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Rules Discussion » Spell memorization » 1/16/2016 6:54 am

nDervish
Replies: 5

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I can't find a direct statement or explanation in the actual text, but I'm fairly sure it's intended to follow the original AD&D rules (since the system is largely AD&D based), in which a standard 1st level Magician knows 3 spells, but can only memorize one of them at a time and forgets it when the spell is cast.  The one memorized spell is the only one that's ready for use.

If he gets a bonus spell for high Intelligence, then he can memorize two of his three spells (or the same one twice) at a time.  The non-memorized spell(s) would not be available to cast, other than by casting from a scroll or directly from his spellbook.

General Discussion » capitalbill, awesome dude » 12/27/2015 5:18 am

nDervish
Replies: 10

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Hail to the heroes!

As Chainsaw said, I can only hope that I would do the same were I ever in that situation.

Sorcery » Spell Schools / Overlapping Spell Lists » 12/12/2015 4:41 am

nDervish
Replies: 22

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Blackadder23 wrote:

I thought your original explanation for why they couldn't use the same spells (different magical languages) was perfectly reasonable.

 
If that's the rationale, then perhaps implement a method for characters to learn another magical language, thus allowing them to learn shared spells from the other class?

Sorcery » How to make the game... Less magic » 9/19/2015 5:14 am

nDervish
Replies: 42

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francisca wrote:

This, in turn, requires significant changes to adventure design to compensate for the radically-reduced durability of the PCs. Which is a good deal more trouble than just saying "this magic doesn't exist".

Okay, I'm really confused by this.  Are you talking about existing adventures?  I mean, I wouldn't run the G and D series without magic, for example.

Yes, and that was exactly my point.  In a no-magic game, adventures (whether homebrew or published) must be designed differently than in a magic-filled game.

Successfully removing magic from a D&D-family game takes more than just saying "no more magic!" You must also make other changes along with it:  Have fewer combats, with time for characters to rest and heal between them.  More carefully consider the number and strength of enemies in each combat, since there isn't readily-available in-combat healing to make up for strong opposition.  Don't run published modules, such as the G and D series.  Etc.

No, it's not rocket science.  But it is more complex than simply declaring magic to be absent and continuing to do everything else in the default way.

Sorcery » How to make the game... Less magic » 9/17/2015 3:43 am

nDervish
Replies: 42

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francisca wrote:

It's easy.  Don't use all the magic.

 
If only it were that easy.  :D

When people start talking about excessive magic in D&D-type games, they usually either go straight for "excessive numbers of magic items" or "fireball-type spells" and, yeah, both of those are easy to get rid of.

But then there's healing magic.

D&D and its clones are heavily based on characters being able to be beaten down and bounce back repeatedly, in rapid succession, often within the span of a single combat.  If you take away clerical healing spells and barrels of healing potions, characters are no longer able to do that, instead taking days, weeks, or even months to recover from their injuries after combat.  This, in turn, requires significant changes to adventure design to compensate for the radically-reduced durability of the PCs.  Which is a good deal more trouble than just saying "this magic doesn't exist".

General Discussion » What are you doing in gaming? » 9/11/2015 5:27 am

nDervish
Replies: 25

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My last campaign (ACKS) wrapped up last February, due to players relocating and general Real Life(TM) issues.

Currently looking towards trying to arrange some one-shots to try out Fantaji Universal and a RuneQuest 6 campaign, but having little luck, mainly thanks to nobody having heard of Fantaji and my own inability to decide what kind of campaign I'd want to run in RQ6.  (Definitely not feeling like fantasy.  Mostly waffling between various flavors of post-apoc and transdimensional.)

Rules Discussion » Fire Trap » 8/11/2015 3:55 am

nDervish
Replies: 3

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Zombieman wrote:

one critical hit or fall 

 
Isn't AS&SH one of the branches of D&D where, if a character fails a saving throw, then anything they're carrying has to make a saving throw as well?

Just sayin'...

