Showing posts with label Class by Retro-clone. Show all posts
Showing posts with label Class by Retro-clone. Show all posts

Sunday, June 24, 2012

Reading Room: Magic-users by Retro-clone

"Are you sure that's not just a tackily-designed magical
spear? Because if it is, none of us can use it."
Similar to my entries from last year for the Fighter, Cleric, and Thief classes, I'm reading through the retro-clone descriptions of the Magic-User / Wizard Class to get some sense of the essence of the character class before building it in HERO System 6th Edition. Here are the older posts:

Yes, there is an 6th Edition Fantasy Hero book out -- HERO prides itself on allowing folks to build exactly the characters they want -- I'm just trying to figure out what I want from the classes first.

Basic Fantasy RPG says:
Magic-Users are those who seek and use knowledge of the arcane. They do magic not as the Cleric does, by faith in a greater power, but rather through insight and understanding. Magic-Users are the worst of all the classes at fighting; hours spent studying massive tomes of magic do not lead a character to become strong or adept with weapons.They are the least hardy, equal to Thieves at lower levels but quickly falling behind.

The only weapons they become proficient with are the dagger and the walking staff (or cudgel). Magic-Users may not wear armor of any sort nor use a shield as such things interfere with spellcasting.

A first level Magic-User begins play knowing read magic and one other spell of first level. These spells are written in a spellbook provided by his or her master.
It's interesting that both clerics and mages perform 'magic', but the sources or catalysts are viewed as different. In particular, the emphasis on insight and understanding suggests that mages are privvy to deeper knowledge about the esoteric arts, and perhaps the world in general (though they would be pegged as lacking in street smarts, if their wisdom score is low).

As is common to the D&D paradigm, they only get two weapons -- the dagger and the walking staff or cudgel -- and it's presumed that they're not quite as skilled with them, as they get the worst weapon bonus advancement in the game. Still, it can be inferred that perhaps they use these implements in intricate ways in spellcasting, because using either of these implements in combat does progress beyond pre-novice levels.

Here, it's suggested that magic-users may not wear armor or shield as they interfere with spellcasting. Arguably then, lower level mages might carry armor and shields around with them -- for use once their store of spells has been used up for the day. It would certainly lead to their survivability. The question of encumberance comes up, however, and given the stereotypical low-STR mage, the heavier armor and shield options immediately drop away.

Spells are assumed to be acquired from a master, and the first spell granted is read magic, plus one other spell. It can be inferred, therefore, that the mage may have cast other spells appropriate to 1st level during the apprenticeship, but these were learned from the master's spellbook during the learning stage.

Labyrinth Lord says:
Sometimes called wizards, warlocks, or witches, magic-users study arcane secrets and cast spells. Magic-users are able to cast a greater number of increasingly more powerful spells as they advance in level.

However, they are limited in their choice of weapons, as they are only able to use small weapons such as a dagger. They are unable to use shields or wear any kind of armor. For these reasons, magic-users are weak at low levels, and in an adventuring group they should be protected.

Magic-users carry spell books, which hold the formulae for spells written on their pages. A magic-user can have any number of spells in a spell book, but can only memorize a certain number of spells that he can know off-hand to cast at any time. This number increases as a magic-user increases in class level.

Reaching 9th Level: When a magic-user reaches the 9th level, he is able to create spells and magic items. These rules are in the Magic Research portion of Section 8.

A magic-user may build a stronghold, often a great tower, when he reaches level 11. He will then attract magic-user apprentices (1d6), who will range from level 1-3.
Here, magical ability seems to derive from arcane secrets -- knowledge of esoteric magical lore kept hidden from the general populace -- rather than being attributed to deep insight or understanding. It is knowing, perhaps even memorizing these things, not necessarily comprehending them that is key to arcane power.

