Thinking about NPC levels in an Old World campaign

So here I am again, writing about RPGs. Even though I am creating the Old World as a fiction setting, I can’t shake the constant thought that it also would make for a really great campaign setting. And once more I am finding myself getting back to B/X, specifically LotFP. Yes, I know: Oh, the irony! Aside from the magic system (for which I have a complete replacement almost ready) I just really love the game in all its simplicity. Combat, character advancement, and monsters are just exactly the way I really want it.

With my experiences in fiction worldbuilding, my look on preparing a campaign setting for an RPG also changed a lot. In the past I used to attempt to emulate the structure of settings like Forgotten Realms, Eberron, and Golarion, and for a long while really didn’t know what to make of things like Red Tide, Yoon-Suin, or the Wilderlands of High Fantasy. But having learned a lot about Sword & Sorcery worldbuilding in fiction, this very much changed and I am seeing what’s the deal with the later and how it fits my own purposes. Often less is more, and in this case it is much more less that is so much more. I am no longer interested in precise maps, borders, or population numbers for cities and countries. Making up new villages and dungeons as I go will be good enough.

But even when you have a setting that is defined by culture and environments and not by specific places and organizations, to have a campaign in which the players have real agency is that you know who the movers and shakers in the campaign area will be. And one topic that none of the many guides and introductions for running unscripted campaigns ever touch upon is the creation of NPCs. What class level should the major NPCs in the campaign have?

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Now one very easy solution would be to not set a level for NPCs until the players run into them for a fight. But that causes a pretty major problem. The decision of the players to fight an NPC or not is based on whether they think they can win such a fight or not. Chosing to start a private war with a powerful local leader is as big a choice as players are going to make, and it can only be an informed and meaningful decision if the strength of the NPC is fixed before the decision is made. If you create stats for an NPC only once you know that the players are looking for a fight, their choice will have been meaningless. When you decide to make the NPC beatable or unbeatable for the party at its current strength, the players are completely without power to influence the survival and victory of their characters. Over the years there has been a lot of talking over what makes the differences between the videogames Morrowind and Oblivion (and now Skyrim as well), and one thing that really changed how the games play is the adjustment of enemies to the level of the player, or the lack of it. In Oblivion and Skyrim it has become irrelevant what places you chose to visit and what quests to try, because the difficulty will always be the same. When you discover an area that seems too dangerous for your character, you might choose to leave and go somewhere safer for now. When you then return a long time later, after lots of great adventures and getting many powerful new weapons, and it’s still just as hard as it was the last time, then it really feels like you didn’t make any progress at all and didn’t become more powerful in any way either. What’s the point of reaching higher levels and gaining better weapons and armor if it doesn’t make any difference? In Morrowind monsters and NPCs are always the same strength, regardless of how powerful your character is. While this does mean that you will occasionally have to admit defeat and retreat, it really makes a huge difference to the sense of accomplishment and progress, that is an important part of unscripted videogames and RPG campaigns alike. Losing is good, because it tells you that any victory you gain has been earned.

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No more D&D for me, please

I feel like I am done with Dungeons & Dragons. I started with this game 16 years ago and while I had a lot of great fun playing, I stopped being thrilled about the rules very soon after. The d20 system just seems excessively over-engineered, and the older AD&D system is just a total mess. But the d20 system was the over-engineered devil I knew inside out and the vast majority of other RPGs I’ve come across over the years were even less suited to my needs. It’s not like I wanted to run Dungeons & Dragons and Pathfinder games, but there just wasn’t anything there to replace it with.

B/X was a bit of a pleasant surprise, being a much more lightweight version of the incomprehensible chaos of AD&D. But even if you replace the magic system and fix the way attack rolls are made, it’s still the basic D&D system at the core. The system where characters start extremely fragile and you have double your starting hit points at 2nd level, tripple your starting hit points at 3rd level and so on. Using a d20 as the standard die for attack rolls, ability checks, skill checks, and saving throws is certainly an improvement over using d100s, but you still end up with a game of pretty big numbers you have to juggle around. And because of those two things, the gameplay changes quite a bit as your characters progress. At lower levels you can’t fight giants and by the time you’re able to deal with giants goblins are no longer a threat. And if you play relatively rarely with a moderate pace of level advancement, a great number of possible adventures only becomes possible after you’ve been playing for a very long time. And my campaigns usually go only two to three years. Except for the one time we played a published adventure for high level parites and started at level 16, I’ve only seen characters reach 10th level once. I almost never got to use dragons, giants, and demons. And all those huge piles of magic items!

At it’s very heart, this game is made for dungeon crawling and tactical combat. And that’s just not what I want or what I need. E6 was an interesting patch and I heard the 5th edition actually adresses some of the things I’ve long been having problems with. But there is still so much about the game I can’t stand anymore. Alignment is what I consider the worst idea in RPG history, and the magic system can’t emulate any other kind of fantasy. As someone said a while back, “Dungeons & Dragons really only can represent Dungeons & Dragons.” And I just don’t plain like this style of fantasy.

