This is the first in a series of reviews of some of the so-called 'clones' of old school editions of Dungeons & Dragons. Let me first define some terms:
A clone is a game that adheres closely to the mechanics, substance and/or presentation of a particular edition or editions of Dungeons & Dragons such that without the legal protections of the Open Game License and the Systems Reference Document it would clearly be violating copyright law.
A retro-clone is a clone that on the main strives to emulate a particular edition as precisely as possible.
A neo-clone is a clone that uses an edition or editions as a template but is designed to differ substantially from the original.
The original is the edition the clone is, well, cloning.
Now on to the review.
Game: Swords & Wizardry White Box (2009).
Availability: Softcover: $9.99. Hardcover: $18.99. Boxed Set: currently unavailable. PDF: Free.
Status: Neo-clone.
Original: The Three Little Brown Books (1974), or more accurately, the first two of the three--Men & Magic and Monsters & Treasure.
Introduction: Swords & Wizardry (2008) was the third major retro-clone to be published after Labyrinth Lord (2007) and OSRIC (2006). A year later in 2009, Swords & Wizardry White Box was released, authored by Matt Finch and Marv Breig. Unlike other clones, Swords & Wizardry never tried to emulate one particular edition of OD&D. Rather the intention was to emulate a style of play over a particular time period. If Swords & Wizardry as a whole embraced a sort of average of the original 1974 edition + the supplements + Advanced Dungeons & Dragons, White Box was an attempt to dial things back to the minimalist mechanics and presentation of the 1974 version. So, although it's not specifically designed to be a clone of the three little brown books, we'll use those as a point of comparison.
Comparisons with the Original:
1. The first thing the reader notices is that, unlike the original, Swords & Wizardry White Box is extremely well organized and presented. Now, don't misunderstand. I never thought that that was a major fault of the three little brown books. But some do. White Box has an attractive and readable contemporary font and layout. There's a full table of contents for the entire game, and so on.
2. White Box adheres to the minimalist mechanics and substance of the original. There are approximately the same number of items of equipment for purchase, spells, monsters and the rest. However White Box comes in at only about 70% of the word count of the original. This is primarily because most of the material in the third of the three little brown books--The Underworld & Wilderness Adventures--is absent from White Box.
3. White Box maintains the six classes of the original, including preserving the idea of race as class, jettisoned in the later editions. Ability Score adjustments and bonuses are slight, as in the original, but altered somewhat. The confusing 'point swapping' mechanic for the purpose of upping one's experience point bonus, is dropped in favor of giving a +5% adjustment to high wisdom and charisma scores. And an optional adjustments for high or low strength scores is added.
4. Unlike in the original, weapons are given variable damage rolls, though this is done in a simple and elegant way, more like the Moldvay/Cook Basic/Expert set than the proliferation of possibilities offered in Greyhawk and even more so in AD&D.
5. Spell lists are very similar to the original with only a few small differences. The number of monsters is approximately the same but includes a greater diversity than the three little brown books. About half are from the original with the rest coming from the supplements or even the Monster Manual. This is a good example of where, to frame it positively, Swords & Wizardry White Box is less interested in historical purity than, well, fun.
Minor Annoyances:
(I will include this section in all reviews, no matter how much I like the game overall.)
1. In a number of places White Box goes out of its way to, in its own words, present 'options for your consideration'. For example, you can give Fighters with a 15+ strength a +1 bonus on attacks. Or not. Or make the requirement slightly easier at 14 or even 13. I used to like this. Now I don't. Do not misunderstand. That White Box, like the original, stresses that the referee and players can and should modify the rules according to taste is absolutely correct and laudable. But, before I do that I want to know what the authors think. After all, presumably they know much more about the mechanic than I do. They thought about it, wrote it and playtested it. They're the authors after all. So while I reserve the right to change things, I have a rational interest in knowing what they prefer.
2. White Box 'rationalizes' certain mechanics of the original, such as the saving throw system. As opposed to the five categories of the original--Save Versus Death Ray or Poison, Save Versus All Wands - Including Polymorph and 'Paralization', Save Versus Rusting, Magical Vibration Attacks or Coughing Fits (okay I made up that last one) and so on--there is only one saving throw number that increases (or decreases) by 1 per level. Different classes get small bonuses on some kinds of saving throws. Parallel to this is a general smoothing out of the attack bonus increases per level. Personally I find chunky and discontinuous increases preferable (for a variety of reasons) and I would rather, say, save versus Dragon Breath than, well, just make a saving throw. It's increases the fairy tale otherworldly vibe for me. But I admit that I might be in a minority on this. I could mention 'descending armor class' but I won't. I don't want to seem too much a curmudgeon.
3. Why oh why do most old school games list all spells alphabetically, as opposed to listing them alphabetically only within the spell levels? Since almost all do it, many must like this approach. I don't.
4. White Box also rationalizes the way magic items are 'assigned' to treasure hordes. Again, when I first read the rules, I thought they were an improvement. Now I think the Swords & Wizardry system is a needless and confusing complication. And without being too ideological about it, scaling the power of magic items found (as part of the official mechanic) is too rational and new school for me.
