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An index of posts describing the Forgotten Smugglers' Cave, an adventure for Holmes Basic characters levels 2-4.                    ...

Showing posts with label Chargen. Show all posts
Showing posts with label Chargen. Show all posts

Monday, April 27, 2020

Holmes Ref: Rolling up an Adventurer




Another Holmes Ref sheet - actually a two-parter this time!

Go the Holmes Ref page to download the sheet

The first page is shown above and gather together the six standard abilities and modifiers, as appearing in Holmes and also including the expansions I posted a few years back (...has it really been that long?).

To make things more interesting I've included six alternate old school options for generating ability scores. 

The first, which I've termed The Bullpen, reflects the habit of early Lake Geneva players of rolling up multiple characters until they got one they liked, naturally with high stats. This was eventually immortalized in the AD&D DMG as Method IV of character generation, where 12 sets of 3d6 stats are rolled up and one is picked. A variation on this practice was also seen in Alarums & Excursions #2 (July 1975), where a character generation sheet (link goes to Playing at the World) suggested rolling three sets of stats for one character, or five sets of stats for two characters. I've added a restriction I've seen suggested occasionally (here or here, for example) that the extras are to be saved as replacement characters.

The Arnesonian method was mentioned here on ODD74 by Dave Arneson himself in 2008. That's right, Dave was a member of the forum and made over a 170 posts in 2008 and 2009 before he passed away.

The Gygaxian method comes from Method I of the AD&D DMG and Gygax's houserules for running OD&D games in the '00s.

The Holmesian method comes from Holmes early A&E article, "Warrior-for-Hire". It was intended for NPC men-at-arms, but there's no reason it couldn't be generalized it to PCs.

The Ivesian method was detailed by Wesley D. Ives in Alarums & Excursions #14 (August 1976), stated to be used in his "Homlas" campaign (page 26).

What I've termed the Swansonian method is simply an additional roll for a bonus ability for a character rolled up RAW. The first version of this kind of table by Mark Swanson was featured in the very first issue of Alarums & Excursions in mid-1975. It was presented by Lee Gold as Mark Swanson's Special Abilities, and was popular enough with A&E contributors to become known as "Swanson Abilities" by other A&E contributers. See the character generation sheet at Playing at the World linked above for an example of such a use. Jon also discusses the "Swanson Abilities" in his commentary in that post, which was the first to bring it to my attention. The Complete Warlock in 1978 included a variation on these, called "Table of Special Abilities", but includes more defects than bonuses. Gygax eventually developed a version of these called Knacks for his Lejendary Adventures RPG in the late 90s.

Swanson's original list was actually two lists, one for clerics/fighters and one for magic-users. I've instead made a single table for all characters with 50 entries, some inspired by Swanson's list but many others simply brainstormed while perusing Holmes Basic. See the screenshot below.

If you note any typos in either page, please let me know below in the comments and I will eventually correct and repost the sheets.

As with the previous new sheet (the Equipment Reference Sheet), these will eventually be incorporated into a new version of Holmes Ref. The various existing Holmes Ref sheets and compilations can be found here.

Update 4/29: Revised version posted at the same link. Corrected typos found by myself and others and clarifies some wording in places. Screenshots still reflect the original version, so check the pdf if you note a typo in the screenshot.

Saturday, November 18, 2017

Expanded Ability Scores for the Holmes Ref

EXPANDED ABILITY SCORES (OPTIONAL) 

For all characters:

Strength 
15 or more: +1 to hit, damage and open doors
7 to 14: no bonus
6 or less: -1 to hit, damage and open doors

From Gygax's OD&D House Rules, compiled here; also in line with the bonuses for NPCs mentioned in the Holmes Basic version of Keep in the Borderlands (e.g. the imprisoned Hero in the Caves of Chaos gets a +2 to hit and damage due to level and 18 strength). Also not far off from that used in Warlock, which Holmes used prior to editing the Basic rules. In Warlock Str 16+ gives a +1 to hit, and Str 13-17 gives +1 damage, 18 +2 damage.

