Saturday, September 6, 2014

On Prestige Classes (An Opinionated and Very Long Post)

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
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 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
Blade Bravo
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
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?
Radiant Servant of Pelor
Rage Mage
Rainbow Servant
Ranger Knight of Furyondy
Who's There?
Ranger of the Night’s Watch
Raumathari Battlemage
Ravager
Reachrunner
Ordinator
Reaper's Child
Reaping Mauler
Recaster
Red Avenger
Ordinator Who?
Red Dragon Disciple
Red Wizard
Red Wizard of Thay
Reforged
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
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
Death Delver
Deathstalker of Bhaal
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!

OSR Art Friday: The Magic Mouth


This is the first of a series that will appear every Friday.

By "OSR Art" I mean artwork of the original or classic games--including of course Dungeons & Dragons--as well as that featured in more contemporary efforts such as Swords & Wizardry, Lamentations of the Flame Princess and others.

These games are or were better partly because of their art. A game is not merely defined by the abstract mechanic of the rules. For an entire game to aspire to be art in the more general sense (which, in my view, every game should, even in the smallest or most humble of ways) the physical product must also be attractive. And the art inside the game should be inspiring, evocative, thought-provoking and memorable.

Yes, it should try to more than being a tacky rip-off of a video game screenshot.

As Dungeons & Dragons devolved, beginning with 2e and picking up steam downhill with 3e, 4e and now 5e, the quality of the art devolved with it. I actually think the cause and effect works both ways. If you know that on every other page your text is going to be paired with blaring CGI-like color images of "Tieflings" or "Dragonborn" your design ideas and prose may very well sink to match that.

The illustration above is for me the most iconic interior drawing of any of the classic books. If it doesn't encapsulate the wonder and mystery of the dungeon, what could? Note that like most of the best classic pieces, it's not about combat, and it features relatively "normal" looking figures (if Hobbits and/or Dwarves can be considered normal)--not pumped-up Rambo types.

I like the way the light sources--the torches and magic sword--are emphasized, and the fact that it takes place on a stairway--going down.

The drawing appears on page 108 of the original 1978 Advanced Dungeons & Dragons Players Handbook and is by David Trampier, one of the leading artists of the first years of TSR.

For those of you who haven't seen it (probably not very many), enjoy! For those of you who have seen it, here's a bittersweet reminder of what once was.

Friday, September 5, 2014

Should All Weapons Do 1d6 Damage? Revisited

Almost three years ago I asked that question. I gave a short answer nine months ago, but I'd like to go into a bit more detail in this post. Here are the possible arguments. The answer, given the sum of them, is a qualified Yes.

1. Should all weapons do 1d6 damage?  Why not?  Combat is abstract.

This is not a good argument. Indeed, I find this kind of argument to be quite annoying. OD&D is a game. Therefore, combat must be abstract. Logically, there are an infinite number of possible combat mechanisms that will all be abstract, at least to some degree. So, the question is which abstract mechanism to choose. Thus, when defending one abstract mechanism against another abstract mechanism, it's obviously not enough to simply declare that it's abstract.

2. In a certain sense all weapons do the same damage in the end.  Being fatally stabbed by a dagger is just as bad as being fatally stabbed by a two-handed sword.

This is half right. It works if there is some other mechanism for differentiating the effectiveness of weapons. Thus, the damage might in the end be the same, but there may be different chances (perhaps based on a variety of other contingent factors) for two different weapons to end up actually inflicting damage. If you're stabbed hard in your Adam's apple by a fountain pen, you'll be just as dead as if your entire head was lopped off with an axe. But there is a reason why men marched into battle with axes (or swords or spears or pikes, etc. etc.) instead of fountain pens.

3. It’s simpler.

Also half right.  Simplicity is not always better. But it often is. On the other side, complexity can enhance the fun of decision making, can make the play of the game more interesting and can enhance the illusion of realism. But it can also detract from each of the above things. One of the main considerations of good game design--perhaps even the main consideration--is correctly judging which side of the scale is heavier in each relevant situation.
Simpler can be better
In this case, in my view, simplicity wins, partly for the reasons given in 4, below:

4. Rolling different kinds of dice (as well as different numbers of dice) for each weapon distracts from the “ballet of combat”.  Having all weapons do 1d6 focuses attention on the combat not on the dice.

