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Showing posts with label New Classes. Show all posts
Showing posts with label New Classes. Show all posts

Monday, February 1, 2016

The d6 HD OD&D Thief


The cover of GPGPN #9. Source.


In honor of the newly released Whitebox OD&D pdfs, let's take a look at the first class added to those rules: the Thief. Not the commonly known version in the 1975 Greyhawk supplement, but the even earlier one in issue #9 of the Great Plains Game Players Newsletter (May 1974), from just a few months after those first D&D sets were released. Jon Peterson helpfully shared this material with us in a post back in 2012.

As Gygax acknowledges in the article, he got the idea from a phone conversation with Gary Switzer, owner of Aero Hobbies in LA, "who mentioned that his group was developing a new class of character -- thieves" and "gave me a few details of how they were considering this character type, and from these I have constructed tentative rules for this class". In Switzer's group the original idea was by D. Daniel Wagner, who talks about it here in the OD&D Discussion Forums.  Wagner later co-wrote the Manual of Aurania, and a few years ago he let me post some of the Aurania material on the blog here.

The "Great Plains Thief" very much resembles the Greyhawk thief, but there are differences. In general the original version has less limitations and is more forgiving (less chances for failure). Furthermore, the write-up provides examples and clarifications on the second page that are not found in Greyhawk.

-Hit Dice. Most notably, the Great Plains Thief uses the original d6 system for hit dice, where all classes use d6s. For the thief this means 1d6 at level 1, 1d6+1 HD at level 2, 2d6 at level 3, etc. This really gives this version a "LBB" feel. Greyhawk only presents thieves using the "alternate hit dice" where they get a d4 hit dice per level.

-Race. The Great Plains write-up simply says, "Men, Dwarves, Elves, or Hobbits may become thieves", and nothing more. So the class is open to all of the standard races of the LBBs without any mention of the more complicated concepts added in Greyhawk such as multi-classing and racial bonuses for the non-humans.

-Alignment. The Great Plains Thief is "always neutral". The Greyhawk version adds chaotic to this, plus a note that lawful characters can employ them on a limited basis for missions.

-Armor. The original write-up lacks the clarifying note found in Greyhawk that shields are not allowed, thus rendering it ambiguous whether they can use shields.

-Climb Walls. The Great Plains Thief has this ability, described as "Climb almost sheer surfaces rapidly, up or down", but no chances are given, implying it is automatic. Greyhawk  introduces a chance of failure (13% at level 1).

-No "Pick Pockets". A skill of this type is present in the original write-up but does not yet have its standard name; instead it is "Steal items by stealth and/or sleight-of-hand", which to me implies a broader skill than just "picking pockets". Furthermore, this ability is not listed in the table of chances; instead the example on the second page indicates that the chance is the same as move silently. In Greyhawk it was changed to "filch items and pick pockets" in the list of skills and just "Pickpocket" in the table, where it is still given a chance equivalent to move silently.

-Finding Traps is automatic. Notably, in the example in the original write-up the thief finds traps in two chests simply by examining them, without any rolling. Only removal requires a roll, with failure activating "it with regard to the thief and any others within its range". This idea would persist into Greyhawk, Holmes Basic and Moldvay Basic where there is a "Remove Traps" but no "Find Traps" skill for thieves.

-Open locks saves time. In the original example, Gygax notes that failure to open a lock means that it "must be forced open - a very time consuming process". Also note that both here and in Greyhawk the skill is described as "by picking or even foiling magical closures". This is not explained further, but one could rule that this includes opening Hold Portal or Wizard Locked doors.

-Reading languages and scrolls are automatic. Greyhawk adds chances for failure, but that's not in the rules here. 

-Hide in Shadows allows movement. The second page clarifies that is a chance to "remain undetected when hiding or moving through shadows" (so the thief doesn't have to remain still), requires shadows "of course", and a lack of "observation prior to hiding". In the example, the thief is able to avoid observation by a pursuing monster simply by hiding once the party goes around a corner.

To make the original material more usable for gaming, I've edited the material into a single page "Thieves Reference Sheet". I took the Holmes approach here, attempting to retain as many of Gygax's original words as possible. It's digest-sized (a 8.5 x 5.5 sheet), so it will fit inside your virtual or real Whitebox.

