floor, I'd outline out a rough region on the paper and say, "the passageway opens up before you to reveal a larger room. Some stalactites hang from the ceiling, but the floor is mostly smooth." I also tried to be less "there's a cave here with 10 giant rats" and more "down the passageway, you hear the squeaking of many creatures. As you approach, you can see that you've found a nest of giant rats, and their eyes glint hungrily as they turn from their scraps of food to face you."

(I'm not saying I didn't go for atmosphere before, but this time I completely disregarded any mechanical descriptions, like room sizes, etc. and relied on the sketched map to convey the rough size and shape of the room, and narration to describe the overall feeling and relevant details.)

And finally, I tried to keep some whimsey in the game to balance out the creepiness. For example, when the Fighter made his save against a ghoul's attack, I described the icy feeling of paralysis coming over the character, and his force of will to shake it off - "Not Today!" the player exclaimed. Later, when the M-U cast Sleep on a bunch of rats, he only got all but one of them. The little guy hunched over, shuddered in effort and with a baleful squeak, said something in rattish that probably means, "Not Today!" before he charged in to attack.


So, after the adventure, the players found themselves in possession of around 1000gp each. (In S&W as in all old-school D&Ds, gold is XP, so players tend to have a lot of it.) The M-U started asking about costs for making scrolls and stuff. Normally, Magic Users don't make scrolls at low level, but that ability is one of the things I really like about Pathfinder, so I came up with this:

An M-U can make a scroll of any spell he knows for 100gp + 100gp per spell level. So a 1st level scroll costs 200gp, 2nd 300gp, etc. This matches up (sort of) with S&W's treasure generation rules, and means that (as long as they keep finding gold), M-U players can bring the hurt. But a smart player won't blow a 400gp scroll to get less than 400gp of profit, unless death is on the line.

Also, I figured that an M-U can spend gp on researching spells. For any spell in the rule book that the M-U doesn't know, he can spend 100gp (double each level) to re-roll his "chance to learn" percentage. Twice that if he does not have access to either a spellbook or scroll containing that spell to work from. At high levels, this research is staggeringly expensive, and it's probably more cost effective to find high-level mages and steal their spell books. Even at moderate levels, it's worth throwing a few 1000gp at some adventurers to steal a book for you, if you know it contains spells you want. This works as motivation both for players and patrons.

Saturday, June 15, 2013

Free RPG Day Loot

I went to my FLGS (Dragon's Lair in Austin) today for Free RPG Day. I'm glad I got there early; by noon, they were almost out of their freebies. Here's what I scored, in no particular order:


  • Cosmic Patrol: Quick-Start Rules and The Eiger Agenda
    A cute little 24 page, staple bound book about 4x8 inches.
    This one looks like tremendous pulpy fun.
  • Pathfinder: We Be Goblins, Too!
    A follow-on to the previous goblin-centered adventure, this time your "heroes" (and I use the term very loosely) are trying to impress a new tribe of Goblins by chasing of an ogre and his unsavory companions. Assumes you know how to play Pathfinder.
  • Castles&Crusades: A Pot of Broken Bones (for 3-4 adventurers, 3-8th+ level)
    They're confident enough of their product not to include any rules primer.
    The adventure looks pretty good, and clocks in at around 10 pages of scenario. I'll probably use it for a Pathfinder game.
  • Swords&Wizardry: Hall of Bones
    I was happy to see S&W representing; I think the game is virtually unknown here.
    There are about 6 pages of scenario and maps, and the rest includes a rules overview and a few pages of "Old School Philosophy". So, a very nice introduction to S&W, but definitely an introduction.
  • Lamentations of the Flame Princess: Better Than Any Man
    This one is even marked "Ages 18+, Explicit Content".
    No rules, but 96 (yes, 96) pages of setting, adventure and some disturbing artwork.
    This one is fascinating but probably has a very limited audience. Set in the 30 Years War during the Swedish Intervention (yeah, sue me, I'm kind of a history dork too), though this is a D&D based fantasy game, the setting is very realistic, except that there is something horrible going on. (I mean, aside from the viscious wars of religion.)
    I'll probably write about this one once I've had the chance to read it.
  • Star Wars: Edge of the Empire
    Fantasy Flight Games' new SW game, though not with any of the fancy dice.
    40 pages of rules intro, pregenerated characters, and a multi-part scenario. I'm not sure about the game system yet (I've only skimmed it), but the presentation is good.
  • A double-sided book that has Battletech&Shadowrun RPGs in it by Catalyst Games
    Like the SW one, this is well produced, but on initial skim, I'm not excited by the rules of either game (they're different). To be honest, I'm more into Mekton's "Mech RPG" system, though I do rather like BTech's history. (BTech is actually what got me into miniatures so many years ago.)
I'm hoping to play either "We Be Goblins Too" or "Cosmic Patrol" tomorrow with my kids. LoTFP:BTAM (now that's an acronym) is on my short list to read. Pot of Broken Bones will get converted to Pathfinder and inserted into my campaign. The others I'll get to as time allows.