This is wholly and precisely right. You don't want a boring "conga line". You do want tactics, maneuvering and in a word, thinking. Of course, having a good referee and good players is crucial. But it also helps if you rid the situations of as many additional distractions as possible.

5. Having some weapons do more than 1d6 damage introduces an annoying sort of inflation into the game.  If, for example, the damage done by a two-handed sword is increased from 1d6 in Men & Magic to 3d6 damage in Greyhawk (at least against large creatures), then to be fair (or rather, in the interests of realism or consistency), many of those large creatures must have their damage increased as well.

This also is precisely right, and the empirical part of it is borne out by the history. I guess the counter-argument is that all things being equal, inflation is supposed to be neutral. If everyone has an average of 100 hit points and all weapons do an average of 20 points of damage, then in theory that shouldn't really be any better or worse than if everyone has 10 hit points and does an average of 2 point of damage. But of course, having more points is worse. Large numbers of hit points amount to, again, just another distraction. The more hit points everyone has the more the emphasis is on, well, hit points, as opposed to the combat itself. Or, to the extent that hit points should matter, the less they do, if that makes sense. Perhaps there's a parallel with the more runs vs. less runs argument in baseball. People like it when their team gets a run (obviously), so (the argument goes) why not increase the number of runs for everybody? There's a reoccurring tendency to do this in baseball, with curmudgeons like me always saying "you think you're making it more exciting, but in fact you're making it less exciting."

6. Having all weapons do 1d6 damage introduces more diversity in the choice of weapons.  From the point of view of fantasy role-playing, this is a good thing.  If weapons do different amounts of damage, players will gravitate to only a few of them--those that do the most damage.  That’s a bad thing.

Half right. You could construct a rules algorithm that balanced extra damage against other considerations with negative effects, but in practice this is rarely done. Why it's only rarely done is an interesting question that I don't really have an answer to.

7. Having all weapons do 1d6 damage allows you to come up with other reasons (more fun and more realistic) to choose some weapons over others—some weapons you can charge with, others might be better at piercing armor, etc.  This is healthy.

Three-quarters right, although in practice such rules can become fussy and irritatingly discontinuous.

8. It’s a feature of the original game.  How could Gygax and Holmes have been wrong?

Half right (!). This argument carries some weight with me, among other things because OD&D circa 1974 had already undergone extensive play testing for years with really good referees and players. They had to have been on to something.
A diversity of weapons-Jim Roslof from Keep on the Borderlands
So on balance I'm on the side of all weapons generally doing only 1d6 of damage. But I admit that the case is not cut and dried. You can have a perfectly acceptable old school experience with variable weapon damage. My goal is to persuade people to at least try uniform 1d6 damage--the message being that it can work.

For Seven Voyages of Zylarthen I adopted uniform (or almost uniform--see 3, below) 1d6 weapon damage. But I differentiated weapons in eight or nine other ways:

1. Each weapon has a different To Hit progression for the eight possible armor classes, which among other things allows for meaningful differentiation in terms of effectiveness against different kinds of armor (or hide, natural plating, etc.). Swords are good against no armor or light armor. Maces and blunt weapons are good against heavy armor, etc. And of course certain weapons are pretty good on average. Certain weapons are not, etc.

2. Each weapon has a weapon class, for the most part based on weapon size and length. Higher weapon class weapons are more effective on the first turn of melee. Lower weapon class weapons are more effective on the second and subsequent turns.

3. Some weapons have either a penalty of -1 or a bonus of +1 on damage inflicted against large creatures. This is one minor exception to all weapons doing 1d6 damage. But it makes intuitive sense. Against a large creature you want a weapon with good, so to speak, penetration power.

4. Some weapons break more than others (for simplicity's sake, this is almost entirely based on cost, but I think cost generally tracks breakability).

