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	<title>Can you spell cacophony? &#187; bfrpg</title>
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		<title>D&amp;D game magic doesn&#8217;t always have the mystique it deserves</title>
		<link>http://shayne.powerlot.net/2009/08/26/dd-game-magic-doesnt-always-have-the-mystique-it-deserves/</link>
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		<pubDate>Wed, 26 Aug 2009 07:27:36 +0000</pubDate>
		<dc:creator>Shayne</dc:creator>
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		<description><![CDATA[The title to this post is from an article by Dan Joyce in Dragon Magazine #200 entitled &#8220;The Colour of Magic&#8221;. If you are interested, there is a copy of the article on the Vaults of Pandius. The Colour of Magic was a great article and is one of the few that I often see [...]]]></description>
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<p>The title to this post is from an article by Dan Joyce in <a href="http://www.librarything.com/work/3769359">Dragon Magazine #200 </a> entitled &#8220;The Colour of Magic&#8221;. If you are interested, there is a copy of the article on the <a href="http://www.pandius.com/colormag.html">Vaults of Pandius</a>.</p>
<p>The Colour of Magic was a great article and is one of the few that I often see references to on Classic-D&#038;D related sites even now, roughly 15 years after it was published. The core concept was that the relatively small spell lists in (RC-era) D&#038;D meant that everyone who had ever read the books would know all the spells and as you know, familiarity breed contempt. Joyce&#8217;s solution to this was simple: Still allow the same game effects (mechanically) but allow different magic users to describe their spells differently. For example: </p>
<blockquote><p> Grimfang is a 3rd-level goblin magic-user, the shaman of a small tribe that uses spiders of varying sizes as guards, mounts, and totem animals. All her spells have an arachnid theme.<br />
<br />
First level: Shield (Chitin). Grimfang&#8217;s skin turns into tough, articulated chitin for the duration of the spell, giving her a spider-like appearance.<br />
<br />
Sleep (Spiderbite). Range: Nil. Duration: Special. Grimfang can inject sleep-inducing poison by biting. This requires a roll to hit in combat. She can put 2d8 hit dice worth of creatures to sleep for 4-16 turns (determine the duration secretly when the spell is cast). Any creature bitten that has over 4 + 1 hit dice, or more hit dice than Grimfang has hit dice worth of poison remaining, is unaffected (the magic-user still loses the relevant hit dice worth of poison, however). &#8230; The victim of this spell is affected as per the standard version of this spell: sleep for 4-16 turns, no saving throw.<br />
<br />
Second level: Web. Standard spell.</p></blockquote>
<p>Get the idea? You could take any concept (fire magic, ice magic, animal magic, ghost magic or anything you could think of) and reimagine the descriptions of any spell to match that concept. Imagine this: the party is coming up on a single magic-user. He holds his hands out and balls of flame form in his hands. They panic. They aren&#8217;t tough enough to handle fireballs! But is it a fireball, or is he just a bog-standard fire mage preparing to let off a small volley of magic missiles (that just happen to have a very similar appearance to the more deadly fireball)?</p>
<p> There is a secondary part to the article, one which is even more related to the &#8220;mystique&#8221; of the magic user.</p>
<blockquote><p>Xeno the Enchanter can conjure a fireball by waving his arms about, but he cannot light his pipe by snapping his fingers.</p></blockquote>
<p>This is important. A magic user is a breed apart, messing about with the very building blocks of nature. He should be able to do slightly fey things just because. So Joyce suggests that they can. Just little things, like lighting a pipe or a fire or swatting a bug out the air. The article does make it clear that allowing magic users to do these little &#8220;extras&#8221; shouldn&#8217;t allow them to do things that they couldn&#8217;t otherwise do without magic. But in the case of the mysterious wizards how they do it is more important than what they do.</p>
<p>Think of Gandalf and his smoke rings, or even his fireworks. Even Raistlin managed this sort of stuff (if I&#8217;m remembering rightly, Dragonlance has been long neglected around here).</p>
<p><a href="http://www.flickr.com/photos/mcgraths/3248483447/"><img src="http://shayne.powerlot.net/wp-content/uploads/2009/05/3248483447_95d2e9957a_b-200x300.jpg" alt="3248483447_95d2e9957a_b" title="3248483447_95d2e9957a_b" width="200" height="300" class="alignleft size-medium wp-image-841" /></a></p>
<p>On a related issue, James Maliszewski (of <a href="http://grognardia.blogspot.com/">Grognardia</a> fame) has posted a list of <a href=" http://maliszew.livejournal.com/459208.html">Minor Magical Effects</a> related to currently memorised spells.</p>
<p>This is a slightly more potent version of Joyce&#8217;s &#8220;bonus effects&#8221;, but one that fits in even more closely with the Vancian roots of the D&#038;D magic system. (As an aside, I have only read Jack Vance&#8217;s Dying Earth very recently but I can tell you it was a serious &#8220;aha!&#8221; moment when it came to understanding what Gygax and Arneson did when it came to spells).</p>
<p>I&#8217;m not sure where I read it, but someone suggested that Vancian spells have an almost sentient nature to them. Your magic user spends a great deal of time and effort into cramming them into their brains and they are bursting to get out again. Maliszewski&#8217;s idea fits in beautifully with this concept. With the spells packed inside his head, the magic-user would just be radiating the very nature of that spell, almost struggling to hold onto it. It seems appropriate that the effect should be almost visible.</p>
<p>Note that the Minor Magical Effects are related specifically to currently-memorised spells, rather than just general-concept bonuses like the Colour of Magic suggested. I&#8217;m not sure that both systems would work that well together. Perhaps if you created a concept-mage (a la Colour of Magic) many of the Minor Magical Effects would be similar for all the concept spells. For example, the fire mage would have a fire-Magic Missile, a fireball, a Wall of Fire, a fire Shield and probably a lot more memorised at any one time and so he could probably always light his pipe by snapping his fingers.</p>
<p>Other than sharing two articles I found very interesting, I don&#8217;t think I&#8217;m really suggesting any particular course of action here. I&#8217;m not really even doing much along these lines in my own games (such that they are). Hope they might just get some thoughts flowing (for myself and others).</p>
<p>By the way, issue 200 of Dragon is one of my favourites. Not least because I had a letter published in it, leading to an interesting couple of years of play-by-mail games (but that&#8217;s an idea for yet another post).</p>
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		<title>Looking at Saving Throws in BFRPG</title>
		<link>http://shayne.powerlot.net/2009/08/24/looking-at-saving-throws-in-bfrpg/</link>
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		<pubDate>Mon, 24 Aug 2009 03:11:57 +0000</pubDate>
		<dc:creator>Shayne</dc:creator>
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		<description><![CDATA[In the last year or so, I have read quite a few different ideas about the nature of saving throws in RPGs. A few have just been flamebait (usually related to save-or-die effects) but all have got me thinking. In his Musing on gaze effects, Philotomy says this about saving throws: I look on saving [...]]]></description>
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<p>In the last year or so, I have read quite a few different ideas about the nature of saving throws in RPGs. A few have just been flamebait (usually related to save-or-die effects) but all have got me thinking.</p>
<p>In his <a href="http://www.philotomy.com/#gaze_attacks">Musing on gaze effects</a>, Philotomy says this about saving throws:</p>
<blockquote><p>I look on saving throws as a &#8220;last chance&#8221; or a &#8220;disaster avoidance.&#8221; That is, your character is in a disastrous situation, but he gets a chance to slip out of circumstances which would spell doom for most men.</p></blockquote>
<p>I think this is an important way of looking at things. Take a poison save for instance, say a character has been hit with a poison dart. Your average peasant is going to fall over dead, no question. A PC adventurer, even at first level is not your average peasant. He&#8217;s a hero. Granted, he&#8217;s only got a 10-20% chance of not joining the peasant, but it is a chance. And it gets better as he does up in level, as it should.</p>
<p>Check out these quotes from the 1E DMG (via <a href="http://grognardia.blogspot.com/2009/07/save-or-die-part-ii.html">Grognardia)</a>:</p>
<blockquote><p>The term saving throw is common enough, coming to us from miniatures wargames and D&#038;D. It represents the chance for the figure concerned to avoid (or at least partially avoid) the cruel results of fate. In AD&#038;D it is the same. By means of luck, skill, magical protections, quirks of fate and the aid of supernatural powers, the character making his or her saving throw takes none or only part of the indicated results &#8230;</p></blockquote>
<blockquote><p>Yet because the player character is all-important, he or she must always &#8212; or nearly always &#8212; have a chance, no matter how small, a chance of somehow escaping what otherwise would be inevitable destruction. Many will not be able to do so, but the escapes of those who do are what the fabric of the game are created upon. These adventures become the twice-told tales and legends of the campaign.</p></blockquote>
<p>A couple of years back when I was playing more <a href="http://nwn.bioware.com">Neverwinter Nights</a> than tabletop RPGs and researching all the maths and calculations around 3E, I found <a href="http://unclebear.com/?p=1933">this discussion on Uncle Bear&#8217;s blog about saving throws</a>. In it, he suggests that:</p>
<blockquote><p>The very fact that saves increase as a character goes up in level implies that they are learnable and theoretically trainable.</p></blockquote>
<p>I think that logic works perfectly well for d20-based games with all its skill slots and feats and all the rest. It doesn&#8217;t fit quite so well with the earlier games. I see it more now as some sort of &#8220;Hero Roll&#8221;. My character, as an important hero, has an inherent ability to avoid nasty things happening to him. This ability gets better as he goes up in the level because a higher level character is (for lack of a better way of putting it) a better hero.</p>
<p>Now in BFRPG there is already a one-table mechanism for such a thing, though it isn&#8217;t really expressed as such. It is the Ability Checks rule in the optional rules section near the end. With ability checks, you roll d20, add the ability modifier (if any) and try to roll a target number or higher which is functionally identical to a saving throw.</p>
