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Showing posts with the label OD&D

Mystara / Known World Review

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I've been anticipating reviewing "Mystara" as perhaps the most difficult of the setting reviews.  Unlike most settings, it never really had a dedicated setting book. As the default setting for the "non-advanced" Classic D&D line, it grew from a couple of pages in the Expert Set published in 1981 up and ended as an AD&D in 1995. It is, perhaps moreso than any other setting, a product of organic development which grew and changed radically over the course of its different release cycles.  Unlike the ham-fisted attempts at development and expansion in other settings (Forgotten Realms with its Time of Troubles, Maztika and Kara-Tur getting tacked on to the edges with cheap glue and then destroyed for 4e altogether stand out), this somehow worked out well for Mystara. Perhaps because it is so non-premeditated and basically a collection of different authors having good ideas they wanted to throw at a setting and a setting that is very receptive to such tre

Ailments for the Poor Fighter

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I discussed the poverty of options for the poor fighter recently. And concluded that extra attacks seems to be the go-to solution for giving the fighter something extra. I think it's a poor solution. For one, I think breaking the action economy is generally undesirable. It makes it the impact of a lot of other bennies exponential, it slows down combat and adds tactical decision-points that mostly don't really add anything to the combat experience, other than the fighter being better than he was. I also think it is a bad fit for the low resolution of the D&D combat round. A round is already 6-60 seconds long (depending on edition) and we are supposed to understand that the attack roll and subsequent damage roll is the sum of a rally of blows exchanged. So how does extra attack fit into this? It seems to me a high-resolution manoeuvre retrofitted into a low-resolution attack sequence. As I see it, extra damage is a mechanic that plays much better into this abstraction. Four E

Stunting for Profit in D&D combat

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A complaint I've something seen concerning combat in TSR-era D&D is that it is too simplistic. You roll to hit and see if you hit or miss, roll damage die and that is it. There is no room for the kind of creativity that players might want to realise from cool action scenes in movies. By contrast, later editions allow cool moves to spice up combat. Feats in 3e allowed stuff like bull rushing, cleave, Disarm, Spring attack etc. In 4e, everyone gets a cool move they can execute. In 5e, feats returned and on top of that we get battlemaster maneuvers that let fighters pull off even more stunts like riposte, parry, feint, trip attack and similar (Rules Cyclopedia is guilty of the same with 9th lvl fighters getting access to special maneuvers). The fatal flaw in this, the older schooler might remonstrate (and I would join that choir) is that the approach to stunts in later editions gates them behind feats and class features. It defines combat in a way that strongly implies that if it&

In Praise of "Black Box" D&D

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when it comes to non-Advanced D&D, The internet, and in particular the OSR blogosphere, has deserved praise galore for the B/X sets for D&D. And whilst not quite as enthusiastic, the Mentzer editions for those Basic and Expert sets also get plenty of praise for its art and way of introducing the game. The Holmes set also has its fair of passionate fans. And of course the original brown booklets themselves. Of newer releases, the Rules Cyclopedia also has a large following of fans. One release that hardly ever gets a mention is the 1991 'black box', by Timothy B. Brown and Troy Denning. Actually, the Rules Cyclopedia was published as a sort of companion to this set. Together  they represents the fifth and final edition of non-advanced D&D. "The New Easy to Master Dungeons & Dragons Game" also labelled "Classic Dungeons & Dragons" It's short, 64 page booklet, so much the same as its predecessors, comes with a simple dungeon m

"You are all refugees in a tavern"...

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"You all meet in a tavern" is classic stale D&D fare that no one minds and no one loves. Reading  Martin Kallies' gripe with tavern meetups over on Spriggan's Den  not long after reading  Blackrazor's musing on Luln, the original B/X home base  got me thinking. Let me first re-quote the passage about Luln before we get into what that says about the assumptions of the starting setting: "Composed primarily of persons who have fled Black Eagle Barony, merchants who have come to trade with the Baron, and some non-humans who have left the wilderness, Luln is a base town for adventurers exploring the Haunted Keep, also called Koriszegy Keep and the surrounding land. Somewhat lawless and open, the town can provide most of the basic needs to any group of adventurers. The town is poorly defended, relying on the goodwill and capabilities of both the Baron and the Duke for its defense. Approximately 500 people live in the town." (from Cook/Marsh, page X60)

Against the Funnel of Game Balance - Old School Fun

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Game Balance is a totally different kind of fun compared to old school fun. It's more a fun-nel really, that basically seeks to minimize the parts of the game that old schoolers find fun. Gamers, generally speaking, roll dice because the element of randomness brings a level of excitement to the table. And they applaud creative thinking or player skill being able to make a crucial difference in a tight spot. Because it is fun. Because they are variables making the game more open-ended. Game Balance is the opposite: It is the premise that so long as the party manages its resources properly, they will be guided through a scenario of progressively more difficult encounters, each of which they should be able to defeat in turn and still come out with positive hit points, for a total combat experience that should be neither too easy nor too hard. If the GM knowingly presented encounters too strong for the party, that is seen to be GMing in bad faith. If they are too easy, the GM is e

A critical examination of Hit Points

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Oh, Hit points. Is there any other gaming concept as opaque and contentious over the ages? Maybe Armor Class,  but that is for another day. What are  hit points really? With monsters, it is simple enough to equate hit points to physical damage. But less so for people. Originally, number of Hit dice = the number of hits before you go down. Simple and intuitive option. A normal 1 HD man goes down when struck by a sword. A troll, being of larger and more durable stature than a man, has six hit dice (ie, can take six sword hits before going down). But then the iffy part: A 6th level fighter fighter is the equal of six men - Is his body as tough as a troll? What does his extra hit points represent? The exact answer seems to vary over the years and as significantly - There doesn't seem to be a clear consensus in any point in time as to its exact status. "Wounds + [x], from taking a hit" seems to be the the closest definition people can agree on at any given time.