5. White Box is somewhat schizophrenic as to its audience. In some ways it purports to be an introductory game--with its explanations of what role-playing is, the kind of dice used, and so on. But I can't imagine anyone unfamiliar with these sorts of games simply picking it up and playing it. Again, there is very little material--short of a view general paragraphs--on dungeon design, wilderness adventures or campaign creation. By contrast, the original game had all of that and more (though some would say it was frustratingly ambiguous or incomplete), going as far as presenting detailed rules for aerial combat and sea combat, among other things. Now, in regards to the last two features, I think it fair to say that few actually used those rules. So, from one point of view it makes sense to ditch them. But even if they weren't used, they still (in my view) served to spark the imagination of the reader. This is the sort of world we are in (Gygax and Arneson seem to be saying): the wilderness is dotted with castles where Lords challenge intruders to jousts, Viking longships cruise the coasts, and sieges often feature Balrogs hurling fire over parapets. Leaving that consideration aside and stepping back to the issue of game mechanics, how would novice players be in any position to make informed decisions on the options White Box puts up for for their 'consideration'? White Box is a great system for, say, an experienced referee to use with novice players. But that's different.
Major Triumphs:
1. For a few years, White Box was the only major game in town that emulated the really minimalist approach of the three little brown books. That there is now more competition is not a fault of White Box. It did it first.
2. In places, Finch and Breig precisely and evocatively describe the old school approach in words that have never been equaled:
The rules are extremely short, compared to the multi-paged rule-libraries required to play most modern roleplaying games. Yet this game contains within itself all the seeds and soul of mythic fantasy, the building blocks of vast complexity, the kindling of wonder. The game is so powerful because it’s encapsulated in a small formula, like a genie kept imprisoned in the small compass of an unremarkable lamp.
There’s not a lot of detail given about the monsters, because the more detail given, the more your own mental image of the fantasy world is going to be locked into a single track. We’re not going to say that giant ants are red, nocturnal, three feet long, and fond of eating Elves. Because in your mind, they might be blue, diurnal, five feet long, and eat only plants unless they’re attacked. Details about monsters toss roadblocks in front of your imagination. Yes, details can also inspire the imagination, but we’re making the assumption that if you’re interested in fantasy gaming in the first place, you’ve got a good imagination that doesn’t need details about the size of a giant ant.
I didn't include much of that sort of thing in my own 'minimalist' old school game, partly because I knew I couldn't possibly improve on the above.
3. The writing is punchy, crisp and fluent. And no, that's not a feature of all old school games--even of otherwise laudable ones. And yes, it matters.
4. The PDF is free. It sounds almost condescending to mention that, but it shouldn't be. Finch and Breig don't want to bilk you. They just want you to have as much fun playing it as they (I'm guessing) had writing it. I have no doubt it made a number of old school converts. I know that because I was one of them.
Overall Assessment:
That there are more Minor Annoyances than Major Triumphs is a feature of my review template more than anything else. Swords & Wizardry White Box is one of the best products the OSR has produced. Any clone of the three little brown books must take the measure of it, and will in some ways be measured by it. There are now other options out there that may appeal to slightly different audiences--Delving Deeper for historical purists (believe me, there's nothing wrong with that!) and my own humble effort, among others--but White Box is still the gold standard.
Saturday, September 13, 2014
Friday, September 12, 2014
OSR Art Friday: Girl With Sword
Among the best fantasy art of contemporary 'Old School' games is that commissioned for James Raggi's Lamentations of the Flame Princess (LOTFP) products line. The above piece graces the cover of the Rules and Magic booklet for the 'Grindhouse' edition of the LOTFP roleplaying game. It is by Jason Rainville and I assume was created sometime in 2010 or 2011. More of Rainville's work can be found at deviantArt.
Raggi's game and related supplements are almost defined by the art they contain. They are generally not for children. The illustrations are often graphically violent and/or sexual, sometimes macabre and often cynical or at least, well, arch. Some would say it's nihilistic, though I don't think that gets it quite right.
I like it.
The best pieces almost always tell a story. Scratch that. The best pieces almost always tell an interesting story that makes you think. Indeed, the attraction of many of them is that it isn't completely clear what the story is. That is they are subject to multiple interpretations, and part of the fun is puzzling out which one works best.
Contrast the above scene of implicit combat with, say a typical 3e, 4e or 5e illustration. Most of those are also of combat scenes. And almost always they catch the figures in mid-jump or mid-charge or mid-something or other that is supposedly incredibly exciting. But in fact they are dramatically static, equivalent to (as has been pointed out before) an almost arbitrary screenshot from a video game.
What is going on above? The first interpretation for many is that it's a girl suddenly finding herself in the position of defending her family against some unseen attacker, perhaps someone or something supernaturally horrific. Her father is almost certainly dead-killed first (though how did the girl get between him and the attacker?). Her mother stares at the unseen (by us) attacker in fear, instinctively protecting her baby. The girl grips the adult sword steadily but awkwardly. It's obviously too heavy. How did she get it? Are the tears due to to simple terror at what now confronts her, or the realization that she herself is already 'tainted' by perhaps wounding or killing one of the attackers? Logically there is no hope. But somehow one thinks that this girl may have a chance, surprising all of us-even and especially the enemy who thought it would be easy.
An alternative view is that the bleeding man was himself one of the enemy (would her father have been sleeping in his breastplate?) that unfortunately (for him), took no account of the young girl. Who would have?
She's not a victim. She's a heroine. That's why we like this piece.
She might die. They all might die. Bad things happen-even to innocent girls. That's not cynical. Just, well, accurate. But you can go down fighting...
Thursday, September 11, 2014
Thank You For Saving Everyone
For weeks and perhaps months after 9/11, the street side walls of practically every firehouse in Manhattan were covered with cards and letters, many of them written by children. You could walk from Ground Zero well up the length of the island and see them. In many cases the flutter of pinned up notes surrounded photographs of the fallen firefighters from that particular company.
The one I will always remember was the card with a drawing of the Trade Center Towers on each side. In between was a heart. Underneath was a message written in a child's hand:
In many cases, of course, these heroes and heroines physically rescued no one. The leading group that went up the stairs of the second tower that was hit (the first tower to fall) all perished before they could lead any one out. There was no time. Two made it up to the 78th floor elevator waiting area where the second plane had plowed directly through a crowd. There they reported back on what they saw and comforted the shocked, injured and dying in the few minutes they all had left.
