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Showing posts with the label Combat Systems

The Intent of Supernatural Attacks in O.G.R.E.S.

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 Supernatural Attacks in O.G.R.E.S. Art by Bradley K. McDevitt. Used under license. Some questions have come up recently (even in my own gaming group) that highlight something about supernatural attack, about which I was apparently not clear enough in the rules. That, or it's there and just easily overlooked. So here it is. 

Why Re-Use Old Mechanics? Why Not Create a New System?

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(Cross-posted from my Elf Lair Games blog , which you should also follow!) This is a question I get asked far too often, and far too often it's with an accusatory tone, along the lines of, "what kind of a game designer are you if you can't create an original system?" or "Aren't you creative enough to come up with something unique and original?" The truth is, I have worked with just about every kind of system you can imagine over my decades of game design. I've done stat + skill systems, roll and keep systems, fistful 'o dice and count kills systems, graduated die type systems, and more. All were fun, all were quirky, all were unique in some way.  I did go through a phase where I spent a lot of time coming up with new and different systems. I even designed a couple from the ground up that used cards instead of dice. One, the Hoyle System, used a standard deck of playing cards with each suit and the jokers representing something different in play, ...

What's So Innovative about Night Shift: VSW?

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This is one of the most common questions game designers get in the modern era of game design. Everyone's looking for the latest, new and unusual thing, and that's understandable. So what do I answer when people ask me what's so innovative or new about Night Shift: VSW?  Nothing.  That's right; there's nothing in the mechanics or system that's particularly new or innovative in Night Shift: VSW.  Now, before you throw up your hands and say, "Why bother, then?" Let me elaborate.  There's No Such Thing as Innovative Mechanics The simple truth of the matter is, the vast majority of designers who use "innovative" as a claim to fame for their game are at least one of two things, and very often both:  1. Trying to be different for no other reason than to say they're being different, often at the expense of playability. 2. Simply wrong.  Most so-called innovative mechanics are smoke and mirrors at best . The truth is very simple: dice exist in...

Psionics in Dungeons & Dragons, Part II: Advanced D&D

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Now that we've looked at how Psionics work in original Dungeons & Dragons, let's examine how they work in Advanced D&D. Readers may be shocked to discover that psionics in AD&D are, in many ways, much easier and more straightforward than they are in OD&D. The two systems are very similar, but there are some important and notable differences. The next blog entry in this series will compare and contrast the two systems, but for now I want to focus on how they work to keep a clean exploration and explanation of these two rules sets, both of which offer a lot of fun and something different and mysterious for D&D games that have become a bit rote in their approach. Psionics can present an interesting approach to mysticism in an AD&D game, particularly one that seeks to represent certain styles of 1970s and 80s fantasy, particularly those of writers like Mercedes Lackey, Ursula K. LeGuin, Andre Norton, and Marion Zimmer Bradley, which in modern terms system...

Psionics in Dungeons & Dragons Part I: Original D&D

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I'd like to take a couple blog entries to explore the concept of psionics in the early editions of D&D--specifically, original D&D and AD&D first edition. Psionics, traditionally, have been a much-reviled part of the D&D opus, and those who do not include them in their game are certainly far more common than those who do include them. It's no secret that even Gary Gygax lamented and regretted their inclusion, and didn't use them himself. As with any aspect of the game, ask 100 players why they don't like psionics, and you'll get at least 50 different answers (if not more). The vast majority, however, will come down to one of two major points: They are science-fiction feeling and simply don't have a place in a fantasy game They are overcomplicated, confusing, and simply arcane and unworkable.  I can't really address point one. If you simply don't like the idea of psionics, if you feel like they're not fantasy-feeling, and y...

Star Wars with OD&D

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So a discussion arose on the ODD74 message forums awhile back, about how difficult it would be to run a Star Wars  game using the OD&D rules. The general consensus was that it shouldn't be difficult to do, but there was some disagreement on how to handle the Force--most people assumed Clerical magic would be the best approach. My own thought was that psionics, as presented in Supplement III: Eldritch Wizardry  are a better, and near-perfect, approach to modeling the Force in a Star Wars game. This of course led to some disagreement, as psionics in Dungeons & Dragons, at least prior to third edition, have a reputation for being confusing, arcane, and complex. The truth is, however, that like much of the older editions of D&D, psionics aren't all that difficult--they're just poorly organized. After one goes through the rules and gets a handle on them, they are actually quite straightforward. I, thus, took it as something of a challenge to do up a full sourceb...

Reading Advanced Dungeons & Dragons, Part 44

USING MAGIC ITEMS This section is relatively brief, but includes some of the most interesting (and for some, infuriating) bits of AD&D. It covers the need for activation words, scrying, the use of potions and oils, what happens when you mix potions, and guildelines for how level drain works. Command Words In first edition, command words were a big deal. You couldn't automatically use magic items you were found, until you actually worked out how to do it. Sometimes, as the book points out, the command word may be etched on the item itself. Other times, the item may come with a scroll or an effective "instruction manual" for its use. Often, the book points out, the most effective way of getting the activation phrase is to interrogate the foe who had it before you. Beyond this, one must turn to spells. Here's the interesting part: identify is not listed as one of the spells that can be used to uncover a command word. While that spell can tell you what an item ...

The Evolution of "Basic" D&D

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It's a wild understatement to say that Dungeons & Dragons has gone through a lot of iterations, forms, and incarnations over the years. One of the first big schisms in the game came very early on, when the original version of the game evolved into Advanced Dungeons & Dragons. I admit to being a bit fuzzy on the specific details of this evolution; it's possible that TSR originally intended to continue publishing OD&D alongside AD&D (otherwise, the need to clarify that the new game was "Advanced" seems superfluous), or it could simply have been a branding change. Regardless, around this time, they also decided that it might be a good idea to offer a "Basic" version of the game, to introduce new players. Enter Eric Holmes, and the beginning of what would become the first "Edition Wars" in the history of the game. These edition wars continue even down to today's fans of the game, many of whom are starkly (and harshly) dismissive...