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.
Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Saturday, July 31, 2010

Perception

I have added Perception as a new ability score as described in "Notice Anything Different?" from Dragon Magazine #133.

The number of d6's rolled depends on the race and class selected. Everyone starts with a base roll of 4d6 and keeping the highest three. If you pick elf or half-elf as your race you may roll an additional d6, and if you pick thief, monk or ranger as a class you may roll another d6. You always only keep the three highest. So, if you are making a half-elf ranger you get to roll 6d6 keeping the three highest.

Bonuses/Penalties for Perception: Perception of 3 or 4 gives a -1 penalty to surprise while 17 and 18 give a +1 bonus to surprise. Rangers get a modifier to Tracking of 18=+2, 17=+1, 4=-1, and 3=-2. Thieves get a modifier to Detect Noise and Find Traps (but not remove traps) of 18=+10%, 17=+5%, 4=-5%, and 3=-10%.

Perception checks are handled by rolling a d20 (+/- modifiers) under your Perception stat.

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 not 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.

Tuesday, March 9, 2010

My House Rules As They Currently Stand

The current house rules and rules clarifications/interpretations for the 2E campaign:

CHAPTER 1: Ability Scores

- Ability scores will be determined by rolling 4d6 and keeping the highest three. Roll two separate arrays of six results. You may then pick which array to use. The chosen array may be arranged for ability scores however you choose.

CHAPTER 2: Races

- Unchanged.

- Races from The Complete Humanoids Handbook will be considered on a case-by-case basis. However, I am biased against all but the half-orc (it is a pretty weak bias though as I typically say "yes" if it is something a player really wants to run).

CHAPTER 3: Classes

- Wizards: All Wizards will begin the game with Read Magic and Detect Magic in their spellbooks plus 1d6+1 more spells. The % to Know Spell roll must be made as the player selects each spell.

- You begin with maximum hit points for you first level. After that you roll normally.

CHAPTER 4: Alignment

- Unchanged.

CHAPTER 5: Proficiencies

Weapon Proficiencies

- Ambidexterity, Blind-fighting and Tumbling can only be taken using a Weapon Proficiency slot instead of Nonweapon proficiency slot. I also reserve the right to make any other nonweapon proficiencies require weapon proficiency slots if they have a combat effect.
- Ambidexterity costs one weapon proficiency slot.
- Blind-Fighting costs one weapon proficiency slot and is available to warriors and rogues.
- Tumbling costs one weapon proficiency slot and is available to warriors and rogues.

- All options from The Complete Fighter's Handbook will be used. Options from other Complete Handbooks will be considered on a case-by-case basis (and I am usually inclined to include them).

- Remember that only single class fighters (unless specified by a kit) can specialize with a weapon.

Nonweapon Proficiencies

- Intelligence: Number of Languages has been supplanted by Number of Bonus Nonweapon Proficiencies. Each of these bonus slots can be either used for either a language or nonweapon proficiency available to the character. Single class warriors (fighters, rangers and paladins) can also use these bonus proficiencies as weapon proficiency slots.

- Nonweapon proficiencies from the various Complete Handbooks are available, however, the DM reserves the right to exclude certain proficiencies if they harm play or do not fit the setting.

- Humans gain two additional proficiency slots which may be used for NWPs or languages (but not weapon proficiencies).

- Being able to speak a language and read & write a language are two separate Nonweapon Proficiencies of the General Category. All characters begin being able to speak Common and their racial tongue (if any).

- The "Alertness" and "Observation" proficiencies as listed in various Complete Handbooks are moved to a General Proficiency and available to all classes.

- Nonweapon proficiency checks use a gradiated difficulty system of Normal, Difficult, Very Difficult, Heroic and Impossible:
- Normal checks are as given in the PBH - roll a d20 under or equal to the adjusted ability score.
- Difficult checks have a -4 check modifier
- Very Difficult have a -8 check modifier
- Heroic checks have a -12 check modifier
- Impossible checks require a roll of 1 on a d20

Sidebar: I have been considering moving to a system very similar to the Omni System for nonweapon proficiencies.

