"Black Dougal gasps 'Poison!' and falls to the floor. He looks dead."
Showing posts with label classes. Show all posts
Showing posts with label classes. Show all posts

Friday, September 24, 2010

Does the B/X Fighter need to be "buffed"?

A little while ago a short thread started on Dragonsfoot about adding multiple attacks for fighters as they advance in levels. The thread specifically focused on BECMI but that is close enough to B/X for me to comment.

The thesis put forward in the thread is that the damage output of fighters is dwarfed by spellcasters in later levels and that by adding extra attacks the fighter can keep up.

I don't think this is necessary. One of the reasons why I love B/X is that the by-the-book rules for spellbooks (whether intentionally written this way or not) is that magic-users and elves may only have as many spells in their spellbook as they are able to cast each day. I believe that this limits spellcasters so that such tweaks are unnecessary. Yes, a couple of times per day they may be able do things the fighter can't but the magic-user's limited resources and versatility keeps the fighter very relevant.

What do you think? Do B/X fighters need "buffing"?

Monday, April 26, 2010

Wow, JB nails it

I am late to the party but I wanted to link to JB's excellent post about the differences between classed adventurers and B/X's normal men even if just to make it easier for me to find it again.

Tuesday, December 22, 2009

B/X Class: The Wizard

Somewhat based on the wizards of Thundarr the Barbarian.

The prime requisites for a wizard are Strength and Intelligence. If a wizard has a score of 13 or greater in both Strength and Intelligence, the character will gain a 5% bonus on earned experience points. If the wizards Strength is 13 or greater and his Intelligence is 16 or greater, that character will earn a 10% bonus on earned experience.

RESTRICTIONS: Wizards use six-sided dice (d6) to determine their hit points. A character must have Strength, Intelligence and Dexterity of 9 or greater to be a wizard.

SPECIAL ABILITIES: The Wizard are a combination of Atlantean and Scientist. Therefore they would be able to fight and wear armour as a Fighter, cast spells as a Sorcerer and make gizmos as a Scientist.

EXPERIENCE AND LEVELS:
Level........XP.......HD
1...............0.......1d6
2...........5,000.....2d6
3...........10,000.....3d6
4...........20,000.....4d6
5..........40,000.....5d6
6..........80,000.....6d6
7..........160,000.....7d6
8.........320,000.....8d6
9.........500,000.....9d6
10........700,000.....9d6+1*
11........900,000.....9d6+2*
12........1,100,000.....9d6+3*
13........1,300,000.....9d6+4*
14........1,500,000.....9d6+5*

SAVING THROWS: As elves.

CHARACTER ATTACKS: As fighters.

Monday, December 21, 2009

B/X Class: The Scientist

The Scientist class is an attempt to get some of the cleric spells into a weird science campaign. It is based on the cleric class with a couple of abilities thrown in to make up for the lower flexibility.

Scientists are humans who, through study and practice, have developed specialized knowledge and the ability to create strange and powerful devices. They gain their knowledge through careful study of ancient texts and bizarre experiments.

The prime requisite for the Scientist is Intelligence. A scientist with an Intelligence of 13 or greater will gain a bonus to earned experience.

RESTRICTIONS: Scientists use six-sided dice (d6) to determine their hit points. A character must have a Dexterity of 9 or greater to be a scientist.

SPECIAL ABILITIES: Beginning as level 2 scientist have the ability to create gizmos. These gizmos are weird science devices that are single use items. Scientists are allowed to create a limited number of types of gizmos for each of their levels (see below). The creation of a gizmo follows the same rules as Magical Research and Production (see page X51) except for the fact that scientists can begin producing gizmos at 2nd level.

Level..........Level of Gizmo (# known) (1/2/3/4/5)
1.................na
2.................1
3.................2
4.................2/1
5.................2/2
6.................2/2/1/1
7.................2/2/2/1/1
8.................3/3/2/2/1
9.................3/3/3/2/2
10...............4/4/3/3/2
11...............4/4/4/3/3
12...............5/5/4/4/3
13...............5/5/5/4/4
14...............6/5/5/5/4

For example, a 2nd level scientist could know how to build two 1st level gizmos - maybe hyposprays that cure light wounds and flashlights (light). The number of hyposprays and flashlights the scientist could produce would be limited by the cost and time requirements.

