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Showing posts with label hirelings. Show all posts
Showing posts with label hirelings. Show all posts

Sunday, June 26, 2011

Dungeon Crawl Classics: Charisma

The Dungeon Crawl Classics RPG renames three of the six traditional Dungeons and Dragons attributes, keeps two, and jettisons one, replacing it with a new attribute, Luck.

The jettisoned attribute? Charisma.

I understand that DCCRPG is its' own game, and I can't expect everything I like about Dungeons and Dragons to appear in that new game, but there's something about the absence of a Charisma that is unsettling me.

Wisdom is one of the renamed attributes, and has been called Personality. Perhaps Goodman's intention is to merge Wisdom and Charisma into that new Personality attribute. However, there are no rules in the DCCRPG beta for the effects of Personality on encounter checks or the retention of henchmen or hirelings.

The only effect that Personality has is that it modifies the spell-casting power of Clerics and improves Willpower checks.

Perhaps i'm one of the few old-schoolers who promotes the use of henchmen and hirelings. To me, the inclusion of henchmen, hirelings and followers is an integral part of emulating the tales of Conan, Fafhrd and the Gray Mouser, and other classic sword and sorcery tales.

Dungeon Crawl Classics: Charisma

The Dungeon Crawl Classics RPG renames three of the six traditional Dungeons and Dragons attributes, keeps two, and jettisons one, replacing it with a new attribute, Luck.

The jettisoned attribute? Charisma.

I understand that DCCRPG is its' own game, and I can't expect everything I like about Dungeons and Dragons to appear in that new game, but there's something about the absence of a Charisma that is unsettling me.

Wisdom is one of the renamed attributes, and has been called Personality. Perhaps Goodman's intention is to merge Wisdom and Charisma into that new Personality attribute. However, there are no rules in the DCCRPG beta for the effects of Personality on encounter checks or the retention of henchmen or hirelings.

The only effect that Personality has is that it modifies the spell-casting power of Clerics and improves Willpower checks.

Perhaps i'm one of the few old-schoolers who promotes the use of henchmen and hirelings. To me, the inclusion of henchmen, hirelings and followers is an integral part of emulating the tales of Conan, Fafhrd and the Gray Mouser, and other classic sword and sorcery tales.

Monday, August 23, 2010

LotFP Weird Fantasy RPG: Rules Review



In my estimation, Lamentations of the Flame Princess Weird Fantasy Role-Playing is yet more proof that there is still life in the original Dungeons & Dragons ruleset. Within Weird RPG's 48 page rulebook, James Raggi has married the OD&D ruleset with weird tropes and his own particular brand of lunacy, to create a game that feels like OD&D, yet is also vaguely unsettling and unfamiliar.

Right off the bat, Weird RPG re-arranges our familiar six prime abilities and places them in alpha order (Charisma, Constitution, Dexterity, Intelligence, Strength and Wisdom), making us re-think our assumptions about the relative importance of each ability. Abilities are generated with six 3d6 throws, in ability-order, and Weird RPG employs the traditional B/X ability modifiers, ranging from -3 to +3. Weird RPG considers your character unsuitable for play if the sum of your ability modifiers is less than 0.

Another somewhat unconventional choice: no experience-bonuses for high prime requisites. In fact, no prime requisites at all. While you have the standard four classes (Fighter, Magic User, Cleric and Thief/Specialist) and demi-humans (Dwarf, Elf and Halfling), none appear to need any minimum ability score to be playable. So a Fighter or Dwarf with 8 Strength is possible.

The Fighter (and I presume Dwarf and Elf, though it is not explicitly stated) are the only characters who can improve in combat ability. This is a marked departure from OD&D where all classes improve in combat, albeit at different rates, but one that I do not strongly disagree with, since Fighters in Weird RPG no longer possess the ability to inflict multiple attacks on multiple low-level monsters. This rule change certainly encourages the Clerics and Magic Users to focus on their strength, spell-casting.

The re-imagined Thief, named the Specialist in Weird RPG, uses a novel mechanic to resolve the traditional thief skills. A d6 system has been instituted, with each specialist skill converted to a certain chance in 6 of succeeding at a task, whether it be picking locks, finding traps or climbing walls. As the character advances in level, the players spread an additional 2 pips between all of the specialist skills, gradually increasing them over time.

Weird RPG uses a three alignment system (Lawful, Neutral and Chaotic) but assumes that most characters (other than Magic Users and Elves who both tend towards Chaos) will fall in the Neutral camp.

