Thursday, September 29, 2022

OD&D + Chainmail

 I love this so much. It really makes OD&D so much more playable when you just use it as a campaign system for Chainmail. So while all battles would be fought with Chainmail, OD&D would be used to calculate overland campaign movement rates, fleeing success, terrain types, random encounters, treasure, and allow a method whereby your troops get stronger and become hero types.

I've seen a lot of attempts to meld the d20 combat system with Chainmail's Man-to-Man combat table. The two earliest attempts were from Gary Gygax himself, first in Supplement 1: Greyhawk and again in AD&D 1e. I like the 1e table and I use it when I play AD&D, but for OD&D I think it's better to ditch the d20 system completely and only use Chainmail's d6 dice pools and 2d6 system.

I only use the Man-to-Man table in the case of Hero vs Hero combat or in the rare instances where it applies to Hero vs Monster combat. For everything else I use the Mass Combat system detailed earlier in Chainmail, where it takes a minimum of 4 light footmen to damage 1 heavy horseman. That means that if the player only has 3 light footmen, the heavy horseman is functionally invincible against them and can damage them with impunity. This is the expected result when strong monsters, such as dragons, attack regular troops.

This system works best with large troop numbers, so it isn't well suited to underground dungeon crawls with a small group of characters. Which is fine, as it works really well for overland campaigning with large armies and mass combat. Raising and maintaining an army is a huge money sink in this game and justifies a constant need for treasure. In fact I find it interesting if the players immediately jump into overland campaigning on day 2 of their adventure, after having gotten just enough gold to raise their first contingent of soldiers.

Tuesday, September 6, 2022

Acquisition of Magic-User Spells

Spell acquisition by laboratory research or finding random scrolls in treasure loot is fucking boring.

what if the magic-users had to make deals with dark gods/eldritch beasts in order to gain more spells? Yes, I realize that 5e has made a whole class around this concept, but why couldn't O/AD&D magic-users learn spells from every possible source, including pacts, inborn magical ability, and/or spellbook learning?

In fact, in OD&D it's explicitly stated that tower dwelling Magic-User NPCs will send the player party out on a Quest or Geas for magic items, so why not just extend that to have beings of unfathomable power give quests to magic-users as exchange for teaching new spells? And instead of nicely writing down the spells in a book, the supernatural creatures sear the magical knowledge straight into the magic-users mind, such that they have to write it down or lose it forever, and this method causes the language to be utter gibberish to everyone except its original recipient.

This is a great concept and will be how I approach MU spells from now on.

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