Showing posts sorted by relevance for query player's tables. Sort by date Show all posts
Showing posts sorted by relevance for query player's tables. Sort by date Show all posts

2012-07-30

Critical Hits Tables

In my OED house rules, I note that I use a set of detailed tables for critical hits or fumbles on a natural roll of 20 or 1. This is something that's been enormously satisfying in play since I started doing it a few years ago; it's actually the only complicated "tablature" that I regularly use in play, out of all the official D&D rulebooks, articles, or supplements that I've ever seen. (My DM screen interior normally showing (1) adventure location map, (2) standard monster stats, and (3) critical hits tables.)

Part of the satisfying nature of it is exactly in how rarely it gets invoked, like, two or three times per gaming session at most. It definitely throws in just the right amount of unexpected "spice" detail that makes combat exciting, unpredictable, and truly dangerous (without generally encumbering the process or the pacing). It throws a very nice curve ball into the standard d20-and-damage combat sequence, yet it's still an objective mechanic (not just DM fiat). And we have yet to see the exact same "special" result twice in the time that I've been using these tables. One of the things I do is, even after a 1 or 20 are indicated, grant the victim a saving throw to avoid going to the tables -- this nicely avoids oddities like high-level fighters constantly fumbling their sword, makes powerful monsters or established PCs difficult to take down by this technique, etc.

I haven't presented the tables here in the past because they're simply straight out of an old Dragon Magazine article -- a submission by the otherwise unfamiliar name of Carl Parlagreco, "Good Hits & Bad Misses", in Dragon #39 (July, 1980). To my knowledge, this is the only classic Dragon article dealing with the issue of critical hits; I think it was a short time after this was published that Gygax wrote one of his screeds, especially pointing out critical hits as a corruption of core D&D play. But I've found them to be extremely satisfying in my OD&D games. (Note that I almost totally ignore the text rules, but use the tables as written.)



Note how nicely this is laid out, from the era when meaty Dragon articles might only take up 2 pages as shown here (I print this out on one sheet of paper for my DM screen). It even has a thoughtful space left for "Notes" for your own refinements to the system. Here's what I have written in mine:


  • On natural "1" or "20", target saves vs. stone (level + 2) or consult appropriate table.
  • Fumbles: ignore indicated Dex checks.
  • Liberal interpretations necessary: negate/change unreasonable results.
  • Delayed death results negated by application of 3 cure light wounds.
  • Undead immune to effects except head crushing/decapitation.


Edit 1: Also, consider making the victim roll the d% dice to determine the final critical-hit effect. Holy god, the look of horror on the player's face when they have to do that is unparalleled.

Edit 2: Get a PDF copy extract of these tables here.

2015-05-04

Dungeons & Demographics, Pt. 3

In the last installment, we noted that OD&D text descriptions for leader distributions (read: NPC levels) are totally different than what emerges from a simulation of actually playing out games against the dungeon encounter tables (read: PC levels). But: We did see that if we alter rolls on the OD&D encounter tables in the simulation to the reduced level of 1d6-4, then we do get a population that is passingly similar to the described NPC distribution. Here I'd like to use those simulations to come up with an evidence-based system for generating high-level character ability scores and hit points.

One important thing I noticed in an earlier, partial analysis of ability scores and hit points (link) is that these improved high-level distributions are still bell-shaped. That is: You would not want to use a method like "roll d6's, minimum 3", because that causes a pileup of scores on the low end (e.g.: 3), which is to say, generates a right-skewed distribution. (For example, the "minimum score" method that Gygax uses for hit points in AD&D Unearthed Arcana, p. 74, is contra-indicated.) 

What I came up for a simple dice-rolling method for such heightened, generally bell-shaped scores is to roll two dice of some type and add a fixed bonus, such that the maximum result is still 18. Consider these dice to be our toolset for this purpose: 3d6 (Expected value 10.5), 2d6+6 (E = 13), 2d4+10 (E = 15), and 2d3+12 (E = 16). Now we look at the average scores for our population generated by the Arena program (with an encounter roll modifier of -4), and try to find the best fit at each level:


I've batched up the levels into groups of about 3 at a time for convenience. At higher levels, the picture is pretty clear; scores in each of Strength, Dexterity, and Constitution trend upward as only the fittest characters survive to higher levels, as we would expect. In the 2nd-4th level tier, characters have an average of 13 across each of these abilities, arguing for a roll of 2d6+6 in three abilities of the player's choice. For levels 5th-7th, it looks like one ability is about 15 (2d4+10), and the two others 13 (2d6+6). For levels of 8th and above you have at least two scores at 15; in this case I'll take a bit of artistic license and use one 2d3+12, one 2d4+10, and two 2d6+6 scores. Not too bad.

But now let's focus on the slightly troublesome 1st level. Whereas the 0-level clearly depicts the straight 3d6-roll for newly generated normal men (average about 10.5), characters surviving to 1st level do evidence about a 1-point advantage across each of Strength, Dexterity and Constitution (average about 11.5). The problem is, using the dice "tools" above, none of the abilities quite reach halfway to the 2d6+6 roll method (mean of 10.5 and 13 = 11.75). But if we pool the overall improvement in all three scores, then we get a value a bit over 3 (3.2). So to reflect that basic trend, I'm going to give 1st-level characters in my games a boost of about 3 points by selecting one single ability -- likely their prime requisite -- and rolling 2d6+6. (This replaces my old house rule of rolling all 3d6 and then swapping two of the player's choice.)

In summary, here's my new evidence-based house rule for rolling ability scores:
  • Level 0: Roll all abilities 3d6 in order. 
  • Level 1: Roll one selected ability 2d6+6, others 3d6.
  • Levels 2-4: Roll three selected abilities 2d6+6, others 3d6.
  • Levels 5-7: Roll one ability 2d4+10, two 2d6+6, others 3d6.
  • Levels 8+: Roll one 2d3+12, one 2d4+10, two 2d6+6, and two 3d6.
Hit Points: Note that in the table above, average hit points at each level are truncated, not rounded (average hit points at 0-level are really 3.5, at 1st level about 6.5, etc.) The best method to generate higher-level hit points is to simply re-roll any dice that come up 1 or 2. (Or equivalently: roll a die of one size less and add 2.) From a purely technically standpoint you wouldn't want to do this for the very last level (the character has not proven survivability through that level yet), but for practical purposes I don't want to split that hair in my house rules, nor have to remember about it.

Final Thoughts: While we've developed this system looking at the "NPC" population at the -4 encounter die level, the truth is, any other close modifier generates about the same ability scores and hit points upon surviving to higher levels. So I'm comfortable using this system for generating scores for both high-level PCs and NPCs. It's conceivable that future refinements of the Arena simulator program might change things here, but my expectation is that the method will remain pretty stable going into the future.


2010-09-29

Stone Encumbrance: Detail & Example

I've talked about how I count encumbrance in units of "stone" -- 14 pounds -- before (search for "encumbrance" above and you'll see several entries). I included a full chart for the system in my OED Player's Tables but didn't present them directly as a post before. The first and primary advantage is one of simply dealing with much smaller numbers (single digits; easily memorizable; trivial to add mentally). 

Specifically, the system looks like this:

  • 4 stone -- Plate mail.
  • 2 stone -- Chain mail.
  • 1 stone -- Leather, shield, polearm, halberd, pike, two-handed sword, morning star, flail, battle axe, staff, pole, standard rations, 1000 coins
  • 1/3 stone -- Helmet, sword, spear, mace, handaxe, bow, arrows, water/wineskin, lantern, torches, rope, spikes, iron rations
Smaller stuff is discounted entirely unless the player starts ringing the DM's "cheese" bell (maybe 10 daggers, gems, or potions might add up to 1 stone). I've modified this list a little bit over time, with some materials research thrown in once in a while, but in broad strokes it's simply the OD&D list converted to smaller units. Example calculation -- Typical dwarven fighter. What I do is note a stone value in pencil next to large items, or (*) for the 3-per-stone items, adding up from the bottom for the total. With a little practice, the whole thing can be done mentally at a glance.
  • Plate mail (4)
  • Battle axe (1)
  • Shield (1)
  • Helmet (*)
  • Mace (*)
  • 50' Rope (*)
  • 12 Iron spikes (*)
  • Iron Rations (*)
  • Backpack
  • Small sack
  • Dagger
Total: 2 (5 items @ 1/3, round up to multiple of 3) + 2 + 4 = 8 Stone. A secondary convenience is that these units are auto-magically scaled the same as a character's Strength score, i.e., a character's maximum "very heavy/armored load" (6" move rate) in stone is equal to their Strength. Much like ranged weapons, divide Strength in thirds for the other categories: up to 1/3 Strength for 12" move, 2/3 Strength for 9", full Strength for 6" (optionally allow "encumbered" movement, 3" rate, at up to twice Strength score). In the example above with an 8-stone load, a character with 9 Strength would only move at 6" (over 2/3 Strength limit = 6 stone), while a character with 12 Strength would move at 9" (2/3 Strength limit = 8 stone). A third advantage is in how the term "stone" carries with it a very nice, archaic, Imperial ring to your milieu. Even if one were so crass as to disagree with me on that score, I think the reasons above are more than compelling. (And, more generally, speaks to the advantages of human-based units of measurement.)

