Sunday, April 11, 2010

Variant 1st Ed/LL/AEC Class: White Wizard


Inspired by a recent foray into the much-famed City of the Black Toga in a play-by-post campaign, I have been itching to introduce some of the ideas found in the old second edition Lankhmar supplement into my own LL/Advanced Edition Companion tabletop campaign.

One addition I was toying with is allowing for my own version of Newhonian white wizards as a playable class in the campaign.

As always any and all feedback would be greatly appreciated!

White Wizard
Requirements: INT 12, WIS 12
Prime Requisite: WIS
Hit Dice: 1d4
Maximum Level: None

White wizards are practitioners of a benign, defensive, and naturalistic magic school.

White wizards are much akin to their magic user cousins. They save as magic users and must keep spell books and memorize spells in the same manner. White wizards are only allowed to use simple weapons such as staffs, daggers, and darts as weapons and are not allowed to wear any armor.

White wizards differ from magic users in that they are only allowed to cast spells from the cleric and druid spell lists. (Their magic is arcane in nature and not divine in origin however.) Because of their rigorous studies, their spell progression is quicker than that of clerics and druids.

White wizards must be good in alignment (or Lawful in a three-alignment system).

White Wizard Level Progression
Experience Level... Hit Dice (1d4)
0... 1... 1
2,501... 2... 2
5,001... 3... 3
10,001... 4... 4
20,001... 5... 5
40,001... 6... 6
80,001... 7... 7
160,001... 8... 8
310,001... 9... 9
460,001... 10... +1 hp only *
610,001... 11... +2 hp only *
760,001... 12... +3 hp only *
910,001... 13... +4 hp only *
1,060,001... 14... +5 hp only *
1,210,001... 15... +6 hp only *
1,360,001... 16... +7 hp only *
1,510,001... 17... +8 hp only *
1,660,001... 18... +9 hp only *
1,810,001... 19... +10 hp only *
1,960,001... 20... +11 hp only *


White Wizard Spell Progression
Spell Level
Level 1 2 3 4 5 6 7
1... 2 0 0 0 0 0 0
2... 2 1 0 0 0 0 0
3... 3 2 0 0 0 0 0
4... 3 2 1 0 0 0 0
5... 3 3 2 0 0 0 0
6... 4 3 2 1 0 0 0
7... 4 3 3 2 0 0 0
8... 4 4 3 2 1 0 0
9... 5 4 3 3 2 0 0
10... 5 4 4 3 2 1 0
11... 5 5 4 3 3 2 0
12... 6 5 4 4 3 2 0
13... 6 5 5 4 3 3 0
14... 7 6 5 4 4 3 1
15... 7 6 5 5 4 3 2
16... 8 7 6 5 4 4 2
17... 8 7 6 5 5 4 3
18... 9 8 7 6 5 4 3
19... 9 8 7 6 5 5 3
20... 9 8 7 6 5 5 4

Hill Cantons, the South by Southwest Front

Having received the critical mass point of "what is up with your blog and campaign" type email, I've finally reached the point of tearing myself away from the so-called real world to resume posting. Short answer on the "que donde" question is, ladies and gents, that the Hill Cantons have pulled up stakes--and rules systems--from their Austin-based environs.

Due to a unique work-situation that I won't bore you with the details of, I started spending a good deal more time down the road in San Antonio last summer. Not one to miss a fresh gaming opportunity (yes, this is how far I have fallen down in the cool-o-meter rankings), I prompted launched a new campaign much along the same old sandbox-focused lines using Labryinth Lord's Advanced Edition Companion, a 1st edition D&D retro-clone. And since I'm also not one to ignore recycling opportunities, the campaign extended the Austin-based Hill Cantons campaign by setting the SA players down about 70-80 miles south of the current playing area. (How's that for some real-world sychronicity?)

If you happen to be in the San Antonio area and are looking for a game--or just dropping in and want a fun pick-up game give me a holler. And for my handful of blog followers expect a number of posts to be coming in the next two weeks on various and sundry topics such as: analysis of what worked and what didn't in my attempt to build a West Marches-ish campaign; new LL player classes I am toying with (Lankhmarian White Wizards, Mountebanks, Berserkers, etc); musings on PC deaths; play-test reviews of the new LL supplement Advanced Edition Companion; and the next scheduled Texas Old School Mixer...whew busy, busy.

Wednesday, July 1, 2009

We're On...Texas Old School D&D Mixer July 11

Looks like we've hit a pretty good critical mass of interest for our old school mixer idea. So with no further ado, I'd like to formally throw down a "save the date" for folks interested.

The mixer itself is set July 11, 6pm-9pm at Scholz's Garten, a famous watering (and eating) hole for politicos, newshounds, students, and other motley Austin elements. Look for us at a big table in the middle room.

We're also organizing some one-shot or drop in games early that afternoon at Dragon's Lair, so you can actually get some gaming in if you come out.

If you want to come please email me at kutalik at gmail dot com and I will send you the formal invitation and other details.

Hobbit, the Musical

After reading Troll and Flame's recent post on movies for gamers, my head suddenly inexplicably was filled with a tune from childhood. You know the kind, it plays over and over in an annoying loop until you just have to roll with that. That song would be from that great (and eminently scary) scene from the cartoon version of the Hobbit in which the warg-riding goblins chase the wee ones up a tree.