Intelligence
11 or more: one extra language per point over 10
10 or less: no extra languages

From the rules as written

Wisdom
15 or more: +1 to saving throws versus mental attacks (charm, fear, illusion, hold, etc)
7 to 14: no bonus
6 or less: -1 to saving throws versus mental attacks (charm, fear, illusion, hold etc)

Extrapolated based on the otherwise unexplained Wisdom Adj on the 1977 OD&D character sheet and the later AD&D PHB. Uses the same range as Gygax's house rules, where 15+ gains a bonus.

Constitution
18: add 3 to each hit die
17: add 2 to each hit die
15 to 16: add 1 to each hit die
7 to 14: no bonus
6 or less: subtract one from each hit die but never less than 1

From the rules as written

Dexterity 
13 or more:  fire any missile at +1
9 to 12: no bonus
8 or less: fire any missile at -1

From the rules as written

Charisma
18: up to 12 followers, +4 reaction rolls
16 to 17: up to 7 followers, +2 reaction rolls
13 to 15: up to 5 followers, +1 reaction rolls
10 to 12: up to 5 followers
7 to 9: up to 3 followers
5-6: up to 2 followers, -1 reaction rolls
3-4: up to 1 follower, -2 reaction rolls

In the Holmes Basic rulebook, page 5, Holmes writes "A character of charisma below 13 can not hire more than 5 followers, and their loyalty will be luke-warm at best — that is, if the fighting gets hot there is a good probability they will run away. On the other hand, someone with a charisma of 18 can win over a large number of followers (men or monsters) who will probably stand by him to the death." 

This is a reference to the charisma table in OD&D Vol 1, page 11. There is a slight discrepancy as in the OD&D table a score of 10-12 gets 4 followers, not 5.

Things get a little complicated after this. The OD&D Charisma table also has bonuses for loyalty for the these followers, which modifies a loyalty score on page 13, which in turn modifies morale, which is not explained very clearly. Holmes didn't include the rules for loyalty scores or morale, perhaps due to their complexity. 

However, the text explaining the reaction table on page 12 of OD&D Vol 1, states that the roll is "adjust[ed] for charisma", which seems to indicate that the same charisma modifiers are also used with this table. Holmes included a reference to this in Basic on page 11, where the text explaining the reaction table there sasy "The DM should make adjustments if the party spokesman has high charisma or offers other special inducements". Hence for our expanded table here, I've converted the loyalty bonuses to reaction adjustments. Moldvay treated this similarly in his version of Basic.

Friday, November 17, 2017

Some Thief Options for the Holmes Ref

SPECIAL RULES FOR DWARVES, ELVES AND HOBBITS WHO WISH TO BE THIEVES

Dwarf: +5% Open Lock, +15% Remove Trap, +5% Move Silently, +5% Hide in Shadows

Elf: +5% Pick Pocket, +10% Move Silently, +15% Hide in Shadows

Hobbit: +10% Open Lock, +5% Remove Trap, +5% Pick Pocket, +10% Move Silently, +10% Hide in Shadows, Hear Noise +1

These are from the Greyhawk OD&D supplement, and are presumably the "special rules" found in OD&D that Holmes referred to in the Holmes manuscript.

SPECIALISTS

Human thieves can specialize, raising a skill by lowering another by an equal amount, to a minimum of 5%. This can be done with each of the five skills that increase each level other than Climb Walls and Hear Noise. Thus, a specialist has 50 percentage points (50%) that can be adjusted at first level.

These are some specialists that are possible at first level:

Picklock: 55% Open Lock

Disarmist: 55% Remove Trap

Filcher: 55% Pick Pocket 

Sneak: 55% Move Silently

Skulker: 55% Hide in Shadows

By maxing these out, the other four skills will be at only 5% each (not including Climb Walls and Hear Noise). Many other combinations are possible, e.g. 35% Open Lock, 25% Remove Trap, 5% other skills

Higher levels:
At levels 2-6, a thief gets 25 more points per level to be distributed among the five skills,
At levels 7-8, a thief gets 35 more points per level
At levels 9-11, a thief get 50 more points per level
At levels 12 and up, a thief gets more 25 points per level

This option inspired by similar rules in 2E AD&D. The total points for first level and higher levels matches the progression found in the Greyhawk Supplement.

