Wednesday, January 22, 2025

I actually tried 3rd edition...

Redgar by Todd Lockwood

I'm not sure what exactly prompted it, but at a certain point in the past year my friends and I began talking about trying our 3rd edition (3.5e to be specific). Perhaps it was my starting a new work position or maybe ongoing AD&D campaigns were on a bit of a break. Why not try it? We've tried plenty of other games hadn't we? This quickly turned into several sessions and my first real exposure to 3.5e, its books, and the traces of its online presence. The results were interesting to say the least! What's more, my groups playing of OD&D and AD&D over the past few years combined with this trial of D&D 3.5e definitely changed my preconceived notions. 

I was a relatively late joiner to the G+ scene of OSR games. I was at the tail end of the year google pulled the plug when I started a Labyrinth Lord campaign and instantly loved it. Ever since I started rooting about this corner of the scene, I've heard chatter about 3rd Edition, its evils against humanity, and ultimately how it is oft cited as an antithesis and impetus for everything folks espoused old school games and their ilk were about. Having never looked at the books, I saw it as just a crunchy game that I probably wouldn't like. A cursory search leading to whole forums and sites dedicated to just building and optimizing characters didn't help this either. What follows are some of my thoughts on the whole thing after actually trying it.

The Transformation

In preparation for the game and in part due to some morbid curiosity, I did read quite a bit of  material from this edition. And while I wasn't insane enough to use any of the many splat books, I did end up reading a fair selection of them and skimming a good portion of the remainder to get the general vibe. Much like how reading far, far too much into OD&D made some traces of choices and mechanics roots very apparent in later editions, playing so much AD&D did help elucidate why some things are the way they are... most of the time.

I consider it a relatively cold take to categorize the core books for 3.5e as a "standardized take on AD&D 2e", where the strange mechanics are homogenized. Where the attitude of "here's the rules, work out what's left" was replaced with very extensive defining and a "check the rules, it's probably there" attitude. The (optional but oft used) Proficiencies of AD&D transformed into Skills and Feats. Everything got stats. The explanations and suggestions for various things in the DMG turned into an almost simulations framework. Monsters gained ability scores, stats, and feats as well as defined types to justify their abilities and nature. 2e's Kits became a core feature, turning into Prestige Classes or Feats.

As a general result of this, a lot of the early stuff is comparable to later AD&D. While HP totals are huge due to many bonuses, HD amounts are largely similar across the board if not fully identical (especially so in 3.0 books). As are many spell effects and monster abilities. The DNA of why many design choices were made is quite clear even if it is a different game. Aside from mechanics, the conceptual evolution lines up with a lot of the later 2e modules and material pumped out. 

As much as I love the esoterica of AD&D, mechanical standardization and clarity do have potential benefits. Many established benchmarks and definite examples can be a good resource to make judgement calls in a more complicated system. I'm no stranger to crunch and I don't see it as an innate issue per se. As long as you don't treat the text as some inflexible legal/holy text of course.

The Culture

For my purposes, reading older posts in various communities impressed upon me that the popular culture of play surrounding this game was completely alien to me. Maybe its a trad game thing, I don't know. It's clear it quickly evolved away from what the core books presented at least with the expectation that magical items in the DMG were actually an extended shopping catalog readily available, ideas about balance, that Prestige Classes were a given, and that the execution of a planned build was a fine art form. Where people argued rules in a vacuum on various forums in a manner as if the RAW text of the game, while certainly fallible, was to be utilized and exploited to the utmost letter. Where decisions on items and abilities were made before play even started (if it started at all), rather than being emergent choices. Oh and some of these choices could now be wrong apparently. So wrong that various options and classes were tiered based on their potential and a near-omnipresent grading of classes looms over such discussions. Now some of this is just ttrpgs hitting the internet and is by no means exclusive to 3.5e, but the tenacity of such discourse was quite clear.

One of the most striking examples I can think of was reading on how controversial the "Leadership" feat was among the 3rd edition forums. All this feat did was allow characters to accrue followers at higher levels, kinda like how name-level characters attract followers. Apparently this was considered incredibly overpowered! The baseline assumption seemed to be that the player created their follower and controlled them (this was stated nowhere). So effectively the feat was viewed as "make another character." Another example is the idea of a "diplomancer" where, rules being rules, you could convince anyone to do anything if your Persuasion roll was high enough, seemingly ignoring the rules that the DM decides what is actually possible or impossible in favor of this limitless interpretation. It was really wild stuff all around.

