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Nealok's AD&D rules hospital
Vol. 2
In this edition of the rules hospital, I will be introducing a new system for saving
throws, character creation, and the idea of power in the hands of a PC. If you read the
previous installment, you know that I think Gygax was smoking a blunt when he created
saving throws, so I have spent the past week slaving over some ideas to replace those
numbers. My goal was to make a system so that the 5, 000th level PC's are still afraid
when a fireball is heading down the hallway toward them, but not put out of commission
every time someone uses a death spell. As usual, if you don't like my rules, then
don't use'em.
If God meant for there to be saving
throws...
System 1: My first suggestion is to simply not have saving
throws. I'm serious. This would be the last plan in the world I would actually try!
Regardless,this system (lack of), adds a very urgent flavor to the game. Charms,
fireballs, etc. become much more nerve-wracking when there is no save that can pull your
18th-level-I-have-a-20%-chance-of-failing-this ass out of the fire. DMs should be somewhat
enamored of this system because a plethora of low-level monsters like sirens become valid
threats to any adventuring party. Rather than charging blindly to fight the puny medusas,
you must take the proper precautions for any circumstance that might arise. It
adds a much needed level of realism to the guts of a sword and sorcery game. If you aren't
into that level of grittiness in the game, then give spells like death spell, PW: Die,
and Destruction the heave ho, because any player is bound to feel
short-changed if he is wandering through town to pick up supplies, and the wizard who has
been stalking the group because the PC's killed his brother suddenly pops one of them off
with a death spell under the cover of a hat of disguise. Also, even
though I never, ever use the rules for spell failure, I think they become a given in this
system.
System 2: But who am I kidding? No DM's are going to want
to have a carefully planned adventure screwed in an hour because the players didn't think
about the contingency spell, and as far as those pesky players are concerned, there is nothing
good about no one having saving throws when someone else attacks them...although they
might like it when it is turned in their favor. In light of the inevitable unpopularity of
my previous suggestion, I have the quick and dirty saving throws conversion that takes
care of the two biggest problems with saving throws in one fell swoop:
- As a character advances in levels, saving throws become redundant formalities, because
there the odds are so absurdly low that the 18+ level PC will fail his saving throw.
- When the fireball hits at point blank range, the saving throw still takes half off. The
"if...then..." nature of saving throws is too unsatisfactory in responding to
the gray area intrinsic to magic. If you are going to have a fluid situation like the one
represented by magic in the AD&D game, then you need to have a malleable and
loose-leafed counter-system to respond to it. It is the only logical way; saving throws
and what they represent lack logic.
My system is fabulously simple and fluid. It allows for the DM to make
adjustments based on circumstances other than the raw power of the effect's origin (i.e.
the fact that your DM's mighty lich makes you save at -2, but the point-blank fireball
above doesn't.). It also reflects the fact that 20th level or no, the paladin is a being
of flesh and blood...and maybe a little ichor. Voila:
- Add the physical stats, Strength, Constitution, and Dexterity, divide
them by three, and that is your physical saving throw, rolled for effects like fireballs
or breath weapons.
- Add the mental stats, Intelligence, Wisdom, and Charisma, divide them
by three, and that is your mental saving throw, used for charm effects, death spells, and
other things that are not the direct providence of the body. This can be tricky, but after
some thought, I have decided that you make this roll when the after effect is not
something which is clearly came from an external source to affect the condition of the
character. Fireball doesn't fit, medusa's gaze is up in the air, and death
spell counts. Obviously, as with all things, this should be the DM's best judgement.
- Never forget that there is a Con. based stat called System Shock. Sometimes I think that
would be more appropriate than anything else. A medusa is about to turn you into stone,
and your body tries to counter the magic, the shock to the sytem. But if you want to sweep
all saving throw things under just the saving throw rules, then use the ones I have
suggested.
- Whatever the case, these rules do not allow for entire carry-overs from the previous
categories. You cannot sweep all breath weapons, spells, and petri/poly effects into the
physical and put the rest into mental. Each roll has to be made based on the discretion of
the DM. Most of the people who play this game are of above average intelligence, so use
your best judgement.
And that is that; obviously, if there is a problem, or if you have ideas,
or you have lots of extra time on your hands and want to tell me how much you hate this
system, then let me know, and I will respond. Nealok@aol.com
Odds and Ends
Ability scores:
All of the following suggestions for character
ability scores are based around the premise of balancing out characters who like to focus
all their energies into one stat, or be consciously weak in one area. I would like to have
an ability for every (Stat + Stat)/2 combination, but there isn't a lot
that can come from Wisdom plus Charisma...A seduction stat maybe? Anyway, here are my
ideas. Balance away.