Announcements » Rats in the Walls » 5/02/2015 7:46 am

nDervish
Replies: 22

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FYI: Just spotted an error on DTRPG's page for Rats in the Walls (http://www.drivethrurpg.com/product/128499/Rats-in-the-Walls).  The description text starts out with

TAKEN from DUNWICH

An adventure in HYPERBOREA designed for 4–6 characters of 1st through 2nd level. For use with Astonishing Swordsmen & Sorcerers of Hyperborea™ and other traditional fantasy role-playing games.

The "TAKEN from DUNWICH" title should probably be "RATS in the WALLS".

Rules Discussion » Magic Item Xp » 4/29/2015 8:41 am

nDervish
Replies: 11

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I've always split the XP for treasure evenly, even if the treasure itself is divided unevenly.  Partly because everyone participated (at least relatively) equally in retrieving it, but mostly because I don't like the metagaming of "We got 1200gp of loot and Bob needs 1000 XP to level, so Bob gets 1000gp and the rest of us will share the other 200gp."

If the fighter sells the sword, then I would give no magic item XP for the sword, but the party would get the standard 1 XP per gp for the sale price.

General Discussion » Hyperborean weather » 4/29/2015 5:14 am

nDervish
Replies: 14

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Blackadder23 wrote:

To me one of the best things about Hyperborea is that it's not another Hyboria clone with a pseudo-Middle East and a pseudo-Africa and a pseudo-China and all the different real world climate zones carefully laid out to allow a full range of different terrain and vegetation.  Rather, it's a very distinctive setting with a certain limited range of weather, climate, and landscapes.

 
I agree with this statement as far as it goes.  It's just that, like I said in the OP, I grew up in Minnesota.  I now live in Sweden.  For me, at least, "snow as far as the eye can see, and then more snow after that" is the most ungodly boring landscape I can imagine, even if it's snow-covered forests and snow-covered mountains instead of a flat, snow-covered plain.

I have nothing against dumping the carefully arranged pseudo-real-world regions and replacing them with a limited range of weather, climate, and landscapes, so long as the limited range which is used is an interesting range.

DMPrata wrote:

The islands near the Rim of the World are near-tropical for the most part, averaging 75–85°F throughout the cycle. Even Port Zangerios generally remains above freezing in the dark years, with summer temperatures in the low 70s. The mainland is definitely colder, though, averaging around 15°F in the winter years and 50s in the summer. In the depths of the Spiral Mountain Array, of course, summer temperatures scarcely reach double digits and in the years of darkness can plummet as low as –45°F (with a wind chill equivalent of –85°F!).

Thanks!  That sounds roughly similar to what I was thinking, although I hadn't gotten to the point of putting numbers on it yet.

General Discussion » Hyperborean weather » 4/28/2015 8:07 am

nDervish
Replies: 14

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ThornPlutonius wrote:

Practically speaking, you can make Hyperborea anything that you want it to be.  The rules share Ghul's Hyperborea.  I'm considering defining it as having more heat and moisture close to the edge of the "disc" and dry cold closer to the central peak.

I've been thinking along similar lines, particularly given that the points of the hexagon are defined as 0 degrees latitude and Mt. Vhuurmithadon as 90 degrees, implying that the edge is equatorial while the center is polar in Old Earth terms, but I'm curious both about how Ghul envisions it and what other GMs have done with it.

ThornPlutonius wrote:

(And to further my apostasy, I will be using RuneQuest 6 rules instead of Ghul's D20 variation.)

 (Don't tell Ghul, but that was actually the reason for my recent rereading of the gazetteer...  I've recently discovered RQ6 and was preparing to start a conversion of the Hyperborean setting.)

General Discussion » Hyperborean weather » 4/28/2015 3:23 am

nDervish
Replies: 14

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From the trivia thread:

capitalbill wrote:

Well, one answer is Thorgunna's Island. This charming weekend getaway locale comes fully equipped with a "naked horde of lotus-chewing wild berserkers." Not sure on the second location. I came across lots of mentions of savage nakedness, but no other specific mention of berserkers unless I missed something.

