Showing posts with label skills and powers. Show all posts
Showing posts with label skills and powers. Show all posts

Thursday, August 27, 2015

A Little Love for AD&D 2e

  Moved to write by a recent Best Reads post, I am going to take the time to talk about AD&D 2e and why it is a damn fine game.

  Like a lot of players I grabbed the 2e books as soon as they came out. The art was good, they layout improved  in a number of ways, and the books were well-made.
  As for the rules?
  - The concept of changing from attack charts to THAC0 so players 'get the math' was a good idea, IMO, and I always loved watching the light dawn as someone realized how it worked and all that this implied ('I hit with a 14 but not a 13? Boom! I know it's armor class!').
  - Cleaning up the classes and moving them around a bit was interesting and mostly good. I remember having a lot of talks about assassins in particular ['they are just hired killers. Anyone can be an assassin' vs 'it is a specific class']. While I love the monk I know why having monks in the game is An Issue. The addition of the Bard as a class was interesting and got rid of the meta-issues of the 1e bard. Removing the cavalier and barbarian of the UA was a a solid move.
  - Specialist mages was very popular at the time and allowed a lot of people to add a lot of color and depth to a lot of campaigns. The additions from the Complete book and especially the further specialties of the Spells & Magic book made AD&D magic much, much more varied and erased any idea that all spellcasters are somehow the same!
  - The addition of clerical spheres and then kits radically transformed how clerics were seen, especially by the sorts of people that needed to read this. Add in the options from Spells & Magic and clerics really became radically different and much more flexible.
  - The ability of thieves to customize the advancement of their thief abilities is a HUGE difference and a very welcome change! As a friend of mine previously complained,
  "Oh, you have a Halfling thief with a 16 dexterity and the backstory that he grew up in a rural community,learning stealth in the fields and meadows as he hunted rabbits with his sling? Cool! Another player has a Halfling thief with a 16 dexterity and the backstory that he grew up an orphan in the slums of a major city picking pockets to scrounge enough to eat? Cool! Guess what? They have the exact same chance to pick a pocket!"
  Second edition fixed that -  you could finally have thieves that focused on just stealth or just traps - it was great!
  - Non-Weapon Proficiencies (also known as Skills) were a great addition to AD&D. A lot of DMs I knew had added them from the Survival Guides or (most often) from Oriental Adventures but having them in the core books and better integrated into adventures and supplements was a great add-on to the game.
  It also alleviated some of the weirdness that many players went through of 'No! ONLY rangers can track. At all. Ever.' Or 'Do you know how to make a spellbook? Uh....... No?' Suddenly there were mechanics for what your characters could do not directly related to their class in the core rules.
  - Making the most common house rules/omissions 'legal': How many DMs that aren't me ever enforced material components? Making them optional was just accepting general play. So was upping demi-human level limits and increasing the possible multi-class options.

  Let's face it, while you can borrow back and forth, AD&D 2e is a different game than AD&D 1e; and that is OK. But far too often I think 2e gets lost in the shuffle or dismissed. The reality is this:

AD&D 2nd Edition is a fun, playable game that is a great part of the D&D family.

  Maybe it's best feature is you can have two characters that are the same race, same class, same level, even the exact same stats, and yet have them be very different in abilities and roles because of the use of non-weapon proficiencies and kits.
  That is a great feature, isn't it?

  That is one of the reasons that my second-longest running campaign (almost 8 years!) is AD&D 2e with all the Skills & Powers books.

Friday, December 13, 2013

The 'Inverted' 2e S&P Skills Chart

  One of the things that bugs me (and my players!) about 2e S&P is the mechanics of doing s skills check. Want to hit a Hobgoblin? High is good! Wnat to save vs. dragon breath? High is good? Want to make a skill check?
  Low is good!
  So I finally, after a decade or so, reversed the numbers so that now when you check a skill - high is good! Below is the alphabetical list of the skills from S&P and S&< with one or two skills form my campaign. CP costs are listed, as are the abilities and sub-abilities. To get your target number do this
[[(base number listed) - (ability modifier from S&P) = target number].
  So a low INT/rea score will make your target number for the Administration non-weapon proficiency higher than your base score but a high INT/rea will make your Administration target score lower than the base score. To make a non-weapon proficiency a skill check roll a d20 and if you get the target number or higher you succeed. Just like with saves and 'to hit' rolls.