This was clearly a "game away from the game" and I am not the first to make this observation. Much like making an army list or building a TCG deck, the meticulous assembling of a character and sorting wheat from chaff was clearly a massive draw for many people (and in many cases probably their only engagement with the game, I'd wager). The massive drive for optimization and evaluation of options is definitely easy to compare to such competitive games and even video games, with people talking about the various aspects of the game as if they are characters in a fighting game and their tournament viability is up for debate.

Suffice to say, it was quite strange having only read the core books. And maybe I'm looking back with a good deal of hindsight, but it seems safe to say that the play culture diverged from the original text and the later material warped to cater to this new cultural norm. Because played straight, none of this should really even be a thing as far as I can see. We certainly didn't have any of these come up as an issue.

Sunday, October 6, 2024

Eberron in Whitehack

Wayne Reynolds
I’ve recently come into possession to a variety of D&D 3rd Edition books detailing Keith Baker’s setting of Eberron. My table and I used it for a brief foray into using the 3.5e rules, but I immediately thought of how much I could adapt for use with Whitehack. Surprise surprise! It was amusing to try but the rules of 3.5e were just too oppressive, especially for a group that didn't really care for tactics grid minutia.

The setting has a nice focus on adventures in the true sense of the word and fits the lower level expectations you see in WH. The flexibility suits WH as well, whereas other old school systems might not work out as well. Let’s see what we can work with here in case I ever get around to something in Eberron again.

EBERRON IN SHORT

The general gist of Eberron is a post-war setting where magic has developed the world, rather than science, and the general ideas of D&D magic were taken to some logical conclusions. A common refrain is “everything D&D has a place in Eberron but it might not be what you expected.”

And so, the great 100 year magical war called the Last War is over. It’s devastation was notable to say the least and we are left with world of reeling nation-states and the economic powerhouses of the Dragonmarked Houses. Part of the reason the Last War was so devastating was due to Eberron not being “high magic” but rather “wide magic”, with lots of people knowing how to use a little magic. This meant magical war on a near industrial scale.

In addition to the usual suspects (dwarves, elves, etc. albeit remixed), we have minor shapeshifters called changelings, planar entities merged with human hosts called kalashtar, lycanthropic ancestors called shifters, and the sentient battle constructs called warforged who seek their place in a post-war world.

It labels a lot of its intended flavors as “noir” and “hard-boiled” especially within the more modern cities of the world. The stories don’t always end well and regrets are abound. Greed, fear, pride, and ambition drive conflict. Separating the heroes from the villains isn’t easy and everyone has something lose beyond their life. The general vibes I get are one well suited swashbuckling with mysteries and political thrillers, but that is due more to Baker’s writings than any actual game flow in 3rd Ed.

EBERRON VIA WHITEHACK

What follows is a basic structure of an Eberron campaign, presented in a manner similar to The White Curse in WH2e. Aside from the below, I'd say Eberron works out of the box!

Once, the nations of the continent called Khorvaire were party of the legendary kingdom of Galifar. When the last great king of that mighty realm died, his five heirs of the Five Nations pit themselves against one another in a bid for crown and kingdom. As the decades passed, this all-encompassing conflict became known as the Last War, for surely no taste for battle and blood would remain in this world when it finally ended.

Now, the world of Eberron is emerging from the ashes of this Last War. The nations seeks to rebuild, but still struggle for economic and political dominance on the world stage. Cloak and dagger in the shadows behind the front of international trade and dealings, anything short of all-out-war.

TEMPERED BY MAGIC

Eberron is a world of magic and industry. Although medieval in some ways, the advances of magic allow Victorian-esque wonders to exist. The greatest cities have sky-scraping castles, elemental-powered transportation, and a rigorous arcane economy. Arcane railways, magical telegraphs, and more. But it is magic, not mundane science, that is the engine of this progress.

FORGED IN WAR

In an Eberron campaign, you’re near guaranteed to play a character impacted by the War. Whether they fought in the war or just tried to survive it, it has left its mark. Everyone has lost something whether it be family, loved ones, community, or some part of themselves.

