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Grumpy, yet verbose.
Showing posts with label movement. Show all posts
Showing posts with label movement. Show all posts

Monday, March 18, 2019

Moldvay Musings XV: I Do Declare!



In an earlier post, I touched on situations that require "pre-declaring" actions in BX. That is to say, before initiative is rolled. This is an interesting artifact of older D&D, as I do not think it is used much in "modern" RPGs. Honestly, we've hardly used it ourselves in my group and I don't even recall using it back in the day. Maybe as my beard grays my gray matter is getting a bit tired.

There are a couple of reasons I think this idea has fallen out of favor. For one, it feels a bit more like a legacy mechanic from D&D's wargame roots than something that was consciously added to the early game; kind of like the whole idea of phases to one's actions (Melee, Ranged, etc.). Newer editions by contrast simply tell the player how much of which kinds of actions they can complete on their turn.

The second reason is that pre-declaring can feel like it is making it harder for players to react tactically in an encounter. If I already declared I was casting Bless, then does that mean I can't switch to Cure Light Wounds when I see our fighter get wounded?

These are valid concerns and they do affect the nature of game play, but before dismissing them out of hand, let's look at some of the benefits of this rule.

  1. What's good for the goose. Enemy/NPC/Monster spell casters should need to declare as well. Perhaps as a DM you don't want to tell the party exactly which spell is being flung at them, but the PCs should at least be able to see that the pesky goblin shaman is starting to chant and wave his arms around. This lets the characters A) know who the enemy spell casters are, and B) plan accordingly.
  2. Spell interruption as a tactic. It's true that would royally suck as a low level magic user if your only spell of the day got fizzled because some kobold scored one lousy point of damage from a sling stone. Of course, as mentioned in the first point, that means the PCs can do the same thing to the bad guys (assuming the initiative die is behaving). This can give weaker PCs the opportunity to have a greater effect on the combat, especially if they have a good DEX or other initiative bonuses (like halflings). Also, it gives the aforementioned MU that's tapped out on spells something to do: Just chuck a dagger at any enemy casters and Presto! Old School Counterspell! This also gives players a chance to do something about that incoming Fireball before they're stuck saving for half damage. 
  3. Making magic more than artillery. If your spell casters are vulnerable in this way, it makes the successful use of any spell more useful. When you look at the spell lists in BX, not that many spells are really designed for use in the middle of the fight. Even with a very generous interpretation of what constitutes a "combat" spell (eg healing magic, protection spells, etc.), it only works out to approximately 50%. If a magic-user or cleric's spells aren't as "useful" in a fight, then it gives the players (and the DM) the opportunity to explore some of the other cool magical stuff these characters can do. (For ideas, might I recommend perusing the series of Random Spell Assessments on this very blog!). This also plays into what I've described as a more BX feel to magic, with a more distinctive "flavor" to magic and spell casting.
Personally, I could see going either way with this rule (ignoring or implementing). On the one hand, I know that players generally are loathe to be limited by arbitrary mechanics, but on the other, I do think that this could bring an interesting wrinkle to the game. Some house rules I might consider if I were to try it could include things like: 
  • An ability check (WIS for clerics, INT for MU/Elves) to retain the failed spell. ie it fails, but you don't forget the spell for the day.
  • Letting PCs or monsters shield their side's spell caster to grant them an AC/cover bonus until the spell goes off.

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. 

Wednesday, May 9, 2012

Moldvay Musings V


The blurb about scale movement is pretty straightforward, but I find it interesting on two levels. The first line reminds us that the use of miniatures is not a given in classic fantasy gaming. I remember playing AD&D back in the early 80's and never using a mini.

The second aspect is the wargamery use of inches to feet. No grid or hexes, just linear distance. After years of using things like Chessex battlemats, it's neat to be reminded of other ways of handling scale and distance.


Thursday, May 3, 2012

Moldvay Musings IV


From the section on movement (B19):

"A base movement of 120' in ten minutes may seem slow, but it assumes that the players are mapping carefully, searching, and trying to be quiet. It also takes into account the generally 'dark and dingy' conditions of the dungeon in which characters are adventuring."



Consider a hallway with no windows and no lights, or perhaps a natural tunnel/cave. What if you could only see 30' in any direction by a flickering torch or oil lantern before darkness obscures everything? Now imagine that you have never been in this place before. You have no idea what lies ahead. Now imagine you are worried about booby traps, possible cave-ins, and monsters. You're testing the floor with every step to make sure it's safe to step on (possibly pressing with a long pole). Even the guys in plate armor are trying not to make too much noise as they clank along, keeping weapons at the ready. All the while someone in the group is trying to sketch a map with parchment and a quill to find your way back out again.



Are you really moving all that fast?

It's also small wonder that such a group –especially carrying loads of equipment, armor, weapons, and eventually (hopefully) treasure– would need to rest every hour or so, just to take a sip of water, a bite of dried meat, catch their breath, and sheathe that sword for a minute after holding it at the ready for so long. 

Now, once you've been up and down the entrance corridor a few times to and from base camp, it makes sense that you'd go a bit faster. Moldvay doesn't disappoint on this score:

"The DM may wish to allow characters to move faster when traveling through areas they are familiar with."

Overall, I find these rules elegant and quite "realistic" enough to emulate what I feel they were after; the experience of fortune-seekers exploring and searching through ancient subterranean ruins and lairs.