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Grumpy, yet verbose.

Monday, July 16, 2018

RSA: Floating Disc


This is a curious one. Anyone who has played old-school D&D has at least heard of this spell. In my experience, it doesn't get used much unless magic-using characters roll their starting spell randomly. When your entire magical arsenal for the day consists of one or two first level spells, a luggage cart just isn't likely to be your first choice.

Floating Disc (from Moldvay)

Range: 6'
Duration: 6 turns

Without quoting the whole spell description, the disc of magical force appears at the caster's waist height and stays no more than 6' away from him or her as they move about. It can carry 5000 coins in weight (500 lb.) and moves at the caster's movement rate.

Because it's a utility spell with next to no combat application (not to discourage player creativity), it has a decent duration. It's not all day, but an hour from a first level spell isn't bad. Since it basically dumps what it's carrying on the ground when the spell ends, you probably aren't going to use it as a caddie.

Here's where the spell gets interesting.

Five thousand coins carrying capacity. That's more than a mule can carry! The disc floats along behind the caster at the same movement speed. That means your unarmored, unencumbered, 120' per turn magic-user can carry more than a pack animal out of the dungeon faster than the big, brawny fighter. So one tactic for recovering as much loot as possible might be to load up the wizard's disc and have him sprint for the surface, towing the treasure. He can also carry out a wounded/fallen comrade. 

Nothing in the spell indicates the caster needs to maintain the spell, so he's free to cast others if he has them, fight, talk, map, etc.  It's described as the size and shape of a small round shield, which I interpret as about 2-3' in diameter. I find that an odd size for carrying that much weight. 

I'm not saying I would want to play a 1st level MU going into the Caves of Chaos with FD as my only spell, but I wouldn't say no to a scroll for the spell. 

Monday, July 9, 2018

Let D&D be D&D

I don't generally use the blog to vent or rant, but I had a conversation recently that got under my skin a little and wanted to work out some of the thoughts it generated. It is gaming-related, but forgive the combative tone.

I was talking with my brothers about campaign ideas I had -specifically old-school BX style D&D. We have gamed together off and on over the years since we were kids and I was thinking about trying to ramp up a regular game again.


“You have some cool ideas, but it’s still wizards and elves and fighting monsters for gold or XP. We’ve done that to death.”

Needless to say, this was a little disappointing to hear. Mostly because I recently came to realization about gaming. It's not profound or anything, but I think it has finally sunk in with me.

Don't run a game you don't love.

Whether it's a campaign, module, or system, if it doesn't get you excited to see it happen at the table, you should not be behind the screen. Game-mastering is just too much effort. Especially as adults with families, jobs, and so many demands on our time. I might sit down to an adventure or a system that isn't my favorite as a player. Maybe it's to try something new or just to be social. More likely a member of the group is the one who is excited about it and wants to run it. That's fine. But gone are the days where I choose a game to run based on whether I think it might entice others to play.

Like Joseph Campbell's advice to "Follow your bliss," this idea applies to life in general, but this is an RPG blog, so I'm confining it to the subject at hand. This brings me to the title of this post.

Let D&D be D&D.

Yes it's a game of elves, wizards, orcs, dragons, and yes dungeons too. Yes you have many artificial mechanics that attempt to represent different abstract concepts with varying degrees of elegance or success. Yes its most basic premise is to go into a cave or ruin, fight monsters, take their stuff, and try to get more powerful so you can fight other monsters.

So what?

At a minimum it's still a chance to play a game that lets you have fun with friends. At its best, the 'game' part fades into the background and the players get to tell a story that none of them -DM included- got to see coming. Can other genres and systems do that too? Absolutely. Will some people find one game more fun to play than another? Sure. No one is saying you have to play a particular edition or version of D&D, or D&D vs some other system, or even that you have to play RPGs as opposed to any other hobby. But the "Been there, done that." attitude just irked me.



Thursday, July 5, 2018

RMA: Troglodytes


Literally, a "cave-dweller," the term originally referred to hermits or peoples who lived in caves, not monsters. Over the years it came to be used when describing degenerate humans and humanoids until it became the D&D stinky lizard people.