Scientists are also able to identify the purpose and function of found gizmos and possibly use them after the function is determined. When trying to determine the function of a gizmo roll a d6. If the result is higher than the level of the gizmo, the function of the gizmo is determined. Roll a second d6, if the result is again above the level of the gizmo, the scientist can then use the gizmo. If a 2nd level scientist found a Human-Animal Brainwave Modulator (Speak with Animals) he could possibly determine what it was used for and may even be able to use it but could not create one until a later level.

To use a gizmo the scientist created or found and successfully identified, the scientist must roll a d12. On any result other than a "1", the gizmo works correctly (assuming the DM's d% roll for success of production was successful). On a "1", the gizmo fails to work but still uses its single use and may have some adverse effect depending on how the DM feels.

Scientists also have specialized knowledge in a specific field and act as sages. Each scientist has a major field of interest in which they specialize. They also have a number of minor fields and special categories in their major field based on their level.

Level....Minor Fields / Special Categories in Major Field
1-3............1 / 1
4-5............1 / 2
6-7............1 / 3
8-9............2 / 3
10-11........2 / 4
12-14........3 / 4

Scientist fields of study and special knowledge categories are the same as for a Sage as given on page 32 of the 1E DMG.

The % chance of a scientist knowing the answer to a question:

Question is:................General.........Specific.........Exacting
Out of Fields..............30%+INT.......10%+INT.......NA
In Minor Field.............45%+INT.......30%+INT.......10%+INT
In Major Field.............60%+INT.......45%+INT.......25%+INT
In Special Category....80%+INT.......70%+INT........50%+INT

For example, Zephlen the scientist has an Intelligence score of 15. He is trying to find the answer to a specific question in one of his minor fields. He has a 30+15 = 45% chance of knowing the answer.

At 4th level, scientists have an 80% chance to read languages as a thief. If they fail, they may not try again until they reach a new level.

EXPERIENCE AND LEVELS:
Level........XP.......HD
1...............0.......1d6
2...........1,500.....2d6
3...........3,000.....3d6
4...........6,000.....4d6
5..........12,000.....5d6
6..........25,000.....6d6
7..........50,000.....7d6
8.........100,000.....8d6
9.........200,000.....9d6
10........300,000.....9d6+1*
11........400,000.....9d6+2*
12........500,000.....9d6+3*
13........600,000.....9d6+4*
14........700,000.....9d6+5*

* Constitution adjustments no longer apply.

SAVING THROWS: As cleric.

CHARACTER ATTACKS: As cleric.

SCIENTIST GIZMOS:
Gizmos function as cleric spells unless noted. Note that other types of gizmos may be created using the Magical Research and Production rules.

Level 1
1. Cure Light Wounds/Cause Light Wounds
2. Detect Gizmo - as cleric Detect Magic but detects gizmos
3. Detect Poison - as cleric Detect Magic but detects poison
4. Light/Dark
5. Protection
6. Purify Food & Water
7. Remove Fear/Cause Fear
8. Resist Cold

Level 2
1. Stimulate/Sedate - as cleric Bless
2. Find Machines - reveals mechanical traps as the cleric Find Traps
3. Know Alignment
4. Hold Person
5. Resist Fire
6. Silence 15' radius
7. Slow Poison - halts the effects of poison for 1d6+4 hours
8. Speak with Animals

Level 3
1. Continual Light/Continual Darkness
2. Cure Disease/Cause Disease
3. Growth of Animals
4. Locate Object
5. ESP - see M-U spell
6. Striking

Level 4
1. Create Water
2. Cure Serious Wounds/Cause Serious Wounds
3. Neutralize Poison
4. Protection 10' radius
5. Speak with Plants
6. Robotic Snake - see cleric Sticks to Snakes

Level 5
1. Animate Dead / Inanimate Dead - see cleric spell in A&D PHB
2. Create Food
3. Spy - see M-U Wizard Eye
4. Bot Swarm - see cleric Insect Plague
5. Quest/Remove Quest
6. Raise Dead/Death Ray

Tuesday, November 24, 2009

B/X S&S: The Thaumaturge Class

This is the renamed Priest class. The only thing that I have changed besides the name is how often they roll for drawbacks.

