Showing posts with label Labyrinth Lord. Show all posts
Showing posts with label Labyrinth Lord. Show all posts

Thursday, May 30, 2013

Labyrinth Lord Character Sheet

A quick update, I have created a completely derivative Labyrinth Lord character record sheet, which can be found here. Many thanks to Mike from Fear No Darkness for the original design (which merges the Advanced Dungeons & Dragons Colouring Album with the original Basic D&D character sheet). My sole contribution to this excellent sheet is to replace the low-resolution images with vectors (years in the printing industry has made me a pixel snob), as well as to remove some extra information on the reverse of the sheet and to add another doodle from the colouring book. I've slapped the Labyrinth Lord moniker on top of the first page in preparation for an upcoming campaign, but this could be easily modified if you are playing the original game.

Tuesday, May 21, 2013

The Thieves' Guilds of Minaria

The poor thief has been the subject of many debates and contentions since his incipient introduction in Supplement I: Greyhawk. The most common complaint falls upon the low starting ability of the thief class. It is true, with most special abilities starting at 10% to 15% chance of success, the thief can hardly feel "special," but is instead discouraged from risking his neck on his dubious skill set. In fact, these scores only improve to an even 50% somewhere around 7th level in most editions of Dungeons & Dragons, when the thief's fighter and magic-user compatriots are well on their way to obtaining the defining features of those classes. The other common grievance is that the thief class is either unnecessary or even inimical to a proper Dungeons & Dragons play experience. When the thief was introduced to Original Dungeons & Dragons, he largely co-opted and made exclusive certain adventuring abilities that all dungeon-delvers had previously shared. Common skills such as climbing, trap-finding and lock-picking were suddenly the sole prerogative of the doughty thief, who seemingly had no other function in the game than to encompass all of the competencies once enjoyed by the original adventurers. Instead of stealing treasure, thieves had stolen adventuring proficiency from the other characters.

Feeling the acute loss of fundamental dungeoneering capabilities, some referees qualified these "new" thief skills with the superlative: as Robert Fisher suggests, perhaps all classes can move quietly, but only thieves can move utterly silently. Yet, this approach does not address basic skills like lock-picking or trap-finding—talents that adventurers previously benefited from but were now bereft of. It also did not confront the relatively low chances of success of novice thieves, which rendered their skills prohibitively futile. Other house rules diminished the great difficulty of these dice rolls by granting significant bonuses for easier challenges—a rusted lock or a crude trap door, perhaps. This latter method only solved the clumsy low-level thief by effectively ignoring the rulebook, creating a balanced skill progression where a thief always faced challenges relative to his skill and therefore had comparable chances of success regardless of level (perhaps the very antithesis of early Dungeons & Dragons).

So what is to be done about these dual problems—the loss of common adventuring abilities from other characters and the relatively ineffective ability of the low-level thief? In Minaria, thieves are a vital part of the party, and any party that enters the dungeon without at least one or two in tow is in severe danger. Of course, any character has the same ability to explore the tricks and traps of the mythic underworld—I listen to their descriptions, look at their character sheet and then let them try their luck on a single polyhedral die (perhaps 3 in 8, or 5 in 12, or 2 in 6 and so on). I will even let the player pick her favorite lucky die and then adjudicate the odds for that die type. This approach demands that the referee give a clear description of the terrain and the player gives a clear description of her action, but this action is open to any and all characters (thieves included). However, if the players cannot figure out the trap by asking questions, or if they get a close guess but botch the roll, only the thief has a second layer of defense. Here, the thief's training and skill competency kicks in, and after failing the earlier attempt the thief can make a free, back-up saving roll on the Thieves' Abilities table. These bonus odds are on top of the regular effort, and are a second chance that can rescue the party regardless of whether they have figured out the trap. Played a different way, the party can skip the initial roleplaying and just have the thief roll the ability check. If this is successful, the trap is automatically described and bypassed and the adventure continues without pause. If this fails, the party must take a closer look at the trap and roleplay their attempt to manually disarm it.

At later levels, when thief skills become very high, it is likely the party will increasingly rely on the latter method—making initial recourse to the thief skill to see if the roleplay element can be dispensed with and more exciting parts of the dungeon can be accessed more quickly. At earlier levels, however, the party will enjoy the grittiness of dealing with traps and tricks more directly. Still, all characters should have a chance to open locks, remove traps, pick pockets, move silently, climb sheer surfaces and hide in shadows, at least when they describe a reasonable strategy and have character scores to support it. When the dice turn against such dungeon-delvers, however, thieves have a second chance to catch their fall. Sometimes, the narrated attempt will be unreasonable, and the referee will simply have to say No. Even when such practical constraints limit normal classes, though, thieves should still get their chance to snatch victory from defeat. By allowing thief skills to operate like an extra safety net for dashing heroics, thief characters are encouraged, not discouraged, from using their abilities.

Tuesday, January 26, 2010

REVIEW: Advanced Edition Companion

Admittedly, you could say my understanding of Advanced Dungeons & Dragons is pretty limited.  In fact, I was born a decade after the original game and, while I was certainly aware of D&D by the late 90's, my roots in this hobby are more accurately located in the early computer adventures like Zork et al.  Yet text-based adventure games and roleplaying share a common ancestry in Gygax and Arneson, and I came to the "old school" editions years later, drawn in by games like HackMaster and communities like Dragonsfoot.org.