2015-04-06

The Case for Level Zero

What evidence is there in classic version of D&D for the status level-0 characters? This could be important for a few reasons: (1) It would make a difference in the statistics for mass-combat armies, whether the basic troop type was level-0 or level-1 or something else; and (2) It could provide justification for common 1st-level boosts (as in ability scores or hit points), under the statistical survivability analysis that we've done via the Arena simulation program (link).

Original D&D

In Original D&D, 1st-level characters are distinguished from Normal Men in at least three ways.
  1. Starting-level fighters are given the level title "Veteran", implying that some significant action had to take place prior to reaching the 0-XP level (Vol-1, p. 16).
  2. Veterans are given Hit Dice of "1+1" (that is: 1d6+1; Vol-1, p. 17), whereas normal men such as Bandits, et. al., are given "Hit Dice: 1 die/man" (that is: 1d6 with no addition; Vol-2, p. 6). 
  3. Veterans are also given fighting capability in the Chainmail-based system of "Man + 1", while normal men would presumably be simply "Man" (with no bonus; Vol-1, p. 17). 
That said, in the d20-based "Alternative Combat System" combat and saving throw tables, there is no distinction in abilities; a footnote reads, "Normal men equal 1st level fighters" (Vol-1, p. 19). But other than that, we see that even in the earliest work there was a clear distinction drawn between 1st-level fighters and other Normal Men (even those who appear in large armed groups, making a living via combat and raiding, with high-level leadership, as per the Vol-2 listing for Men such as bandits, brigands, pirates, etc.).

D&D Sup-I: Greyhawk

Here's a puzzle: what hit dice do Normal Men have under D&D Supplement-I, Greyhawk, using the alternate hit dice rule (p. 10: e.g, d8's for fighter levels)? The text says, "Use of this system is highly recommended, but if it is used all monsters should be based on the 8-sided die system." Does this include Normal Men, or merely every other being in the monster listing? If the former, then they are here equal to 1st-level fighters and unique compared to any other ruleset (see below); but if the latter then they have just become less strong than Orcs, for example.

Personally, I think this switch to d8-dice for monster hits was one of the major, early missteps in the evolution of D&D. So much simpler to roll batches of d6's for this purpose, and I see no compelling need for expert fighter dice to match monster dice. 

Swords & Spells

Gygax's Swords & Spells supplement for mass warfare in Original D&D appears to have the first actual use of the phrase "0 level". The combat tables for average damage per figure, unlike the OD&D core books, have a separate row for level "0", with the footnote: "0 Level is normal man-type (i.e., 1 die or less, and not able to progress upwards in levels.)" (p. 25). The two-page spread of weapon-based combat tables in Appendix A are in fact entirely based on Level 0 combatants (p. 31-32), with modifiers for other levels applied from a prior page (p. 27).

These rules include different "Troop Classifications" in six tiers: Peasants, Levies, Regulars, Elite, Guards, and the combination Elite Guards. The latter are quite rare: "As a rule, guards should be limited to 10% of an army, and elite guards would surround the personage of the commander only, for example" (p. 5). But the following all-italic paragraph establishes that any 1st-level fighters qualify for this special category: "NOTE: Scale figures representing human/humanoid (and highly intelligent) creatures of 1st level or above or with 1+1 hit dice are always considered as having elite guard status. For example, the following types of troops are classified as elite guard status: Veterans (1st level fighters), Elves, Hobgoblins..." (p. 6). This status gives bonuses to formation, movement, morale, and melee. So in summary: 1st level is shown to be something very special indeed.

Advanced D&D

In Gygax's AD&D, there are even more copious distinctions made between 1st-level characters and those less than that. The Player's Handbook states, "It is important to keep in mind that most humans and demi-humans are '0 level'." (p. 106). The Dungeon Master's Guide notes in the section on hiring mercenary soldiers, "Note that regular soldiers are 0 level men-at-arms with 4-7 hit points each" (p. 30: again highlighting that even trained career combatants are 0-level by default; see also class followers on p. 16). The combat and saving throw tables here give a separate, reduced column for level 0 fighters (p. 74, 79). A footnote reads, "Dwarves, elves and gnomes are never lower than 1st  level (unlike halflings and humans, which may be of 0 level)" (p. 74: possibly correcting PHB p. 106 above). A table on the campaign's "Typical Inhabitants" specifies combat ability of "0 level", or even as low as -1 to -3 from that mark for sedentary types, with hit points ranging from 1-3 to 2-7 (p. 88). Of peasant revolts it is noted, "Troops will be 0 level" (p. 94). For energy draining by undead, the stated rule is: "If this brings the character below 1st level of experience, then the individual is a 0 level person never capable of gaining experience again. If a 0 level individual is drained an energy level, he or she is dead (possibly to become an undead monster)" (p. 119). City and merchant guards are also 0 level (p. 191-192).

In the Monster Manual section on Men, the first thing stated is, "Normal men have from 1-6 hit points each." (p. 66), and this is reiterated in the following entries "Hit Dice: 1-6 hit points" for Bandits (Brigands), Buccaneers (Pirates), Dervishes (Nomads), Merchants, and Pilgrims. So in this regard the hit points are identical to those for Men in OD&D Vol-2 (actually downgraded for Dervishes), and it argues that the likely intent in OD&D Sup-I was also to maintain them at the level of 1d6 hits, less than 1st-level fighters or 1-hit-die monsters.

The DMG also has the following statement in the section on henchmen (p. 35):
Number of Prospective Henchmen: Human and half-orc characters suitable for level advancement are found at a ratio of 1 in 100. Other races have an incidence of 1 in 50. However, as most of these characters will be other than low level adventurers and already in a situation they are satisfied with  -  and humans more so than other races, unless the development of the area is primarily other than human - about 1 in 1,000 population will be interested in offers of employment as a henchman. NOTE: This figure must be adjusted by the DM according to the locale, for if  it  is an active adventuring area, the incidence of prospective henchmen might be as great as 1 in 200, while if it  is  a settled and staid area, incidence might be as low as 1 in 5,000.
Note the opening line, "Human and half-orc characters suitable for level advancement are found at a ratio of 1 in 100." If taken at face value, then this could have interesting demographic implications; however, it seems to broadly contradict the fact elsewhere that for about every 100 normal men, there is at least one leader of 8th-10th level, along with a host of other lower-level fighters (see Men: Bandits in the Monster Manual p. 66 and other places). And surely the claim that "Other races have an incidence of 1 in 50 [for level advancement]" is in even starker contrast with the footnote on DMG p. 74 that "Dwarves, elves and gnomes are never lower than 1st  level". So coming up with some synthesized interpretation for these different statements seems very challenging; they seem as though if coming from completely different campaign systems. And yet -- there is no doubt that level 0 men are the norm; the only question is what their relative frequency is (high or extremely high).

