My thoughts on Crypts & Things

Just a couple of days ago I got very excited about finally being able to get a look at Crypts & Things, which I’ve often seen praised as a fantastic Sword & Sorcery take on OSR games.

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But I have to admit that very quickly after starting to read, my enthusiasm for it went down very fast. Crypts & Things is not a bad game and it’s certainly more Sword & Sorcery than other OSR games, even more than Astonishing Swordsmen & Sorcerers of Hyperborea. But my feelings on it are that it’s not a particularly impressive game and that it follows a concept of Sword & Sorcery that is exclusively Conan and Conan-clones, which is perhaps the dominating view among OSR players.

At ita base, Crypts & Things is Swords & Wizardry with a couple of variant rules and new mechanics. I’m very unimpressed with S&W to begin with and pretty much all the shortcomings I see in it apply to C&T as well. There are however a couple of nee ideas that I quite like. In C&T, bonuses for high ability scores are the same as usual, but penalties for low scores never get greater than -1.
The effect is almost the same of rolling 2d6+6, which I wrote about last month. This makes characters that are good at many things, but not really bad at anything, which fits Sword & Sorcery very well.

C&T has its own classes, of which the Fighter,Sorcerer, and Thief are pretty much as usual. Fighters get access to various weapon skills as they advance but the bonuses are so small that it just seems to add complexity for no real benefit. What I quite like however is that the thief’s skills are not exclusive to thieves. All characters can make a skill check based on their character level, but each class gets a +3 bonus to activities that fit their archetype. The barbarian is a new fourth class that turned out not to be another berserker as you usually see in D&D, but actually a lighter warrior with better wilderness skills. Filling the very same role as my Scout class for LotFP. Of course, I consider this a goo idea as well.

There are also five special classes including an elementalist but also lizardman and serpentman characters which can be used as NPCs or might be allowed for players in some campaigns.

Next there’s 11 pages of tables to create randomly generated character backstories.I’ve never been a fan of any such things.

A big difference to S&W is the spell list for sorcerers which consists mostly of magic-user spells and a few cleric healing spell. It’s still the regular D&D spells,which I find particularly unsuited for Sword & Sorcery. These spells are in three groups and classed as white gray,or black magic. They function very much the same but casting a white magic spells alerts demons that are close by and black magic spells can increase a character’s corruption. Interesting idea for a new mechanic, but I think this is an area where C&T falls flat to me.

Corruption is a cool concept in Sword & Sorcery, but in C&T it simply accumulates unti the character gets a mutation that seems mostly cosmetic. Kt feels overly bare bones to me.

Same thing with Sanity. You get insanity points as the game progresses and once you got too many the character goes mad and is out of the game.

Then there is also Luck, which is basically a regular action point mechanic with not much else to it from what I can see from my brief reading.

These are all concepts that are implicitly present in much Sword & Sorcery (particularly the hammy Clonan type) and that could be quite interesting to have in the game, but the mechanics presented here all strike me as very bare bones, bland, and also somewhat boring. I know I am a very tough customer when it comes to variant mechanics for simple games, but neither of these three makes me want to see it in action. I applaude the intend, but the execution isn’t doing anything for me.

All in all, Crypts & Things strikes me as a game that should work well and that I would play without complaints if invited to it, but I don’t really see anything in it that would make me want to run it instead of Lamentations of the Flame Princess. You can see that it’s made for Sword & Sorcery, but doesn’t seem to be any more suited for it than any other generic OSR game.

War Cry of the Flame Princess: Hit Points and permanent injuries

Like many people, I am not a big fan of having PCs be perfectly fine with 1 hp remaining and instantly dead when they are at 0 hp.

My approach to hit points is to not regard them as wound points but as stamina points. A succesful hit means that the target suffers minor scratches and bruises that interfere with its ability to succesfully deflect or dodge attacks and avoid serious injury. When a character runs out of hit points the extortion becomes too high and he slips, suffering a serious wound. It’s an abstraction like any way you can think of hit points, but I think it’s the best approach to have the fiction of the adventure match the rules of the game.

