As much as I want to reply,
"No! You're stupid! you're stupid and you play wrong!"I didn't.
Well, until now.
A blog for Rick Stump, gamer since 1977. Rants from my fevered brain about Old School Gaming, the state of the industry, my ongoing campaign (it began in 1979) and the supplements created by Harbinger Games
"No! You're stupid! you're stupid and you play wrong!"I didn't.
"...imbecilic blind worship of the past..."Uh-huh.
"...imbecilic blind worship of the past..."Uh-huh.
"Any intelligent creature which can be conversed with will react in some way to the character that is speaking Reaction is determined by rolling percentile dice, adjusting the score for charisma...."The section on generating NPCs has a chart showing how their various personality traits affect their reaction rolls. And the section on random encounters also discusses reaction rolls (which I will cover later).
Example: With the party above I would have calculated 1 hobgoblin for Thrain, one for Bill, and Justinian, Otto, and Legas would be just a single additional foe, for a total of 3 hobgoblins.Trust me, this will be enough.
Same Example: Tossing in a witchdoctor adds spell offense and spell defense.These are really rough guidelines and YMMV.
Quick aside: I recall being a young man and hearing other DMs lament how the PCs were 'too tough' at 5th-6th level and would often just loot villages, burn down temples, etc. I was always surprised. Once when guest DMing a different group I rolled a patrol encounter - the party (3rd-5th level) was rude and dismissive and actually attacked! As I recall the party was dead or captured in 4 rounds - and upset, accusing me of cheating! Turns out none of them had ever read the rules on encountering patrols and all of them, including the usual DM, thought it was just a bunch of 0-level NPCs. That was an important lesson to me - plenty of people never read the entire rule set.
"This is a spell which discovers emanations of evil, or of good in the case of the reverse spell, from any creature or object. For example, evil alignment or an evilly cursed object will radiate evil, but a hidden trop or an unintelligent viper will not."
"This spell allows the cleric to discern emanations of evil (or good, in the case of the spell’s reverse) within the spell’s area of effect, a beam-like pathway. The spell detects evil, not danger, so it will be useless to discover such things as a mindless trap or a poisoned wineglass."But! The DMG (1e) (of course) says on page 60,
"Only a know alignment spell can determine the evil or good a character holds within... ...Characters who are very strongly aligned... and are of... at least 8th [level]... might radiate evil..." [emphasis added]It goes on to say,
[paraphrase] 'Aligned undead, creatures such as Ki-rin, and the like will radiate evil or good; aligned magic items will likewise radiate evil or good'.So, combined with the rest of the section, Detect Evil can only detect active evil intent unless the target is really, really bad. A vampire lurking in wait for a victim? Bam! Strong, malignant evil detected! A goblin frying up a mouse fritter? Detect Evil isn't going to pick him up. A goblin waiting in ambush? Faint, lurking evil. Why faint? it's only a wee goblin.
"...enables the cleric to exactly read the aura of a person - human, semi-human, or non-human. This will reveal the exact alignment of the person. Up to 10 persons can be examined with this spell.""This will reveal the exact alignment..." That is very, very clear, isn't it? There are a fair bit more people who can cast Know Alignment - at least 20 and, if you are using Religious Brothers and counting higher level casters, more like 100! So a fair number of people are going to be able to determine if you are a bad guy or not.
"...it is considered poor manners to enspell [a potential henchman] in any way (except possibly in the case of Know Alignment..."So it seems obvious that senior officers, etc. should expect to have their alignment checked at least at the time of employment. Indeed, I personally assume any spellcaster or group that can cast spells like Know Alignment, Detect Charm, Detect Curse, etc. will cast them on their henchmen and hirelings from time to time.
'for every 30 orcs there are 4 tougher orcs (meaner, tougher, etc.) and for every 120 orcs there is a leader of 2 HD' etc.'If were were to write up the army of this kingdom the same way it would read something like this,
'For every 14 members of the levy there is a veteran soldier (better trained, equipped, etc.) and for every 60 there is a 1st level fighter, ranger, or paladin. Additionally, there is an a fighter, paladin, or ranger of 2nd level or higher for every 120 levy troops. These are in addition to a core leadership of 8 5th to 7th level fighters.'Huh. When you look at it that way the leader ratios, combat abilities, etc. of human armies are actually not too bad, are they?
"Your character can cast out demons and shoot fireballs. Every peasant in 100 miles knows who he is and what he can do. Of course they treat him with respect!"Let's look at those NPC numbers again and think about how PCs fit into such a low-level, low-magic world. There are only somewhere between 3 and, oh, 8 NPCs who have enough levels in magic-user to know and cast Fireball. Based upon spell availability, the chances of a mage with average Intelligence to learn a particular spell (typically on 55% for an NPC), even one as sought-after as this, and it is obvious that other than PCs there are perhaps 2 or 3 people in the entire kingdom who can cast Fireball (not counting NPCs placed by the DM).
"Lady Ellandra came back on deck, this time shielded by a cold, blue aura. She began to speak in a soft and deadly whisper, her gaze fixed on the wildly shouting men on the pirate ship's quarter deck. Many of the rogues had climbed up into the rigging, where they fired arrows onto our ship. One of the bolts struck Ellandra square in the face, but it was brushed aside by her magical warding."
"As the Lady intoned the last syllable of her dreadful spell, a greenish vapor formed in the rigging above the pirate's quarter deck. Wailing resounded from the skyward cloud, like a distant chorus of lamentations. Ghostly images swirled in the haze. The billowing mist quickly descended onto the decks of Retaliator, and horrific screams rose in a deafening crescendo from the ghastly cloud, echoed now by the terrified men in its midst. Shriveled bodies plummeted from the rigging, each with a sickening thud, onto the decks below. One by one, the pirates'f lesh withered like burned paper, and the scant survivors beheld many more vaporous ghosts now swirling in the foul mist around them. And after the eternity of a few seconds, the howling cloud began to dissipate, leaving behind the wracked and twisted corpses of Retaliator's crew. The pirate ship sailed on, crewed only by the dead, fixed in its final course by a blasted corpse whose corrupted hands still clenched the helm."That was the Death Spell. But shouldn't a spell that kills scores of foes 'instantly and irrevocably' so that only a Wish can bring them back be scary?!
Warding BladeLevel: 1
Range: 0
Duration: Instantaneous
Components: V, S, M
Casting Time: 1 segment
Area of Effect: see description
Save: none
This spell summons a sword blade that slices through the air in front of the caster causing all creatures that are both in the casters front 120 degree arc and no further away than 3' to take 2 h.p. of damage per caster rank. This damage is treated as 'edged' or 'slashing'. The mystic sword, which vanishes instantly, can harm any creature and it cannot be dodged and never misses creatures in its arc.
The material component is a sliver of iron.
Defende nos in ProelioLevel: 3
Range: 0
Duration: 1 round per level
Components: V, S, M
Casting Time: 6 segments
Area of Effect: 60' and special, see below
Save: None
When this prayer is completed all within 60' of the caster have the impression that there are people just outside of their vision; winged men in armor with bared swords filled with a terrible resolve. These creatures are caught out of the corner of the eye or in brief flashes. The righteous are filled with courage and calm, the wicked feel fear and doubt. All thosewithin 60' who are of good will to the caster gain a +1 bonus on all rolls to hit, damage, or to save. Conversely, enemies of the priest receive -1 on all rolls to hit, damage, or saves. The visions and effects end with the spell.