Planescape and Dark Sun are wonderful settings, which I still enjoy and consider among the best that were ever made. Planescape completely embraces the strangeness of the D&D system and commits full to creating a fictional world based on its assumption. That works for me. Dark Sun does almost the opposite and shoves all the conventions of the game out of the window. It’s a great world, which I think actually works perfectly well using entirely different rules system to play it. And I still like the old Baldur’s Gate games. But not because of being Dungeons & Dragons, but despite it. There are so many compelling things about them, that I can live with the mechanics being weird. And being a videogame, I actually don’t have to bother with the mechanics at all. That all happens invisible from me inside the computer.

The most interesting thing currently happening with D&D are the creations of the OSR crowd. Say about the rules of the old editions whatever you want (and I want to say “they are crap”), but there were a couple of good ideas that are very much worse being reexamined again to learn lessons from them. “XP for treasure” being one of them, and of course the highly important “Rulings, not rules”. The effect of using Encumbrance and tracking supplies is also a very interesting one, as is the whole idea of wandering monsters, morale, and reaction rolls. And of course, there’s been a good number of very intriguing settings and adventures in recent years, which are being released for use with various retroclones, but really exist mostly independent of the rules. While I think the old editions of D&D are terrible, the general ideas of the Oldschool style are still very intriguing. So I’ll still be keeping an eye on what the OSR people are doing.

Just no more 1d20+14, please.

The Next Big Thing in OSR?

I just noticed yesterday that there seems to be a pattern of certain trends or even fads among OSR writers and commenters over the years. OSR as it exists today is usually considered to have started with OSRIC in 2006, but really appeared to be a thing that gets discussed on the internet around 2008 or so. Look at any of the oldest websites that are still around and almost none of them is older than that.

And as far as I am able to tell, there have been four main periods so far: Retroclones, Megadungeons, Sandboxes, and Weird Fantasy. Though I am getting the feeling that Weird Fantasy might already be on its final legs. But I am wondering what the next big thing that gets everyone excited might be. I think one good candidate might be Campaign Settings. The most highly praised releases of the last couple of months seem to be Yoon-Suin and A Red and Pleasant Land. Wouldn’t be surprised if we’re going to see more people hopping up on that train, though it might not be lending itself to discussing the theories behind it as much as the previous trends.

Idols for Sword & Sorcery BECMI

Reading in the Dungeons & Dragons Rules Cylopedia today, I got reminded of the relics again, which had been introduced in the Companion Set. In B/X and BECMI, only humans can take the cleric and thief classes. All dwarf and halfling characters and NPCs have the abilities of fighters and all elves the abilities of both fighters and magic-users. AD&D made the concession that these demihuman races can have NPC clerics, but in the Basic and Expert sets they have no access to cleric magic at all. To get them access to healing magic and protection against undead, the Companion Set introduced the relics. For the elves, the relic is a Tree of Life, for the dwarves it’s a magic force, and for the halflings a magic fire bowl.

Each relic has a single keeper, who is a regular NPC of that race, but who has access to special powers provided by the relic. He is able to cast spells that heal wounds, cure blindness and disease, neutralize poisons, and identify magic items. In addition to that, the relic is constantly using the Turn Undead ability of a 15th level cleric with a radius of 360 feet. Which is powerful to turn everything except for lichs and instantly destroys everything up to and including vampires. The keeper can use the spells almost unlimited, but every time he does the radius of the Turn Undead area shrinks by 5 feet and only returns by 5 feet per day. So the keeper has a very strong incentive to always try to keep the power of the relic close to its maximum and not cast cure serious wounds on every little bruise.

151217For my Ancient Lands setting I’ve never been happy with clerics, as their abilities really don’t fit as stand-ins for tribal shamans at all. Keepers are a totally different story though. They recieve their powers from a specifc object tied to a specific place, which serves as a conduit for divine powers. And it has a strong resemblance to many animistic religions and traditions. In the technical terms of antropology, the relics are idols. They are physical objects in which the divine force resides and which priests and worshipers visit in person to communicate with the deity. It is a temporary or permanent home of the deity and in some cases it’s actual body. I belive even in Greek religion it was believed that the deity is actually present in the statue that represents it in its temple. In other places, these idols are natural features, like mountains, springs, or unusual large trees or rocks.

In the RC, all elven relics are Trees of Life and all dwarven relics forges, and they all grant the same spells to their keepers. But that really doesn’t have to be that way. Not only can you easily change the appearance of each relic, you can also easily add a few more spells to their reportoire. Also, the Turn Undead effect could be replaced with a different power that is permanently active. The wonderful thing about it is, that it works at every level. It works for a small village shrine that simply has an idol for the spirit of the lake that lies next to it, and you can also have an idol inside a huge temple within a large city, which channels the divine power of the sun to the high priests. By chosing different appearances and powers for each idol, every local cult becomes unique and can have quite different means to protect itself against harm. Instead of a Turn Undead aura, the keeper could be given the ability to raise ring of growth of plants with a 360 feet radius around the idol, to raise and lower an impenetrable wall of briars as it is needed. You could have a shrine in a fortress that constantly puts a bless spell on any defenders on its walls. An a deranged cult that worships a horrific entity from the Underworld might have an idol that utterly defies description. In wilderness locations, an idol could take the form of a magic spring, a waterfall, or a giant tree. Or really anything you can imagine.

