2021-02-01

Critical Hits Postmortem

Two weeks back on the Wandering DMs talk show, we had a lively conversation about all the different experiments that have been made over the years around critical hits. Or as Paul sagely observed: the possibly different strains of hit-location and extra-damage additions to the core D&D system. One of the things I loved the most about this dive is how diametrically opposite the two designers' attitudes were: Arneson loved complicated wargame-style systems, and Gygax seemed to absolutely loathe them.

The texts we were looking at in that show were pretty verbose (really, from Gygax and Arneson?) we didn't have time to look at all the details while chatting, so for those without access to the original materials, here's what we were looking at.

Mike Carr's Dawn Patrol (a.k.a Fight in the Skies)

This is just one summary page from the optional critical-hits rules in Carr's WWI fighter game. Note that hit-locations are part of the core rules for combat (separate hit-point tracks for wings, engine, etc.); the advanced add-on here is to possibly have extra damaging effects on a particular hit. These critical tables go one for several more pages. 

Dwan Patrol Critical Hits Tables

Arneson/Gygax OD&D Aerial Combat

Dave Arneson wrote a set of rules called Battle in the Skies (BITS). Griff from Secrets of Blackmoor has the whole manuscript, displayed at the last in-person GaryCon, and playtested in the game room. I'm told it's basically an add-on to Carr's FITS and requires that game to play (hey: shades of Outdoor Survival). Gygax took that manuscript and hacked it down to an extent that it could fit in as one section to OD&D Vol-3. Following Carr's precedent, this therefore represents the only place in OD&D that has a notion of hit locations and "critical hits":

OD&D Aerial Combat Tables

Arneson's OD&D Blackmoor

In Arneson's Blackmoor (OD&D Supplement II), he goes whole-hog with an extensive system of hit locations for every different kind of creature, and hit points divvied up between each body part (just like the planes in FITS; such that a hit to the head could much more easily incapacitate a foe, given a small number of hit points there). The tables for the system go on for many pages. He also has a system for per-segment movement of all creatures in a combat, which he also has in his full BITS game (see here); that's a novel development compared to Carr's FITS. Oh, and also a matrix on comparative height differentiation between different combatants.

It bears noting that in the Introduction to Arneson's later First Fantasy Campaign (FFC, p. 3), he asserts, "Combat was quite simple at first and then got progressively complicated with the addition of Hit Location, etc... Hit Location was generally used only for the bigger critters, and only on a man to man level were all the options thrown in. This allowed play to progress quickly even if the poor monsters suffered more from it."

OD&D Blackmoor: Hit Locations

Gygax in Dragon #16

In Dragon Magazine #16, Gygax has an extensive essay on the basic principles of the D&D game, and his attitude towards attempts at editing or expanding on them. In particular he truly hates the "offensive", "perverted" idea of double damage on a Natural 20. See below:

Gygax: The Dragon, July 1978

Gygax in the 1E AD&D DMG

Gygax doubles down on this position, inserting the same thesis to the very beginning on the Combat section of the 1E AD&D DMG. He also hammers more heavily on the offense of having lots of complications for "hit locations, special damage, and so on". Obviously this is a direct criticism of Arneson's approach in Blackmoor. This is from DMG p. 61, and you might go back and read that page if you get a chance, because he carries on in the same vein for fully 3 paragraphs. Following paragraphs defend the highly abstract one-minute round approach (possibly a response to Arneson's segment-based movement idea), and then a more full-throated complaint about "endless resort to charts, tables, procedure clarifications, and over-lengthy time requirements". Furthermore, I tend to interpret the line in the introductory The Game section (p. 9), "AD&D... does not stress any realism... It does little to attempt to simulate anything either", as quite likely having been written while looking at Arneson's pages and pages of extra combat systems from Blackmoor. Dave's work was assuredly directly in the crosshairs of all this series of grievances.

1E AD&D DMG: Combat (p. 61)

So that's sort of the historical springboard we used on Wandering DMs to frame our discussion of systems we've later tried (and we've tried a bunch of things). Between the two of us, we kicked around some new ideas live, and our viewers also shared some things that seemed novel and solid to us. 