Unearthed Arcana

In the AD&D Unearthed Arcana work, Gygax implements a mechanic for gaining XP and advancing through 0-levels in two places: for the Cavalier and the Magic-User. For the former (p. 14):
A cavalier character must be of proper social class, and is usually of noble or aristocratic origin. Only those characters of Upper Class  social status may immediately enter into the cavalier class. Those of lower social standing are generally excluded from becoming cavaliers, but certain members of lower social classes may be so honored. Such a character must be sponsored by a higher authority  of  greater status, and begins first as a 0-level Horseman (a retainer for a Knight), then a 0-level Lancer, and finally becomes a 1st-level Armiger of the cavalier class. The 0-level Horseman starts at -1500  experience points and has 1d4 + 1 initial hit points. The Horseman becomes a Lancer at  -500 experience points and gains another d4 roll for cumulative hit points. The Lancer becomes a 1st-level cavalier at 0 experience points, and gains another d4 in hit points. In contrast, a character whose social standing qualifies him or her for immediate entrance into the cavalier class begins as a 1st-level Armiger with 1d10 + 3 hit points. The character’s hit-point bonus for high constitution (if applicable) is first received at either Horseman or Armiger level, and is then applied to each additional hit die from second level on as normal. The special abilities of the cavalier class are only gained when the character attains Armiger status.
These statistics appear likewise in the class table for cavaliers (p. 15). For the Magic-User, 0-levels are the mechanic by which one can use Cantrips even before the character can cast a 1st-level spell (p. 45):
Cantrips are the magic spells learned and used by apprentice magic-users and illusionists during their long, rigorous, and tedious training for the craft of magic-use. An aspiring magic-user or illusionist may use 1 cantrip per day as a 0-level neophyte (-2000 x.p. to -1001 x.p.), 2 cantrips per day as a 0-level initiate  (-1000  to -501), and 3 cantrips per day as a 0-level apprentice (-500 to -1). Cantrips must be memorized just as higher-level spells are.
So these below-zero-XP rules are broadly consistent in their application. In each case there are actually more than one 0-level in question (two for the cavalier; three for the magic-user). Somewhat oddly in my view, the increasing XP-per level is reversed for the 0-levels; the earliest levels actually require more XP, and the level closest to 0 the least (in both cases, just 500 XP to get to 1st level from the immediate predecessor).

(Side note: Post-Gygax, there was an AD&D-branded Greyhawk hardcover book with an appendix on running 0-level characters. However, those rules do not use standard XP, instead using a totally different AP point-buy system instead -- e.g., get an AP point and use it to boost an ability or buy a skill by one point -- and so we need not consider it further here.)

Holmes D&D

While the status of "0-level/normal men" is fairly consistent throughout all the Gygaxian works, the Basic D&D line veers off in another direction -- one which has caused a few mistakes and incorrect recollections on my part in the past. First, J. Eric Holmes started to dispose of them. Under "Non-Play Characters", he writes: "Generally, only the lowest level of character types can be hired, i.e. first level" (p. 8); that is, he seemed to collapse the distinction between 0-level hirelings and 1st-level henchmen in mainline D&D. Secondly, at the start of the monster list, he writes "Monsters' hit dice are 8-sided", and then three lines later in the lead-off Bandit entry, they get "Hit Dice: 1" (p. 22). So it's hard to read that in any way other than giving Bandits a full 1d8 hit points; a conceivable reading of Supplement-I Greyhawk (see above), but definitely at odds with the listing in the AD&D Monster Manual. On the other hand, the combat tables do include a row for "Normal Man" (p. 18) which didn't exist pre-Swords & Spells, but other than that I can't find reference or use of the term.

Edit: Zenopus Archives has pointed out on his site that in Holmes' original manuscript submitted to TSR, his combat and saving throw tables did not include any separate row for "Normal Man". Rather, they were inserted in an editorial pass by Gygax himself before publication of the final product. But apparently Gygax did not pick up on those more subtle areas where the concept was submerged (hirelings and hit dice). Thanks to Zenopus for that analysis (links: one, two).

Moldvay/Cook D&D

The Moldvay Basic and Cook Expert D&D rules take this a step further, by attempting to make almost every man in an adventure a member of some class. Now, Moldvay does state that, "A retainer may be of any level (0, 1, 2, 3, or higher) and of any class (normal man or a character class)" (p. B21), and he does include rows for "Normal Man" in the combat and save tables (p. B26-27). But that level is used mostly for minor non-human monsters (e.g., bats, rats, centipedes, insect swarms, goblins, kobolds, and mules). The Bandits which previously represented the canonical normal men are here declared to be "NPC thieves" who save as "Thief: 1" (p. B30); but while 1st-level thieves get 1d4 hit points, once again the monster entry simply says "Hit Dice: 1" -- which means 1d8 by the rules of the monster section -- so these seem out-of-joint. Also, a new monster type of "Noble" is given, and for these, "In the D&D BASIC rules, a noble will always be a 3rd level fighter. However, the DM may choose to make a noble any class and level... A noble will always be accompanied by a squire (a 2nd level fighter). A noble might also be accompanied by as many as 10 retainers or hirelings (usually 1st level fighters)" (p. B39-40).

Edit: Thanks to JB in the comments for noticing that I'd overlooked a dedicated monster entry for the unclassed "Normal Human" (p. B40); I missed this because it's the only place in this or any other ruleset where the descriptor is other than "Normal Man". The stat block gives them 1d4 hit points. The description says this: "Most humans are 'normal' humans, though people with certain professions (such as merchant, soldier, lord, scout, and so forth) help in some adventures"; my reading is that those "certain professions" are all classed by default (c.f., "Noble" above and all the soldiers in any B/X adventure). Finally, Moldvay gives a unique rule for advancement, far more generous than Gygax: "As soon as a human gets experience points through an adventure, that person must choose a character class."

In the Cook Expert rules, the only place the phrase "0 level" or "normal man" appears is in the matching combat/save tables, the rules for the legacy potions of heroism and control human, and the stats for seamen and the normal hawk. Mercenaries are not explicated one way or another (p. X22). However, in the catch-all monster entry for Men, they are all given a full 1 Hit Die and saves as "Fighter: 1"; including all of the types of Brigands, Buccaneers, Pirates, Dervishes, Merchants, and Nomads (p. X35) -- very much at variance with the OD&D and AD&D game lines. Likewise, all of the adventures in the X-series of modules specified base soldiers in any army as being universally at least 1st-level fighters: see modules X4, X5, the comprehensive army rosters for all of the Known World in module X10, and so forth.

Conclusions

While there is some attraction to the simplicity of the Cook/Moldvay method (all soldiers are at least 1st-level fighters), I do think that the core D&D system makes the most sense if we interpret things in the sense of OD&D/AD&D with a "0-level/normal man" class prior to 1st-level characters. This justifies 1st-level fighters having the title "Veteran", their improved attack/defense capability, the status that trainee wizards might have prior to casting their first spell, etc.

As usual, I frown upon special-case discontinuities such as that "0 Level is... not able to progress upwards in levels" (per Swords & Spells). In this sense, I look favorably upon Gygax's addition in Unearthed Arcana of some kind of rules for pre-1st-level experience progression. Even if we never expect to use that during gameplay for PC's, it gives us something to hang our hat on for the purpose of campaign-wide NPC demographics, and how the matriculation from 0-level to 1st-level might occur. (And even for active play, I've had at least one player in the last year take over an NPC lantern boy who started racking up a surprising number of kills and a developed persona -- moreso than his original dead PC -- and surely that should be rewarded.)

Here's what I think I would do for the unwashed masses in my "Original Edition Delta" games: Start at 0-level. Roll 3d6 in order for abilities. Roll 1d6 for hit points. Earn 1,000 XP to get to first level. On achieving 1st level, add 1 hp if becoming a fighter, or subtract 1 hp if a becoming wizard (minimum 1 hp before Constitution bonus). A slight wrinkle here is that 1st-level fighter graduates in this way could only have 2-7 hit points, but that actually matches the Original D&D Vol-1 text, and is on average the same as a 1d8 roll.

Note that I veer off from Gygax a bit here in the exact XP needed to graduate from 0-level. For both the cavalier and magic-user, he set the level immediately before 1st at 500 XP; although in both cases, there were other "negative" levels that one needed to progress through initially.  Looking at the standard geometric XP tables, with fighters starting at a 2,000 XP step for 1st level, the clear extrapolation is that the level before that should be 1,000 XP (i.e., half). In addition: under certain other demographic assumptions, having a 500 XP step may actually produce a greater number of 1st-level types than normal men, a result that we should certainly avoid.

A few notes for Book of War: statistically, these distinctions are all below the level of granularity recognized in that game. For example, say a target is wearing chain & shield (AC 4 in any edition above). If the attacker is 0-level, with d6 damage, against a d8 hit die, then the chance to score a kill with one hit is 11%; but if the attacker is 1st-level, with d8 damage, against a d6 hit die, then the chance is 21%. Any other permutation is somewhere within these bounds; but using the BOW d6-mechanic, all of these round off to the same 1-in-6 chance to score a kill (16.6...%). So that's why it's really nice that BOW is a statistically accurate representation of whichever edition of the game you normally play with, regardless of these small details; and at all times I can thus assume that common 1 HD human soldiers are, for simplicity, effectively the same as common 1 HD orcs (at least in reasonable lighting).