STARTING SITUATION

As the campaign begins, two years have passed since the treaty was signed that ended over a hundred years of war… sort of. While there is still overt peace, the pain and rage of the Long War are both alive and well. The nations and other powers seek every advantage. You play adventurers, connected via patrons and old friends to one of the many organizations looking to make their claim on this changing world.

EXAMPLE GROUPS

  • Dragonmarked Houses
    • House Canith
    • House Deneith
    • House Ghallanda
    • House Jorasco
    • House Kundarak
    • House Lyrandar
    • House Medani
    • House Orien
    • House Phiarlan
    • House Tarkanan
    • House Tharashk
    • House Thuranni
    • House Vadalis
  • Khorvaire Nations
    • Aundair
    • Breland
    • Cyre
    • Karrnath
    • Thrane
  • Religious Organizations
    • Church of the Silver Flame
    • The Blood of Vol
    • The Gatekeepers
    • Cults of the Dragon Below
    • Academic and Political Groups
    • The Library of Korranberg
    • Morgrave University
    • The Royal Families
    • The Twelve
    • The Wayfinder Foundation
  • Other Groups
    • The Aurum
    • The Dreaming Dark
    • The Lords of Dust
    • Order of the Emerald Claw

DRAGONMARKS

“A healer touches the dying; the mark on their forehead blazes with arcane flame as the wounds close and vanish.”

Dragonmarked is a Template that can be added to any creature of a species able to manifest a dragonmark. These are symbols etched on the skin in colors more vivid than any tattoo, magical power made flesh. They enhance the user’s ability to perform certain tasks. For example, the Mark of Shadows helps its bearer avoid enemies, the Mark of Making guides the hands of the smith, etc. They may also manifest in more dramatic ways akin to potent spells and magics.

Dragonmarked characters mark their symbol as a group, modifying their Species group. For example, a human with this template could note “Mark of Finding” next to two attributes. A half-elf would note their mark next to an additional attribute. An elf would replace one of their attributes that has “Elf” with their mark. The mark can be called upon as a wording for an appropriate simple magic once a day. At 4th level, it can also be called upon for standard magic once a day. At 8th level, it can be called upon for major magic once a day.

The specific mark of a Wise character should factor into cost triangulation for miracle effects. 

N.b. this calls back to the differing levels of Dragonmarks. Could use some more tinkering.

ARTIFICE AND PSIONICS

Artifice is the channeling of magic through objects. To observers, these don’t look like conventional spells; rather they appear as wonders produced from conventional items or outlandish inventions. They can also commonly create infused items, effectively prototypes of permanent magical items. Artifice is one of the arcane forces that the Wise is able to negotiate with.

Psionics tap the mind’s potential to grant access to personal power beyond the mundane, or even the magical. They are one of the arcane forces that the Wise are able to negotiate with.

SPECIES CLASSES

CHANGELINGS
Changelings are subtle shapeshifters capable of changing their appearance with a thought. In their true form, changelings give only a passing nod to their human heritage. They are pale, with colorless eyes and silver-white hair. Their facial features don’t look quite finished, with only a hint of a nose and lips.

Changelings have slippery minds granting resistance to mental effects. As a standard action, changelings can alter their voice and appearance including coloration, hair length, and gender. Their weight and height can adjust but not enough to change size. They may appear as another species, but are limited to creatures they've seen and that have the same basic arrangement of limbs. Clothing and appearance doesn't change. Being natural linguists, they begin with a bonus language and halve the time required to learn a new language. Few trust changelings and treat them with extreme suspicion which is a problem when trying to join non-criminal affiliation groups. Their XP penalty is ×1.3 (30% more XP).

They are skilled in deception and intimidation, and can intuitively ready body language and attitude with surprising accuracy. It’s suggested to place Species groups next to Dexterity and Charisma. Referees should consider negative invocations when interacting with the overly wary.

KALASHTAR
The kalashtar are a compound race: incorporeal entities from the alien plane of Dal Quor, the Region of Dreams, merged with human bodies and spirits to form a distinct species. They appear very similar to humans, but are slightly taller than average and they have a grace and elegance that makes them seem almost too beautiful.

