The conventional role for fighters is to spend most of the time in melee combat with the biggest opponent and the conventional role for thieves is to hang back and maybe do some missile combat or try to get a backstab. It does not need to be this way. (Rogue THAC0 is better than Priest THAC0 to start with but slowly fades and is definitely worse than Priest THAC0 after 9th level)
Back row fighter: A back row fighter hangs back in combat using missile weapons to his (or her) advantage. Such a fighter has a high dexterity (for a missile weapon bonus), is a specialist and is probably an elf to take advantage of long bow sheaf arrow damage. (Other races such as a Halfling with a sling are also possible). A high strength is always good for a fighter. This backrow fighter may be further augmented with a kit such as the archer kit from the Complete Book of Elves. The point blank range rules (for specialists) should not be overlooked should the backrow fighter find himself (herself) in close proximity to hostile forces. Another option would be to have a staff-sling specialist. The ROF is 5/2. The weapon would get a strength bonus to damage. With sling bullets doing 2-5 plus strength bonus, the damage from 5 attacks every 2 rounds would start to add up fairly quickly. While the backrow fighter is providing a withering fire from his longbow or sling...
Front row thief: Front row thieves are also useful as scouts in that the thief can be checking for traps in the lead and not instantly be in dire peril if monsters jump out. A front row thief needs a high strength, dexterity, and constitution. Dwarves are good candidates due to the giant class bonus. If kits are used, one of the more brawling-intensive kits that gets to use any weapon should be selected. Per the Complete Fighters Handbook (PHBR1) the character could take two-weapon style, and long sword proficiency. This would let the character dual wield two long swords with a -0/-2 to his attacks (instead of -2/-4). If the character was an elf he would receive a bonus to using the long sword that would make the attack +1/-1
There a lots of possibilities for atypical characters in 1e/2e. More ideas in another post.
About this blog: It provides commentary on D&D focusing on the following systems: BECMI, BX, AD&D, First Edition, Second Edition, and the D&D Rules Cyclopedia. Adventure settings (Forgotten Realms, Dragonlance, Greyhawk, Mystara, Known World, Dark Sun, etc) character classes, dungeon modules, and many other aspects will be looked at. I hope this commentary provides insight for collectors, players, and dungeon masters who enjoy these earlier editions of Dungeons and Dragons.
Showing posts with label Kits. Show all posts
Showing posts with label Kits. Show all posts
Tuesday, September 24, 2013
Back row fighters and front row thieves for 1e/2e
Labels:
Character Builds,
Character Class,
Complete Fighters Handbook,
dual wielding,
fighter,
Kits,
PHBR1,
PHBR8,
Player Character,
The Complete Book of Elves,
thief
Tuesday, August 13, 2013
Barbarians! (in AD&D)
Unearthed
Arcana: A powerful class, barbarians are
able to have a good AC without wearing much armor, they have high hit points
and a fast movement rate. This comes
with a high experience point requirement of 6,000 xp to get to 2nd level. Barbarians detest magic and often try to
destroy magic items. They are unable to
associate with magic-users until 6th level.
It is unclear what this means in terms of a party of characters. It would seem to mean that it would be
difficult for a first level barbarian and first level wizard to work together.
Oriental
Adventures: A slightly toned-down
version of the UA barbarians. These
barbarians have very similar special abilities and restrictions with only a few
adjustments. These barbarians also dislike
wizards (wu jen). Instead of the armor
class bonus, they have the potential to gain 20 hp per level. This is balanced somewhat by a reluctance to
use magic items generally. They also
have wilderness stealth and climbing abilities (like the UA barbarians). From the text, it is not clear why a barbarian
character would have left home to venture closer to civilization or go
adventuring. The steppe barbarians are
in the Hordelands of the Forgotten Realms.
Neither 1e
barbarian is able to have weapon specialization.
