Showing posts with label masterial components. Show all posts
Showing posts with label masterial components. Show all posts

Friday, December 3, 2010

Top Ten Craziest AD&D Rules (part 2)

5) Nearly Anything in Unearthed Arcana

Sure, the cantrips were nice, and weapon specialization was popular with players, and already in-use in many campaigns -- but the unbalanced "new" PC classes (mostly cribbed from Dragon Magazine), the new sub-races of elves (why play any elf but a grugach or drow anymore?) really embraced the new "risk-lite" era of gaming, in which munchkin-ism was an assumed part of the game, and characters being anything less than superhuman was unthinkable. UA also introduced the new format of most TSR products from there onwards; the half DM/half player supplement. Which obviously never worked. DMs couldn't surprise players with the new info, since most of them obviously read the "for the DM's eyes only!" material. There is no honor amongst thieves, nor amongst gamers when it comes to players trying to beat their DM.


My take: UA blew me and my friends away when it came out. We used the new classes shamelessly, to the point where pretty much every character in games for around a year were classes out of this book. Cantrips, spells, whatever, I loved them. Never really used proficiencies, and don’t really use anything out of it in terms of characters these days. I let Big Dan run a female drow. There will be no more female drow PC’s in my game. Nuff said.

4) God Stats

If you don't want me to kill Loki, don't tell me how many hit points he has. It's as simple as that. Deities and Demigods went to great lengths in gaming-up pantheons (both real-life and fictional -- including the Melnibonian, Nehwon, and Cthulhu mythoi that would be excised for copyright issues in the third printing), which was sort of cool--but giving the divine stats is really just begging for them to be used as high-level monsters. Which, it was constantly claimed by TSR, was not the point--though the fact that TSR's own module Q1: Queen of the Demonweb Pits includes a climax in which it's very possible (if not exceptionally easy) to kill Lolth herself makes this claim somewhat dubious. Later editions have had their cake and eaten it too in claiming that these stats aren't the gods themselves, but their avatars on the material plane. Which is sort of cheating, but then again, so is claiming to have killed Zeus fair and square.


My take: Heh, I love that first sentence. Deit & Demi’s was a fun read on the toilet, but never got much in-game use out of it. Especially when I had created my own gods for my game world at around age 13. I actually got more ideas of of the book for my Call of Cthulhu games than I did for my D&D, although it was my reference for a Lovecraft inspired D&D campaign I did in the 80’s.

3) Material Components

Ah yes, the rule that turned all magic-users into ghoulish souvenir-hunters and gem-hoarders. This is one of those rules that some DMs used just to piss their players off--I mean, Identify is one of the most common spells cast by Magic-Users, and the material components are a 100gp pearl, and an infusion of an owl feather in wine with a miniature carp both swallowed whole. (Minature carp? Is that even a thing?) And at higher levels, the components get ridiculously expensive -- Shape Change requires a jade circlet worth at least 5000gp, Duo-Dimension requires a similar ivory cameo of the caster worth 5000-10000 gp, and even the fifth-level Wall of Force requires a "pinch" of diamond dust. It's pretty ridiculous, and with all the weird stuff that wizards would have to cart around for all their spells--gloves for the Bigby spells, balls of guano and sulphur for Fireballs, and rotten eggs for Stinking Cloud (you don't really even have to cast the spell--just throw the damn egg) -- it's surprising that Magic-Users in D&D don't come across more as the fantasy equivalent of cart-pushing bag ladies.


My take: yeah, it gets pretty stupid. In a lot of ways I think some of this takes the piss and fun right out of spell use. I really don’t like to have any component be all that rare or expensive. I for sure don’t make Big Ben’s high elf MU Lumarin in my game swallow a fucking miniature carp when he does one of his ID spells. Then again, in his particular case maybe I should just for laughs. Ben is sort of “by the book. ”Take that, sucker! Make a con roll to avoid choking on that fish and owl feather.”

2) Encumbrance

The ultimate rule that almost no one played with. There's no denying that it makes sense -- if you're striving for realism, there's no way that your character is carrying around much gold at all, especially if you're a thief relying primarily on stealth and agility. And especially in that case, encumbrance rules are pretty generous. But still, they're a pain, and most groups tended to fall in to one of three categories: those that ignored it completely, those that really only paid attention to it when it was egregious, and those that were granted a plethora of bags of holding in order to "realistically" be able to ignore it completely. And why? Because it's a dumb, real-life rule that gets in the way of, you know, actually having fun. It's the same reason most characters are still carrying around that one-week supply of iron rations, and generally don't worry about food unless they're in a tavern. It's the same reason that there aren't rules for potty breaks in the dungeon. It's the same reason there's not a table for seeing if you have a stiff neck from sleeping on a dungeon floor. Because it's a game.


My take: I’m pretty easy going on this. Although sometimes it irks. Recently Andy told me he was carrying three weeks worth of food. What, for a fucking hamster? Do you have any idea what three weeks of food would be like? And not just for a 6’3” fatass like me, but even skinny Andy’s three weeks of jerky and trail mix would be three shopping bags worth. Ah well, best not to think on it too much. Like alignment and components, Encumbrance is a pain in the patoot.

1) Grappling

This system has never worked in the history of the game. Non-lethal combat -- even just grab-moves in weaponed combat -- has always been a nightmare of a process, in every edition. Which is a shame, because a good tavern brawl should be easy to have. It would also be a pretty fun way to make combat more interesting--instead of just trading blows, you could actually grab that evil fighter by the hauberk and throw him across the room. But no, it's not so easy as just rolling to-hit. You have to consult percentages charts, figure out how many increments of 10% your strength is over 18, compare it to how many points over 14 your opponent's dexterity is, determine the kind of helmet your foe is wearing (open-faced? nasaled but otherwise open? visored or slitted?). And then, at some point in the process, you consult the "do you no longer care about actually following through with this move?" percentage on Table F.I.2: Loss of Interest. And if you're like 99.9% of the players who tried this, you eventually determine: "Ah, fuck it. I swing my sword."


My take: when AD&D first came out when I was a little kid, I could already tell by the weaponless combat rules that Gygax had never been in a fight in his life. Not only did I have two older brothers who were quick with a punch (go tell dad and he’d say in his thick Scottish accent “better learn to git yer hands up” before bopping me on the noggin with his huge, coal miner hand), I grew up in a poor version of now rich and trendy Venice Beach, and had to make the occasional statement to creeps who were usually smaller than me but thought they could box me around. Even before getting into boxing/kick boxing later in life, I knew how to take it to somebody’s grill. Needless to say, I had my own brawling rules very early on. I’ll post on that one day, fight fans.