5. Cost. This is a factor at low levels, enhanced a bit due to the weapon break rules.

6. Weapons have different space requirements. Whether the referee decides to rigidly enforce this is of course up to her.

7. Whether or not the weapon is wielded with one-hand or two (thus allowing or not, the use of a shield or off-hand weapon). A few weapons--the sword and spear--can be wielded with either one hand or two.

8. Encumbrance. If you want to carry a battle axe (which in Zylarthen is pretty large), then you're going to move slower and sacrifice potentially carrying other weapons or useful items of equipment.

9. Other miscellaneous special considerations for certain weapons--"staves shall be splintered", fighting with an offhand axe or dagger, breaking wooden hafted weapons with large swords, etc.

10. Finally, whatever weapon is used, there is always the option of decreasing one's To Hit chances by 5 (out of 20) but adding an extra die of damage. Theoretically, you could add multiple dice by sacrificing 10, 15 or more To Hit numbers. In my view this potentially adds an interesting decision--you can "go for it" if your back is to the wall, etc. It also on average speeds up combat at high levels. (If your base To Hit is 10 or less, it's to your advantage to add sacrifice "To Hits" for damage, at least in terms of expected damage value). This is of course also a semi-exception to the "all weapons do 1d6 damage" rule.

I feel that the above may make Zylarthen's weapon and combat system seem overly complicated. But in practice I do not think it is. Many of the rules are optional. And in the more basic cases I tried to "bake things in" to a few simple tables as opposed to forcing players and referees to add or subtract eighty-five separate bonuses or penalties.

I'm interested in other opinions, especially from those who have played in or refereed campaigns under both systems.

Tuesday, September 2, 2014

The Setting of Seven Voyages of Zylarthen

A "colorized" version of the full-page Batten drawing in Vol. 1, p. 27

First, a digression:

In the Foreword to Seven Voyages of Zylarthen I called the game a "re-imagining" of the original edition of Dungeons & Dragons.

I want to first explain what I didn't mean by that. It's not OD&D updated with more modern rules or supplemented with my own house rules (though it does undeniably contain some of those). Nor is it a precise clone intended to mimic, say, the rules mechanics of the three little brown books or some other early edition of the game (that wouldn't really be a re-imagining). Nor is it an attempt to place the game in an alternative or more specific campaign setting.

In denying those approaches I don't mean to be critical of them. Indeed, part of why I ultimately rejected them is because they had all been done and done well before. And of course, the current existence of a diversity of great OSR efforts now coincides with the republication by Wizards of the Coast of most of the original rules sets--either in "deluxe" hard copy editions or PDFs.

So I decided to look at things from the inside out, so to speak. It's now forty years since the original "woodgrain box" became available, and we now have a great deal of hindsight. New school people would say we have learned how to do things better. Old school people would say we have learned how trying to do things better can often lead (unintentionally) to doing things worse. For my part, instead of identifying what was wrong with the original game, I wanted to identify what was right about it, and then, so to speak, double down (or even triple down!) on what was right about it in a way that, without the benefit of any hindsight, the original game didn't and of course couldn't do.

I admit that in the process I did want to fix a few things. As much as I love the three little brown books, there are a few rules or parts of them that are odd or perhaps even broken. But the idea was not to jettison those things, but rather to make them work, if possible by harnessing the numerous design principles of the original game that did work.

Caveats and comments before proceeding further:

1. It might be objected that in replacing Clerics with Thieves, I did indeed jettison one of the fundamental parts of the original  game. I don't see it quite that way, but the "no-Clerics" thing is best left for another post.

2. What I think works (or doesn't work) is informed very much by an old school perspective. So, for example, I like random non-naturalistic tables. I think they work. Indeed I think they they work in a big way. So I included more of them. As an example of how I used them to fix what was to me a somewhat broken mechanic--the issue of languages--what languages characters or monsters might speak was given a determination mechanism that parallels the OD&D Treasure Table with its various lettered "Treasure Types".