On weapons and armor, they are specifically proscribed from using any (except for 'small weapons'). Rather than ascribing this to the needs of spellcasting, this suggests that there is an absolute lack of emphasis on it (and they pick up the small weapon combat skills as a necessity from adventuring, albeit very slowly). It also suggests that perhaps there is another reason -- interference with arcane abilities beyond encumberance, perhaps due to physical reasons (metal interferes with spellcasting) or mystical reasons (the crafting of weapons and armor clash on the metaphysical plane with a spellcaster's ability to tape the arcane).

Mention is made here of being able to create one's own spells and magic items, which suggests experimentation with the memorized formulae above. This portion of their career seems to parallel the default view in Basic Fantasy RPG -- one where experimentation and engineering of magical spells and artifacts require the intuition and understanding of the principles of magic.

Finally, there is a statement on the typical path of growth on the magic-user career. It is an interesting statement on what typically happens in the adventuring world for the successful mage.

Sword & Wizardry says:
The Magic-User is both a figure of mystery and a student of mysteries, steeped in ancient and arcane knowledge. As a Magic-User you have studied long hours deep into the candlelit nights, delving into the parchment pages of cobweb-covered magic tomes, learning the intricacies of magical circles and runes, the strange significances of the stars and moons, the disquieting theories of mad philosophers, and above all, the casting of magic spells.

You can be a truly devastating opponent as long as your fellow adventurers protect you from physical combat, in which you are the weakest of all the character classes: completely untrained in the use of armor, barely adequate with even the simplest weapons, and having fewer hit points than most other members of an adventuring expedition. You are not limited to the role of providing the party with offensive spells, though, for your spellbook provides an array of other spells that can be critical for surviving the perils of dungeons, lost temples, and other such places where you might venture in search of treasure and knowledge.

If you succeed in such forays into the wild and dangerous places of the world, you might eventually rise to such heights of power that you can build a mystically protected tower for your researches, create fabulous magic items, and scribe new formulae for hitherto unknown spells. Such great Archmages can sway the politics of kingdoms, commanding respect and fear across the realms.
Mages here are cloaked in mystery and no mean amount of sinister imagery, and the fact that they deal with mysteries and perhaps occult secrets that are perhaps meant to be kept to a privileged few. Here it's mentioned that they ignore 'even the simplest of weapons' and even their hardiness in combat is touched upon.

However, the power they may accumulate will eventually grant them the ability to shake the futures of realms -- should they survive.

OSRIC says:

Magic users are a rare breed—practitioners of the mysterious art of arcane spell casting. A lengthy apprenticeship of study and practice allows these somewhat eerie individuals to store arcane energy within their minds and to release it in the form of spells. Magic users cast spells by speaking a few magic words, weaving complex gestures in the air, and employing rare and magical materials. While magic users (with illusionists) are the weakest character class in combat, this weakness is balanced by possessing the most powerful and versatile spells in the game.

The full underlying principles of magic are beyond mortal comprehension; even wizards of the profoundest intellect struggle from momentary inklings to understand its more complex patterns. Nevertheless, those character who possess formidable intelligence and a certain intuitive gift, who are willing to devote themselves to a lifetime of study, may in time sufficiently master the art to be capable of shifting mountains and shattering entire armies. High-level magic users are the most feared and dangerous characters in the game.

Magic users do not gain bonus spells for high intelligence scores; intelligence does determine which spells they can understand and how many spells they may learn for each spell level.

Magic users are dependent upon their spell books, and normally may only cast spell they have learned from these books (exception: magic users may cast spells from arcane magical scrolls). Mages may not cast spells from divine, druidic or phantasmal magic scrolls. The acquisition of a new spell is difficult and demanding and must normally be accomplished through adventuring, although the mage will automatically receive one new spell of the highest spell level that he or she may cast upon acquiring a new level of experience.

Magic users are the only class capable of fabricating magic items that they cannot themselves employ. Clerics, druids and illusionists can fabricate magic items, but only those they themselves can use; items such as magical swords, that no primary spell casting class may use, are in their creation the sole province of magic users.

