Showing posts with label race. Show all posts
Showing posts with label race. Show all posts

20 July 2023

1e Level Caps

We often hear our fellows scoff at the idea that demi-man level limits are an adequate game balance force opposing the myriad advantages they get over Men, such as, well, literally everything the Elf and half-elf get. 

When you play the game with all the rules, however, Men outshine any of the lesser races, except maybe in the thief or assassin class. (In fact, you will find the greatest legendary persons of other races to all be thieves or assassins of one kind or another, even among the Lawful types.)

Limits on demi-men, chief among them class and level limits, are an implied worldbuilding element more than a game balance element (but they are partly both.)

You get demi-men, who have lots of abilities and can also progress in more than one class, with inherently more power than men at the start of their respective adventuring lives. 


However, Men catch up fast. Single-classed Men will level faster than multiclassed demi-men by one or two levels’ worth fairly quickly. Not only are Men way ahead on class abilities, but they face milder level-up restrictions in terms of class fidelity penalties and the time and money necessary to train up. 


Recall that RAW, a figure must get enough XP to attain level X, but it also must spend X weeks and X hundred GP for training each time. If the figure wishes to be most expedient, the player will have to have it cultivate relationships with trainers as he goes along. 


This means multiclassers are going to spend more resources at the critical early levels while their specialized colleagues are off in the dungeon. 


Recall further that RAW, the DM is instructed to impose XP penalties for characters who act outside their class role (or alignment.) Well, a character with two classes will have to walk a fine line to fulfill both roles cromulently. A character with three classes? The penalty is all but assured. 


(Does anyone play this way? I don’t know. The #BroSR guys say they do and who am I to doubt them?)


Level caps, again, shape the world more than they shape the party. Elfs can only get to 11th level in magic user. That means they never get 6th column spells. No Enchant an Item or Permanence. Hobbits can be Druids but not clerics. Why? 


Above Name level, what we will see across the game world is powerful high-level Men with many lower-level, but versatile, demi-man allies. (The exception again is demi-thieves, limping along, still carrying XP and class role requirements from dead classes despite accruing no more benefit from them.)


Which models Gary’s favorite pulp fiction worlds quite well. 

22 June 2023

1e AD&D Race, Class and Stats

I've compiled the several race and class combinations permitted by the 1e AD&D PHB, excluding the Bard and adding the Hobbit Druid from UA, which I think makes a lot of thematic sense. 

Here is the .docx file I'm using right now for a game I'm in with OSE rules. (The DM allows way more classes and combinations than this but I'm gonna mostly stick to what Gary wrote up.)

I've thought a lot about what these specific combinations of race, class and level cap imply. I may blog them all, either in short bursts or all at once. There's a lot of implied setting here that people overlook because it's so subtle. 

In my game CROWN & VALOR I did my best to explain the reasons why the several character classes are the way they are. I'll probably give it a go for these combinations too. 


24 March 2023

Becoming Orcish

This post originally appeared on March 9th, 2019.


Orcs are not a race. Orcishness is an affliction that will sometimes happen upon groups of people. It spreads like a strange disease, but many of its sufferers do not care to be cured.


What happens when you're Orcish:

 

Positives: 

Gain Darkvision to 6"

Gain a 1d6 melee attack barehanded

Fight and Save as a Fighting-Man of your level

Speak a cool new language

Really please the ladies without even trying very hard

 

Negatives:

Become completely incurious. Lose all casting abilities 

Get -1 to all rolls in daylight or bright lighting

 

Mixed Bag:

Your stats are set to S 16, I 5, W 5, D No Change, Co 16, Ch 5. So if you depend on mental stats, you're doomed.

 

How to become Orcish: Spend a week with a community of Orcish people. After the week, Save vs. Poison. If you fail, you will start to become Orcish. You cannot choose to automatically fail this Save. You will become quite strong and vigorous, then slow and stupid, then turn greenish and your teeth will protrude. You will forget your old personality and prefer orcishness in most cases.

 

How to stop being Orcish: Spend 70 GPs per character level and live for one month with a religious order. They will lock you up and cure you, much in the same manner as they could cure someone suffering from lycanthropy. Alternately, allow an apothecary and four strong men to heal you over the course of the month - it does not require clerical magic per se. Rates and success vary.