Showing posts with label Sword and Wizardry. Show all posts
Showing posts with label Sword and Wizardry. Show all posts

Monday, March 22, 2010

Session Recap #3

It seems like it's high time to post something about actual game play. I've been putting off the writing of this post for some time now, mostly because I still don't know how to constructively re-approach the last session.

Because of this this post will be divided into two parts - a short session recap, followed by my thoughts on my DMing. Here's the actual game bit:

Session Recap #3
The session started with the PCs descending beneath the city of Adamask. As it turned out, the passage discovered in the Iron Sword's cellar lead to the sewers/remains of a much older settlement.

Since the whole session was primarily composed of just wandering around, I'll try to provide the key events in the form of bullet points.
  • Shortly after descending into the sewers, the girls made their way into a passage filled with webs and spider eggs. Although they got ambushed by 4 giant spiders, they managed to survive (and torch the eggs) and press deeper into the spiders' lair, just to encounter a gargantuan (and I mean it in the literary sense) black widow, which proved to be a formidable foe. Though dangerous, the fight was short. The players lured the spider into the narrowest passage so that it wasn't able to turn around. There rest was simple - while Kai and Winston were facing the beast, Juchi performed numerous back stabs. In the spiders lair the players found a helmet shining a blue light and a passage leading into a forgotten gem cutters workshop.
  • Later they encountered a small group of juvenile delinquents who took them into their hideout. The thieves' lair proved to be populated by three more grown men. After some crude role playing from both my and the party's side, a fight broke out. It was short and messy, with two of the thieves decapitated while crying for mercy. The group of street youths decided to not interfere, so when the fight was over, they offered their services to the party (they tried to deceive them and get them killed, but in the end just ditched them on the surface).
  • For some reason the girls thought that their main goal is finding out where the rats are coming from. I must say that I found this quite amusing and probably will dedicate the whole post to this issue. Anyway, I did put some were rats on the map so eventually, that's where the girls got. It turned out that within the sewers a group of wererats built a shrine for worshiping some weird god. Inside there was only one rat priest with several rodents, all of which were quickly disposed of due to the extra muscle provided by the street gang.
  • After destroying the shrine the players ascended back to the inn in order to finally get some proper sleep. One of them woke up at night hearing screeching noises coming from the ground floor. Soon all three were awake and going down to inspect the main chamber. Down stairs they found two wererats (in the shrine there were signs of 3 inhabitants) dragging the unconscious tavern boy, who began changing into one of them (due to an earlier leg bite)! Needles to say, the ratmen and the half turned boy were dead in no time and the innkeeper, who got woken up by the fight, was crying over the boys body...
Also, this exchange took place:

Julia: looking quite tired from across the table "Can we go to the tavern now and get some spells and rest?"
Katja: "But we rested in the gem cutters workshop!"
Julia: Yawns, " We did? Then why am I so sleepy?", puts head on the table.

____________________________________________
art by Lucas Hardi

Tuesday, February 16, 2010

Session recap 2

As some of you might have gathered from my previous session recap, I've played the second session of my new S&W campaign over a weak a go. I was eager to go over that game and post a short recap, since it proved to be a great tool for ordering what happened during the session, as well as the progress of my players - both in game and on the meta-game level.

Unluckily I've been struck down by some weird illness that gives me vertigo so strong that for a few days I was barely able to walk, not to mention using a computer. I feel a bit better now, but after a weak of visiting doctors, there's still no clue what's wrong and I still can't spend too much time typing - this post took me 3 days to write!

But anyway, since I feel a bit better and can finally do something constructive - I give you the second session recap!



The next morning after the happenings of the first session, Kai and Juchi decided to leave the town of Stillwater and head south for the nearest city, where they hoped to coin some of the goods they retrieved from the caves underneath the shrine of Skaghe.

As soon as they decided to leave the tavern they met Winston - the young boy that helped them in the caves and who was eager to join them on their adventures. He lied (of which they did not know) that his father gave him permission to go.