DEXTERITY

As the prime requisite of thieves is dexterity, it will affect their abilities as follows:

Dexterity of 15 or more: add 10% to each thief skill except hear noise
Dexterity of 13-14: add 5%
Dexterity of 9-12: no bonus
Dexterity of 7-8: subtract 10%
Dexterity of 6 or less: subtract 20%

These value of these bonuses and the Dex ranges are the same as the prime requisite XP bonuses on page 6 of Holmes. The idea is inspired by Gary's OD&D houserules, which mention a bonus for a Thief skill based on Dex, and the more complicated Dex modifiers in 1E AD&D. 

Friday, April 7, 2017

New Character Sheet PDF for Download

Screen Shot of Character Record Sheet, updated 4/9/17, 1 PM

I tweaked the Character Record and now have a version ready for release:

Click Here to Download a PDF of the Character Record 

It can also be accessed from the Holmes Ref page.

This will eventually be incorporated into a new release of Holmes Ref.

If you spot any typos or errors let me know. Now roll 3d6 in order!

4/9/17 Update: I replaced the pdf with a slightly revised version (formatting, and a new wizard's tower). The link now goes to the revised pdf.

Monday, February 20, 2017

Character Sheet - New Draft


This is the latest draft of the character sheet for Holmes Ref. The original version is in Holmes Ref 1.0, and a previous revised draft was posted back in November. I made some significant revisions after that, but then it fell off my radar over the holidays. I just dug it out again, and made a few more changes.

Revisions
  • Streamlined design
  • Added "Holmes Basic" in a font similar to that used for the original D&D logo (Quentin Caps)
  • Added icons representing Skull Mountain and the Tower of Zenopus
  • New "Background" section that can be used for the optional OD&D Backgrounds, or simply for player-generated character background. Included here is a spot for "Heir", which is the designated relative who inherits your character's equipment/treasure upon death, mentioned on page 8 of the Holmes Basic rulebook
  
Feedback/comments welcome! 

Monday, November 28, 2016

New Character Sheet Draft



Above is a screenshot of a draft of a new Character Sheet for Holmes Ref. I included one in Holmes Ref 1.0 that was a quick reduction of the Character Creation Worksheet, but I thought I'd make a new one that was a bit more streamlined / pleasing to my eyes.

The note regarding item location is from Gygax's Encumbrance rules on page 9.

The "Designated Heir" is from page 8 of Holmes: "A character may be allowed to designate a "relative" who will inherit his wealth and possessions (after paying a 10% tax) on his death or disappearance." This rule originally appeared in OD&D Vol 1 (page 13, section "Relatives").

Any feedback is appreciated. After a few days I will turn it into a pdf and add it to the Holmes Ref page.

Monday, February 22, 2016

Character Creation Worksheet PDF




(direct download link)

After a bit of delay, here is the promised downloadable pdf of the Character Creation Worksheet for Holmes Basic. You can also get to it via the Holmes Ref page.

I tweaked the sheet a bit more, but not much. I moved the Prime Requisite adjustment from step #2 to its own step (#3), so there are ten steps now. Note that Holmes omits any mention of elves from the section on Adjusting Ability Scores.


Please let me know if you spot any errors.

Previous posts about this sheet can be found here and here.

Wednesday, March 25, 2015

First Level Pre-gen Party


Screenshot of 1st Level Pre-Gens. Click pic for a larger view


Above is a new Holmes Ref sheet, a pre-generated party of seven 1st level characters, including Fighter, Cleric, M-U, Thief, Dwarf Fighter, Elf MU/Fighter and Hobbit Thief. For reference, the sheet also includes To-Hit and Saving Throw tables for 1st levelers.

I used two rules from OD&D. The Strength-based To-Hit bonus for Fighters, and Thief rules for Hobbits (mentioned by Holmes, but not further explained). Both rules are from Supplement I, Greyhawk, which means that the party is also compatible with OD&D plus Greyhawk. 

Since there is only one type of each character, rather than rolling random stats, I used the 'standard array' from 5th edition D&D: 15 14 13 12 10 8. This means no character has more than a +1 for any stat-based modifier. So the Strength bonus for the Fighters is just a +1 to hit for Str 13-15.

Equipment is based on 110 gp for each character, similar to my earlier Equipment Packs. The MU spent 100 gp on a 1st level scroll per the Holmes rules, but the Elf bought Chain Mail and couldn't afford a scroll.