<p>User <a href="http://www.dragonsfoot.org/forums/viewtopic.php?p=746992#p746992">Nazim on the dragonsfoot forums said</a>:</p>
<blockquote><p>It&#8217;s a sort of universal saving throw chart, and I like it a lot. Thanks.</p></blockquote>
<p>So my plan is to get rid of saving throws as written and replace them the Ability Checks. Though I&#8217;ve referred to them as Hero Rolls here, I think that sounds really stupid and I intend to keep the term Saving Throw.</p>
<p>I had a look at the statistics and how the two systems compared. I took the average saving throw for each class at each level bracket and compared them to the Ability Check they could achieve. They are actually very close (and I guess that may have been what Chris may have been looking at when he wrote the rules). At 1st level, the average saving throws are about 3 points better than the ability rolls. This narrows down to even at 16th level, and even a bit better for the ability rolls above that.</p>
<p>Those three points at first level are significant, but given that they are ability rolls and get to have ability bonuses added to them I fell it should even out a bit.  Every saving throw now has an ability adjustment (not just certain spells). I&#8217;m also thinking that we can allow each save to perhaps choose the best bonus available from a certain list. This idea is stolen from a 3.5-hack <a href="http://www.ugcs.caltech.edu/~kel/KDD/3.5/NewRules35.shtml">Kim D&#038;D</a>, but I still think it is reasonable.</p>
<ul>
<li>Death Ray or Poison &#8211; STR or CON</li>
<li>Magic Wands &#8211; INT or DEX</li>
<li>Paralysis or Petrify &#8211; STR, CON or CHR</li>
<li>Dragon Breath &#8211; WIS, DEX or CHR</li>
<li>Spells &#8211; INT or WIS</li>
</ul>
<p>Alternatively, a system like <a href="http://breeyark.org/node/99">Erin Smale&#8217;s approach to saving throws</a> could work. Not the mechanism, but the list of save types. For example, WIS for Charms. If there is nothing specific in a save description that gives a clue as to which ability to use, you could either rule that no adjustment is allowed or that the character may use the adjustment from their Prime Requisite (whatever that happens to be &#8211; I think this fits in nicely with the hero roll concept).</p>
<p>If you&#8217;ve made it this far, I&#8217;m sure you&#8217;re asking &#8220;Why?&#8221;. Why replace one system (which has worked perfectly well for 30+ years) with one almost exactly the same? Two reasons. First of all, I like how it streamlines the process. That by itself isn&#8217;t reason enough, my second reason is that I can see the other side of Hero Rolls. That is, allowing characters to do amazing things just because they are heroes. But that is for another post.</p>
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		<title>BFRPG supplements</title>
		<link>http://shayne.powerlot.net/2009/05/18/bfrpg-supplements/</link>
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		<pubDate>Mon, 18 May 2009 11:01:17 +0000</pubDate>
		<dc:creator>Shayne</dc:creator>
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		<description><![CDATA[I&#8217;ve recently been involved in preparing a couple of supplements for Basic Fantasy Role-Playing Game. One of these is all my own work; a selection of pre-generated equipment packs designed to make the already easy character generation even easier. Check it out here: Equipment Packs: A Basic Fantasy Supplement. The second is a bundle of [...]]]></description>
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<p>I&#8217;ve recently been involved in preparing a couple of supplements for <a href="http://basicfantasy.org">Basic Fantasy Role-Playing Game</a>.</p>
<div id="attachment_552" class="wp-caption alignright" style="width: 160px"><a href="http://www.flickr.com/photos/wonderferret/76750956/in/photostream"><img src="http://shayne.powerlot.net/wp-content/uploads/2009/05/76750956_3eb69bbdbb_o-150x150.jpg" alt="Creative Commons licensed image" title="Portobello Rd" width="150" height="150" class="size-thumbnail wp-image-552" /></a><p class="wp-caption-text">Creative Commons licensed image</p></div>
<p>One of these is all my own work; a selection of pre-generated equipment packs designed to make the already easy character generation even easier. Check it out here: <a href="http://basicfantasy.org/downloads.html#equipmentpacks">Equipment Packs: A Basic Fantasy Supplement</a>.</p>
<p>The second is a bundle of options for Backgrounds (that is: what your character did before adventuring) and Specialties (what your character does in addition to general class duties). These rules just give a few small changes to what your character can do. Of course, you could (and should) just write all this stuff in your character back-story but this supplement puts a few things in concrete for you.</p>
<p>Note, 99% of the work in this supplement was done by <a href="http://www.dragonsfoot.org/forums/memberlist.php?mode=viewprofile&#038;u=871">James Roberts</a>, I just took the stuff off the <a href="http://www.dragonsfoot.org/forums/viewtopic.php?f=42&#038;t=30176">Dragonsfoot workshop forum</a> and formatted it. The publisher (<a href="http://tower.newcenturycomputers.net/">Chris Gonnerman</a>) just decided that was enough to get my name on the credits! Get it here: <a href="http://basicfantasy.org/downloads.html#backgrounds">Backgrounds and Specialties: A Basic Fantasy Supplement</a>.</p>
<p>And while you are there, check out <a href="http://basicfantasy.org/downloads.html#quickcharacter">Quick Character Generation: A Basic Fantasy Supplement</a> by Chris Kutalik which does much of what the other two supplements do and more!</p>
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