THAUMATURGE

Thaumaturges are those those who have dedicated themselves to some otherworldly being such as a demon or a Cthulhu-esque being from another dimension.
They will always be working towards their own advancement and the benefit of the entity which they serve. As a Thaumaturge advances in level, he or she is taught various rituals by the entity which they serve in return for the Thaumaturge's dedication and other gifts/bribes/sacrifices (to be left up to the DM). However, a Thaumaturge does not receive any rituals until they reach 2nd level (and have proven their dedication/sold their soul/etc). The prime requisite for Thaumaturges is Wisdom. A Wisdom score of 13 or greater will give the Thaumaturge a bonus on earned experience points.

RESTRICTIONS: Thaumaturges use six-sided dice (d6) to determine their hit points. They may wear any armour any may use shields. They are not extensively trained in combat and may only use weapons which do a maximum of 1d6 damage.

SPECIAL ABILITIES: A Thaumaturge may use rituals which are the same as cleric spells. However, only the reverse of any reversible spells may be used. For example, cure light wounds cannot be cast but cause light wounds can be, darkness instead of light, etc.

When a Thaumaturge reaches level 4, 8 and 12, they roll a d12 on the following table due to the strain of contacting the otherworldly entities and the channeling power meant for no mortal.

1. Animal Aversion - the Thaumaturge is inherently unsettling to animals. Any natural within 10 feet of the Thaumaturge instantly becomes nervous, skittish and irritable.

2. Blindness

3. Color Blind - Inability to distinguish one color from another. Any task requiring identifying items by color is impossible. It may also have some negative social consequences, such as an inability to put together an tasteful set of clothes.

4. Disfigurement - Disfigurements are often strange warpings of the body such as shrivelled limbs, bizarre scarring, eye discoloration or loss, transformation of hands or feet into claws or hooves, and so on. Disfigurements are permanent and always blatant, but can be hidden with some work. Characters with disfigurements also suffer some social disadvantages.

5. Distrusted - an unshakeable aura of untrustworthiness. Long hours of probing arcane secrets have subtly warped his personality and demeanour. The Thaumaturge, or even a group including the Thaumaturge, suffers a -2 penalty to Reaction Rolls.

6. Endurance Loss - Study of the dark arts has sapped your character's physical and psychic vigor. Lose 1d4 from Constitution.

7. Phobia - Fear of something. When exposed to his phobia he must roll over his level on a d12 or give in and do anything to get away from the source of his phobia.

8. Glutton - A glutton eats at every opportunity. His resultant girth means he can only wear custom-made clothing and armor, and he is of course much heavier than most other people.

9. Obsessive - The Thaumaturge is obsessed with something. When exposed to his obsession he must roll over his level on a d12 or give in and do anything to gain the obsession.

10. Nocturnal - When the sun is down, he is full of energy and will not sleep. By day, he is lethargic and groggy if not actually asleep. He is dazzled by sunlight, so much so that he suffers a -1 penalty for saving throws and "to hit" rolls.

11. Deafness

12. Madness - The terrible secrets your character has unearthed in his quest for forbidden knowledge have begun to loosen his grip on reality. Every day there is a cumulative 1% chance that he will be struck by a fit of madness (so he will without fail go temporarily mad at least every 100 days). When it comes, the fit lasts for 1-10 days, during which time he will run wild, liable to do or say anything. At the end of the fit, the chance of another fit begins at 1% and slowly climbs as before.

EXPERIENCE AND LEVELS: As clerics.

SAVING THROWS: As clerics.

CHARACTER ATTACKS: As clerics.

Saturday, November 14, 2009

B/X S&S: Renaming the Priest Class

I still like the S&S Priest Class I came up with but I am becoming more and more unsatisfied with the name. I don't think it really fits the role that I envision. After all, a priest of Mitra doesn't fit the Priest Class whereas a priest of Set might better fit the current Sorcerer Class.

Two options:

1. Rename the Priest Class something else - such as Mystic or something else.

2. Rename the Priest Class as a "Sorcerer" and then rename the Sorcerer Class something else - such as wizard, warlock, etc.

What do you think?

Monday, November 9, 2009

B/X S&S: Classes so far

Here are the classes I have so far for a B/X Sword & Sorcery game:

Fighter - as B/X
Thief - as B/X
Barbarian
Savage
Priest
Atlantean
Sorcerer

And three more I am currently considering:

Mystic - spellcasters from the eastern kingdoms which have strong traditions in mind-affecting sorceries. An illusionist with a coat of paint.

