Tuesday, September 22, 2015

Monks in First Edition:How Do They Do That?!

note: I still have a cold, so serious editing will come later.

  I have already written about 1e monks (here) and I am very fond of them. I have played 3 monks: Ti-Gun (who once solo-killed a t-rex with his +3 hand-axe) who is 13th level, Xing-chao, who is 5th, and Tamsen, who is still 3rd. I recently rolled up another (3d6 in order) so I will play him, too, someday.
  Now, monks are rare. If you roll 3d6 in order (as Gary intended) you get monk stats about 1 in every 2,500 rolls. Of course, that means 1 in 2.500 potential player characters. If you look at the 1e DMG you'll see that only 1 in 100 potential henchmen is a monk, implying that only 1 out of every 100,000 NPCs is an adventuring monk (which I also talk about, indirectly, here). I calculate that my main 1e setting (which has a monk's holding, which I will talk about later) has about 7-8 wandering NPC monks.
 
  But how can monks do the things they do? Get a better armor class, do a lot of damage with their bare hands, do more damage, eventually a LOT more damage, with weapons, etc?
  While the story goes that the monk was originally based of the main character in the Destroyer series I am sure we can all agree it has as much to do with the Hong Kong movie explosion of the 1970's.
  BTW, if you get a chance to read the Destroyer series, take it - they are hilarious.
  So let's look at some martial arts movies and see if we can figure out just the heck they are doing.

  The most often question I have heard over the years is - why does their armor class keep getting so much better? I mean, my thief is dodging attacks, too!.
  let's look at the first method - dodging. here is a scene from the Jackie Chan classic, Drunken Master;

 The monk/martial artist is doing a lot more than 'just dodging'; he is acting in unpredictable ways to confuse his foes. With simple props and more technique he can also face weapons, as seen in this glip for the Kid with the Golden Arm (skip to about 2:15):

Another great example of 'monk improved armor class vs. weapons' is in this clip from Iron Claws:


 Or the initial part of this scene from Executioner of Shaolin

  In these cases the monk is able to evade and defeat men using weapons.
  The second part of that clip from Executioners shows the other method monks have of improving their armor class - they just shrug off weapon attacks! An even better example is in this clip from Five Deadly Venoms;

  Right at about 1:00 the monk in yellow (using Toad style) simply ignores a sword strike - the blade does him no harm. In this scene from Crippled  avengers another master of the Iron Shirt (i.e., weapon-proof skin) demonstrates both the ability to shrug off attacks and the weaknesses:



  Back to Five Deadly Venoms we see that once the master of the toad style's vital point is hit he is no longer able to shrug off damage:



  A common trope in the films is a master of a style like toad, iron shirt, etc. who has vital points/vulnerable points where he can be hurt - this is an obvious 'hook' for explaining an improved armor class.

In creased movement is both one of the most underestimated abilities of a monk and one that seems to bother people who talk to me. There is the example from movies like House of Flying Daggers:

  And the ultimate expression is easily Crouching Tiger, Hidden Dragon:


  But the master of 'realistic' moving very fast through heavy terrain and battles is Jackie Chan as you will see in the next few clips:



Perhaps a lot of the speed is simply overcoming/ignoring things that would stop or slow down others, plus pure speed, plus leaping. Lots of leaping:


Which also covers the 'falling from a height' ability, too!

  How about more damage from hand-to-hand attacks? Well, it could be just 'more force:


  Or it could be accuracy and hitting vital points:


And this also applies to the extra damage with virtually any weapons - a combination of accuracy:



  Power:


  And accuracy/hitting vital points:


That last clip, where a monk uses a stick (club/jo stick) to defeat a sword master, is a ton of fun.

  The extra damage from hand-to-hand could be based on multiple hits (a 'flurry of blows') delivered as a single attack:





  And this works with weapon attacks, too:



In a future post I will be covering special abilities, surprise, etc.

  Of course, the question I get from people as often as 'how do monks do what they do' is 'why, why, are there Oriental monks in my European fantasy game?!'

  Let's talk about that.

  First, there are plenty of things tossed into the TFRPG that is 1e/the OSR; halflings are from a set of fantasy novels from the 20th Century, for example, so while they have ample connection to 'European-themed fantasy fiction' they have no connection at all to Medieval Europe.
  We also have to consider that even during the Medieval Period Europeans liked to be entertained about foreign lands: one of the characters in the tales of Charlemagne's Paladins is a Muslim convert to Catholicism who brings an exotic viewpoint to the tales.

