"Black Dougal gasps 'Poison!' and falls to the floor. He looks dead."

Monday, January 25, 2010

The Odds are Stacked in Favour of B/X Characters

There is a thread over at RPGnet where a DM asks for advice in helping reduce the fatality rate of the characters.

There is an excellent reply by Galadrin which focuses on the subsystems in B/X that really help improve character survival. These are things I have mentioned a number of times here but I liked the way that he put it.

PC's actually have a very high survival probability, when you think about it. Here is my argument, with page citation in bold.

1) If you think about it, by the book, every 1st level character except Magic-Users and Thieves is running around with AC 2 (Plate Mail and Shield is only 70 of the average 110 gp for starting characters, B12). Assuming the average party size of 7 (B19), that means 5 of the 7 characters are only hit 20% of the time (and with an average 5-6 hit points, thanks to the last line of B6, they need to be hit twice on average to inflict a casualty). That means a character must be attacked 10 times (on average) to kill him.

2) Combine this with the caveat that allows a Magic-User to pick his first spell (B16), very likely "Sleep", and you have a pretty tough party.

3) But who needs Sleep, when monsters only attack 28% of the time (B24)?

4) Even when a fight does break out, monsters tend to flee when they take their first casualty (B27).

5) All of these factors make it more likely that you can snag the treasure without a hard slog for it. The lair treasure of 24 Hobgoblins is already more than a quarter of a level for that group of 7, with even more for unguarded treasure, monster XP and so on.

Friday, January 22, 2010

I am a Knight of Dangerous Quests

Into the Borderlands

My 2nd edition AD&D group was suppose to meet last night but a couple of the guys were unable to make it. The others still wanted to play so they rolled up characters and made the first blood-soaked foray into the Borderlands. I will put some information on the forums at Red Box Calgary.

Expedition to the Ancient Academy

As a follow up to my post about podcasts, I have really been enjoying Expedition to the Ancient Academy which I found over at Robertson Games. I'm usually not much for listening to actual play but I am enjoying these.

Thursday, January 21, 2010

A New Blog for My 2nd edition AD&D Campaign

As I mention quite often around these parts, B/X is my favourite version of D&D. However, I am really enjoying the 2nd edition AD&D campaign I am running.

In order to keep Ode to Black Dougal focused on B/X D&D and my general gaming thoughts while also allowing me to ruminate about my 2nd ed. campaign, I have set up a new blog - The Sandpoint Campaign.

I know some of you who share my love for B/X view 2nd edition as an abomination against nature. This will allow you to continue to enjoy my semi-coherent thoughts about B/X without the 2nd edition stuff polluting your reading.

I have also had some great responses from some of you about my 2nd ed. campaign. Those that enjoy reading about that campaign can still check it out at the new blog. I will work on moving the session summaries and other notes that have been posted here over to there.

Monday, January 18, 2010

The tragic tale of my son's D&D adventure

My 4-year old son asked this morning if we could play D&D before school (he attends play-school in the afternoon). I am sure my eyes lit up at the question. Actually a couple of days ago I printed rpgKids from NewbieDM's bog.

I quickly got out my figures and my combat mat. I sat down with my son and he picked four figures and named them. We had Steve (a figure with a warhammer), Sir Knight (a knight - go figure), Greenie the elf, and Miranda the Magician.

I the described to my son that the four were brave adventurers and asked him what they were going to do. He replied that they were looking for a bad guy in a forest. I am suddenly thinking that my son is DM-material.

I asked, "Why is the bad guy in the forest?"

He replied, "because he is lonely and looking for friends."

I think, "Minions!"

So the story becomes that there is a fearsome monster in the forest that captured the princess who is a friend of the party (who the monster wanted to be his friend as well). The party sets off to find the princess. They quickly meet some small monsters in the forest and battle ensues using a d6-only version of rpgKids.

That is where tragedy set in. The fight was well in hand for the party but one monster managed to hurt Miranda the Magician. My poor son became quite sad that poor Miranda would get hurt. We ended the session as tears welled in his eyes and his chin quivered.

I guess he isn't quite old enough yet.

Sunday, January 17, 2010

B/X Unarmed Combat

I have been thinking about rules for unarmed combat and grappling the last while. This is because of a post a bit ago on Wheel of Samsara "The Eternal Pain of Grappling" and discussion about 1E AD&D grappling rules on an episode of Roll for Initiative. Grappling hasn't come up in my 2E Rise of the Runelords campaign which is good because I haven't read the 2E grappling rules in years.

In the Expert rule book (page X25) it states:
Unarmed Combat
Characters who engage in combat without a weapon (for whatever reason) will do 1-2 points of damage plus and strength adjustments for a successful attack. All normal rules regarding combat apply to unarmed combat.

So that does it for punching and kicking but what about grappling where your character is trying to grab or wrestle down an opponent?

I have typically used one of the following methods:

Method 1. Opposed d6 rolls. I think this is from OD&D, maybe an issue of Strategic Review or an early Dragon. Each side rolls a number of d6s equal to the HD or level of that side. So for example, a 4th level fighter is being grappled by 5 orcs. The player rolls 4d6+strength adjustments and the DM rolls 5d6 for the orcs (there are no strength adjustments as strength is factored into HD). High side wins.

Method 2. The Ode to Black Dougal Default System. Have the player roll 2d6 with some adjustments for relative sizes, strengths, circumstances, etc.
2= it turns out REALLY bad for the player
3-5 = it turns out bad for the player
6-8 = neutral
9-11 = it turns out well for the player
12 = it turns out REALLY well for the player

Using the Fiendish Dr. Samsara's example of a Sorcerer, finding himself not too successful with spell or weapon, wants to pull a beastie off a companion before it eats her shoulder. Roll 2d6 with some adjustments you feel are appropriate:
2 = It turns out very poorly for the sorcerer - maybe he is knocked down at the feet of another beastie
3-5 = The sorcerer fails to grab the beastie
6-8 = gets his hands on the beastie but doesn't pull him off. May allow for a bonus to try again next round.
9-11 = pulls the beastie off
12 = pulls the beastie off and punches it in the face!

Method 3. Probability of Success. I have been gaining a greater appreciation for this style lately. Just determine what the probability would be for the characters to succeed and roll the d%. Using the sorcerer example again, after weighing many factors the DM decides that the sorcerer would have a 30% chance of grabbing the beastie and pulling it off his companion.

How do you do grappling in your old school game?