So we do like giving the 0-levels a chance to be heroes someday. But what implications does this have for campaign demographics or 1st-level abilities and hit points, having survived the 0-level to get there? More on that next time.


2011-02-02

RECESS Report: Corsairs of Medero

Here's a scenario that I've run a couple of times that I call "Corsairs of Medero". (Previously seen here.) In it, the players take the parts of adventurers seeking to capture three merchant vessels for the King of Medero over the course of a 16-week sailing season (and so be declared Barons of the Realm). The players control and outfit a single ship of corsairs; weekly turns are played out for encounters; and most of the mechanics come straight from OD&D Vol-3 (including the basis for ocean encounters, ship profiles, wind force, naval maneuvering and combat, etc.). There are potentially three levels of action: (1) strategic (weekly sailing orders and encounter checks), (2) tactical (ship-to-ship or monstrous creature combat at 1:10 scale), and (3) man-to-man (boarding actions, with a hit=kill rule for normal men). At the tactical level, I use my Book of War rules for mass combat (replacing Chainmail, so as to interface with high-level PCs and their spells and special abilities).

This run of the game was played out at the RECESS convention in New York City on Saturday, January-15. (That being a quarterly event sponsored by NerdNYC.com.) With an very well-organized convention and really great players in attendance, this was really a whole lot of fun for me to referee that Saturday.

The thing about classic D&D that's a true joy is that in relying on a lot of randomized tables for wilderness (and dungeon) encounters, it inevitably generates some real surprises, and really stretches my improvisational abilities as a DM. For example here, a story definitely develops by the time we're done; but it's nothing I would have conceivably imagined in advance, and it's probably a whole lot more creative than anything I could have plotted out in advance on my own. The interaction of certain naturalized-fantasy statistics, creative player problem-solving and strategizing, and my own ad-libbing, truly generates something greater than the sum of its parts.

Weeks 1-2: In this game, for the first time ever, the players chose at the start to outfit a cog as their vessel (slower, but carries 20 archers and 30 infantry) instead of a longship (faster and more maneuverable, but with more men dedicated to rowing). They were careful to load up at the start with plenty of burning oil, dummy flags of the enemy nations, and even a series of cover stories three-"reveals" deep. The spellcasters used a number of long-lasting charm person spells on their own mercenary crew in order to increase loyalty. In the first two weeks, the slow-sailing cog made its way across the Gulf of Krol to the enemy coast of Richland.



Week 3: The first roll for a weekly encounter is made. The 2d6 roll comes up "12", indicating some fantastic flyer-types. Turning to the "Flyers" table (OD&D Vol-3, p. 18), the d12 comes up a "1" -- which indicates a flight of Pegasi (1-12, which for our purpose we just call "10"), royally wheeling quickly past the player's ship just after dawn. (I probably couldn't have told you in advance that Pegasi were even anywhere in those wilderness encounter tables.)

I place the ship & flyer counters on the table at the indicated range, and ask the players what they do -- The answer being, a barrage of web spells from the party wizards to snag the Pegasi on the one turn that they're in range. Rolled result: The whole batch of them are ensnared and dunked into the ocean. The party thief with a ring of water walking runs to the site, ties a rope, and has them hauled back onto the ship (where they are securely restrained). The players start asking about the possibility of selling them, or training them to be ridden.

So with the very first encounter roll, this scenario has inescapably spun in a direction that I never expected to deal with. One of the players points out that there is a listing for Specialist: Animal Trainer (OD&D Vol-3, p. 22) for which "The length of time necessary to completely train the animals is up to the referee."

Week 4: Having not actually commenced any hostilities with Nevins yet, the party decides to pull into port there (under disguised colors) and proceeds to do two things: (1) find an animal trainer for hire, and (2) scout for intelligence on rich merchant targets, including use of charms and clairvoyance spells (neither of which has ever occurred in the scenario before). For the latter, I allow a few rolls that result in "+/-2 to your next encounter roll in a direction of your choice". For the former, I allow them to find and employ a rather scurrilous, on-the-run animal trainer who's willing to hire up with a sketchy group of mercenaries sailing for parts unknown. This made-on-the-fly character winds up being called "Glarkon the Unsavory; or, Daddy Midnight", and at some point he gets run by a new player who just happens to wander by and asks if he can sit at the table and observe. (Also at one point, the suggestion is made to just sack the whole town, but thankfully cooler heads prevail.)

Week 5: Hunting off the Nevins coast, the encounter roll comes up empty this week. My ruling on the animal trainer goes like this: Each week he gets to roll for 5 Pegasi (that is, one roll per player at the table). Training a Pegasi quickly seems really difficult, so I say a 19-20 on a d20 roll is necessary any week to make one semi-controllable. I'm thinking that's a glimmer of a chance that won't actually come up within the game. Of course, on the very first week, 2 Pegasi succeed at their checks. This continues in later weeks, so as time goes on, the overall action starts looking something like a medieval-fantasy aircraft carrier, with various riders flying off the deck for combat and scouting purposes.

Week 6: An encounter roll succeeds. The result comes up "4 - Patrol (Longship)", but due to the prior intelligence gathering, it's switched by the players to "2 - Merchant (Wine)" (I breathe a sigh of relief that they don't get to pick the Copper merchant, worth 2 cargoes, for fear of the scenario ending almost immediately in success -- see top above for a version of the top-level encounter tables in use). The ships close (under false colors as usual), but the merchants sense trouble with the large number of soldiers, and the players are forced to initiate hostilities.



Wildcat MacCusson (Human Ftr5/Thf6) takes off on a Pegasus in combat for the first time. Noting that the creature is only semi-trained, and the immense speed of the beast (48"), I call for a control roll of d20+level (trying to score 20+; i.e., chances 6-in-20). This fails, and so Wildcat and his Pegasus rocket off the deck uncontrollably -- traveling nearly a scale 1,000 feet instantly, and thereby leaping the miniature off the table entirely (somewhere around the window in the back of the room).

Meanwhile, the wizards are able to pacify most of the enemy with a series of sleep spells, and thereafter take command of the captured merchantman crew with a series of bribes, threats, ESP, and charm spells. The action with Wildcat, however, will happen a whole bunch more times throughout the game.

Week 7: Here, a result of "Patrol (Longship)" comes up unchanged. The players with their now-two vessels attempt to sail by under their false colors, as the Nevins patrol ship rows close. However, disaffected members of the captured merchant crew raise an alarm and call for help, so that the longship calls for attack speed and lurches forward. Wildcat again erupts off the deck out-of-control to great hilarity (every combat I gave an accumulative +1 or +2 to the check, but generally to no avail). Meanwhile Kjell Greenfish (Elf Ftr4/Wiz5) drops the bomb by pulling out his one-shot scroll of death (6th-level death spell) and devastating most of the enemy oarsmen/fighters. A few sleep spells and mercenary missile-salvos later, and the longship is cleared of hostiles and subsequently scavenged and sunk. (Another ESP spell is then used to identify the shouting merchant mate, who is then dunked overboard by way of Pegasus-flight.)



Week 8: Thinking that the locals may be warned about their activities, the players switch their hunting zone to the somewhat less-rich city of Muirhead, down the coast to the south. Now, a result of "Merchant (Fish)" appears. Again the players try to first hail peacefully for news, with the merchant drawing close before deciding the pair of vessels may be the pirates they've been warned about. Again Wildcat tumbles into the sky uncontrollably, but the merchant is surrounded on both sides, and a combination of magic and missile-shower bring them to bay. A second captured merchantman is added to the fleet -- the players are doing well!



Week 9: A third Pegasus is "successfully" trained. This week the encounter result is a Patrol -- this time not one but two ships, a fully loaded Caravel and companion Longship, on the hunt for pirates, with the powerful Captain Bidari (Female Human Ftr8, Str18) at the helm. The players try to sail away peacefully, but at this point the jig is up. The patrol ships are significantly faster than the player's tubby cogs, quickly tacking from behind them and throwing grapples for double simultaneous boarding actions. A fireball is shot into the midships of the caravel, burning a number of men and setting the mast on fire.



