22 June 2023
1e AD&D Race, Class and Stats
16 March 2023
The Elf Issue
When I first learned about the multiclassing rules for elf and half-elf fighter/mages, I was really bummed out. Not only do they take a significant cut in their number of hit points (half d10 and half d4,) but they can’t wear armor when they cast spells.
Lol what?
What kind of a fighter can’t wear armor?!
I imagined that the elf would have his magic plate mail in his backpack. Once he blew through his offensive spells, he would cast his defensive magic, put on his armor, and pick up a sword.
This seemed stupid to me, especially with fewer hit points.
I never played one. I did have one half-elf fighter/mage/thief but that was a short-lived experiment for some reason.
I much preferred the Arensonian Elf class, where the elf was a fighter all the time and a wizard all the time. I got that. Even though they need hilariously high XP to level 2 (and then trail by at least one,) the idea of a sword and armor AND spells made sense.
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This clearly illustrates my fighter-bias, and even my specific melee-bias. Yes, I’m well biased towards melee types. Crown & Valor makes an effort to swing the power balance back in favor of melee toons.
Later on, I realized the world building implications of the elf casting without armor; the cold-iron-and-faerie-dust aspect of it all, and so now, I can appreciate that for what it is and what it says about that multiverse.
I might even try one the next time there’s a 1e game to be had.
10 March 2023
OSR Class - Gygaxian Monk
Ascetics
are hermits, dervishes, and monks who trade civilization for the wastelands and
lock themselves away from others in the Realm of Men. Rather than a monastic
life, an ascetic leads a solitary life, where he prays, fasts, studies and
fights evil spirits and the restless dead with his bare hands.
Having traded away worldliness
for holiness has its benefits. The ascetic is empowered by God with the
abilities necessary to live such a lonesome and militant life.
Ascetics never retain wealth,
being limited to that which they can lift off the ground while at full health.
They may never own more than six magic items.
Their godly life demands that they are always Lawful. If an ascetic loses his Lawful alignment for any reason, he loses all granted powers until he regains it.
Solitary creatures, Ascetics will never take on more than a single Retainer regardless of their CHA score, and will never marry.
The Ascetic’s Class Abilities:
Arms and Armor: An ascetic never wears armor nor uses a shield, although he may wear a helmet. He may use the following weapons: the staff, club, crossbow, dagger, hatchet, spear and pole arm.
Attack and Save:
Ascetics attack and save as Clerics of the same level.
Armor of Michael: Ascetics gain a natural +1 to their
AC at first level and then +1 per level.
Touch
of Jacob: Ascetics
may strike any target with their bare hands and feet for 1d6 +STR modifier
damage (minimum 1.) They may use these bare attacks or any weapon they hold to
deal damage to any target, including intangible targets such as ghosts and
gaseous-form vampires.
Special Immunity:
Ascetics have the same immunities to touch attacks as Elves do.
Metabolic Mastery: Normally,
a figure will begin to die after three weeks without food, three days without
water, and three minutes without air. Ascetics can bear an additional time
period before beginning to die at first level and then one more at each odd
level (5 at level 3, 4 at level 5, 5 and level 7 and so forth.) In the case of
food and water, they are unaffected until these extra periods have expired.
Keen
Senses: Ascetics
hear noise on 1-2 on d6 like demi-men do, instead of the normal 1 on d6.
Silent
Step:
Ascetics hide and sneak at an additional +1 range (up to 1-4 on d6) while
wearing no armor.
Spell-Like Abilities: The following abilities are granted by their steadfast loyalty to God. They are automatic but are suppressed by any ability which suppresses magic, and are subject to Dispel Magic counterspelling.
- At second level, he can reveal a trap in an area as the Guided Foot spell, once per day.
- At third level, he can command a lock to open, as a Knock spell, once per day.
- At fourth level, he may Save vs. Spell against any spell or spell-like ability that only targets them. This is in addition to any save afforded otherwise.
- At fifth level, the ascetic can see in the dark like a demi-man.