Thursday, October 10, 2013

Sidhe [Aurania]

By D. Daniel Wagner
A new class for for the original Dungeons & Dragons game
Transcribed from the Manual of Aurania (1977) with permission from the author

The Sidhe are a type of Irish Elf that have unusual powers. They are both warriors and magic-users at once, although only fair at either. The most powerful of the Sidhe were once Gods and had vast powers. 

Sidhe have abilities much like Elves, but don't have "infravision", having only better than average night vision. However, they detect invisible objects automatically by sight and have full vision of such objects by use of a 1st level spell. Sidhe are little affected by age or disease. 

Sidhe possess the spells of a magic-user one level below them, that is a 4th level Sidhe would have the spells of a Conjurer, 3 first and 1 second level spells. Several spells are different, the exceptions being:

1st level - Add See Invisible
2nd level - Add Infravision and Cure Light Wounds (Elven types only)
3rd level - Add Polymorph Self & Others. Delete Fly, Fireball and Lightning Bolt
4th level - Add Fireball, Lightning Bolt and Fly
5th level - Add Control Weather

Sidhe fight on the fighting man chart and use an 8-sided die minus one for their hit points or can use the alternate hit system (old system) - just ignore adds. Saving throws are the best of either fighting man or magic-user at their level.

Sidhe prefer as weapons spears, swords and knives. They don't wear plate-mail or plate for any reason, standard chain-mail being preferred.

Sidhe may use any magical item that either a magic-user or a fighter can use with the following exceptions: they cannot use any wands or staves except Staff of Healing and cannot have a magic sword with high intelligence and ego.

Books operate as follows on Sidhe:
Manual of Puissant Skill at Arms: Fights one level up. No other good or harm.
Manual of Stealthy Pilfering: Lose 3500 experience points.
Manual of Golems: Not useable, no damage.
Book of Exulted Deeds: As Magic-User.
Book of Vile Darkness: As lawful Fighting Man.
Book of Infinite Spells: Useable
Various Librams: As Magic-user of proper alignment.

Experience Points

1st level - 0
2nd level - 3,000
3rd level - 6,000
4th level - 12,000
5th level - 25,000
6th level - 50,000
7th level - 100,000
8th level - 200,000
9th level - 300,000

* * * * * 

Notes

Daniel told me that this is one of his favorites. He recently described them on OD&D Discussion as "like the Elf. They have the progression of a Fighting man as far as (what would later become) THACO. They cast spells like a Magic user but one level slower. Thus a 1st level Sidhe has no casting level, a 2nd = 1st level MU and so forth. They get some bonus abilities, best of which is Detect Invisible. Overall this makes them in many ways a full fighter/mage. But they have several limitations: they lose use of some of the best spells (
Fireball, for example becomes a 4th level spell) and heavy armor. They only use spears, swords, daggers (and staffs). At any given level you get the best saves from either Fighter or MU."


Read more about the Sidhe in Irish mythology.

Thursday, September 26, 2013

The Manual of Aurania (1977)



The Manual of Aurania is a 1977 independent publication presenting new character classes and monsters for the original version of Dungeons & Dragons (OD&D). The main contributor of content, D. Daniel Wagner, is an active poster on the Paizo message boards and kindly allowed me to post his Beorning class from the Manual here, which I did yesterday. He has also started a fascinating Q&A thread on OD&D Discussion for anyone interested. 

There are two editions of the Manual. The content is the same but the second has typos corrected. According to Daniel, they printed 200 copies of the original and 1,000 of the 2nd.

From the Introduction of The Manual:
"While playing many games of Dungeons and Dragons at Aero Hobbies and environs [in LA], we came up with many types of new monsters, characters and treasures ... A prime selection of the collection is here, provided for your use and (hopefully) reading pleasure".

"Aurania is a universe of around ten or so dungeons, (of which only three are commonly used) and even more players. Aurania by-the-by means place of gold, a reference to the large piles of the stuff collected by the player characters in our early campaigns"


Full Credits:
Hugh K. Singh - Editor in chief and cover
D. Daniel Wagner - Main contributor
Larry E. Stehle - Typing and contributions
Troy L. Huhes - Illustrations of Cleric of Thor, Leprechaun, 4-Armed Horror, Trolls, Dragon, Imp and Demon, Nuckleavee
Aimee Karklyn - Illustrations of Dragons, Apparations

Acknowledgements: Gary Switzer [owner of Aero Hobbies], Dale Doane [co-DM of Aurania], Aimee Karklyn

New classes include Beorning, Sidhe, Samurai, Basadae, Leprechaun, Shape-Shifter,
Cleric of Mitra, Cleric of Asgard (Thor or Odin), Lawful and Neutral Reincarnation charts.
 