For a number of years I used the critical-hits tables by Carl Parlagreco, "Good Hits & Bad Misses", from Dragon Magazine #39. But I found that I was making more and more edits and changes around the edges; the radical results were okay for one-off tournaments, but not great in extended campaign play. As you can see in last week's update to the OED house rules: within the last year I jettisoned that system and reverted to simply double damage on a Natural 20 (Gygax forgive me). Meanwhile, you can see Paul's system for critical hits here, which instead of increasing deadliness which was my motivation, rather serves as the safety bumper when a PC hits 0 hit points (whereas I now give a single Save vs. Death at that point).

Anything in there that's surprising to you? How many times have you evolved the critical hits in your games from experience?

Critical Hits at Wandering DMs

2021-01-29

Friday Figures: Phased Turns

Phased turn poll (10 yes, 13 no)

Each of the next few Fridays, I'll present one of several polls I've asked in prior months -- usually either to the ODD74 web forum or the 1E AD&D Facebook group. (ODD74 is better for OD&D-specific questions, obviously, but much smaller membership and sample size; the 1E FB group gets much larger responses, but somewhat less focused opinions). 

For today, on the ODD74 forums, I asked: Do you use a phased turn structure? Now, this is of interest, because the OD&D little brown books famously lacked any turn sequence or initiative rules. One option is to look back at Chainmail, which had two different options for phased turn structures (e.g.: both sides move, then both sides shoot, then both sides melee). Swords & Spells maintains roughly that same structure, and some argue that should be taken as canonical for OD&D. 

That of course is quite different from the modern conceit where a particular character does all their moves, actions, and attacks, then proceed to another character for the same. At least by the 1E DMG Gygax had (on a per-side basis) one party does all its actions, then another party, and so forth. Moldvay in B/X asserts a system where one party goes through phases of morale-move-shoot-spells-melee, then the next party.

So for those playing OD&D "by the book" who need to fill in that gap, I wondered, is there a consensus? Which way do more people lean: look back to Chainmail, or forward to AD&D-style resolution? 

As you can see in the chart above -- surprisingly -- players on ODD74 are roughly evenly split. Ten people (43%) said, "yes", they use a phased turn structure similar to Chainmail or Swords & Spells. Thirteen people (57%) said, "no", they do not, and presumably use a per-party or per-character system like AD&D and later. That's a narrow lean towards the "no" side, and a break from what's in Chainmail. Also it's a small sample size, but judging from this -- it looks like there's no solid consensus. 

Which highlights that for classic D&D there's almost no "by the book" way to run the game; there are specific gaps that must be filled to personal taste by every judge and table of players. If you have an account at ODD74, see the link below for discussion that resulted from that poll (and of course continue it here if you like).

Phased Turn Pool at ODD74 (account required)

2021-01-25

Original Edition Delta House Rules v. 1.0.6

OED Players Rules 1.0.6
For the new year, a new release of the OED house rules -- the first update since about 2 years ago. See the new Players, Judges, and Monster rules in full at OEDGames.com.

(Full disclosure: this is not really super new. We didn't get to play very much in 2020, so this is pretty much the same thing as I could have released last January.)

Here's an overview of what's been modified since last time:

Players' Rules

  • Increase halfling ranged bonus from +2 to +4 (synchs with other d20 race bonuses at +4, emulates Sup-I/MM large bonus, visible in mass combat scale as in Chainmail). 
  • Berserking feat boosted to +4 on attacks & all saves (better balance with other feats)
  • Weapon Specialization feat boosted to +2 attacks (better balance with other feats, matches damage bonus, similar to UA ranged specialty)
  • Add "Pace" as unit descriptor of 5-foot square

Judges' Rules

  • Shift high-level ability tiers by one level (incl. 1st level as in Players' rules)
  • Give an extra language at 1st level.
  • Undead immune to crits & backstabs.
  • Dragons modify attacks, saves, breath becomes dice, skip subdual.
  • Diseases used a bit more specified. 
  • Remove use Good Hits & Bad Misses for crits/fumbles (crits become dbl damage).

Monster Database

  • Bear, Bull, Ram, Jackal added (from Bag of Tricks in Greyhawk)
  • Wolf edited to 2 HD (per same, and also Swords & Spells)
  • White Ape boosted 5 to 6 HD (as shown in Warriors of Mars)
  • Dragons get new DragonAge keyword (easier parsing in Arena program)
  • Ghast, Troglodyte added (from AD&D MM)
  • Correct larger Roc HD#'s
  • Edit some borderline EHDs

 Furthermore, throughout each document there have been some minor wording clarifications, some optional ideas moved to the notes, and lots of new historical-type endnotes added. Other good ideas very recently discussed on the WDMs talk show by us and our cunning viewers are here yet -- they're still to be tested. Leave a comment if you see something you like, want to add, or think is a big mistake. As always, this is greatly improved by your feedback and future games!