Tuesday, June 4, 2013

When given the choice between S&W and Pathfinder....

...the kids prefer Pathfinder, while my wife prefers Swords & Wizardry.

I probably shouldn't be surprised, and it may be as simple as the fact that the Pathfinder campaign is about 5th Level right now, whereas the S&W campaign is on the tail end of 1st Level. And really, who doesn't like playing more powerful characters?


S&W of course follows the OSG convention that characters start off being n00bs, and are barely less inept than peasants. They frequently have to hire people (meat shields and torch bearers) to accompany them, and those hirelings often run afoul of the "Save or Die" traps that most OSG dungeons seem to have. But my players (also not surprisingly, given their ages) think that's "mean" and (more thoughfully) that getting too many hirelings killed will anger the people in the town(s) from which they're hiring people. Kinda hard to argue with either point, except that the hirelings knew the dangers when they signed on, and if you give their cut of the reward to their families, you'll at least get the reputation of an honorable party. Though that may come at the price of a reputation for being the kind of party you really don't want to be invited to join...


Pathfinder characters start off pretty tough though, even at first level. Not as tough as 4e characters, but certainly not the sort of people an average peasant or even city guard would want to mess with. And with all those feats and skills, you can make some pretty spectacular themed characters, as long as you don't mind ignoring the whole "min/max" aspect of 3e gaming, and just choose powers to fit your concept.

For fun, I rolled up an Air/Storm Elemental bloodline Sorceress (loosely based on a miniature I have), whose statblock I've included below for illustrative purposes. Her stats are fairly average, and only the racial +2 for any stat pushes her over into heroic territory. I don't remember, but I suspect I used the "Roll 4d6, drop lowest" method, and arranged my results in order of preference. I'm intending to introduce her as a friendly rival and sometimes ally to my party, but like many characters I make, I find that I'm now anxious to play her in a campaign. :) Maybe someone I know will start a Pathfinder game I can get in on sometime later in the year.

It must also be said that HeroLab makes creating new Pathfinder characters exceptionally easy and fun. If only they supported all the games I play. I don't think I'd enjoy making characters for d20-based games very much without software support. (Which, of course, is why I like S&W. Sigh.)

Jala Stormborn
Female Human (Ulfen) Sorceress 1
CG Medium Humanoid (human)
Init +2; Senses Perception +1


Defense


AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2


Offense


Speed 20 ft.
Melee Dagger +2 (1d4/19-20/x2) and
   Spear +0 (1d8/x3)
Special Attacks elemental ray (6/day)
Sorcerer Spells Known (CL 1):
1 (4/day) Color Spray (DC 14), Shocking Grasp
0 (at will) Mage Hand, Open/Close (DC 13), Breeze, Jolt


Statistics


Str 10, Dex 14, Con 12, Int 13, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Arcane Strike, Eschew Materials, Weapon Finesse
Skills Acrobatics -1 (-5 jump), Bluff +7, Climb -3, Diplomacy +4, Escape Artist -1, Fly -1, Intimidate +7, Perception +1, Ride -1, Stealth -1, Swim -3, Use Magic Device +7
Languages Common, Auran, Skald
SQ bloodlines (elemental [air])
Other Gear Dagger, Spear, Backpack (21 @ 27.1 lbs), Bedroll, Candle (5), Chalk (5), Explorer's outfit, Mirror, Rope, Trail rations (5), Waterskin, 120 GP, 3 SP, 7 CP


Special Abilities


Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Elemental (Air) You may change any energy spell to use [Electricity] energy.
Elemental Ray (6/day) (Sp) Ranged touch attack deals 1d6 Electricity damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.


Jala is the daughter of an Ulfen merchant, born at sea during a particularly violent thunderstorm. Always slight person and pale even by Ulfen standards, Jala has always known that she is different from her friends.