But the bigger challenge is how to handle the situation of a PC being reduced to 0 hp. I have a big dislike of the complex dice rolling and multiple modifiers of third edition and AD&D and I certainly don’t want to go through anything like the trouble of multiple successive rolls to stabilize and recover while having negative hit points. A much simpler approach is this:

When an attack deals more damage to a character than he has hit points left, the remaining points of damage are compared to his Constitution score. If the points of damage in excess of the current hit points is greater than the Constitution score, the character is dead. If not, the character is only unconscious for 10 minutes and permanently loses 2 points of Constitution. This loss of Constitution represents a lasting injury that neither surgery nor magic will ever fully reverse. While unconscious at 0 hp, any further damage will automatically kill the character. A character who regains consciousness is unable to fight or do other tiring activities until brought to 1 hp or more through resting or magic.

There are no saving throws or Constitution checks. Death and permanent injury are always automatic. In my past campaigns characters running out of hit points was always very rare already. Adding a significant chance to negate the effects only makes it even more unlikely that something bad will happen to a character. (Though running Sword & Sorcery dungeon crawls will probably increase casualties in my next campaign a lot.) I had considered to randomly determine whether the ability loss affects Strength, Dexterity, Constitution, or Intelligence, but with hit points already representing the ability to continue fighting I don’t think it’s necessary.

I like this solution since it’s both somewhat realistic in regard to actual battle injuries, and it also matches the habit of many Sword & Sorcery heroes to be left for dead with grievous wounds. As in Yojimbo or A Fistful of Dollars, being almost dead is nothing that a week of rest can’t heal, even if it leaves a lasting mark. With a Constitution score of 2d6+6, this gives a character about three to seven opportunities to cheat death before being too crippled to continue, though it might be worth considering retirement much earlier than that. It’s a lot more forgiving than the standard rules for death, but it’s still something that players really will want to avoid.

Crypts & Things Remastered is out

Since yesterday the new revised edition of Crypts & Things is out as pdf. (Print version will be available next week.)

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I got interested in the game two years ago, but very annoyingly the revised edition had just been announced and the pdf pulled from sale, so I never got a chance to take an actual look at it.

OK ,do you like OSR Rules?
Conan?
Lovecraft?
Are you prepared for a game without Clerics?
Still with me?
Then boy Oh boy do I have the game for You!
From D101 Games, written by Newt Newport
PDF is $13 from Drive through/Hard copies available directly from D101 Games
Powered by Swords and Wizardry (OD&D Clone)
The Middle Aged One

And it’s under 12€.

i-dont-need-it-meme

I totally do need it.

War Cry of the Flame Princess: The Witch (spell point class)

My post from earlier this week about using Lamentations of the Flame Princess for a Sword & Sorcery campaign received some interest, so why not expanding it into a series? Probably the biggest change I’ve made to the rules is a complete overhaul of the magic-user class. I am not a fan of the spell slot and preparation system of D&D. Of the three big flaws I see in the game, it’s the one I don’t like the most. (Negative AC is easily fixed and Alignment can simply be ignorred.) Spell slots just don’t mesh with any kind of fantasy fiction except for the Dying Earth novels. It just doesn’t feel right to me. 3rd Editions sorcerer class was a decent first attempt to adress this, but oddly enough the best magic system I’ve ever seen in D&D is the revised 3rd edition psionics system. The edition with the biggest design flaws and the previously most clunky sub-system. The Witch class is the magic-user class from LotFP converted to spell points and with a revised spell list. In my Ancient Lands campaign it’s the only spellcasting class that covers both witches and shamans, as well as sorcerers who have access to a few unique spells.

The Witch

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Everything else is just as the magic-user class. This table assumes that 5th level is the highest level of spells that characters can possibly learn or cast. For campaigns in which higher level spells are available it can easily be expanded. This spell point conversion uses the exact same spells as usual without any modification to them. The only thing that changes is the way in which spells are learned and limited to uses per day.