Anlates Island has savage naked Amazons and Ixians
The Black Forest Inlet has naked cannibalistic men
Onja Cot has naked Pictish cannibals

What are the larger climate patterns in Hyperborea supposed to look like?  When I recently reread the gazetteer, I mainly recall having seen lots of talk about the cold red sun and ice and snow and bitingly-cold winds that will freeze a man solid within seconds.  This doesn't seem entirely compatible with the existence of all these nudist colonies.

Aside from looking for naked savages to party with, this is of particular interest because my concept of swords & sorcery involves a lot of (hot, sandy) deserts and (hot, overgrown) jungles and few, or no, wind-swept snowscapes.  (Perhaps because I grew up in Minnesota - anything that I could see just by looking out the window half the year is hardly an exotic locale!)

Rules Discussion » Berserker attack rate » 4/14/2015 3:36 am

nDervish
Replies: 32

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Chainsaw wrote:

Normal attack rate was 3/2 because of weapon mastery and then berserker rage doubled it to 5/2.

Minor correction:  3/2 => 5/2 is +1 attack per round, not doubling (which would have given you 3/1).

Blackadder23 wrote:

Melee is the berserker's job.  He's supposed to dominate it.  When a lock needs picked, or an eldritch inscription needs deciphered, or the party needs a path through impenetrable magical brambles... then it's someone else's turn to shine.  All you have to do is provide a variety of challenges.  If your game is really nothing but combat... well, then they should all play fighter classes, right?  So there'd be no problem.

These things take care of themselves in an Old School game, at least in my experience.

 
Exactly!

Rules Discussion » Invisibility and torches » 11/24/2014 6:20 am

nDervish
Replies: 6

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I've always interpreted "the clothes / armour worn and gear carried by the subject" to be an ongoing determination rather than a one-shot thing when the spell is cast.  This does mean that objects picked up during the spell's duration become invisible, but it also means that dropped items immediately become visible - no patches of invisible oil or caltrops!

Even if you do treat is as a one-time determination when the spell is cast, it's easy to explain a coin disappearing when placed in your pouch while the wall behind you remains visible:  An item *enclosed by* an invisible item becomes invisible itself.  The coin is enclosed by your pouch.  The wall behind you is not.

But, if you use a strict "only what is on you at the time of casting becomes invisible" interpretation... remind me not to be anywhere near an invisible character who is eating.

Rules Discussion » Warlords of Hyperborea: Strongholds & Followers » 10/23/2014 6:05 am

nDervish
Replies: 42

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francisca wrote:

As you say, the rules in OD&D amount to stronghold building, not crop management, domain/kingdom building, etc...

 
Funny you should mention that...  At the moment, I'm in the process of going through Arneson's First Fantasy Campaign, which is all about his original Blackmoor campaign and how he ran it, including several of the rules he used.  Included among those rules are such things as:

- Annual rate of return on building farms and how that is affected by attacks on the farmers themselves.
- The number of trees per hex of wooded terrain, the number of logs required to build ships, and the rate of regrowth after you've turned some of those trees into logs.  (With an optional rule for cutting the trees down in advance and aging the logs before using them, in order to produce longer-lived ships.)

It was clearly a domain/kingdom-level game, with crop-management-like subsystems in place.

In your next post you said that Blackmoor-the-supplement contained nothing in the way of domain-level rules (I've never seen it myself, so I wouldn't know), but they were definitely a part of Blackmoor-the-campaign.

Which is not meant as an assertion that "Dave and Gary did this, so we must also do it", but merely to point out that "crop management, domain/kingdom building, etc..." were part of the earliest games played using what we now know as OD&D, even if the rules for those activities were never codified as a part of the OD&D rules as published.  (Why weren't they included?  My general impression from FFC is that the information it contains is essentially the history and house rules from Arneson's game, which leads me to assume that domain-level rules were unique to each early DM/Judge, in which case there would be no "standard" set of rules to publish.  But I could very easily be wrong in that conclusion.)