  NOTE: the background formatting of the blog page may interfere with your ability to see the chart. Printing in black and white or doing a cut and paste into a text editor should fix that.

  The notes on the chart are particular to my campaign, but I included them for your comments, too!


Skill Type CP Cost Base Number Ability Note
Administration Priest 3 12 INT/rea
Agriculture General 3 14 INT/kno
Alchemy Wizard 5 15 INT/kno
Alms Priest 3 13 CHA/lea
Anatomy Priest, Wizard 4 16 INT/kno, WIS/int
Ancient History Priest, Wizard, Rogue 3 15 WIS/int, INT/kno
Ancient Languages Priest, Wizard 4 16 INT/kno
Animal Handling General 3 14 WIS/wil
Animal Lore Warrior 3 14 INT/kno, WIS/int
Animal Training General 4 16 WIS/wil, CHA/lea
Appraising Rogue 2 13 INT/rea, WIS/int
Aquatic Fighting Warrior 4 - STR/mus, DEX/bal
Arcanology Wizard 4 16 INT/kno
Armorer Warrior 5 16 INT/kno, STR/mus
Astrology Priest, Wizard 3 16 WIS/int, INT/rea 1
Blacksmithing General 4 15 STR/mus, INT/kno
Blind Fighting Rogue, Warrior 4 - WIS/int, DEX/bal
Boat Piloting General 2 15 STR/mus, INT/rea
Bookbinding Priest, Wizard 3 13 INT/kno
Bowyer/Fletcher Warrior 5 15 WIS/int, Dex/aim 2
Brewing General 3 13 INT/kno
Bureaucracy Priest 3 13 INT/kno
Carpentry General 3 14 STR/sta, INT/kno
Ceremony Priest 2 14 WIS/int
Cobbling General 3 14 DEX/aim, INT/kno
Concentration Priest, Wizard 5 15 WIS/wil
Cooking General 3 14 INT/rea
Cryptography Rogue, Wizard 3 15 INT/rea, WIS/int
Dancing General 2 15 DEX/bal, CHA/app
Deep Diving General 2 16 DEX/bal, CON/hea
Diplomacy Priest 3 15 CHA/lea
Disguise Rogue 4 16 WIS/int, CHA/lea
Dowsing Wizard 3 16 WIS/int
Endurance Warrior 2 18 CON/fit
Engineering General 4 16 INT/rea, WIS/int
Etiquette General 2 13 CHA/app, WIS/int
Fire Building General 2 13 WIS/int, INT/rea
Fishing General 3 15 WIS/int, INT/kno
Forgery Rogue 3 16 DEX/aim, WIS/wil
Gaming General 2 16 WIS/int, INT/kno
Gem Cutting Rogue, Wizard 3 15 DEX/aim
Glassblowing Wizard 2 14 DEX/aim
Healing Priest 4 16 WIS/int, CHA/lea
Heraldry General 2 13 INT/kno
Herbalism Priest, Wizard 3 15 INT/kno, WIS/int 2
Hunting Warrior 2 14 WIS/int
Hypnotism Wizard 4 15 CHA/lea
Investigation Priest 4 15 INT/rea, WIS/int
Juggling Rogue 3 14 DEX/aim
Jumping Rogue 2 13 STR/mus, DEX/bal
Law Priest 3 14 INT/kno
Leather Working General 2 14 INT/kno, DEX/aim
Local History Priest, Rogue 2 13 INT/kno, CHA/app
Mental Resistance Priest, Wizard 3 16 WIS/wil
Mining General 5 16 WIS/int, STR/sta 3
Modern Languages General 2 12 INT/kno
Mountaineering Warrior 4 14 STR/sta, WIS/wil
Musical Instrument General 2 14 CHA/lea
Navigation General 3 15 INT/kno, WIS/int
Observation Priest 3 14 INT/rea, WIS/int
Omen Reading Priest, Wizard 3 16 WIS/int, INT/rea 1
Oratory Priest 3 14 Cha/app
Orienteering General 3 14 INT/kno, WIS/int
Painting General 2 14 DEX/aim, WIS/int
Papermaking Priest, Wizard 2 13 INT/kno
Persuasion Priest 3 16 CHA/lea
Pottery General 3 14 DEX/aim
Prestidigitation Wizard 3 14 DEX/bal
Reading Lips Rogue 3 14 INT/kno, WiS/int
Reading/Writing Priest, Wizard 2 13 INT/kno
Religion Priest, Wizard 2 15 WIS/int
Research Wizard 3 15 INT/rea
Riding, Airborne General 4 16 WIS/wil, DEX/bal
Riding, Land General 2 13 WIS/wil, DEX/bal
Riding, Water General 4 14 WIS/wil, DEX/bal
Rope Use General 2 13 DEX/aim, WIS/int
Running Warrior 2 16 STR/sta/CON/fit
Sage Knowledge Priest, Wizard 4 16 INT/kno 4
Scribe Priest, Wizard 2 14 DEX/aim
Sculpting General 2 16 DEX/aim, WIS/int
Seamanship General 3 13 WIS/int, DEX/bal
Set Snares Rogue, Warrior 3 15 Dex/aim, WiS/int
Singing General 2 16 CHA/lea
Spellcraft Priest, Wizard 3 14 INT/rea
Stonemasonry General 4 16 STR/sta, WIS/int
Survival Warrior 3 15 INT/kno, WIS/wil
Swimming General 2 12 STR/sta
Tactics of Magic Wizard 3 15 INT/rea
Tailoring General 3 14 DEX/aim, INT/rea
Thaumaturgy Wizard 3 16 INT/rea
Throwing Rogue 2 13 DEX/aim, STR/mus
Tightrope Walking Rogue 3 16 DEX/bal
Tracking Warrior 4 14 WIS/int
Tumbling Rogue 3 14 DEX/bal, STR/mus
Undead Lore Priest 3 15 INT/kno
Ventriloquism Rogue 4 16 INT/kno, CHA/lea
Weaponsmithing Warrior 5 16 INT/kno, Dex/aim
Weather Knowledge General 2 14 WIS/int
Weaving General 3 15 INT/rea, DEX/aim