  "They aren't historical" is something I read recently.
  Huh.
  You want to know what else isn't historical?
  Druids. Yes, druids.
  Walk with me a minute:
  Everything we know about the druids we have second hand through Greek and Roman sources with a smattering of other reports here and there. All we know is that they were a social class of people that included philosophers, legal scholars, and people that had something to do with religious practice. Druids are first mentioned about 500 B.C., first described about 50 B.C. and vanish from history by, oh, 300 A.D. The only ritual described is something we get from Pliny who heard it from... somebody, we aren't sure who... and who wrote it as a footnote when describing mistletoe.
  That's it. No written records, no confirmed artifacts, images, or anything. Nada. Zilch. Everything you "know" about druids is almost certainly derived from at best Medieval entertainment like The Cattle Raid of Cooley which is a bit of fiction from 1,000 years after the druids ended. The only other real sources of modern ideas of druids are from 18th Century eccentrics and the Order of Druids, which has nothing to do with history and a great deal to do with being an offshoot of a lodge of Freemasons.
  So - we have no idea what real druids were like and they all vanished long, long before the appearance of Charlemagne and the development of chansons, Romantic literature, etc. Slapping a druid into a vaguely 11th-16th Century Europe themed game is on par with dropping a Mercury space capsule into the same thing, temporally.

  But I am not aware of anyone dropping druids from their 1e game because they don't belong there.

  What druids do very well is act as 'something exotic' in the game; a peek into an older world. Monks, to me, are much the same. The world is big (trust me, it is bigger than you think) why not have an Oriental monk visit from a distant land?

  Another plaint is "they aren't realistic". No, they aren't. Neither is a guy casting Fireball nor a raid by orcs looking for halfling slaves.

  Lastly, the great thing about the over-the-top, unrealistic martial arts stuff is that its genre, now called wuxia, is both cool and old. Stories about wandering martial artists with damn-near superhero level skills fighting evil are as old and integral to China as knights in armor, etc., are to Europe. The movies I love so much are based on many years of books and novels in the same general vein, just like westerns and books like Ivanhoe. I love being able to tap into that and add it to my game.

  Next: Monk Super Senses and Abilities


Monday, September 7, 2015

Second Edition Character: Marko Ziga, Halfling Rogue

Two of my sons are Co-DMing an AD&D 2e Skills and Powers campaign so I am making three characters (we are going to jazz band adventure).
  My first is Marko Zigo, a halfling rogue.

Stats
Strength/stamina: 9  /muscle: 9
Dexterity/aim: 17  /balance: 17
Constitution/health: 12  /fitness 16
Intelligence/reason: 13  /knowledge: 17
Wisdom/intuition: 8  /willpower: 8
Charisma/leadership: 16  /appearance: 12

Racial Abilities
Stealth: When not wearing metal armors and alone or well in advance of a party he surprises as an elf.
Saving Throw Bonus: He gains a Constitution/health based bonus on all saves versus poison and magic.
Detect Secret Doors: He detects secret doors as an elf.
Mining Abilities: He detects direction underground in a 3 in 6 and he detects slopes/grades on a 3 in 4

Thief Skills (totals at 1st level)
Find and Remove Traps (40%)
Open Locks (35%)
Hide in Shadows (40%)
Move Silently (45%)
Pick Pockets (40%)
Climb Walls (55%)
Detect Noise (30%)

Other Class Abilities
Backstab
Followers (at 9th level or above)
Weapons Specialization as a fighter (at 6th level and above)

Weapons Proficiencies
Short Sword
Dagger

Non-Weapon Proficiencies (using my 2nd Edition Master List of Skills with inverted check numbers)
Tumbling 10+
Throwing 9+
Juggling 10+
Singing 15+
Prestidigitation 10+

