Three is the magic number...

So looking at the classic OD&D rules, I have been mulling over something that bugs me.  For classes, you have Fighting-man, Magic-user, and Cleric.  Each of these constitutes a fundamental way of accomplishing tasks, (Looking at these from the perspective of 4E, each is a Power Source.)  So while a Fighting-Man approaches tasks in a physical way, a Magic-User approaches it in a magical way, and a Cleric uses their god’s divine influence to get it done.  Meanwhile, the demi-human classes are different mechanical interpretations of the core three classes.

On the other hand, Thievery is kind of the odd man out.  It seems to me that being a thief is not a mechanical difference, but more a lifestyle choice. 

Thinking back to the Fafhrd & The Grey Mouser stories, which were one of the big inspirations for D&D, Fafhrd was a barbarian fighting-man who acted more like a thief.  And the Grey Mouser was trained as a wizard but had also chosen the life of a thief. Yet in the basic rules there is no way to recreate either of these characters.

As the class is written, they are like weak fighting-men who have an additional sub-mechanic of thief skills and some other tricks.  But they still are assumed to approach their tasks in a physical manner, but just in a less directly way.

So could you have a magic-user thief, who wasn’t a multi-class or hybrid of the two, but instead a magic-user who used his magic to steal. And how about if you created a cleric of the patron god of thieves?  Shouldn’t he also be motivated to be a thief, but would rely on his god to get past guards and open locks?

So this got me to wondering if the thief class is really just a template that can be applied to one of the core classes.  Actually also then would the other later classes (Monk, illusionist, Druid, etc) are not full on classes, but instead just a particular template applied to a core class.

 

Thief = Fighting-man + Criminal Template

Druid = Cleric + Nature Template

Monk = Cleric + Ascetic Template

 

…and so forth.  Psionics could also be a template.  And in fact so could the demi-human classes.  I am seeing a template as being a set of powers or advantages they get, but also there would be associated restrictions and other negatives.  If they take more then one template for their character, then these would all stack.

I can see this as add on book for OD&D with these different templates, almost like a recipe book.  The DM would have the players describe an idea for their character, and then he would look up and see what template(s) he would permit to get close to their idea mechanically.  (I suspect this is the sort thing that DMs houserule all the time- for instance the new player REALLY wants to be a pirate, so the DM gives them some some extra pirate stuff their Fighting-man can do.)

The first question that would need to be addressed is can you stack templates, and if so how many is the limit.  (To avoid the “Dwarven Cleric thief who is also Psionic” uber character)  I think that it should be up to the DM to make the call, and also they can assign stiffer negatives to the templates if they are worried about balance.

I also wonder how close this gets to just having multiclass characters, or if this is just trying to subvert OD&D into being something closer to AD&D.  (and if so, why not just play AD&D?)

I think the difference is that a template can be anything- it can cover specialized classes, but also cover GURPs style Advantages and Disadvantages or 4E backgrounds.  (Raised by wolves be a template, or being Ambidextrous.)

The big mechanical question is over the advancement charts.  The demi-humans have a level cap, and the 3 classes advance at different rates through their levels.  It seems like a template can put a level cap on a character, but it should not mess with the core class’s advancement rate.  For the Dwarves Cleric Thief with Psionics, despite all their limitations, and level cap, they should still use the Cleric charts, because it should still feel like a cleric.

So back to the Thief, if it were a template instead of a class, then the PC would still get their thieves ‘skills’ using the same rolls.  But depending on their base class, the ‘fluff’ text on how they do it would change.  And rather then having their own advancement chart, they would use their core class’s chart but might have a level cap.  And finally they would also have the weapon and armor restrictions which would be superseded by their core class if its more restrictive.  (One advantage of some templates would be that they negate a restriction on a core class- so if a Cleric took the ‘evil cultist template’ option, then suddenly they would no longer be restricted to blunt objects- and could wield a sacrificial dagger in the service of their dark god.) 

Graphpaper & Hexmaps on the iPad

So playing around with my iPad, I went ahead and shelled out the $9 for Sketchbook Pro from Autocad, since it is a very full featured sketching app.  One nice thing is that it supports a simple from of Photoshop layers.  So I have been playing around with it to see how well it can be used for making game maps while I am waiting for the train, or sitting through a boring meeting.  All you need to do is create your grid in a program like Illustrator and save it out as a PNG, with everything other then the lines set to be transparent.  The images should be 1024x768.  Here are a couple I made using illustrator:

Black lines

Old-school cyan lines:

 

 

Just download them, and then transfer them into the iPad Photo Gallery somehow (I just emailed them to myself, and then opened the email on the ipad and saved it out there. But there is probably a smarter way to do it.)

You then open up Sketchbook Pro, and go into the layers flyout:

and then select the 'flower+' icon at the bottom to import the grid image from your photo library.  (since they are transparent PNGs, the app shows them as solid black thumbnails, but they work fine.)