Borderer - a variation of a Ranger. There would be some overlap with some of the other classes though so I am still thinking about this one.

Shaman - spirit totems, etc. This one would be largely taken from one of the BECMI gazetteers with some OD&D Druid thrown in.

B/X S&S: The Sorcerer Class

Here is a draft sorcerer class. It is the B/X magic-user class with a modified spell check from Chainmail and a slightly modified spell list. You'll note that while there are some Monster Summoning spells in the spell list, there is a lack of AD&D-type spells to summon demons. I envision this type of magic to be instead from magic tomes, etc - stuff the sorcerer may find through adventuring. Also, this was the first time I have ever sat down with the Moldvay and Holmes basic rulebooks and compared low level spell lists. It was an interesting comparison.

SORCERERS

Sorcerers are humans who, through study and practice, have learned how to cast magic spells. They gain their powers through careful study, travel to distant lands, gathering rare powders and plants, and having their agents search ancient ruins for objects of power hinted at in moldering texts.

The prime requisite for sorcerers is Intelligence. A sorcerer with an Intelligence of 13 or greater will gain a bonus to earned experience.

RESTRICTIONS: Sorcerers use four-sided dice (d4) to determine their hit points. They may not wear armour nor use shields and may only use weapons that do 1-4 damage.

SPECIAL ABILITIES: Sorcerers use many powerful spells. As they gain levels of experience, they also gain the ability to cast more and more powerful spells.

When a sorcerer casts a spell they have to make a Spell Check by rolling (2d6) plus their Intelligence modifier:

Spell....................Sorcerer Level.....................
Level...1-2.......3-4.......5-6.......7-8......9-10.....11+
1.........6/9.....5/8.......4/7......3/6......-/5.......-/4
2..................6/9.......5/8......4/7......3/6......-/5
3.............................6/9......5/8......4/7......3/6
4.........................................6/9.....5/8.....4/7
5...................................................6/9.....5/8
6.............................................................6/9

Results: Delayed/Immediate
Natural 2 - The sorcerer suffers corruption. Each time this happens the sorcerer suffers a cumulative -1 penalty to all saving throws. The spell is lost from the sorcerers memory.

If the roll is less than the Delayed result the spell is negated and has no effect. It is lost from the sorcerer's mind.

Delayed - Spell delayed until next round.

Immediate - spell takes immediate effect.

Sorcerers must still prepare spells every morning per the Magic-User but do not forget spells when cast unless they fail the Spell Check.

[Note: I would also intend to use my very strict reading of the rules with regards to B/X spellbooks.]

Sorcerer Spell List
Level 1
Charm Person
Dancing Lights*
Detect Magic
Enlargement*
Floating Disc
Hold Portal
Light/Darkness
Protection from Evil/Good
Read Languages
Read Magic
Shield
Sleep
Ventriloquism

Level 2
Audible Glamer*
Continual Light/Darkness
Detect Evil
Detect Invisible
ESP
Invisibility
Knock
Levitate
Locate Object
Mirror Image
Phantasmal Force
Pyrotechnics*
Ray of Enfeeblement*
Strength*
Web
Wizard Lock

Level 3
Clairaudience*
Clairvoyance
Dispel Magic
Explosive Runes*
Haste
Hold Person
Infravision
Invisibility 10-ft
Monster Summoning 1*
Protection from Evil/Good 10-ft
Protection from Normal Missiles
Rope Trick*
Slow*
Suggestion*
Water Breathing

Level 4
Charm Monster
Confusion
Curse/Remove Curse
Dimension Door
Fear
Fly#
Growth of Plants
Hallucinatory Terrain
Lightening Bolt#
Massmorph
Monster Summoning II+
Polymorph Self
Wizard Eye

5th Level
Animate Dead
Cloud Kill
Conjure Elemental
Contact Higher Plane
Feeblemind
Fire Ball#
Hold Monster
Magic Jar
Monster Summoning III+
Pass Wall
Telekinesis
Transmute Rock to Mud/Mud to Rock

6th Level
Anti-Magic Shell
Death Spell
Geas/Remove Geas
Invisible Stalker
Legend Lore+
Lower Water
Monster Summoning IV+
Move Earth
Part Water
Projected Image
Polymorph Other#
Stone to Flesh/Flesh to Stone


* Spell from Holmes Basic D&D
+ Spell from OD&D Supplement 1: Greyhawk
^ see B/X Cleric spell of same name
# this spell has changed levels

B/X S&S: The Atlantean Class

This class is envisioned as a rare elder race of humans, sort of like the Atlanteans, Lemurians, etc from REH's, Carter's and other's tales. The name of the class could be changed to fit any specific S&S setting. It is really just the elf class with a different name.