Background
  Marko was raised by humans from a clan of Travellers. His adoptive parents have told him all of his life about how he was found in a blackberry thicket not far from a burning wagon and how his halfling mother had hidden him from attacking bandits before she, herself, had died. The Ziga clan had taken him in and raised him as one of their very own.
  Marko enjoyed his childhood of travelling between various villages and towns, entertaining the locals for food, drink, and a few coins, then moving on. He became a skilled performer, himself, and he took to the other skills of the Zigas, such as opening locks and remaining unseen, with an innate talent. His keen sense were also well trained.
  After many years as a Ziga Marko was ready to join the clan as a full adult, gaining his own wagon and being given a bride by the clan elders. His adoptive sister, Jili, took him aside and told him truths that shook his understanding of the world. Jili, who had been 8 years old when he was found, told him that he had been stolen from his parents in retaliation for his father having a Ziga arrested for theft. The clan appreciated his skill but he would always be a Foreigner, an outsider, to them; he would never have his own wagon, he would never sit in council, and he would certainly never have a Traveller wife.
  Marko, who knew how much Jili loved his as a brother, accepted the truth immediately. He gathered his hidden wealth and departed immediately. Jili could not remember where his home village had been (she was very young) but she gave Marko an amulet that had been in his swaddling clothes.
  Now Marko, still in love with the footloose life, wanfers the lands searching for adventure and clues to his own family.

Personality
  Marko is a genuinely happy person, always ready to laugh, smile, make friends, sing a song, and drink an ale. While always smiling he is also always watching and listening, catching every fleeting expression and every crack in the wall.
  He is slow to trust others, but is trustworthy himself, almost to a fault. After learning his entire life was based on lie he refuses to lie. Having learned that his 'little tricks' were actually robberies of others he is now uses his skills to search for lost hoards, not to work a crowd.
  Because of his upbringing he has a very human outlook on life and tends to dress like a human (linen shirt, linsey-woolsey trousers with suspenders, a linsey-woolsey vest, leather boots, and a porkpie hat) rather than as a halfling.

Sunday, September 6, 2015

Patron-Only Sneak Peek

  As I am preparing the various parts of my main campaign, Seaward, as a series of adventures and as a campaign book all maps, encounter charts,NPCs, etc. will be released to my patrons for free.

More blog entries tomorrow!

Wednesday, September 2, 2015

Patrons-Only Content is Out for This Month



  With more to come! The dice bags are in process, links to a free book are going out later in the week, and I am working on the Tower of the Air adventure.

  Plus I think I might just make extra stuff for patrons because why not?

Tuesday, September 1, 2015

Patreon Milestone: No Ads on this Blog

  Hello!
  Thanks to my patrons this blog is now free of ads- no more AdSense, no more Tip Jar, and you have to go to the Products page to see links to my for-sale stuff.
  Thank you, patrons!

Saturday, August 29, 2015

Splat Book Review: The Complete Wizard's Handbook

  This is the first in a series of reviews of the various splat books for AD&D 2nd Edition. This series was prompted by comments on my blog post about AD&D 2e found here.

Nuts and Bolts
  The first book was picked by careful thought and taking the one closest to the top of the 'my sons read it and think 'putting it close' is the same as 'putting it back'' pile.

  The Complete Wizard's Handbook has a 1990 copyright, contains 125 numbered pages, and is in trade paperback format. I have owned my copy for 25 years and it is still in excellent shape after a quarter century of routine use, so the print and binding quality is time tested. There is some yellowing of the pages, but no loss of readability, etc.

  Rick Swan has the 'designed by' credit. Mr. Swan did a fair bit of writing for TSR between about '89 and '94.

Contents
  The book is in 9 chapters which are, in order: Schools of Magic; Creating New Schools; Wizard Kits; Role-Playing; Combat and the Wizard; Casting Spells in Unusual Conditions; Advanced Procedures; New Spells; Wizardly Lists. The end also has maps and play aids.

Chapter 1: Schools of Magic
  This section starts with a solid discussion of the pros and cons of becoming a specialist mage that is aimed at new-ish players. Mr. Swan points out that specialization is of most benefit to magic-users with a lower intelligence score because of the boost specialists have in learning new spells, a point that a fair number of people seem to have missed, back in the day.
  The book then goes over each school of magic and reviews everything from a general description to the ability requirements. Each school description includes a list of 'most desirable spells' and 'ethos'.
  I found the Most Desirable Spells sections to be OK, although I disagreed with some of the selection (as one does). But the 'Ethos' sections struck me as a bit over the line transitioning from 'resource' to 'proselytizing'. For example, in the section on Abjuration the book states,
  "Because of their kind hearts and generous spirits, abjurers are held in high esteem...."
  Wait- is Mr. Swan telling us abjurors must be generous and kind? What of I want to have a socially-awkward, nervous wizard who is an abjuror because he is well-nigh paranoid and comes off as distant, cold, and aloof? 
  While Mr. Swan may have intended these sections to be suggestions, they are presented as statements and not only does that annoy me personally I have encountered more than one person who thought that the personality traits from this book were canonical.
  And that is a problem.
  
  The chapter ends with a discussion of how to abandon a school of magic and of minor schools of magic.

Opinion- The stuff on mechanics was solid, the discussion of 'ethos' should have been edited out or transformed into 2-3 suggested personality types per school. 

Chapter 2: Creating New Schools of Magic
  This chapter starts with a discussion of types of magic, contrasting mages and clerics, etc. The details of the suggested minimums and maximums for new schools of magic are good and the discussion of making new spells is a highlight and should be read more widely as good advice for the OSR and beyond on spell building. 
  And then... back to the 'Ethos' thing again where the book does everything but print in 18 point, bold font ''All specialist mages share a common personality so closely they even have similar preferences on where they live'. 

Opinion- Ignore the discussion on personalities and focus on mechanics and this is great stuff.

Chapter 3: Wizard Kits
  The chapter starts well by discussing kits as optional, culturally (i.e., campaign-) based, and reminding the DM that he has veto power, the ability to modify the kits, make his own, etc.  I appreciate that this was put here as a reminder that the DM has the power to modify or veto anything from a splatbook. In my opinion, this needs frequent repeating. The chapter continues to a very good reminder on how reaction modifiers actually work in 2e.

  On to the kits! 

Academician: A great kit to show what they are for, this one trades minor penalties in melee/missile combat for minor bonuses with scholarly skills. A great way to reflect the bookworm mage and a good launch for 'what are kits ?' discussions. I have always called kits like this the 'flavor text kits'. In my experience it is fairly popular.
Amazon Sorceress: An OK kit it trades a minor bonus against chauvinists with a minor penalty - with chauvinists. A good example of 'kits that reflect cultures'. 
Anagakok: Or 'Eskimo Wizard' this is another 'culture kit' with guidelines on how to change it to reflect different cultures with a connection (in this case, climate). They trade reaction penalties (they have an unusual experience) for abilities to find food and survive extreme weather.
Militant Wizard: One of the most discussed, the militant wizard trades spell power for the ability to use better weapons in combat. I have always seen this as 'fighter/magic-user for humans' but not as flexible as a real f/m-u. I have seen a few people try it and their common reaction is 'it is great until 3rd level, then you quickly become mediocre at combat and casting'. A friend of mine once discussed having a campaign with only human PCs where kits like this would replace multi-classing, but I have no idea if he ever did it.
Mystic: Another flavor text kit like the Academician, the mystic is less Absent Minded Professor and more Altered States. The mystic trades a requirement that he meditate a specific 2 hours every day and for it he gains the ability to Levitate, Feign Death, and send out a Ghost Form like Doctor Strange. I've never seen one played, but they are an interesting idea.
Patrician: Flavor text kit. He gets more money and respect but has to spend more money. I can't find any real reason to ever forbid this kit and it is a great shortcut for a nice backstory of "Dad is rich".
Peasant Hero: Like the mystic to the academician so is the peasant hero to the patrician. This flavor text kit is 'local farm kid done good' that trades off never being rich to get the love and support of the Common Man in return. Easy to modify to your campaign, in my opinion, and as fun and inoffensive as the patrician.
Savage Wizard: A culture kit. Great for a MayIncaTec, AmeriAborigini, or other 'primitive culture' 'witch doctor' type. The text suggests that the kit be played as a 'fish out of water' with the suggestion it be played "baffled and intimidated" by crossbows and oil lamps and such. When I read that I want to play an Unfrozen Caveman Savage Wizard style mage. 
  They get magic charms and voodoo dolls and has a reaction penalty. I think the benefits far outweigh the penalties unless the penalties are bad enough they can affect the party's ability to trade. I've never had anyone interested in this kit but I might, might, forbid it or get rid of the bonuses and replace them with an immunity to disease or something.
Witch: This is an interesting one. Almost a 'multiclass kit' like militant wizard, it is really a type of magic-user/cleric. The witch gets familiars, poisons, charms, and a curse ability. In return she has a reaction penalty, varying penalties as she 'struggles with extra-dimensional forces', and might attract a torches-and-pitchforks mob.
  The witch kit is a debacle and I have always banned it. The benefits are good but the fact is - the witch has willingly become the tool of a demon, devil, or other powerful extra-dimensional force. Why would any non-crazy PC even adventure with a witch? They have penalties to combat and saves at least part of the time. NPCs flat-out don't like them. It is an NPC only kit, IMO.
  And there is a section of the text that baffles me. On page 48 it says,
"...if the witch lingers in a superstitious or culturally unsophisticated community for more than a day, she runs the risk of facing a mob of hostile citizens..."
  OK. In a D&D campaign world the people who immediately attack a witch are called 'smart and sophisticated'. See, in Real Life the people who believe in witches are 'superstitious or culturally unsophisticated'. In a D&D campaign the people who believe in witches are absolutely correct! That section makes sense in, oh, Beyond the Supernatural or Call of Cthulhu. But in a typical AD&D campaign it makes no sense whatsoever.
Wu Jen: Cultural kit, in this case 'wizard from Japanland'. At mid-level and above he gets the ability to boost 1 spell a day to maximum effect and in return he has some taboo (can't eat eggs, must wear red, etc.). A fairly good example of 'from another land' style kits.

  The chapter ends with notes on modifying these kits or making new ones.

Opinion- A good chapter with some good examples of kits.

Chapter 4: Role-Playing
  This chapter covers personalities for wizards and has some samples like brooder and mystery man.  A section on backstory is next, followed by 'wizardly careers'. This is all good, basic stuff and great for new players to use to get a better grip on role-playing.
  Next is a section on suggested adventures for solo wizards or all-wizard groups; then a section about the level and type of magic in the campaign; then discussion of wizard-centric campaigns. Like the first part, this is more good stuff but for new DMs rather than new players.

Opinion- Simple, basic, and great for newbies.

Chapter 5: Combat and the Wizard
  This chapter is rather short and a high-level look at how some spells are offensive, others are defensive, and some are for reconnaissance, while others aren't any of these. It then talks about how wizards have limited access to weapons and a mix of spells is probably best.

Opinion- It feels almost like someone at HQ said 'there has to be a section on wizards and combat' and Mr. Swan said 'OK'. There is nothing wrong, bad, or upsetting here but there is nothing very interesting, either.

Chapter 6:Casting Spells in Unusual Conditions
  A nice shout-out to the 1e DMG this chapter catalogs how spells act differently underwater. It also covers casting on the inner and outer planes and has some interesting ideas about how the Chaos aligned planes might change certain types of spells. The last section covers wizards that are blind, deaf, etc. 

Opinion- Great chapter with good discussion of impairments, planes, etc. Useful for any edition and even other systems.

Chapter 7: Advanced Procedures
  This section starts with the perennial 'above 20th level/spells above 9th level' stuff. Thankfully, the book is totally reasonable about these topics!  Bravo!
  It goes on to a commentary on a lot of spells. This is broad if not exhaustive and a good primer for DMs thinking about the implications of other spells.
  There is then a section talking about adjudicating illusions that is also good, if not great.
  The chapter goes on to magical research. This is another good section and goes into detail on time and costs as well as detailing the require library value needed to research spells of a particular level, the needs of a laboratory, etc. Solid stuff that can be used to add to a campaign, a backstory, and various adventures.

Opinion- Good, solid stuff that can add to your game.

Chapter 8: New Spells
  I know a lot of guys that buy splatbooks for spells and items.
  for a number of reasons I have my own unique spells with names similar or identical to some in this book, so this can confuse my players.
  Some of these spells are good (I am personally fond of Choke) and there aren't any terrible ones.

Opinion- New spells are always welcome, especially when you enforce the odds of learning spells, etc. 

Chapter 9: Wizardly Lists
  This chapter has lists of: 25 familiars; new sources of spells; magic items that should be made; wizardly illnesses; a suggested code of conduct for a magic academy; and a lot more. There are even a few adventure locations and, of course, new magic items. 

Opinion- Magic items, locations, and just raw ideas are always welcome and useful. Good section.

Overall Opinion
  The Complete Wizard's Handbook is a good resource, especially for new players and DMs. It has plenty of things that can be fitted into any campaign and is well use buying, reading, and using.


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.