B/XoL: Converting D&D creatures to Barbarians of Lemuria

The Legendary edition of Barbarians of Lemuria doesn’t come with a lot of creatures and most of them are pretty unique and unusual. Though my own goal with B/XoL is not to recreate Basic D&D but to take inspirations from it, Dungeons & Dragons is a great source when it comes to monsters. I think between BECMI and AD&D, there are way over a thousand of them.

Having looked at the creatures from the BoL Legendary Edition and the D&D Basic Set, I’ve come up with a couple of guidelines how to convert creatures from one game to the other:

Attributes: In the older editions of D&D, monsters don’t have any specified ability scores. However, starting with 3rd ed. they do, and the SRD is a good reference for them. Since the Lifeblood of monsters is not affected by their Strength score, we can simply ignore Constitution, and Wisdom always had almost no relevance to anyone but cleric, so we just need the Strength, Dexterity, Intelligence, and Charisma scores and convert them to Strength, Agility, Mind, and Appeal.

BoL says that an attribute score of 0 is human average, 3 is the maximum for new characters, and 4 or higher would be truly legendary. This is very convenient for us, as in D&D 10 is the average for humans and 18 the absolute maximum that only very few characters have. So we can simply make the conversion of 8=-1, 10=0, 12=1, 14=2, 16=3, 18=4, and so on. (Most animals would have a Mind attribute of -4, insects of -5. A Mind score of -3 is the minimum to understand languages and talk, if the creature is able to.)

Lifeblood: Having used some reference creatures that are pretty similar in D&D and BoL, I think the most practical formula to calculate the Lifeblood of a creature is simply 1 HD=5 LB. This is not modified by the creatures Strength score, as it would be for NPCs.

Protection: For protection, the different classes of armor can be used as reference. No meaningful protection = 0; fur or light hide = 1 (d3-1), thick hide = 2 (d6-2), scales = 3 (d6-1), thick scales = 4 (d6), extraordinary armor = 5 (d6+5).

Defense: Here it’s starting to get a bit fuzzy. Based on the creatures in the Legendary Edition, there are two hrd rules that are always obeyed: Defense is never lower than Agility, and never lower than 0. Other than that, there seems no consistent rules. Some creatures have an additional increase of Defense of +1 or +2, but that increase seems mostly arbitrary, though I think it’s somewhat more common with very powerful creatures than with weaker ones.

Initiative: The new Mythic Editon of BoL removes the Brawl combat ability and replaces it with Initiative. As I don’t have this edition I am not certain how it affects creature stats, but I would assume that in most cases Initative is simply identical to Agility.

Attacks: Here I have not been able to find any kind of consistent rules. The bonuses to attack and the amount to damage really seems to be entirely at the discretion of the gamemaster. There is only a single creature in the Legendary Edition that has a bonus of +5, and most are between +1 and +3. However, powerful characters can easily reach a Defense score of 7 (3 agility, 3 Defense, 1 shield), which means any attack needs a +4 bonus to have any chance to hit them at all. (And even then the chance is just 3%). So if you’re playing a campaign where characters reach that high Defense scores, feel free to give the bigger monsters attack bonuses of +6 and higher.

Damage: Damage appears to be more closely tied to the overall size and strength of the creature. 2d6 is already pretty high and only a few giant sea monsters get more than that. Since the Lifeblood of characters doesn’t really increase in BoL, I think it’s generally best not to go beyond this. If you want to make the monster nastier, make it hit more often instead.

A final thought that is currently bouncing around in my head is that one could potentially increase the average amount of treasure a creature has based on it’s Lifeblood (which with these conversions would be based on Hit Dice), but I think that may start to get too much into developing a full XP system, which I don’t really want to. My main motivation to add treasure to the game is to encourage the players to face monsters and dangers without a lethal fight during adventures. The search for treasure should not be the main reason to go on the adventure in the first place. I think that should still be motivated by some kind of basic background story. When Conan goes thieving, it’s usually not to get some bags of coins, but because he is looking for item specifically. But when you’re already in the place, why not make a few little detours to grab some bags with gold too?