NOTES:




1 only available to specialist Diviners or clerics with major access to the sphere of Divination




2 a successful check grants a +2 on Healing checks




3 Gnomes have a +1 bonus to this skill, Dwarves have a +2 bonus




5 a specific specialty must be chosen; different specialties are separate skills




Tuesday, October 15, 2013

DM's Log: Blackstone Campaign Group 1- The Pack parts 3 & 4

Part 1 &2 can be found here
  After moving to a new camp site and resting the party picked new spells and headed out, again, in pouring rain [I will put weather rules here eventually!].
  They re-crossed the river in their stolen longboat and decided to bypass the fortress this time. They were soon on the path leading through the valley toward the mountain. The theif made her danger sense roll and was on the ground when the first telephone-pole sized arrow slammed into Doomsman. After a bit of confusion they took cover from the sniper. Stardust and Mournglow slipped off, invisibly, to look for the attackers and a duel between the two invidible characters and the invisible female jungle giant stalking them began! After a fair amount of maneuvering, cover, use of Stardust's Gem of Seeing, etc. they were able to attack the jungle giant and were almost surprised by the mountain giant with her! Luckily Mournglow had been communicating with the rest of the party with his Arcane Servant familiar, so the rest of the party was close enough to save their bacon.
  After some healing the party continued until they saw a rather large bonfire ahead. Moving cautiously they saw a massive fire giant tending the fire. While the party was still far off he laughingly challenged their champion to a duel to the death, prompting Doomsman to begin to trot forward. When Soomsman was within range the fire giant reached into the fire, pulled out massive iron bolas glowing red with heat, and hurled them! With an excellent (read: lucky) throw Doomsman was entangled and taking fire damage while the giant charged the rest of the party, hurling boulders as he came.
  Mournglow and Darkwalk made short work of the giant with spells and Doomsman had freed himself by the time the party arrived. After more healing, they continued.
  After a time the party was on the long switchbak up the mountain. By mid-day the rain had stopped and they were above the treeline and heading into the clouds by mid-afternoon. Hoping to pierce the layer of clouds before camping, they stopped when they heard a rumbling - a boulder was coming down the trail. This began another encounter; fighting in the clouds with a fog giant. he rolled boulders down the trail, released rock falls on the party, had rope snares to toss party members off cliffs, erected barried that the party had to climb but that he could step over, etc.
  The party began to call out to him, bantering a bit and when I replied I did so in a posh British accent - I have no idea why.  The party enjoyed the banter during the duel (I did, too) although it ended when Stardust was able to locate the giant in the fog and use her rope of climbing to get Doomsman behind him and the party in front. After it was over the kids told me that they now envision ALL fog giants as mannered, polite British types who just happen to be trying to kill them.
  The party pierced the clouds right about sunset and saw that the cloud island was attached to the mountain by a bridge arching 100 yeards over a sheer drop. A 10' wide bridge. With no rails. Beat up, tired, and out of many spells they healed up and then camped in the fog.
  The party took a 1 week break in between session, finishing with a short session.
  When they returned they crossed the bridge,\ - carefully - and passed through the outer clouds to see a massive castle (I used a picture of the Disney castle) in a lush, garden-like setting 2 miles on each side, a square with gardens, fountains, orchards, etc. all 4 times normal size. Massive oaks lined the gravel path between the bridge and the castle entrance, although there was a large grove of normal sized oaks by the entrance, where they were.
  As the party was discussing their possible actions the local grove transformed into a squad of 20 Verbeeg with a frost giant leader.