The dual spirit of kalashtar grants them resistance to effects that target their minds. Kalashtar sleep but they do not dream, granting immunity to any effect that relies on dreams. Kalashtar are naturally psionic. Once a day they can forge a telepathic bond with another (at least semi-intelligent) willing creature within 30 ft. The bond allows telepathic communication, regardless of language barriers, over any distance in the same plane, lasting 1 round per character level. Their combination of life in exile and a dreamless existence makes kalashtar slightly inclined towards madness. Their XP penalty is ×1.2 (20% more XP).

They are masters of social interaction with their commanding presence and subtle psychic powers. It’s suggested to place Species groups next to Wisdom and Charisma. Referees should consider negative invocations when their alien dispositions can put others off.

SHIFTERS
Shifters, sometimes called “the weretouched,” are descended from humans and natural lycanthropes, now nearly extinct on Khorvaire. Shifters cannot fully change shape but can take on animalistic features—a state they call shifting. Shifters can see twice as far in low light compared to a human.

Shifters can tap into their lycanthropic heritage to gain short bursts of physical power. Once per day, they may manifest their trait, gaining a boost to a physical ability and some other advantage according to their type. Their trait is selected at character creation and cannot be changed.

  • Beasthide: +2 Con, +2 AC.
  • Longtooth: +2 Str, grow fangs for d6 damage.
  • Cliffwalk: +2 Dex, gain climbing MV of 20.
  • Razorclaw: +2 Str, grow claws on both hands for d6-2 damage.
  • Longstride: +2 Dex, +10 feet to Movement.
  • Wildhunt: +2 Con, gain Keyword: “Keen Sense of Smell”.

Shifting is a small action that lasts three rounds. A constitution score of 13 or more lasts four rounds. A score of 16 or more gives five rounds. An additional shift per day is gained at 3rd, 6th, and 9th level.

Shifters are lithe and agile with keen senses, but their bestial aspect colors their reasoning and their social interactions. It’s suggested to place Species groups next to Dexterity and Wisdom. Referees should consider negative invocations involving keeping their instincts in check.

WARFORGED
The warforged were built as mindless machines to fight in the Last War, but developed sentience and evolved into a new species of living constructs. They are formed from a blend of organic and inorganic materials, wrapped in a framework of steel, darkwood, or stone then covered in a shell of armored plates. They share a common facial design with a hinged jaw and crystal eyes embedded beneath a brow ridge. Beyond these elements, the precise material and build vary based on the purpose for which it was designed.

Warforged don’t require food, sleep, or air and are immune to poison and disease. While they can benefit from magical healing, their bodies must also be mended to function properly. Their armored nature counts as AC 2, though they may not wear other armor. Some warforged were either made with or choose to be refitted with heavier plating at the cost of mobility: they may have mithril (AC 4, ENC 4) or adamantine (AC 6, ENC 6). Regardless, their fists count as clubs.

Not all of Eberron is accepting of warforged and prejudice against them is a huge problem when trying to join some affiliation groups. Despite being made to fight, they seek to adapt to life in this era and are not restricted in their choice of Class or Vocation. The XP penalty is ×1.5.

Warforged combine the best of constructs and living creatures, but being created and trained for war , many have only had a few years to live beyond a battlefield. It’s suggested to place their Species groups next to Strength and Constitution. Referees should consider negative invocations in task rolls where a lack of worldly experience or knowledge.

NOTES ON SWASHBUCKLING ACTION

Some of Keith Baker’s earlier editorials on the setting did some aspects of it far more justice than the WotC materials and still align quite nicely with WH.

Aside from the obvious flavor that descriptions for combat can add, combat advantage and other modifiers a great way to boost colorful and clever actions when the swords and wands come out. As well as not penalizing such actions to the point where they become worse than just trying to swing. Tossing over tables, yanking carpets, and more. Minor adjustments to initiative, AC, and such can also help keep such flair meaningful.

Fights in Eberron don’t seem like they should be grim, muddy, and bloody but something out of an Errol Flynn film or Indiana Jones. Something to keep in mind when discussing the tone of things.

ACTION POINTS?

One of the ways Eberron tweaked the nature of 3.5e was the addition of action points. Kinda like WFRP Fate points or Savage World Bennies. I would probably use my tried and true Tokens rule here. In short, characters begin an adventure (not session!) with Tokens equal to their level and can spend these for minor bonuses/earn them through daring-do.