Nonweapon Proficiencies are to be interpreted broadly, essentially as a broad skill or knowledge group. When utilizing a NWP, it is the player's prerogative to inform the DM of how that NWP is being used, and how it is applicable in a given situation. The DM will judge if it is a proper use of that NWP. You can always try to do something covered by a nonweapon proficiency even if you are not trained in it so long as it makes sense. The rule of thumb I use is that you make the same proficiency check but it is one step harder (normal becomes difficult, difficult become very difficult, etc). Of course, there are some nonweapon proficiencies that don't make sense to use untrained.

CHAPTER 6: Money & Equipment

- You receive maximum starting gold pieces with which you can buy starting equipment. If you are using a kit remember to check if it has a different starting gold limit.

- Remember that armour impacts certain DEX checks as given in The Complete Fighter's Handbook.

- Encumbrance will be in effect. Table 47 from the PHB details Encumbrance by category.

CHAPTER 7: Magic

- Material Components for Spells: In an effort to simplify the bookkeeping with regards to spell components I am going to add a new item to the equipment list - Arcane or Divine Materials. They are the catchall for material components for spells. If your wizard casts a spell that requires a 100 gp pearl, I am not going to make sure you have it on your equipment list but I do want you to make sure you have at least 100 gp of Arcane Materials on your character sheet which can be used. If there is no cost listed for a spell that has a material components assume the cost is equal to the spell level x 10 in gold pieces.

- Copying spells into a spell book takes a number of pages equal to the spell level + 0-5 pages (1d6-1) for each spell and each page costs 50 gp. It takes a day for each spell level to copy it.

CHAPTER 8: Experience

- XP will be awarded based on goals achieved. At the end of each session XP will be awarded based on what was accomplished relative to the adventure path. Sidetrek adventures will be worth less XP. Henchmen receive half of the awarded amount. Prime requisite bonuses or penalties will then be applied to the XP awarded.

CHAPTER 9: Combat

- Movement: The movement rate given based on a characters encumbrance is how many squares they can move in a full round action (12 = 12 squares, etc). Remember that you can move half of your movement rate and make a melee attack or missile attacks at half the normal rate of fire.

- Movement and Initiative: Even though movement is ongoing throughout a combat round sometimes it is important to know when someone is where. Therefore movement gets its own initiative modifier. If the characters base move is 12 then each 10-ft (1 square) has an initiative modifier of +1, if the base move is 6 then each 10-ft (1 square) is +2.
If the only action is to move then this modifier is added to the initiative roll and the result indicates when the move action is complete.

- If the character's action it to move and attack both the weapon speed and move modifier are added to the initiative roll to determine when the attack occurs.

- This can also be used to determine if a character can get past a bodyguard, etc. Use the roll + the appropriate amount of movement initiative modifiers to determine who gets to a square first.

- Remember that you cannot move and cast a spell in the same round.

- Charging: While initiative (including all appropriate modifiers) determines when a charge occurs, a weapons length supersedes initiative to determine who attacks first. Longer weapons attack first during a charge or receiving a charge.

- Some weapons have reach:
- Can Attack from 2nd Rank - lances, spears, most polearms.
- Can Attack from 3rd Rank - awl pike, whip.

- Missile Fire into Melee: The person firing the missile weapon gets to choose which system to use. System 1 is the default as given in the DMG where the actual target is randomly determined based on size. System 2 is making a called shot (-4 penalty) to the attack roll an the target gets cover from his opponents.

- Death & Dying
0 hit points = unconscious but stable. Healing will return the character to positive hit points by the amount healed.
negative hit points = unconscious and dying. When your character’s current hit points drop to between -1 and -9 inclusive, he’s dying. A dying character immediately falls unconscious and can take no actions. A dying character must make a system shock roll each round. If they succeed they are stable. A successful Healing Proficiency check or healing magic will also make a dying character stable. If they fail the system shock roll 3 times they are dead.
Negative hit points equal to -10 = dead. When your character’s current hit points drop to -10 or lower, or takes Massive Damage (see PHB pg 106), he’s dead.