At this point we switch to man-to-man action, with me pulling out 5-foot-per-inch maps of the appropriate ships' decking, and pouring some 150 counters onto the table for all the individuals involved (the tactical-level models are pulled to the side for this). Wildcat shoots off out-of-control as usual. Kjell Greenfish mounts one of the winged steeds for the first time, calls for all the rest of the Pegasi to be cut free, and downs his potion of animal control, taking mental command of a half-dozen of the creatures. The thieves Taber and Gorka run with men below-decks on one of the vessel to set an ambush-and-backstab opportunity. Byrtwold (Human Wiz6, and overall captain) flings spells and charms one of the lieutenants leaping over the railing to attack him. Men from the burning caravel run forward at the urging of the enemy captain, pouring onto the players' decks.



Pretty soon, Kjell is making repeated swooping attacks at the head of his controlled Pegasus-flock, slashing men to pieces and into the ocean (and breaking off his magic spear at one point in the side of an enemy lieutenant). Taber winds up in hand-to-hand combat, nearly overwhelmed by the enemy Captain Bidari. Wildcat decides to land on deck, fails a control roll, and tumbles into the sail (the best of several truly terrible options, given a certain dire roll). Landing on deck, he pulls out his enormous magic two-handed sword and cuts down two of the enemy -- followed by a natural "1", a failed saving throw, and then a fumble result of 87/100 ("critical hit, self"), followed by 78/100 ("leg removed at knee"), effectively taking him out of the combat. This may be the single unluckiest character I've ever seen on a single day!



Unfortunately, as time runs out, the double-patrol forces at last seem to be more than the PC's can fend off. Taber goes down under the furious attack of Captain Bidari. Gorka slashes with his dagger where he can. Byrtwold tells the charmed lieutenant to go below-decks to "burn out the evil hobbits there" -- "there" being the location where they previously stacked up a large load of burning oil. That pair of linked ships effectively blows up (the enemy deck also having been bombed by barrels of oil), and the fireball-ed caravel sinks and pulls down the merchant wine vessel with it, as well. Did the PCs manage to escape and limp to safety with their remaining ship and crew? Or did Captain Bidari win the day after all? Whispered rumors hint at other, darker possibilities...



Enormous thanks to my excellent and good-humored players: James, Adrian, Chris, Eppy, and Tavis, and to everyone at RECESS. It was literally a blast to play with you!

2011-12-19

Elves Through the Ages

This week, a Holiday-themed Hotspot. First up, I thought it would be interesting to look at the state of Elves throughout different editions of D&D. For a few reasons, the ways in which they have evolved have left a few recurring "rough spots" on their profile. (Mom, this toy has a bunch of proud nails!) One of the places where cohesion sometimes gets lost is in the difference between player vs. monster description, so sometimes we may have to look at each.

Chainmail Fantasy
ELVES (and Fairies): Armed with deadly bows and magical swords, Elves (and Fairies) are dangerous opponents considering their size and build. They can perform split-move and fire, even though they are footmen. When invisible Elves (and Fairies) cannot attack -- or be attacked unless located by an enemy with the special ability to detect hidden or invisible troops -- but they can become visible and attack during the some turn. Those Elves (and Fairies) armed with magical weapons add an extra die in normal combat, and against other fantastic creatures they will perform even better... [CM p. 29]
Per the Fantasy Reference Table [CM p. 43], we see the following: Elves have a 12" move rate. They have special abilities A, B, and C (ability to become invisible [Halflings only in brush or woods]; see in normal darkness as if it were light; and split-move and fire). They have missile fire range of 18"; they attack as Heavy Foot, and also defend as Heavy Foot.

So, you see -- Elves as they first appear in Chainmail, following their Tolkien inspiration, are simply uber-everything. Their speed is equal to the fastest men afoot; their armor and hitting power is the same as heavy foot; their missile range is better than normal archers; they can see in darkness; and by default they are invisible and simply cannot be attacked by normal troops unless they wish it. That's a very powerful troop type! (Point value is quadruple standard light foot; double that of dwarves, for example.)


Original D&D
Elves: Elves can begin as either Fighting-Men or Magic-Users and freely switch class whenever they choose, from adventure to adventure, but not during the course of a single game. Thus, they gain the benefits of both classes and may use both weaponry and spells. They may use magic armor and still act as Magic-Users. However, they may not progress beyond 4th level Fighting-Man (Hero) nor 8th level Magic-User (Warlock). Elves are more able to note secret and hidden doors. They also gain the advantages noted in the CHAINMAIL rules when fighting certain fantastic creatures. Finally, Elves are able to speak the languages of Orcs, Hobgoblins, and Gnolls in addition to their own (Elvish) and the other usual tongues. [Vol-1, p. 8]
This is the OD&D player's description for elves, with its infamous "switch class" language that so many of us have struggled to interpret. Presumably the magic-user class access is what explains how they might get the invisibility power after a few levels. Also, they are given special dispensation to "use magic armor" and still function as magic-users. In addition to this, they also get special detection abilities, numerous extra languages, and a fold-in of their Chainmail special attack abilities. Now for the monster side:
ELVES: Elves are of two general sorts, those who make their homes in woodlands and those who seek the remote meadowlands. For every 50 Elves encountered there will be one of above-normal capabilities. Roll a four-sided die for level of fighting and a six-sided die for level of magical ability, treating any 1's rolled as 2's and 6's (magical level),as 5's. For every 100 encountered there will be a Hero/Warlock. One-half of the Elves in any given party will be bow armed, the other half will bear spears, and all will have swords in addition. Elves have the ability of moving silently and are nearly invisible in their gray-green cloaks. Elves armed with magical weapons will add one pip to dice rolled to determine damage, i.e. when a hit is scored the possible number of damage points will be 2-7 per die. Elves on foot may split-move and fire. Mounted Elves may not split-move and fire, for they are not naturally adapted to horseback. [Vol-2, p. 16]
From the Monster Reference Table [Vol-2, p. 4] -- Elves have AC 5, MV 12", and HD 1+1. So: Very much following the precedent of Chainmail, with directly converted armor (as chain-type mail, i.e., same as heavy foot), identical movement, and a special hit dice bonus. Their combined armor & movement seem to violate the rules for player encumbrance, however (and this will be basically carried forward into future editions, as well).

Many of their listed abilities are further reminiscent of the Chainmail text (magic weapons, split-move and fire, etc.) One thing that jumps out for me is the language on being "nearly invisible in their gray-green cloaks", which reads like a naturalistic retcon of their earlier invisibility power (and a quite defensible one). Also, it's a bit unclear if all of the elves in a group have spell ability, or if the player's "switch class" language should mean that they are currently "switched" to fighters-only, or even if they are intended to have no relation at all. One other thing you see in the opening line is the first hint of different "sorts" of elves, which later on will explode into sheer craziness (IMO).

Also, in the magic items section, we see:
Elven Cloak and Boots: Wearing the Cloak makes a person next to invisible, while the Boots allow for totally silent movement. [Vol-2, p. 37]
How invisible is "next to invisible"? Are these meant to be the exact same "gray-green cloaks" worn by all elves in the monster description (or, instead, a magic facsimile for non-elves)? Does the color detail mean they only work as camouflage in woodsy surroundings (like the restriction for Halflings from Chainmail)? [Shaking Magic 8-Ball] Reply hazy, try again.

But then, the Greyhawk supplement to OD&D (Sup-I) did a pretty comprehensive re-tooling of all the demi-human races. They all get access to the new thief class (in various multi-class combinations); XP is now mandated as split equally between all classes all the time (a patch over the original "freely switch"?); the level-limits start to be tinkered with in relation to high ability scores. It doesn't explicitly say that elves can wear armor and still act as magic-users, although it does say "When acting in the thief capacity the elf can wear only leather armor." [Sup-I, p. 5] On top of all their other pre-existing abilities, the attached Corrections also give Elves "+1 to their hit probabilities when using sword or bow" [p. 68 in my copy].

Finally, looking at the Swords & Spells mass-combat supplement by Gygax (which I hold in moderately low repute), we see that the fine print for men & elves flip-flop their armor and relative move rates; here, elves are by default more lightly armored than men, and also slower for the same armor type. From the Movement table under the Mass/Line entry, we see: "Elves 9, Lt. Armor 12, Hv. Armor 7... Men 9, Lt. Armor 12, Hv. Armor 6" with this footnote:
The base movement for elves assumes that they have full leather armor and shield or the equivalent. Elves in chainmail are considered as heavily armored. The base movement rate for men assumes chainmail and shield. Men in leather armor, with shield, are lightly armored; men in full plate are heavily armored. [S&S, p. 3-4]
To clarify: Wearing leather & shield, elves move 9" but men move 12". With chain & shield, elves move 7" but men move 9". (And it's unclear how elves would even qualify for the "light armor" rate.) This detail isn't something that really synchs up with either earlier or later works.