Hit points are based on the average for each class, plus any Con bonus.

The only additional info that needs to be added is a name (perhaps using the Holmesian Random Name Generator in the upper right corner of this blog), and alignment. I left out languages due to lack of space; most TSR-era pre-gens don't include this.

For more variety in the human characters, simply add a Background.

Use this sheet in a variety of ways:
-Convention games, one-shots or quick-starts with new players.
-Give each player an entire sheet, and have them pick a character or two. Or have them pick three or four characters and run the game as a Funnel ala DCC.
-Or cut up one or more sheets and give out one character to each player.
-For DMs, use this sheet for NPCs: rival party, henchmen, rescued prisoners, etc.
-Use as a reference for typical Equipment for character creation or NPCs.

Update 3/26: Corrected the sheet to include a +10% XP for the MU. The screenshot still shows the original version but the download link goes to the corrected version.

Sunday, February 1, 2015

One-Page Backgrounds


An Archer from CHAINMAIL


Last summer I posted 20 backgrounds for human characters in OD&D/Holmes, and promised to eventually make them available as a single page reference sheet. The link can be found on the Holmes Ref page, titled "Backgrounds for Human Characters"


I revised one entry ("Orcish" aka Half-Orc) based on comments in the original thread that it was too strong. Instead of a +1 to hit in non full-daylight and 1d6 damage without weapons, they now get Infravision, -1 to hit in full daylight, and +1 hp at first level. The +1 hp is based on Orcs being 1 HD whereas normal humans are d6 (in Holmes Basic).

This sheet omits my sources/reasoning for the different backgrounds, so see the original post for that info.

Saturday, January 24, 2015

Third Level Spell Sheet

Click for a larger view. Follow the link to download


Above is a screenshot of a new single-page reference sheet for use with Holmes Basic, providing descriptions for the third level spells. Download the 1-page pdf here. There's also a link on my Holmes Ref page, where you can find other reference sheets.

Use these spells for NPCs, scrolls, or to take your Magic-User up to sixth level. See my Holmes/OD&D Bridge Sheet for M-U spell progression beyond third level. In fact, with this information you have most of what you need for 4th-6th level. (Perhaps for a "E6" game?)

The Holmes Basic rulebook listed first, second and third level magic-user spells, but only provided descriptions for the first and second level spells. From the Holmes Manuscript we know that this was the Holmes' decision, perhaps to whet our appetite for the full game.

I've provided the missing descriptions by following in the footsteps of Holmes in preparing Basic. I went through the same books that he used - mostly OD&D Vol 1, Greyhawk and Swords & Spells (for some Area of Effects) - I rewrote the descriptions for the third level spells for clarity and brevity, as he did for the lower level spells.
I tried to keep the tone similar to Holmes Basic. For fun, I also illustrated Monster Summoning I, showing a M-U summoning a Gelatinous Cube off the Level 1 table to deal with an ogre.

One note: the detail about when a Hasted character attacks each round comes from the first edition of B2 (for Holmes Basic), page 21, where Gygax clarifies this.

Friday, August 8, 2014

20 Backgrounds for OD&D

An Archer from CHAINMAIL


Here are some Backgrounds for human characters in OD&D or Holmes Basic. The idea is inspired by the same concept in 5E and the DCC RPG, although I haven't looked at those closely, having just skimmed Basic 5E a few times, and played in a DCC RPG funnel once.

These particular backgrounds are mostly drawn from the types of Men found in the Monster Descriptions in OD&D Vol 2 (also used by Holmes in the manuscript for Basic), and the Specialists found in Vol 3, pg 22. A few others are sourced from other places in the OD&D rules to make a list of 20 for random rolling. The idea is that since these are mentioned in the books they are the most likely backgrounds for OD&D characters. This is analogous to Wayne Rossi's take on the implied setting of the OD&D rulebooks, and could be used together with that.

I'll eventually post these as a single-sheet reference table (Update: a downloadable one-page pdf can be found here), but for easier reading here they are as a list. Note these are limited to human characters since demi-humans already get their own bonuses at first level. These backgrounds can also be used for NPCs. Note that these backgrounds may be used with any character class, for example you could have a Berserker Magic-User or Smith turned Thief, etc. It's up to the player to come up with a reason why the character took up a character class.