You then can create a new layer and put it behind the grid image layer.  I also lowered the opacity of the grid layer to make it less intense.  you then sketch on the layer(s) behind the layer with the grid image.  the app supports upto 3 layers, so you can have the Grid on top, your background texture at the bottom, and then sketch out the dungeon or terrain features on the middle layer.  i will try and post anything I make that comes out decent.

Swords & Wizardry Wheel Chart

Heres how my mind works- When I think of 1974, there is one tool that epitimized nerds more then anything else- the Slide Rule.  Its an amazing piece of technology that was pretty much killed off by the pocket calculator, and later the PC.  But looking at the attack roll charts in S&W, I had the thought - "I bet I can make a sliderule type tool to make that easier."

So after a few nights puttering around I came up with this volvelle design.  Pretty simple- you cut out the two circles, and pin them together through their center- and then just line up your character's level with the target's AC.  Pretty simple.

Now some folks might argue that part of the fun of retro-gaming is looking up to-hit numbers in giant charts in the book.  But I figure I don't want players asking for the book everytime they want to hit something new.  Also wheel charts fit with the whole math nerd side of classic gaming.

Anyhoo, I figure I can probably make a similar chart of Labyrinth Lord/Moldvay, since the charts work in a similar fashion.  Let me know in the comments if that is worth doing.

Download the Sword & Wizardry Wheel Chart (350kb PDF)

OSR Breakdown

 

This is some terminology that has been confusing me up till now, since blogs and forums tended to assume a certain level of knowledge.  (I stopped playing D&D in middle school, so I never really understood the various versions.  So here is a chart of the editions, and the compatible retro-clones for D&D.

 

Also Referred to as:
Compatible Retro Clones

Chainmail
1969 

  • Tactical Unit Rules Rules for wargaming
 None
OD&D
1974

 

  • "Little Brown Books"
  • "Woodgrain box", or "The White Box"
  • Classic D&D

Came as 3 digest sized books
(Reissued - 1978 )
 

 


D&D
1977

 


  • Blue Book
  • Basic D&D
  • Holmes version

 

(Not so sure about this category)


B/X D&D
1981

 

  • Basic Set Dungeons & Dragons (Red Box)
  • Expert Set Dungeons & Dragons (Blue Box)
  • Moldvay & Cook's version

 

BECMI D&D
1983

 

  • Basic Set Dungeons & Dragons (Red Box)
  • Basic and Expert were expanded with Companion, Master & Immortal sets.
  •  
  • Frank Mentzer's version

 

  None 

 

AD&D
1978
  • Advanced Dungeons & Dragons
  • 1st Edition AD&D
 
 
AD&D 2nd ed.
1989
  • 2nd Ed AD&D 
  • Second Edition
 
D&D 3rd ed
2000

-and/or-
3.5 ed
2003
  • 3/3.5
 
Any of the D20 products.
D&D 4th ed
2008
 
None

 

(There are more variances within editions - but I think I have the main iterations mapped out.)

Interesting Complexity: Coins

One of my biggest disappointments in 4th Edition was the Adventurer's Kit, that pretty much every character is issued as soon as they come out of the character builder, like recruits getting their gear in Basic Training.

This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.

I can see the reasoning for this- why make new players pick out gear that they will need- why not make a handy kit with all the basics covered, and then give them a supplemental list to pick up some flasks of oil or such of they have the left over cash.

But that feels totally modern and artificial- Is there a REI type store in every town and village that puts together these kits for any adventurers who happen by?  

 In any case, something I have never really understood were the rations/iron rations/trail rations.

The iron ration is listed in Wikipedia as:

"Iron Ration" (1907-1922)

The first attempt to make an individual ration for issue to soldiers in the field was the "iron ration", first introduced in 1907. It consisted of three 3-ounce cakes (made from a concoction of beef boullion powder and parched and cooked wheat), three 1-ounce bars of sweetened chocolate, and packets of salt and pepper. The ration was issued in a sealed tin packet that weighed one pound, and was designed for emergency use when the troops were unable to be supplied with food. It was later discontinued by the adoption of the "Reserve Ration"...

Yummy.  Trail rations are likewise described as an amount of preserved/smoked meat, Cheese, & bread to provide sustenance for one day. The assumed idea behind all of this is that the PCs are travelling living on hardtack until they get to an inn and can splurge on mutton and ale.

That is good and very efficient (since it has no game impact) to get this world detail taken care if, and it makes buying groceries very efficient- you just need to multiply the number of party members by the number of days expected to be in the woods.

In the Hobbit, there was a discussion of cram that sounds like where the trail rations idea came from:

Appearing in The Hobbit and mentioned in The Lord of the Ringscram is a biscuit-like food made by the Men of Esgaroth and Dale, which they share with the Dwarves of the Lonely Mountain. Very nutritious, it is used for sustenance on long journeys. It is not as appealing and less tasty than the similar Elvish bread lembas; Tolkien describes it sarcastically as "more of a chewing exercise" than enjoyable to eat. Like lembas, it is probable that Tolkien modeled cram on hardtack, a biscuit that was used during long sea voyages and military campaigns as a primary foodstuff. This bread was little more than flour, water and salt which had been baked hard and would keep for months as long as it was kept dry.