Level Hit Points Attack Spells Known Spell Points Max. Level
1st 4 +1 3 3 1st
2nd +1d4 +1 +2 7 1st
3rd +1d4 +1 +2 12 2nd
4th +1d4 +1 +2 18 2nd
5th +1d4 +1 +2 25 3rd
6th +1d4 +1 +2 33 3rd
7th +1d4 +1 +2 42 4th
8th +1d4 +1 +2 52 4th
9th +1d4 +1 +2 63 5th
10th+ +1/level +1 +2/level +12/level 5th

Learning Spells

A first level witch begins the game knowing three spells of first level. Which each additional level the character learns two new spells that can be of any level that is available, as per the column “Max. Level”. At third level, a witch can learn two new spells that can either be of first or second level. At fifth level the new spells may be of first, second, or third level, and so on.

Casting Spells

Spells are not prepared. A witch can cast any spell that has been learned at any time, but has to spend spell points when doing so. How many spell points a witch has is indicated by the colum “Spell Points”. The character’s Intelligence modifier is added to this number at first level (but not at each additional level the character gains later.) The number of spell points that are used is equal to the character level at which the spell becomes available.

Spell Level Spell Point Cost
1st 1
2nd 3
3rd 5
4th 7
5th 9

Witches are highly flexible in chosing their spells and could either cast a smaller number of higher level spells or a large number of lower level spells. Learning a wide variety of lower level spells can be advantageous over always learning spells of the highest possible level as they consume a much lower number of spell points. In return for this increased flexibility in casting spells, witches don’t have the ability to switch out the spells they know between adventures. Witches can only learn new spells when gaining a new level and these spells can not be changed later.

The only way to get access to additional spells is through relics.

Relics

Relics are magic items that allow a witch to gain access to additional spells beyond those the character has learned. Relics are body parts of supernatural creatures or legendary witches and sorcerers who retain some of their former owners magical power. Each relic contains usually one spell and a witch holding or wearing the item can cast this spell just as if it were one of the spells the witch has learned. The witch has to spend spell points to cast the spell, just as with all regular spells, but gains a bonus of +1 to +3 to the spellcaster level to determine its effects, depending on the relic. Even if the witch already knowns the spell granted by the relic, the increased spellcaster level still applies.

Spriggan’s Claw

Spell: Plant Growth
Spellcaster Level: +1

Continue reading “War Cry of the Flame Princess: The Witch (spell point class)”

War Cry of the Flame Princess: Ability Scores and Character Levels

1474423181OSR games, particularly in the Weird OSR scene that Joseph Manola lined out so well here, predominantly focus on low power, low magic adventures in whichopponents are either normal guys or extremely deadly eldritch horrors. While it’s a style that I find very appealing, my greatest love is still Sword & Sorcery. Particularly Conan and Kane, but also Hyperborea, The Witcher, and of course Star Wars. The uselessness of Stormtroopers aside, at least when they are deliberately letting the heroes escape or fight against ewoks, they are all works in which the protagonists are at the very top of what humans can be, but not outright superhuman. And while they have to be cautious, they are always on the offense.

Lamentations of the Flame Princess is my favorite RPG system by a good margin, but it does retain the inherent squishiness of the D&D Basic rules. Which is by design, but I think not fitting so well for Sword & Sorcery. Starting at higher levels is an option, but I always find that unsatisfying and it also means that new wizard players start the game with a considerably wider range of spells from the outset. (Which might sound appealing to some, but my spellpoint conversion already increased the number of spells.)

An in my opinion neater solution is to roll 2d6+6 for ability scores and also let the players assign the six numbers as they see fit for their chosen character class. 2d6+6 considerably shifts the average up and makes 8 the lowest score possible. But since modifiers in B/X are relatively small and don’t increase linearly, the result is that characters will on average have a combined total of +4. A +2 here and two +1s there isn’t hugely imbalancing, but with the ability to assign the scores to abilities freely (and getting maximum hit points at first level) this allows players to make considerably sturdier characters than rolling 3d6 in order. A fist level fighter with 10 hp or a +4 to hit is entirely doable.

The other method I am using is to firmly stick to the paradigm that any NPC who isn’t an outstanding combatant is a level 0 character, and to use a bestiary of entirely custom made creatures. The high end for regular monsters tapers off around 10 HD and I am using relatively smal numbers of special abilities each. In the fiction of the world this makes even 4th level characters already members of the top tier of people who roam the world and who are able to confront gods, demons, giants, and dragons. Maybe not one of those 13 HD behemoths, but certainly one of the smaller 7 HD ones.