3. Do I think Zylarthen is better than the original game? Well, in part or in some ways I like certain things better. That's true almost by definition, as there would have been no point in writing it otherwise. But overall I'm not so egotistical (or stupid or silly) as to say that it's a better game. Of course it's not. The original edition of Dungeons & Dragons must remain the unchallenged King of all such games  More importantly, if there is anything in Zylarthen that is good, it is good derivatively--good precisely because of what Gygax and Arneson originally created. 

Now, to turn finally to the subject of the post--the setting of the game. In the Foreword I identified what I took to be one of the wisest aspects of the original Dungeons & Dragons:

It invoked many sources—King Arthur, the Crusades, Middle-earth, the Arabian Nights, pulp fantasy, fairy tales, even science fiction. Its breadth of tone was a virtue, offering to the players a multiplicity of delights.


Spell Casters in Men & Magic--European, Indian and Egyptian (?)
The game explicitly claimed to be "medieval". But of course it wasn't. Critics might say that Gygax and Arneson threw in everything but the kitchen sink into the setting. Some are annoyed by that. And indeed one direction taken by contemporary OSR efforts as well as of course by the progression of the various official editions and expansions, is to try to place things in a more "consistent" or "authentic" setting. So, for example, we have seen 16th Century, quasi-historical Middle-Ages and Middle-Eastern themed efforts, each selecting one or two strands of the original and expanding on it, while jettisoning or reducing in importance the other strands. Again, I'm not being critical of those attempts. There is a place for them. And again, one of the reasons I chose not to go down that path is because, paradoxically perhaps, there wasn't that much room to be original. So many things had already been done and done well.

Most importantly, however, if I were to "re-imagine" the original game in a way that took account of all of its strengths, I couldn't go down that path.

Interestingly, that's not how I originally thought of things. Indeed, I only came to that view fairly late in the game. But I was lucky I did. My writing of Zylarthen, or the game that would become Zylarthen, meandered for perhaps two years before that insight made it suddenly take off.

"...16th Century, quasi-historical Middle-Ages and Middle-Eastern themed efforts…"

I chose those examples because they express the actual evolution of the setting for my own game. First it was More Things in Heaven and Earth, with an Elizabethan or late Tudor setting. It had a pseudo-Catholic tinge, so I suppose it would have been somewhat different. But creating an entire OD&D neo-clone around it would have been, well, boring (though I still reserve the right to put it into a short Zylarthen supplement).

Then, in considering art for the game I came across the wonderful children's illustrations that Howard Pyle did for Otto of the Silver Hand, Robin Hood and other works. The drawings were fun but also sort of dark and gritty. For a short period, I thought of titling the game Coat of Mail.


A wonderful illustration by Howard Pyle-not used in Zylarthen
Finally, after much of Zylarthen had been written and the final title (with its obvious allusion to Sinbad) had been chosen, I thought of making the game more explicitly Middle-Eastern. So, for example, many of the weapons on the list were given Persian names such as "Tabarzin" for battle-axe. Again, luckily, I soon realized that this would have been a mistake.

For the final effort, rather than emphasizing one of the strands at the expense of the others, I decided to add to all of them!

This is I think most apparent in the "new"* monsters: King Arthur, the Crusades and actual history get a nod with the addition of Vikings and Turcopoles. Middle-Earth is referenced with the re-introduction of True Wraiths. Classical myth and history is represented by the named Titans (and Titanesses) as well as barbarians and soldier types (including Amazons) based on Classical, Byzantine and early Persian categories. The Arabian Nights flavor is represented in the title and much (though not all by any means) of the art. The Witch is based on the standard fairy-tale version. Burroughs' Martians make an appearance in force, and most of the "alternate" (for legal reasons) monster takes are science fictional entities.

*Of course, none of the "new" monsters were truly new, but appeared in one form or another in either the three little brown books or early official supplementary materials.

I suppose one could reasonably say that the overall setting of Zylarthen might be slightly more middle-eastern or at least "southern" than that of the three little brown books, though I'm not sure I'd agree even with that. Again, I think the inclusion of "medieval" in the subtitle of the first edition of Dungeons & Dragons throws people off.