ATLANTEANS

Atlanteans are the remnants of an ancient race of humans, the descendants from the lost Kingdom of Atlantis. Atlanteans are slender, graceful humans with delicate features. They are tall, 6 to 6 1/2 feet tall, but weigh about 150 pounds. They can be dangerous opponents, able to fight with any weapon and and are adept with the arcane arts.

The prime requisites for an atlantean are Strength and Intelligence. If an atlantean has a score of 13 or greater in both Strength and Intelligence, the character will gain a 5% bonus on earned experience points. If the atlantean's Strength is 13 or greater and his Intelligence is 16 or greater, that character will earn a 10% bonus on earned experience.

RESTRICTIONS: Atlanteans use six-sided dice (d6) to determine their hit points. They may advance to a maximum of 10th level of experience. A character must have an Intelligence of 9 or greater to be an atlantean.

SPECIAL ABILITIES: Atlanteans have the advantages of both fighters and sorcerers. They may use shields and can wear any type of armour, and may fight with any kind of weapon. They can also cast spells as a sorcerer (using the same mechanics).

EXPERIENCE AND LEVELS: As elves.

SAVING THROWS: As elves.

CHARACTER ATTACKS: As fighters.

Sunday, November 8, 2009

B/X S&S: The Thaumaturge Class

I have discovered I am better at retrofitting the existing B/X classes to S&S tropes instead of developing new classes. The Thaumaturge class is just a reflavouring of the cleric. I am still debating whether this could be the default Sorcerer class. Some of the weaknesses are taken from the excellent Zefrs which I should have included with BoL and T&T in my list of games to use to run a S&S game.

THAUMATURGE

Thaumaturges are those those who have dedicated themselves to some otherworldly being such as a demon or a Cthulhu-esque being from another dimension.
They will always be working towards their own advancement and the benefit of the entity which they serve. As a Thaumaturge advances in level, he or she is taught various rituals by the entity which they serve in return for the Thaumaturge's dedication and other gifts/bribes/sacrifices (to be left up to the DM). However, a Thaumaturge does not receive any rituals until they reach 2nd level (and have proven their dedication/sold their soul/etc). The prime requisite for Thaumaturges is Wisdom. A Wisdom score of 13 or greater will give the Thaumaturge a bonus on earned experience points.

RESTRICTIONS: Thaumaturges use six-sided dice (d6) to determine their hit points. They may wear any armour any may use shields. They are not extensively trained in combat and may only use weapons which do a maximum of 1d6 damage.

SPECIAL ABILITIES: A Thaumaturge may use rituals which are the same as cleric spells. However, only the reverse of any reversible spells may be used. For example, cure light wounds cannot be cast but cause light wounds can be, darkness instead of light, etc.

When a Thaumaturge reaches level 4, 6, 8 and 10, they roll a d12 on the following table due to the strain of contacting the otherworldly entities and the channeling power meant for no mortal.

1. Animal Aversion - the Thaumaturge is inherently unsettling to animals. Any natural within 10 feet of the Thaumaturge instantly becomes nervous, skittish and irritable.

2. Blindness

3. Color Blind - Inability to distinguish one color from another. Any task requiring identifying items by color is impossible. It may also have some negative social consequences, such as an inability to put together an tasteful set of clothes.

4. Disfigurement - Disfigurements are often strange warpings of the body such as shrivelled limbs, bizarre scarring, eye discoloration or loss, transformation of hands or feet into claws or hooves, and so on. Disfigurements are permanent and always blatant, but can be hidden with some work. Characters with disfigurements also suffer some social disadvantages.

5. Distrusted - an unshakeable aura of untrustworthiness. Long hours of probing arcane secrets have subtly warped his personality and demeanour. The Thaumaturge, or even a group including the Thaumaturge, suffers a -2 penalty to Reaction Rolls.

6. Endurance Loss - Study of the dark arts has sapped your character's physical and psychic vigor. Lose 1d4 from Constitution.

7. Phobia - Fear of something. When exposed to his phobia he must roll over his level on a d12 or give in and do anything to get away from the source of his phobia.