  My son, J., immediately slapped his forehead,
  "Massmorph! The normal sized trees should have warned me!"
  That's my boy.
  The verbeeg opened with a salvo of giant-sized heavy crossbow bolts (2d8+1 per bolt) with a LOT of hits - everyone in the party but Doomsman was hit with Mourglow and Ember reduced to single digits and Darkwalk close to it. Doomsman closed with the frost giant leader, trading blows, as the verbeeg split - 1/2 drawing swords and charging, the other half reloading. Mournglow and Stardust went invisible to get some distance while Darkwalk drew his weapon and Ember decided to go ahead and cast.
  A Fireball from Ember wounded many of those with crossbows and Darkwalk surprised me by using an item to erect a semi-circular Wall of Fire between the party and the verbeeg crowwbowmen. Stardust realized another giant, a fomorian, was coming across the bridge behind them and prepared for that. Mourglow killed the frost giant with a Chromatic Orb allowing Doomsman to wade into the verbeeg like the incarnation of Death.
  The fomorian had one arm just 1' long and another 25' long - carrying a halberd. Heavily armored he was a hideous sight. Mournglow tried to Ploymorph him - the spell failed and a bolt of electricity from the fomorian hurt Mournglow down to single digits.  The fomorian finally closed with the party and attacked with his halberd. Because of his massive reach and height he coul strike virtually anyone within 30'.
  Stardust opened with a backstab, only to learn he had an eye on the back of his shoulder and being just missed by the halberd. 3 rounds of combat ensued with more damage being doled out and the fomorian going down.
  During this time Stardust noted that the cloud the fortress was on had turned into a thunderhead and was drifting away from the mountain. The party healed up as fast as they could and prepared spells for when the Wall of Fire went down.
  When it did the space beyond was filled with more verbeeg and the leader of the Pack - Lord Thundercloud. A huge cloud giant dressed in black plate mail with a shield and sword. He greeted the party politely, if coldly, and asked Doomsman to duel with him, to the death, with the party to go free with 3 boons if Doomsman won, the party to be enslaved if he lost. Doomdman accepted.
  [If you aren't familiar with Player's Options: Combat and Tactics, I suggest you get it for ideas if nothing else.]
  The duel went on a LONG time. Doomsman and Lord Thundercloud were high enough level and had enough bonuses that misses were uncommon. Doomsman had more attacks and did more damage per hit but Lord Thundercloud had a free parry from his enchanted shield and his weapon was an Unholy Drinker - every point of damage he did to Doomsman healed him the same amount. Pretty soon both were parrying as often as attacking in an attempt to wear down the other.
  In the end Doomsman's grand mastery won through and he squeaked out a victory - again.
  The boons the party received were; a letter from the leader of the Drow to Lord Thundercloud; the return of Starwing (Darkwalk's henchman) from capitivity; a rocback ride back to their fortress.
  The letter (plus research and divination) releaved a few key facts - the Drow leader is actually an exile from the Drow capitol; she has a great deal of influence over the leader of the Redcaps; she essentially tricked Lord Thundercloud and the pack and the 3 giant Lords into starting a war with Blackstone; the Drow leader is a high priestess of the Lord of Evil Earth Elementals; Lord Thundercloud was an anti-paladin of the Lord of Evil Air Elementals; the Flaming Skulls tribe of hobgoblins to the far West are worshippers of the Lord of Evil Fire Elementals; some as-yet-unkown group in the sea follows the Lord of Evil Water Elementals; these groups are attempting to destroy all Human kingdoms.
  This ends an arc that has been the focus on 20 real-world months of gaming. When I first started dropping hints on this arc my son N., who plays Darkwalk, was nine. Because of the high average level we are probably going to mostly retire the entire party except for political intrigue and the occasional high-level adventure.