BACKGROUNDS for HUMAN CHARACTERS
Roll d20 for one in lieu of the standard roll for starting gold
Each background also gets a +2 Reaction Roll with others of the same background

1.  Alchemist
Ability: Beginner's Alchemy (make a Healing Potion in 1 week for 125 GP) 
Equipment: 1 Healing Potion, Mortar & Pestle
Starting Gold: 2d6 x 10
Note: Per OD&D Vol 3, an Alchemist can duplicate a potion from a formula "at a cost of one-half the potion's value" (pg 22). In OD&D Vol 1, the cost for a wizard to make a Healing Potion is given as 250 GP + 1 week (pg 7).

2. Amazon
Ability: Invoke Goddess (re-roll one die per day, but only if wearing bronze)
Equipment: Bronze Armor & Shield (AC 3), Bronze Sword, Long Bow, 2 Flasks Greek Fire (treat as Oil, with +1 damage) 
Starting Gold: 1d6 x 10
Note: This background is inspired by the picture of the Amazon in OD&D Vol 1, with details from the Amazons in J. Eric Holmes' novel, Maze of Peril

3. Animal Trainer 
Abilities: Animal Handling (+4 Reaction Roll for normal animals) 
Equipment: Mule, Guard Dog (1 HD, AC 7, 1d6 bite) 
Starting Gold: 2d6 x 10

4. Archer
Abilities: Rapid Fire (Fire arrows twice per round if not moving or in melee) 
Equipment: Long Bow, Quiver, 15 arrows, 5 silver arrows 
Starting Gold: 2d6 x 10
Note: Their Ability comes from the Chainmail rules for "Archers"

5. Bandit (or Brigand, if chaotic)
Abilities: Evasion (Flee combat without being hit, but only if wearing leather armor)
Equipment: Cloak, Leather Armor, Shield, Short Bow, Quiver, 20 arrows, Treasure Map (ruin)
Starting Gold: 2d6 x 10

6. Barkeep 
Abilities: Ear for Listening (Knows 2d6 local rumors)
Equipment: Fine Spirits (50 GP value, +2 Reaction Roll if a shot is offered, 10 shots total)
Starting Gold: 2d6 x 10
Note: This background is inspired by the section on Rumors in OD&D Vol 3, pg 23

7. Berserker          
Abilities: Rage (+2 to attack & AC 7 if no armor, will not flee/surrender), +1 hp at 1st level)
Equipment: Bearskin Cloak, Tooth-bitten Shield        
Starting Gold: 1d6 x 10

8. Buccaneer (or Pirate, if chaotic, or Sailor)
Abilities: Swimming (-20% chance of drowning), Ship-craft, Rope Use
Equipment: Cutlass, Spyglass, Treasure Map (island), Pet Monkey (1 hp), 50’ Rope with Grappling Hook           
Starting Gold: 3d6 x 10

9. Caveman           
Abilities: Tough (+1 HD at 1st level, but will not wear any armor), Hunting, Illiterate         
Equipment: Furs, Club or Stone Axe & Spear, Hide Sack with Meat & Fruit          
Starting Gold: None

10. Engineer          
Abilities: Eye for Construction (detect dungeon traps as a dwarf & secret doors as an elf) Equipment: Lantern, Steel Mirror, Chalk Stick, Level, Measuring Stick (6’, ruled)          
Starting Gold: 3d6 x 10

11. Flyer      
Abilities: Aerial Combat Training, Tumbling (-1 point per die falling damage)
Equipment: Potion of Flying, Leather Armor, 5 Javelins       
Starting Gold: 2d6 x 10
Note: This background is inspired by the relatively long section on Aerial Combat in OD&D, Vol 3, pgs 25-28

12. Gemcutter 
Abilities: Appraise (gems & jewelry), Cut Gems (Increase value of a gem 10%, 4 in 6)            Equipment: Magnifying Lens, Diamond Dust (50 GP value, use 10 GP to cut gem)        
Starting Gold: 2d6 x 10
Note: This background is inspired by the gems and jewelry found in the OD&D Vol 2 Treasure Tables. Jeweler-Gemcutter also appeared later as a Specialist in the 1E DMG.