8. Glutton - A glutton eats at every opportunity. His resultant girth means he can only wear custom-made clothing and armor, and he is of course much heavier than most other people.

9. Obsessive - The Thaumaturge is obsessed with something. When exposed to his obsession he must roll over his level on a d12 or give in and do anything to gain the obsession.

10. Nocturnal - When the sun is down, he is full of energy and will not sleep. By day, he is lethargic and groggy if not actually asleep. He is dazzled by sunlight, so much so that he suffers a -1 penalty for saving throws and "to hit" rolls.

11. Deafness

12. Madness - The terrible secrets your character has unearthed in his quest for forbidden knowledge have begun to loosen his grip on reality. Every day there is a cumulative 1% chance that he will be struck by a fit of madness (so he will without fail go temporarily mad at least every 100 days). When it comes, the fit lasts for 1-10 days, during which time he will run wild, liable to do or say anything. At the end of the fit, the chance of another fit begins at 1% and slowly climbs as before.

EXPERIENCE AND LEVELS: As clerics.

SAVING THROWS: As clerics.

CHARACTER ATTACKS: As clerics.

Saturday, November 7, 2009

B/X S&S: The Amazon Class [Deleted]


I have deleted the draft amazon class as I feel that an amazon PC could just be a female fighter.

I do still love me some amazon antagonists!

Friday, November 6, 2009

B/X S&S: The Savage

Envisioned as something like REH's Picts using the B/X Halfling.

SAVAGES

Savages are a warlike, tribal people with a very primitive Stone Age culture. They are a short, broad swarthy-skinned folk. Every aspect of their lives is dominated by an awareness of their lush environment.

The prime requisites for a savage are Strength and Dexterity. A savage character whose Strength or Dexterity score is 13 or greater will receive a 5% bonus to earned experience. Savages whose Strength and Dexterity scores are 13 or greater will receive a bonus of 10% to earned experience.

RESTRICTIONS: Savages use six-sided dice (d6) to determine their hit points. They may advance to a maximum of 8th level of experience. Savages can use any type of weapon, however, they may wear nothing more protective than leather armour, and they may use a shield. Savages must have a minimum score of 9 in both Dexterity and Constitution.

SPECIAL ABILITIES: Savages have better saving throws than most other character classes. They are very accurate with all missile weapons and gain a bonus of +1, in addition to Dexterity adjustments, on their "to hit" rolls when using them. Due to their smaller stature and skills at dodging large ferocious beasts, Savages have a bonus of -2 on their Armour Class when being attacked by creatures larger than man-sized. When rolling for individual initiative (an Optional rule) savages add +1, in addition to any Dexterity adjustments. Outdoors, savages are difficult to spot, having the ability to seemingly vanish into woods, bushes or undergrowth. Savages have only a 10% chance of being detected in this type of cover, and even in dungeons there is a one-third chance (a roll of 1 or 2 on 1d6) that a savage will not be seen in normal light if the character finds some cover (such as shadows), and remains absolutely quiet and still. Savages are skilled at tracking and may follow a trail two-thirds of the time (a roll of 1 to 4 on a 1d6) when outdoors and have a one-in-six chance while in a dungeon.

EXPERIENCE AND LEVELS:
Level........XP.......HD
1...............0.......1d6
2...........2,000.....2d6
3...........4,000.....3d6
4...........8,000.....4d6
5..........16,000.....5d6
6..........32,000.....6d6
7..........64,000.....7d6
8.........120,000.....8d6

SAVING THROWS: As halflings.

CHARACTER ATTACKS: As fighter.

B/X S&S: The Barbarian Class

BARBARIANS

Barbarians are not from the decadent cities of civilization, but instead from the harsh northlands, scorching deserts or other inhospitable wildernesses. They are often stubborn but practical and have a strong distrust of magic. Barbarians are sturdy fighters and are especially hardy and resilient, as shown by their better saving throws. The Prime Requisite for a barbarian character is Strength. A Strength score of 13 or greater will give a barbarian a bonus on earned experience points.

RESTRICTIONS: Barbarians use eight-sided dice (d8) to determine their hit points. They may advance to a maximum of 12th level of experience. Barbarians may use any type of armour and may use shields. They may use any type of melee or thrown weapon but do not use missile weapons. A barbarian character must have a minimum Constitution score of 9.

SPECIAL ABILITIES: Barbarians are hardy and have better saving throws than most other classes. They are use to surviving in the wilderness and are able to forage (see page X51), discover the correct direction if they become lost (see page X56) and spot traps and snares in the wild one-third of the time (a roll of 1 or 2 on 1d6). When trying to evade an encounter in the wild (see page X23), treat the Party Size as one size category smaller (if the barbarian is alone he has a 95% chance for evasion).

When barbarians reach 9th level, they may build a stronghold and attempt to establish a clan. The stronghold will be located in the wilderness. The Barbarian Lord may only use barbarian warriors, but specialists and retainers of other classes may be offered other positions.

EXPERIENCE AND LEVELS:
Level........XP.......HD
1...............0.......1d8
2...........2,200.....2d8
3...........4,400.....3d8
4...........8,800.....4d8
5..........17,000.....5d8
6..........35,000.....6d8
7..........70,000.....7d8
8.........140,000.....8d8
9.........270,000.....9d8
10........400,000.....9d8+3*
11........530,000.....9d8+6*
12........660,000.....9d8+9*

* Constitution adjustments no longer apply.

SAVING THROWS: As dwarves.

CHARACTER ATTACKS: As fighter.

As you can see it is modelled on the B/X Dwarf.

Thursday, August 20, 2009

Two Dimensional Characters

In the comments to my post about B/X Ability Scores, Timeshadows mentions,
The only pisser is thinking that people are so two-dimensional so as to only ever be one thing, or in this case, Class.

I have had a number or really interesting online discussions with TS over the past month or so as she is part of the Skype B/X game and like me, she really enjoys discussing gaming.

Her comment is one I hear often in relation to the limited class selection, lack of multiclassing rules, and/or race as class in B/X and I would agree wholeheartedly with her if B/X was a simulation. However, B/X is a glorified wargame. And I revel in this fact. B/X does not try to represent any type of reality and verisimilitude is not something that is strived for.

In real life I am much more than an ex-investment banker (at least I really hope so). Just like in real life an infantry battalion is more than just a bunch of guys with guns and an armoured battalion is more than a bunch of tanks. However, in most wargames they are portrayed as singular types.

Just like different types of units in wargames, Fighters, Thieves, Clerics and Magic-users are designed to provide different tactical options. A party made up of five fighters is going to have different tactics than a party made up of two fighters, a cleric and two magic-users.

In B/X, are all fighters the same? No and Yes. Ability scores and roleplaying are the only real ways to distinguish one fighter from another. As I mentioned in an example I gave in the B/X Ability Scores post, "A DM can reasonably determine if a character can swim based on his background."

But besides these arbitrary differences, yes all fighters are the same. And they have specifically been designed as such.

Tuesday, May 12, 2009

B/X Dark Sun - More Thoughts on Classes

I have actually been canvassing everyone I know about the idea of running the Dark Sun one-shot I have been thinking about. In preparation I have been reading some more of the original Dark Sun box set and thinking some more about a B/X version. As an aside, what would Erol Otus art have been like for Dark Sun?

Here is some more preliminary thoughts on B/X Dark Sun classes:

Cleric - As in B/X but instead of a deity, the cleric is devoted to one of the four elements. The spell list will still have to be worked on for each.

Druid - As in Supplement III - Eldritch Wizardry.

Dwarf - As in B/X but no special ability for detecting slanting passages, traps, shifting walls, etc. Instead they must choose a "goal". While in direct pursuit of their "goal" they receive a +1 bonus to saving throws.

Elf - As B/X Halflings. In addition, their overland movement rates as given in miles/day on page X20 would be tripled.

Fighter - As B/X.

Half-Elf -On reflection, I think I wold get rid of half-elves as they don't really fill a strong archetype.

Half-Giant - I mentioned earlier that I would get rid of half-giants as they infringe on the Mul's niche.

Halfling - As B/X Elf but spells are from the Druid spell list in Supplement III - Eldritch Wizardry. No immunity to a ghoul's touch.

Magic-User - As in B/X with the following changes to spellcasting.
Magic-users can cast arcane spells with a spell level equal or below 1/2 their class level, rounded up.