Wednesday, September 4, 2013

DM's Log: Blackstone Campaign Group 1 - the Pack parts 1 & 2

  Having returned from the large battles to the East the party wanted to settle down and focus on completing their large, combined stronghold. Through a combination of experience points and an arcane book the party fighter and leader, Doomsman, is now 13th level and the cleric/mage, Darkwalk, is 8th/9th. Unfortunately, the Redcaps still pose a major threat.
  The Redcaps are the spiritual descendants of the rebellious humanoid legions that brought down the last Human Empire a few centuries before current game time. The have a mysterious leader and employ mainly humanoids and giants. Typically they have Goblin scouts/skirmishers and Hobgoblin infantry/etc. with Bugbears as shock troops. Above all that, however, is The Pack.
  The Pack is a group of exceptional giants (one each of Hill, Mountain, Fire, Frost, Fog, Fomorian, Desert, and Jungle) with a Cloud Giant leader that act as the best of the best troops for the Redcaps.They are supported by an army of Verbeeg and have Ogre troops, too.
  The party is building their fortress to command the only so-far unprotected pass between the West and the Redcaps and the Blackstone region. They have a lot of attachment to the area since from 1st level to about level 5 they adventured heavily in the region and pushed the Redcap-allied Goblins from the same pass.
  Concerned about an attack on the in-progress stronghold by giants, the party decided to take the fight over the mountains. After a long discussion/argument Mournglow convinced everyone to leave the hippogriffs at home and travel by horse. This led to only Darkwalk bringing a henchman (Starwing, a 3/3 cleric/magic-user).
  Travelling north along the Old Mountain Road the party soon ran into something they had encountered before - animals acting oddly with a single eye glowing green or red. After three days of dodging these creatures and scouting the thief, Stardust, found something odd; two human guards speaking in bored tones as 5 other humans sat crouched over glowing stones, insensate. After a relatively quick skirmish three thinsg happened;
1) The lead guard was Charmed
2) The other guard was dead
3) The insensate people were bound
  The charmed guard talked, of course, revealing that there were two other groups hunting for the party and that the men with stones were controlling/diving through the animals as scouts. Because the party was a bit split up and there was combat with some animals and undead, they did not get back to the bound diviners for several game hours. By the time they did the diviners had been devoured by a pack of... somethings.The charmed guard was sent away. The guard did sketch a brief map and give the players a run down on the pack, leading to a 10 minute argument about going back for the hippogriffs.
  They pressed on.
  Two game days later they encountered the second party sent for them, a group of humans that were 'on loan' to the Redcaps. The battle lasted longer than I expected, mainly because of the '2e monk' that I made with Combat and Tactics and his magic items. In the end, though, the party prevailed. They finally reached sight of their destination, a walled town protecting the only river crossing for miles. While they knew from their interrogations that the majority of troops were gone, they realized that they still had to somehow deal with the left behind. The portion of the village on their side seemed largely empty but with hobgoblins, the far side with Verbeeg.
  The also realized the Pack's fortress, in the mountains beyond, was probably on a cloud island. Between that and the river there was a heated discussion with Mournglow about bringing the hippogriffs.