The girls noticed that the boy was wearing a viking-like helmet, a farewell present from Thorson. The former adventurer decided that the several times he got wounded in the caves was too much for his old bones and gave away his lucky helmet.

The girls accepted the boys company, but only after they made sure that he was wise enough to prepare his own traveling rations. And so they set out into the wilderness...

That was the point where I pulled out a white sheet of hex paper... As I was preparing for the session I decided to make it a hex-crawl during which the players will draw their own map. Using the hexographer I made myself the outline of the terrain, but decided not to mark any specific locations. Instead I created some random charts that would determine what the players might encounter, thus filling the map with dungeons, encounters, villages, etc...

Here are some of the things that happened during their travel through the wilderness:

1. A day of travel from Stillwater, the girls saw a line of smoke emerging from distant ruins. The whole party managed to sneak to the ruins, despite them being located in open sight and on top of a small hill. Within the partially collapsed walls of a small keep they saw three Norse males sitting and chatting...

Kai, filled with joy of meeting her kinsmen, neglected any common sense and came out of hiding. The three men immediately attacked the warrior-woman, proving to be bandit berserkers. The fight was short and the party was cooking warm stew before the bodies got completely cold.

2. Few days later, the party came to a river. As they were following the road, hoping it will take them to a bridge or a brood, they came upon the remains of a burned village. They were examining the ruins, trying to make out what had happened, when the other river bank started swarming with goblins.

Julia and Katja decided to face them. The encounter was long, with the cowardly goblins sending deadly rain of arrows, nearly taking Winston's life... Finally, the girls decided to retreat and try to find another crossing up the river.

I noticed a drop in mood, but i hope they learned to judge their foes more carefully...

They circled the forests for a few days and found themselves returning to the village, hoping that the goblins are long gone ("It's not like they're sitting there waiting for us"). Turned out the goblins left some guards, since the bridge was the only crossing in miles. However there were few guards and the party manage to safely cross the river.

3. On the next day they came across an old burial ground, but weren't interested in jumping into the open mouth of danger again.

4. Few hexes to the south the party had to stop, as the road was cut in half by a canyon-like rift in the ground. The road seemed to continue on the other side, prompting that perhaps the hole in the ground came into existence quite recently.

Kai and Juchi decided to look for a way around the rift. They lost one day traveling west where they found this Elder construction. I was hoping that after they defeated the enemies they'd flee from the monster without barring the doors, but they proved to be more thoughtful than I suspected. Since the little dungeon wasn't a path to the other side of the rift, the party decided to head East.

5. After two days they've found the "end" of the rift and decided to get back to the road. They didn't want to loose another day for following the ledge and so they went straight through the woods, hoping their path will cut the road at some point.

This took them to a hex occupied by a goblin war camp (probably belonging to the same goblins that raised the village), but the party decided to sneak by.

6. After that they finally made it back to the road, just to enter into the middle of a fight - two merchants wagons fighting off bandits. The brigands proved to be no match for party's skill and soon our heroes were offered a lift on one of the wagons.

The merchants were quiet and didn't ask many questions, nor were they asked any by the party. Somehow no one voiced any suspicions about the place where the merchants were encountered... They were traveling south, but they were just a day away from the rift and no other trading rout was visible. Was their travel north interrupted by the appearance of a new geological formation, making them turn back? or was it the goal of their travel?

Whatever was the answer to those questions, the rest of their travel went smoothly and just three days later, after almost three weeks of traveling, they made it to the city of Adamask!


I must admit, that I didn't expect the party to get to the city during this session, not to mention exploring it! However, ever since being beaten by goblins, I sensed that girls got weary of the wilderness, so at some point I decided it's time to risk letting them reach Adamask, with me being completely unprepared. Luckily, the game took off anew once they crossed the city walls.

Once in, they were very interested in the market (here I could put something about women and shopping, but I would feel a horrible hypocrite as I 've seen male players spending hours haggling with traders). Juchi managed to get a good deal for preparing the wolf hide and both girls took some time to flirt with a tall, black southerner trading in fine silks and exotic wares.