2020-11-30

OD&D Combat Modifiers Compendium

Knight charges dragon

There's a surprisingly small number of combat modifiers (adjustments to the combat rolls) in Original D&D. What did Gary and Dave think were important then? Using the 7th printing, let's take a look:

  Volume 1: Men & Magic

  • Fire missiles at +/−1 from Dexterity (p. 11)
  • Missiles decrease AC by 1 at medium, 2 at short range (p. 20)
  • Protection from evil spell gives "−1 from hit dice" (p. 23)
  • Bless spell gives +1 to atack dice (p. 32)

That's actually it! Pretty minimalist, isn't it?

Volume 2: Monsters & Treasure

Monsters

  • Berserkers get +2 for ferocity (p. 6)
  • Dervishes get +1 like berserkers (p. 6)
  • Mermen, as berserkers, but −1 on land (p. 7)
  • Goblins, −1 in full daylight to attacks & morale (p. 7)
  • Kobolds, as goblins (p. 7)
  • Orcs, as goblins (p. 8)
  • Dragons, hit at +2 if sleeping; elemental attacks get +/−1 (p. 12)

Treasures

  • Magic swords, adds +1 to +3 probability of hitting (p. 30)
  • Magic armor, subtracts 1 to 3 from hit dice of opponents (p. 31)
  • Magic miscellaneous weapons, as swords, +1 to +3 (p. 31)
  • Potion of invulnerability, +2 to defensive capabilities (p. 32)
  • Ring of protection, as +1 armor (p. 33)
  • Staff of striking, +1 to hit (p. 35)
  • Staff of wizardry, +1 to hit (p. 35)
  • Displacer cloak, +2 to defense (p. 36)

Vol-3: The Underworld & Wilderness Adventures

I actually couldn't find any combat modifiers in this volume.

Chainmail

Now, there's quite a bit of evidence that we are meant in include rules from Chainmail by reference, so as an added bonus here's a listing from the Man-to-Man Combat and Fantasy Supplement sections of that work. In fact, this may dig up most of the situational combat modifiers we would have expected from Vol-3. Looking at the 7th printing:

Man-to-Man Combat

  • Mounted vs. non-mounted: mounted get +1, non-mounted −1; or in first round horsemen add +2 (p. 25, repeated on p. 26)
  • Attacks against rear: add +1 to the die roll (p. 25)
  • Parry: subtract −2 from attacker's roll if allowed by weapon type (p. 25-26)
  • Leaders: +1 on all dice (p. 26)
  • Viking berserkers: +2 on attack dice (p. 26)

Note that inspecting the missile fire tables (p. 41), in the majority of cases, there is a +2 benefit to being at short range, and +1 for medium range.

Fantasy Supplement

  • Goblins/Kobolds: in full daylight or bright light subtract −1 from morale and any die rolled (p. 29)
  • Orcs: react to light as goblins (p. 30)
  • Heroes: add +1 to dice of their unit; +1 on dice for magic arrow vs. dragons; Rangers are heroes with +1 on attack dice (p. 30)
  • Elementals: add one or two to dice roll against favored opponents (p. 36)
  • Wights/Ghouls/Zombies: subtract −1 from die rolls in full light (p. 37)
  • Magical swords: +1 to dice score vs. fantastic creatures; super-swords like Excalibur may give +2 or +3 (p. 38)
  • Magic armor: subtracts −1 from opponent attacks on Fantasy Table, or −3 on Man-to-Man attacks (p. 38)

Conclusions

It's been said before, but one of the reasons I wanted these numbers collected in one place is this: While I didn't say it above, it's not entirely fair to compare all these numbers in parallel, because there's at least 3 different mechanical systems that might apply here.

  • For "normal" combat in the Chainmail Fantasy Supplement, 1d6 would be rolled per figure (using the same resolution tables as the mass combat base game).
  • For both "fantastic" and Man-to-Man Combat, 2d6 rolls are made as the mechanic.
  • For Original D&D "alternative" combat, the 1d20 is used. 

There's quite a bit of room for different interpretations about which system should be applied when. E.g.: The Chainmail Fantasy Supplement refers both to the regular mass combat tables, and also the Man-to-Man system (see under Magic Armor). The Original D&D text by default claims to use the Chainmail Fantasy system (but which one, when?), but has an "Alernative Combat" option using the d20 (and yet original players claim only the d20 system was ever used in practice). 