  After resting the night they left Starwing at camp with the horses and gear and set out. Darkwalk used a Rainbow spell to cross the river near a small waterfall (and its rainbow). With a combination of items and spells they then scaled the walls of the fortress on the far side of the river to eliminate a strongpoint behind them.
  While creeping along the outer walls towards the main fortress a roc flew by overhead with a giant riding it. They could hear the faint screams of a woman from the roc, too. Puzzled, they pressed on.
  They made it to the main fortress from the outer walls but drew the attention of a guard. Before too long the alarm was sounded and battle was engaged. Stardust just avoided an attack by a Marilith (!); she got away and Doomsman engaged her in melee, cutting her down in just 2 rounds (!!). After temporarily sealing the stairs behind them with a Wall of Fire (and leaving a set of Explosive Runes behind) they engaged about 25 Verbeeg, including a shaman, outside the door leading from the base of the tower. Between spells and combat they killed or injured all the Verbeeg there but were driven off by giant-sized heavy catapults from the main keep hurling 120 gallon barrels of flaming tar.
  Returning to the tower they decided to go all the way to the top. Once there they were engaged by the invisible Hill Giant member of the Pack who wielded a massive war club of stunning. In a scene far too familiar Doomsman cut him down in short order. While this was going on, though, the roc returned and dropped something. The party dove through the trapdoor and fled down the stairs as a massive barrel of vitriol burst, eating away at the top of the tower and damaging the stairs further down another floor.
  It was looking a bit grim, I thought. The main keep (400' tall) had the ability to hurl more flaming tar; the roof was effectively gone and with the stairs above gone they couldn't go up. The only other exit, on the ground floor, still had a large tar fire on the other side of it. I started moving in the Verbeeg and the roc rider circled lower.
  Being careful and taking minor damage Stardust used her Rope of Climbing to get the party to the level with access to the walls. Darkwalk then used a Fireblast to destroy the catapult from the keep that could fire at them and the party moved to the walls. The were engaged by 2 Verbeeg (including the one that first noticed them and raised the alarm) but Ember hurled a Lesser Fireblast which seemed to drop them. The party rushed onto the wall as the roc swooped in, the Fog Giant on its back preparing to hurl another barrel of vitriol. Darkwalk rolled a good initative, though, and hit the giant with a Flamestrike and the barrel failed its save (with a 1) shattering and coating the giant and the roc with vitriol. The roc and its rider flew away as the party scrambled down from the wall, commandeered a longboat and recrossed the river and fled toward their hidden camp.
  When they reached camp, though, it was destroyed; tents gone, horses missing or bitten in half, all their gear missing, and Starwing nowhere to be found. Looking at the massive claw marks they realized the roc had been there and that the screaming woman they had heard earlier was Starwing being carried to the fortress in the clouds.
  There was a moment of sheer terror when Mournglow and Darkwalk realized their spell books were missing. Then Ember told them he had stashed copies of their travelling books in his Portable Hole. There was also some anguish about Doomsman's warhorse, Spanky II, meeting such an ignominious end.
  The party is now on foot deep inside enemy territory (walking back to the closest safe place, their own stronghold, is at least 8 days assuming no encounters, they are travelling in the open, and the weather is perfect), they have 1 day of food and water on them (although water is plentiful nearby), their enemies know roughly where they must be, and a beloved hencman is captive of the enemy.