- At sixth level, the ascetic can turn ethereal for one Turn per day.
- At seventh level, the ascetic gains immunity to poison and gains an additional bonus Save against Poison-class attacks.
Strongholds:
Ascetics do not establish abbeys like a cleric does,
nor castles, nor towers. Rather, an ascetic will create a small fortification
large enough only for him and a few others, in which to lock himself away from
the world. At 9th level and higher, like-minded acolytes will build
their own encampments nearby (within the same hex) but will not be subjects of
the ascetic.
Forge Lore:
starting at level 9, ascetics can create wands, staves, wands and rings using
the same rules as Magic-Users do. They may not create other kinds of magic
items.
05 March 2023
OSR Ranger for Crown & Valor
The OSR Ranger is not Aragorn, but neither is he not-Aragorn. I picture him more like an 18th and 19th (and 20th) century mountain man on the American frontier: self-sufficient and beset by wanderlust.
The chassis of the class is the Hobbit class. You can see it with the hide and sneak abilities and with the ranged attack bonus.
As a nod to the 1e Ranger, this ranger gets two hit dice at level 1. He then matches the fighting-man into Name levels, and caps out on hit dice a little sooner.
On that I added the animal empathy and some ad hoc magic. I’m really not sure about the magic, and I’m not sure if I will ever have enough playtest experience to know whether it’s good, too strong, too weak, or off brand. Share your opinions and suggestions in the comments or via email.
The Ranger
Rangers are rustics and wild men who live at the border of the Realms of Men. They are self-sufficient, and live off the fat of the land. Some prefer the forest, some the mountains, and some the desert, but the Ranger never prefers the city or the mythic Underworld.
Oftentimes, the Ranger follows the druidic faith because of his reverence for this good earth beneath his feet and for the animals and plants which dwell upon it.
Rangers crave solitude. Their brothers are the animals. The forest is their cathedral. Their hymns are the wind. They are naturally suited to adventure due to their self-reliance and comfort in the Wilderlands. Sometimes, they will find a home as a scout or spy for an army or befriend some Elves.
Rangers rely on their physical, mental, and spiritual fortitude and on their wits. A character must have at least a score of 13 in both Wisdom and Constitution in order to be a Ranger. A character with a 16 or more in either score gets +20% to his XP.
The Ranger’s Class Abilities:
Arms & Armor: A Ranger may wear any nonmetal armor and carry a nonmetal shield. He may use the following weapons: Any sword except for those particular magic swords reserved for the fighting-man, any axe, any curved bow, dagger, oil, sling, staff and spear.
Attack and Save: The Ranger uses the same attack progression and Save tables as the fighting-man.
Keening Skill: Rangers are adept at ranged attacks. They get +1 to hit with any such attack.
Hiding and Sneaking: Rangers are adept at camouflage and stealth. They gain a +1 to any sneaking attempt on a d6. They hide in plain sight outdoors on a 1-5 on d6 and indoors on a 1-3 on d6. Magical light, such as a Magic-User’s Light spell, will spoil these hiding attempts.
Ambush: In cloistered wood, swamp, or other suitable virgin environs, rangers can be nearly invisible and can move almost silently, surprising a known enemy on a 1-3 on d6. If he is with rangers and elves only, the ambush fgoes off on a 1-4. In a similar space, any party with a ranger will only br surprised on a 1 on d6 insead of the normal 1-2.
Swift Overland Travel: a ranger in leather armor or lighter receives an additional movement point per day.
Tracking: A ranger can throw a Wisdom check on d20 to track prey. A rull must be made each day, It is modified by conditions, time passed, and number of the prey.
Animal Friendship: When a ranger is first created, choose a terrain type. The ranger gets a +2 to reaction rolls with animals native to that terrain type and a +1 to reactions to unnatural animals (but not man types, giants etc.)
Forge Lore: Starting at level 5, the ranger can produce curative potions of a similar kind as the cleric, but as a cleric two levels lower. At level 9, he may make any weapon or armor he can use as well as wondrous items of a type useful in the terrain he inhabits.
