A blog about my 2nd edition Advanced Dungeons & Dragons campaign using Paizo's Rise of the Runelords Adventure Path.

Please note that there are spoilers throughout.

Tuesday, May 18, 2010

Roleplaying Intelligence

Page 15 of the 2nd edition Player's Handbook:
... the true capabilities of a mind lie not in numbers - I.Q., Intelligence score, or whatever. Many intelligent, even brilliant, people in the real world fail to apply their minds creatively and usefully, thus falling far below their potential. Don't rely too heavily on your character's Intelligence score; you must provide your characters with the creativity and energy he supposedly possesses! (emphasis mine)
I don't remember having read something like in any other edition.

Sunday, May 16, 2010

Finding Secret Doors in 2E

It was only recently that I discovered that 2nd edition does not have rules for finding secret doors. The only rules that appear for spotting a secret door is that that elves and half-elves have a 1-in-6 chance of spotting a hidden or secret door when they pass within 10 feet of it. One could also use the dwarves stonework ability if it was relevant. However, there are now rules for everyone else.

Here's what Steve Winter, who was part of the development team for 2nd edition, said about this--

This is a significant quirk of 2nd Edition.

Zeb hated the idea of secret doors being found with dice rolls. The only reason we kept the thing about elves and dwarves was because it was a legacy of 1st edition. This is hinted at (in a toned-down way, I assure you) in the DMG passage about elves and no one understanding how they notice concealed doors without looking.


Aside from elves, there is no check to find a secret door. You simply point to a wall and you automatically search 20' of it in 10 minutes.

This is closest to correct, only it's not even meant to be automatic. Players are expected to tell the DM what they're doing. Like the DMG states, "characters tap, thump, twist, and poke" until they hit the right combination. Further down the page, it states clearly that "It is a good idea to note how each particular secret door works and how it is concealed." That's the rule. To find a secret door, players must literally find it.

This goes back to the earlier discussion of narrative. We placed a heavy emphasis on it. Creative narrative always was meant to carry more weight than any dice roll.

This didn't sit well with everybody, as evidenced by the Int check described in the DL product. That's a kludge tacked on by someone who didn't like the tap/thump/twist/poke approach. It's not the 'standard' rule.

Saturday, May 15, 2010

2nd Edition Specialty Priests of Desna

I don't know if this will get me in trouble or not. While I am use to reading legal documents such as underwriting agreements, purchase and sale agreements, and nondisclosure agreements, the OGL baffles me.

The name "Desna" and some of the associated fluff are intellectual property of Paizo Publishing and this is in no way intended to challenge Paizo's IP or any trademarks. This is just a conversion for use with 2nd edition AD&D. Go buy their stuff... it's all awesome.


Desna is the goddess of dreams, stars, travellers and luck

Wanderers at heart, the faithful of Desna travel the world in search of new experiences, while always trying to live life to its fullest. Their temples are light, open affairs, with most possessing a skylight to allow in the night sky and a significant number of astrological charts to mark important celestial events.

Minimum Ability Scores: Wisdom 12 and Charisma 12. Wisdom or Charisma 16 or great is +5% XP, Wisdom and Charisma 16 or great is +10% XP.

Races Allowed: Elves, gnomes, half-elves, halflings and humans.

Required Nonweapon Proficiencies: Astrology.

Recommended Nonweapon Proficiencies: Direction Sense, Gaming, Reading/Writing, Religion.

Weapons Permitted: Starknife (favoured, see below), club, knife, lasso, net, quarterstaff, sling, sling staff.
Note: Besides the starknife, these weapons reflect "weapons of opportunity", the sort of weapons characters can make from things found on the road. The priest doesn't have to find his weapons but these weapons are the sort that he could make from found items.

Required Weapon Proficiencies: Starknife.

Armour Permitted: None, no shields.

Spheres: Major - All, Astral, Chaos, Charm, Divination, Elemental, Healing, Protection, and Travellers. Minor - Animal, Creation, Guardian, Plant, Weather.

Additional Powers:
- Turn Undead: As a cleric of same level.
- Power over sleep: receive a +4 bonus for saves against sleep spells and effects.
- Found Mark - Placing a mark, typically the goddess' symbol, in some remote, distant place (appropriateness to be determined by the DM), earns the priest the favour of Desna and will be under the effect of a Bless spell for the next 24 hours.
- 1st Level: Can cast the wizards spell Suggestion, the priest can use this spell once per day in addition to his other spells. At 4th level twice per day, 8th level three times per day, etc.
- 3rd Level: Can use Traveling Dream (see below) once per day.
- 4th Level: Star Slinger - At 4th level or later, the priest can spend a second weapon proficiency for the Star Knife. The second proficiency enables the Star Knife to act as a boomerang and return to the priest on any missed thrown attack. There are no additional benefits for the second weapon proficiency slot.

Traveling Dream (Divination)
Functions as the wizard spell Wizard Eye. Upon casting the spell the priest falls asleep for its duration. If the priest is woken the spell ends.

New Spells:
Dream Speak (Divination)
4th level Priest Spell
As wizard Dream spell.

New Weapon:
Starknife cost 20 gp, weight 3, size M, type P, speed factor 2, damage 1d4(S-M) 1d6(L), Range S1 M2 L3

Friday, May 14, 2010

Can I do this?

I was going to post my version of a 2E specialty priest of Desna. However, I am unfamiliar with some of the specifics regarding the OGL and Paizo's IP. Anyone know if I would be offside if I post it here?