B/XoL: Hacking Barbarians of Lemuria for treasure hunting

Here’s an interesting idea I’ve been pondering all day. Using Barbarians of Lemuria to run an oldschool campaign in the spirit of the old Basic and Expert rules of Dungeons & Dragons. I really quite love the style of adventures that is presented by this version of D&D, but I am just really not a fan of the game at the most basic level. The entire combat system and magic system just isn’t to my liking. BoL on the other hand is pretty close to ideal to what I want out of a rules system.

However, it could be argued that even Basic D&D and BoL are build on fundamentally different assumptions that make them highly incompatible with each other. The main difference is that D&D is build entirely around the assumption that the players want to get Experience Points and treasure, which make them more powerful and better equipped. On the other hand, BoL does not have any XP or treasure, and equipment is extremely limited.

But I think I’ve found a neat and very effective solution to this problem. By default, characters in BoL advance by finding some treasure of indeterminate value during the adventure, and at the end the players describe how they drink and gamble it all away in true Sword & Sorcery fashion. Depending on how creative and “heroic” the players describe it, their characters get between 1 to 3 Advancement Points, which they can use to improve their characters abilities. Instead of doing this, it’s trivially simple to not give the players AP based on the story they tell, but at the rate of 1 AP for every 10 treasures they spend. A treasure could be anything; a sack of coins, a golden idol, a big gem, some fine silverware, or whatever you want to think of. In practice it doesn’t matter. When the heroes search a vault or a fallen enemy, the GM can either describe what they find or simply say that they stuff 2 treasures into their pockets. They still don’t get Advancement Points for beating an enemy like in D&D, but I think it’s really the XP for treasures that makes the old editions of D&D so fascinating.

Another important element of the Basic and Expert rules is that players need to ration their supplies and have to judge how much food and treasure they can carry at the same time and how much it will slow them down between destinations in the wild. (Don’t want to find out in the middle of the dessert that you should have better taken one more skin of water instead of another bag of gold.) That will take some more thought, but I might get back to this somewhere the next days.

Fantasy Safari: The Theragraphica (Atlantis), Part 1

As the third book of the Fantasy Safari, my choice has been the Theragraphica for Atlantis: The Second Age. Having been released as pdf only last November, the printed book has just been shipped to backers of the kickstarter campaign. It’s simply an astonishing book and in my opinion even beats the Fiend Folio. It was actually the main reason I did pick up the Fantasy Safari series after such a long break, simply because I want more people to know how amazing this book is. (And the game it’s for is really great, too.)

Since this is a very new book by a small publisher, and they haven’t put the art for it online, I am not going to copy all the pictures here. But I think for this book this also won’t hurt much, as these creatures are really much more about their strange behaviors and weird abilities, and simply going by physical appearance might even create the false impression that they are rather mundane. But believe me, they are not. Or don’t believe and see for yourself what I am going to tell you about them. There are over 170 creatures in this book and I am only going to talk about my personal favorites in detail. Otherwise I’d never get through all of them.

Atlantis: The Second Age - Theragraphica
Atlantis: The Second Age – Theragraphica

Theragraphica for Atlantis: The Second Age by Khepera Publishing, 2014; 131 pages of monsters.

Atlantis is a relatively simple system, compared to D&D and d20 games, so the stat block for each creature is quite short. They have 14 stats plus two lines for damage and armor, and a short list of any special abilities and weaknesses. As a rules-medium game, the explanations for all special abilities are explained once in the back of the book and not elaborated on in each individual creature entry. Which at first was a bit confusing, because the creature descriptions often don’t really say what these abilities do either. But in truth, this works all really well and effectively. Aura of Fear always works the same for all creatures (with the specific strength depending on attribute scores) and is really pretty self-explanatory. The creature is scary. Those who see it close up get scared. Poison also always works the same way and a creature that attacks with its teeth obviously has poisonous bite, and one that attacks with a stinger obviously with a poisonous sting. This is information that does not need to be spelled out again every time and every GM can figure out how to describe it with a little bit of imagination. Because of that, the descriptions for each creature are really very short. Often just three or four sentences. But the free space that is left on each page is used well with a big picture of the creature, which are mostly very well done. All this combined, I feel like I am getting a lot more flavor from these monsters than from most other monsters books. My descriptions of each creature I’ll present will most likely be longer than the actual descriptions that are in the book, putting into words and talking about all the thoughts that come to my mind from these very dense entries.