Jala channels her elemental power into a quick temper, and she is not without the legendary Ulfen forceful will. In combat, she fights with a spear, and always has a dagger on hand to handle dangerous situations in her down time.

Though many find her sense of humor odd, Jala is an accomplished diplomat, able to bluff and intimidate her way through many situations, and her fascination with magic has lead her to an understanding of magical constructs and their proper operation.

As a novice sorceror, Jala has mastered a handful of electrical and air disciplines, as well as Color Spray and Unlock - to talents she has found useful when adventuring for gold.

Tuesday, April 30, 2013

Pearl of Portal

I had an idea for a magic item over the weekend. I can not in any way claim much creativity for it, as you'll see. The flavor of this item should be different between OSR and D20, so I'm providing both versions. Needless to say, if you like one version over the other, don't let my arbitrary preconceptions get in your way of your game.

Pearls of Portal, Swords&Wizardry/OSG Edition

The Pearls of Portal are a matched set of flawless but otherwise unremarkable pearls, often stored together in a small felt pouch. To use the pearls, first touch them together, then place (or throw) one of them to another location no more than 360 feet away. While touching the pearl you still have, speak the command phrase ("the cake is a lie") and you will instantly be transported to the other pearl. Transportation works in both directions, and includes any items you are carrying and up to two friends with whom you are holding hands.  The pearl does not teleport with you, and if you were holding it, drops to the ground where you were standing.

You may use the pearls to teleport 3 times per day, after which the pearls must be reunited and exposed to moonlight for at least an hour before they can be used again.

Pearls of Portal, D20 "High Magic" Edition

Pearls of Portal are a matched pair of flawless pearls with a limited dweomer placed on them. To use the pearls, touch them together, then leave (or throw, etc.) one pearl wherever you wish. To activate the pearls, hold the pearl in one hand and speak the command phrase ("the cake is a lie"), and you and anyone else holding onto the hand with the pearl will be instantly teleported to the other pearl. Both pearls are consumed by this action. The pearls have a maximum range of 100 feet, and cost 1000gp.


Essentially these are a Dimension Door spell (Wiz4) crafted into a wonderous item that uses one of a pair of pearls as the destination. The S&W version is a permanent item that needs a "ritual" to recharge, the d20 version is more like a scroll or potion, and is priced accordingly. Players will hopefully come up with clever ways to place the target pearl (slings, henchmen, monsters who believe they found a treasure, etc.) and in the case of the S&W version, will hopefully be equally inventive about how they plan to retrieve the pearl(s) once they have used them. (Remember, the pearls do not transport themselves - someone has to go get them.)

Sunday, March 17, 2013

Current set of house rules for the S&W campaign

I've evolved a set of house rules to adapt S&W to my home campaign.

  • Magic Users spell casting expansion - Standard rules apply, but a memorized spell is considered to be a "mostly cast" spell. An MU can also cast spells from their spellbooks, but it takes a full turn (10 rounds) to do it. The spell is NOT consumed from the book under this system. So your MU can prepare Sleep, but still be able to cast Detect Magic if you have a full turn to let them work their mojo in peace.
    The Magic User still can't prepare spells for combat casting without an extended rest, so this rule is mostly a way for your MU to be able to cast those "why would I memorize THAT?" spells during an adventure, at the price of losing a turn and possibly attracting wandering monsters.
  • Cleric Temples and Healing - all temples are built around a magic fountain or similar structure that can heal 1d6 HP per day if used by a worthy person. The same fountain can cure minor ailments, but not diseases; those still require a Cleric's magic. The water itself has no special powers, so it's not a free source of Cure Light potions, but it provides the kind of divine healing that a community would need to shrug off minor daily wounds. This helps explain why the D&D world is not as miserable and festering as a real European medieval style civilization would be.
  • A character can "tag out" of a combat as a move if a friend is behind them and ready to step in. This lets characters relieve each other in a congested fight. I'm considering only allowing this when your side has initiative.
  • Likewise, if you have initiative, you can attempt to push through an enemy's position. However, they get a free attack against you, and if they hit you do not move past them.
  • By way of rationale, the Saving Throw bonuses some classes get (Magic Users get +2 vs. spells, for example) are considered to be caused by player action. For example, the MU save bonus is due to the wizard knowing certain warding runes or other arcane ways to diffuse magic. It doesn't help a lot, but it helps some. Likewise, a Cleric's resistance to poison and petrification comes from their faith that their god will protect their body. Maybe yes, maybe no, but it helps some.
  • Clerics can attempt to turn every round as their standard action. Once they've failed to turn a particular undead, they will never be able to turn it in the current combat, but if they simply did not turn enough of the undead, they can re-try turning the rest of them in a later round.
Well, that's it. Seems like a lot, but those are some spot-rulings I made during play in addition to a few logical implications of the way I see my campaign working. The twist on wizard casting that I'm using is probably the biggest change, though the difference is only going to come up during exploration, not combat.

Thursday, March 7, 2013

Does a cleric choose his faith, or does it choose him?

Swords&Wizardry Clerics have a property that is unusual in the D&D world - they do not get any spells as first level. They can still turn undead, but no spells until level 2, at which point they basically track the Magic User, but one level behind.

From a game mechanics perspective, I suspect that was originally done to balance out the Cleric's power level. After all, he can turn undead things at will, which is nearly a 1st level spell's worth of power. He also has a medium level of HP, can wear any armor, and has some nice weapon proficiencies.

But from a game world perspective, what does that mean? Clerical spells are powers granted by the divine, after all.

I've decided that what it means in my campaign is that Clerics have to earn their god's patronage by proving themselves. (That is, gaining a level) Once a cleric has leveled up, his exploits will be noticed by one of the lesser gods or godly servants, who will contact him and become his celestial contact.

A starting off cleric, while no doubt well versed in the faith he's pursuing, has yet to form a real bond with his god(s). Presumably, the cleric should perform acts that make the god he's trying to woo happy. However, it's also possible that the cleric will be contacted by a god other than his chosen god. This is likely in some mythoi, as the gods will compete with each other to some extent.

Also, in my system a character would in theory not need to be exclusive with his god, though he would treat with his god's enemies only at his own peril!

I'm a bit worried that my view of Cleric is bleeding over into Paladin territory, but those two classes are similar to begin with. I figure Paladins are introverted in the sense that they seek to do their god's bidding without question, but aren't showy about it. Clerics play the extrovert, making sure everyone is aware of the power of their god, and are more inclined to work with than for their god. (As in, "Mighty Odin, we can vanquish your foes if you grant us the boon of <insert spell list here>!" Whereas the Paladin would go out, vanquish the foes and shout, "Souls for Odin's Hall!" as he's killing enemies.) It's a fine line, and one which I don't think I fully grasp, not being a big fan of Paladins.

Wednesday, February 27, 2013

Old School Charm, New School Taste

A few years back, I grabbed a copy of Castles and Crusades, a D&D-ish RPG that has the distinction of being approved of by one of the fathers of D&D, E. Gary Gygax. It's a D20-license game with some decidedly old-school flare. There are a ton of reviews around the web, so I'll gloss over almost everything. The core game system is very modern in implementation though - it's d20 vs. threshold numbers all the way down. What's different is that unlike modern D20 games, there are very few rules or "build" options. What is there is elegant and simple, and quite source-compatible with old AD&D modules and newer OSG products, like OSRIC or Labyrinth Lord.

But for some reason, I didn't go for it. I ran an adventure or two, and while the game system was perfectly workable, it didn't grab me emotionally for whatever reason. I can be fickle that way, like how I dig Pathfinder but don't like D&D 3e.

Anyhow, as is obvious from my other blog posts, my current fantasy RPG "fling" is Swords and Wizardry. It's a "restating" of pre-AD&D D&D, also called "OD&D". (Original, I guess, or is that supposed to be a zero?) OD&D had a lot of loose ends in it, and S&W tries to tie them up in a consistent and interesting way. For example, S&W takes a very strict reading of the rules on strength bonuses, and ONLY lets Fighters (not Rangers or Paladins) use the bonus, thus making Fighters a more viable class - one that truly specializes in fighting.

One of the advances in recent years (aside from ascending armor class, which fortunately S&W supports) is the idea that a first level Wizard should be more than just a young adventurer who knows "much that is hidden", and has the potential to become great some day, but an active participant in combat. In Pathfinder, these beginners have "Cantrips", or Level 0 spells which they can cast at-will to do things like detect magic or maybe cause 1d3 damage to something. 4e goes farther and gives everyone at-will powers that are useful attacks, but removes a lot of the RP specific spells, or turns them into "rituals".