CHAPTER 10 to 14

- Unchanged.

OTHER RULES

- Kits will be allowed on a case-by-case basis, to be approved by the DM. I am pretty open to kits though and will likely only prohibit a kit if it doesn't fit the setting.

- The Reaction chart on Page 140, Table 59, will be used for NPC reactions to such things as diplomacy, intimidate, bluff, etc.

Wednesday, March 3, 2010

2E Proficiencies

From a thread at Dragonsfoot:

Question:
"Hi Zeb,
I was just wondering: so do you think that the addition of nonweapon proficiencies was, in general, a good thing? I've often found that it limits rather than frees players to try things that they have written down, at least in D&D, and I've never really understood why they were added to the game. Did Oriental Adventures influence 2e at all? What were the thoughts behind making them a part of the game?
Thanks."


Mr. Cook's answer:
"I think they were a good thing. One of the things dreadfully lacking from AD&D was any sense that your character had a real life beyond class skills. This gave players a way to create a more culturally informed background for their character. Well-used and applied, proficiencies were a way to say things like "This is the result of being raised by farmers/wolves/priests/pirates." It got people to think about their characters as something other than being sprung fully formed from the forehead of Zeus. Now proficiencies didn't work as well when they just became excuses to do special things in combat. At that point they lost the sense of making your character more than a class and became another way to munchkinize him.
- zeb"

Thursday, January 21, 2010

Some Preliminary Fresh Thoughts About 2E

As I mentioned earlier, it has been a number of years since I ran/played 2nd edition AD&D. Back in university we were poor students and stuck to the core books strictly due to the economics. Now that I have disposable income, when we decided that the Rise of the Runelords campaign would use 2nd edition, I went out and purchased all of the Complete [Insert Class] Handbooks for all of the classes in the Players' Handbook (so no ninjas, barbarians, monks, etc). I did this for three reasons:

1. I wanted to go for the whole big, messy 2E experience.

2. I wanted to give the PCs as many options as possible and to see if they were able to unbalance things so far as to break the system. And,

3. I like buying D&D books.

Out of the Complete Handbooks, the only things I have excluded have been for flavour reasons. I am trying to make the square peg of 2E fit onto the round hole of Paizo's Golarion setting which uses the Pathfinder system. This has led me to exclude things such as Amazon kits just because there are no Amazons in Golarion. However, I have also taken a very open view as to what to include - an example is the Alaghi pitfighter from the Complete Humanoids Handbook. I do not believe that Alaghi are a race included in Golarion but I didn't figure it would break anything.

How has it held up so far?

As I mentioned in my into post, I am really enjoying it. It is a very different experience than B/X D&D due to both the adventure path structure and the rules.

While I will post some more thoughts on the rules as we go, so far I am really enjoying the wonderful mishmash of rules. With the caveat that we are still at low level, I find the 2E ruleset to be quite tight and efficient. All of the options we have used so far have fit very seamlessly into the core systems.

The most common options we have used so far have been nonweapon proficiencies, kits and the combat options from the Complete Fighters Handbook.

Nonweapon Proficiencies and kits are an excellent way of adding depth to a character that does not interfere or dominate the standard class & race system. Your character is still mostly defined by their race and class but a whole new layer of detail can be added with these two simple subsystems. Nonweapon proficiencies do not exclude characters from trying anything but instead define what they are good or accomplished at. Kits are a great way to develop a characters backstory and roleplaying elements again without stepping on the toes of race and class or being overtly limiting mechanically.

I find the combat options also fit in very nicely with the base combat mechanics. In all of the cases I have seen so far in our campaign, if your character wants to try something a non-standard action it is handled very elegantly using either the standard attack roll or the base attribute check with maybe some modifiers. Very easy.