Just because they all died doesn't mean that that the above words weren't--at least partially--true.
The one I will always remember was the card with a drawing of the Trade Center Towers on each side. In between was a heart. Underneath was a message written in a child's hand:
Thank You For Saving Everyone
In many cases, of course, these heroes and heroines physically rescued no one. The leading group that went up the stairs of the second tower that was hit (the first tower to fall) all perished before they could lead any one out. There was no time. Two made it up to the 78th floor elevator waiting area where the second plane had plowed directly through a crowd. There they reported back on what they saw and comforted the shocked, injured and dying in the few minutes they all had left.
Just because they all died doesn't mean that that the above words weren't--at least partially--true.
Wednesday, September 10, 2014
Daddy, I Want to be a Slutty Lollipop Princess!
This post is dedicated to Hasbro, who in its most recent incarnation of Dungeons & Dragons, asked children (among others) to:
Think about how your character does or does not conform to the broader culture's expectations of sex, gender, and sexual behavior.
The slutty lollipop princess image is from Hasbro's current (2013) version of the classic game Candy Land (for ages 3+):
Think about how your character does or does not conform to the broader culture's expectations of sex, gender, and sexual behavior.
The slutty lollipop princess image is from Hasbro's current (2013) version of the classic game Candy Land (for ages 3+):
"Daddy, I Want to be a Slutty Lollipop Princess!"
"No son, not until you're potty trained."
Okay, that conversation never happened. But this one did:
"Daddy, She's pretty."
"You think so?"
"Yes."
My daughter wasn't referring to Princess Lolly (above), but rather, the current Candy Land's Princess Frostine:
"But Lydia, look at her eyes. Don't you think her eyes are a bit far apart and her lips are a bit weird?"
"She's pretty."
"She injected a chemical into her lips with a needle. It's called Collagen and it's poisonous."
"Oh."
"She'll die horribly from the poison and other people will then take her toys."
"I understand. Dad, can I have her magic wand?"
"Yes, I'll buy you one tomorrow at Target."
Okay, so the second half of that conversation never happened either (though my daughter does indeed possess a magic wand that I bought for her at Target). But the first half did.
Now to be serious:
Implicitly offering Lolly and Frostine as role models for 3-year-old girls (aimed at the mass-market suburban toy store crowd) while simultaneously hectoring older kids and adults about sexual and gender stereotypes (in the manner of the most humorless and ideologically puritanical sociology textbook) is about the most cynical thing I've seen in a long time.
Okay, I've seen a lot of cynical things recently, but still.
As some of you know, I can be fairly accurately characterized as a social conservative. A close friend--a social liberal--agreed with me about Lolly and Frostine (liberal feminists and, say, conservative Christians can unite on that, I think), but she made the point that Hasbro is a large company, different people are responsible for writing different games, etc. etc.
Not good enough.
There are people in the company that vet all these games concerning these sorts of issues.
Tailoring the message is a cynical calculation. Nothing more and nothing less.
Hasbro is beneath contempt.
Monday, September 8, 2014
On Relativism in RPG Criticism
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| Protagoras. He would have defended 4e. |
But for others, no game (or module, set of supplemental material, etc.) can be objectively better than any other. It all comes down to mere questions of personal taste. If I like X (and you don't), and you like Y instead (and I don't), that's fine. As long as you or your group is having fun (and different people and groups have fun in different ways), that's the only thing that counts.
We can caricature the two positions as the fascist conservative objectivist position and the wimpy liberal relativist position.
I'm a fascist conservative objectivist. Here, I'd like to lay out some considerations supporting my point of view:
1. Objectivism in RPG criticism has nothing to with moral objectivism. I believe some games are better than others. But I don't believe that, say, playing a bad game makes one a bad person. It has nothing to do with that. Implying that my position claims that it does is a slander.
2. Objectivism is not a metaphysical position. Regarding, for example, editions of Dungeons & Dragons, if I think that, say 0e is better than 3e, that doesn't mean that I believe there is a Platonic Heaven somewhere that contains, say, a pedestal holding up a woodgrain edition of 0e. Rather, my view is that any game product either explicitly or implicitly purports to do certain things. And it's largely an empirical question how well it succeeds in doing those things. To take a non-rpg example: what's better, a hammer or a pillow? That question is of course nonsensical--certainly neither is metaphysically better. But if the purpose is to drive in a nail, I'll take the hammer. On the other hand, if I want my bed to be more comfortable, I'd rather sleep with a pillow. Now, if someone were to come along and say, 'I don't care what you like, but when I drive in nails, a pillow works better' or 'I prefer to use a pillow to drive in nails,' or (worse), 'look, my group and I have fun using pillows to drive in nails, and who are you to argue with that?' I would say, well, I wouldn't know what to say. I guess I would assume that that person was just being argumentative for the sake of it, or was somehow defective in their understanding of the terms (or maybe I was), or that person was, I don't know, well, insane.
3. Objectivism doesn't preclude the possibility that the critic might be wrong. So: I say Hammer XYZ is better than hammer PDQ for driving in nails. I happen to be wrong about that for the simple reason that every time I actually used hammer PDQ, I was, well, a bit drunk. People, including yours truly--the fascist conservative objectivist--can be mistaken. It happens. But no, that's not a knock down argument for why objectivists should just shut up.