At 11th level, a magic user may establish a stronghold (usually a tower or small keep) in the same manner as a fighter.
The mechanism of spellcasting it touched on in most detail here, where in 'arcane energy' is stored and released after an apprentice has learned the techniques necessary to do so. However, it is suggested that the true underpinnings of magic are unfathomable to mortals; it is something approached and manipulated by beings who -- even at their hightest levels -- are considered as wasing into the shallows. They are akin to physicists and engineers working on the Manhattan Project, unlocking deadly secrets that can shatter worlds.

Perhaps this can be a reason for the number of magic-users who go 'mad' as they seek to control or master aspects of the arcane whose costs may not ever be fully understood.

It's also stated that magic-users are the only class capable of crafting magical items that other classes can use. An interesting insight that adds further weight to the image of a magic-user as perhaps someone interested in the machinery of war, but unwilling or unable to devote the time to becoming a practitioner. Especially since more efficient avenues to waging it lie just around the next unlocked secret or rediscovered spell.

Consolidated Class Guidelines

This is a tough one, rather similar to my difficulty with the thief. I need to define either one or many valid views on the magic-user, and then define how that is handled mechanically, as well as setting-wise.

I think there's a solution for great latitude in the class, but it takes a bit more reading, thinking, and writing to crystalize.

Thursday, July 14, 2011

Reading Room: Thieves by Retro-clone

"Hah! You thought I wasn't a thief, didn't you? Well, these
are leather pants, buddy. So there!"
Similar to my entries for the Fighter and Cleric classes, I'm reading through the retro-clone descriptions of the Thief Class to get some sense of the essence of the character class before building it in HERO System 6th Edition.

Yes, there is an 6th Edition Fantasy Hero book out, and I'll be referring to it as well for the mechanics. However, I'm trying to build something that hearkens back to then essence of the D&D classes -- Fantasy Hero really broadens the definitions and gives more options to allow different types of classes so something may be lost. Anyway, HERO prides itself on allowing folks to build exactly the characters they want -- I'm just trying to figure out what I want from the classes first.

Basic Fantasy RPG says:
Thieves are those who take what they want or need by stealth, disarming traps and picking locks to get to the gold they crave; or “borrowing” money from pockets, beltpouches, etc. right under the nose of the “mark” without the victim ever knowing.

Thieves fight better than Magic-Users but not as well as Fighters. Avoidance of honest work leads Thieves to be less hardy than the other classes, though they do pull ahead of the Magic-Users at higher levels.

They may use any weapon, but may not wear metal armor as it interferes with stealthy activities, nor may they use shields of any sort. Leather armor is acceptable, however.
Clearly, Basic Fantasy RPG doesn't avoid the implications of the character class name and makes the acquisition or procurement of wealth or items as the primary motivator for someone who's entered into the profession of rogue -- THIEF, I mean.

It's interesting that they point out that thieves are better fighters than magic-users, but point out their lack in hit points (even supplying a rationale for it). I hadn't noticed the hit point edge they gain after 9th level, but it's good to know.

The infamous leather armor restriction is there, along with the rationale that it interferes with theiving activities.

Labyrinth Lord says:
Thieves have a range of unique skills associated with their profession that make them very handy companions in adventures. However, thieves can be a bit shady and they sometimes are not as trustworthy as other classes.

A thief will usually belong to a Thieves Guild from the character's local town, where he can seek shelter and information between adventures.

Because of their need of stealth and free movement, thieves cannot wear armor heavier than leather, and they cannot use shields. They have a need for using diverse weapons, and are able to use any kind.

A thief has the ability to backstab. He must catch an opponent unaware of his presence, using move silently and hide in shadows.
A bit more coy about the inherent lack of morality and ethics that come with being a Thief ("You can't trust him! He's wearing leather armor -- he'll rob you blind!"), Labyrinth Lord mentions other classic thief bits: the Guild and the backstab ability.

Swords & Wizardry says:
Note: the Thief is an optional character class that the Referee may choose to allow or forbid, depending on the campaign.

The thief is a figure in the shadows, an expert in stealth and delicate tasks. As a thief, locks, traps, and scouting are your trade; you are the eyes and ears of the adventuring party, the one who handles the perils of the dungeon itself. In many ways, you are a scholar of the world; in the course of your profession you pick up knowledge about languages and even magic.