Later they stopped at the fine artisans street and visited an old jeweler (role-played by putting a beer bottle-cap in my eye), with whom they haggled really hard and managed to make a nice profit on gems they found in the goblin caves. They also briefly stopped at a blacksmith, who directed them to a good tavern. Before they left he mentioned that he's the innkeepers friend and perhaps they'd find some work there.

The Iron Sword turned out to be a small and modest inn, run by an old mercenary called Drognar. After a short conversation he told them of his problems with rats and offered a free meal and room for the night. When asked, why he hadn't settled it himself, the man told them that he ordered his tavern boy to take care of the rats, but one of them bit him badly and now the wound was turning bad. After giving it some thought, Kai and Juchi promised him, they'd look into it first thing in the morning.

After a good meal, the girls talked a bit with the innkeeper and asked him about good brothels!!! He told them, that hearty adventurers like themselves would probably feel best in Warrior's Rest.

As they were about to leave, they noticed little Winston trying to sneak out. They told him it's dangerous to wonder the city alone at nighttime and inquired where was he heading? The boy tried to sell them a story about "leaving to get some air", but to his embarrassment they saw through his bluff and managed to pull from him his true destination. The boy was off to a brothel himself! After laughing about "itching virginity" they promised to take him with. Needles to say that only made the awkward boy more uncomfortable.

Warrior's Rest proved to be a jolly and crowded place. The bartender, who the clients call simply Bob (an anagram for his long and complicated name), turned out to look and sound like Jack Black.

The girls told him their business and the innkeeper offered Winston "a go for half a price". Kai also found some pleasure in the arms of a woman, while Juchi waited in the main room drinking the surprisingly good beer...

After the curse of Winston's virginity had been lifted and everyone met back at the bar, I asked whether the girls want to party Conan style and exchange some of their coin for experience. To my surprise they were reluctant, but after some thinking decided to take a roll on the party table, Winston included.

The next morning was a painful one, exactly as it should be! Kai woke up bruised up, with a black eye. Juchi smelled literally like a pig, vaguely remembering getting into some argument with an old woman. But the biggest surprise was yet to come. As they descended into the main tavern room, Drognar welcomed Winston with curses and shouts. As it turned out the boy got so hammered, that he peed all over the tavern's main room...

After this was settled with some coin, the party bought themselves a big breakfast, and still a bit hungover, decided to descend into the cellar. There they encountered four giant rats. The fight was short, but Kai got bit by the only infected rat. Julia almost neglected that, as the girls found a crack in the wall and wanted to explore more of the city's underground. Luckily, in the end she decided to go seek help at the temple of Skaghe.

At the temple they were offered some cure potions, but the temple pharmacist told them that three portions will take a day to prepare. The party decided to go easy on themselves and spend the day on sight seeing, until the medications are ready.

The next day they received the promised medicine and descended beyond Iron Sword's cellar, deep into the darkness underneath the city of Adamask...

Thursday, February 4, 2010

Session recap 1

SOoOoOoOoOo!!!!




As you may know from my previous posts, last Friday I finally got back on the line with some D&D!

I haven't mentioned it before (or have I?), but after a long time of searching for some players, Julia (aka fishlemons) came up with an idea, that maybe her friend - Katja, would like to play with us. Katja proved to be intrigued enough to check my blog. After she read it (along with D&D with porn stars - thanks Zak) she got really amped about playing, to the point of buying her own set of dice a week early. Cool!

We decided to meet on Friday. We first made some pasta and, with our tummies full, decided to roll up characters. I had to take a small break beforehand to print all the spell lists, the dungeon map and so on. During that time girls got a bit restless at the kitchen table and I got really stressed out. My biggest fear was, that the girls will find the game boring and won't play ever again...

Luckily, seconds after we started to roll up characters, the atmosphere got joyful and we had a lot of laughs. Character creation took us quite a lot of time, since I had to explain everything and both players proved to be very inquisitive (which is obviously a good thing).

After everything got cleared up, the girls decided what race/class they want to play. Katja was very excited about my take on halflings, so that's what she decided to play. Julia, very in touch with the old school tradition, decided to play a half-elven cleric of Skaghe - a strategic choice aimed at the party's survival (apart from being an aesthetic one).

