Hit Die Type Dilemma

Image

Dimirag, who has always had good advice and constructive criticism, noted that the Hit Die spread for classes in Heroes & Hexes feels somewhat uneven. As it is now, the Hit Die types for each class are:

Barbarians: d12

Cleric, druids, and bards: d8

Fighters, rangers, and paladins: d10

Magic-user: d4

Monks: d8

Thieves and assassins: d8

The lack of a d6 Hit Die type does seem a bit off to me and has been the source of an ongoing debate in my head. I boosted the HPs for thieves and assassins because, in just about every game that I’ve played in over the past 25 years, rogues have been expected to join in melee combat… dipping in and out while dealing decent damage.

As a result, I boosted their HD type to a d8; matching that of most other classes and monsters; reflecting that they have some martial prowess. The same goes for every other class with that “average” Hit Die Type… bards, clerics, druid, and monks.

That leaves me with 3 solutions, which I wanted to run past you all and get your feedback on:

1] Boost magic-users to a d6 HD. This still makes them the least hardy the classes and reflects their poor martial training; as their HD type is still lower than that of all other classes and most of their monstrous foes. This is the easiest solution but pushes the game further into modern D&D/Pathfinder territory. It also gives the HD types a better symmetry (d6 for magic-users, d8 for clerics, monks, and thieves, d10 for fighters, and d12 for barbarians).

2] Drop thieves and assassins back to a d6 HD. They had that in every version from AD&D through 3.5 and were fine in melee, as long as they just were careful and didn’t go toe-to-toe with heavier hitters. This solution pushes the game back toward its AD&D through 3rd edition roots. I’m leaning towards this even though I feel that thieves should have the same HD type as clerics.

3] Give clerics and druids, who are both full spellcasters, a d6 HD. From a rules-balance perspective, this makes the most sense. I could also grant clerics with more martial domains a d8 HD or +1 Hit Point/level (which is effectively the same thing). This solution is the most unorthodox but makes sense. Bards would retain their d8 HD because they are not full spellcasters. If I revamped them, making them full casters, they’d also get a d6 HD but lose Bardic Music and gain access to spells that mimic that ability.

So… what say you all?

Heroes & Hexes: Player’s Handbook

I haven’t posted much here lately but it’s for a good reason. I’ve been looking over my Player’s Handbook, Dungeon Master’s Guide, and Monstrous Manual and making minor changes as I move towards stripping out WotC’s IP.

The first step is a minor one: changing the name to Heroes & Hexes, swapping Dungeon Master for Gamemaster, making corrections and clarifications, and (in some instances) tweaking the rules to add flexibility, options, and challenges.

The first book, the Player’s Handbook, has the following changes:

  • The term “race” was changed to “ancestry.” It sounds more like a fantasy term and is, strictly speaking, more accurate.
  • Proficiency bonus progression has been slightly improved, with the proficiency bonus now being equal to a creature’s level or Hit Dice divided by two, rounding up fractions.
  • Each ancestry still has preferred classes but, now, advancing in a preferred class grants a character 1 bonus Hit Point per level.
  • Each ancestry is slightly tweaked. Dwarves, elves, gnomes, and halflings now gain proficiency with weapons commonly used by their people. Forest gnomes have been added. Half-elves and half-orcs both gain 1 bonus skill at character creation. Half-orcs’ ability adjustments now match those in AD&D.
  • Generally, class abilities have been edited for clarity.
  • Assassins’ Backstab and Killing Strike abilities have been clarified with regards to concealment and range.
  • Bardic Music has been simplified and cleaned up.
  • The Saving Throw bonuses granted by class abilities such as Battle Frenzy and Danger Sense have been slightly reduced from a maximum of +5 to a maximum of +4.
  • Clerics with the Law domain now gain the newly added Investigation skill.
  • Fighters are now more customizable, gaining a Fighting Style at levels 2 and 10. This allows for the creation of a wider range of fighter-types, such as archers and duelists.
  • Magic-Users gain the Arcane Recovery ability at 2nd level. This allows them to regain all expended cantrips, as well a number of spell levels equal to 1/2 of their magic-user level. They must rest and study their spell book for an hour in order to regain these spells.
  • Paladins may now expend Hit Points from their Lay on Hands ability to damage undead and creatures native to the Lower Planes. This Smite Evil ability only applies to melee attacks.
  • Rangers may now choose their Favored Enemies and, at higher levels, gain additional Favored Enemies.
  • Thieves’ Backstab and Sneak Attack abilities have been clarified with regards to concealment and range.
  • Starting skills are more clearly delineated at the beginning of the Skills section.
  • Investigation has been added as a skill. Perception reflects how sharp a character’s senses are. Investigate represents a character’s ability to search for clues and use deductive reasoning.
  • Item Saving Throws were a mess. I’ve improved those rules and made them much clearer.
  • Rules for light, cover, and concealment have been updated and clarified.
  • Hex and Elemental Bolt have been added (re-added in the case of Elemental Bolt) as magic-user cantrips.
  • Spells have been slightly edited for clarity in some instances.

Please check out the PDF for it below and let me know what you think:

My Altervista Site is Down…

Hi all,

My free AD&D3E site has limited bandwidth (30Gb/month) and is temporarily disabled if that is exceeded.