4. Objectivism doesn't preclude the possibility that a particular difference of opinion might really be subjective. I Iike robots in my fantasy games. You don't. I would say that pretty much comes down to subjective taste. Now, for all I know, God or Plato in his Heaven or the Omega Point of the Universe, or Whomever or Whatever might come down on one side or the other--God: 'You were right, Spalding. For all of your sins (and they really were pretty bad), you were spot-on about that robot thing'--but I doubt it. However, if, say, you wrote a retro-clone based on game XYZ, and you claimed it was a totally faithful retro-clone in every way, and yet game XYZ included robots and your clone didn't, then I would say you were objectively mistaken. Your clone could be said to have failed, at least on that point or in that sense.
5. Game design is an art as well as a science. Talking about it and debating it is not only fun but useful. It helps us design better games. It helps us choose to play better games. Heck, it probably helps us to play whatever game we actually have chosen, well, better. I think it was the great James Raggi who said (probably following some non-RPG sage) that the relativist position just stops the conversation in an annoying way. What makes one RPG (or novel, sculpture, piece of software, skyscraper, or whatever) just work better than another? That's an interesting question. That's also a useful question. Shut up you fascist, if my group likes it, who are you to criticize it? Sorry, but that's just annoying.
6. Relativism among some RPG critics is often only apparent. What's really going on is that they're just being polite. They don't want to offend. That's perfectly okay. All things being equal, no one should want to offend others.* And everyone, within reason and without denying anything or anyone or perverting some other important value, should strive not to. So if I say, 'game XYZ is better than game PDQ for reasons ABC but in the end you have to make up your own mind', or whatever, the 'in the end you have to make up your own mind' thing is perhaps just a way to be inoffensive and polite. So, often the objectivist vs. relativist debate simply comes down to a question of presentation.
*In the above paragraph, note the 'all things being equal' clause in the second and third lines. Sometimes the other guy deserves it.
7. Objectivism concedes that the majority can often be wrong. Relativism implicitly claims that it can't (since no group can ever be wrong in that meaningful sense). In a way I suppose that makes objectivism unattractive. Objectivists often appear to be stubborn curmudgeons howling at the wind. It's often claimed that we like that. Two points: anyone with any brain must acknowledge that the majority is often wrong about all sorts of things. (They're also of course often right about all sorts of things. That's that weird thing about truth. Sometimes people get it. Sometimes they don't.) So the 'you're in the minority' slur is, well, unfair, I think. Second, I can't speak for all of my objectivist friends, but personally, I don't like being in a minority (at least for most things). I'd prefer that most D & D players played 0e, 1e or a retro-clone variation. That would not only satisfy my altruistic urges--ah great, the world is having more fun now!--but also my more self-interested ones--ah great, now I have more potential people to game with, and my self-published 0e retro-clone will sell a million copies!
If only.
So, yeah, I think 0e and 1e (and the clones and related games associated with them) are better than 3e (or 4e or 5e). They're objectively better. They're better at what all of those games implicitly purport to do--establish a mechanism that best harnesses the desire of many of us to, well, use our imaginations and our minds to create and explore, in comradeship with other like-minded souls of course, an imaginary fantasy or fairy tale world for a few hours, once a week (while eating potato chips) in the unique way that a paper and pencil adventure game allows us to. The way I've expressed it, it probably sounds silly and/or pretentious, I know. But there it is. Perhaps someone else could say it better.
What? Your desire is to move plastic figures around on a battle map for a few hours once a week (while eating potato chips)? Okay then, 4e is objectively better. You win.
(There's nothing about being an objectivist that precludes stacking the argument.)
Saturday, September 6, 2014
On Prestige Classes (An Opinionated and Very Long Post)
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| The Original Dwarven Defender |
PARENTAL ADVISORY: The following can fairly be called an aggressive salvo in the 'Edition Wars'.
Recently on a thread in the Original D&D Discussion group, someone mentioned (with disdain) kits and prestige classes. Having been absent from the hobby for twenty-five years, I only had a vague idea of what prestige classes were. I figured they were like kits--specific and detailed variations on classes that (from an old school approach) were unnecessary and inadvisable for a number of reasons. I was right on the main. But quite frankly I had no idea of the extent of them. I figured 3e included a few extra classes like Thief-Acrobat, Cavalier, Super Duper Anti-Paladin, or whatever. But a quick check on Wikipedia showed that I was, well, naive on the matter. The entry specifies over 800 prestige classes, all described in official TSR or Wizards of the Coast publications.
I had no idea.
So we go from 3 (or 6) classes in original 0e to 11 in 1e, dipping down to 8 in 2e to 800+ in 3e. Now I know that's a slightly unfair way of counting things as each edition featured supplemental material that upped the overall total somewhat. There were, for example, over 300 kits in the so-called 2e 'splatbooks', which obviously laid the groundwork for the explosion of prestige classes in the next edition. But still.