On the d6 the range is 6; for 2d6 the range is 11; and on the d20 the range is (obviously) 20. That is: the range of possible rolls roughly doubles in each step of these three systems. So if we were converting modifiers, we could reasonably expect to scale any one by about double for any level of transition. But this seems to have been overlooked, and modifiers are copied between systems unchanged. For example:

  • Berserker ferocity is +2 in both Chainmail and OD&D.
  • Goblinoid light penalty is −1 in both Chainmail and OD&D.
  • Magic swords and armor apply a +1 to +3 modifier in any book.
  • Missile-fire range adjustment of +1 or +2 is identical in each book.

Similarly, the situational modifiers we see in Chainmail Man-to-Man Combat (while not copied into OD&D) reappear basically unchanged in the 1E AD&D DMG. Note for one example the shift in the effect of goblinoid −1 penalty in daylight is enormously different from one extreme of systems to the other: in the OD&D d20 system, it's a fairly minimal 5% adjustment, whereas back in Chainmail Fantasy "normal" combat, it makes them utterly unable to hit anything except Light Foot (granted that all other targets are hit only on a "6" on d6).

Arguably, the most coherent interpretation might be that the OD&D text really was written assuming that Chainmail combat mechanics (well: some mix of the 3 there) were in effect, and the rise of the d20-based "Alternative" failed to take into account the need to adjust those modifiers. But no such errata ever appeared in either the supplements or even AD&D, so we got stuck with fairly fiddly small modifiers that at one point were huge game-changers.

Secondarily, there's also the interesting feature that some but not all monster modifiers got copied from Chainmail into OD&D. Things that were copied: bereserker ferocity and goblinoid light penalties. Things that were not copied: undead attack penalties in light (and also some things like special dragon senses, which reappeared in AD&D but not the B/X line).

Should we be adjusting modifiers that originally appeared in Chainmail (such as goblinoid light penalties) by as much as quadrupling them to scale to the d20 attack system? Anything that I missed in my survey?

This post is a result of a poll of what Wandering DMs patrons most wanted to see here for the month of November. If you'd like to get in on next one join us at Patreon!

2020-10-19

Damn You, Gygax! Part 4

Previously, I wrote a series of posts called "Damn You, Gygax!" on a theme: That in the transition from Original D&D to Advanced D&D (circa 1977-1979), Gygax stumbled several times in trying to make the system "fully abstract" (i.e., applicable to any world or milieu), thereby losing the flavor, specificity, visceralness, and game-mechanical utility of the original. 

That series had 3 parts, but was originally intended to have 4. The prior parts focused on:

  • Diseases switching from real-world named contagions, to packages of complicated symptoms and affected body parts. 
  • Ship movement switching from per-round tactical tabletop scales and points-of-sail (and specific numbers of crewmen), to units of miles-per-hour and stripped-out wind directions (as well as hazy broad ranges for crew). 
  • Overland movement switching from specific hexes-per-day on a recommended campaign map scale (with a clear rule for handling changes in terrain), to a more generalized miles-per-day which are not evenly divisible by any possible map scale (and no rule for handling the obvious case of covering multiple types in a day).

Now, eight years later, I'm at long-last filling in that final 4th part. Sometimes I get hugely delayed on important tasks, but I do generally keep track of them. My coming back to this is partly inspired by the always-excellent Justin Alexander of The Alexandrian blog, who wrote a series of posts on Twitter last week defending the wandering monster mechanic, like so:


I like that a lot; well put, as usual, Justin. However, I'll add a bit of a nuance: Arguably Gygax fell down on precisely that issue in the 1E AD&D core materials; such that if a player first became familiar with the game through those books, they might actually have a reasonable criticism about that. Digging into specifics:

Original D&D, Vol-3, Underworld & Wilderness Adventure (1974)

The initial tables for dungeon random encounters are fairly short, and look like this:


Here we see the first 4 monster level tables (out of 6) for Underworld adventures. These tables are reasonably sized: either 8 or 10 monsters listed per level. My primary point is this: These tables are specific to the environment of Gary's Castle Greyhawk. It doesn't say that explicitly in the book, but if you compare the monsters on the Level 1 table to the first level key of Castle Greyhawk (unearthed and analyzed here earlier this year), you'll see that it's all precisely the same monsters. If they're on the wandering table, it's because they have a lair or nest on that level, and vice-versa. Every random encounter indeed gives a clue as to what the nearby lairs are about. And we know from other verbal sources that lairs and themes of other levels likewise matched the distribution of monsters on the other tables seen here. Every possible random encounters is a synthetic reflection and communication of the environment around you.