Monday, June 10, 2013

Dungeon Master's Log - Blackstone Campaign background Part I

  NOTE: MY PLAYERS SHOULD NOT READ THIS ENTRY

  My 2e campaign world is relatively new, only 4 years old. I use the Skills and Powers, Combat & Tactics, and the Spells & Magic rules in this campaign.  In this post I am going to review the steps I went through to provide in-universe reasons for certain racial traits.
  I began with a world map created with AutoRealm. I created a world with 2x the diameter of Earth because I wanted to introduce certain ideas into the campaign about elemental forces. Plus, big maps!
  There are three major continents - one in 'the North', one in 'the South', one the crosses the equator. The north pole is covered with a massive plateau of 6,000 square miles and the south pole is a flat plain.
  Then I went into a history that stretched from before the use of metal tools until the year before play started. Key historical events are;
 -in the the late Paleolithic all the demi-human races were concentrated in the tropical southern continent. Humanity was enslaved by Elves. The long-lived elves and their natural magic allowed them to dominate the other races. Dwarves hid in the mountains, working on weapons, Gnomes hid in the forests, Halflings skulked about, and Humans were slave labor. Humanoids lived on the northern and eastern continents.
  -a human, furious about the inability of Humans to use magic, had a breakthrough and began to understand preparing spells. He and his descendants developed the magic-user abilities over three generations eventually culminating in the magic-user class.
  -Humanity began developing magic-users in secret until they staged a mass uprising. This began generations of warfare between Humans and Elves and a civil war between the Elves. The pro-Human branch of Elves lost the civil war were driven underground by the winning Elf factions.
  -Surface Elves gained a limited ability to use prepared magic at the expense of much of their innate magical ability.
 -The subterranean Elves used magic to darken their skin to aid in underground stealth.

Note: This is used to explain in-universe a few points:
  1) Humans have unlimited potential as magic-users because they invented the use of prepared spells.
  2) The limit on maximum level as magic-user for Elves and Half-elves is because the use of prepared magic is alien to them - it is literally against their nature.
  3) Gnomes are good at Illusion because they had to hide from Elven slavers
  4) Dwarves are resistant to magic because of their long war against the naturally-magical Elves.
  5) A real reason why Drow are black-skinned as an underground race and their hatred of other elves.
  6) The plot twist that the Grey Elves are the ancient villains of the Elven civil war that drove the Drow underground.

  Next will be how I built a histroy

Wednesday, May 29, 2013

Details of my 2e campaign. Part 1 - Spell Points

The Blackstone campaign is currently the 'main game' I am running. I has been ongoing for 3 years and is still strong. I use 2nd Edition AD&D with all the Player's Option books but not all of the options allowed.
  The main differences for casters are I allow customized magic-users and clerics and that I use the spell point system as detailed in Spells and Magic for all casters and conditional modifiers for Clerics.
  I originally added this to the campaign for three reasons - I like the flexibility the spell point system gives casters; the conditional modifiers add some depth to religion; and I have a major campaign artifact based on the system that s a huge plot driver.
  Unfortunately, I now wish I hadn't used the spell point system! The party consists of a Human Thief, a Human Magic-user (Generalist), a Human Magic-User (Fire Elementalist), a Human Fighter, and a Half-Elven Cleric/Magic-user. That's right, 3 of the 5 are spell casters. This means that the group sits down about 40 minutes before play is scheduled and spends all of that time selecting spells. Even with lists of default spells the desire to customize your spell list is too great and the point system really encourages min/maxing to squeeze out very possible spell. Toss in high stats (bonus points), specialization (points that can only be used for particular types of spells), and the cleric of a God of Magic (casting his clerical spells sometimes costs more points, other times it costs less, resulting in 'left over' points that can be used for all sorts of mischief) and it is a major headache before and during each session.
  For more goodness, this means I have to do the same for all spell casting NPCs!
  Now, I have no issue with point systems per se; Rolemaster is probably my favorite magic system and it is all about points, discounts, and arcane rules. No, my problem is that it drastically changes D&D - character creation, development, and play are all very different. A spell casting character with a good knowledge of the point system 'punches above his weight' and should be counted 1 to 5 levels higher (depending on overall level) for purposes of adventure planning. And, in the end, it isn't vancian enough to match the rest of AD&D. Magic items end up not working properly (Rings of Wizardry are the obvious issue, but what about a Pearl of Power? Incense of Meditation?).
  I will not use the spell point system in AD&D again, but I will keep it in the Blackstone campaign. Why? It is part of the woof and weave of that world, now, and besides - I still have that plot-driving artifact lurking about.