For the fun of it, I thought I would spend a few minutes copying and pasting them all alphabetically. Keep in mind that according to Wikipedia, this includes only the entries from official TSR sources, and may not even be complete ('you can help by expanding it'). I dare all readers to scroll slowly and hold one's breath until the end:
Abjurant Champion
Aboleth Savant
Abolisher
Acolyte of the Ego
Acolyte of the Fist
Acolyte of the Skin
Aerial Avenger
Aeromancer
Aeromancer
Agent Retriever
Aglarondan Griffonrider
Akodo Champion
Alchemist Savant
Alienist
Anarchic Initiate
Anarchromancer
Ancient Master
Anima Mage
Animal Lord
Anointed Knight
Apostle of Peace
Arachne
Arachnomancer
Arboreal Guardian
Arcane Archer
Arcane Devotee
Arcane Hierophant
Arcane Hierophant
Arcane Lord
Arcane Scholar of Candlekeep
Arcane Trickster
Arcanopath Monk
Archmage
Ardent Dilettante
Argent Fist
Argent Savant
Artist's Vengeance
Arvoreen's Keeper
Arvoreen's Warder
Ashworm Dragoon
Assassin
Astral Dancer
Atavist
Auspician
Avenging Executioner
Bane of Infidels
Barber
Battle Howler of Gruumsh
Battle Maiden
Battle Trickster
Battleguard of Tempus
Battlemage Warlord
Battlepriest of Cormyr
Battlerager
Battlesmith
Bayushi Deceiver
Bear Warrior
Beast Heart Adept
Beastmaster
Beholder Mage
Beloved of Valarian
Bereft
Berserk
Black Blood Cultist
Black Blood Hunter
Black Dog
Black Flame Zealot
Blackguard
Rock and Roll
Rock and Roll
Blade Bravo
Battle of Evermore
Stairway to Heaven
Battle of Evermore
Stairway to Heaven
Blade Dancer
Blade of Orien
Bladesinger
Blessed of Gruumsh
Blighter
Blood Magus
Bloodclaw Master
Bloodhound
Bloodscaled Fury
Bloodsister
Bloodstorm Blade
Boge of Nomog-Geaya
Bonded Summoner
Bone Collector
Bone Knight
Bow Master
Bowman Charger
Branch Dancer
Brawler
Breachgnome
Brimstone Speaker
Cabinet Trickster
Cancer Mage
Candle Caster
Cataclysm Mage
Cavalier
Cave Stalker
Cavelord
Cavestalker
Celebrant of Sharess
Celestial Mystic
Cerebremancer
Cerebrex
Chameleon
Champion of Corellon Larethian
Champion of Gwynharwy
Chaotician
Charlatan
Child of Night
Chimeric Champion of Garl Glittergold
Church Inquisitor
Cipher Adept
Cloaked Dancer
Cloud Anchorite
Cognition Thief
Coiled Cabalist
Combat Medic
Combat Trapsmith
Companion of the Dead
Consecrated Harrier
Contemplative
Corrupt Avenger
Corsair
Cosmic Descryer
Council Mage of Cormyr
Court Herald
Cragtop Archer
Crimson Scourge
Crinti Shadow Marauder
Cryokineticist
Cultist of the Shattered Peak
Cyran Avenger
Cyre
Scout
Daggerspell Mage
Daggerspell Shaper
Daidoji Bodyguard
Dancer of Sharess
Dark Lantern
Dark Scholar
Darkhunter
Darkmask
Darkrunner
Darkwater Knight
Darkwood Stalker
Dawncaller
Deadgrim
Death Delver
Deathstalker of Bhaal
Deathwarden Chanter
Deep Avenger
Deep Diviner
Deep Thrall
Deepstone Sentinel
Deepwarden
Deepwood Sniper
Defender of Sealtiel
Defiant
Demonbinder
Demonologist
Demonwrecker
Deneith Warden
Dervish
Devoted Defender
Diabolist
Diamond Dragon
Disciple of Ashardalon
Disciple of Asmodeus
Disciple of Baalzebul
Disciple of Dispater
Disciple of Mammon
Disciple of Mephistopheles
Disciple of the Eye
Disciple of the Word
Disciple of Thrym
Dispassionate Watcher of Chronepsis
Divine Agent
Divine Champion
Divine Crusader
Divine Disciple
Divine Emissary
Divine Oracle
Divine Prankster
Divine Seeker
Doomdreamer
Doomguard
Doomguide
Dracolexi
Dracolyte
Dragon Ascendant
Dragon Descendant
Dragon Devotee
Dragon Disciple
Dragon Lord
Dragon Mystic
Dragon Prophet
Dragon Rider
Dragon Samurai
Dragon Warrior
Dragonheart Mage
Dragonkith
Dragonmark Heir
Dragonrider
Dragonscribe
Dragonslayer
Dragonsong Lyricist
Dragonstalker
Dread Commando
Dread Fang of Lolth
Dread Pirate
Dread Witch
Dreadmaster
Driven Leader Warlord
Drow Judicator
Drunken Master
Duelist
Dungeon Delver
Dungeon Lord
Durrak'ash
Durthan
Dwarven Defender
Dwarven Thane
Dweomerkeeper
Eagle Knight
Earth Dreamer
Earthshaker
Ebon Saint
Ebonmar Infiltrator
Ectopic Adept
Effigy Master
Eldeen Ranger
Elder Druid
Eldritch Disciple
Eldritch Knight
Eldritch Master
Eldritch Theurge
Elemental Archon
Elemental Master
Elemental Savant
Elemental Scion of Zilargo
Elemental Warrior
Elocater
Elven High Mage
Emancipated Spawn
Emissary of Barachiel
Empowered
Enlightened Fist
Enlightened Spirit
Entropist
Entropomancer
Epic Infiltrator
Escalation Mage
Eternal Blade
Eunuch Warlock
Evangelist
Evereskan Tomb Guardian
Exalted Arcanist
Exemplar
Exorcist of the Silver Flame
Exotic Weapon Master
Extreme Explorer
Eye of Gruumsh
Eye of Horus-Re
Eye of Lolth
Faceless Ones
Fang of Lolth
Fang of Sseth
Fatemaker
Fatespinner
Fiend Binder
Fiend of Blasphemy
Fiend of Corruption
Fiend of Possession
Fiend Slayer
Fiend-Blooded
Fiendbinder
Fierce Grappler
Firestorm Berserker
Fist of Hextor
Fist of Raziel
Fist of the Forest
Fist of Zuoken
Flame Steward
Flayerspawn Psychic
Fleet Runner of Ehlonna
Fleshwarper
Flux Adept