Advanced D&D (1st Edition)

As always, the text swells in Advanced D&D. Player elves are given the same general abilities as they existed as of the OD&D Greyhawk supplement -- including basic class access, level limits based on abilities, +1 with swords and bows, extra languages (increased some more), infravision, and detection. On top of that, here are some other additions and clarifications:
Although able to operate freely with the benefits of armor, weapons, and magical items available to the classes the character is operating in, any thieving is restricted to the armor and weaponry usable by the thief class...

Elven characters have a 90% resistance to sleep and charm spells (if these spells are cast upon them a percentile dice roll of 91% or better is required to allow the magic any chance of having an effect, and even then the saving throw against spells is allowed versus the charm spell)...

If alone and not in metal armor (or if well in advance- 90' or more - of a party which does not consist entirely of elves and/or halflings) an elven character moves so silently that he or she will surprise (q.v.) monsters 66 2/3% (d6, 1 through 4) of the time unless some portal must be opened in order to confront the monster. In the latter case the chance for surprise drops to 33 1/3% (d6, 1-2). [PHB, p. 16]
Here we have the first clear indication that elves can wear armor as fighters and still perform as magic-users (even without the need for magic armor as in OD&D) -- and if the line above isn't totally explicit, then the example at the end of the two-classed humans section makes it so: "Note that this does not allow spell use while armor clad, such as an elven fighter/magic-user is able to do." [PHB p. 33] The special move-silently-and-surprise ability reads to me as yet another reworking of their original invisibility power (although it won't work in their default "heavy" chain mail, and the ability is explicitly the same as for halflings now). And the near-total resistance to sleep and charm person -- by far the most useful 1st-level attack spells in the game -- is a very potent one indeed!

The Monster Manual entry for Elves spans about a page-and-a-half, so I won't replicate the whole thing here. Suffice to say, their basic stat block is again just copy-pasted from prior sources: AC 5, MV 12", HD 1+1, etc. Here, the special surprise ability is at last explicitly linked to woodsy surroundings: "When in natural surroundings such as a wood or meadow, elves can move silently (surprise on a 1-4) and blend into the vegetation so as to be invisible (requiring the ability to see invisible objects to locate them) as long as they are not attacking." [MM p. 39] In addition to the default High Elves ("the most common sort of elf", per player's description [PHB p. 16]), you also get paragraphs on 5 other special types -- the Aquatic Elf, Drow, Gray Elf (Faerie), Half-Elf, and Wood Elf.

Did you notice that second one? A short and cryptic note is all you get here:
Drow: The “Black Elves,” or drow, are only legend. They purportedly dwell deep beneath the surface in a strange subterranean realm. The drow are said to be as dark as faeries are bright and as evil as the latter are good. Tales picture them as weak fighters but strong magic-users. [MM, p. 39]
I think this deserves additional commentary. First, this is why some of us had unforgettable nerd-gasms when the drow actually appeared in the subsequent G3 and D1-3 modules. There may be no better example of such perfectly dovetailed marketing in D&D (intentional or not), with an irresistibly enticing hint in a hardcover rulebook, referring to details that were in fact already complete for adventure purposes, and just awaiting publication thereafter. (There are just a few other examples from the same adventure series, like the mezzodaemons and nycadaemons that also get referenced in the DMG.) I suspect that this mystery-connection in the core rulebooks is a major part of why the Drow cast such a permanent, influential shadow on D&D culture and design ever-efter.

One example: These variant Elves were so popular, successful, and powerful, that you got more and more Elven sub-races in later supplements, monster books, etc. By Unearthed Arcana you have all the sub-races open to player characters, including the added Wild Elves and Valley Elves. (Wild Elves in particular got a game-topping, unique +2 to generated Strength, which got noticed once by a player in my campaign, and then banned by yours truly after the single character.)

Also, in the DMG's piece on "Armor, Armor Class & Weapons", you get the first reference to "Elfin Chain" -- a special armor with Bulk: non-, Weight 15 pounds, and Base Movement 12". (Compare to normal Chain with Bulk: fairly, 30+ pounds weight, and Base Movement 9", listed in the PHB for 75 g.p.)
Chain, Elfin, is a finely wrought suit of chain which is of thinner links but stronger metal. It is obtainable only from elvenkind who do not sell it. [DMG p. 27]
And on the next page:
Magic Armor: When magic armor is worn, assume that its properties allow movement at the next higher base rate and that weight is cut by 50%. There is no magical elfin chain mail. [DMG p. 28]
Keep in mind that the DMG came out fully 2 years after the Monster Manual, and numerous sections read as revisions or errata to the earlier works. Is this another retcon to explain why Elves have had their encumbrance-rule-breaking AC 5 and MV 12" all along? Are all Elves encountered in the wild presumed to be wearing this special armor? Again, the material is suggestive but not completely forthcoming.

In the magic items section, the magic cloak & boots have been split into two separate entries (boots of elvenkind; cloak of elvenkind). In regards to the cloak (usually the more desired of the two items):
Cloak of Elvenkind: A cloak of elvenkind is of a plain neutral gray which is indistinguishable from any sort of ordinary cloak of the same color. However, when it is worn, with the hood drawn up around the head, it enables the wearer to be nearly invisible, for the cloak has chameleon-like powers. In the outdoors the wearer of a cloak of elvenkind is almost totally invisible in natural surroundings, nearly so in other settings. Note that the wearer is easily seen if violently or hastily moving, regardless of the surroundings. The invisibility bestowed is: [DMG p. 141]


So we see that the cloak is now explicitly chameleon-like in its functioning, it is now "plain neutral gray" in color (to make it harder to identify as treasure, I suppose), and the "near invisibility" is given specifics via the attached table. Based on the text that we saw earlier in the Player's and Monster's books, either this item is nearly useless for actual elves, or else all elves are presumed to be wearing them by default (which seems ludicrous, except that drow elves in module G3 et. al. are in fact said to be uniformly garbed in analogous magic garments). Has this item evolved from a core explanation for special Elven abilities (as of OD&D), to a near-orphaned status (here in AD&D)? Perhaps.

In the supplement Unearthed Arcana, for what it's worth, use of the Elfin Chain armor was expanded to thieves (allowing them to operate in it with a bit of an extra penalty), it is included in the magic item treasure tables at bonuses from +1 to +5 (overwriting the previous DMG restriction; in fact, no non-magical type appears in the tables here), and an option is even given for barding unicorns and griffons in it. Slightly different descriptions appear in the sections for thieves, normal armor, and magical armor; here's the last of them:
Elfin Chain Mail is magical armor of a sort that is so fine and light that it can be worn under normal clothing without revealing that it is there. Because of its incredible lightness and flexibility, thieves can utilize it, though it may slightly hinder their activities. However, it is rare for such mail to be sized to fit anyone other than an elf or a half-elf. If a suit of this mail is discovered, roll to ascertain what size of character it will fit... [table follows; UA p. 104]
And I can't resist looking at one other Gygax book from this era: the Glossography for the World of Greyhawk (in the 1983 boxed set). The Encounter Tables there include Knights of the Hart of Highfolk, elves and half-elves, mostly mid-level Fighter/Clerics with some Fighter/Magic-Users for support. (Note that in OD&D Sup-I, elven F/MU/C are NPC-only; in the PHB, there can be NPC elven clerics, with PC half-elves as F/C; but by UA errata basically any combination of Cleric is open to PC elves.) Among the notes here are these tidbits:
Elven clerics can and do wield all forms of edged and piercing weapons... Magic-users are armored as esquires but typically carry no shields and use bow and long sword. [Glossography for the Guide to the World of Greyhawk, p. 4]
The language about elven clerics using edged weapons at first seems like some special and noteworthy allowance, except that if they're all multiclassed F/C (as shown here), then that's already covered in the PHB: "Cleric combinations (with fighter types) may use edged weapons." [PHB p. 32]. And it also seems reasonable for fighter/magic-users to go without a shield, assuming that they need that hand free for component manipulations during spell-casting.