True, in combat you are not the equal of armored Fighters or Clerics, but they have to rely on your knowledge and specialized skills to get them safely into and out of the dangerous places where treasure is to be found. You are the guide; the scout; and when necessary, the deadly blade that strikes from the shadows without warning.

In your profession, it takes great skill to survive – the life expectancy of most Thieves is very short. However, if you rise to high level, your reputation in the hidden community of tomb robbers and alley skulkers will attract followers to your side, often enough allies to place you in power as a guildmaster of Thieves.


A high-level Thief is a deadly opponent, for such an individual has learned subtlety and survival in the game’s most difficult profession.
All characer classes are, of course, subject to DM approval. Swords & Wizardy, however, goes as far as stating that explicitly, indicating that the class is optional and isn't necessarily meant to be a part of the generally available character classes of the game.

The description of the thief class, however, is clearly pro-thief and one that can reflect a PCs own worldview regarding his chosen profession.

Of special interest is the note that it is the game's most difficult profession -- I hadn't though about it, but I do remember that there were no straight thieves in my AD&D games. All my fellow players multi-classed their thieves, thus leading to the party's clerics, fighters, and mages all trying to see "if that door is really locked".

OSRIC says:
Thieves sneak furtively in the shadowed alleyways of cities, living by their wits. They are often members of the criminal underclass, usually trained by a thieves’ guild in the arts of burglary and stealth. It is not uncommon for a thief to seek out the great rewards that can be gained from the adventuring life, especially when circumstances require lying low for a while.

Most thieves come from the teeming masses of a large city, wherein a thieves’ guild is often the only source of justice and exercises as much power as the city’s legitimate government. Of course, not all thieves are members of a guild. Some are freelancers, evading both the authorities and the guild, living on the edge of the knife. Some are even found working on the side of the law; agents or spies who use their skills in more accepted (though equally shadowy) pursuits.

Sensible adventuring parties will almost always include a thief, for the skills of such a character are invaluable in reaching inaccessible places via climb walls, pick locks, and so on. In addition, dungeons frequently contain traps which must be located and disarmed, and the thief’s cunning and stealth conspire to make him or her very useful in a scouting role.

Thieves in OSRIC are modelled on characters of fiction and legend, particularly characters from the works of Fritz Leiber and Jack Vance. Leiber’s “Lankhmar” series is highly recommended, particularly for its description of the operation of a typical thieves’ guild; but the high-level thief’s ability to read (or misread) magic scrolls is a nod to Vance’s Cugel.
OSRIC's take actually mentions the normal origins of such a character -- from the masses of commoners living in a large city -- and gives examples of variants on the profession different from the stereotypical cutpurse or footpad.

OSRIC also mentions the role of the class outside of combat, and makes allusions to the literary origins (and thus legitimacy) of the class in the game.

Friday, July 1, 2011

Reading Room: Clerics by Retro-clone

Go Aleena! Show him that blunt
weapons are more powerful than
sharp magical missiles!
Similar to what I did for the Fighter Class, I'm reading through various retro-clone descriptions of the Cleric Class in an effort to glean the essence of this particular character class before going to town on it in HERO System 6th Edition.

Basic Fantasy RPG says:
Clerics are those who have devoted themselves to the service of a deity, pantheon or other belief system. Most Clerics spend their time in mundane forms of service such as preaching and ministering in a temple; but there are those who are called to go abroad from the temple and serve their deity in a more direct way, smiting undead monsters and aiding in the battle against evil and chaos. Player character Clerics are assumed to be among the latter group.

Clerics fight about as well as Thieves, but not as well as Fighters. They are hardier than Thieves, at least at lower levels, as they are accustomed to physical labor that the Thief would deftly avoid. Clerics can cast spells of divine nature starting at 2nd level, and they have the power to Turn the Undead, that is, to drive away undead monsters by means of faith alone.