Limitations: A ranger can never own more than six magic itams. He may only own what he can lift off the ground while at full health. He may use horses or beasts of burden, but cannot retain wealth.
In order to build a stronghold, he must Squander money along the way and then use that Squander total as if it were money for his stronghold.
19 February 2023
Holmes-Style Monk
Father Dave over on Blood of Prokopius suggested a monk, in the Medieval sense, built on the Holmes cleric. I made several attempts, and made three or four different classes with different skin and different miracle/spell lists. Here is the Monk version for your edification and enjoyment.
A
Monk (or Nun) is a holy warrior who uses
his faith in God to explore the realm and to make it safe and sound for Men and
their allies. Furthermore, since he owes his strength to a higher power of some
kind, he must act within the Lawful alignment, or be sanctioned in some
way by that higher power. This means he must work on behalf of Mankind and it’s
allies whenever appropriate. On the other hand, his faith in God protects him
from attacks, lowering his Armor Class while unarmored and he performs special,
powerful miracles called Wonders.
These are not
always priests, but rather special individuals from inside and outside the
Church who receive and answer, a special calling from God. A monk is infused
with God’s power in order to undertake great and necessary tasks here in the
mortal realm such bringing succor to remote communities, solving mysteries,
questing for holy relics, and assisting pilgrims.
The Prime Requisite of the Monk is Wisdom. He uses the Cleric’s Attack and Saving Throw charts.
Arms & Armor: The Monk may use Leather armor and carry a shield, but doing so negates his natural Armor Class bonus. He may wear a helm without penalty. He may use the following weapons: Quarterstaff, Footman’s Flail, Club and Sling.
Magic Items: The Monk may use any magic items available to the Cleric, so long as they are not kinds of magical weapons or armor they are forbidden to use. He may read and write Cleric scrolls.
The Monk’s
Class Abilities:
Wonder Working: Monks have the powerful ability to perform special actions called Wonders. As the Monk gains experience levels, he will be able to perform more kinds of Wonders.
Wonders have effects that are identical to spells cast by Clerics or Magic-Users and Elves, but they are not spells. Rather, they are extraordinary abilities. Anti-magic and Dispel Magic do not work against these Wonders, and they cannot be disrupted by hit point damage like a spell can when it is being cast. The working of Wonders is more akin to the ability to Turn Undead. Use the appropriate spell descriptions to adjudicate these Wonders.
In order to work a Wonder, the Monk rolls 2d6. The Wonder works if this number meets or exceeds the target number for the Wonder in question (see Table 2.) More powerful Wonders are available at higher experience levels, and the ones granted become easier to use.
The Monk may attempt to work a Wonder once per Turn (10 minutes.) He may use each Wonder once per day. If the Monk attempts to work a Wonder and is unsuccessful, he may attempt to work the same Wonder later in the same day until it is successful.
Monks require
some object of religious significance like a mirror, a cross or other holy
symbol to use their Wonder ability; but the power to it is invested in he
himself and not the object.
Uncanny
Hand: A
Monk may substitute his Wisdom score for his Dexterity score at any time.
Smite:
Using
an allowed weapon, the Monk may attempt to Smite.
This special attack must be declared prior to rolling the attack roll. This
attack gains a +4 to hit that stacks with any other bonuses and deals double
damage if it hits. He may attempt this once per day at first level, twice per
day at third level, and three times per day at fifth level and higher.
Armor
of God: A Monk is a special creature, watched
over by God. He has a naturally better Armor Class than other characters and
that Armor Class gets better as he gains experience levels. However, if he
wears armor or uses a shield, that bonus goes away.
Monster
Hunting:
Upon encountering a kind of monster
for the first time, the Monk may make an Intelligence check on 1d20 to see if
he has learned something about it in his catechism or travels.
Read Languages: The Monk has a 10% chance per
experience level to read any non-magical writing. At level 8, he gains the ability
to use arcane and divine scrolls.