Advanced D&D (2nd Edition)

Looking at the 2E PHB, we see a cut in the proliferation of different sub-race types from Unearthed Arcana: "Elf player characters are always assumed to be of the most common type -- high elves -- although a character can be another type of elf with the DM's permission (but the choice grants no additional powers)." Class combinations are likewise trimmed back to something like their 1E PHB status: an elf can be a cleric, fighter, wizard, thief, ranger, fighter/mage, fighter/thief, mage/thief, or a fighter/mage/thief. (Note: No combining clerics with anything else, whereas in OD&D Sup-I and the Glossography, elven clerics were required to be multiclassed with something else. Wow, those clerics just drive me nuts sometimes!).

But other than that, the sum total of all the abilities we've added over time is still included: (1) lots of languages, (2) 90% resistance to sleep and charm, (3) +1 with bows and swords, (4) surprise bonus in non-metal armor (in a group of all elves/halflings), (5) infravision, (6) detection of secret doors, et. al. Still a very desirable racial choice!

The special armor type, now "Elven Chain", is mentioned and given extra allowances in several places in the PHB. A thief is allowed to function in it, with certain penalties (this is a carryover from 1E Unearthed Arcana rules). And now it is the key to multiclass wizards being able to function in armor (which is a pretty big change!):
Wizard: A multi-classed wizard can freely combine the powers of the wizard with any other class allowed, although the wearing of armor is restricted. Elves wearing elven chain can cast spells in armor, as magic is part of the nature of elves. However, elven chain is extremely rare and can never be purchased. It must be given, found, or won. [2E PHB]
In the Monstrous Manual, Elves still have the same fixed AC 5, MV 12, HD 1+1, etc., that they've retained ever since their original appearance in Chainmail/OD&D. And likewise, their description is largely the same as what came before, with their abilities basically a restatement of what appears in the player's book. It even includes the same surprise-in-wilderness language with a line about wearing "
greenish grey cloaks to afford them quick camouflage" that has been there since OD&D. And then you have the copious 2E extensions on Habitat/Society and Ecology for each of the several different types (Aquatic Elves in particular).

The 2E DMG includes Elven Chain on its treasure list:
Elven Chain Mail: This is magical armor so fine and light that it can be worn under normal clothing without revealing its presence. Its lightness and flexibility allow even bards and thieves to use it with few restrictions (see Chapter 3 in the PHB). Elven fighter/mages use it without restriction. However, it is rarely sized to fit anyone other than an elf or a half-elf. Roll percentile dice and consult the following table to ascertain what size character elven chain mail will fit... [table follows; 2E DMG]
Note, as is the case more often than not, that the 2E text is simply a copy-and-paste from the 1E UA text above, with the sentences ever-so-minimally tweaked in places. The table that follows is also perfectly identical to the one in the 1E UA magic items section. However, in a reversal from the 1E UA (and a return to the 1E DMG rule), it does appear in non-magical form, and no magic versions appear. And note that due to changed location of the text, the material has gotten a bit better: the "so fine and light" language that UA reserved only for magic elfin chain is now par-for-the-course for any elfin chain.


d20 System D&D (3rd Edition)

Designers for 3E started being pretty liberal with their changes, keeping some of the flavor with what's come before, and modifying it pretty heavily in places. The elven character race in the PHB includes these listed abilities:
  • Immunity to magic sleep spells and effects.
  • +2 racial saving throw bonus against Enchantment spells or effects.
  • Low-light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Proficient with either longsword or rapier; proficient with shortbow, longbow, composite longbow, and composite shortbow.
  • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door. [3E SRD]
So: Instead of infravision we have low-light vision (which won't be of any use in a dark dungeon). Instead of a bonus with sword & bow we have a simple proficiency allowance. Instead of a large 1-in-6 bonus to find secret doors, we have a fairly meager 2-in-20 addition to searching. Instead of 90% immunity to charm, there is a +2 bonus vs. enchantment magic. The resistance to sleep, however, is now complete (and expanded upon in the elven background, speaking of them as never-sleeping). There are also several bonus languages permitted, and Wizard is the "favored class" (removing an XP penalty that otherwise arises from unequal multiclassing). But the special and powerful move-silent/surprise ability is no longer present.

The monster entry is also a bit different. The basic elf is listed as wearing studded leather and shield, with longsword and longbow (which might make using that shield tricky, but with +1 Dexterity bonus works out to AC15, i.e., the same as AC5 in prior editions). Whereas Elves in all prior editions were uber in the sense of getting HD 1+1, here it is flip-flopped, with Elves by the rules only getting HD 1-1 -- the only creature type in the entire ruleset to get a hit dice subtraction! (This is explained by Elves getting a Dex bonus and Con penalty -- ever since 1E -- here doubled to +/-2, and with the new modifier table now creating a hit-point penalty. But again, they are the only creature type in the entire game to suffer this way, a stark contrast from everything that came before.) And again, pointedly: No special hiding or surprise capacity, which was a core ability since Chainmail (at long last: no mention of the "gray-green cloaks").

Speaking of Wizards and permitted armor: In a reversal from 2E, Elven Chain no longer has special status as the only armor-type that Fighter/Wizards can casts spells in (nor are Elves the only Fighter/Wizards; as you probably know, in 3E any multiclass combination imaginable is openly available to any racial type). As per its mission statement, 3E has generalized armor usage, such that a Wizard with proficiency can now wear any armor s/he wishes, incurring an escalating percentage chance of "Arcane Spell Failure" (from 5% for padded to 40% for half-plate, plus more for a shield). Here is what Elven Chain looks like (from the DMG treasure table):
Elven Chain: This very light chainmail is made of very fine mithral links. Speed while wearing elven chain is 30 feet for Medium-size creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of -2. It is considered light armor and weighs 20 pounds. [3E SRD]
So notice that's not terribly "special" anymore; the language has removed the previous strictures about how incredibly jealous the Elves are of it, and now it is basically just an example of the "mithral" special material type, into which it has been folded:
Mithral: Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are decreased by 3. Nonarmor or nonshield items made from mithral weigh half as much as the same item made from other metals. Note that items not primarily of metal are not meaningfully affected. [3E SRD]
Note that "mithral" was mentioned as far back as the 1E DMG, but in a very different usage: any magical armor of the +4 bonus level was noted to be made of "mithral alloyed steel" (whereas the +5 level was "adamantite alloyed steel") [1E DMG p. 164]. So we see the the "Elven Chain" type, which started out looking closely connected to the special armor and move rates of uber elves, went through an evolution arc that seemingly grew away from that close connection, and then was finally eclipsed by a different, unrelated mechanic (and the same can be said for the elven cloak and boots, perhaps?).


Book of War

So granted all this complication, and seemingly vast differences between editions of D&D, what was I to do for Elves in my own Book of War mass-combat game? Well, I instituted two different types of Elves: (1) a low-level type similar to standard men (thinking of later AD&D, 3E, or Swords & Spells; appearing in leather at 12" MV or chain at 9" MV), or (2) a higher-level elite type (similar to Chainmail Fantasy, complete with Elfin Chain for MV 12"). Regarding the usual surprise power, I decided to give the low-level type a mundane "hide in woods" ability (as suggested by various language up through 2E), whereas the higher-level elite type are full 3rd-level Fighter/Wizards with the invisibility spell available to all of them (exactly as stated back in Chainmail). There are analogous "elite" types for men, dwarves, and halflings as well, so it makes for a nicely balanced set of options. I figure that whichever "sort" of elf you prefer (pastoral or superhuman), Book of War supports your need out-of-the-freshly-unwrapped-box.

Here's the specific "hiding" ability as it appears in BOW (text between the rules below is Open Game Content as per the OGL):


Hide in Woods: Halflings and elves can be secretly setup in any woods tile. The controlling player makes a note as to location, and then waits to place them at the start of a later turn. If enemies move into that location, then they are placed immediately.

So the idea here is to give elves (and halflings) some kind of hiding ability, but not to ever require adjudication of movement while unseen on the board (assuming a standard game with no 3rd-party referee); once they actually appear, the figures stay on the board for the rest of the game. Obviously, the value of this ability is dependent on terrain -- using the basic random generation, whether any woods tiles appear. The 3rd-level elite elves with their synchronized invisibility magic can be placed basically anywhere on the board without this terrain limitation.