Edited: [Casting a spell of any kind costs Hit Points. The cost is double the level of the spell being cast:

Spell Level... 1... 2... 3... 4... 5... 6
HP Cost........2....4....6....8..10..12]


This loss cannot be healed normally but is recovered after 8 hours rest. There is no need to memorize spells in advance but it must be in their spellbook (I would use the Holmes rules re spellbooks). Select one ‘signature’ spell per spell level from 1st upward that they prefer to use over any other. These spells are easier to cast due to familiarity, costing 1 less HP to use.

Instead of drawing HP from his or her own pool, a magic-user can draw it from the lifeforce of the surrounding lands instead (“Defiling”). For each 1 HP of cost, a 5-ft radius of vegetation gets turned to ash by the power drain. Additional drains further extend the radius. Anyone caught in the radius must make a save or be “stunned” for 1 round. (maybe make this save or damage to make it really bad)
- Modified from Microlite20 Core Rules
Of course, this gets rid of everything that I love about the B/X magic-user but I think it works well with the defiler vs preserver thing.

Mul -
The prime requisites for a mul are Strength and Constitution. A mul character whose strength or constitution is 13 or greater will receive a 5% bonus to earned experience. Muls whose strength and constitution are 13 or greater will receive a bonus of 10% to earned experience.

RESTRICTIONS: Muls use ten-sided dice (d10) to determine their hit points. They may advance to a maximum of 10th level of experience. Muls may use any type of weapon but due to their strict training they may choose one specific weapon-type (eg. longsword, handaxe, etc) with which they gain a +1 bonus to hit. They may use any type of armour and may use a shield. A mul character must have a minimum strength score of 12 and a minimum constitution score of 12. Muls do not gain a stronghold or followers. Due to the fact that they are a slave race all muls suffer a -2 penalty to reaction rolls with non-muls. Muls attack and save as Fighters.

Level.......XP..........HD
1............0.........1d10
2........3,000......2d10
3........6,000......3d10
4.......12,000.....4d10
5.......35,000.....5d10
6.......70,000.....6d10
7.....140,000.....7d10
8.....300,000.....8d10
9.....500,000.....9d10
10...700,000.....9d10+3

Noble - I think that the Dark Sun setting can support a Noble class. Nobles would progress, save and attack as a cleric but would have no spells and no weapon restrictions. Instead I would give them a bonus or penalty to reaction rolls depending on their stated intent - a bonus of they are trying to negotiate, etc or a penalty if they are trying to goad someone into attacking. I would also give them a protection from evil 10-ft radius effect. It would be non-magical and instead reflect the benefit of command, inspiration, etc (might be a little too 4E for some). They would have a prime requisite of charisma.

Templar - I think that these should be monsters/NPCs only. So, I could just treat them as normal B/X clerics.

Thief - As in B/X.

Thri-kreen -
The prime requisites for Thri-kreen are Strength and Wisdom. A Thri-kreen character who has a score of 13 or more in strength or wisdom will receive a 5% bonus to earned experience. Thri-kreen whose Strength and Wisdom are 13 or greater will receive a bonus of 10% to earned experience.

RESTRICTIONS: Thri-kreen use six-sided dice (d6) to determine their hit points but start with two hit die at 1st level. They may not wear metal armour or use a shield but they may use any weapon. Thri-kreen must have a minimum score of 9 in Strength, Wisdom and dexterity.

SPECIAL ABILITIES: Thri-kreen have the ability to track the path of most creatures when outdoors and even in dungeons. Thri-kreen are able to follow tracks outdoors one-third of the time (a roll of 1 or 2 on a 1d6) when looking for them. In dungeons they have a 1 in 6 chance of following tracks. Thri-kreen are also experts at foraging and receive a bonus to Foraging as given on page X51. They are able to find enough food to feed 1-6 men on a roll of 1 or 2 on a d6. At 8th level, Thri-kreen are able to cast druid spells.

COMBAT: Thri-kreen fight and save as Thieves.

Level........ XP...... Hit Dice...... SpelI Ability (druid spells)
1............... 0.............2d6............. Nil
2..........2200.............3d6............. Nil
3..........4400.............4d6..............Nil
4..........8800.............5d6............. Nil
5........17000.............6d6............. Nil
6........35000.............7d6............. Nil
7........70000.............8d6..............Nil
8.......140000............9d6...............1
9.......270000..........10d6...............2
10.....400000..........10d6+2...........2/1
11.... 530000..........10d6+4...........2/2
12.....660000......... 10d6+6...........2/2/1