In Zylarthen, proper names for places and persons, and explicit history were generally avoided, with a few exceptions. Earth, Mars, Jupiter and the Sun are named. "The Ancient Wars between Law and Chaos", apparently instigated by a trouble-maker named Mendax (aka The Liberator) is described. And there are a few Christian references, something as a Christian I felt important to include in what was after all a game set in an otherwise very Pagan world. But in my view none of these are essentially determinative of any particular time and place.

Finally, in regards to setting, I should mention the artwork of Zylarthen. There are close to a hundred pieces, all by the same artist--the turn of the century illustrator John Dickson Batten. I said elsewhere that once I had chosen the works of Batten, the art actually began to inform the setting and even the writing. Batten's works appeared in children's fairy-tale books. But appropriately enough they were also from a diversity of sources--English, Celtic, general European, Middle-Eastern and Indian. In my humble view, the art was not merely the best art I could find for free, but was in fact precisely right for what I was trying to do. I couldn't have paid for anything better. To the extent that Zylarthen as a visual or physical product succeeds it does so due to Batten. But equally importantly, to the extent the setting and tone are interesting or attractive is also I think due to Batten. Indeed, he deserves an entire post, and will get one soon.

Sunday, August 24, 2014

Coolest Looking RPG Product: Dungeons & Dragons Original Boxed Set

What could be cooler than the 1st printing of the 1st edition of well, the first RPG product?

The 5th printing of the 1st edition of the first RPG product.

Why?

First, let's go back a step. In my view, the original edition of Dungeons & Dragons is the best RPG product ever, both in terms of content and physical production. I know that might earn a sneer from some-especially regarding the physical production. The booklets were printed entirely in black and white with the minor exception of the red, green and blue titles. The interior font was primitive and much of the art was amateurish (or so it has been claimed).

But I like the look of it. I prefer the simple, clear and non-distracting font and layout. The tasteful line drawings of characters and monsters stimulate the imagination as opposed to mimicking a screenshot from the latest video game. Interestingly, in the three original edition booklets, despite the important place combat plays in the game, there is only one obvious illustration of an actual combat scene (it's a drawing of a Lycanthrope about to hurl someone to his doom). Contrast this with the myriad full color spreads of battle in, say, any of the 4th edition books, where each scene, with its desperate or angry facial expressions, poised weapons, jaws, claws and so on, appears to be capturing THE MOST EXCITING POSSIBLE MOMENT, again as if trying to qualify for a best screenshot contest. Here are two examples:

1974:



Wait, haven't I seen those two somewhere before…

2008:



It's so EXCITING!!!!!!!!!!!!!!!

Now, I know that many would prefer the modern style. Indeed, almost by definition it would seem that the majority of current RPG purchasers prefer it. I don't. But enough said about that.

To return to the original edition, in actuality there aren't that many differences in content or production between the seven plus printings from 1974 to 1979. The excellent Acaeum breaks down what differences there are. The first three printings featured a wood colored box with a picture of a mounted warrior on a rearing horse (also originally present on the cover of Men & Magic). This was replaced in the 4th printing with a white box featuring a Wizard firing a wand at a group of goblins (or could he indeed be striking with some kind of magic sword?).  

Apparently, the first four printings used a relatively hard to read type setting. The 5th printing switched to a more friendly Helvetica font. The 6th printing kept the more readable font while excising or renaming for legal reasons most of the Tolkien elements-Hobbits, Ents, Balrogs and so on.

So I would go for the 5th printing-a readable font without the Tolkien excising-the version available, as far as I can gather, for most of 1976.

It sold for $10.00, or about $45.00 in inflation adjusted currency.

For that you got the box, three booklets, a stapled set of "Reference Sheets" and probably a one page set of errata. Curious and enterprising players might by that time already have purchased one or more of the supplements, or have gotten their hands on the small but growing number of newsletters and accessory products from Judges Guild or Tactical Studies Rules itself.