My customary opponent has used these abilities (especially the elites) to devastating effect on me several times. Among the many intriguing lessons from the Book of War game is this: I never truly understood the "orcs hate elves" detail until I was running an orc army and the main force all got shot down by a bunch of sneak-attacking, invisible elves; in my competitive spirit, I suddenly "got" what that animosity really feels like. Also: The elite's ability developed a restriction "excluding the enemy setup zone", because otherwise every game would start off with the elves on the far edge of the board, ambushing the enemy on the second turn from behind (usually a key hero figure).

Hope your Elves aren't working too hard this week!


Related links:
[Photo by essgee51 under CC2.]

2010-04-06

OED Player Tables


Made up a summary page of important tables in my Original Edition Delta game. This gets slid into the player's side of my custom landscape GM screen.

2022-09-26

Compleat Character Creation Catalog: Unearthed Arcana

This is Part 3 of our exploration of different ability-generation methods in O/AD&D, and the chances for creating characters of different desired classes. The last installment was all about 1E AD&D according to the core books (PHB 1978 and DMG 1979). Today we'll be inspecting the Unearthed Arcana supplement that came out six years later (1985), the last year of Gary Gyax's tenure at TSR, as the initial D&D boom faded and the company was in dire need of a boost to income. As many AD&D players agree, that book overturned a bunch of apple carts. 

Boilerplate reminder on ground rules: We're looking only at entry possibilities for single-classed humans, not considering demi-humans with racial adjustments, multi-class combinations, etc. Statistics were generated from Monte Carlo-type simulations from my C++ program (and spot-hand-checked in a few cases and against other resources). You know the drill.

Ability Generation Methods

As an expansion on 1E AD&D, the Unearthed Arcana enhanced game obviously relies on the same stat-generation methods presented in the core rules. Recall the notable oddities there: (a) stat generation is not given in PHB, being locked away in the DM's book, (b) 3d6-in-order was disavowed as a generation method, and (c) the four methods that did appear were explicitly intended to make it easier for PCs to qualify for various classes of interest. You can see specifics on those 4 methods in the last post.

Even though Unearthed Arcana is just one volume, it's still split into separate sections for the player vs. the DM, with separate tables of contents, indexes for tables and charts, and everything. Presumably the player should not read the DM's section.

But if you do read that DM's section, you'll see that it starts with a proposal for a new Method 5 for ability score generation. They key point of this method is this: It guarantees access to any class that the player desires. ("subject to DM's approval", of course).

Specifically: The player chooses a class for their human character -- the rule explicitly says it can only be used for humans, thereby, I think, dodging the complications from multi-classing for the same reason we do in these articles. The DM gives consent, then turns to a table that specifies how many dice to roll for each ability score. For example, a Paladin will roll 3d6 for Dexterity, 7d6 for Strength, and 9d6 for Charisma (the maximum in the table). In each case you keep the best 3 dice for your ability -- and if you still don't have the minimum for the class, then it's automatically mulliganed up to that minimum. Pretty neat.

Two things about this new method occur to me. One is that Gygax here, precisely at the moment his official leadership of the game ends, completes a journey from OD&D being extremely strict about player entry to subclasses (e.g., less than a 2% chance to qualify for a Paladin initially), to making more-generous-allowances with the methods in AD&D (e.g., 24% to get a Paladin with Method 1), to completely expunging the randomness of that choice, and letting players take any class by fiat. That's obviously been the idiom of the game in later years, and was likely inevitable -- but there's at least a little tension in that generosity, which at the same time makes formerly-exotic options somewhat less special, and less worthy of the frenzied celebrations we once enjoyed.

The second thing is that, of course, Method 5 short-circuits the whole point of this series -- to analyze the chances of qualifying for various classes in O/AD&D with the different methods available. Using Method 5 the answer to that is, of course, 100% in every case ("subject to DM's approval"), and it basically time-stamps the moment when the whole topic became merely an academic issue. So I actually won't consider it further, and assume you're still only using one of Methods 1 to 4 for your AD&D character generation.

Classes and Requirements

What we do need to analyze are the additions and changes to the various character classes in Unearthed Arcana. While Method 5 is pretty clearly an optional variant (it's in the DM's section, it's one more in an array of method possibilities), the character class changes are all in the front-facing Player's section, and are presented in a way that they look like core changes for the play of AD&D (assuming you use Unearthed Arcana at all, obviously). Some of these are frankly hard to look at. Here's how the list of AD&D classes is now presented in Unearthed Arcana:

AD&D Unearthed Arcana Classes

So the first thing that jumps out is that whereas since 1975 we've had 4 primary classes (fighter, magic-user, cleric, thief) with their various subclasses, here Gygax brazenly sets forth the "Cavalier" as a new 5th primary class, and moves the Paladin subclass from the Fighter branch to Cavalier, with several class modifications flowing downstream as a result. Ugh. Gygax writes (p. 16):

The paladin is no longer considered to be a sub-class of the fighter, but is a sub-class of the cavalier. A paladin must have all the requisite ability scores of the cavalier, plus a wisdom score of at least 13 and a charisma of 17 or higher...

Now, the Cavalier's own stiff ability requirements are: Strength 15, Dexterity 15, Constitution 15, Intelligence 10, Wisdom 10 (resembling the Monk requirements quite a bit, actually; the only thing they don't have an explicit requirement for is Charisma). And then you combine this with the other Paladin requirements (Charisma foremost of all), and you see the Paladin now needs: Str 15, Int 10, Wis 13, Dex 15, Con 15, Cha 17. Yikes!

In addition to that, of course, Gygax has also added the new classes of Barbarian and Acrobat. Being held out as super-special options to spice up the AD&D game (and book sales), they too have very high ability requirements. The Barbarian (largely based on Gygax's earlier writeup of Conan for AD&D in Dragon #36) needs Str 15, Con 15, and Dex 14. They also uniquely have a maximum on Wisdom, in that it can't be over 16 -- which I've ignored here, as it wont make any visible different in the acceptance statistics. The Acrobat needs Str 15 and Dex 16. Note they're presented as a "split-class" (another early iteration on the "prestige-class" idea, like the Bard), in that you have to start as a normal Thief and then switch into the class after reaching 5th level. All of these new classes will be very hard to qualify for via standard dice-rolling methods.

Here are the combined requirements for all of the AD&D classes as given in Unearthed Arcana:

Class Requisites: Unearthed Arcana

Qualification Chances

Presented below are the results of our simulator program to find qualification probabilities for the various methods and classes in Unearthed Arcana. Recall the "No Class" row at the bottom is for the case of a PC have more than one ability in the 3-5 range, and thereby barred from picking any class due to a fluke in the AD&D fine-print rules (although that's basically negligible for any of the official Methods 1 to 4). Classes are presented in the same order as the book:

Class Access Chances: Unarthed Arcana
Recall that the instances of 0's and 100's in the table are the result of rounding -- e.g., the 4 original primary classes are 99.8% to be available to any Method 1 character.

Note that the Cavalier doesn't look at all like those other primary classes, does it? The chances to qualify for a Cavalier are, as expected, very close to those of the Monk -- at one time the hardest-to-qualify-for class in the game. Both are about 12% likely by Method 1, about 9% by Methods 2 or 3, and about a third of a percent chance by Method 4.

The new Barbarians and Acrobats are at about the same tier as the earlier Rangers and Illusionists -- about one-chance-in-three to qualify with Method 1, and less for other methods. 

But the standout result from Unearthed Arcana is that the Paladin (remember, it was the first-ever subclass introduced to D&D), with its sky-high stacking of various ability requirements, has once again returned to being the most extremely rare class in the game -- even harder to qualify for than the Appendix-quarantined Bard! It's approximately 0.9%, 1.0%, 0.8% likely by Methods 1, 2, and 3 (respectively), and less than 0.01% by Method 4. Rounding off, we can say it's pretty close to impossible to make a Paladin in 1E Unearthed Arcana -- unless you use the new Method 5, at which point you're guaranteed of your preference.

And that's where we'll end this series. It runs exactly parallel to the decade of Gary Gygax's direct involvement with the D&D game design, from 1974 to 1985. We've seen a progression from high rarity for subclasses from random ability generation, to open-access by player fiat, if you use the possibility of Method 5 generation mechanics. On the other hand, if you don't use that, we've seen the Paladin cycle from high-rarity to more-accepted, and back to maximal-rarity at the end.

What's you overall take on our compleat catalog? What bits and pieces would you actually want to use from Unearthed Arcana, if any? And what further topics should we discuss live at Wandering DMs?