(Side note, probably the only part of the Frodo/Sam/Smigel portion of LotR I liked were the bits where they were grumbling about lembas bread, and what they were going to eat.)

But speaking as a 'foodie', I see there being fun in actually doing some menu planning before an adventure, and when the party is taking a break at the bottom of the haunted dungeon, going through the pack and seeing what was left to make soup with.

So the point of this is just to say that in 4E they do a great job of streamlining the boring bits of D&D and at the same time offering more complexity for the interesting bits (like combat).  But not everyone finds the same things interesting.

So thinking about offering a more detailed and realistic price list for players when they are in town, I have been researching price lists in other fantasy games, starting with AD&D.  This very quickly lead me to look at coinage, and the discussions in posts by Rob Conley, "Coinage" A "Variant Coinage System" as well as Delta's "On Money".  That lead me to track down a copy of Hârn, which has a pretty historical coinage system.

Facts I learned:

 

  • Historically silver pennies or pence were used for the vast majority of transactions. Gold was more a way of storing wealth, or for big capital transactions.
  • A Silver penny was 1/240th of a pound of silver.  This weight was about a dram
  • For denominations smaller then a penny, it was physically cut into for farthings or bits.
  • Historically gold was about 10 to 14 times the value of silver.
  • The Troy Ounce is a unit of measurement dating from roman times equal to 1/12 of a pound.  It is still used today by jewelers and other professions that work in precious metals.  The Romans had a coin called a Unica that was this weight.
  • In china they had a traditional weight called a Tael, which was a non-standard unit of currency, and equal to a Troy ounce.  They also had a 'Catty' that was more or less a pound, and was the weight used for gold and silver bars.

 

So my thinking is you could have a pretty elegant coinage system as follows:

  Pennyweight
(1/240 lb)
(1.88 g)

Troy Weight
(1/12 lb)
(37.8g)

Pound
(1 lb)
(453.6g)

Ingot
(25 lb)
Silver Coin Name Pence,
Silver Penny,
Pfennig,
Denier,
Drachma,
Denarius,

Shilling,
Shekel,
Thaler
Tael,

Silver Mark,
Silver bar,
Catty of Silver

Silver Ingot
Silver Coin Value 4 farthings
1 Pence

20 Pence
1.66 Florin
1 Shilling 


240 Pence,
20 Florins
12 Shillings, 
1 Gold Crown,
1 Silver Bar

6,000 Pence,
500 Florins
300 Shillings, 
25 Silver Bars,
2.0833 Gold Bars
1 Silver Ingot 
Gold Coin Name Florin,
Gold penny,
Ducat
Crown,
Guinea
Gold Mark,
Gold Bar,
Catty of Gold
Gold Ingot
Gold Coin Value

12 Pence
1 Florin 
0.6 Shilling 

240 Pence
20 Florins,
1 Crown 

2,880 pence 
240 Florins,
144 Shillings,
12 Crowns,
1 Gold Bar




72,000 Pence
6,000 Florins
3,600 Shillings,
300 Crowns,
25 Gold Bars,
12 Silver Ingots,
1 Gold Ingot 
 

 

This chart assumes gold is 12x the value of the same weight of silver.  Thus there are 2 coin sizes the small and large.  The small coin would weigh a Dram/Pennyweight, and if made of silver, would be a Pence or silver penny.  but if made of gold, it would be a gold florin, and worth 12 pence.  Likewise for the large coin, weighing one Troy ounce, (or a 12th of a pound) it would be worth 20 Pence if silver, and called a Shilling.  If it was made of gold it would be worth 2o Florins or 240 pence and be called a Crown.  Beyond that exchanges would take place in small gold bars weighing a pound, or even beyond that ingots weighing 25lb each.  

Now while this might be elegant, its not all that simple.  Players are not going to welcome having to divide by 12 or 20 when trying to see how many florins that suit of armor costs.  Loot is interesting, but shopping is boring.

So my rule of thumb is that all mundane transactions (gear, food, 10 foot poles) is in silver pence.  No discussion of shillings, florins crowns or whatnot.  if a suit of plate costs 2,500 pence, then leave that way on the price list for the player.  But when the PCs find loot, it should be in all kinds of strange denominations: (You find a bag of guilders, and over there a chest of shekels, on the altar there is a vase filled with weird triangular gold coins...)  They will enjoy converting their loot into wealth, but as soon as it is in their 'bank account' just treat it as pence.

Extraordinary transactions, (like buying a castle or a ship) is more interesting then regular shopping, so that should probably be in the form of bars of gold. (a whole adventure can be just about getting a portion PC's fortune converted into gold ingots, and then transporting past all the bandits on the way to the King to buy that baron title.)

(...although a letter of credit system in your game world would probably make more sense. but I'll save that for different post.)