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Showing posts with label AD&D. Show all posts
Showing posts with label AD&D. Show all posts

Wednesday, November 27, 2024

A Subdued Reaction

 


As I mentioned in the previous post, dragon subdual rules are an interesting little nugget buried amid the monster listings which rarely comes up in my games, but after talking about dragons in general, I felt it deserved a closer look.

Essentially, PCs can choose to beat a dragon up instead of killing it. Damaging spells and ranged weapons cannot be used to subdue -though I might allow thrown rocks, but not sling stones or bullets. Rather, blunt weapons like clubs or maces are used. A sword can be turned to hit with the “flat of the blade” for similar results. The battered creature, being intelligent enough to understand that the party could have killed it, but they chose not to. Therefore, to save its skin, the dragon surrenders.

The “subdued” beast doesn’t suddenly feel affection for the PCs. It is a prisoner. It will try to escape or kill its captors if it sees a reasonable chance. By the book, such a creature cannot be kept for any length of time and must be sold off as soon as reasonably possible. Players could see tens of thousands of gold for a live, subdued dragon sale (up to1k/hp). The AD&D (1st edition) rules in the Monster Manual for subduing dragons and how subdual damage works are far more complex (big surprise!) but follow the same general concepts.

So to start with, why have these rules at all? I can’t speak with authority on what the gang in Lake Geneva were thinking, but I’m guessing that some player wanted to try and capture a dragon for one reason or another and a set of rules was worked up to cover the situation. It would seem the DM that came up with this ruling wasn’t wild about a pet dragon sticking with the party, so he stipulated the selling of the creature was necessary. Given that you pretty much have to get up close and in melee with the beast to subdue it, and that your non-lethal damage does NOT reduce how many points of damage their breath weapon does, it seems a pretty fair level of difficulty for the players to pull it off.

So if you can’t keep Ol’ Scaly to ride around like you’re on Pern, and you would have gotten the hoard anyway if you’d just killed it, why go to the trouble? I can think of three possible reasons:

1) The dragon knows something or can do something for the PCs that they don’t know/can’t do themselves.

2) The dragon serves a role in the larger world and killing it might cause downstream effects the PCs wish to avoid, but they still want the loot or to discourage the dragon from doing something. Maybe it was raiding a nearby town’s livestock, but the dragon’s presence keeps other monsters from overrunning the region. In that case, selling it off might not work, but I imagine releasing the creature once the PCs’ goals are met could be a viable option.

3) Number-crunching PCs. Defeating your average, BTB dragon has about 40hp and is worth about 1700-1800xp. An average hoard has a value of 50K. Referees may or may not award full XP for defeating a foe without killing it (I do) or for the gold earned by selling such a beast (again, I would) but selling the subdued dragon turns approximately 50,000gp (and XP) into up to 90,000! Definitely worth considering.

It’s probably fair to say that not every campaign has an economy that supports many “FS: Subdued Dragon. 1000gp/hp OBO” ads, but it IS something that is assumed to exist in your classic BX world, at least potentially. PCs might not be able to turn dragon resale into a sustainable business, but the idea that there’s one rich person out there that has a use for such a thing is not unheard of. Maybe a chaotic wizard has built his tower and wants to stick the dragon down in the dungeon below it as a guardian monster. He’ll send prisoners down for snacks and let it hoard some loot from any intruders it kills. A recently beat up and robbed dragon might actually be cool with an arrangement like that (at least for a time).

For myself, I’m not 100% on-board with the “must be sold” part of the language. While I wouldn’t make a subdued dragon into a “loyal beast” for the party, like a horse or some such (at least not without some powerful magic), I could see a situation where the players might make a deal with the dragon in exchange for letting it go later. Or where the buyer might have the cash, but it turns out he wants the dragon for alchemical ingredients and plans on killing it and cutting it up for parts. Some PCs might balk at such treatment of an intelligent being and want to find another solution. The dragon might be well-motivated to make such a deal to avoid the chopping block, or see this is an excuse to try and break free. There are many interesting situations to be created from such a scenario beyond a payday for the characters.

The PCs might not even be the ones with the dragon! Imagine them running into an NPC party on the road that’s hauling a bunch of dragon treasure back to town with a blue dragon in a cage. What if the NPC party is cool with the dragon being vivisected by some crazy mage as long as they get paid. What if the dragon could speak and begs the PCs for help (Remember Blues are neutral, not chaotic, in BX)? Now THAT could be a really interesting encounter!