I actually have not read the entire thing myself yet, but just having read a quarter of it in detail and seeing all the pictures has gotten my really exited about this. So, here we go:

Continue reading “Fantasy Safari: The Theragraphica (Atlantis), Part 1”

Fantasy Safari: Fiend Folio (D&D 1st Edition), Part 5

Did I say the enveloper is The Thing? That was apparently a mistake on my side. The Protein Polymorph is The Thing! (Even though the most famous adaptation with the best looking monster came out a year after this book.) It’s an extremely effective and versatile shapeshifter than can assume the form of pretty much everything. It can blend completely with its surroundings, but usually takes the form of creatures that might attract prey. Being of human-like intelligence, their disguises can be highly devious. It’s only limitation is that it’s very bad at creating facial expressions and can’t really mimic voices, so any kind of interaction with a polymorph in humanoid form quickly reveals that something isn’t right about it. When it imitates inanimate objects, touching it immediately reveals it being some kind of creature. They are pretty tough beasts and also extremely strong, dealing 6d6 damage with their normal attack.

Quaggoth
Quaggoth

The Quaggoth probably counts as another point on the evil ape counter, but it’s actually a kind of humanoid bear. They are an underground dwelling race that is very primitive and aggressive and attack pretty much anything on sight. Some use stone maces and hammers, while most simply attack with their claws. They are immune to all poisons, which is actually very useful for a race of the underworld. For some reason they have a burning hatred of elves and even willingly serve drow for opportunities to fight them. The creature here is not really that exciting, but I quite like how they got a bit more refined in later editions, so I am showing them here anyway. Some adventure even had crossbreeds of quaggoths and orcs, which I thought were really cool.

Retriever
Retriever

Retrievers are actually a kind of constructs like golems, but they have been created by the demon lord Demogorgon so they are often seen as demons as well. They are used by their demonic master to be send to other planes and kidnap or slay his enemies. A retriever appears like a huge spider with four legs for running and four arms to attack. Its head has six eyes of which only two are for sight and the other four actually to shot magic lasers. Not only do they deal a lot of damage with their four regular attack each round (3d6), the magic rays are outright terrifying. They can shot two of them in the same round, after which they need to recharge for six round. The damage of the fire, lightning, and cold ray is equal to the retrievers hit points, which is on average 45 when uninjured, but could be as high as 80. The fourth ray just turns people to stone instantly. Unsurprisingly, all characters of 5th level or lower have to make a saving throw or flee in panic at the sight of a retriever. I don’t quite now how XP in 1st edition are assigned, but 5,000 is a lot. Oh yeah, and sometimes demons use them to ride into battle. Continue reading “Fantasy Safari: Fiend Folio (D&D 1st Edition), Part 5”

Some of the worst design choices in RPG history

I’ve been talking with some people on the Giant in the Playground Forum for the last week about design choices in RPGs that ended up causing a lot of trouble in the long run. Simply making and adding a bad rule to a game is one thing, that happens all the time, even to the best game designers that are out there. But sometimes there are ideas that turn out to be not simply bad or not working, but have actually been sources of lots of problems for years to come.

Obviously, a lot of it is personal oppinion, especially when it comes to ranking them in order. But I think with these examples here, few people would dispute that they did end up causing a lot of trouble, regardless of whether the original idea was actually terrible or not:

11: Magic solves everything (Dungeons & Dragons, Pathfinder): Ranked very low because it only affects one game and it’s spin-offs, but it’s a pretty big problem in those. the magic system of the 3rd edition of D&D is quite similar to the one in earlier editions, but with several important differences. The time it takes to cast a spell is generally lower, spellcasters have a very easy time in getting out of reach of any enemies (see grid combat), and even when they get hit, they have a good chance to successfully cast their spell anyway. Then you got spells that can instantly kill if the target fails a single saving throw, but in 3rd edition the chance to fail a saving throw is much higher than it was in earlier editions. Oh yes, and generally, spellcasters get a lot more spells they can cast every day. That already makes magic extremely powerful, but perhaps even worse is that there are really no limitations for what a magic spell can do. Given that the game has over 700 prestige classes and 1000 feats (and that’s just the official ones published by WotC), there are most likely thousands of spells out there, and they can do absolutely everything. And sometimes, some genius thinks it would be a great idea to make a spell that does something that normally requires a special ability from another class. Like opening a lock, detecting a trap, and so on. In the older editions of D&D that was less of a problem because spellcasters had really few spells and were expected to go a long time without recharging them. But 3rd edition not only has more spells per day, it also has the option to buy or make scrolls and wands for a pretty cheap price. Do you really want to have “knock” (opens locks) prepared two times each day even though you have so few slots to prepare spells and you might not even get to use them? Probably not, so why not buy a magic wand that allows you to cast knock 50 times, any time you need it. All this combined just completely broke the whole game. Continue reading “Some of the worst design choices in RPG history”