I won't say I've never seen trogs used in play, but they are oddly uncommon. I suppose that's not so strange when you think about how many options a DM has when it comes to humanoid foes a party might encounter underground, but troglodytes are more distinctive than most, so I would think they'd get more table time than they seem to. Stat-wise, they give a respectable -though not amazing- showing

Troglodyte (from Moldvay):

AC: 5
HD: 2*
Move: 120' (40')
Att: 2 claws/1 bite
DMG: 1d4 each
No. App: 1d8 (5d8)
Save: F2
Morale: 9
TT: A
AL: C

So to start off, a couple of notes from the description. They are called out specifically as "intelligent." Most other humanoid creatures don't get a mention of this. It may be reading into things too much, but it makes me think troglodytes should be run as at least human-level smart. Troglodyte is not listed as a language in Basic, but I imagine it exists. The book also states they use their hands "as well as humans." Despite the claw damage in the stats, I think Bill W's picture (above) has the right of it: trogs would craft and carry weapons as well. 

"They hate most other creatures, and will try to kill anyone they meet."  Ouch. That Chaotic alignment is really coming through there. Also, that's cueing me as the DM to probably not bother with reaction rolls.

The other fun tidbits about troglodytes are their camouflage and their "stench attack." They can color change to hide and so they can surprise on a 1-4. Also,"They secrete an oil which produces a stench that will nauseate humans and demihumans unless the victims save vs. Poison." Failure means -2 to rolls while in melee with ol' scale & stink. I may be playing a bit fast & loose with my interpretation here but because they can surprise so effectively, I would argue that troglodytes aren't continuously secreting the oil, so the smell is not always there.

Their morale is not terribly high, but given their hostile attitude and stealth abilities, I would think they might flee a stand up fight that was not going their way only to ambush the foe later.

The really interesting part to me is their treasure. "A" is a pretty generous category with high percentage chances for gold, platinum, gems/jewelry, and magic. I can totally see a party putting up with the stink to try and find the troglodyte lair. As a DM, I would play these creatures smart and mean to make the players earn such a haul from fighting 2HD monsters.

Monday, July 2, 2018

REF: Noble

Time to go back to the dungeon for another random encounter! Picking randomly, we end up on level 2 of the crawl. Rolling for our encounter, we get a 12, which is a Noble (2-12 appearing).

Huh?

Like the Traders in an earlier post, a noble doesn't sound like someone you'd bump into as you are working your way through a dungeon. Going back to the monster listings, it describes a noble as "the lord of a castle and any of his or her relatives." In Basic, the encounter will be with a 3rd level fighter by default, but can be any class or level. The standard encounter will be the noble (F3), his squire (F2), and possibly 1d10 retainers (F1s). That's potentially quite a crowd! Not to mention the possibility of noncombatant attendants, like torchbearers or porters.

So let's dive in and see what we can make of this.

Since the lord of a castle is usually 9th level or more, I'm going to say this is a relative. For the sake of building a narrative, we'll say the baron won't let their heir go off adventuring, so this is a younger child/nephew/niece. Let's go with niece, just to break the stereotype.



This young lady thinks her cousin is a twit and doesn't deserve the title or estate. She goes off and becomes a tough adventuring type, making it to 3rd level. She hears a rumor of some item or treasure that might help her in some plot to discredit her cousin and put her in a position to be named the baron's heir instead. She gathers a few loyal troops and her squire (the d10 results in four 1st level fighters with her) , then heads to the dungeon seeking the object of her quest. While the PCs are working their way through the same crawl, the two groups run into each other.

The noble could be hostile or friendly. Perhaps she would consider joining forces or hiring the PCs to help. Things might get dicey if she decides that she has the sole claim to whatever she's after, while the PCs see it as party loot. If the PCs refused to join or work for her, she might decide they need eliminating. Fighting a half dozen fighters of 1st - 3rd level sounds like no picnic. What's worse, what if the PCs win and kill her? What if word gets back to the baron that his niece wasn't killed by monsters, but slaughtered by a group of local murder hobos?