Fochlucan Lyrist
Foe Hunter
Follower of the Skyserpent
Force Missile Mage
Forest Master
Forest Reeve
Forsaker
Fortune's Friend
Frenzied Berserker
Frost Mage
Frostrager
Gatecrasher
Gatekeeper Mystagogue
Geomancer
Geometer
Ghost Slayer
Ghost-Faced Killer
Ghostwalker
Giant-Killer
Gladiator
Gloomblade
Glorious Servitor
Gnome Artificer
Gnome Giant Killer
Gnome Giant-Slayer
Goldeye
Goliath Liberator
Gray Guard
Gray Hand Enforcer
Gray Sage
Gray Parsley, Rosemary and Thyme
Great Rift Deep Defender
Great Rift Skyguard
Green Star Adept
Green Whisperer
Guardian Paramount
Guild Thief
Guild Wizard of Waterdeep
Halfling Outrider
Halruaan Elder
Halruaan Magehound
Hammer of Moradin
Hand of the Adama
Hand of the Winged Masters
Harmonium Peacekeeper
Harper Agent
Harper Mage
Harper Paragon
Harper Priest
Harper Scout
Hathran
Havoc Mage
Haztaratain
Heartfire Fanner
Heartseeker
Heartwarder
Heir of Siberys
Hellbreaker
Hellfire Warlock
Hellreaver
Henshin Mystic
Hexer
Hida Defender
Hidecarved Dragon
Hierophant
High Elemental Binder
High Proselytizer
Highland Stalker
Hoardstealer
Holt Warden
Holy Liberator
Holy Scourge
Holy Slayer
Hordebreaker
Horizon Walker
Horned Harbinger
Hospitaler
Hulking Hurler
Hunter of the Dead
Iaijutsu Master
Icesinger
Illithid Body Tamer
Illithid Savant
Illithid Slayer
Illithidkin
Illumine Soul
Imaskari Vengeance Taker
Impure Prince
Incandescent Champion
Incantatrix
Incantifier
Incarnum Blade
Initiate of Pistis Sophia
Initiate of the Draconic Mysteries
Initiate of the Sevenfold Veil
Inquisitor
Inquisitor of the Drowning Goddess
Insidious Corruptor
Invisible Blade
Iron Mind
Ironsoul Forgemaster
Itinerant Warder of Yondalla
Jade Phoenix Mage
Jaguar Knight
Jaunter
Jester
Jobber
Jordain Vizier
Justicar
Justice Hammer of Moradin
Justice of Weald and Woe
Justiciar of Taiia
Justiciar of Tyr
Kabuki Warrior
Keeper of the Cerulean Sign
Kensai
King/Queen of the Wild
Kinslayer
Kishi Charger
Knight of the Blue Moon
Knight of the Chalice
Knight of the Chase
Knight of the Crown
Knight of the Flying Hunt
Knight of the Iron Glacier
Knight of the Lily
Knight of the Middle Circle
Knight of the Raven
Knight of the Rose
Knight of the Sacred Seal
Knight of the Scale
Knight of the Skull
Knight of the Sword
Knight of the Thorn
Knight of the Weave
Knight Phantom
Knight Protector
Knight Protector of the Great Kingdom
Knight-Errant
of Silverymoon
Landforged Walker
Lasher
Legacy Champion
Legendary Captain
Legendary Dreadnought
Legendary Leader
Legendary Tactician
Leviathan Hunter
Lifedrinker
Lightbearer
Lion of Talisid
Lord of Tides
Loredelver
Loremaster
Luckstealer
Luiren Marchwarden
Lyric Thaumaturge
Maester
Mage of the Arcane Order
Mage-Killer
Magelord
Magic Filcher
Magical Trickster
Maho-Bujin
Maho-Tsukai
Maiden of Pain
Malconvoker
Mamluk
Mantis Mercenary
Maquar Crusader
Martyred Champion of Ilmater
Mask of Johydee
Master Alchemist
Master Astrologer
Master Inquisitive
Master Inquisitive
Master of Chains
Master of Flies
Master of Many Forms
Master Of Masks
Master of Nine
Master of Shadow
Master of Shrouds
Master of the East Wind
Master of the North Wind
Master of the Secret Sound
Master of the South Wind
Master of the Unseen Hand
Master of the West Wind
Master of the Yuirwood
Master of Vipers
Master Samurai
Master Siege Engineer
Master Specialist
Master Thrower
Master Transmogrifist
Medani Prophet
Memory Smith
Menacing Brute
Merchant Prince
Metal Master
Metamind
Mighty Contender of Kord
Mind Mage
Mindbender
Mindspy
Mirumoto Niten Master
Mole
Naked Mole Rat
Naked Mole Rat
Monk of the Enabled Hand
Monk of the Long Death
Moon Drover of Cormyr
Moonsea Sentinel
Moonspeaker
Moonstar Agent
Morninglord of Lathander
Mortal Hunter
Moto Avenger
Mountebank
Mystic Keeper of Corellon Larethian
Mystic Theurge
Mystic Wanderer
Mythic Exemplar
Naga Overlord
Nar Demonbinder
Nature’s Warrior
Necrocarnate
Nentyar Hunter
Netherese Arcanist
Neverwinter Nine
Night Mask Deathbringer
Night of the Pearl
Nightcloak
Nightmare Spinner
Nightshade
Nightsong Enforcer
Nightsong Infiltrator
Ninja of the Crescent Moon
Ninja Spy
Noble Adventurer
Noctumancer
Nosomatic
Chirurgeon
Occult Slayer
Ocular Adept
Olin Gisir
Ollam
Omatu Master
Oozemaster
Oppressor
Orc Blademaster
Orc Scout
Orc Warlord
Ordained Champion
Order of the Bow Initiate
Ordinator
Osteomancer
Outcast Champion
Outlaw of the Crimson Road
Pact-Bound Adept
Pale Master
Paragnostic Apostle
Paragnostic Initiate
Peerless Archer
Peregrine Runner
Perfect Wight
Perfected One
Pious Templar
Planar Champion
Planar Shepherd
Planeshifter
Platinum Knight
Poison Fist
Poisoner
Prairie Runner
Primal Rager
Primal Scholar
Prime Underdark Guide
Primeval
Prophet of Erathaol
Psi-hunter
Psibond Agent
Psion Uncarnate
Psionic Fist
Purebreath Devotee
Purifier of the Hallowed Doctrine
Purple Dragon Knight
Pyrokineticist
Quori Mindhunter
Quori Nightmare
Knock Knock?