They may wear any armor, but may only use blunt weapons (specifically including warhammer, mace, maul, club, quarterstaff, and sling).
In the Basic Fantasy RPG therefore, the cleric class is envisioned as a certain type of priest -- not one who administers to a given community, but one who is sent out to directly oppose the physical forces (and other such minions) present in the world. It's not clear if the community / temple -bound clerics have the same abilities or can even shift back and forth between the two types.

The ability to turn undead here is based on the cleric's faith, implying that a cleric's faith increases as he/she rises in level.

Labyrinth Lord RPG says:
Humans who become clerics have pledged their lives to serve a deity. To this end, they conduct their lives in a way to further the desires and will of their gods or goddesses. Clerics may use divine energy in the form of spells, which are granted through prayer and worship. The power and number of cleric spells available to a character are determined by level. Clerics are also trained to fight, and they should be thought of not as passive priests but as fighting holy crusaders. If a cleric ever falls from favor, due to violating the beliefs of his god or breaking the rules of his clergy, the god may impose penalties upon the cleric.

Clerics can use any form of armor and weapons except for weapons that have a sharp edge. This eliminates weapons such as swords, axes, and arrows, but not slings, maces, or other blunt items. Strict holy doctrine prevents clerics from using any cutting or impaling weapons.

Clerics have the ability to Turn Undead. The potency of this ability is determined by level. The cleric is able to call upon the name and power of his deity to repel, and even destroy, undead. Turned undead will leave the area by any means they can, and will not attempt to harm or make contact with the cleric.
Here, the cleric is representative of a given deity and not necessarily of a broad pantheon. Again, however, they are differentiated as 'fighting priests' (who are apparently fond of blunt instruments). Labyrinth Lord differs by citing specific penalties for 'violating religious beliefs) as well.

Furthermore, the ability to turn undead is mentioned here as well, but the source of power seems to be the name and power of the deity and not necessarily the cleric's level of faith.

Swords & Wizardry says:
Clerics are armored warrior-priests (or priestesses) who serve the cause of Law or Chaos. Most Clerics have a patron deity or serve a particular religion. As a Cleric, you are a champion of your faith and moral alignment. You might be a shining knight of the faith, an exorcist of demons, or a sinister witchhunter. Because most of a Cleric’s abilities are oriented toward healing and protecting, Clerics tend to play a support role during combat: backing up the front line, but able to stand shoulder to shoulder with the party’s Fighters if the need arises—at least for a while...Clerics may not be of neutral alignment unless the Referee rules otherwise.
Swords & Wizardry takes a slighly different view on the cleric, making him/her not so much a member of the clergy but a roving champion of the faith -- especially since one of the stated examples is one such 'shining knight'.

It also reinforces the role of the cleric in combat as a healer, and a secondary fighter. This is interesting as the prior two descriptions tend to focus on the broader ability to ask for spells from their patron diety.

OSRIC says:
Clerics are moral and spiritual leaders, warriors of faith who preach the will of the gods, interpret omens and portents, and strike down the evil or unfaithful. Most clerics have a patron deity, but some are champions of a particular moral alignment, venerating all deities of that alignment in addition to a patron deity, and yet others are the servants of a particular pantheon of deities. In a world of swords and sorcery, force of arms often speaks louder than moral suasion, and clerics are trained to do battle against the enemies of their gods. Some clerics are fanatics, zealously seeking new converts or hunting heretics. Others seem almost burdened by an inconvenient or even oppressive relationship with the divine forces. Evil clerics—sinister villains who prey upon fear and jealousy—sow discord in the world and gather converts for their demonic masters.

Clerics play an important support role for an adventuring party. Most clerical spells are oriented toward healing, strengthening, and defending others. However, when the need arises the cleric is fully capable of taking a place in the line of battle and smiting down infidels and foes. Clerics employ their holy symbols rather than spell books as a focus for their meditation.
OSRIC also paints a broader view of the cleric -- a preacher, an interpreter of omens, and a righteous hand of the faith. It also is more generous in the definition of the cause that the cleric serves -- even allowing for a cleric to serve a given alignment. OSRIC does reiterate the healing role of the priest, and is the only one to specifically cite in the character description something necessary to gain the spells: the holy symbols they carry.