The Starting Equipment section occasionally slips into Gygaxian excess. For those who want to get on with playing, the Weapons section is mercifully short: most weapons are smartly grouped into four classes, of minor, small, medium and great weapons, with each weapon within the class priced the same and inflicting the same damage. No more min-maxing based on cost and the best damage within a given class! And nine specific weapons possess additional characteristics, with each profiled in its own paragraph. Sadly, the much-maligned d12 is once again left out in the cold, as weapons do anywhere from a d3 to d10 damage.

On the other end of the Gygaxian-excess scale, there are nearly 70 miscellaneous equipment items, 17 unique ship types, 14 food items, and four sizes of tents. Since I am a fan of Gygaxian excess, I felt like Scrooge McDuck rolling around in his vault of treasure when I looked at those item lists. The relative pricing of items is always a tricky business, and depending on how you approach your game economics, you may want to fiddle with Raggi's prices. In Weird RPG, livestock is priced at 50 gp a head, while a riding horse is 15 times that, at 750 gp. A warhorse comes in at 7,500 gp.

Weird RPG has nine pages of adventuring rules, such as opening doors, foraging and hunting, the effects of disease and falling, light and vision, the passage of time, and so on. Some interesting insights and approaches can be found in these pages. Of particular interest to me was Raggi's approach to encumbrance. Rather than tracking weight, you simply track number of items, with each 5 items moving you up to the next level of encumbrance. While i'm not sure that I am completely satisfied with this approach, it is a novel and simple way to handle the issue.

Considering that Weird RPG includes 17 unique ship types, it is only fitting that it should also have its own set of Maritime adventure rules. Finding a way to boilerplate subsystems like maritime adventures and combat to a role-playing game has always been a challenge for RPG designers. Weird RPG provides its own travel, water-bourne chases, combat, damage and boarding rules. I'd be tempted, instead, to find a board or hex-and-chit game and simulate ship-to-ship combats and chases that way, but the maritime rules provided in Wierd RPG will certainly fit the bill.

What better way to pay homage to OD&D, than to include a comprehensive and detailed section on retainers? You will find four pages of rules and information on hiring and using retainers. This is one of my favorite sections of the book, if only because it revels in more Gygaxian excess, with 24 different types of retainers, along with rules for determining their upkeep, maintenance and loyalty.
Weird RPG also includes rules for purchasing and maintaining property and investments. The mechanics are relatively straight-forward, because, let's face it, its more interesting to go adventuring than paying attention to how well your estate is doing.

Finally, we reach the section on Combat. Weird RPG has a very rules-light combat system, but gives you several interesting options, such as pressing (a vigorous attack that costs you AC to employ), holding (waiting to see what the other side does before intervening) and parrying (where you gain an AC bonus but lose any chance of hitting your opponent). I presume your Strength modifier can be used for both a bonus to your chance to hit and added to the damage you inflict on your opponent, but I had difficulty finding the reference to same.

The last page of the Weird RPG rulesbook provides you with instructions on how to complete your character sheet. The instructions are useful, even to old-hands like me, and I marvel at how effectively the character sheet was laid out.

Overall, I am very impressed with the Weird RPG ruleset. I did not find any rules that seemed particularly jarring or out of place: they all seemed to fit together rather well. And the art is in keeping with the weird theme of the game.

LotFP Weird Fantasy RPG: Rules Review



In my estimation, Lamentations of the Flame Princess Weird Fantasy Role-Playing is yet more proof that there is still life in the original Dungeons & Dragons ruleset. Within Weird RPG's 48 page rulebook, James Raggi has married the OD&D ruleset with weird tropes and his own particular brand of lunacy, to create a game that feels like OD&D, yet is also vaguely unsettling and unfamiliar.

Right off the bat, Weird RPG re-arranges our familiar six prime abilities and places them in alpha order (Charisma, Constitution, Dexterity, Intelligence, Strength and Wisdom), making us re-think our assumptions about the relative importance of each ability. Abilities are generated with six 3d6 throws, in ability-order, and Weird RPG employs the traditional B/X ability modifiers, ranging from -3 to +3. Weird RPG considers your character unsuitable for play if the sum of your ability modifiers is less than 0.

Another somewhat unconventional choice: no experience-bonuses for high prime requisites. In fact, no prime requisites at all. While you have the standard four classes (Fighter, Magic User, Cleric and Thief/Specialist) and demi-humans (Dwarf, Elf and Halfling), none appear to need any minimum ability score to be playable. So a Fighter or Dwarf with 8 Strength is possible.