Or they were starting to buy and paint lead figures.

Not a bad way to while away the waning months of the Ford Administration.

(Later Edit: it's now clear to me that the heading picture is of the 6th printing, not the 5th. It's got that little star thing that says "Original Collectors Edition.)

Tuesday, August 19, 2014

Favorite Published Adventure: A4 In the Dungeons of the Slavelords


The neat thing about this adventure, or so it seemed to me at the time, was starting the players off waking up in a sandy cave, presumably deep in some underground maze, where they had nothing but loincloths--no weapons, armor, equipment, precious magic items or memorized spells. Also, it was pitch dark. There were things scuttling about that would scuttle even faster during the earthquake tremors that would go off at increasing frequency. Did I mention that it was pitch dark?

To get out, they had to be smart about things they found--bones they could use as clubs, tar for improvised torches, etc.--but also needed to put up with a certain, so to speak, grossness level--making friends with fungus people via a disgusting spore ritual, climbing a bridge made of dead giant ant husks, and so on. 

I purchased the module along with the others in the Slavelords series, shortly after it came out. It seemed incredibly cool to me and I couldn't wait until my players were powerful enough to try it. I had to wait a year or so, as I remember.

Looking back, this "tournament" module violated a number of "old school" tenets, or at least it did the way I used it. First off, I had to "railroad" my players into the predicament--indeed more than railroad them, I had to throw a set of antagonist at them that they obviously couldn't defeat or run away from. They actually made a good run at winning against, I think, an 8th level party, so I had to make use of the deus ex machina of sleep gas. As I remember it, one of the players threw me a look as if to say, "That's so obviously unfair. What's your game, anyway?" He found out when he woke up in the dark wearing nothing but a loincloth.

Secondly, the module instructed the DM to make the players think the cavern or (as they would later discover) island would blow up at any time. But of course, if one had railroaded them into the thing in the first place, imposing a volcanic TPK on characters the players had been playing for over a year of real time would have been mean. So that was also sort of fake.

Nevertheless, it was still amazingly fun.

When the party emerged from the caverns onto the beach of the volcanic lake, their patron, Rellian, the 18th level Wizard, was there to meet them with all of their "lost" equipment and magic items. Triumphant, they flew out on the back of a tame Red Dragon, watching the world explode far below...

Monday, August 4, 2014

Most Recent RPG Purchase: Hideouts & Hoodlums


Actually, I first bought Hideouts & Hoodlums over two years ago. It comprised three small booklets that correspond to the three little brown books of OD&D-Men and Supermen, Mobsters and Trophies and The Underworld and Metropolis Adventures. However, two weeks ago I purchased a heap of accessories to the game-an adventure module-Sons of the Feathered Serpent-the first three supplements-National, All-American and Better Quality-and the first fifteen issues of the associated newsletter/magazine-The Trophy Case.

It's a brilliant effort that tracks the mechanics, tone and aesthetics of OD&D but adapts it to the era of Golden Age Comics, circa the late 1930's.

The author, Scott Casper, has en encyclopedic knowledge of the material and an obvious love for the genre that comes across on every page. And the OD&D/Swords & Wizardry based rules fit the subject matter surprisingly well, arguably creating a more satisfying, authentic and playable rules set than any of the myriad of other superhero offerings-classic or contemporary. At the very least, anyone familiar with OD&D can pretty much grasp the rules within an hour or so.

Casper writes 90% of the material for Great Scott! games, though he does have a few other collaborators, among them, Steve Lopez of this RPG and comics blog.

All in all it's a formidable set of material. The Trophy Case has roughly tracked the timing and output of Tactical Studies Rules' 1975-76 The Strategic Review, with articles on the game, scholarly seeming but fun essays on Golden Age Comics topics, and various other related odds and ends.

And all the materials-currently available in PDF form-are cheap at the price, which speaks to its affordability not its quality.

A full review of Hideouts & Hoodlums will be forthcoming. Stay tuned, as I assume they might have said in 1939 (although no doubt Casper could correct me on that). Until then, I highly recommend it.