The most memorable moment of characters creation was a discussion that followed my question about the sex of their PCs.

K:"Hmmm, perhaps we should play men characters... They might have some special abilities..."
J: "What special abilities?! Peeing standing up?!"

More joy ensued, when I asked them to roll a d100 (on a special table that I made) to find out what their characters were doing before they decided to change their qualifications. And so we found out that Julia's PC used to be jester, while Katja's halfling was a candle maker (which btw. led her to quickly come up with a story that the nomadic halflings of my world make candles and lamps out of pony poo)

Here are our heroes (in order of appearance):

Juchi (Katja)
halfilng scout (thief) HP 5
STR 12 DEX 16 CON 15 INT 8 WIS 10 CHA 9

Kai (Julia)
half-elf, cleric of Skaghe HP 8
STR 17 DEX 12 CON 13 INT 8 WIS 16 CHA 10

As you can see, both characters are rather powerful. After rolling and all that stuff, girls went shopping with the S&W manual and I must say, that once again, they behaved like veterans of the game - buying ropes, rations, grappling hooks etc.

And so I played Goblin for the mood and our adventure begun.

We started out with a little prologue in order to clear up why both characters decided to travel and fight together (instead of risking crude roleplaying of good friends pretending they are complete strangers getting to know each other).

Turns out that the half-elf Kai was tired of serving as a Jester on the court of some northern Jarl and decided to hit the road in order to become someone respected - like a cleric of the powerful and feared Skaghe! After she got to one of the mountain monasteries, she had to wait outside for several nights and days, in order to prove she's strong enough to become a cleric-warrior. Of course, her motivation was strong and she got accepted into the order.

Skipping all that time, we moved on to the final day of Kai's apprenticeship, when an old monk called her and said that for the last trial, she has to travel south to a small village of Stillwater. There, there is a small shrine devoted to the Axe Wielder; where a statue holding an axe was protecting the land. Now it has been desecrated and Kai has to set things right. The old priest also informs her that on her way to Stillwater she should join arms with the first person she meets outside the monastery... Needles to say, that someone turned out to be Juchi.

After that introduction we started playing. The PC's were just a few hours away from Stillwater and slowly cold winter night was approaching. Kai and Juchi decided not to stop for the night and try rush for the village. I rolled for a random encounter and it turned out that a lone hungry wolf decided to prey on the party.

The fight was short, the wolf managed to wound the cleric, but Kai made him pay by splicing his head open with her axe (That's right. Clerics of Skaghe wield axes! DUH!). After that she decided to heal her leg with a Cure Light Wounds, while Juchi made a successful attempt at skinning the dead animal.

The adventurers finally got to the village, heading straight for the only tavern. Inside they let themselves get ripped-off; renting a very small room for 1 Gp. However they managed to get some quite good food included in the price of the room. They also decided to pay extra and take a warm bath.

As Juchi was washing Kai was approached by an old man named Thorson. He turned out to be an old adventurer and offered to take them to the old shrine of Skaghe, for a small price of course.

Next morning, while eating their breakfast (which the girls managed to haggle into the price of the room) they were approached by Winston, a boy who wants to be an adventurer, offering to aid them in their escapade. Since the boy was cute and annoying, the girls decided he could be a live shield and agreed to take him with them (little did they know that if they boy died during the adventure, his old father would turn the village against them). After that they met up with Thorson and set out.

The shrine turned out to be a small, a bit neglected building in the woods, just two hours away from the village. Juchi tied her pony and decided to enter in first. When she opened the door a huge log fell from the ceiling, speeding at her. Luckily she made her save and dodged the trap.

It turned out that the floor of the shrine collapsed, opening a huge hole in the ground, possibly swallowing the statue. As soon as the party descended into the darkness, they were ambushed by goblins.

I won't detail what exactly happened underground. I think it's enough to tell you that I took the dungeon from Chgowiz's One Page Dungeon pdf (it's called The Lost Staves of Maurath and was written by R. Lawrence Blake).

