A wand is like any other tool that channels energy through it to come to some end result projected through it. guns, air hammers, elctric drills, etc.. all share a commonality in that ther eis a chance for them to go awry. misfire, not fire at all, backfire even.
Depending on the nature and quality of the item, those chances are raised or lowered, but are sill present in some way.
I treat wands, rods and staves the same way. These are a magic users (and sometimes other PC's) "power tools". Having just one of them can be a total game changer. It can allow a PC that normally wouldn't stand a chance against a monster to be able to defeat it rather handily.
but, in my world, wands, rods and staves are wielded very carefully because the possessor knows or finds out soon enough sometimes that even wands have a chance to not fire or backfire and cause damage to themselves.
This makes wielding that wand of fireballs a bit of a sticky thing. yes, the damage it can do to an opponent is great (6d6 to everything in it's area of effect) but, the very idea that the wielder has a chance for it to blow up in his/her hand causing that same damage to themself and any of their teammates nearby, well, that makes them think harder about if the situation is dire enough to call for it's employment.
Also, the chance for it to misfire, meaning not fire at all on that attempt, could seriously hose a plan of attack. Sure, it could be the saving grace of the mission, or it could make it's wielder and the party come out looking like bumbling fools.
I think MU's and other magic using classes need to have wands, rods, staves, rings, etc... available to them, even at lower levels.
As soon as they reach levels enabling to make those items, I allow for it, BUT the lowest level able to make them leaves the items with the highest risks. Each level gained above that minimum level reduces the risk of backfire or misfire to a certain minimum.
Of course, they don't have to make the items themselves all the time. I make these common enough that they can be purchased in most higher end magick shoppes. Again, with the risk for each item at various levels of risk as determined by a percentage dice roll.
Magic is powerful, but it is dangerous as well.
My adventures as a Dungeon Master in 1st Edition Advanced Dungeons and Dragons /OSRIC My motto is: Homebrew Or Go Home!
Tuesday, September 24, 2013
Wednesday, September 11, 2013
There's magic and then there's magic
You may have not realized this, but magic as built in to AD&D 1E. Yes, I know, you might have missed the concept entirely. Good thing I pointed that out huh? This could change the whole game for you now.
Seriously though, I get to talk with a lot of folks who act like magic in the game is a bad or rare thing. it's their game, they can run it however they like. I have no problem with that. I just don't understand it.
Here you have a fantasy game with magic just oozing out of every crack and crevice in the book, just begging to be put to use. Some DM's act like the merest mention of magic is a wicked thing.
Not here. I let the magic flow freely. It starts with my whole outlook on the game world. My world i not just some replica of a medieval map guided by historic ideas of medieval life and technology. Nosirree Bob.
My world is more like an alternate universe in which magic takes the place of "high" technology. Magic is everywhere and at various scales or levels of influence.
I do divide magic into two types. There is "Common" magic and then there is "Divine" magic. Common magic is magic made or done by people. Common magic is, well, common. You can find enchanted items and spellcasters in most places.
Divine magic, on the other hand, is rare and doesn't just "happen". This is the power of the deities. Most often turning up, if and when they ever turn up, in the form of Artifacts and Cursed items.
You can find enchanted items like weapons, armor, rings, cloaks, etc.. in urban and suitable places everywhere. the more powerful the enchantment, the less likely you are to find it. This is usually because most magic users die off before they reach the levels required to make the really potent magics.
If PC's want to find certain enchanted items, again things like weapons, armor, etc.. they really aren't too hard to find. They get more expensive the more powerful the enchantment on them though, due to that less commonly found powerful magic user surviving long enough.
A party can walk into most towns and find a magic shoppe or magic user in residence who can help them obtain the more common types of things.
Artifacts are rare, exceedingly rare and these usually require a quest or the like to obtain. maybe. Why? Because Divine magic is insanely powerful and doesn't become less powerful as though it's batteries ran out or something after so many uses. Once the item is touched by divine power, it stays that way.
Just a little something about magic in my world I thought I'd share.
Seriously though, I get to talk with a lot of folks who act like magic in the game is a bad or rare thing. it's their game, they can run it however they like. I have no problem with that. I just don't understand it.
Here you have a fantasy game with magic just oozing out of every crack and crevice in the book, just begging to be put to use. Some DM's act like the merest mention of magic is a wicked thing.
Not here. I let the magic flow freely. It starts with my whole outlook on the game world. My world i not just some replica of a medieval map guided by historic ideas of medieval life and technology. Nosirree Bob.
My world is more like an alternate universe in which magic takes the place of "high" technology. Magic is everywhere and at various scales or levels of influence.
I do divide magic into two types. There is "Common" magic and then there is "Divine" magic. Common magic is magic made or done by people. Common magic is, well, common. You can find enchanted items and spellcasters in most places.
Divine magic, on the other hand, is rare and doesn't just "happen". This is the power of the deities. Most often turning up, if and when they ever turn up, in the form of Artifacts and Cursed items.
You can find enchanted items like weapons, armor, rings, cloaks, etc.. in urban and suitable places everywhere. the more powerful the enchantment, the less likely you are to find it. This is usually because most magic users die off before they reach the levels required to make the really potent magics.
If PC's want to find certain enchanted items, again things like weapons, armor, etc.. they really aren't too hard to find. They get more expensive the more powerful the enchantment on them though, due to that less commonly found powerful magic user surviving long enough.
A party can walk into most towns and find a magic shoppe or magic user in residence who can help them obtain the more common types of things.
Artifacts are rare, exceedingly rare and these usually require a quest or the like to obtain. maybe. Why? Because Divine magic is insanely powerful and doesn't become less powerful as though it's batteries ran out or something after so many uses. Once the item is touched by divine power, it stays that way.
Just a little something about magic in my world I thought I'd share.
Tuesday, September 3, 2013
Playing a visual game
I see discussion talking about use of miniatures in the game. They provide a good visual in terms of keeping track of the action. Miniatures are OK for AD&D if you have the money and the opportunity to actually find ones that pertain to the game.
But for those who aren't interested in miniatures or are not able to buy them, there is still good old fashioned paper and pencil. After all these games, my players finally asked about how to get a better idea of what is going on in a melee situation as I describe it.
I told them make a map, just like they do in a dungeon. This is part of asking questions of the DM as the party enters areas unexplored, except this map is for the Players rather than the PC's.After having a "melee map" a couple of times now, they are beginning to realize the value of asking detailed and specific questions.
They are also able to ask better questions now that they can "see" what is being described to them and what has not yet been described.
They have a better idea where opponents are in relation to where their characters are and how they move as the action happens. It helps them to strategize better and describe the actions and intentions of their characters.
All in all, even though I have been telling them about doing this for over a year, they are getting a better appreciation for the game and say that the simple "melee maps" make the game even more fun and interesting to them. I don't really mind that it took them this long to get the idea of this. Everything happens in it's own time.
Having them draw the action out also helps me as I am also better able to keep track of what I am describing to them. It is made even more important as I frequently involve a lot of randomness and on-the-spot invention.
So, if anyone out there who, like me, has kids who have pulled them back into the game, think about having them draw out the action as it happens. We call it making a melee map but you can just think of it as bringing the action in front of your eyes instead of just being in your mind.
But for those who aren't interested in miniatures or are not able to buy them, there is still good old fashioned paper and pencil. After all these games, my players finally asked about how to get a better idea of what is going on in a melee situation as I describe it.
I told them make a map, just like they do in a dungeon. This is part of asking questions of the DM as the party enters areas unexplored, except this map is for the Players rather than the PC's.After having a "melee map" a couple of times now, they are beginning to realize the value of asking detailed and specific questions.
They are also able to ask better questions now that they can "see" what is being described to them and what has not yet been described.
They have a better idea where opponents are in relation to where their characters are and how they move as the action happens. It helps them to strategize better and describe the actions and intentions of their characters.
All in all, even though I have been telling them about doing this for over a year, they are getting a better appreciation for the game and say that the simple "melee maps" make the game even more fun and interesting to them. I don't really mind that it took them this long to get the idea of this. Everything happens in it's own time.
Having them draw the action out also helps me as I am also better able to keep track of what I am describing to them. It is made even more important as I frequently involve a lot of randomness and on-the-spot invention.
So, if anyone out there who, like me, has kids who have pulled them back into the game, think about having them draw out the action as it happens. We call it making a melee map but you can just think of it as bringing the action in front of your eyes instead of just being in your mind.
Sunday, September 1, 2013
HMH - Herschel's Monster Hunters
Well, the new campaign is off and running. The first game is underway. The PC's have all been trained, armed and prepped as well as they could be.
There is no mercy. They are going in, looking for trouble hoping to hit huge bounties, treasures and more. They can expect to die on any given mission. TPK? Oh yes, there can be TPK.
As usual, I do a lot of game creation on the fly. Make it up as I go along. They ask questions and they get answers. (again, I usually make those answers up on the spot) if they don't ask questions, they are leaving themselves in more danger than they need to be. That's what you get when you don't take your wits with you on a monster hunt. No pity, no mercy.
This is a guts and glory kind of game. Play big, live big, win big, die spectacularly. In many cases, they will have to pull miracles out of their rear ends. If they want to win that is.
So far in this first game, they have a team of five. Four PC's and one henchman, that have been called in to rescue a village from a nightmare. it seems that a pack of Wargs, evil wolves as big as cattle, have been sent by an unknown spellcaster to prey on the small village.
That's what the party knows so far anyway. I hate to tell them that's only the half of the situation, but they'll find out soon enough. The Players had to break actually just before they take on the Wargs, so this should be interesting.
There is no mercy. They are going in, looking for trouble hoping to hit huge bounties, treasures and more. They can expect to die on any given mission. TPK? Oh yes, there can be TPK.
As usual, I do a lot of game creation on the fly. Make it up as I go along. They ask questions and they get answers. (again, I usually make those answers up on the spot) if they don't ask questions, they are leaving themselves in more danger than they need to be. That's what you get when you don't take your wits with you on a monster hunt. No pity, no mercy.
This is a guts and glory kind of game. Play big, live big, win big, die spectacularly. In many cases, they will have to pull miracles out of their rear ends. If they want to win that is.
So far in this first game, they have a team of five. Four PC's and one henchman, that have been called in to rescue a village from a nightmare. it seems that a pack of Wargs, evil wolves as big as cattle, have been sent by an unknown spellcaster to prey on the small village.
That's what the party knows so far anyway. I hate to tell them that's only the half of the situation, but they'll find out soon enough. The Players had to break actually just before they take on the Wargs, so this should be interesting.
Saturday, August 24, 2013
Initiative in my world.
I see a lot of posts in various forums about initiative. Weapon Speed and starting segments and all the typical stuff.
If anything, I have tried to keep initiative simple in my game. There is no use of Weapon speed nor is there a need to worry about segments.
I use group initiative and the winner gets the jump on the loser for the entire first round. The only worry a Magic user has in regard to spells is if the spell takes longer than 1 round to cast or take effect. Then there is a chance to be interrupted. That's it.
Is this realistic? Of course not. Is my game a war simulator? Of course it isn't. You win initiative or you lose initiative. Them's the breaks.
If you're into a more realistic combat scene, then I guess using things like weapon speed, etc.. would be important to the process. I look at combat in my game like a highlight reel from a football game or boxing match. All the details get looked over and the exciting stuff is what we focus on.
I'm not saying that using the individual initiative or weapon speed and such is bad or wrong. It depends on who is running a particular game. That's just not the kind of DM I am. I don't think my method is bad or wrong either, only different.
I have to admit, it is interesting to see how elaborate and detailed some of the initiative threads can get about the subject. Holy cow! You'd think the fate of the world depended on it being done exactly one certain way.
If anything, I have tried to keep initiative simple in my game. There is no use of Weapon speed nor is there a need to worry about segments.
I use group initiative and the winner gets the jump on the loser for the entire first round. The only worry a Magic user has in regard to spells is if the spell takes longer than 1 round to cast or take effect. Then there is a chance to be interrupted. That's it.
Is this realistic? Of course not. Is my game a war simulator? Of course it isn't. You win initiative or you lose initiative. Them's the breaks.
If you're into a more realistic combat scene, then I guess using things like weapon speed, etc.. would be important to the process. I look at combat in my game like a highlight reel from a football game or boxing match. All the details get looked over and the exciting stuff is what we focus on.
I'm not saying that using the individual initiative or weapon speed and such is bad or wrong. It depends on who is running a particular game. That's just not the kind of DM I am. I don't think my method is bad or wrong either, only different.
I have to admit, it is interesting to see how elaborate and detailed some of the initiative threads can get about the subject. Holy cow! You'd think the fate of the world depended on it being done exactly one certain way.
An MHI Inspired Campaign
We've decided to re-create a Monster Hunters oriented campaign inspired by the book series "Monster Hunters International" by Larry Correia.
Now, MHI is based on modern day people using modern day weapons in the "real world". Sort of. While I am not one who sees AD&D 1E necessarily as a "medieval" world, I do see it a an "alternate" world in which technology has taken a different route and"science" has been replaced by "magic".
Given that, I think I can create a pretty cool Monster Hunters campaign in the spirit of the MHI books.
As a matter of fact, I already have a "primary" NPC in a previous campaign that never really got off the ground which would be excellent as an AD&D 1E version of an "Earl Harbinger" (the leader of MHI in the books) complete with a compound/base of operations and everything a team of monster hunters might need or want to go off taking down the baddest of the bad. Though my leader isn't a werewolf.
PC's will be able to collect a "bounty" on targeted monsters though they have to give a percentage to the team. They have access to all kinds of awesome weapons and tools, for a price. And like MHI, they have access to NPC's who are specialists who might go along with the team, again, for the right price.
These are bounty hunters who specialize in tracking down and killing monsters. AD&D 1E is a perfect place for them. However, the players have been warned that the game is going to be rougher on them.
It's all "gloves off" since they are knowingly going toe to toe with any monster they get called for. Having said that, the rewards are going to be greater as well. Lots of treasure and XP to go around. Constant training and preparation for the next mission will keep them hungry.
I'm excited to give this campaign a go. The Players seem eager to pit themselves against the monsters knowing that it won't be easy going on them.
God, I love AD&D 1E.
Now, MHI is based on modern day people using modern day weapons in the "real world". Sort of. While I am not one who sees AD&D 1E necessarily as a "medieval" world, I do see it a an "alternate" world in which technology has taken a different route and"science" has been replaced by "magic".
Given that, I think I can create a pretty cool Monster Hunters campaign in the spirit of the MHI books.
As a matter of fact, I already have a "primary" NPC in a previous campaign that never really got off the ground which would be excellent as an AD&D 1E version of an "Earl Harbinger" (the leader of MHI in the books) complete with a compound/base of operations and everything a team of monster hunters might need or want to go off taking down the baddest of the bad. Though my leader isn't a werewolf.
PC's will be able to collect a "bounty" on targeted monsters though they have to give a percentage to the team. They have access to all kinds of awesome weapons and tools, for a price. And like MHI, they have access to NPC's who are specialists who might go along with the team, again, for the right price.
These are bounty hunters who specialize in tracking down and killing monsters. AD&D 1E is a perfect place for them. However, the players have been warned that the game is going to be rougher on them.
It's all "gloves off" since they are knowingly going toe to toe with any monster they get called for. Having said that, the rewards are going to be greater as well. Lots of treasure and XP to go around. Constant training and preparation for the next mission will keep them hungry.
I'm excited to give this campaign a go. The Players seem eager to pit themselves against the monsters knowing that it won't be easy going on them.
God, I love AD&D 1E.
Saturday, August 10, 2013
Uruk-hai looking for a wife
I have added Uruk-hai as an NPC race to my game. One of the aspects of them is that they are created by evil clerics of the god Uruk Khan who gives them life.
At creation, all Uruk-hai are males.. This is primarily for control over their numbers. However, say the evil cleric who created the Uruk-hai should die before all the Uruk-hai were all dead.
Would the Uruk-hai be able to mate with females of other humanoids to perpetuate the species or not? This is the question Iam pondering.
If so, then I am inclined to think they might only be able to breed with orcs or half-orcs. Then again, I am also inclined to think that they might be able to breed with any "magical" race such as elves as well.
Think of the story possibilities if a band of renegade Uruk-hai, bereft of creator cleric, should take to raiding orc and elf villages and towns to capture females with which to breed more Uruk-hai.
On the other hand, being magically created in such a way, it's highly plausible that they cannot breed at all and would simply die out as their raids and rampages eventually caused them to die off.
This could lead them on a path to hunt down other evil clerics in an effort to compel them to align with Uruk Khan and create more Uruk-hai.
Also, what possibilties exist that one of the created Uruk-hai could develop the ability to become an evil cleric themself and create more after aligning with Uruk Khan?
I'd like to thank Mogo from the DF chatroom for providing some very interesting feedback in a similar discussion.
What are your thoughts on this?
At creation, all Uruk-hai are males.. This is primarily for control over their numbers. However, say the evil cleric who created the Uruk-hai should die before all the Uruk-hai were all dead.
Would the Uruk-hai be able to mate with females of other humanoids to perpetuate the species or not? This is the question Iam pondering.
If so, then I am inclined to think they might only be able to breed with orcs or half-orcs. Then again, I am also inclined to think that they might be able to breed with any "magical" race such as elves as well.
Think of the story possibilities if a band of renegade Uruk-hai, bereft of creator cleric, should take to raiding orc and elf villages and towns to capture females with which to breed more Uruk-hai.
On the other hand, being magically created in such a way, it's highly plausible that they cannot breed at all and would simply die out as their raids and rampages eventually caused them to die off.
This could lead them on a path to hunt down other evil clerics in an effort to compel them to align with Uruk Khan and create more Uruk-hai.
Also, what possibilties exist that one of the created Uruk-hai could develop the ability to become an evil cleric themself and create more after aligning with Uruk Khan?
I'd like to thank Mogo from the DF chatroom for providing some very interesting feedback in a similar discussion.
What are your thoughts on this?
Subscribe to:
Posts (Atom)