Monday, April 29, 2024

ISW: Grim Future Wargame Campaigning

"It is a dark and desperate age. The Imperium of Mankind stretches out across the stars, a galaxy-spanning realm unlike any other. At its heart sits the Emperor, a crippled god upon a throne of gold whose psychic might has held the shadows at bay for ten thousand years. Yet Humanity is beset by darkness and danger, surrounded by monstrous foes that seek nothing less than the Imperium’s utter and total destruction."

The following is something suitable for individual scale wargames (ISW) using with any edition of 40k, from Rouge Trader to 7e*.

This is mainly something for myself but I trust you to fill in any gaps encountered in play.

David Gallagher

Tuesday, May 23, 2023

Deities & Demi-Gods of Greyhawk

Art by Mike Mignola

I'm back and it's time for Greyhawk! That's right. Aside from playing some more OD&D-style games or my weird wargame stuff, I have recently been dabbling more in AD&D just for the hell of it (both 1e and 2e) and have found myself running an Advanced campaign set in Greyhawk. I'll probably be adding some notes, ideas, and much more related to AD&D and Greyhawk here. I must confess this is the first time I've tried to really run an existing TSR setting without drastically remaking or tearing it up. I'm interested to see what happens.

Friday, October 28, 2022

The Mundane: Level 0 Funnels in Whitehack

Angus McBride

So you want a funnel? For those who don't know, a "funnel" is a style of adventure where you take a ton of no-level nobodies (maybe 3-4 or more per player) and just run them through a gauntlet... and if there are any survivors they become the actual campaign party becoming level 1. Simple as.

DCC is an obvious source for this but it definitely has its origins in the Original tradition (e.g., a focus on relatively weak characters, large parties, not attachment, simple setup, etc.) and even with the explicit introduction of 0-level stuff in AD&D 1e and its kin.

Whitehack is a bit of a different beast in this regard. It allows (but doesn't necessarily require since you don't have to pick right away) plenty of thought to go into how to create and define your character right out of the gates. What's more, these characters are very flexible as well. So how can we mix the two?

Saturday, October 15, 2022

Whitehack Magic 101: How do Miracles work???

This is a slightly related follow-up to my previous Whitehack 101 post on monsters.

Easily the most common subject of discussions and questions on Whitehack are miracles, the game's take on characters' "arcane negotiations with powerful forces in their environment" (aka just about any magic/science/psychic nonsense you can think of in an adventure game!).

This isn't surprising as it's a sort of open system, especially compared to having a set spell list which is the baseline for most old-school adventure games. To quickly summarize how it works:

  1. Characters in the Wise class can note down wordings.
  2. To use them, the player says what their desired effect is and the referee suggests the cost.
  3. The cost is the HP that must be paid to enact the effect.
  4. This cost can potentially be lowered.
  5. There are a few limitations making high HP costs dangerous or even impossible if your HP is too low.

And that's pretty much it! But it's easy to see where questions can arise with this. Common points are usually:

  • Are the miracle effects determined ahead of time?
  • Is each wording a set effect? Can it be used for something else after we've set a cost?
  • How much should a miracle cost? What's too low or too high?
  • How much cost debate is too much?
  • What kind of damage should combat miracles do?
  • What the hell is the "traditional magic" table even about?

And much much more! I can share how I've been handling them and perhaps that can make others more comfortable engaging with miracles without bringing the game to a full stop to talk about HP costs.

N.B.: A lot of this isn't prescriptive and no advice will top what you and your table decide feels right, but hopefully these examples and such help clear up some things and provide guidance!

Thursday, July 14, 2022

B/X House Rules

Spectre by Erol Otus

Recently I started a 1:1 campaign of B/X with my partner. Going to be doing a 'Stonehell on the Borderlands' style setup building on the skeletal version of the Grand Duchy of Karameikos presented in the back of the Expert book. The goal is short one or two-hour sessions of good ol' vanilla fantasy with extremely minimal prep and a megadungeon focus.

We'll be using the classic 1981 Basic/Expert Dungeons & Dragons set by Moldvay and Cook with the following small addendums and alterations: