Showing posts with label Basic/Expert. Show all posts
Showing posts with label Basic/Expert. Show all posts

30 June 2025

Old School Open Book Spellcasting

I actually enjoy Vancian magic. I don't prefer it in every fantasy role-playing game, but I find it effective, interesting, and fun when it is employed appropriately. That is not to say it can't be improved. The following is a house rule I intend to use the next time I run Swords & Wizardry or earlier editions of Dungeons & Dragons.

Open Book Spellcasting

As per established rules, a magic-user may memorize a certain number of spells of various spell levels according to their class level. These spells, once cast, are "erased" from the caster's memory, but may be re-memorized given time and access to the right spell book or scroll.

A magic-user may, however, choose to cast directly from the spell book or scroll without causing the written spell to disappear (which is what happens when non-magic-users are able to cast a spell from text). To do this, the magic-user must read directly from the open spell book or scroll and make an attack roll versus an armor class equal to 10 + the spell's level (using ascending armor class). The magic-user is, in a sense, attacking the difficulty of the spell through brute force of will. If the roll succeeds, the spell is cast. If the roll fails, the spell is not cast and each subsequent attempt to cast it raises its armor class by 1. Normal difficulty is restored the following day. If the magic-user fumbles by rolling a 1, no more attempts may be made to cast that spell until the following day and the spell, if already memorized, is instantly forgotten.

In retrospect, the house rule I described in "Time for Another Spellcasting House Rule" in which the cost of casting an unmemorized spell is 1 hit point per spell level should probably be a variant of open book spellcasting and likewise require the use of a spell book or scroll. One could use both variants in the same game: one requires a roll, the other requires a sacrifice of hit points, but both require the reading of the written spell.

22 March 2025

Zombie Dice and All-Purpose Spellcasting

[The following rule utilizes the Zombie dice from Zombie Dice, a game published by Steve Jackson Games. Zombie dice, which will hereafter be referred to as dZ, have the following faces: brain, footprints, and shotgun blast (abbreviated here as simply blast). The distribution of faces varies by color. A green dZ has 3 brains, 2 footprints, and 1 blast. A yellow dZ has 2 brains, 2 footprints, and 2 blasts. A red dZ has 1 brain, 2 footprints, and 3 blasts.*]

Zombie Dice, a game by Steve Jackson Games.

Twelve years ago (!), I posted an article entitled "Zombie Dice and Spell Interruption." Today, I would like to offer another method of using Zombie dice with spellcasting.

Each time a spellcaster casts a spell, the caster must roll 1dZ. If the casting is not interrupted, the caster rolls a green dZ. If the casting is interrupted, the caster rolls a yellow dZ. If the casting is interrupted through injury to the caster, the caster rolls a red dZ. The result of the roll is compared to the table below:

dZEffect
brainThe spell is cast and retained.
footprintsThe spell is cast and forgotten.
blastThe spell is disrupted and forgotten.

All of this presumes that the baseline magic system is Vancian, i.e. the caster may memorize a certain number of spells of each allowable spell level; once cast, a spell is forgotten and cannot be cast again until it is re-memorized. Contrarywise, with this rule, there is always a chance that a spell may be cast and retained in the memory, cast and forgotten normally, or disrupted and forgotten.

One could also give the caster the option to cast in standard Vancian fashion (spells cast are always forgotten, but never disrupted unless interrupted) or risk the Zombie dice method on a case by case basis.

* Standard six-sided dice may be substituted as follows:
"Green" d6: 1-3 = brain, 4-5 = footprints, 6 = blast.
"Yellow" d6: 1-2 = brain, 3-4 = footprints, 5-6 = blast.
"Red" d6: 1 = brain, 2-3 = footprints, 4-6 = blast.

01 March 2022

Magical Spell: Globe of Quietude

The idea for this spell may or may not have been inspired by a loud vehicle that disturbed my sleep last night.

Globe of Quietude

Spell Class: Magic-User
Spell Level: 3
Range: Special
Duration: 1 hour

This spell create a sphere of silence 8 cubits* in diameter centered on any being or object the caster can see or hear. If the target is unwilling, a successful saving throw will cause the globe of quietude to bounce to the next nearest being or object and so on until a target accepts it or fails its saving throw. Inanimate objects are not entitled to a saving throw. Once the globe hits its mark, it will move with its target, nullifying all sound within its area of effect. The globe of quietude persists until it expires, is cancelled by the caster, or is dispelled.