Fantasy Safari: Fiend Folio (AD&D 1st Edition), Part 4

Githyanki
Githyanki
Githzerai
Githzerai

Let’s start this one with the best creatures in the whole book. The Githyanki and Githzerai. Like the Dark Creeper and Dark Stalker, they are really two variants of the same species, but instead of sharing a single culture, these two are mortal enemies. Gith have always been one of my favorite races in Dungeons & Dragons, though to be more precise, they really became the minor stars that they are in Planescape. One interesting piece of trivia about the Gith is that they were created by Charles Stross, who later got pretty famous as a writer of science-fiction. And he did it when he was 12. Lots of people have created countless of cool monsters when they were 12, but almost all of them are total garbage. This one isn’t just good, it’s actually great! Thousands of years ago, the Mind Flayers (probably the most iconic creature of D&D next to beholders) enslaved a race of humans and bred them to be perfect slaves and food. This not only changed their bodies but also their minds, and generations of living under telepathic control by the mind flayers caused them to develop a natural talent for psionc powers. Eventually a slave named Gith started a rebellion against the mind flayers and led her follwers to the astral plane, where they became known as the githyanki. To no surprise, githyanki absolutely hate mind flayers and will try to kill them at any possible opportunity. In the astral plane they live in huge castle cities floating in the void, which in the Planescape setting are build on and inside the gargantuan petrified bodies of dead gods. They are evil and warlike and lead by an extremely powerful lich queen. Any githyanki who get too powerful (around 11th level) get killed by the queen to ensure nobody will be able to compete and stand against her. To make things worse, the githyanki also made a pact with red dragons. When githyanki come to the material plane, they use red dragons as mounts that can carry whole war bands. Yeah, a huge red dragon comes into town and as it lands a gang of space pirates with psionic powers jump from it’s back. Have fun. The githzerai resemble the githyanki in many ways, but have made their home in Limbo, the plane of pure Chaos. The two races have been at war with each other for a very long time, but as presented here, no reason is given for their hatred. They are not fond of mind flayers, but do not have the same unlimited hatred for them as the githyanki. This was later changed in Planescape, where the one thing that can stop githyanki and githzerai from fighting is the appearance of mind flayers, which they will both attack instantly. And then go back to fighting each other if any survived. Even though they are chaotic neutral, the githzerai have monks instead of death knights, as the githyanki do. I just love these guys. They are very much out of place in more “generic” D&D settings, but in Planescape they are just wonderful. Congratulations, Little Charlie. You did very good.

Gorbel
Gorbel

Next up is the Gorbel, which is another case of classic D&D weirdness. It’s a globe of rubbery material with six eye stalks and two claws. The gorbel uses the claws to grab a persons back and then deals damage each round by digging them deeper in the body. A gorbel can only be removed by killing it, which causes it to explode, dealing 1d4 points of damage. Their armor is quite decent, but becomes extremely low once they got hold of someone. I mostly like the art of this one. The gorbel looks more freaked out than the guy he’s attacking.

Now we have the Gorilla Bear. Which is exactly like any other gorilla, but it has claws. Take a shot?

Grell
Grell

The Grell is another floating head with tentacles. Early D&D got a lot of these. The main body looks like a giant brain with no eyes but a beaked mouth like a squid, and it has several tentacles on its underside which it uses as arms. The tentacles do only very little damage but are poisonous and cause creatures to become paralyzed. They are just as smart as humans and like to hide in the shadows under the ceiling to attack from above. I recently learned that these are not in fact a truly original creature of D&D, but a blantant rippoff from a 1934 novel called Legions of Space. Later editions of D&D expanded on the background and behavior of the grell, giving them powerful wizards as leaders. Continue reading “Fantasy Safari: Fiend Folio (AD&D 1st Edition), Part 4”