New monsters include:
Giants: Uruk-Hai, Trollheimer, Indigon, 4-Armed Horror, Black Giant, Grue, Mara 
Trolls: Wood, Hill, Mountain, River, Grendel 
Undead: Apparition, Nightmare, Phantom, Revenant, Banshee, Fetch, Crypt Keeper, Spriggen, Ghost
Dragons: Mottled, Purple, Peryton, Crimson, 3-Headed Terror, Dragon Worm, Ice Worm, Rak
Demons: Imp, Salamander, Class C, Class B, Class A, Named
Weird Trips & Rip-Offs: Argopelter, Flitterbrick, Jub-Jub Bird, Runner, Snark, Nasty, North-Hound, Tavashtri, Ravaging Fiend, Boojum, Catoblepas, Fachen, Gyraphont, Caecus, Sphinx, Firetree, Jabberwock, Lindorm, Nucelavee, Toadstool, Floater, Bandersnatch

J. Eric Holmes mentions a Beorning character in the Adventure of the Giant Chameleon (Alarums & Excursion #16, Aug '76). I thought this was an example of the "lawful werebear"  in the Basic rulebook. And it still might be. However, via Playing at the World (pg 558) I learned that the Manual of Aurania has a Beorning class, which led me to track down a copy. Holmes was active in the same area (Los Angeles / Aero Hobbies) as the folks behind the Manual so he or one of his players may have been using their class. 

Noble Knight Games has several copies (7 2 0 currently) of the 2nd edition of The Manual in stock for $19.95 29.95 sold out for anyone that might be interested.

Update:
See also transcriptions of the Beorning class, Sidhe class and Grue monster from the Manual of Aurania, posted with permission of D. Daniel Wagner.

Wednesday, September 25, 2013

Beornings [Aurania]

By D. Daniel Wagner
A new class for Dungeons & Dragons
Transcribed from the Manual of Aurania (1977) with permission from the author

Beornings                                                                                                      LAW-NEUTRAL
Level Experience Points Hit Dice Dice Damage Adds to Reaction Supernormal Hirelings Armor Class Load
1 0 2 1 0 0 5 3,000
2 2,000 3 1 1 0 5 3,000
3 4,000 4 1 1 0 4 3,000
4 8,000 5 1+1 1 1 4 3,500
5 16,000 6 1+1 2 1 3 3,500
6 32,000 7+1 1+2 2 2 3 4,000
7 64,000 8+2 2 3 3 2 6,000
8 100,000 10 2 4 5 2 8,000
9 200,000 11+2 2+1 4 7 2+1 10,000
10 300,000 13 2+2 5 10 2+2 12,000
11 400,000 14+2 3 5 12 2+3 14,000

A Beorning isn't a true were-bear, but is more of a shape-changer and thus may be hit with any weapon unlike a were-bear which can be hit only with a silver or magical weapon.

The add to reaction chart is used when rolling for the reaction of lawful intelligent animals or monsters. No hostile reaction possible, but a low reaction doesn't leave any opening for any more offers.

In his human form, a Beorning may use such normal weapons as maces, swords, axes, etc. He may use such magical weapons as follows: maces, axes, bows, spears and swords (non-flaming and of low intelligence/ego). May wear only leather armor as anything else will encumber his shape-changing.

A Beorning may hire such numbers of men and/or normal animals as his charisma permits. However, a "Supernormal" hireling is other Beornings, were-bears, Pegasi, Hippogriffs, etc. and he may only hire as many as the chart indicates at that level.

He may speak to mammals & birds at 3rd level, to all animals from 4th level on and plants from 8th level on. He may also cure up to one die (no adds) of animal wounds per day.

As for human hirelings, a Beorning may hire only fighting-men, clerics and some specialists. He may hire other Beornings (see "Supernormal" hirelings). He may not hire men-at-arms. He may hire clerics only up to second level as anything else requires a place of worship.

[A few minor typos corrected from the original]

Update: "defers" in paragraph 2 changed to "offers" after consultation with Daniel.