Advanced D&D, Dungeon Masters Guide (1979)

As the game expands and new monster listings expand between 1974 and 1979, Gary makes the mistake of expanding the wandering monster tables in the core rulebook to make sure that they include every monster in the game. Here are two (the Level I and Level VII lists):

 

That's, um... a lot of monsters. Frankly, way too many. (Instead of 8-12 types per table in OD&D Vol-3, we see 20-40+ listings in these tables, not counting the subtype tables). It's too many to build any cohesive theme or tone around, way too many to place lairs for all of them on the densest dungeon map I've ever seen. Every type and subtype of men, demons, devils, otyughs, and dragons (the types there likewise doubled from OD&D) are included. 

The fundamental problem here is that the random monster tables have become disconnected from any specific adventuring environment, such as Castle Greyhawk. Rather, the tables' primary function has become an encyclopedic index to list every monster in the game (and also indicate their power level). Encountering a particular monster from these tables likely tells you nothing about the ecosystem around you; there's no reason to think an associated lair exists, and chances are basically negligible that you'll ever meet the same type a second time (so no preparation or strategic response will help you). If you were adventuring with these tables in use for wandering monsters, actually, yeah -- there would seem to be no rhyme nor reason to what was happening. 

This is sort of a classic, even understandable, misstep which leads to design "bloat". You're only adding a few extra monsters at each step (e.g., OD&D Vol-3, then OD&D Supplement-I Greyhawk, followed by Supplement-III Eldritch Wizardry, then here in 1E AD&D DMG; each publication expanded the tables a little bit). What are you going to do today, paste in a few more monsters to your tables, or overhaul the entire system you've got going on? Most days and workplaces, the answer will be the former. Without tasteful editorial oversight, you get the "bloat" and loss of effective functionality.

Of course, that's just the story for the dungeon encounters; an identical story runs through the wilderness encounters. In OD&D Vol-3 they're pretty reasonable in size (like the dungeon tables, they take up just 2 digest-size pages in the book). In the AD&D DMG, every climactic zone and terrain type on Earth gets its own table with every imaginable animal and monster listed in them -- often a whole standard-size page is needed for a single table (the whole runs over 8 pages, not counting the tables for cities, castles, ethereal/astral planes, etc.) The table for Tropical areas alone has over 50 entries.

Furthermore, this bloat problem continued even further in the follow-up AD&D monster book of the Fiend Folio. Still committed to this same creaking design idiom, the authors were compelled to present all brand-new encounter tables for every dungeon level and wilderness area, again including every single monster in the entire further-expanded game. Now every single dungeon-level table requires a whole standard-sized page to fit it (e.g., the Level VII table has over 60 entries in it, plus follow-up dragon and sphinx subtables). Likewise the mammoth wilderness tables go for more and more pages. Over 15% of the whole book's page count is just the wandering monster tables, basically without any rhyme or reason. Just: Everything in the entire world, here in one place.

Advanced D&D, Monster Manual II (1983)

Now, I'll come back around and finish by giving Gygax some praise in the end: ultimately he did see the problem with this design path and made a course-correction in the Monster Manual II (this being a short 2 years before he departed TSR). Here, the new tables at the back of the book are, for the first time, cut down to a more manageable size. 



The mechanic used in all the tables here is a somewhat oddball method of 1d8 + 1d12, such that a range of 2-20 is generated (19 monsters in every list), with a "flat spot of equal probability in the 9-13 range" (as he writes), and bell-like tapering of chances down at the extremes. As usual, tables are presented for every dungeon level (I to X), outdoor climate types, aquatic zones, etc. Many iconic monsters are left out entirely (note the weirdly exotic population in the tables above); and there are no subtype tables (other than for character parties). The whole system matrix, underworld and wilderness, takes only 6 pages in the book (admittedly in a very small font, and with no art). 

More interesting is that following this is a section on, "Creating Your Own Random Encounter Tables" which explicates the mechanic and encourages the DM to make their own customized tables for specific adventure locations, as follows:

Two example are given: both wilderness tables ("Elven Forest", and "Spider Woods"), but clearly this system is meant to be used for customized dungeon areas, as well (otherwise, for example, no Giant other than the Hill variety can possibly appear in the game, etc., etc.). This is followed by 18 pages of teeny-tiny font listings of every monster indexed by every possible dungeon level, frequency class, climactic range, degree of civilization, etc. Clearly DMs are expected to pick from these (non-dice-indexed) master tables to populate their own d8 + d12 encounter tables. Finally, Gygax has written, "DMs are encouraged to tailor their encounters to their own worlds in a similar fashion".

With benefit of hindsight, is this a patently obvious thing for a DM to do? Perhaps. But it took almost the entire first decade of the game before anyone thought to write it in a rulebook. When someone picks up one of these big rulebooks, particularly as a child or teenager new to the game, one generally assumes that the structures defined in them give a reasonable play experience out-of-the-box. (If not, then exactly what are they for?) Even here, I'd opine that the d8 + d12 tables are too long at 19 monsters; as few as around seven things will likely fill up one's memory space (compare again to the OD&D tables at the top). So, I'd be happy with 2d6 or even 1d6 monster tables in my dungeons (compare to classic AD&D modules: the G1-3 and D1 series all have 1d3 or 1d4 tables; T1 and D2 have 1d6 and 1d8 tables; table size expands in later modules, etc.)

Even though Gygax finally saw the light and offered an explicit mechanic and advice for designing tables specific to a DMs' own campaign areas, I would argue -- at that point the damage had been done. Too many young people had picked up the books in the 1975-1983 era, used them as written by default, and had long series of wandering encounters that were confusing and disconnected from the adventuring environment they found themselves in. I think it's that play experience that gave random, wandering encounters a rotten smell that's lingered to this day. Anyway, that's my thesis: a whole lot of genius in those books, and also a large number of decadent semi-broken systems when Gygax tried to overly-abstract AD&D to make it the everything-game.

Phew! That was a bunch of stuff. I knew that was going to be a long one, which is why I've been trepidatious to write it lo, these many years. Big thanks to J. Alexander for kicking me back into action with a great observation on how wandering monsters definitely ought to be used, in synthesis with the immediate, specific adventuring locale. 


2020-10-12

Marvel FASERIP: Thor's Power Stunts

Last time we took a look at the Advanced Marvel FASERIP (1986) rules with its novel "Power Stunts" rule. In brief: a character can expand their super-powers in creative ways by spending Karma and making a FEAT roll; and this roll gets easier the more times they try it. In particular, the rule calls out the fact that published examples of Power Stunts in Marvel comics count for canon characters -- and therefore, the more knowledge a player has in the lore of their favorite character, the more functionally powerful that character is at the table. From the book:

If you are playing an established Marvel Super Hero, the question of whether he has done this stunt before or not is determined from the Marvel Comics themselves. Each time you can spot him using this particular stunt, that counts as one time.

In the last post I wrote, "Surely only an insane player could be expected to actually go track down every researched use of super-powers that a long-running character has ever made." On that note, here's a complete accounting of power uses for my favorite Marvel character, Thor, from the first decade of his comic's publication -- which is to say, issues #83-195 (1962-1972), that is, all of the classic Lee/Kirby era, into the switch of John Buscema as artist, as collected in Marvel Essentials Thor Vol. 1-4. (ODS version here.)

Commentary:

  • Color-coding above follows the rule for FEAT level from the book: stunts tried 1-3 times require a Yellow FEAT, those tried 4-10 times take Green FEAT, and those tried more than that require no FEAT at all (in this list: only making wind & rain, and the lifting vortex-tornado attack form). 
  • Recall that the book rule uniquely calls out weather control powers as being intimately tied to the Power Stunt rule (perhaps the author was trying to rein in the powers of Thor specifically?), so if it ever matters for any character to make this survey, it seems most important in this case. 
  • There were a very small number of cases where Thor used the same "stunt" twice in a single issue of the comic. For simplicity, I only ever documented one case of a stunt per issue. 
  • The majority of this run has Stan Lee listed as writer, and Jack Kirby as artist, with occasional fill-ins by other artists. Notably, early issues #90-96 mostly have art by Joe Sinnot. Kirby's last issue is #179 (out-of-order with issue #178; delay or dispute in production?), #180-181 by Neal Adams, and then John Buscema from #182 on. Similarly, with issue #193 Lee's credit switches from Writer (et. al.) to Editor (or the like), with Gerry Conway as writer. Note that the tone and pacing changes considerably when Kirby leaves, even with Lee credited as writer throughout, giving evidence that the artist was greatly involved in plotting in the Marvel Method.
  • On that shift in tone, Thor's most prominent powers shift a bit. For example, up until issue #180, the "Lifting vortex-tornado" power is actually the most frequent ability seen, beating out even the "Make wind and rain" power. After Buscema becomes artist, that latter power gets used much more frequently, and it then takes the lead.
  • Likewise, there’s a change in the aspect of energy-blasts directed from the hammer. In issues #104, 114, and 156 it’s clearly a lightning-blast (so described and shown as jagged stroke). Then in #164-165 it becomes a single straight-line force blast, even though Thor in #165 describes this as “The fury of the thunder... the carnage of the storm... !!” From that point on, the attack always looks like a straightforward force-blast, and it gets used quite a bit more frequently thereafter (again, into the Buscema transition). I actually considered distinguishing these powers, but the verbal description in #165 convinced me to count them together.
  • Some of the powers which the FASERIP rules indicate as core powers of Thor are actually not used very much in this run. For example: In most of the run, the power of Dimensional Travel is limited to Thor transporting himself from Earth to the Rainbow Bridge, with Odin being the one who sends him back to Earth when necessary. Shooting the lightning-blast from the hammer only happens 3 times in the first 70 issues (becoming more common later, although the form changes, as noted above). Calling lightning from the skies only happens 3 times in the decade. Spinning the hammer in front of him as a shield likewise only happens 3 times -- far more common is for Thor to simply hold the invulnerable hammer fixed in front of him to ward off shooting attacks ("Parry projectiles", with 9 occurrences). 
  • A common trope is for Thor to battle a villain to a standstill throughout an issue, and then in the last few panels of the issue (on the last page) whip out some never-before-seen power that ends the battle. A deus ex malleo, if you will. The long list of powers used one single time, in the tail of the table above, is mostly evidence of this. (Was that also common for other Marvel comics at the time, or were they particularly prone to the "power stuntiness" of the divine magic hammer?)
  • Another thing that should be noted, and is not handled in the FASERIP rules, is the several instances of powers being canonically removed in the comics. For example, in Thor #282 (1979), Thor sacrifices the time-travel power of the hammer at the behest of Immortus, in order to save the world of Phantus. Later in Thor #340 (1984) the power/curse to transform into a mortal man is removed by Odin and transferred to Beta Ray Bill. (I think it's been returned and removed a few more times since then.) So this presents another pitfall in the FASERIP rule: a player could quote evidence of some particular power, and use that to their advantage at the table, while simply omitting the fact that it was known to have been removed at a later date. 
  • Again, the list above covers the 1962-1972 issues of Thor (originally Journey Into Mystery). A few other options for timeframe come to mind. Perhaps one could cut off the list around issue #180 for a purely classic Lee/Kirby presentation of the character. Or one could expand up to 1986 to when Jeff Grubb was writing those rules (about an additional decade-and-a-half), that is, close to the end of Walter Simonson's seminal run on the comic. Or one could try for an encyclopedic iteration up to the current day (another 35 years), and commit to adding more in the future. Also, one could look to crossover comics like the Avengers and add any other interesting power stunts that appear there. But that would certainly be beyond this writer's resources at this point!

Anything in the list here that was particularly surprising? Any critical things I missed? Don't try this at home.

Scheduling note: Don't forget that next Sunday on the Wandering DMs YouTube channel, we've scheduled Marvel Super Heroes FASERIP creator Jeff Grubb to be our live interview guest. That's Oct-18, 1 PM ET. Hopefully I'll sneak in a question about how comprehensively he expected players to be poring over their old comic books for their favorite characters' Power Stunts. Hope you'll join us as well and get your FASERIP questions in the live chat when he joins us!


2020-10-05

Marvel FASERIP: Power Stunts

The Marvel Super Heroes Advanced Game (i.e., the 2nd edition of the FASERIP rules in 1986), by Jeff Grubb, has a novel rule called "Power Stunts". Basically, it gives a formal way to extend a character's super-powers by paying a fairly hefty amount of Karma (quasi-experience awards) for a chance to do some previously undefined ability. Here's what it says on its first appearance in the Advanced Players' Book (p. 16-17):

There are some cases when a hero may use a Power in a way it was not originally intended to carry out a certain task. These are known as Power Stunts.