Unlike the clerical spell silence 15' radius, which prevents sound from issuing from its area of effect whilst permitting external sound to enter it, the globe of quietude is a barrier to all sound within its confines.

* 12 feet or 4 m.

24 January 2022

Dungeons & Dragons My Way

If I were to revise Basic/Expert D&D or Old School Essentials for my own purposes (and that's the "edition" I favor), these are the changes I would make:

  • The players roll their own dice for attacks, skills, and damage.
  • Alignment only exists for supernatural beings. These beings embody their alignment. Some supernatural beings are non-aligned. Listed alignments for monsters and NPCs reflect tendencies to side with the forces of that alignment, but are not mandatory.
  • Experience points are awarded for experiences in the adventure, not treasure and body count. (I'd probably use a variant of the system in DCC RPG.)
  • All classes advance at the same rate.
  • The value of precious metals is akin to that of Europe's actual medieval period. All price lists must change. (Also: coin sizes and weights are based on historical coins.)
  • Combat sequence: Each side rolls 1d6. The side that rolls highest acts first. Individuals on a side act in the order of their choosing.
  • Ascending Armor Class.
  • Classes use "To Hit" bonuses. No attack matrices. (See Swords & Wizardry.)
  • Unified saving throws with possible modifiers based on class or other factors. (See Swords & Wizardry.)
  • There is no total dark vision except via magic. Some creatures can see better in low light conditions, but none can see in total darkness.
  • Revise weapons and armor lists to be historically accurate in nature and nomenclature.
  • Weapons made for smaller folk (dwarves, halflings) are reduced 1 die step. Weapons made for giant folk are raised by 1 or more die steps (ogres, giants).
  • Any class can use any weapon, although clerics might be restricted according to their religion. Player characters may choose to specialize in one weapon appropriate to their class for which they get a +1 bonus to attack and damage.
  • Revise spell advancement.
  • Revise thief skills.
  • Class hit dice as follows: d6 for magic-users, thieves; d8 for clerics; d10 for fighters.
  • No level limits.
  • No minimum attribute requirements for classes.
  • Any player character kindred can be any class, but each kindred has both advantages and disadvantages. Some classes will be more common to some kindreds than others, e.g., thieves (or scouts) are the commonest class amongst halflings, whereas fighters are the commonest amongst dwarves, and elves have a higher proportion of magic-users than any other kindred. (Yes, I use "kindred" from Tunnels & Trolls to denote different species that can be played.)

O.K., this sounds almost like a completely different game (and a heresy to some), but tailoring the game to suit a group's preferences has been how many (if not most) people have played D&D throughout much of its existence. I spent most of my AD&D years resenting its limitations, but if I am to run D&D again, this will be the way I run it — part D&D, part Swords & Wizardry, part DCC RPG, part Applied Phantasticality. That's the way I like it.

(Incidentally, I made many of these changes a few years ago when I started running Basic/Expert D&D again and it morphed into a modified Swords & Wizardry White Box, but I'm just trying to organize my thoughts for my own optimal D&D.)

23 January 2020

B/X Rules to Lose

Basic/Expert Dungeons & Dragons is the edition that is closest to the ideal form of D&D as far as I am concerned, but it has several rules that I have always felt free to ignore in the interest of running a more enjoyable game. The following are some of the rules I have chosen to lose.

DM Rolls Damage

This rule, found in the "Combat Sequence" chart on page B24, and under "Damage" on page B25, states flatly, "DM rolls damage" and "If an attack hits, the DM must determine how much damage the attack has done." The only time I have ever witnessed this is on the television show HarmonQuest. It's fine for players who are indifferent (or opposed) to rolling dice themselves, but the players I know love to roll dice especially if it's to generate damage against an enemy. Who am I to deprive them of their fun? I would ask why the rules specify that it's the DM's responsibility to make all the damage rolls, but I suspect it's derived from someone's personal play experience rather than a reflection of any standard practice at large.

Combat Sequence

Speaking of combat sequences, the aforementioned one on page B24 is complicated at first glance and ponderous in execution. I tried to give it a chance, but it instantly bogged down the game. A tense moment packed with potential excitement was reduced to a dull, monotonous litany of sections and subsections of discrete actions, and we were bored before we had even reached C. in the first round.

The only part of this rule that I can salvage is:

A. Each side rolls for initiative (1d6).
B. The side that wins the intiative acts first (if simultaneous all actions are performed by each side at the same time).
C. The side with the second highest initiative acts second, and so on.
D. The DM handles any surrenders, retreats, etc. as they occur.

Each side decides amongst its members who acts in what order and what action is taken. As a result, the game flows better and everyone is kept engaged in the action.

No Spells for 1st Level Clerics

Wrong. In my games, 1st level clerics automatically get cure light wounds. That's just how I roll.

Thieves' Abilities

Thiefly skills in B/X D&D, as with all editions of D&D, are mostly varying levels of gross incompetence until the thief reaches dizzying levels. A 15% chance to Open Locks; a 10% chance to Find/Remove Traps or Hide in Shadows? Why even bother with odds like that? I think I'd rather use ability checks (page B60, "There's always a chance.") or substitute the thief skills from Dungeon Crawl Classics RPG.

Hit Dice

I use the AD&D class hit dice instead, but I let magic-users roll the same die as thieves (d6). In other words, fighter (d10), cleric (d8), thief (d6), magic-user (d6).

Other Rules to Lose

Other rules I'd lose or replace pertain to D&D in general such as alignment, level limits, and the overabundance of treasure and magic items. I'd also replace the level progression system with that used by DCC RPG or one of the "milestone" variants.

To reiterate, I admire the Basic/Expert rules more than any other edition of D&D, but no edition is perfect, and that's O.K. It's nothing a bit of tinkering can't fix.

05 August 2017

RPGaDAY 2017: Day 05

5. Which RPG cover best captures the spirit of the game?

The answer depends on one's preferred style of play on one hand and the fidelity of the illustration to both the game designer's intent and how accurately the rules reflect the genre or subject of the game. I don't know and I don't care terribly much. Instead, I choose the two RPG covers that most captured my imagination when I joined the hobby: Dungeons & Dragons Basic Set (by the phantasmagorical Erol Otus) and Traveller (as in Classic).

Cover of Dungeons & Dragons Basic Set (art by Erol Otus), a role-playing game published by TSR.

Cover of Traveller, a role-playing game published by Game Designers' Workshop.

[For more information on #RPGaDAY (or #RPGaDAY2017 specifically), read this.]

30 June 2015

Time for Another Spellcasting House Rule

Eventually, I will decide exactly how I want to handle spells in my Swords & Wizardry White Box games. The number of spells that can be cast per day are so scanty at low levels that it's a wonder anyone ever wants to be a spellcaster, especially since magic-users in particular are ineffective at anything other than spellcasting. My last house rule has been unsatisfying (unmemorized spells can be cast, but the casting time is extended to a turn and the caster must make a saving throw or suffer a temporary loss of strength). The casting may or may not have consequences, and even if it does, the cost is negligible. For my next house rule on the subject, I think I'll let unmemorized spells be cast at a cost of 1 hit point per spell level. This is an idea inspired by Microlite20, although in those rules it's the default method for all spellcasting. In Microlite20, the hit point cost is 1 plus double the spell level, but hit points spent in this manner are recovered after eight hours of rest. In my house rule, the hit point cost is lower, but the hit points spent are actual damage and are recovered in the same manner as other wounds (1 hit point per day of rest). This makes it simpler, but it makes the consequences of casting unmemorized spells greater, thus preserving the importance of wisely choosing which spells to memorize. I'll probably also add the Holmes rule for creating spell scrolls. Will any of this work or will I be trying another house rule in the near future? We shall see...

[Edit: After writing "Old School Open Book Spellcasting", I have decided that the house rule above should also require the use of a spell book or scroll containing the spell to be cast.]

08 July 2014

We Are Sorry to Interrupt This Spell

I have come to the conclusion that spell interruption makes no sense in the context of Vancian spellcasting. In the Dying Earth stories by Jack Vance, it may take hours to memorize a few spells, but once a spell is in the magician's mind, coiled like a spring, all he or she needs to do is utter a few syllables to unleash it. I imagine the effect being as immediate as the killing words in Dune. Ritual spellcasting is another matter. Spells cast ritually are not memorized (at least, not in the same manner), but the casting time is greatly extended, affording ample opportunity for interruption. Coupled with an additional cost (such as possible hit point loss or temporary attribute reduction), ritual spellcasting becomes a viable method of extending the spellcaster's usefulness without resorting to power inflation (in theory, I should add, as I am currently playtesting it with Swords & Wizardry White Box). Dispensing with the idea of spell interruption for memorized spells helps me in two other ways. First, since I am no longer using the complicated combat round sequence of post-OD&D, I no longer have to worry about requiring spellcasters to commit to a spell before initiative is rolled — they are as free to cast or not cast as anyone else who is free to use or not use a weapon. Why does this matter to me? It matters because the game flows better, and when the game flows better, my players and I enjoy it more. Second, it preserves the value of memorized spells in contrast to ritually cast spells. And since I'm using Brendan's Simplified Spell Progression (i.e. reduced spell capacity), it's all the more important that the memorized spells become the reliable ones.

(I probably ought to note here that I am not observing the variable casting times of certain editions of Dungeons & Dragons. In my campaigns, memorized spells are cast instantaneously, whereas ritually cast spells have a uniform casting time of one turn [ten minutes].)

Here, then, are my latest revised rules for ritual spellcasting...

Ritual Spellcasting Variant 3

The standard rules of normal spellcasting apply (verbal and/or somatic components only; casting time of 1 round; memorization of all spells in 1 hour after 8 hours of sleep), but spellcasters may also cast any currently unmemorized (or unprayed for) spell that they are qualified to cast (i.e. are of a high enough level to cast) with the following restrictions:

  1. Casting time is increased to 1 turn, after which the spellcaster makes a saving throw vs. magic. If failed, the caster loses 1 point of strength per level of the spell. Strength lost in this manner is fully recovered after 8 hours of sleep.
  2. The casting must be uninterrupted. If it is interrupted, the spell is disrupted, but the caster must still make a saving throw or lose strength as described above.
  3. Material components must be used. Magic-users may use either a magic circle with candles or incense, or an alchemical catalyst to be imbibed, poured, or otherwise destroyed. Clerics may use items appropriate to their religion and culture such as censors, holy water sprinklers, bells, chimes, gongs, prayer wheels, candles, bonfires, etc.
  4. For magic-users, the book containing the spell must be available to consult during the casting. For clerics, a holy symbol, holy book, or sacred object must be present.

14 May 2014

Bloat Not Lest Ye Become Bloated

The version of Dungeons & Dragons I prefer is Basic/Expert D&D plus whatever spells, monsters, and secondary skills I wish to import from AD&D. I have no need of rules bloatation devices. The beauty of Labyrinth Lord is that it combines the Basic and Expert rules into one rulebook, and then offers the Advanced Edition Companion so you can add what you like, just as we did it in the 1980s. My only reservation about this approach is that it occasionally allows AD&Disms to creep into the game unless one is vigilant. Take, for example, the description of the iron golem from the AEC: "Only weapons at least +3 or better can damage iron golems." This is the sort of thing that leads to an excessive proliferation of magic items, which leads to a trivialization of magic, which results in a watering down of the wondrous. In short, it detracts from the fantastical in a fantasy setting. It's a mundanization of the fantasy world. (Mundanization, from the verb mundanize, or mundanisation, from the verb mundanise, depending on your spelling preference. I think I just made it up.) Why? Because players will be worried that their magic weapons are not magical enough. They will become obsessed with upgrading their arsenal of magic weapons as if they were nothing but obsolete software. "A sword +2? Bah! I need at least +3! I might need to fight an iron golem."

Perhaps it's an oversight, or maybe it's just a way to convert Labyrinth Lord into a full-scale Advanced Bloated Labyrinth Lord (Positive Material Plane help us), but I know I will be ignoring any advanced bloatery I detect and replacing it with a suitable basic/expert solution. In this case, "Only magic weapons can damage iron golems." Ah, much better.

(See also Magical Spell: Ensorcel Weapon and Clerical Spell: Sanctify Weapon for other alternatives to magic weapon bloatification.)


N.B. For those who play in my games, any creature affected only by magic weapons is affected by any magic weapon regardless of its enchantment. There are more magical properties in heaven and earth, Horatio, than are embodied by combat bonuses.

11 May 2014

Table: Charge Capacity

In Dungeons & Dragons, certain magic items have charges, which are depleted whenever their powers are activated. As I was posting my latest wand of wonder spinoff (q.v.), I had occasion to compare the rules concerning the number of charges possessed by magic items presented in Basic/Expert D&D and the 1st edition AD&D Dungeon Masters Guide.

Let's look at the Dungeon Masters Guide first. Rods, staves, and wands encountered during the course of an adventure typically have a number of charges as follows:

rods — 50 charges minus 0 to 9 (d10-1)
staves — 25 charges minus 0 to 5 (d6-1)
wands — 100 charges minus 0 to 19 (d20-1)

Basic/Expert D&D differs from this and from itself. According to the Basic rulebook, "Unless otherwise specified, a wand, staff, or rod will contain 1-10 (1d10) charges when found." Now that's a difference! In contrast, the Expert rulebook states "Unless specified otherwise, a wand has 2-20 (2d10) charges and a staff has 3-30 (3d10) charges when found, and each use of a power will use 1 charge." Either way, the difference in wand charge capacity between Basic/Expert D&D and AD&D is vast. I propose something a little different.

For each rod, staff, or wand, the charge capacity is determined randomly.* This is the maximum number of charges this particular magic item can have. Once the charge capacity is known, the exact number of charges can be generated.

Charge Capacity

Roll 1d4

1. Maximum 16 charges (roll 4d4)
2. Maximum 36 charges (roll 6d6)
3. Maximum 64 charges (roll 8d8)
4. Maximum 100 charges (roll 10d10)

Those who dislike rolling that many dice can use the following table:

1. Maximum 16 charges (roll 1d4 x 4)
2. Maximum 36 charges (roll 1d6 x 6)
3. Maximum 64 charges (roll 1d8 x 8)
4. Maximum 100 charges (roll 1d10 x 10)

The advantage, as I see it, is an increase in the middle range and an elimination of one charge wonders.


* This can vary by category (e.g. wands), type (e.g. wands of lightning), or individual item (e.g. the wand of lightning I inherited from my great grandmother) as desired.

10 May 2014

Magic Item: Wand of Annoyance

Some wands with random effects are more reliable than others. The wand of annoyance may not possess the most impressive offensive powers, but one can be reasonably sure it will inconvenience an enemy.

Targets may save vs. wand (or your edition's prevailing category) to avoid effects completely.

05 May 2014

Concise Shield Rules

These are my final rules on shields.* As usual, they are adapted from Shields Shall Be Splintered.


Normal Shields

All shields improve the wielder's armor class by 1 against attacks coming from an appropriate direction, i.e. the front or the shield flank.

Any shield may be used to absorb the damage from an attack after the damage has been rolled and announced, but the shield is thereby destroyed.

Large shields may be used to absorb the damage of spells, breath weapons, and the like in the same manner. Small shields may not.

Shields of normal construction are no defense whatsoever against ballistae, catapults, trebuchets, cannon, or firearms.


Magic Shields

Magic shields usually improve the wielder's armor class by an additional +1, +2, or +3.

Any time a magic shield is used to absorb the damage from an attack, its bonus decreases by one. Once the bonus is reduced to 0, it loses one magical ability (if any) per attack absorbed. Once it has lost all magical properties, it functions as a normal shield.

Magic shields are effective against all weapons. If used to absorb the damage from a siege weapon (including artillery), the shield is destroyed regardless of its degree of enchantment and the defender is thrown clear.


N.B. "Small shields" refers to bucklers and other small handheld shields. "Large shields" refers to heaters, kites, tower shields, round shields, etc.


* Until such time as I grow weary of them.

04 May 2014

Fixing Charts

I changed my armor class chart. Finding no evidence of studded leather armor ever having actually existed, I jettisoned it. It joins banded mail and ring mail as armor types I do not allow. Leather armor returned to its place at AC 7, and padded armor remains at AC 8. I dropped lamellar armor and laminar armor from AC 4 and included the following note below the chart instead: "Lamellar and laminar armor vary in armor class depending on the material used. If metal, the armor class is 4, otherwise it is 6." This has the nice effect of placing one standard armor type at each armor class. (For a Renaissance game, full plate is AC 2.) I omitted my new helmet rule from the chart as I haven't playtested it yet. I like it; it makes sense to me, but I don't know if it works. We shall see. After all that tinkering with shield rules, I think I'm back to the Basic/Expert standard, but I'm keeping my variant of the Shields Shall Be Splintered rule with the following proviso: it only works with large shields. Bucklers will not protect you from dragonfire! [See Concise Shield Rules.]

I also changed my weapon charts again. I upgraded the spear to 1d8 damage, the lance to 1d10 damage, and the pole arm to 1d12 damage. It makes the distribution of weapons by damage-causing capacity rather more symetrical: four 1d4 weapons, eleven 1d6 weapons, eleven 1d8 weapons, four high damage weapons (two 1d10 weapons and two 1d12 weapons). I changed "halberd" back to "pole arm." It's more versatile, like "sword," which I really like.

28 April 2014

Table: Magic Helmet Abilities

Some magic helmets confer a bonus to the wearer's armor class beyond any normal improvement they may provide (q.v.). Some have a different kind of enchantment as well (or instead). Roll as needed on the following table to generate nonstandard magical helmet abilities.


Magic Helmet Abilities

Roll 1d20

  1. Amplifies wearer's voice at will.
  2. Can be used as an alarm if removed and activated. Anything that moves directly in front of it up to a designated distance will cause the helmet to emit a loud noise until deactivated. The noise will be that of a horn, a ghostly moaning, or a human voice shouting.
  3. Enables wearer to breathe in any environment and grants immunity to poison gases.
  4. Enables wearer to fly.
  5. Enables wearer to polymorph self once per day.
  6. Enables wearer to project two magic missiles once per day.
  7. Enables wearer to resist cold.
  8. Enables wearer to resist fire.
  9. Enables wearer to see in all directions.
  10. Enables wearer to see in darkness.
  11. Enables wearer to speak and comprehend any language.
  12. Enables wearer to teleport once per day.
  13. Enables wearer to use telepathy.
  14. Enables wearer to use X-ray vision for one round per day.
  15. Grants immunity to any spell or attack that would render the wearer unconscious.
  16. Grants immunity to any spell or attack that causes blindness or visual hypnosis.
  17. Grants immunity to mental attacks, both magical and psionic.
  18. Helmet's bonus applies to all saving throws vs. magic.
  19. Helmet's bonus applies to all saving throws vs. petrification.
  20. Helmet's bonus applies to all saving throws.

27 April 2014

Use Your Shield

This is my third attempt to make sensible shield rules incorporating both Shield Saves and Shields Shall Be Splintered (and now my own Use Your Helmet rules).

All shields improve armor class by 1 vs. mêlée and missile attacks if they are carried only (not wielded), i.e. if they cannot be actively used to block an attack, but the attack is coming from an appropriate direction. For example, if the shield is being worn on the back, it would improve the defender's armor class against attacks from the rear; or if the shield is being carried normally and the defender is surprised, the defender could benefit from the shield's armor class improvement, but would be unable to actively block any attacks.

If wielded, there is no improvement to armor class, but the wielder may use the shield to attempt to block blows by making a saving throw. Fighters roll their most favorable save; non-fighters roll their least favorable save. A successful save blocks the attack and deflects the damage. Blocking can only be attempted if the wielder is both aware of the attack and in a position to defend against it.

The number of mêlée attacks that can be blocked depends on the size of the shield. Small shields can block one attack per round; large shields can block three attacks per round. A saving throw must be made for each blocking attempt.

The number of missiles that can be blocked also depends on the size of the shield. Small shields can block one missile per round; large shields can block any number of missiles per round (but only one saving throw is necessary). Missile attacks can only be defended against from one direction at a time.

The defender may opt to sacrifice the shield. The defender suffers no damage, but the shield is destroyed by the attack. This tactic may also be used against area effect attacks such as dragon breath, fireballs, lightning bolts, etc.

Shields of normal construction are no defense whatsoever against ballistae, catapults, trebuchets, cannon, or firearms.

Magic shields are effective against all weapons. When carried, they generally improve armor class by +1, +2, or +3 beyond the normal improvement afforded by shields. When used to block, the magical bonus is transferred to the wielder's saving throw. All missiles except cannonballs can be blocked by magic shields (if the saving throw is successful). Magic shields can be sacrificed to defend against any damage-dealing area effect attack or weapon including cannon. (In the case of cannon, the shield is destroyed and the defender is thrown clear.)

Optionally, a magic shield may be sacrificed twice. The first sacrifice nullifies its enchantment. The second sacrifice destroys the shield itself.

[Edit: See Concise Shield Rules for my current perspective.]

26 April 2014

Use Your Helmet

What is a suit of armor without a helmet? Answer: less effective. What is a helmet without a suit of armor? Answer: better than nothing. The same can be said of a shield and it improves one's armor class with or without armor, yet the helmet is nothing without a corresponding suit of armor and its absence results in a penalty. The inconsistencies of Dungeons & Dragons do not surprise me, but that doesn't mean they are not worth addressing.

If any historical argument needs to be made for assigning protective value to the helmet alone, one need only look to history. On the battlefields of ancient Greece, often the only protection a soldier had was a helmet, a shield, and possibly greaves. On the battlefields of the two World Wars (and many other wars of the modern era), a soldier had no protection but a helmet. If the helmet is insignificant alone, why is it the one piece of protection that is considered indispensable in warfare from the distant past to the present?

The 1st edition AD&D Dungeon Masters Guide provides no guidelines for use of a helmet without a corresponding suit of armor, but it does state that the lack of a helmet will attract more attacks to the head, which will have an armor class of 10. It's odd that no other missing piece of armor should likewise incur an armor class penalty. Basic/Expert D&D does not address the subject of helmets at all (as far as I can tell).

I propose that helmets should be treated as shields in that each should improve one's armor class by 1. The armor class rating for suits of armor should apply to the suits themselves. Armor class represents the character's protection in general. The exception to this is if hit location rules are in effect, in which case each hit location will have a separate armor class based on its protection.

Helmets, of course, restrict one's senses depending on the style of helmet, and they may have to be removed or tilted back or require the visor to be lifted to facilitate certain activities.

25 April 2014

Table: Magic Shield Abilities

Most magic shields confer standard magical benefits and a bonus to the wielder's armor class. A majority will improve armor class by +1, although a few confer a bonus of +2 or even +3. Some shields have nonstandard enchantments as well. Roll as needed on the following table to generate nonstandard magical shield abilities.


Magic Shield Abilities

Roll 1d20

  1. Acts as an extra eye as long as it is held or worn.
  2. Any blocked mêlée attack rebounds on the attacker unless the attacker makes a successful saving throw to dodge.
  3. Any blocked missile attack ricochets at the attacker unless the attacker makes a successful saving throw to dodge.
  4. Any spell or ray attack is reflected back if the wielder makes a successful save against it.
  5. Blinds opponents if sunlight is available. Opponents must save vs. magic or suffer -2 penalties to both Armor Class and attack rolls as long as they are facing the shield.
  6. Can be used as a raft on any liquid surface (including lava).
  7. Causes fear in opponents when the wielder strikes it repeatedly with a weapon for one full round. Opponents must save vs. magic or flee for two turns.
  8. Creates a cylindrical wall of force if it is placed horizontally on the ground and stepped upon.
  9. Creates a flat wall of force if it is set vertically on the ground.
  10. Enables wielder to resist cold as long as it is held or worn.
  11. Enables wielder to resist fire as long as it is held or worn.
  12. Grants protection from evil as long as it is held or protection from evil 10' radius if it is placed on the ground.
  13. Levitates if it is held or placed horizontally; obeys wielder's mental commands.
  14. Paralyzes with fear (as a hold person spell) any opponent who gazes on it.
  15. Prevents injury or death from falling by acting as a featherfall spell.
  16. Projects a hammer of force (range and damage equal to a throwing hammer) when used instead of a normal attack. Acts as a magic weapon equivalent to shield's bonus. Must roll "to hit."
  17. Shield's bonus applies to all saving throws vs. area effect attacks.
  18. Shield's bonus applies to all saving throws vs. magic.
  19. Shield's bonus applies to all saving throws.
  20. Wielder cannot be knocked down if standing on solid ground.

24 April 2014

Magic Shield Benefits

[This article is an expansion of Shield Defense.]

Magic shields have benefits beyond the increased improvement to armor class. Although "shields of normal construction are no defense whatsoever against ballistae, catapults, trebuchets, cannon, or firearms," magic shields are. Against all weapons, magic shields confer their armor class bonus. All missiles except cannonballs can be blocked by magic shields (if the saving throw is successful). Magic shields can be sacrificed to defend against any damage-dealing area effect attack or weapon (including cannon). (In the case of cannon, the shield is destroyed and the defender is thrown clear.)

Optionally, a magic shield may be sacrificed twice. The first sacrifice nullifies its enchantment. The second sacrifice destroys the shield.

23 April 2014

Shield Defense

This is a variation of the rules presented in Your Shield Is Your Friend, which in turn incorporates rules found in articles by other writers (Shield Saves and Shields Shall Be Splintered):

All shields improve armor class by 1 vs. mêlée and missile attacks.

All shields enable the wielder to attempt to block successful attacks by making a saving throw. Fighters roll their most favorable save; non-fighters roll their least favorable save. A successful save blocks the attack and deflects the damage. Blocking can only be attempted if the wielder is both aware of the attack and in a position to defend against it.

The number of mêlée attacks that can be blocked depends on the size of the shield. Small shields can block one attack per round; medium shields can block two attacks per round; large shields can block three attacks per round. A saving throw must be made for each blocking attempt.

The number of missiles that can be blocked also depends on the size of the shield. Each successful save blocks all of the missiles that would otherwise strike the wielder in a single round. A failed save blocks none. The size of the shield determines the penalty to the saving throw. Small shields can block missiles at a -2 penalty per missile; medium shields can block missiles at a -1 penalty per missile; large shields can block any number of missiles without penalty.

The defender may opt to sacrifice the shield instead of rolling. The defender suffers no damage, but the shield is destroyed by the attack. This tactic may also be used against area effect attacks such as dragon breath, fireballs, lightning bolts, etc.

Shields of normal construction are no defense whatsoever against ballistae, catapults, trebuchets, cannon, or firearms.

[Edit: See Concise Shield Rules for my current perspective.]

18 April 2014

Your Shield Is Your Friend

Shields are tragically undervalued in Dungeons & Dragons and its offspring, so it is my duty to correct this oversight by borrowing the wisdom of OSR brethren and tinkering further with it. The wisdom I am borrowing is from Shield Saves and Shields Shall Be Splintered. Without further ado:

All shields improve armor class by 1 vs. mêlée attacks.

All shields improve armor class by 1, 2, or 4 vs. missile attacks. (Small shields improve by 1, medium shields improve by 2, and large shields improve by 4.)

All shields enable the wielder to attempt to block successful attacks after damage has been rolled. The wielder chooses which successful attack to block and makes a saving throw. Fighters roll their most favorable save; non-fighters roll their least favorable save. If the saving throw is successful, the blow was blocked and the damage is deflected. Otherwise, the damage is sustained.

All shields allow the wielder to attempt to block one successful mêlée attack per round. In addition, the wielder may attempt to block missile attacks as follows: small shields may block one missile per round, medium shields may block two missiles per round, and large shields may block four missiles per round.

The defender may opt to sacrifice the shield instead of rolling. The defender suffers no damage, but the shield is destroyed by the attack. This tactic may be used against area effect attacks such as dragon breath, fireballs, lightning bolts, etc.

[Edit: See Concise Shield Rules for my current perspective.]