Dungeon Crawls and Antagonists

During my planning for a new campaign based around loosely connected dungeoncrawls instead of a longrunning epic quest or an open world sandbox I realized what always had been missing for me from dungeon modules. (Aside from plots, since I used to be young and stupid.) It’s great villains. Great antagonists are one of the big draws of Sword & Sorcery and pulp adventures and even though some boss monsters from early D&D have become famous, the early modules consistently had a lack of actually great villains.

The main problem with a generic dungeon crawl is that it has enemies in fixed places and some enemies who are randomly encountered wandering around. And any supposed villain was almost always in his throne room or something to that effect, waiting there at the far end of the dungeon to be the big final fight for the dungeon. Saying a few arrogant lines before a fight to the death does not make a great antagonist. A great and memorable enemy for the players is a villain who does things and they have meaningful interactions with. In movies villains often have most of their scenes in which they show how cool and badass they are far away from the heroes and they only run into each other very late in the story. In an RPG that does not work. You only get the moments where the villain interacts with the heroes to make him cool.

There are several ways to do that before the final fight in which the villain is killed. A really neat idea that I’ve seen in many wuxia stories is that the world of martial arts masters is actually pretty small and everyone knows absolutely everyone else. Even if they’ve never met before, people have heard enough about each other to get a good idea who they are dealing with. In a campaign in which every NPC without a name has no character levels and the majority of named characters are only first or second level this can easily be made to be plausible as well, regardless of the specific setting. When a major antagonist spots the party he might be able to recognize them simply by their appearance and weapons and react to them accordingly. This is not so easily done when the players encounter a new NPC, but any NPC friendly to the party might be able to tell them about some of the people who have been seen near the dungeon or in the company of the dungeon’s current master. Though that friendly NPC might only have heard some vague rumors that could be of greatly varying accuracy and might be misleading the players to expect someone who turns out quite different in person.

Another good method is to drop plenty of clues about the presence and status of a powerful NPC in the area before and after they meet him in person. Captured enemies might talk about their masters and superiors or the party might overhear them talking about them. Or the villain placed a lot of recently made traps ib an area that seems otherwise uninhabited. Corpses of monster killed by antagonist who are nearby are another alternative. Lots of corpses full with arrows, cleaved into pieces, or burned to cinders will give the players certain expectations who they might be facing in the near future.

Something that is easily forgotten and never appears in published modules and adventures because it requires a lot of flexibility from the GM is that every NPC who isn’t killed can show up again in later adventures. Sometimes even if they have been killed (but don’t do that too often, it gets lame very quickly.) Often it’s presented as the default or even only option that any encountered enemy will automatically attack and be killed. But that’s really not necessary and also quite lame. Except for mindless undead all enemies want to live and rather escape than die. If you make use of that option you will end up with a lot of enemies who escaped alive pretty quickly. For the main villain of a dungeon I would even plan ahead to let him fall back a few times before the players might corner him. But only if it’s tactically possible. If the players manage to cut of escape routes or get a few lucky hits that kills the enemy leader in the first or second encounter than that’s what should be happening. It’s not necessary that he will still be able to fight in the last fallback position. The minions might fight on for a while by themselves before they flee from the party or a lieutenant might take over command for the big bad. That lieutenant might turn out to be the actual big antagonist the players are going to remember from the adventure.

If a prominent antagonist survives an adventure, I would not usually use him agaib right in the next adventure and go after the party. That would only encourage the players to never let anyone survive. Wait three or four adventures and then let the players have an unexpected run in with an old acquaintance of theirs.

Though all that being said, I think a dungeon crawls should still be about the dungeon first and everything in it optional. Instead of making a major antagonist the final goal of the dungeon, he should simply be the main attraction. The villain’s lair shouldn’t be in the farthest and deepest room of the dungeon but better in a more central area. This way the players are given plenty of opportunities to avoid a confrontation with something scary like an undead sorcerer or a dragon, but they also will get close to the lair several times throughout their exploration, which gives the villains more opportunities to be on the players’ minds, making them more memorable.