I think at-will and other ideas do not fit well with my understanding of the OSG aesthetic. Wizards, in game terms, are defined almost entirely by their consumables (spells, scrolls, wands, etc.) much as Fighters and Thieves are defined by their innate abilities. (Though to be honest, I rather like the idea of rituals.)

I've considered giving Magic Users an "Arcane Insight" ability that is a very light version of Detect Magic. If an MU spends 1 turn examining an item or willing subject, performing certain minor rituals (similar to spell preparation rituals or using magic items - just things MUs know how to do, not "spells" per se) and then succeeding in a Save (+2 for magic being involved), the MU can evaluate the magic of the object. In addition, if the object is cursed, the curse only attaches if the MU failed his Arcane Insight save. Using Arcane Insight requires touching the subject.

Seems like a lot of rules, but I think in essence it should be simple enough and someone more talented as rule statement could probably explain it better.

Here's how I see it being used:

Fighter: There's a door ahead. I don't see a lock, but I can't force it open
MU: Here, let me take a look. (1 turn and a lot of gesturing later). Yep, it's magically locked. Luckily, I have a scroll that we can use....

and later...

Fighter: Hey, that's a fancy sword.
MU: Wait, don't touch it yet!
Fighter: You think it might be cursed?
MU: Could be. Guard the perimeter while I examine it. (1 turn and lots of unhappy mumbling later) Well, I'm not sure what other powers this sword has, but it's definitely cursed. I think we need to seek a Cleric....

Sunday, February 3, 2013

First Swords and Wizardry Game

I got to play some S&W last night. My daughter was on a sleepover, so only my wife and son played. They rolled up two characters each, both opting for the "hard core" roll 6 sets of stats in order, then make a character from them approach. If the character had fewer 13+ stats than it did 9- stats, we discarded it and started again. With two characters each, the prospect of dying was less frightening. Both players wound up with a fighter and a caster (MU and Cleric), and all had primary stats of 13+, though in a few cases the stat was 13.) I also took a cue from Pathfinder and gave them full hit points for their class. 

I was struck how "lame" the characters seemed compared to 4e or Pathfinder characters, who routinely have 17+ scores starting off. But S&W is an old-school D&D, and the idea is that players are not heroes when they start off, they have to earn that title. By coincidence, nobody has a Charisma higher than 11 or so, and most characters have at least one stat that is lower than average. Only one of the fighters has high physical stats, and the Wizard actually has a Wisdom as high as his Intelligence. None of the characters had the stats to qualify for Ranger or other more advanced classes.

None the less, they formed an effective party. the two fighters fought bravely, dishing out more than they took, the wizard was the only one who brought the fancy stuff like mapping paper, oil flasks, etc. (It helped that he was the one with the most money....) The cleric is clumsy, and even with his ring mail didn't have much of an AC. Curiously, in S&W, Clerics do not cast spells until 2nd level, though they only take 1,250xp to level up the first time. I found I liked these "average joe" heroes. Sure, each had a stat or two above average, but nobody was near the top of their range. They'll earn the right to call themselves heroes soon enough I suspect

We played the dungeon of Akban adventure. For motive, I had a local town put out a call for adventures to investigate a newly discovered staircase, believed to be the lair of some goblin bandits that had started to cause trouble in the region. The local cleric gave them two healing potions to assist them, and the mayor told them they were free to keep any loot they found, so long as they brought back evidence that they had found and removed the goblin threat.

Some well rolled Undead Turning and a timely sleep spell allowed the players to get through most of the dungeon in a little over 4 hours. (I kept very careful track of time, had one of the players draw a map, and only told them about stuff within 30 feet, the limit of their lantern.)


Even still, the two fighters almost got killed, with one needing to use a healing potion, as he had been reduced to 1hp. They made some good and bad choices, and both they and I got used to the flow of this sort of game. (We all play Pathfinder, and the various cantrips make certain things like light sources less relevant.)

I had originally thought to use some house rules, like allowing wizards to detect magic as a full-turn action, etc, but honestly things seem to be going well without such measures. I may still do 4e's "three strikes" rule for death though, unless an opponent finishes them off while they're down.

It seems our Pathfinder game is losing steam, and with two of the three players on board with S&W, I'm hoping we can switch rules for the next campaign. Honestly, none of them really understands Pathfinder. S&W is so simple, yet familiar (since it's still D&D), that I think I'll have less trouble running the game since I won't spend as much time helping the players run their own characters.


