Showing posts with label game: Basic Fantasy RPG. Show all posts
Showing posts with label game: Basic Fantasy RPG. Show all posts

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.