The main highlights were:
  • a giant frog, that scared the players a bit (apparently I acted it out quite well, although I think it was mostly Julia's frog-phobia) and they were afraid to kill it, leaving it for the end, setting it on fire by making it swallow a fire beetle's abdomen.

  • an Ogre, that also scared them a bit. Julia managed to roll well, beheading the beast and finishing the fight quite quickly. Old Thorson almost got killed when the huge body collapsed on him.
And that was pretty much it. Although no one died, the party got pretty roughed up and had to rest quite bit.

After clearing the dungeon and finding the aforementioned axe, everyone returned to the village. This is where some confusion set in - no one knew what to do next. To me it seemed obvious that the players are ment to rebuild the statue and place the axe on it, but I realized those were the instincts of an old player, not someone used to the railroady nature of computer games and etc.
I quickly managed to introduce an old fisherman, who noticed the party drowning their confusion in beer and suggested rebuilding the shrine.

The adventure ended after a few days of work. The party repaired the old statue (which smashed on the floor of the cave below the shrine) and replaced the axe. When they were about to leave, the old fisherman turned up and revealed himself as the same priest who sent Kai on her quest. He congratulated the party and told Kai that now she's officially a priestess of the order.

I'm not completely happy with the way I handled parts of the game. I also think some of my role playing was kinda stiff, but I hope it's all part of me warming up.

Now, if you excuse me, I have a game to prepare for tomorrow...

Monday, January 11, 2010

I dunno about you, but my great axe deals d10 damage!


It seems like this post has stirred some discussion over the topic of weapon damage in D&D.

Here are some loose thoughts explaining why I like different types of dice for rolling weapon's damage (or why I oppose the idea of all weapons dealing d6 damage).

I believe that different damage dice are useful because, at least in my opinion, D&D has no other way of showing the advantage of wielding one weapon over another (somehow I never cared for weapon speed tables and etc.).

Let us imagine a fight in which one of the warriors is armed with a dagger and the other one with a long sword. The advantage of the second combatant is obvious and that's where different damage dice come handy. It's simple, one of them takes more damage since he's wielding an inferior weapon, which puts him into disadvantage. If they both were wielding daggers, the fight would have been even and they'd just slowly stab each other to death. In the first example, the dagger wielder dies faster because his opponent's weapon allows for better in combat performance, than his own weapon.

Some might say, the example with the sword vs. dagger works good, because it's obvious which one of them is inferior. But what about weapons that are completely different? Like say a sword vs. an axe?

It's true that the sword is a faster and a more useful weapon (in combat, not in every day life!). However in this case, the difference is simply in damage. An axe is a crude weapon that deals a lot of damage. A sword wielder might deliver several lighter slashes, but when the axe armored barbarian lands a blow - he hacks. It's much easier to hack some one's arm off with an axe than with a sword.

So this is my small rationalization of weapon damage. Even though I don't think my interpretation was the original reason for introducing varying weapon damage, it works fine for me.

Most of all it's fun!

I'd rather see those 10 and 8 sided polyhedrons roll as players hack their way through enemies, than count weapon speed and what not.

Monday, December 14, 2009

Saves, not "safes"!!!

This is probably the last post on modifying S&W saving throws (here is the first and second entry on the subject).

Below is my proposition of two new save progressions. On the side there is the % chance of succeeding depending on the bonus from the ability linked to the save.

Save progression #1

Level Save Chance, no mod Chance + 1 Chance +2
1 16 25% 30% 35%
2 15 30% 35% 40%
3 14 35% 40% 45%
4 13 40% 45% 50%
5 12 45% 50% 55%
6 11 50% 55% 60%
7 10 55% 60% 65%
8 9 60% 65% 70%
9 8 65% 70% 75%
10 7 70% 75% 80%
11+ 6 75% 80% 85%


Save progression #2

Level Save Chance, no mod Chance + 1 Chance +2
1 17 20% 25% 30%
2 16 25% 30% 35%
3 15 30% 35% 40%
4 14 35% 40% 45%
5 13 40% 45% 50%
6 12 45% 50% 55%
7 11 50% 55% 60%
8 10 55% 60% 65%
9 9 60% 65% 70%
10 8 65% 70% 75%
11+ 7 70% 75% 80%


So as you see, the base save values are now a bit lower compared to the original ones, but thanks to the addition of the ability modifiers there is more variety.