Consolidated Character Class Guideline Essences:

It would appear that based on what has been written, the Cleric is a secondary fighter (perhaps equal to the Thief in combat skill, or more) with the ability to heal (important in combat) and the ability to gain clerical spells. They are also capable of turning undead creatures -- suggesting that perhaps plagues and infestatons of these undead are not as rare as they should be -- using either their own faith or the authority granted them by their position.

Saturday, June 25, 2011

Reading Room: Fighters by Retro-clone

In trying to get a good grasp of the different type of core classes for my setting project in HERO 6th, I've been reading up on the classes from various retro-clones that I have access to. So first up: fighter.

Basic Fantasy RPG says:
Fighters include soldiers, guardsmen, barbarian warriors, and anyone else for whom fighting is a way of life. They train in combat, and they generally approach problems head on, weapon drawn.

Not surprisingly, Fighters are best at fighting of all the classes. They are also the hardiest, able to take more punishment than any other class. Although they are not skilled in the ways of magic, Fighters can nonetheless use many magic items, including but not limited to magical weapons and armor.

Well, that's pretty clear. I particularly like the second paragraph which gives me an idea of how the standard template should be like in comparison with the other character classes.

Labyrinth Lord says:
Fighters, as their name implies, are exclusively trained in the arts of combat and war. They are specialists at dealing physical blows. Unlike other classes, fighters are particularly burdened in a group of adventurers because they are tougher and must take the lead to defend others. Fighters can use any weapons and armor.

Shorter than Basic Fantasy RPG, and talks about familiarities with all weapons and armor, and makes a distinction about the ability to 'deal physical blows'. Also there's an emphasis on the role of fighters in a party as defenders due to their toughness. However, there's a suggestion of professionalism here as well, with a word choice of 'exclusively trained' which differentiates them from talented fighters or dangerous barbarians.

Swords & Wizardry says:
Fighters are warriors, trained in battle and in the use of armor and weapons. Perhaps you are a ferocious Viking raider, a roaming samurai, a dashing swashbuckler, a deadly swordswoman, or a chivalrous knight. Whatever type of Fighter you choose to play, you will probably end up on the front lines of your adventuring party—going toe-to-toe with dragons, goblins, and evil cultists, hacking your way through them and taking the brunt of their attacks. The Fighter character is best-equipped of all the character classes to dish out damage and absorb it, too. Clerics heal and Magic-Users cast spells, but the swordplay and archery are generally up to you. You are going to serve as the party’s sword and shield, protecting the weaker party members and taking down the enemies before you.

Verbose in description, it also gives various cultural incarnation of the fighter class. Like LL it talks about the fighter's role in the party, and identifies the strengths of the class in comparison to other character classes.

OSRIC says:
Fighters are trained in the use of weapons and armour, usually beginning their adventuring careers after a stint of training as a town guardsman, soldier, man-at-arms, bandit, pirate, or mercenary.

Fighters are the backbone of an adventuring party; without them to hold the line, the other members of the party will be overrun before they can bring their own skills to bear. Fighters are the most powerful characters in melee or missile combat, whether on offence or defence. Together with the ranger and paladin, they have the most hit points, and their ability to survive the most brutal battles is therefore unrivalled.

They also have the best chance “to hit” of all the classes, particularly at higher level. They may use any kind of armour, shield, or weapon.

I rather like how it was written. It gave the breadth of roles covered by the character class, identified the role played by the character class in parties, and identifies the combat strengths of the character class when compared to the others.

Consolidated Character Class Guidelines:

Not suprisingly, a Fighter is consistently defined as someone capable of fighting well -- skilled with all weapons and armor, tough in a fight, and so on. Although, in terms of progression, the Underdark Gazette has an interesting view on fighter level progression.

It's not always clear whether the combat ability is purely due to training, or perhaps due to natural skill or talent or curse -- the descriptions differ slightly here. What does matter is that in face-to-face melee combat, the fighter is head and shoulder above all other classes.