Knock Knock?
Radiant Servant of Pelor
Rage Mage
Rainbow Servant
Ranger Knight of Furyondy
Who's There?
Who's There?
Ranger of the Night’s Watch
Raumathari Battlemage
Ravager
Reachrunner
Ordinator
Ordinator
Reaper's Child
Reaping Mauler
Recaster
Red Avenger
Ordinator Who?
Ordinator Who?
Red Dragon Disciple
Red Wizard
Red Wizard of Thay
Reforged
Your Pizza's Here. Aren't You The Guy That Ordinated It?
Your Pizza's Here. Aren't You The Guy That Ordinated It?
Renegade Mastermaker
Replacement Killer
Revenant Blade
Righteous Zealot
Rimefire Witch
Risen Martyr
Ronin
Royal Explorer
Royal Scout of Cormyr
Ruathar
Ruby Knight Vindicator
Runecaster
Runecaster
Runescarred Berserker
Runesmith
Sacred Exorcist
Sacred Fist
Sacred Warder of Bahamut
Sanctified Mind
Sanctified One
Sand Shaper
Sapphire Hierarch
Scaled Horror
Scar Enforcer
Scarlet Corsair
Scion of Dantalion
Scion of Tem-Et-Nu
Scorpion Heritor
Scorpion Wraith
Scourge Maiden
Scout Warlord
Sea Mother Whip
Sea Witch
Seeker of the Misty Isle
Seeker of the Song
Sentinel of Bharrai
Serene Guard
Serpent Slayer
Shaaryan Hunter
Shadar Sentinel
Shade Hunter
Shadow Adept
Shadow Apostle
Shadow Hunter
Shadow Scout
Shadow Sentinel
Shadow Sun Ninja
Shadow Thief of Amn
Shadowbane Inquisitor
Shadowbane Stalker
Shadowblade
Shadowcraft Mage
Shadowcrafter
Shadowdancer
Shadowmind
Shadowsmith
Shadowspy
Shadowstriker
Shaper of Form
Shapeshifter
Shark Cultist
Shen
Shiba Protector
Shifter
Shining Blade of Heironeous
Shintao Monk
Shoal Servant
Shou Disciple
Silver Key
Silver Pyromancer
Silverhair Knight
Silverstar
Silverstar
Singer of Concordance
Singh Rager
Siren
Skullclan Hunter
Skylord
Skypledged
Slaad Brooder
Slayer
Slayer of Domiel
Slime Lord
Snake Servant
Solar Channeler
Soldier of Light
Son of Mercy
Soul Eater
Soulbow
Soulcaster
Soulguard
Soulknife
Soulreaver
Sovereign Speaker
Spell Sovereign
Spellcarved Soldier
Spelldancer
Spellfire Channeler
Spellfire Hierophant
Spellguard of Silverymoon
Spellsinger
Spellsword
Spellwarp Sniper
Sphere Minion
Spinemeld Warrior
Spirit Speaker
Spur Lord
Spymaster
Squire of Legend
Stalker of Karash
Stalwart Warden
Steel Legionnaire
Stoneblessed
Stonedeath Assassin
Stoneface
Stonelord
Stonespeaker Guardian
Storm Disciple
Storm Sentry
Stormcaster
Stormlord
Stormsinger
Stormtalon
Streetfighter
Strifeleader
Sublime Chord
Suel Arcanamach
Sun Soul Monk
Sunmaster
Survivor
Swanmay
Swift Wing
Swiss Burger with Bacon
Sword Dancer
Sword of Righteousness
Sworn Slayer
Sybil
Tactical Soldier
Tainted Scholar
Talon of Tiamat
Talontar Blightlord
Tamer of Beasts
Tattooed Monk
Techsmith
Telflammar Shadowlord
Tempest
Templar
Temple Raider of Olidammara
Tenebrous Apostate
Thayan Gladiator
Thayan Knight
Thayan Slaver
The Athar
The Cipher
The Darkwood Stalker
The Duelist
The Flesheater
The Glaive of Azharadian
The Green Hunter
The Infused
The Mourner
The Mystic
The Sensate
The Sinker
The Tainted
The Taker
The Xaositect
Thief of Life
Thief-Acrobat
Thrall of Baphomet
Thrall of Dagon
Thrall of Demogorgon
Thrall of Fraz-Urb'luu
Thrall of Graz'zt
Thrall of Juiblex
Thrall of Kostchtchie
Thrall of Malcanthet
Thrall of Orcus
Thrall of Pazuzu
Thrall of Zuggtomy
Thrallherd
Thunder Guide
Tiger Mask
Topaz Guardian
Totem Rager
Totemic Demonslayer
Trapsmith
Tree-Friend
Triadic Knight
Tribal Protector
Troubadour of Stars
True Necromancer
Truth Seeker
Twisted Lord
Twisted Sister
Twisted Sister
Ultimate Magus
Umbral Disciple
Unbound Scroll
Uncanny Trickster
Unholy Ravager
Unholy Ravager of Tiamat
Union Sentinel
Unseen Seer
Ur-Priest
Urban Savant
Urban Soul
Vadilis Beastkeeper
Vassal of Bahamut
Vengeance Knight
Vengeance Sworn
Verdant Lord
Vermin Keeper
Vermin Lord
Vigilant Sentinel of Aerenal
Vigilante
Virtuoso
Visionary Seeker
Void Disciple
Waker of the Beast
Walker in the Waste
War Chanter
War Hulk
War Mind
War Weaver
War Wizard of Cormyr
Warchief
Warforged Juggernaut
Warmaster
Warpriest
Warrior of Darkness
Warrior Skald
Warshaper
Warsling Sniper
Watch Detective
Wavekeeper
Waverider
Waveservant
Wayfarer Guide
Weapon Master
Wearer of Purple
Weightless Foot
Weretouched Master
Whisperknife
Whitehorn
Wild Mage
Wild Plains Outrider
Wild Scout
Wild Soul
Wildrunner
Windrider
Windsinger
Windwalker
Windwright Captain
Winterhaunt of Iborighu
Witch Hunter
Witch Slayer
Witchborn Binder
Wizard of High Sorcery
Wonderworker
World Guardian
Worldspeaker
Wormhunter
Wyrm Wizard
Yakuza
Yathchol Webrider
Yathrinshee
Yuan-Ti Cultist
Zerth Cenobite
Zhentarim Skymage
Zhentarim Spy
Okay, so I added a few lines just to see if anyone was paying attention. But 99% of the above is 100% accurate.
What are we to say of them all?