The Fighter (and I presume Dwarf and Elf, though it is not explicitly stated) are the only characters who can improve in combat ability. This is a marked departure from OD&D where all classes improve in combat, albeit at different rates, but one that I do not strongly disagree with, since Fighters in Weird RPG no longer possess the ability to inflict multiple attacks on multiple low-level monsters. This rule change certainly encourages the Clerics and Magic Users to focus on their strength, spell-casting.

The re-imagined Thief, named the Specialist in Weird RPG, uses a novel mechanic to resolve the traditional thief skills. A d6 system has been instituted, with each specialist skill converted to a certain chance in 6 of succeeding at a task, whether it be picking locks, finding traps or climbing walls. As the character advances in level, the players spread an additional 2 pips between all of the specialist skills, gradually increasing them over time.

Weird RPG uses a three alignment system (Lawful, Neutral and Chaotic) but assumes that most characters (other than Magic Users and Elves who both tend towards Chaos) will fall in the Neutral camp.

The Starting Equipment section occasionally slips into Gygaxian excess. For those who want to get on with playing, the Weapons section is mercifully short: most weapons are smartly grouped into four classes, of minor, small, medium and great weapons, with each weapon within the class priced the same and inflicting the same damage. No more min-maxing based on cost and the best damage within a given class! And nine specific weapons possess additional characteristics, with each profiled in its own paragraph. Sadly, the much-maligned d12 is once again left out in the cold, as weapons do anywhere from a d3 to d10 damage.

On the other end of the Gygaxian-excess scale, there are nearly 70 miscellaneous equipment items, 17 unique ship types, 14 food items, and four sizes of tents. Since I am a fan of Gygaxian excess, I felt like Scrooge McDuck rolling around in his vault of treasure when I looked at those item lists. The relative pricing of items is always a tricky business, and depending on how you approach your game economics, you may want to fiddle with Raggi's prices. In Weird RPG, livestock is priced at 50 gp a head, while a riding horse is 15 times that, at 750 gp. A warhorse comes in at 7,500 gp.

Weird RPG has nine pages of adventuring rules, such as opening doors, foraging and hunting, the effects of disease and falling, light and vision, the passage of time, and so on. Some interesting insights and approaches can be found in these pages. Of particular interest to me was Raggi's approach to encumbrance. Rather than tracking weight, you simply track number of items, with each 5 items moving you up to the next level of encumbrance. While i'm not sure that I am completely satisfied with this approach, it is a novel and simple way to handle the issue.

Considering that Weird RPG includes 17 unique ship types, it is only fitting that it should also have its own set of Maritime adventure rules. Finding a way to boilerplate subsystems like maritime adventures and combat to a role-playing game has always been a challenge for RPG designers. Weird RPG provides its own travel, water-bourne chases, combat, damage and boarding rules. I'd be tempted, instead, to find a board or hex-and-chit game and simulate ship-to-ship combats and chases that way, but the maritime rules provided in Wierd RPG will certainly fit the bill.

What better way to pay homage to OD&D, than to include a comprehensive and detailed section on retainers? You will find four pages of rules and information on hiring and using retainers. This is one of my favorite sections of the book, if only because it revels in more Gygaxian excess, with 24 different types of retainers, along with rules for determining their upkeep, maintenance and loyalty.
Weird RPG also includes rules for purchasing and maintaining property and investments. The mechanics are relatively straight-forward, because, let's face it, its more interesting to go adventuring than paying attention to how well your estate is doing.

Finally, we reach the section on Combat. Weird RPG has a very rules-light combat system, but gives you several interesting options, such as pressing (a vigorous attack that costs you AC to employ), holding (waiting to see what the other side does before intervening) and parrying (where you gain an AC bonus but lose any chance of hitting your opponent). I presume your Strength modifier can be used for both a bonus to your chance to hit and added to the damage you inflict on your opponent, but I had difficulty finding the reference to same.

The last page of the Weird RPG rulesbook provides you with instructions on how to complete your character sheet. The instructions are useful, even to old-hands like me, and I marvel at how effectively the character sheet was laid out.

Overall, I am very impressed with the Weird RPG ruleset. I did not find any rules that seemed particularly jarring or out of place: they all seemed to fit together rather well. And the art is in keeping with the weird theme of the game.

Tuesday, February 23, 2010

Henchmen, Followers and Hirelings In Dungeons And Dragons

The distinction between hirelings, followers and henchmen always seemed frustratingly nebulous in Dungeons and Dragons.

It didn't help that original Dungeons and Dragons allowed you a certain number of hirelings, based on your Charisma, while AD&D changed the terms, provided you instead with a certain maximum number of henchmen. You could be excused, then, for conflating the two classes of non-player character, or at least finding the issue sufficiently confusing to dispense entirely with the process of retaining hangers-on.

Then there was this whole business of followers. Adding a third category of NPC to an already crowded field of fellow-travellers didn't help matters.

Thankfully, that much maligned 2nd Edition Advanced Dungeons and Dragons rule-set came to our rescue (or if you prefer, continued to chip away at the glorious obtuseness of the original D&D rules).

The 2nd Edition Players Handbook (pages 114-115), now and forever, put an end to any questions about the nature of those three types of NPC's.

Hireling: A hireling is a person who works for money. Hirelings are always employed for a stated term (length) of service or for the performance of a specific task. Hirelings do not serve a PC out of great loyalty.

We played it that you could retain as many hirelings as you liked, within the confines of how many you could afford, were available and willing to work for the party (particularly an issue if the players developed a reputation for returning from an adventure, sans hirelings).

Follower: More reliable than those who are motivated purely by money, followers are drawn into service by the reputation of the player character. Followers serve only those with significant power and reputation, thus the construction of a stronghold is necessary to attract followers.

We played it that you only attracted followers at "name" level, after you had built your castle, chapel, thieves' guild, and so on.

Henchmen: Henchmen are adventurers who serve out of loyalty. Although they expect their share of treasure, (ie. they get treasure and therefore xp) they do not usually join a player character for money. They are attracted to the PC because of his reputation ... therefore, henchmen cannot be expected to flock to the banner of a neophyte adventurer. A PC's Charisma determines the maximum number of henchmen he can have. This is a lifetime limit, not just a maximum possible at any given time.

And that's the way we approached the issue of Henchmen. If you were allowed a maximum of 5 henchmen, and all of them died, you could not attract any more. We were more lenient however if the henchman left your service, having reached the same level as the PC.

Henchmen, Followers and Hirelings In Dungeons And Dragons

The distinction between hirelings, followers and henchmen always seemed frustratingly nebulous in Dungeons and Dragons.

It didn't help that original Dungeons and Dragons allowed you a certain number of hirelings, based on your Charisma, while AD&D changed the terms, provided you instead with a certain maximum number of henchmen. You could be excused, then, for conflating the two classes of non-player character, or at least finding the issue sufficiently confusing to dispense entirely with the process of retaining hangers-on.

Then there was this whole business of followers. Adding a third category of NPC to an already crowded field of fellow-travellers didn't help matters.

Thankfully, that much maligned 2nd Edition Advanced Dungeons and Dragons rule-set came to our rescue (or if you prefer, continued to chip away at the glorious obtuseness of the original D&D rules).

The 2nd Edition Players Handbook (pages 114-115), now and forever, put an end to any questions about the nature of those three types of NPC's.

Hireling: A hireling is a person who works for money. Hirelings are always employed for a stated term (length) of service or for the performance of a specific task. Hirelings do not serve a PC out of great loyalty.

We played it that you could retain as many hirelings as you liked, within the confines of how many you could afford, were available and willing to work for the party (particularly an issue if the players developed a reputation for returning from an adventure, sans hirelings).

Follower: More reliable than those who are motivated purely by money, followers are drawn into service by the reputation of the player character. Followers serve only those with significant power and reputation, thus the construction of a stronghold is necessary to attract followers.

We played it that you only attracted followers at "name" level, after you had built your castle, chapel, thieves' guild, and so on.

Henchmen: Henchmen are adventurers who serve out of loyalty. Although they expect their share of treasure, (ie. they get treasure and therefore xp) they do not usually join a player character for money. They are attracted to the PC because of his reputation ... therefore, henchmen cannot be expected to flock to the banner of a neophyte adventurer. A PC's Charisma determines the maximum number of henchmen he can have. This is a lifetime limit, not just a maximum possible at any given time.

And that's the way we approached the issue of Henchmen. If you were allowed a maximum of 5 henchmen, and all of them died, you could not attract any more. We were more lenient however if the henchman left your service, having reached the same level as the PC.