17 February 2023
OSR Kensei Class
The Kensei
However, the Kensei candidate must have both a Wisdom and Dexterity of 14 or better in order to assume the class. Additionally, he must know the Ponta language, which is the common tongue of the lands of the Sho people.
The Prime Requisites of the kensi class are Wisdom and Dexterity. A Kensei with a Wisdom and Dexterity of 14 or more gains a +20% adjustment to all earned XP.
Arms & Armor: The Kensei uses no armor nor shield. He may use any weapon including the most powerful magic swords.
10 February 2023
Revised Fighting-Man Level Titles
The “boring old fighter” trope has always bothered me. It’s also spawned many combat classes with different wrinkles, as if being the best at fighting in a game that features good fighting isn’t enough.
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| Awesome like this. |
I have given a lot of thought on how to — not necessarily improve the fighting-man class, but to change a player’s eye level when he looks at the class.
I’ve decided to restrict commanding military operations to the fighting-man. The higher the level, the more troops he can command on a battlefield. I did the math and I think a 10th level Lord can command almost 27,000 men; a few directly, but most through a solid chain of command structure.
This is why every evil wizard has a fighter in tow. This is why kings are kings: they have the loyalty of great fighting-men.
Therefore there is a lot of implied setting here. Fighting-men are not just better at this particular thing; being a fighting-man affords political power and respect that a plain old +1 arming sword cannot.
And from there, it is obvious I should change the level titles. Here they are:
Alt. Fighter ranks
Veteran 1st
Sergeant 2nd
Lieutenant 3rd
- can lead 10x level men
Captain or Hero 4th
Centurion 5th
Tribune 6th
Legate 7th
Prefect 8th
- can lead 20x level men and additionally 2 of the next lowest rank
Lord 9th
23 January 2023
My Ratcatcher Class
Ratcatcher has been an OSR D&D class for ten years or longer. I like it better than the Thief and the Ranger.
At the start, I'll only offer the six core classes. But as the campaign matriculates, I'll offer this class (and some other ideas) as a way to keep things fresh.
The Ratcatcher
A Ratcatcher is a fellow who makes his living in the dirty business of urban pest control. He is expert at bypassing underground hazards and dealing with vermin. Those who are successful at the rat-catching game will sometimes turn their talents toward the pursuit of more monstrous game and the loot they inevitably guard.
The Prime Requisite of the Ratcatcher is Dexterity. See Table 2 for adjustments due from high or low Dexterity.
The Ratcatcher’s Class abilities:
Arms & Armor: A Ratcatcher may use Leather armor and those armors which do not encumber[1], but may not use a shield. He may use the backsword, dagger, hatchet or hand axe, war hammer, staff, or spear. He may also use the light crossbow and the sling.Combat Ability: The Ratcatcher uses the Cleric’s
Attack Matrix and Saving Throw charts.
Dungeoncraft: The Ratcatcher learns his craft where
vermin are. He has a keen awareness of mischief and danger in such places.
In subterranean or dark urban environs, Ratcatchers
can be nearly invisible and can move almost silently, surprising an enemy on a
throw of 1-4 on a six-sided die.
When actively searching, Ratcatchers will
locate secret doors with a throw of 1-4 on a six-sided die; when merely passing
by they will do so with a throw of 1-2. This is the same as an Elf.
In artificial subterranean locations such as
sewers, tombs and so forth, the ratcatcher will notice nonmagical traps on a
roll of 1-4 rather than the normal 1-2.
Ratcatchers identify useful information from
faint noises when listening with a throw of 1-2 on a six-sided die, just like
demi-men do.
They will have good vision even in the
feeblest light, but not true darkvision.
Poison Use: A Ratcatcher can lace food with
wolfsbane (or hemlock) to poison vermin via affecting vermin and Lycans with as
many HD as 1d4 times his level, the bait being left overnight.
Favored Foes: In combat, he is particularly
effective at skulling and boning vermin, doubling damage dice versus animals,
ooze-types and Lycans. Lycans will always attack a Ratcatcher in preference to
other enemies.