The idea is to give each class one save throw based on progression #1 and two based on progression #2.

Let us see how it would look in the case of a level 2 cleric, with stats:

16 WIS (+2 mod)
11 DEX (no mod)
13 CON (+1 mod)

His "main" saving throw is Will:

Fortitude Save: 16 (+1 on the roll from CON)
Reflex Save: 16
Will Save: 15 (+2 on the roll from WIS)

He's chances for a successful saving throw would be: Fort: 30%, Ref: 25%, Will: 40%.

Additionally the original rules state that the cleric class has a special +2 bonus on saving throws against poison and paralyze (which would here belong to Fort save).

If you compare the saving throws of that 2 level cleric with the original save table for clerics, you will see, that altho his "secondary" saves are lower than they would be according to the original rules, his "primary" one is much higher.


The bottom line is , that even though I'm not completely convinced by my save house rules, they do seem to bring a bit more variety into the game. I'll try to go with them for now...

If you see a good reason why this post sucks, please inform me. I will greatly appreciate any input!

Roll against html tabels! or How I spent the weekend

Disclaimer: today's post contains a lot of numbers and math, even some %. Read on your own responsibility or skip to the end.


I will continue my musings on the problem of saving throws in S&W. I've decided to at least try to transform the single saving throw into a triple saving throw system like in 3.x e.

But first let's look at the original saving throw of S&W. There are two advancement tables, the first one is used by fighters and dwarfs, the second - clerics and magic users:

Level Save#1 Save#2
114 15
2 13 14
3 12 13
4 11 12
5 10 11
6 910
7 8 9
87 8
9 6 7
10 5 6
11+ 4 5



In order to be saved from doom you have to roll a d20 and get a number even to, or higher than the save score. It means that at first level the chances of successful save check are respectively 35% and 30 %. On level 11, the chances are: 85% and 80%.

Now. What I want to do:

divide it in to three save categories called Endurance, Reflex and Will,

each based on an advancement table similar to the above, but additionally modified by the abilities - Con, Dex and Wis respectively.

Yes, so basically it was already done in 3 e. I know. Move on.

So, let's suppose that I count ability modifiers like this:

3-4 -2
5-8 -1
9-12 0
13-15+1
16-18+2



And let's suppose that I use the S&W save progression #2 for Will saves of a character whose Wis is 18. Here's how that character's chances of making a successful save would look like:

Level Old Chance New Chance
130% 40%
2 35% 45%
3 40% 50%
4 45% 55%
5 50% 60%
6 55%65%
7 60% 70%
865% 75%
9 70% 80%
10 75% 85%
11+ 80% 90%



Ok. I wrote that shit down, because I'm a mathematical retard and this whole table clears things up.

As we can see, my idea is overpowering the players (duh) significantly. And as much as I like to awesome up players, making them invincible is a short path to boredom.

All this boring stuff leads us to one conclusion: in order to make this thing work, I to make need new save advancement tables...

The real question behind this conclusion is, is there any point?

Ok that was really boring!!!!!!!

This anecdote comes from fishlemons blog ( the other one):

" (...) so we ended up going to this lame party where some of our amusing friends were. yay. we smoked the joint walking up to the main door of the building and rang the door-communication-bell-thing, i take a drag as someone answers and squidman suddenly jumps up to it and says
- "Police!"
-*silence* *click*
i stare at him and he rings again quickly
-"no! its just me! Chri-!"
-*Click*



we look at each other, shrug and i give our friend who is at this party a call to tell her to let us in. (its freezing cold out there) This entire exchange has taken less than a minute... at the inner door we are met by some guy, who might have been the host or not, whatever. and only then does he realize that it really is only us. We walk into the middle of an eerily quiet party, because people are apparently HIDING. people managed to flush a substantial amount of weed down the toilet in that tiny amount of time.