Wednesday, November 11, 2009

Microgames: Valkenburg Castle by Task Force Games

One of the early features of dungeons and dragons, lost in the transition to the "modern" style of gaming, was the common and judicious use of henchmen and men-at-arms. That earlier encouragement, of players retaining and employing henchmen and men-at-arms, confirmed the roots of dungeons and dragons in miniatures wargaming. However, as character design and game rules became more complicated, henchmen and men-at-arms fell out of favour. It became too complicated to design, track and direct your character, much less your bevy of hangers-on. Now, I would be surprised to hear of any 4e campaigns that bother with the use of henchmen and men-at-arms at all: modern characters tend to be the equivalent of, and can defeat, whole armies of lesser foes.

I provide this preface in featuring another microgame, firmly rooted in the old-school style of play: Valkenburg Castle, by Task Force Games.

Valkenburg Castle was the very first game published by Task Force Games. Published in 1980, and designed by Steven V. Cole, one of the two founders of TFG, Valkenburg Castle is a dungeon crawl, similar, in many ways to a microgame I reviewed earlier, Deathmaze, published by SPI.

But, while Deathmaze is utterly devoid of backstory, Valkenburg Castle is almost fully informed by it. A summary of the backstory is as follows. Valkenburg Castle has been siezed by evil forces. Hobart, grandson of the exiled King, raises an army and returns to reclaim his birthright.

The game is essentially a two player game: one player controls Hobart, his henchmen and men-at-arms, and the other plays the evil forces arrayed against him. Hobart and his forces explore and clear out the dungeons below Valkenburg Castle, collecting treasure as they battle through the corridors and rooms of the lower levels of the castle.

Hobart, his two Lieutenants, Rogier and Thorvold, and some wizards and burglars are represented by individual counters, and have multiple hit points. All of the other henchmen and men-at-arms are grouped into squads, with each squad possessing hit points equal to the number of individuals in the group, and represented by a single counter. The forces of evil are similarly represented by squads of orcs, some individual leaders, and a dozen other monsters, including dragons, Demons, and the like, again, with multiple hit points. While the leaders and the squads can move separately around the board, the squads receive a combat and morale boost when in the company of a leader.

The significant use of henchmen in this game, combined with the dungeon-crawling backdrop and use of individual stats for leaders, places this game in that no-mans-land between wargame and role-playing game, in similar fashion to early interations of original Dungeons and Dragons.

Microgames: Valkenburg Castle by Task Force Games

One of the early features of dungeons and dragons, lost in the transition to the "modern" style of gaming, was the common and judicious use of henchmen and men-at-arms. That earlier encouragement, of players retaining and employing henchmen and men-at-arms, confirmed the roots of dungeons and dragons in miniatures wargaming. However, as character design and game rules became more complicated, henchmen and men-at-arms fell out of favour. It became too complicated to design, track and direct your character, much less your bevy of hangers-on. Now, I would be surprised to hear of any 4e campaigns that bother with the use of henchmen and men-at-arms at all: modern characters tend to be the equivalent of, and can defeat, whole armies of lesser foes.

I provide this preface in featuring another microgame, firmly rooted in the old-school style of play: Valkenburg Castle, by Task Force Games.

Valkenburg Castle was the very first game published by Task Force Games. Published in 1980, and designed by Steven V. Cole, one of the two founders of TFG, Valkenburg Castle is a dungeon crawl, similar, in many ways to a microgame I reviewed earlier, Deathmaze, published by SPI.

But, while Deathmaze is utterly devoid of backstory, Valkenburg Castle is almost fully informed by it. A summary of the backstory is as follows. Valkenburg Castle has been siezed by evil forces. Hobart, grandson of the exiled King, raises an army and returns to reclaim his birthright.

The game is essentially a two player game: one player controls Hobart, his henchmen and men-at-arms, and the other plays the evil forces arrayed against him. Hobart and his forces explore and clear out the dungeons below Valkenburg Castle, collecting treasure as they battle through the corridors and rooms of the lower levels of the castle.

Hobart, his two Lieutenants, Rogier and Thorvold, and some wizards and burglars are represented by individual counters, and have multiple hit points. All of the other henchmen and men-at-arms are grouped into squads, with each squad possessing hit points equal to the number of individuals in the group, and represented by a single counter. The forces of evil are similarly represented by squads of orcs, some individual leaders, and a dozen other monsters, including dragons, Demons, and the like, again, with multiple hit points. While the leaders and the squads can move separately around the board, the squads receive a combat and morale boost when in the company of a leader.

The significant use of henchmen in this game, combined with the dungeon-crawling backdrop and use of individual stats for leaders, places this game in that no-mans-land between wargame and role-playing game, in similar fashion to early interations of original Dungeons and Dragons.