I’ve rambled on a fair bit here, so I’ll wrap up. Is the inclusion of subdual rules sort of… weird? Maybe. But to me, it’s a weirdness very consistent with the Swords & Sorcery aspect of BX and fits really well into the assumed nature of BX settings. It’s also a rule that simply is not likely to come up terribly often. Not unless dragons are way more common in your games than mine. Not only do the PCs need to encounter a dragon either as part of a dungeon, randomly, or seeking one out on purpose; then they’d need to decide to forgo most spells and ranged attacks, then they’d need to defeat it with nonlethal damage, and THEN they need to get it someplace with a buyer to sell it to. If the party doesn’t have a buyer lined up ahead of time, what do you do with the dragon while you are asking around town? Granted, the party could realize quite a windfall from this, both in wealth and XP, so be prepared for the fallout from that. Most parties that could pull this off are probably far enough from low levels that it won’t disrupt things TOO much for each of them to gain 15-20K xp and similar amounts of treasure. Frankly, the boost to their reputations might be a bigger deal depending on how the society in your game views such things.

It’s a complicated enough endeavor that I wouldn’t spend a lot of time or energy worrying about the rules being balanced or more detailed or not. Chances are if your players are about to try subduing a dragon, you’ll have some heads up to review the rules and make your choices. For myself, I think the rules as-is are a pretty good springboard for this kind of situation to get introduced into a campaign. If dragons are at all a big deal in your setting, subduing a dragon and the aftermath of it could easily give you fodder for the next several sessions. 




Saturday, June 2, 2018

Curious Objects: Staff of Wizardry

Once again, he is undeterred!


The staff of wizardry is arguably one of the most powerful magic items in the game. It's effectively the BX equivalent of AD&D's Staff of the Magi. Basically, it is three separate magic staves in one: in addition to its own distinct powers, it has all the abilities of the Staff of Power, which in turn can be used as a Staff of Striking. Let's start with the most straightforward of the three and move upwards, shall we?

Firstly, the Staff of Striking lets the wielder have a stronger melee attack than your average MU is capable of (2d6 damage, but costs a charge). While this staff is unusual in that clerics can also wield it, I do not think that aspect translates to the Staff of Power or Wizardry. While it isn't expressly stated, this is usually ruled to count as a magic weapon attack for purposes of hitting special monsters like gargoyles.

The Staff of Power gives the wielder some nice attack spells: fireball, lightning bolt, and cone of cold. Each dealing 8d6 damage! Sure it costs charges, but an Elf or MU toting one of those around is going to have something to bring to almost any fight. I particularly like that he has a variety of damage types to choose from. Fighting something immune to fire? Cone of cold it is!

The Staff of Wizardry is the main event, though. In addition to all of the above powers, it can also cast quite the laundry list of super-useful (and powerful) spells:

  • Invisibility
  • Passwall
  • Web
  • Conjure Elemental
These are some awfully nice abilities that aren't tying up a spell slot! Something I hadn't previously considered is that the elemental conjuration isn't just for one kind, it's any of the four! We're not done yet, though.

The staff also allows the wizard to create a whirlwind like a djinn. It also doubles as a wand of paralyzation. 

The last trick the staff carries is its "final strike." This release a fireball effect of 8hp damage per remaining charge (not rolled) to anyone within 30'.* This includes the caster or any friendlies, so it's a last-ditch effort, to be sure. It's still mighty impressive.

Staves in BX are found with 3d10 charges, and there is no BtB way to recharge them. So while this is a very powerful item, it is limited. The Elf or MU that found one would probably want to be conservative in its use. With an average of less than 20 charges, it's not going to last forever. In fact, I can imagine an NPC wizard with one who knows it's down to just a couple charges, but does his best to hide the fact in order to appear more dangerous. 

*Cook lists both 20' and 30' as the radius, but the Rules Cyclopedia says 30', so I went with that.

Monday, April 16, 2018

The Endgame: Getting to Name Level (part 0)

Old-school D&D systems in general, and "non-Advanced" versions in particular, have a bit of a reputation for slow advancement and lethality (not necessarily in that order). How many 1st level corpses lie in the Caves of Chaos? How many brothers, sisters, sons, or cousins of the original PC had to take up the mantle before one of them made it to 2nd, or even 3rd (!) level? Some players are frustrated by this, and that's a fair point. The PC that perseveres may one day not only graduate from the red book to the blue, but eventually reach the airy realms of 9th+ level. A world where strongholds and wizard's towers may be built, followers start following, and the PC can move from murder hobo to robber baron.

Of course the party might choose to continue their wandering ways, slaying bigger and badder monsters and taking bigger and cooler stuff. Perhaps they need to gather a bit more hard coin before they can afford that moat for the castle. Maybe they're trying to impress the king so they can receive a title and fiefdom. In any case, a campaign that manages to get to this point is likely to see the dungeon crawl for crawling's sake as getting a bit stale. Players may well be ready for a new kind of challenge.

I confess that I've never run a BX game that got to this level. The closest it ever came was having a couple of Labyrinth Lord PCs reach 5th-6th level by the end of B10: Night's Dark Terror. Back in the day, our 1st edition game saw name level PCs and strongholds, etc. but we were pretty monty haul as kids & teens in the 80s. We hardly explored the political or military aspects that could have been integrated into the campaign.

For the next few posts, I plan on taking a look at the "name level PC" rules in BX, as well as some of the secondary rules associated with this level of play.