Sunday, August 18, 2024

The Changing World: How to Explain Rules Changes in the Game World

I've mentioned before that my plan for my next campaign is to start with OD&D, and gradually introduce and change rules until I'm running AD&D.  AD&D is ultimately the ruleset I most want to explore, but I'm just as intrigued by the idea of running OD&D, and I'd like to examine each rules element individually as it gets brought in, and experience first-hand how it changes up the game.  It would perhaps be simpler to just begin with the fullness of AD&D, and less confusing for my players, but I'm fascinated by tracking the progression of D&D.  So that's how I'm doing it, and hopefully my players will roll with it as well.

Of course, if the rules of the game change over time, this will be reflected in the game world as well.  Some of these changes will be more organic, such as the introduction of new monsters, spells, and classes.  But what exactly is going on when, say, the rules for initiative change?  Or weapon damage, or ability score modifiers, or any number of other things?  How does this work in terms of the game world?

The easy answer would just be to hand-wave it.  Gesture vaguely at it, change the rules, and say that it hasn't really changed what's going on in the game world.  The rules are the rules, the world is the world, and one has little bearing on the other.  It would be the sane thing to do.  So of course, I have a different idea.

My campaign world, which I'm tentatively calling "The Last Earth", was formed at the end of a grand cosmic war that destroyed almost everything, fused together from elements of various worlds and settings.  It's been thousands of years since that happened, but it's still a place where reality is unstable.  And that reality is affected by the war between Law and Chaos.  What happens in the planes affects the material world, and vice versa.  As above, so below.  So there will be occasional upheavals, and at times reality will be rewritten.

Normally such rule changes would be the purview of the DM, but I want to involve my players in the process as well.  Healthy discussion and consensus would be one way to accomplish this, but I have something a bit more flavourful and setting-specific in mind.  If I may be allowed to indulge in some setting lore... Back in ancient times, there was a war between mortals and the gods, in which the gods were driven from the material plane.  (I already talked about this in my post on clerics and blunt weapons.)  But not all the gods were driven out; many were killed, and their dismembered corpses still litter the countryside.  An eyeball here, a hand there, a still-beating heart half-buried in a mountainside, that sort of thing.  (I'd initially thought of them as being fossilised stone, but it's more fun if they still have some semblance of life.)  The forgotten dead gods, worshipped by few because they no longer have power to bestow on their followers.  But it's said that if you kneel before them and pray, the rest of the dead gods will hear.  And if enough hear and answer, maybe some desired change will be wrought in the fabric of reality itself.

So basically what this is is a way for my players to voice their desire for a rules change by having their character pray at one of the dead gods.  This would happen during downtime between sessions and require a single game day (remember that I'm going to be trying out 1 real day = 1 game day).  So there's a bit of a trade-off there, because it's a day they could otherwise use for healing or training or research or whatever.  But if they really want to emphasize how much they want a rules change, they could pray for multiple days...  And maybe the gods (aka the DM) will hear them.

I'll have to stress that praying doesn't necessarily guarantee the player will get what they want.  I'm going to be reluctant to change rules that haven't been properly engaged with.  For example, I'm pretty sure I'll have players who initially rail against demihuman level limits... But I'd rather not relax those limits until I've played with them for a decent length of time.  I'll also have to be clear that it's ultimately up to me how any rule changes.  In most cases, I'm going to follow the progression through the supplements and into AD&D.  And I want to set a hard and fast rule that I'm not changing more than one thing per game session.  I want the changes to be gradual, and only rarely will I be instituting sweeping changes (such as when I introduce the PHB or other such manuals).

I'm not sure if this is going to work, or if my players will dig it or engage with it.  But I know I dig it, and I like the flavour it adds to the game world.  A broken landscape, littered with dismembered gods, clinging to life just enough that a prayer to them might be able to change reality...  I'm deliberately building a generic world that reflects the D&D manuals, but inevitably some unique weirdness will filter in.  This is why I enjoy trying to answer these questions.

Wednesday, August 14, 2024

Do All Elves Wear Elven Cloaks and Boots?

Having looked over all the evidence in my last post, I concluded that all elves in OD&D can move about silently and with effective invisibility.  Some sources attribute these stealth abilities to their elven cloaks and boots, which seems fair enough until one remembers that these are valuable and rare magic items.  As much as I'd like to incentivize rampant elf-murder, the players probably shouldn't be finding these on the corpses of every elf they gank.  So before I make a decision, I need to look at all of the evidence.