god people are stupid.

turns out the entire party is a total of about 12 people, all but 4 of which are playing poker. with poker chips and a green felt table thingy and for money. .... seriously?
we found our friends (the 4 people not playing poker) in a room deeper in the apartment that was full of instruments like Mongolian violins, miniature banjos, lots of African drum things and guitars. Adam is cradling the banjo and plucking randomly to the beat of whatever strange electronic music is coming from the computer speakers.
there were some amusing moments when we lost 2 of our group to poker and just 4 of us played silly songs from J's ipod and we danced like strange, retarded, stoned and tipsy prehistoric birds. or something. (...)"

Saturday, December 12, 2009

Roll your save against the poisonous darts shooting from the holes in the wall!

So now I'm a bit stuck with the process of creating my pantheon...

The reasons are two fold:

1. Now that I have defined some of the gods, my field of movement got narrower. I still have vacancies like: The Death Diety or The God of Magic, but can't rush things since those are important aspects of the world and the way I handle the gods responsible for them will influence to feeling of the whole setting.

While employing some ideas to fill out those empty spaces, I need to put them into connection with the existing gods. How do the religions interact, what are the relations between the deities in the mythology?


2. I had a shitty day and writing comes as a kind of struggle.


All this is not bad though, since it allows me to write about some rules, a thing I was ment to do for some time now.


Saving Throws

To me it seems that there are three approaches to the problem of how to handle saving throws:


  • The 3.x e. approach, which employs three saving throws: Endurance, Reflex and Willpower, all are class and level dependent. Additionally each is modified by an Attribute, namely: Constitution, Dexterity and Wisdom.

  • The Swords & Wizardry approach, here each class has one universal saving throw.


The first solution is most in touch with the flavor of the OD&D, yet strikes me as the least intuitive one, as well as being a bit rules heavy. I never understood why death rays and poison should fall into the same category, why staffs and wands should be two separate ones and what is the resistance to petrification dependent on?

The last solution is mechanically the polar opposite of the first one, yet it's equally in tune with the spirit of OSR and possesses some aesthetic allure. Still, I can't get completely convinced.

Perhaps, my uneasiness comes from the fact that I actually liked the 3e. saves. I think the division between the three categories is very clear, functional and most of all - logical. You avoid a fireball by dodging it, you are protected from poison by your body's endurance.

All that thinking that I've done, has led me to rethinking the single saving throw used by the S&W core rules. I think I'm gonna change it into 3 categories just like in 3.x e. D&D.


Still, I'm not exactly sure how to do it as I think there are two ways to introduce the triple saving throw mechanics to S&W:

1. Keep the original saving throw as a base value modified by an appropriate ability modifier like this:

END: Save + Con

REF: Save + Dex

WIL: Save + Wis

(of course the modifier is added to the d20 roll for save, not the save value itself)

2. Make a new save table for each class...


Now I'm really keen on the idea of keeping the original saves and just moding them with ability modifiers. Still I'm not sure, if it will work properly? Will it overpower the players?
And what about PCs with negative ability modifiers?


And finally, maybe I'm just a little bitch and should keep things as they are in the book?

Wednesday, November 18, 2009

Little misunderstanding

I thought some time will pass, before I can say anything constructive about mechanics and yet, here I am.

The reason for this post is my latest blog discovery, which addressed many game-play/mechanics issues I was troubled with.

The set of custom house-rules presented is simple and well constructed, augmenting the basic Sword & Wizardry, which to my taste, seemed a bit too bare and (dare I say)too primitive(in the best OD&D sense).

Even though I don't agree with all the custom house rules presented in that package, it made me realize that my previous statement about mechanics was too hasty.

So to be clear: (for anyone reading this blog and for myself) I am much closer to adopting old-school rules than I thought. As I am an opponent of feats and list based skills, my D&D might actually be much closer to OD&D than I previously supposed.

That's All Folks!