Complete
Fighters: The second edition barbarian kit
takes all of the 1e barbarian details and changes it to a fighter with
equipment restrictions/requirements to start the game. (Something that 1e barbarians have but the
restrictions are a bit different). The
only benefit/hindrance that barbarians get is that their reaction modifier is
extreme. People who will be nice to the barbarian
will be really nice and people who will be hostile to the barbarian will be
really hostile. However, 2e barbarians
are allowed weapon specialization.
In terms of
placing barbarians, Unearthed Arcana provides suggestions for several cultures
in Greyhawk who have lots of barbarians (Tiger Nomads, Frost Barbarians,
etc). Oriental Adventures provides
locations for Kara-Tur barbarians. Krynn
is probably another place where barbarians work well. Minotaurs, Kagonesti (wild elves), Gully
Dwarves, and Hill Dwarves can all be barbarians just to name some of the
races/cultures. In contrast Taladas does
not have barbarians but has several barbarian-like kits available depending on
the culture. The special abilities of
many of these kits are about as good as the 2e Complete Fighters barbarian
kit. The Forgotten Realms Cyclopedia of
the Realms (from the 1987 boxed set) lists several locations where barbarian
cultures are found (1e). The Forgotten Realms
Adventures hardcover book gracefully transitions Faerun barbarians from 1e to
2e.
In conclusion,
playing a campaign with a first edition barbarian would be a challenge but an
interesting one that would probably be well worth the effort for the players
and dungeon master.
Labels:
Barbarians,
Character Class,
Forgotten Realms,
Greyhawk,
Kits,
Oriental Adventures,
Player Character,
Players Handbook,
Unearthed Arcana
Monday, August 12, 2013
Rogue builds (kits) for 2e
Rogues/thieves
have it tougher in later editions in that their skills are less unique and less
important. In first and second edition,
they are the only class with find remove traps and open locks skills. (Bards and rangers have lesser versions of
the remaining thief skills- rangers get hide in shadows and move silently,
bards get hear noise, climb walls, read languages, and pick pockets). In first edition, assassins are less skilled
than thieves, and bards have a few thief levels before becoming bards. Thief-acrobats of Unearthed Arcana have many
tumbling skills including a form of evasion that is like the 3e version.
While open
locks and find remove traps have obvious uses and are necessary skills for the
completion of many “old school modules”, what use are rogues?
The kits in the
Complete Thief’s Handbook (PHBR2) provides several templates for rogues.
The kits may be
categorized as follows
Providing only
role-playing or background information (may still get a few bonuses to certain
actions): Acrobat, Adventurer, Beggar, Buccaneer,
Fence, Investigator, Smuggler, Spy, Troubleshooter
Specializing in
certain thief skills: Burglar, Cutpurse, Scout (wilderness only)
Greater combat
focus (providing combat bonuses):
Assassin, Bandit, Bounty Hunter, Swashbuckler, Thug
These kits do
not provide huge “power-ups”. Several of
them have no special benefits or hindrances, some only have slight modifiers to
the thief special abilities (pick pockets, etc)
As a side note,
the role of thieves in BECMI or the Moldvay/Cook D&D rules is slightly
different because thieves are much weaker getting only a d4 per level for hit
dice. They have armor restrictions but
can use any weapon. The BECMI rules also
allow the equivalent of weapon specialization for any class. (BECMI weapon mastery is not identical to
1e/2e weapon specialization). Also the
backstab multiplier never increases. It
remains at double damage.
In conclusion
the 2e thief kits in PHBR2 offer several different builds for thieves centered
around thief abilities and role-playing/campaign storyline with a much lesser
focus on a thief’s role as a “back row” combatant in a standard
dungeon-crawling melee.
Labels:
2e,
Kits,
PHBR2,
Players Handbook,
rogues,
second edition,
thief,
thieves
Saturday, August 10, 2013
More discussion about kits in Dungeons and Dragons
What kit type is most common? I think that the best answer is Scout.