For example, a character with the Speed Power suddenly decides to run in a circle very fast, creating a whirlwind. Or a character with Leaping Power decides to use his powerful leg muscles to disrupt the ground, knocking over an opponent. Or our example above, the wall-crawler decides to use his stick-to-it-ness to grapple a thief. These are Power Stunts. Certain Powers, such as weather elemental controls, almost entirely consist of these stunts.

The players will, without a doubt, come up with an innumerable amount of stunts for their Powers (and the Judge will be told how to decide if a Power Stunt is possible in his Judge’s Book). The basic question to be asked is: Has this hero done this sort of thing before?

If you are playing an established Marvel Super Hero, the question of whether he has done this stunt before or not is determined from the Marvel Comics themselves. Each time you can spot him using this particular stunt, that counts as one time. Example: In one issue of X-Men, Nightcrawler uses his power to make three quick teleports, behind three separate opponents. He does it again several issues later. This means he has pulled this Power Stunt twice.

If you are playing a hero of your own creation, or a hero that you have never seen perform this stunt, this means you have never performed it before. In either case, the Judge may say "no" to a stunt, it he feels it unbalances the character. The type of FEAT (made against the Power rank) needed to make a Power Stunt is determined by the number of times your character has tried it.

Never tried it — red FEAT roll
Tried it up to three times — yellow FEAT roll
Tried it more than three times — green FEAT roll

In addition, a character making a Power Stunt must lay out 100 Karma points to make the roll (in addition to any other Karma he may spend -- see Karma). Spending the Karma does not guarantee success; it only ensures that yes, the character can try the stunt. If the stunt is ruled impossible by the Judge, no Karma is spent.

If a player character has tried a stunt more then ten times, it is considered to be part of his or her bag of tricks for that Power, and a FEAT roll is not necessary to say if it is possible (this is similar to purchasing another Power in full, but allowing the player to use the Power as he is paying for it).
 

Now, some people love this rule to death, and consider it to be a way to unleash creativity in the use of one's super-powers in one's Marvel game. Admittedly it's pretty common in classic Marvel comics for a hero to pull out a surprising deus ex machina with a previously-unseen power in a tense fight (more on that below). And maybe for custom characters this is an okay way to advance the character. However, I'm a lot more ambivalent about this rule in terms of the established Marvel comic book characters -- which is the way that I've most often see the game being played, then and now.

First, it's extremely interesting that Grubb calls out one specific power in the game as being most intimately tied to this rule -- weather control, which will of course will affect my favorite character of Thor quite a lot (e.g., see our recent live plays on the Wandering DMs channel of MH-6 Thunder Over Jotunheim):

Certain Powers, such as weather elemental controls, almost entirely consist of these stunts.

Secondly, and far more critically, is the call to player recall of the published appearances of the classic Marvel Super Heroes character that you're playing. The more well-read you are in that character, the more functionally powerful he or she becomes at the table. In some cases, this could incite certain players to research the whole back-catalog of that character to gain as much advantage at the table as possible. And presumably the powers in question expand more as time of publication history moves forward in time. And also: How does the Referee confirm a certain fanboy's claims that their favorite character has done power stunt X 10+ times is actually accurate?

If you are playing an established Marvel Super Hero, the question of whether he has done this stunt before or not is determined from the Marvel Comics themselves. Each time you can spot him using this particular stunt, that counts as one time.

Surely only an insane player could be expected to actually go track down every researched use of super-powers that a long-running character has ever made. So perhaps this bifurcated rule was reasonable for custom characters, but I'd argue that it's highly problematic for pre-established Marvel characters (even though that use-case is the first one presented in the rules text above). 

I think that many old-school referees would be happy to adjudicate novel or creative uses of super-powers on an ad-hoc basis for reasonability, without the bookkeeping overhead of tracking how often a particular stunt has been used or appeared in publication. I know for myself I'd be a lot happier with a general of Karma payment + FEAT roll with difficulty based on judge's assessment of overall reasonability, without that documentary clause in the rule. 

Did you love or loathe the Advanced FASERIP Power Stunts rule? Did you actually apply, count, and document the number of times each power stunt was used?

Scheduling note: Over on the Wandering DMs YouTube channel, we're planning on having Marvel Super Heroes FASERIP creator Jeff Grubb as our guest in two weeks, on Sunday Oct-18 -- so I'm making a note to ask him how he feels about the Power Stunt rule these days. Hope you'll join us and get your burning questions in the live chat when he joins us!