Well, first, especially when listed on, well, a list like this, it's amazing, to be frank, just how plain dumb many of them sound:
Knight-Errant of Silverymoon?
Purple Dragon Knight?
Silverhair Knight?
And those are just the knights.
Second, of the remainder it's notable how sinister so many of them are:
Dark Scholar
And those are just the D's.
(I can't believe Spalding's even bringing that up. It's only a game. Twelve year old's know that--though clearly Spalding doesn't. He's probably, you know, one of those moral police people or something, in favor of censorship.)
I'm not in favor of censorship actually. But in honesty, if I were (please note the if), forget about D.H. Lawrence, Nietzsche and The Anarchist's Cookbook. I'd settle for banning prestige classes and be done with it. Would Congress go for that?
But seriously, the silly and sinister aside. The whole idea of prestige classes is just cracked from a design point of view. As an example, take Dwarven Defender--one of the more 'normal' options. Here's part of the description from the Hypertext D20 SRD:
When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Dwarven Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action. When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Dwarven Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action.
Hmm. Interesting. Okay, here's my alternative suggestion. You want to be a Dwarven Defender? Okay, just be a Dwarven Defender. Act like one. Stand there on the stairs as the Orcs are coming up them and hit them with your axe, one by one. Make notches somewhere to record your kills. When your axe becomes ineffective (at on average about 30 Orcs or so), throw it away and grab a spare. And so on.
Why must all of this be done for you (and then described in the most needlessly complicated and excruciatingly boring way possible)? Is it because your imagination (you are a twelve year old) isn't good enough? Do you need the experts at Wizards of the Coast to help you on that?
Give me a break.
...
THE PARENTAL ADVISORY IS NOW OVER. GO BACK TO YOUR STATIONS. Whatever your group wants to do is okay as long as your group wants to do it. Kumbaya, my Lord, and all that. If you want to build a Breachgnome, go for it!
What are we to say of them all?
Well, first, especially when listed on, well, a list like this, it's amazing, to be frank, just how plain dumb many of them sound:
Knight-Errant of Silverymoon?
Purple Dragon Knight?
Silverhair Knight?
And those are just the knights.
Second, of the remainder it's notable how sinister so many of them are:
Dark Scholar
Death Delver
Deathstalker of Bhaal
Demonologist
Diabolist
Demonologist
Diabolist
Disciple of Baalzebul
And those are just the D's.
(I can't believe Spalding's even bringing that up. It's only a game. Twelve year old's know that--though clearly Spalding doesn't. He's probably, you know, one of those moral police people or something, in favor of censorship.)
I'm not in favor of censorship actually. But in honesty, if I were (please note the if), forget about D.H. Lawrence, Nietzsche and The Anarchist's Cookbook. I'd settle for banning prestige classes and be done with it. Would Congress go for that?
But seriously, the silly and sinister aside. The whole idea of prestige classes is just cracked from a design point of view. As an example, take Dwarven Defender--one of the more 'normal' options. Here's part of the description from the Hypertext D20 SRD:
When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Dwarven Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action. When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Dwarven Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action.
Hmm. Interesting. Okay, here's my alternative suggestion. You want to be a Dwarven Defender? Okay, just be a Dwarven Defender. Act like one. Stand there on the stairs as the Orcs are coming up them and hit them with your axe, one by one. Make notches somewhere to record your kills. When your axe becomes ineffective (at on average about 30 Orcs or so), throw it away and grab a spare. And so on.
Why must all of this be done for you (and then described in the most needlessly complicated and excruciatingly boring way possible)? Is it because your imagination (you are a twelve year old) isn't good enough? Do you need the experts at Wizards of the Coast to help you on that?
Give me a break.
...
THE PARENTAL ADVISORY IS NOW OVER. GO BACK TO YOUR STATIONS. Whatever your group wants to do is okay as long as your group wants to do it. Kumbaya, my Lord, and all that. If you want to build a Breachgnome, go for it!
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