Showing posts with label ADnD 2e. Show all posts
Showing posts with label ADnD 2e. Show all posts

Tuesday, October 09, 2012

Taint as an Alternate Paladin Mechanic

Paladins are one of those classes that provoke a disproportionate amount of debate and/or hate. One of the big problems with Paladins is the use of alignment (a mechanic with a long history of pointless argument and other sturm and drang) to balance the extra goodies that Paladins get as a 'holy warrior' class. The need to maintain Lawful Good alignment and use only Good allies and henchmen can become a pain for the whole party; the Paladin player's choice of character ends up limiting what his fellow players can do and what concepts will work within the game. It might be great for high-immersion groups who are primarily interested in telling a good story, but as a game mechanism it's a source of tension and bother without an accompanying upside. If alignment is ignored (as 4e did, and as some DMs irritated by the whole thing certainly did in pre-4e), Paladins end up being rather flavorless- they're just a super-Fighter with magic powers.

The all-or-nothing nature of 'loosing' Paladinhood is also a particularly blunt instrument- either you're in the favor of your God, or you're not. There is no mechanic that reflects 'skating on thin ice' or a gradual descent into naughtyness- you're either one of the Divine Elect or you're a nobody. So here's an alternative:

Taint Points: Paladins start with a Taint score of zero. For every unlawful act they personally commit ('unlawful' in this case meaning out of alignment with the goals and values of the deity they serve), they gain one Taint point.

Taint Points in Play: Whenever a Paladin invokes a class ability, spell, or spell-like ability, roll 1d20. If the result is less than the current Taint score of the Paladin, the attempt to use the ability fails and that ability can not be used again that day until the Paladin has slept and prayed (i.e., the next time he has the opportunity to prepare spells for the day). This applies to casting spells, lay on hands, auras, turning undead, immunities, and other supernatural and spell-like effects, but not to base attack bonus/THAC0, level/attribute determined saving throws, weapon and armor use, etc.

Getting Rid of Taint Points: To get rid of Taint points, the Paladin must complete some action to bring himself back into the favor of his deity. This can include:

  • An Atonement spell cast by a cleric at least two levels higher than the Paladin. The cleric will likely require the Paladin to complete some task (possible a Quest/Geas) to earn the spell, but not one as complex as the quest option described below. The cleric may also require a donation to his or her temple.
  • Tithing 5% of the Paladin's current wealth to an appropriate temple. The donation can be cash or equivalent magic items/treasure. The donation must be for the use of the temple- the player/character can not, for example, donate treasure to a temple that is part of their own fortress or castle or donate to a temple that they are in control of. If you ordinarily give XP for class-appropriate treasure spending, the character receives no XP for this donation.
  • Undertaking a major quest for the appropriate deity or temple, for which the character receives no XP and donates all recovered treasure to the temple, might be worth wiping a Taint score back to zero.
  • Laboring under a vow for an appropriate amount of time. A god of war might want you to refuse using missile weapons for five combats. A god that protects the poor might want you to give generously to anyone who asks for money or other help for a month. Any god might accept fighting without magical weapons or armor for an appropriate number of combats or using crude and simple weapons (possibly ones that you are not proficient in) like daggers and clubs.

Monday, October 08, 2012

Semi-Random Starting Spells for Myth & Magic

Random character creation is good because it's fast and unpredictable. Picking spells for new wizards is bad because it's slow and you tend to only pick spells you already know how to use and can anticipate using. Totally random spell selection is a pain in the ass because you may end up with too many spells that do the same things (if you already know Magic Missile, as a level 1 Wizard are Shocking Grasp, Burning Hands and Shoot You In the Face really that useful?). Thus the following:

Starting Spell Selection: Wizards in Myth & Magic start the game knowing a number of spells equal to 1/2 their Intelligence, rounded down. In practice this means that you always start knowing between 5 and 10 spells.

All Wizards start play knowing Read Magic and Detect Magic. Use the guidelines and tables below to determine the rest of the spells in your spellbook.

5 Spells: Roll one time each on the Offense, Control, and Utility tables.
6 Spells: Roll once each on the Offense and Control tables, and twice on the Utility table.
7 Spells: Roll one time each on the Offense, Control, and Defense tables. Roll twice on the Utility table.
8 Spells: Roll once on the Offense and Defense tables, and twice on the Control and Utility tables.
9 Spells: Roll once on the Defense table. Roll twice on the Control, Utility, and Offense tables.
10 Spells: Roll once on the Defense table. Roll twice on Control and Offense tables. Roll three times on the Utility table. Enjoy being a Gnome.

Table 1: Offense Spells
1d10 RollSpell
1-2Burning Hands
3-4Chill Touch
5-6Gull’s Stone Storm
7-8Magic Missile
9-10Shocking Grasp

Table 2: Control Spells
1d8 RollSpell
1Charm Person
2Color Spray
3Deflate
4Frighten
5Grease
6Hypnotism
7Sleep
8Unhinge
Table 3: Defense Spells
1d4 RollSpell
1Arcane Armor
2Protection from Evil
3Thermoc’s Reflective Disc
4Thermoc’s Shield
Table 4: Utility Spells
1d20 RollSpell
1Alarm
2Change Self
3Comprehend Languages
4Dancing Lights
5Detect Undead
6Enlarge
7Feather Fall
8Floating Disc
9Hold Portal
10Jump
11Light
12Manipulate Flames
13Mending
14Message
15Minor Cantrip
16Audible Illusion
17Phantasmal Image
18Spider Climb
19Unseen Servant
20Ventriloquism

Friday, October 05, 2012

Google Trends: The Retroclones



It crossed my mind tonight that there is scant information out there about how big of a piece of the RPG market OSR-style gaming represents. We hear the occasional odds and ends in relation to Kickstarter print volumes vs. the economics of the big game publishers like Paizo and WotC, but beyond a vague idea that the OSR market is 'small', there isn't much information available. Despite its small size, the OSR community makes a lot of noise online. So I started plugging things into Google trends to see what I got.

Several surprising things:

Wednesday, October 03, 2012

Support the Myth & Magic GM's Guide Kickstarter!

I posted recently about how much I'm loving New Haven Games' Myth & Magic, so I feel obligated to do my part in spreading the word about the Myth & Magic Gamemaster's Guide Kickstarter that launched last week. I'm already in as a supporter- they reached their funding goal in the first 25 hours and are now cruising towards hitting their $15k stretch goal, which will add stats for an extra 50 monsters to the Guide's bestiary. At $20k, a hard copy GM's screen unlocks for purchase.

Myth & Magic is a really nice system for anyone who enjoyed 2e play or likes the feel of 3e, but dislikes the accompanying complexity. As the post above describes, it puts together a lot of the things that I'd hoped would end up as part of D&DNext with a more retro feel that can easily be made to work for both dungeoncrawls and more narrative adventures. New Haven Games put together a great product for their Player's Guide kickstarter, so I fully expect to be similarly impressed by the art and organization of the new GM's guide.