This past month, I paid to have that upgraded to 50Gb/month but traffic still exceeded that… so I’m thinking that it got hit with a Denial of Service attack. My site gets some traffic but not THAT much!

The good news is that you can download the files from my Blog:

AD&D3E Files

Greyhawk Resources for AD&D3E

BX3E Download

AD&D3E and BX3E Covers

This site shouldn’t have any problems handling traffic and offers much better download speeds.

Happy gaming,

Scruffygrognard!

Image

Slow Going… but Going!

I’ve been slowly making my way through the Player’s Handbook, tweaking some terminology and making minor adjustments/corrections to the rules.

One question:

Should I change the Hit Die Type for Assassins and Thieves to a d8? My thought is that I should, since those classes are often in melee combat, where they should “stick-and-move” rather than stand toe-to-toe with their foes. Still, as non-casters, they could do with a small boost (gaining an average of 1 Hit Point/level if I make the change).

At this point, my working title is Heroes & Hexes but that could change. Also, for the first run of changes, I’m only changing the title and tweaking/correcting the rules. The classic art from AD&D will remain the same until I’ve re-printed and playtested the updated rules. If that goes well, my next step would be to rewrite the flavor text while adding new art.

Image

First Steps Toward “OGL”ing AD&D3e

My wife, pups, and I have settled into our new home (for the most part) and, now that I have more time, I’ll start stripping out WotC’s art and text in order to make AD&D3e available for printing and playing without any legal entanglements.

The first step is to give the newly edited rules a name that reflects the nature of the game and its roots. I had thought Swords & Sorcery would work but, upon further reflection, think that it steers the game too much towards pulp fantasy; limiting its scope. While I love games like pulp-inspired RPGs like Barbarians of Lemuria and Mongoose’s old Conan RPG, I’d prefer to keep my rules open-ended enough to encompass different fantasy subgenres… much like 2nd Edition AD&D did. Besides, the implied setting of my rules would, if anything, veer closer to Greyhawk than pulp worlds like Hyboria or Nehwon.

So, if you’re reading this, please leave suggestions in the comments section. For now, here are some that I’ve considered:

  • Adventures into the Unknown: This title was used by a comic series that ran in the 1940s-60s but is not currently being used. There are a few RPG books that do use Into the Unknown as their title, however.
  • Heroes & Hexes: I like this one because “hexes” has a double-meaning… it can mean both spells and map hexes.
  • Mages & Monsters: This one’s a bit cheeky and too similar to the anti-RPG film Mazes & Monsters.
  • Wizards & Wyverns: This game title appears in the Firewatch game as a placeholder for D&D but doesn’t actually exist.

Looking to the Future of AD&D3e and BX3e

As I’ve been packing up my belongings and getting ready to move, I got to thinking about what’s in store for my AD&D3e and BX3e rules.

My goal is to strip out all of TSR/WotC’s art and text and make both sets of rules available for sale through Lulu. The plan is to start revisions later in the year, after settling into my my house and enjoying some post-retirement downtime, and spend some time each day revising the rules.

Step one is coming up with a name for the rules and, think that Swords & Sorcery could work… and, surprisingly, has not been used for a published RPG so far. The art and text would have to match that title; so I’m thinking the game would have more of a pulpy feel to it.

Any thoughts on that?

BX3e Download Link

I’ve been getting more emails from people expressing interest in my streamlined, BX3e rules.

For those who didn’t see my old blog post, BX3e is my take on what a modern version of Moldvay’s Basic and Expert Dungeons & Dragons rules would look like if it covered levels 1-20. 

For those who want added complexity, I have included options that allow you to recreate Advanced Dungeons & Dragons characters, such as monks and paladins, with this ruleset. It also includes rules for both multi- and dual-classing.

Unlike my AD&D3e rules, which are broken up into three books (totaling more than 1000 pages), BX3e is completely self-contained in one, 200-page, book.

Image

Greyhawk Resources for AD&D3e Page Link

Due to the slow download speeds on my Greyhawk Page for AD&D3e (Altervista), I’ve also created a WordPress Page that has links to Greyhawk-related files: Greyhawk Resources for AD&D3e Page (WordPress)

As with the Altervista AD&D3e page, the Altervista Greyhawk page isn’t going away… I’m just giving another option for times when download speeds on that site are extremely slow. WordPress should allow for faster download speeds than my Altervista site.

The files are also provided below, for ease of finding them:

Guide to Greyhawk

Character Creation Guide

Heraldry of the Flanaess

Map of The Flanaess

Image

AD&D3E Resource Page Link

Due to the slow download speeds on my AD&D3e Page (Altervista), I’ve created a WordPress Page that has links to all of the AD&D3e files: AD&D3e Resources Page (WordPress)

The Altervista page isn’t going away… I’m just giving another option for times when download speeds on that site are extremely slow. Last night, for example, I tried to download some files from the site and waited… and waited… for them to download.

WordPress should allow for faster download speeds than my Altervista site.

Soon, I’ll add a page for my Greyhawk files and, eventually, a Planescape page.

The files are also provided below, for ease of finding them:

Player’s Handbook

Dungeons Master’s Guide

Monstrous Manual

DM Screen

Excel Character Sheet