Hunting down the vid on YouTube, I was struck by how much this cartoon and its bad/good brother "The Return of the King" had an influence on my own idea of what fantasy was as a kid. For years I thought of D&D elves as somewhat sinister-looking gray-green creatures; dwarves as skinny somewhat mischievous obsessives; and orcs as oppressed draftees.

Where there is a whip, there is a way...



Tuesday, June 16, 2009

Revised C&C variant combat rules




My friend and co-tinkerer, Jon from Seattle (aka Redbeard), has released a revised version of his Castles and Crusades variant combat rules based on feedback from many of you fine folks. I'm pasting his latest greatest below (for more discussion about it, mosey over to Dragonsfoot here.)

Why a Grid? To enjoy combat as a tactical mini-game. Tumbling, flanking, pulling an Errol Flynn. To give the melee types the ability to protect the squishies, define simple “Attacks of Opportunity.”

1.Defining the Grid: Go with 5' squares and round to nearest.

2.Threat Range aka Reach
*Threat Range is how far you can reach and smack someone with a melee weapon if you've got one (or if you're trained in unarmed combat) and you're currently able to defend yourself.

*Most melee weapons for human sized critters will have a threat range of 5' – one square

*Polearms have a threat range of 10' if you've been trained with them (see Class Abilities).

*Weapons like nets, whips and chains may have larger threat ranges.

*Larger creatures will have larger threat ranges. Add 5' for each size greater than medium.

*Extraordinarily small creatures, such as Pixies, may have no Threat Range at all.

*Some creatures like snakes or creatures with long appendages may have Threat Ranges larger than their size would indicate.

3.Threat Attacks
*You get to make a Threat Attack on an enemy when it first enters your threat range. The Threat Attack is resolved immediately, before the enemy gets to make another action.

*Most combatants only get to make one Threat Attack per round.

*The CK can allow Threat Attacks when an enemy is unable to defend itself. Beg your CK.

4.Position
*Aware combatants are assumed to be able to adjust their facing as needed during a round (as usual, the CK applies commonsense to this rule. This is to keep people from simply running around behind someone who sees them coming.)

*Flanking: When two (or more) attackers are on completely opposite sides of a target, all such attackers are considered Flanking and get +2 to hit. Rogues qualify for backstab.

5.New Combat Maneuvers for the Grid
Push: A successful Push pushes the target back 5' in the direction desired by the attacker, who moves into the vacated space. The target number is 10 plus the to-hit bonus and size of the defender (+2/-2 per size difference). The attacker rolls a d20, adds strength and base to hit for combat trained classes (CK's discretion.) An attacker using a shield adds a +2 to the die roll.

Body Blow: a big hit (19 or 20 on a successful to hit) from a melee attack (determined by CK) can push a target back 5' and enter the vacated space. Defender gets a strength saving throw against 10+damage inflicted with -2/+2 for each size difference.

Tumble: Avoid a threat attack by making a Tumble check (dex check, + character level for rogue, assassin, monk). The target number is 10+ the base to hit of the Threat Attacker.

Dodge: a defender can increase their dodge bonus against one attacker from +2 to +4 by giving ground and moving 5' back in the direction specified by the attacker.

6.Class Abilities (which class gets them)
Hold the Line (Fighter): When a character with the Hold the Line ability succeeds on a threat attack, the target must cease movement in that space.

Combat Reflexes (any character with strength prime): A character with Combat Reflexes may make one Threat Attack per opponent entering Threat Range, not one per turn.

Potent Charge (Fighter, Knight with Lance) - if the character with Potent Charge is being Threat Attacked by the target of a charge, the charge is resolved first if the charger's weapon can reach its target (instead of the threat attack being resolved first.)

Uncanny Dodge (Barbarian,Monk) Can't be flanked except by attackers of higher level.



Friday, June 12, 2009

Mixing Up the Old School in the Lone Star State


I've been cursing the Deadline Gods as of late. These dark minions have thwarted not only a number of posts here on the HC, but, more tragically, my attendance at that marvelous confluence of old school forces that mustered recently at the North Texas RPG. The former will be fixed shortly as I finish up all the neglected half-written posts saved behind the curtain here. The latter...well...that's got me thinking about an idea.

The journalism world is lousy with social mixers. Seems like one can't go two weeks before another invitation to live up to the liver-destroying stereotype of boozy, hard-bitten newshounds pops up in your inbox.

In a second, yet related thought, I've been pleasantly surprised by the sheer number of people I've found online running, playing, writing, and/or pontificating around old school RPGs in the region. Even better, I have been greatly relieved to find that many of them are actually people I quite like.

Punchline: why don't we organize some low-key social soirees for old schoolers around here?

Here's the meat of my modest proposal:
1. We start by meeting one pleasant evening in my hometown in Austin and pick a nice, convivial spot downtown (preferably one with margaritas, mexican martinis, fajitas and other wonders of this fair city).

2. Like a good proper sandbox campaign, we'll have a casual "who ever shows up" kinda attitude to the whole affair. I'll make use of the plethora of social-networking thinga-mijiggys out there to get the word out (Meetup.com, forum posts, blogs announcements yadda yadda), but not sweat outreach overly much.

3. People will be encouraged to bring whatever campaigns, dungeons, house rules, half-crazed ideas they are working on for some good old "show and tell" (minus the frowning old witch of an elementary school teacher hanging over your shoulder). If more gaming comes out of this, more power to us, but we'll start with the casual and social.

If the idea catches on perhaps we can organize another one down in San Antonio (where we have a second HC now going) and further on down the road if others are interested.

So what do y'all think?