They got the goblins and discovered that there was more going on down there than just some unruly humanoids. But after 4 hours of exploring and fighting, they were in need of rest, and had treasure to redeem. The party returned to the surface to head back into town to recuperate and sell their non-coin loot. Gold pieces become XP in S&W, so after they sold whatever loot they wanted, we found the final GP total, and divided it out. More than half of their XP came from their treasure, which was novel from a Pathfinder perspective. On the other hand, they got no experience from braving various dangers, though the adventure was pretty good about placing gold in places with traps.

They decided to rest up for a week to get their hp back up to full and prepare for their next trip into the cave. I'm using the "100gp per level per month" AD&D costs, so I charged them 25gp to cover the expenses of living, partying, getting their weapons and armor repaired, etc. Even after that, they now have around 100gp each to spend. I suspect at least a few of them are going to grab some better armor. I think I'll just let them buy it rather than try to enforce some kind of "this town is too small to sell chain" type ruling.
I know my wife was enthusiastic about S&W. I'm not as sure about my son, who, as one might expect given his age, is a bit more detail oriented.

Plus I have to admit I get a (possibly perverse) pleasure out of playing S&W, with its simplified AD&D feel. With no gods, feats, skills, etc. the game feels more wide-open. Yeah, I know I can use Pathfinder or any other RPG this way, but I'm lazy, and if you give me structure, I'll use it. I look forward to some unbelievable (or maybe barely plausible) dungeon lay outs, cunning but untrustworthy goblinoids, strange oozes and molds, golden idols, lizard folk performing strange rites, lost temples,dangerous wildlife, and small keeps on the borderlands.

Tuesday, January 22, 2013

Vancian Magic and some Old School D&D

I'm a fan of "Vancian" casting. In my rationalization for it, the wizard creates magical "constructs" that exist only in a metamagical plane. The wizard carries these around with him and essentially throws them at the enemy like a grenade. If the wizard has a focus object, that object tethers the constructs. The casting ritual is the way to bring these constructs forth from the void and into reality. Metamagic Feats (as in 3e) involve the caster deriving new "designs" for these constructs, scrolls bind the constructs to paper with special inks, etc. Cantrips are spells so simple to construct that you can make them and release them in almost a single gesture (or word). Spell limits represent the wizard's ability to "multitask" and keep track of these constructs. When you sleep, your spells can "wander off", so it's best to dismantle them. If you go unconscious, you can probably keep your spells; I have the wizard make concentration checks for each spell left.

Sorcerers in this model can perceive the metamagic realm, and therefore can make whatever constructs they understand. There is still a limit on their stamina, though I'm coming around to the idea that it's more of a personally set limit, and the sorcerer realizes that to push beyond that limit most likely means losing control.

That's all fine and dandy for 3e or Pathfinder, but what about Old School D&D versions, like AD&D or my current brainworm, Swords and Wizardry?

S&W is a relatively faithful clone of the Original D&D (OD&D), which I never played. I started with Basic and then Advanced, which were a bit more detailed. S&W, like many old school games, doesn't really lay out a lot of rules. For example, though it says a Wizard can prepare X spells "per day", it does not define how long it takes to prepare them, how long you need to rest, or what happens if you go unconscious. Given the brutality of old school games, I have little doubt that an unconscious wizard should lose their spells, but that's a DM's judgement call.

So, since it's the DM's call, here are some ideas I'm thinking about for spell preparation in S&W:

First, it takes (Spell Level) divided by (Caster Level) hours to prepare each spell, plus one turn to set up/take down your preparation materials.

Second, each hour of rest will reset one spell level of slots. One hour resets your 1st level slots, 2 hours resets 1st and 2nd level, etc.

In other words, a 1st level wizard can re-prepare his spell after a 1 hour lunch, but it will take him an extra hour to do so. A second level wizard still only takes 1 hour to reset his 1st level slots, and can prepare twice as many spells per hour.

The upshot of this is that low level wizards can often have two "15 minute work days", and high level wizards may not bother preparing low level spells, since if the need arises, they can prepare such spells in a turn or two. A smart high level wizard will leave a slot or two empty so if, for example, the party really needs that Knock spell, he can spend some time preparing it.

Of course if the wizard is high level enough, he will prepare scrolls for these contingencies.