Perception. Observation. Intuition. PCs need a basic trait that allows
them to catch things in the corner of their eyes, call it what you will. My suggestion is
to use (Dex + Int)/2.
Mental endurance. Where is it? Wisdom doesn't quite cover it, I don't
think, although it is certainly closest. My suggestion is to make a Willpower
stat based on (Wis + Con)/2. The most frequent usage that this roll would
see would be when the PCs are keeping watch (Your PC do keep watch, right?). Make
the roll for the first hour, and add a +1 modifier for every hour. When the PC fails, he
has to wake someone to take his place.
Sheer physical attrractiveness. Charisma takes it all into account and
bundles it together. My group at home likes to use the old rules and roll comelieness. No,
no, no. My suggestion is to make a Comeliness (or Beauty, or Hotness, or
whatever) stat based on (Con + Cha)/2.
I don't understand why a character with an 18 Dex and a 12 Str has no
advantages in using a katana. I recommend that the combat bonuses under the Strength
category should be dolled out to the characters as followed (Str x 2 +
Dex)/3. The resultant number gives the Damage Adj and To Hit modifier from the
Strength table. That calculation works to a point, but I would change the basis of the
system even more if I had my druthers (See, I am trying to hold to the rules,
guys!), I would multiply Dex by 2 instead of Strength. It is based on the
individual DM.
People hate power gamers. I do too, but not because they try to be too
powerful. If a PC is too powerful, then the DM shouldn't put them in a situation where
sheer power will enable them to save the day. Any political intrigue at all will do that.
Nix that: Any intrigue at all will do that. The only thing that a character needs to do in
order to be Elminster is be a 40th level mage (Please do not send me e-mail about what
level Elminster is really. I don't care.); there comes a point when any PC can take down a
dragon, so don't start wetting yourself when that happens.
That said, let players have nice stats. I know a few people who like
having low stats. Why? I suppose it makes them feel more in tune with reality in the
logical havoc of AD&D. I shrug my shoulders and let them. For those players
especially, let them pick their stats. If they want a realistic character, then tell
them to assign their stats as they see fit. Sit around with all the players and have them
place the checks on each other. If they start saying things like, "Okay, Kody, you
take an 18 in Charisma because we don't have anyone who can talk to other people,"
that is when the DM steps in. Make sure everyone agrees that it makes sense for Thog the
Half-Giant to have a 22 in Strength, or, more oddly, a 17. One thing to keep in mind is
that AD&D (I make no claims about other RPGs) is about heroes
(for those of you who are saying, "Says who?" I ask you to read te first ten
pages of the PHB, and stop wasting everyone's time by playing evil characters. More on
this later.). Besides the fact that heroes are not evil (At worst they are neutral, as per
Lord Foul's Bane, by Stephen Donaldson.), heroes should be heroic. That's not to
say that every PC must have stats past 14 or be a lawful good yutz who can qualify for
paladin status, but there is nothing heroic about a character with the intellectual
equivalent of an eggplant who can't lift a dagger. Those are the silly sidekicks of
beginning liches who don't have Azalin's budget. They are not PCs.
But, as with my first suggestion about saving throws above, I know that
will not fly with some DMs and players. I can't imagine my DM at home, Vyzhin, allowing
that, because our role playing group would abuse it. So would yours probably. So I have an
actual system for getting player stats. Before I go into it, I have to say a word about
rolling stats. That word is, "No." Randomness is a nice factor in the game; it
adds spice. It is, in my opinion, essential for proper simulation of combat, but
starting the game with each character on unequal footing is starting that game on the wrong
foot. So whatever system you decide on, I strongly recommend that you don't roll
your stats as per most of the TSR systems.
But TSR has not let me down completely. With Method VII in the PO:S&P
book (do not buy that book. Download it if TSR posts it, but do not waste your money. Buy
Shadowrun 3rd ed. instead. You will be happier.) and with the Alternity system,
they spawned a system that a.) makes sense, b.) starts players off on equal footing, and
thus c.) catches them up with the rest of the frigging game publishers and yours truly:
start all players with a set number of ability points and let them distribute
them how they will. My gripes about the TSR representations of this system are simply that
in the former example, the number of ability points (75) is an odd choice, and I tend to
veer toward something divisable by the total number of ability scores. In the latter, the Alternity
system, the PHB says that players start off with 60 points, and that's it. It doesn't
give the reason, that 60 is divisable by 6 (the number of abilities in Alternity as
well), and the quotient is 10, the average ability score of humans in the world of Alternity.
It never come out and says this. So I will: When you pick a number of ability
points to give players, make sure it's divisable by the total number of ability scores (6
normally; God knows how many in your house rules.). TSR seems to think 72, giving scores
an average of 12, and making the characters' great strengths reflected by great
weaknesses--if you want an 18 in anything, you will pay dearly in other areas. I lean
toward 84, making everyone slightly happier with that wonderful number, 14, which barely
makes it into that magical category high stats, as the average ability score. This makes
characters generally more powerful (read: intrinsically heroic.), and makes most players
happier. If you, the DM, don't like the idea of PCs being too powerful (i.e. you are too
lazy to come up with any interesting or intellectual to stimulate them), then pick a lower
average number like 10 (::sound of Nealok shuddering::) or 12.
Magic
I like Gygax's system (actually, it's mostly from Jack Vances Dying Earth,
but who's really keeping track?), but it doesn't make much sense. Sometimes an 18th level
wizard would get a lot more out of nine magic missles than he would a single
wish, but the AD&D magic system tells that guy wizard to kiss off. Here's my
proposition:
-
Each spell is worth a number of points equal to its level.
-
If a character has access to two 5th level spells, he actually has access to 10 spell
points. Access to one 9th equals nine points.
Although many people thought of the above system at one time or another, I'm sure (it
makes so much more sense than the actual system!!!), TSR did take care of it in Players
Option: Spells and Magic, the only Player's Option book that is worth every penny. (
The combat book is worth half the price, and the S&P isn't worth the paper it's
printed on.) On a side note, if you don't want to pay the exorbitant price for the books,
here's a tip: go to the hobby, gaming, or software store, and pick up a copy of AD&D
Core Rules 2.0. It is much more economical for the more esoteric books it contains like all
the Player's Options books, and the High level campaigns book, and ALL the core books, AND
THE ARMS AND EQUIPMENT GUIDE, and the tome of magic in addition to the actual
programs in the damned thing. It is DIRT CHEAP for what you get. Anyway...sorry about that
rant.
Whoa, long tangent. As I was saying, the S&M book (Ha, ha. Yeah, I get it. Shut
up.) has a lot of really useful information that can add a lot of flavor to anyone's
campaign. Although I obviously think the above idea is the best one in the book.
The Player Character Party
Why is it that every time I play in any group, or every time I run a game, there is
someone who, when the party is having some stupid debate about divvying up the loot, who
gets which wench, or who left the seat up, that one frigging character walks away? I play
in two very different geographical locations with several different sets of different
people, and yet this always happens, whether I'm playing AD&D, Shadowrun, In
Nomine, or Vampire or whatever. I think it's all Doom's fault, I really do. Doom
and Daggerfall and Gemstone III. Everyone's gotta go and do their
own thing; the party is just incidental. It shouldn't be. The gaming group is a group.
It is most likely a group of friends who, in real life, would not treat each
other as shabbily as some of the PCs I've seen them play. DMs, this is your
responsibility. First, do not let players make their characters in the dark of their
rooms. Have everyone sit down at the dining room table and talk it over, and during
character creation establish bonds that will compel the PCs to stay in cohootz with
the rest of the party. I would say that everyone has to have a very, very tight
relationship with at least two people in the group, and they have to at least be
friends (not tolerance...tolerance sucks. I tolerate the fact that I need to defragment my
computer, but I'd get rid of it if I could.). In urgent games like the non AD&D ones
above, where the entire game is designed around the idea that there is always somebody
around the corner with a cap for your ass (or a fang, or a halo, or whatever.), it is
especially important that the PC's find some reason why they are with this group in a
world where the wrong group can mean your brain getting up close and personal with the
wall behind you. The fact is that you are going to be less inclined to make your character
shiv his sibling or someone he grew up with or who saved his life than you are someone
whom you met in the Squalid Seagull tavern. By the way, being thrust into circumstance
with each other may seem good, but it is clichéd and it also means that unless you come
up with a good backup excuse, the integrity of the adventure suffers...as well as the
party dynamic when you guys have no reason to be nice to each other any more.
In my own games, I give the most XP for the following four things, in this order:
-
A believable character who shows obvious effort and continuity both in his creation and
presentation.
-
The ability to work with the rest of the party in an effective manner.
-
The ability, on the part of the player, to work with everyone, including the GM, in a
manner which makes the entire game playing experience more positive for everyone.
-
Everything else.
'Nuff rambling on that topic for now.
I know I left out a lot that I said I would work on. I'll get to it, I swear.
- How to implement the new damage and hit point system for
monsters
- How to account for the "ochre jelly" problem
- Initiative- something's gotta be done
- Whatever else you tell me or I think of.
Okay, well, it's 4:00 in the morning, so I'm gonna go chill with
Morpheus. Later.
-N
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