Chainmail

Chainmail is the origin of the elven ability to turn invisible, but at no point does it specify a reason for the ability.

OD&D Vol. 1: Men & Monsters

Nothing is said here about elven PCs being able to hide or move silently.

OD&D Vol. 2: Monsters & Treasure

"Elves have the ability of moving silently and are nearly invisible in their gray-green cloaks."

AD&D 1e Monster Manual

"When in natural surroundings such as a wood or meadow, elves can move silently (surprise on a 1-4) and blend into the vegetation so as to be invisible (requiring the ability to see invisible objects to locate them) as long as they are not attacking."

Their gray-green cloaks are mentioned in the description paragraph, but not linked to their hiding ability.

AD&D 1e Players Handbook

"If alone and not in metal armor (or if well in advance - 90' or more - of a party which does not consist entirely of elves and/or halflings) an elven character moves so silently that he or she will surprise monsters 66-2/3% of the time."

I also had a look in the 1e DMG, but wasn't able to find anything.  There could be relevant information tucked away in that august tome, but if there is it escaped me.  I don't really care to look ahead further than that; I prefer to stick to Gygax when seeking these kinds of clarifications.

There's an obvious trend above.  The ability starts as invisibility, shifting to silent movement and near-invisibility in OD&D.  This is restricted to natural surroundings in the Monster Manual.  By the time we get to the Players Handbook, there's no ability to turn invisible; elven stealth is entirely attributed to silent movement.  What started as something seemingly magical has gradually become more mundane.

Notably, only one source - OD&D Vol. 2 - links elven stealth to their cloaks.

Cloak and Boots of Elvenkind

Let's take a look at how elven cloaks and elven boots work in OD&D and AD&D.

OD&D: "Wearing the Cloak makes a person next to invisible while the Boots allow for totally silent movement."  So it appears these items exactly duplicate the stealth abilities of elves.  It's entirely plausible that every elf is wearing a set of these.

AD&D: These items are separated in this edition.  The cloak of elvenkind has chameleon-like powers, granting the wearer near-invisibility, with different percentages based on the type of terrain.  The boots of elvenkind allow silent movement, with a 95% chance in the worst conditions and 100% in the best.

So in OD&D these items are useless for elves, duplicating their powers exactly.  In AD&D, the stealth abilities of the cloak and boots seem like they should be better than those of an elf, but that really depends on the link between moving silently, being invisible, and surprise.  This link is never explicitly spelled out in AD&D, at least to my knowledge.

The Decision

I wasn't expecting the evidence to weigh so highly against the prevalence of elven cloaks and boots.  But it's hard to deny that, if Gary intended for OD&D elves to be wearing them, he quickly thought better of the idea.  It makes sense; elven encounters would be numerous enough to ensure that every character would gain these items and abilities before too long.  Like Gary, I'd prefer to restrict this kind of thing.

The text is even worded in such a way as to support this: "Elves are nearly invisible in their gray-green cloaks."  See, it says invisible in their gray-green cloaks, not because of them.  I'll split those hairs if I must.

So no, no elven cloaks and boots for every elf.  Which is a shame, because a reading of Tolkien would support the other argument.  I'm also a little unsatisfied that the cloak and boots in OD&D are useless for elven PCs.  But I guess in D&D they're a different thing, with magic intended to grant non-elves the stealth of elvenkind.  That's a cool enough ability in its own right.

Sunday, August 11, 2024

OD&D Conundrum 2: Elves

 Ah, Elves.  Since the dawn of the OSR, and no doubt well before that, the less-than-humble elf has been a source of perplexity to anyone tackling the OD&D rules.  Part of that is due to their scattered nature; some of the elf's abilities are only found in Chainmail, some are in Vol. 1: Men & Magic, and still more are hidden away in Vol. 2: Monsters & Treasure.  There's more to it than that, as even once you've found the rules they can be contradictory or difficult to interpret.  But before I get into that, I'll go through these sources one by one and give a brief outline of what each says (with an eye towards elven PCs rather than "monsters").