One of the core principles of those original "old school" games, in contrast with modern game design, is that the rules are unapologetically suffused a certain implied setting, but are not sacrosanct.  Indeed, if the original Dungeons & Dragons game was unambiguous in anything, it was clear in its demand for immediate renovation and construction.  The "retro-clone" games, modern offerings that emulate these classics, have by and large done a good job at achieving the sense of an implied setting, but only fairly recent offerings have demanded referees to step out of the bounds of the written word to construct his own gaming bricolage (Swords & Wizardry WhiteBox deserves this honour).  Advanced Edition Companion, from Goblinoid Games, completes a trilogy of retro-clone games (including Labyrinth Lord and Original Edition Characters) that realizes a fundamental truth of those original campaigns from the early 80's: no one plays with just one set of rules.  Instead, campaigns were more often then not a mad mix of Basic D&D, "three little books" and a couple of odd AD&D hardbacks.  I, for one, am excited to see parties of Level 3 Elves and Half-Orc Assassins adventuring together again.

Advanced Edition Companion offers 153 pages of new options for your Labyrinth Lord game.  There are 7 races, 10 classes, 56 pages of spells, 17 pages of new magic items, 37 pages of new monsters as well as a slew of other new rules options and random tables to make your game a little more "advanced."  While Labyrinth Lord emulates Moldvay and Cook's Basic D&D, with its clean, consistent and simple system, Advanced Edition Companion portrays the heady days of Gygax's Advanced Dungeons & Dragons 1st Edition.  While these games were never fundamentally very different, the aporia at the heart of this combination has always been the varying levels of power between the two systems.  In the early days, this was bridged by sheer enthusiasm (and lack of other options).  Goblinoid Games has done an excellent job bringing this new supplement (along with the previous Original Edition Characters) into balance with the core rules, allowing referees to turn the detail "up" towards Gygax's AD&D or "down" towards Arneson's OD&D without ever having to worry about parity.


Of, the 7 new races, 4 are familiar and 3 (Half-Elves, Half-Orcs and Gnomes) are new to Labyrinth Lord.  All have been drawn up with the requirements, ability modifiers, minimums, maximums and racial abilities and class modifiers familiar to anyone with the "demon cover" book.  Similarly, 4 classes return while 6 are new (Assassins, Druids, Illusionists, Monks, Paladins and Rangers).  Again, all have been tweaked to match their "advanced" lineage.  The experience tables and hit dice are all perfectly consistent with Labyrinth Lord, although there is even a special option for "advanced" hit dice to bring all your characters up to the strength of the advanced game.  Among these rules, you also find optional rules for multi-classing, random age, weight and height, "advanced"alignment, secondary skills as well as some informative notes for comparing OEC, classic LL and AEC classes.  To match the new classes, the ability tables have been expanded to cover new ground (including "Spell Learning Probability" for high Intelligence and "Survive Resurrection" percentage for high Constitution).


The new spell section is divided into Cleric, Druid, Illusionist and Magic-User (high level Rangers cast from the Druid and Magic-User lists, while Paladins can eventually cast from the Cleric list).  I count over 200 new spells (approximately 80 new Magic-User spells, 60 new Druid spells, 50 new Illusionist spells and 20 new Cleric spells), which are basically drawn straight from AD&D and its supplements.


The monster section details nearly 200 new monsters, again drawn from the Advanced Dungeons & Dragons corpus.  In particular, the classic demon types are represented, as are devils and demon lords, with an impressive amount of new art.  Orcus is here, with his wand, as are other AD&D classics such as the Beholder (ahem, the "Eye of Terror," I mean) and Otyugh.  I am happy to see that many of these entries have been updated with some subtle new tricks to keep your players on their toes, while largely retaining their old feel; perfect for new and old gamers alike.


There are about 120 new magic items, with tables that incorporate all of the classic "B/X" magic items from Labyrinth Lord with the new material.  With the monster and magic item sections, I appreciate how Goblinoid Games was careful to key entries that were new to AEC, to distinguish from those that could be found in the original LL rulebook.  The new items are seemingly drawn from the original sources without many differences, although it is nice to have the random item tables from different games brought together in one handy reference.


Aside from these main sections of Advanced Edition Companion (including the obligatory equipment section), it's hard to overstate the usefulness of the sundry minor rules options spread throughout this book.  There is an excellent discussion on monster habitat densities and lair encounters, a plethora of new combat options (covering helmets, parrying, subdual damage, two-weapon fighting, magical stunning and paralysis, and a detailed treatment on poison), new rules for adventuring in the underworld (including infravision, ultravision, chances to notice invisible enemies, potion mixing tables and a useful table on humanoid spell casters).  There is a detailed discussion on cosmology (including the different planes of existence), as well as a very useful sampling of random tables (random tavern patrons, dungeon furnishings, traps, atmospheric effects like sights and sounds, miscellaneous room features and contents as well as a more detailed treatment of laboratories and torture chambers).


Overall, I think Advanced Edition Companion is a great success.  This supplement really expands the horizons of the already considerable Labyrinth Lord game, bringing the "advanced" feel to arguably the most popular retro-clone game on the market.  Furthermore, by allowing players and referee alike to mix options to suit their taste, Advanced Edition Companion pioneers new ground in reincarnating the exciting days of early 1980's gaming.  The biggest advantage here, however, is the simultaneous appeal to fans of three traditionally disparate editions of Dungeons & Dragons (Original, Basic and Advanced).  With the core game and now two supplements being built off the same solid foundation, referees can now host many different players, play styles and interests without slowing down the game one bit, allowing for even more players at the table.


Score: 1-5 on a d6 (Excellent)

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