Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Thursday, January 5, 2012

What Fairy Tales Have Taught Me About Demi-Humans & Monsters

Elves, Dwarves, Giants, Goblins, Pixies, Nixies, Dryads and Snyads should definitely not have Type IV names like Elberenthon Autumnleaf or Bordan Stronghammer but they should have hokey, folksy names like "Green Jack," "Weeping Annie," or "Big Ted."

Also, prompted by the AD&D Demi-Human Level Limit discussion over at Rients' joint; my view is that you have to keep in mind that these aren't people we're talking about; they're demi-humans, some of them don't even have souls. By D&D standards they're practically monsters.

And, ultimately, they're also critters from fairy tales. I like fairy tales, and if I was an adventurer I would be terrified of facing something from a fairy tale. I can handle fairy tale beings being badasses. But can I handle them being the most-badass mofos? The Conans, The Gandalfs (okay, he was an angel; in human form), The Gray Mousers, The Rambos, The Darth Vaders, The Snake Pliskins? The Batmans? The James Bonds?

No; they are from fairy tales. Only the children of Adam and Eve are allowed to become the King Arthurs, the Alexander the Greats, the Merlins, the Solomons, the Moses', the Musashis, the Indiana Jones'. I think that in almost every supernatural worldview, there is the idea that there is something that makes human-people and the super-natural spirit people of the woods and mountains fundamentally different. And the greatest legends are about human heroes (and also deities).

Demi-humans get unlimited Thief advancement because it's a crap class, and I'm okay with fairy tale beings betting top-shelf, triple-A level tricksters.

Sunday, September 20, 2009

Weapon Ability Score Requirements

In an earlier post, I discussed my usage of ability score requirements for weapons in my Planet Algol AD&D game, here is a link to a document with the required scores for many common weapons:

Saturday, August 29, 2009

Weapons

In my personal Algol campaign (houseruled 1st ed. AD&D), I've removed the weapon restrictions for the various classes, while using the weapon proficiency rules, the weapon vs.armor type modifiers and weapon speed factors.

As well, I've implemented strength and dexterity requirements for various weapons, cribbed from runequest. If you're not strong or dexterous enough for a weapon, the character is unable to gain proficiency with it, and are subject to the class specific nonproficiency penalty.

The reason for these choices are to make the choice of weapons for a character important, adding verisimilitude and for the "adventuring everyman" theme I'm exploring in this campaign.

Not every mercenary is muscular enough to fight well with a great sword or a longbow, and daggers become the weapon of the everyman.

Weapon vs. armor modifers are very interesting, many weapons are absolute monsters against unarmored or lightly armored foes while others are efficient at punching through plate.

It adds a level of tactical complexity to combat, you may have trouble hitting an agile, unarmored target with a heavy, high damage dealing weapon or you may be up the creek without a paddle when your fighting a heavily armored opponent without a weapon that can penetrate their protection. Crossbows are more accurate than bows, and better at punching through armor but bows users can fire two arrows per round.

The combination of limited weapon proficiencies, ability score requirements and armor modifiers (as well as the damage by target size) really differentiates the battle axe from the broad sword, the spear from the short sword,, etc. Your weapon choice matters!