OD&D Vol. 1: Men & Magic

  • Can be fighters or magic-users, and freely switch between each from adventure to adventure.
  • More able to note secret and hidden doors
  • Gain the advantages noted in Chainmail when fighting certain fantastic creatures
  • Speak the following languages: Orc, Hobgoblin, Gnoll, Elvish
  • Can be aligned with Law or Neutrality, but not Chaos

OD&D Vol. 2: Monsters & Treasure

  • Of two sorts: those who make homes in woodlands, and those who seek remote meadowlands
  • Can move silently and are nearly invisible in their grey-green cloaks
  • Elves armed with magic weapons add an extra +1 to damage rolls
  • Elves on foot may split-move and fire. Those mounted cannot.
  • Not paralyzed by ghouls

Chainmail

  • Elves are listed along with "Fairies"
  • Split-move and fire as footmen
  • Can turn invisible; can become visible and attack in the same turn
  • Those armed with magic swords add an extra die in normal combat, and allow elves to combat certain other fantastic creatures
  • Troops paralyzed by a wraith remain unmoving until touched by a friendly elf (also true of wizards and heroes, but that's not relevant here)
  • Can see in normal darkness as if it were light

    Like I said, the rules are scattered.  The major ability of the elf in OD&D is that they can be fighting-men and magic-users; this is also the ability that's come under the most scrutiny because of how it differs from later editions. But I'll tackle that last.  Before I get there, I'll quickly run through some of the other abilities that are of interest.

    SUB-RACES

    OD&D splits elves into those from the woodlands and those from the meadowlands.  This seems to me like a fair approximation of what we see in The Hobbit: the wood elves would be similar to those from Mirkwood, and the meadow elves would be like those from Rivendell.

    In Chainmail this distinction isn't made, but the elf entry does have a parenthetical inclusion of "fairies".  Later books (specifically Supplement I: Greyhawk and the AD&D Monster Manual) will equate fairies with meadow elves, also referring to them as grey elves.  So that answers that pretty succinctly.  As far as rules go, there are no distinct differences in Chainmail or OD&D.

    ALIGNMENT

    It's not something I often see remarked upon, but OD&D characters are sharply limited in their alignment.  Human fighting-men and magic-users are free to choose any alignment, but clerics must be Lawful or Chaotic.  Dwarves can't be Chaotic.  Hobbits must be Lawful.  And elves can only choose between Neutrality and Law.

    In Chainmail, elves are Neutral but with a tendency towards Law, so this fits together quite well.

    STEALTH

    So here's the question: do elven PCs in OD&D move silently and invisibly by default?  Vol. 1 says nothing about it, but Vol. 2 certainly gives these abilities to elven NPCs, attributing the invisibility to their grey-green cloaks.  Chainmail is consistent with Vol. 2, giving elves the ability to turn invisible.

    So it's pretty cut and dried that NPC elves are effectively silent and invisible when they want to be, and that the invisibility is a property of their elven cloaks.  Giving this ability to elven PCs could be a bit unbalanced, but I don't necessarily consider that a bad thing.  The classes in old-school D&D are unbalanced in a lot of ways, but most of those ways are consistent with the flavour of the pulp fantasies it's drawing inspiration from.  Tolkien's elves really are better than everyone else, so it's okay by me for D&D to match that.

    When it comes to things that are ambiguous in OD&D, it's always a good idea to look forward to AD&D, because Gary used it to clarify a lot of his intentions.  We can also look backwards now that the pre-publication draft is available, but that doesn't have anything relevant in this case.  AD&D does, because elves have an innate stealth bonus in their 4-in-6 chance to gain surprise.  That pretty much seals it for me, and I'll be allowing any elven PCs to move around with silence and effective invisibility.  Not actual invisibility, just a near-supernatural ability to stay hidden.

    GHOUL PARALYSIS

    It's consistent in older editions of D&D for elves to be immune to the paralysing touch of ghouls.  (In fact, elves are immune or resistant to most of the things likely to incapacitate a low-level character: ghouls, sleep spells, and charm spells.)  But there's a rule in Chainmail that I've somewhat glossed over in the past: "Paralyzed troops remain unmoving until touched by a friendly Elf, Hero-type, or Wizard".  This isn't a rule that's ever been explicitly brought forward into D&D, but I quite like it.  And I'm trying to bring forward every rule in Chainmail, as long as isn't contradicted or superseded by a rule in OD&D.  It will make elven PCs even more valuable and unique, and maybe serve to lessen the severe lethality that ghouls present to low-level characters.

    (I've just remembered that this rule only specifically applies to paralysis from being touched by a wraith. It isn't mentioned in the ghoul entry, but I'd be inclined to say that it counts for both.  Besides, the issue of whether I'll have wraiths paralyse in addition to draining levels is still up in the air...)

    MAGIC SWORDS

    In OD&D, magic weapons are more effective in the hands of elves than anyone else.  Presumably this is because magic weapons in the stories D&D is drawing on, particularly Tolkien, are almost exclusively of elven make.

    In OD&D, they get an extra +1 to damage with any magic weapon.  This is listed under the monster entry in Vol. 2: Monsters & Treasure, and is worded in such a way as to say that they get a flat +1, dealing 1d6+1 with a magic weapon.  There are different ways this could be interpreted, but I'm going with it as an overall bonus on top of whatever magic bonus the weapon already has. This ability is gone by the time AD&D rolls around.

    Vol. 1: Men & Monsters says that elves "gain the advantages noted in the CHAINMAIL rules when fighting certain fantastic creatures".  Looking at Chainmail, we see that "elves armed with magical weapons add an extra die in normal combat".  I'd say that's superseded by the flat +1 damage bonus in OD&D.  Elves also get 3 extra dice against goblins, and 2 extra dice against orcs; so we can extrapolate that to say that against orcs and goblins they get a +2 and +3 bonus respectively.  (Kobolds are grouped with goblins in Chainmail, so the +3 bonus can encompass them as well.)

    The rest of the Chainmail bonuses are a little harder to figure out.  They apply to the Fantasy Combat Table, which probably requires a bit of explanation for the uninitiated.  In Chainmail, there are three kinds of combat: Mass Combat, which is for clashes between large numbers of troops; Man-to-Man Melee, for one-on-one battles between normal men; and Fantastic Combat, for one-on-one battles between monsters and higher-level characters.  The latter two are pretty much replaced by the "roll a d20 to hit vs. AC" system in OD&D, but the distinction between "normal men" and "fantastic creatures" is still relevant in places.  In Chainmail, a magic sword allows a normal elf to fight on the Fantastic Combat table.

    Fantastic Combat is pretty simple: you cross-reference the type of creature attacking with the type defending, and there's a number you need to roll above on 2d6 to score a kill.  (You can see why this was replaced in D&D: with an ever-expanding roster of monsters, the table would have become impossibly unwieldy.)  Since this system was replaced in OD&D, it would be easy for me to just ignore these bonuses for elves and assume that the magic weapon's inherent bonus is good enough.  But I still wanted to look at the numbers by comparing the fighting ability of a Hero and an Elf (both armed with magic swords).  I've given the Hero a +1 bonus to all scores required for wielding a magic sword, but assumed that the +1 is already baked into the elf numbers (as they can't even fight on the Fantastic Combat table without one).

    Hero Super-Hero Wizard Wraith Wight Lycanthrope Ogre Balrog Giant
    Hero 6 9 10 10 5 7 8 10 10
    Elf 9 11 10 8 6 9 7 12 10

    Most of these numbers are in favor of the Hero as you'd expect: the Hero is a 4 HD fighter, while the Elf is presumably 1 HD.  I'm happy to leave these as is in the OD&D system, as a 1 HD elf will indeed have a harder time killing such monsters than a 4 HD fighter.  Two comparisons come out even: Wizards and Giants.  It's tempting to give elves a bonus here: in general, a Hero in OD&D has an effective +2 to hit over a 1 HD elf.  So I could go with a +2 bonus.  But then we have the cases where the elf is better at fighting certain monsters in the above comparison: Wraiths and Ogres.  If I'm giving a +2 bonus for those comparisons which came out even, should I give +3 against ogres?  And +4 against wraiths?  I would rather not.  Ultimately it's a bit of a mug's game to try to convert this stuff from Chainmail to OD&D, because they are measuring different things.  Chainmail uses one roll to determine the result of a fight, whereas D&D has many more variables: roll to hit, roll for damage, AC, hit points, etc.  Any mathematical conversion, assuming one is even possible, is well beyond me.

    That said, I'd still like to preserve some of the flavour of the above results, so I'll go with the following:

    • An extra +1 damage when wielding a magic weapon
    • An extra +2 damage vs. orcs, ogres and trolls (trolls are grouped with ogres in Chainmail)
    • An extra +3 damage vs. kobolds, goblins, wraiths, and spectres (as spectres inherit the qualities of wraiths in OD&D)

    MULTI-CLASSING

    This was the topic I actually wanted to write about, because it's the one that usually causes the most consternations when people discuss elves in OD&D.  As usual, this post got away with me, and I veered off onto various other tangents.  But as noted above, elves can advance as both fighting-men and magic-users.  They can't do this at the same time; instead, they choose what class they're playing for each adventure.  It seems pretty simple on the face of it, but there are a lot of ambiguities and unanswered questions.

    The main thing that trips people up is that this works very differently than in later editions.  Once you get to AD&D, an elven fighter/magic-user operates in both classes simultaneously, having the abilities of both classes (including being fully armoured while casting spells!).  That's not how things work in OD&D.  You're either a fighter or a magic-user for the current adventure, and the only point of cross-over seems to be that you can cast spells while wearing magic armour.

    It's interesting to go back and look at the pre-publication draft here.  That version of the elf is even more restrictive: you pick which class you want to play at the beginning, and then you play that class until you hit the maximum level.  Only then can you switch back to 1st level in the other class, and begin advancing.  I can't find anything that indicates an elf can switch back and forth, although it is said that they can use magic items such as wands as a fighter, and that they can utilize magic weapons and spells at the same time.

    As for OD&D class-switching, there are many questions.  Can an elf cast spells in regular armour?  Can they use fighter weapons while acting as a magic-user?  What about hit points?  Saving throws?  Fighting ability? How is experience divided between the classes?  None of this is explained, leaving interpretation up to the referee.

    Personally, I think the interpretation that sticks closest to the rules is to go with a complete split.  An elf is either playing as a fighter or a magic-user, and that's that.  They use the hit points, saving throws, fighting ability, etc. of the class they are playing as.  (And I'm going with hit points being re-rolled at the start of each game session.)  When playing as a magic-user, they can't wear armour unless it is magical, and they are restricted to daggers for weapons.  When playing as a fighter, they can't cast spells.  I'm tempted to allow them the use of magic items as in the draft, but that's not in OD&D, so I'm a little torn on it.  Experience points will be applied to the class being played for that session.

    (It's just occurred to me that fighters using wands and magic-users wearing magic armour can be quite elegantly combined into one rule: the elf can always use the magic items allowable to both classes.  My only misgiving is that this would allow the elf access to spells and magic swords at the same time.  but it's something to think about.)

    There are two things that poke holes in my interpretation.  The first is this line in the elf description: "Thus, they gain the benefits of both classes and may use both weaponry and spells".  It's a vague enough line that it can fit with my interpretation, or the AD&D version of multi-classing, or any number of other ideas a referee may have, so I'm okay with ignoring it.

    The second thing is that elves, when encountered as monsters, have high-level leaders who seem to be operating simultaneously as fighters and magic-users.  It would be easy enough to just have them pick one class or the other, but that's not how it looks like it's meant to be played.  It would also be easy enough to hand-wave it, and say that monsters and PCs operate by different rules.  I'm not the biggest fan of that either.  It's true to a certain extent, but I prefer to level that playing field wherever possible.  If the players never question it I'm happy enough to ignore it, but if it comes up I'll tell them that elves can indeed operate in both classes simultaneously, but if they do so they earn no XP for that adventure.  This will give a big boost to those elves that have maxed out both classes, for sure, because they will be able to do this without penalty.

    CONCLUSIONS

    As I wrote above, this post got away from me.  I'd intended to just tackle the multi-classing issue, but ended up digging into a whole lot of ambiguities regarding elves, and reconciling their many abilities from various sources.  To sum up, elves as I'm running them in OD&D will have the following abilities:

    • Switching between fighter and magic-user from adventure to adventure
      • If it comes up, they can act as both while gaining no XP for that adventure
    • Better at finding secret and hidden doors
    • An extra +1 bonus to damage when using magic weapons
      • Increase to +2 vs. orcs, ogres, and trolls
      • Increase to +3 vs. kobolds, goblins, wraiths, and spectres
    • Extra languages: elvish, orc, hobgoblin, gnoll
    • Must be Lawful or Neutral in alignment; cannot be Chaotic
    • Can move silently and with effective invisibility
      • This invisibility is lost when they make an attack
    • Can split-move and fire when on foot (but not on horseback)
    • Immune to ghoul paralysis, and may remove paralysis from others
      • This may also apply to characters paralysed by a wraith, but I haven't decided if a wraith's level-drain ability replaces its paralysis, or if they both apply
    • Can see in the dark