General Discussion » Tpk! » 9/16/2014 4:45 am

nDervish
Replies: 18

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Awesome TPK!  I especially love how they almost made it out... and then the monk went down... and then the monk got back up and killed the only other almost-survivor.

Rules Discussion » Making Magic Items Weird » 9/01/2014 4:41 am

nDervish
Replies: 11

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NAJones wrote:

You can always change the way magic items are "identified" if you want to maintain a sense of mystery. Don't let all of the properties of an item be revealed with a spell, make some of the properties hidden that only emerge through use, etc.

 
Indeed.

A few weeks ago, my players got their hands on a set of 10 magical crossbow bolts.  Analysis determined that they would "burst into flame" on impact.  (I'm sure all the GMs out there already know where this is headed...)

The following week, they got into a tough fight with a couple of trolls, so the crossbow specialist figured, "fire works on trolls" and fired one of those bolts into the melee.  The resulting fireball incapacitated half of the henchmen and outright killed all 13 of the party's mercenary pikemen.

They haven't found any more magic items since then, but they certainly sound like they'll be a bit more careful when they do...

Rules Discussion » Ascending AC » 8/13/2014 4:57 am

nDervish
Replies: 44

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Ghul wrote:

Well, I'm not going to say that one method is more elegant than the other, or that one is more intuitive. Perhaps for the newly initiated, the ascending method is easier to grasp. Maybe it is a breath of fresh air for some older players, too.

I don't personally have any strong attachment to either method, but I do know that, when my group tried switching from traditional descending AC to d20 + FA >= AC (at the request of a 3e player), combats immediately started to run noticeably faster, even for players who had never played any flavor of D&D before and taking into account the time needed to remind people of the rules change on their first few turns.

Ghul wrote:

Infinte vs. finite. In 3e/C&C, when the PCs start to reach 8th, 9th, 10th level or so, you can have a character whose bonuses come out to +16, but they need to hit an AC 34 monster.

I agree with you completely, but, really, that's an orthogonal issue.  You could just as easily have a monster with AC -14 and characters with THAC0 4 in a descending AC model and they'd need to roll a natural 18+ to hit, too.  The problem here is with the ever-growing numbers rather than the direction that AC runs.

Ghul wrote:

It is, by intent, a complete exercise in self-indulgence.

As well it should be!

Rules Discussion » Ascending AC » 8/12/2014 6:04 am

nDervish
Replies: 44

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Blackadder23 wrote:

I should point out that "to hit" numbers in Old School games are not really meant to be calculated on the fly or looked up on a table during play.  They're meant to be written on your sheet at character creation (and altered whenever they change due to level gains).

I would argue that a table on your character sheet, even if if has only a single row, is still a table.

Blackadder23 wrote:

Modifiers are applied to the d20 roll, not the target number.  That doesn't change.  No matter how fast someone can calculate a hit number, it won't be faster than just reading it off their character sheet - which is equally true no matter which way the AC numbers run.

If the AC is the hit number, then, yes, that's faster than reading it off their character sheet.  *roll d20* *apply modifiers*  "I rolled 15 and the monster is AC 13, so I hit."

Both table lookups and THAC0 insert an extra step (either a lookup or subtraction) to convert from "modified die roll" to "AC which is hit".  3e-style ascending AC removes that step entirely because the modified die roll and the AC which is hit are one and the same - roll a (modified) 12 and you hit AC 12; roll a 17 and you hit AC 17.

Rules Discussion » Alterness, Ambusher, and Surprize » 7/04/2014 5:33 am

nDervish
Replies: 7

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Kirowan wrote:

4. When facing monsters with different chances to surprized and surprize, do you use the best chances?

I tend to treat surprize as an individual, rather than a group, result, with each side rolling a single die, but applying and being affected by their modifiers individually.  So, in the most common case for my group, if the PCs encounter a group of monsters and the PCs roll a 2 on their surprize die, the ranger can spring into action immediately due to his greater situational awareness, but everyone else is surprized and loses a round.

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