I think these idols probably work best if you don’t have any cleric characters at all in the setting. I personally would allow mages to learn cure light wounds as a 2nd level spell and neutralize poison as a 4th level spell, since player characters tend to get into trouble far away from any settlement and you generally don’t want to have the party constantly commuting back and forth during adventures. But any other cleric spells, like restoration, cure blindness, and raise dead, should only be available as miracles granted by the gods if a ritual is performed before their idol. And since most of these gods would just be relatively minor spirits of the land, not even all of them might be able to perform all of these. To raise someone from death, it wouldn’t be out of place to have the party travel to visit the archdruid at the oldest tree in the heart of the forest, or to descent into the Underworld to find an ancient shrine where a powerful demon is being held imprisoned.

Starting at high Hit Points

One peculiar thing about Dungeons & Dragons, and especially in the older editions, is that characters at first and second level are extremely fragile because they have very little hit points and even a single hit by a pretty minor foe can easily lead to instant death, even if the character had been uninjured. A common reason I’ve seen people give for this is the idea of “Zero to Hero”, where you start as an absolute nobody with no skill at all and have to work your way up to become someone. But at some closer examination, that is not really the case. First level fighters are already elite warriors who are standing well above all regular soldiers, mercenaries, bandits, and other professional full-time warriors, many of which have been at that job for years or decades. Except for commanders, all soldiers in B/X or AD&D are simply “Normal Men” or “0 level men-at-atms”. A first level fighter has a better chance to hit, better saving throws, and also has a Constitution score that can get him additional hit points. You’re not a nobody, you’re already starting as someone who has come farther than all regular people will ever get.

As characters go from 1st to 2nd level, their average hit points double, and depending on how your dice fell, they might even tripple. Yet enemies are still dealing pretty much the same damage, so that is a huge jump in your odds to survive. In some recent games, like Barbarians of Lemuria, Dragon Age, and Atlantis, hit points for starting characters are handled quite differently. You start at a pretty decent number but then increase your maximum number of hit points only at a relatively modest pace. I wonder how that would change D&D?

One simple idea would be to reduce the type of hit die by one step for each class and then give all characters a number of bonus hit points equal to twice the maximum hit die result. An AD&D thief would start with 8+1d4 hp (9-12) instead of 1d6 hp (1-6) and a figher with 16+1d8 hp (17-24) instead of 1d10 hp (1-10). If you leave the amount of damage dealt by enemies unchanged this should change gameplay at lower levels quite significantly. Ignoring healing spells and potions (which 1st level parties would have almost no access to), staying power would increase about an average of four times. As you go to higher levels, that initial boost becomes increasingly less significant and you probably wouldn’t notice the difference between 9d10 hp (average 50) and 9d8+16 hp (average 56). If survival at low levels becomes significantly easier and groups can take on much larger numbers of enemies, but you got almost no difference at higher levels, it also quite likely would change the perception of how high-level play becomes either easier or harder.

However, that would mean that 1st level characters are able to deal with much larger numbers of low-level monsters at once, and I am not sure if I’d want them to be that heroic. One solution would be to also give all the monsters bonus hit points. Perhaps equal to the maximum result of one hit die (8). That would mean one on one fights are unlikely to end at the first hit and usually take two or three to win. This would be closer to what the games I mentioned above are doing.

I’d really like to try that out and see what happens.

Simple Treasure table for B/X

While I am generally a fan of having characters gain experience based not only on the amount of enemies they defeat in battle but also on how many treasures they retrieved during the adventure, dealing with individual gold pieces always seemed too fiddly to me.

My preffered way to handle treasure both in regard to wealth and encumbrance is to use a simple unit of “1 treasure”. As long as characters still have 1 treasure, they can buy any items and services of trivial costs, such as food, drink, a room in an inn, most weapons, and so on. Anything that is too expensive for most common people to affort cost 1 treasure, such as a horse, chainmal armor, or a boat. As a rule of thumb, every treasure is worth about 100 gold pieces and can consists either of a bag of coins, a large golden cup, a crown, or whatever else the GM wants to describe it like. It also counts as 1 item for calculating encumbrance. (A character carrying items numbering up to their Strength score are unencumbred and can carry twice as much being lightly encumbred and three times as much being heavily encumbred.)

The treasure tables in the Basic and Expert sets of Dungeons & Dragons give various chances and amounts for different types of coins and gems, so using this alternative treasure system while retaining the same rate of experience gain requires some conversion work.

Which I did. Here’s the result.

snapshot123Type J and type P to S are not on this table as their average results are way below 100 gp.