Tracking Vermin:
Hunter’s Kinship: The Ratcatcher frequently
handles cats, dogs, ferrets, serpents, and the like to root out and destroy
vermin. He adjusts reaction checks by +2 in any dealings these types or their
dire versions, but alas! the smell and appearance of him adjusts reaction
checks with civilized Man-types by -1, and Lycans' reactions are adjusted by
-2.
He may
keep a special cat, dog, or other small mammal as a favored pet. Such an animal
is particularly intelligent, has 1+1 Hit Dice and 7 Hit Points, and indwells a
Retainer slot. Should such an animal die, it will take the Ratcatcher six
months to replace it.
Disease Immunity: Grimalkins (2nd level) and above are immune to natural diseases.
Sense Dangerous Vermin: Ferreters (4th level) are
aware of unseen animals, ooze-types and Lycans within 3 scale inches.
Speak With Vermin: A Stalker (6th level) and
above can speak with calm vermin in a rudimentary fashion (cf the clerical Speak
with Animals spell).
Charm Vermin: A Piper (9th level) and above is
highly sought after for his ability to charm vermin with pan pipes (or similar)
for so long as he continues to play (cf magic-user Charm Animals spell).
Unintelligent vermin such as slimes and oozes will be held in a quivering,
immobilized state while rats and their like will follow after the Piper,
mesmerized.
A Piper Lord (10th level) can establish an operation
in any existing town, city, or stronghold that does not already have such,
including any run by a non-player figure (even non-players have rat problems).
This operation will attract 4d6 Mousers who will each generate 1d6 GP profit
per month of normal practice. Any activities outside of "normal
practice" remain in the jurisdiction of the player.
Any Ratcatcher can be ennobled and added to the household
staff of a Baron or greater. He then earns 140 SP per month and is no
longer subject to taxation.
03 January 2023
Leveling Up
With a Bullpen of characters to play and a regular calendar of weeks and days, we can afford to expand the leveling up process beyond simply changing numbers on our sheets. Therefore we will use the following leveling up rules for our Cyfandil campaign.
When a character meets the minimum XP requirements for attaining the next level of experience, he may seek out a mentor for training. Such training takes 1 week and 100 GP to rise to level 2, 2 weeks and 200 GP to rise to level three, and so on. The mentor so acquired must be at least the same level as the character wishes to attain.
The time for training must be uninterrupted except for Sundays, which are a day of rest. Of course anticlerics may train on Sundays but must rest between Friday dusk and Saturday dusk.
The character may seek out an NPC or a higher-level PC, but in the latter case, all time and money must be paid and neither character may participate in other activities at the same time.
On matching mentors to apprentices:
Clerics can only train with clerics; anticlerics with anticlerics.
Magic-users can train with elves or magic-users.
Dwarfs can train with dwarfs or fighting-men.
Hobbits can train with hobbits or fighting-men.
Elfs can train with elfs, or they can take training from both a fighting-man and a wizard. In the latter case, time and money costs apply separately to each patron, effectively doubling the character’s burden.
PCs training lower-level characters:
By the same token, a PC may take on an apprentice to train. The cost and time strictures are the same as above, but the master only collects a profit of half the total spent (and the attendant XP,) the rest of which goes to expenses.
A master may only train up to two apprentices at the same time. Clerics and anticlerics may only train one apprentice at a time.
Note that a character does not need to use the same trainer for every level. He may switch freely from one to another for training successive levels.
Note also that Lawful types will normally refuse to train Chaotics (but PCs can choose to do so.)
Once a character has been trained, then we can change the numbers on his sheet. The player rolls new hit dice and makes other level-based changes, such as the magic-user rolling for a new spell.
Rolling hit dice:
At each new level, the player rolls all listed hit dice, totals them, and adds the constitution modifier for each one so rolled.
If this amount is less than or equal to the current number of hit points, add one to that total.
If this amount exceeds the current number of hit points, use this new total instead of the old one.
In this way, the character will gain at least one hit point per level, and possibly many more. A high-level character will trend toward max hit points per die (but will rarely reach it.)