13. Man-At-Arms     
Abilities: Years of Guard Duty (surprised only on 1 in 6)     
Equipment: Chain mail, Shield, Sword, Dagger, Light Crossbow, 30 Quarrels in Case          
Starting Gold: 2d6 x 10

14. Merman            
Abilities: Breath Underwater, Leathery Skin (AC7, +1 hp at lvl 1), -1 to attack rolls on land
Equipment: Trident, 20 Darts         
Starting Gold: 1d6 x 10
Note: In OD&D, it unstated whether Merman have fish tails, or are just humans that live underwater. If using the former, this character can be of half normal human and have legs.

15. Nomad (or Dervish)
Abilities: Surprise Outdoors (1-4 in 6, if wearing only leather), Archery while Riding             
Equipment: Light Horse, Lance, Horse Bow, Leather Armor   
Starting Gold: 1d6 x 10

16. Orcish   
Abilities: Brawling (+1 on attack rolls if not in full daylight, 1d6 damage without weapon)  
Equipment: Leather Armor, Shield, Hand Axe           
Starting Gold: 1d6 x 10
Note: This is basically a Half-Orc, and is inspired by the Orc men-at-arms available in Vol 3 of OD&D (pg 23) and the Orcs listed as Neutral in Vol 1 of OD&D.

17. Pilgrim  
Abilities: Traveling (Add 1 hex to daily movement)             
Equipment: Sturdy Staff, Holy Relic (Turns Undead as 3rd Level Cleric 2d6 times)        
Starting Gold: 2d6 x 10
Note: Pilgrims were added to the other types of Men in the 1E Monster Manual

18. Sage      
Abilities: Identify Magic Item (Takes 1 week and uses 100 gp of material components)       Equipment: Reference Books, Blank Vellum Book, Ink & Quill 
Starting Gold: 3d6 x 10

19. Smith (or Armorer)
Abilities: Fire-tough (-1 point per dice fire damage), Forging (Weapons/armor at 1/2 cost) 
Equipment:  Chainmail, Shield, Hammer, Tongs, 12 Iron Spikes, Crowbar 
Starting Gold: 2d6 x 10

20. Spy       
Abilities: Double Talk (+2 on reaction rolls), Disguise, Languages (Double normal number)
Equipment: 2 Daggers (1 hidden in boot)     
Starting Gold: 2d6 x 10

Monday, February 18, 2013

Holmes Basic - Cook Expert Reference Sheet



Inspired by the recent release of the pdf of the 1981 Expert Set, edited by David Cook with Steve Marsh (aka "Cook Expert"), I've put together a single page reference sheet for using Holmes Basic with the Cook Expert Set. It's a "bridge" table covering
levels 1-6, and includes To Hit, Saving Throws, Character Advancement, Spell Numbers, Turn Undead and Thieves' Abilities. 
In all cases, the rules for Holmes Basic take precedent, using the Cook Expert set to fill in higher level material not covered by Holmes. I've used the style of the Holmes Basic Tables, including a similar font (Futura Book BT). 

I've written before that in some ways the Cook Expert Set is an official expansion for Holmes Basic. But as Wayne R on the Semper Initiativus Unum blog recently wrote on Holmes Day: "In the Cook/Marsh Expert rulebook there is advice on integrating Holmes but unfortunately it's all backward. The Expert book should be used for adding the levels above 3 to Holmes, and additional spells, monsters, and magic items, and the wilderness rules that Holmes left out".

Download link (Google Docs):

Holmes Basic - Cook Expert Reference Sheet - v1.0

If you find any typos please post a comment and I'll revise the sheet.

You may note the bottom of the sheet says "Zenopus Archives - Holmes Ref". I've created a new subpage on the ZA website called "Holmes Ref" that will gather together tables for running Holmes Basic. "Ref" refers to both "reference" and "referee", and is a tribute to the Judges Guild Ready Ref Sheets. The only other table currently included is the single sheet Monster List by HD, but others will be added eventually with the idea of referees being able to create custom DM screens depending on what combination of Holmes and other rules they are using. Next up will be a version of the Reference Sheet using OD&D instead of Cook Expert for the higher levels.