There are at least 10 different scout kits. (Thief, Dwarf, Humanoid,
Ranger, Elf, Gnome (and Halfling), Ninja, Spelljammer, Taladas,
Barbarian). These kits are not all called scout per se but they have basically
a stealth, learn about the enemy function coupled with being quick, light-fighters. (As opposed to being heavy-infantry)
Surprisingly rangers are poorly represented in both of these kit types. Most of the ranger kit types are in the wilderness defender category or the annoying animal companion category. Where you might expect multiple scout or hunter kits, there are only 1 each for ranger.
There are 8 “Savage” kits. (Barbarian, Humanoid, Druid, Fighter, Priest, Ranger, Wizard, Taladas). Savages being primitive and tribal rather than the medieval archetype for their respective class.
There are 3 bandit kits and 2 outlaw kits for a total of 5.
There are 4 pirate kits. (Thief, Fighter, Spelljammer, and Al-Qadim)
There are 4 swashbuckler kits.
2 if the literal title swashbuckler is required (thief, fighter and plus two
more if the swashbuckler is considered an acrobatic fighter with a hint of
derring-do. (Elven, Bard)
It is interesting to see what kits are there multiples of across different classes. Some of the kits seem to have more of a role-playing background thought to them. Other seem to be considering what tactical role the character will play in the party.
There is a rough parity between the fighter-thief and priest-wizard kits.
(The paired handbooks roughly mirror each other but not exact copies).
After that the kits vary widely in terms of the kits that appear in a given
supplement.
The Taladas
boxed set does a good job of illustrating how kits were supposed to work. Given that Taladas was written by “Zeb” Cook,
principle author of the 2nd Edition rules, this is not surprising. The main function of the Taladas kits is to
provide color for the different cultural areas and explain that color in game
terms.
The Taladas kits will be discussed in a future post.
Labels:
D&D,
fighter,
Kits,
Player Character,
Players Handbook,
ranger,
scout,
Taladas,
thief,
wizard
Friday, August 9, 2013
A look at wizard kits from The Complete Wizard's Handbook
The kits in the
CWH are a good starting point but probably would need modification before being
included in a campaign.
Acamedician: Reaction bonus to dealing with sages and
scholars, age-based bonus to intelligence and wisdom checks. Slight penalty to first attack against each
new opponent. Interesting background for
role playing but is never going to be chosen by power gamers. (The nerd-wizard kit)
Amazon
Sorceress: Receives gender-based
reactions (good and bad). Able to use
some classical amazon weapons and proficiencies. Unable to use two schools of magic.
Anagakok: From an extreme heat or extreme cold
culture. Able to survive well in home
conditions (artic or blazing hot desert/jungle). Starts with little money and gets reaction
penalties.
Militant
Wizard: Able to use some fighter
weapons. Access to fighter non-weapon
proficiencies. Limited spells.
Mystic: Probably one of the kits most seriously in
need of a rewrite. Limited spells. Gets 3 powerful once per week abilities at
first level and no new abilities after that.
Must meditate daily as hindrance.
Patrician: A rich wizard but must spend lavishly
including buying a horse to start the game.
Also gets a reaction bonus from nobility. Slightly limited spells.
Peasant Wizard: A poor wizard who must stay poor. Not sure that makes sense.
Savage Wizard: More of a tribal wizard who is skilled with
magical talismans. Interesting idea but
I am not sure that it scales properly.
Witch: A more powerful kit with several special
abilities. Given the varied meanings of
the word witch, this is probably a more controversial kit, or at least a kit
with a potential for controversy.
Wu Jen: A transplant from the first edition Oriental
Adventures. Probably with all Oriental
Adventures classes, you would be better playing with the Oriental Adventures
rules.
Conclusion: Lots
of good ideas to start with but probably most of these kits need some
modification to balance their special abilities and hindrances in relation to
each other. If this is not done, several
of the kits are almost unplayable because they are too weak relative to other kits.
The Complete
Wizard’s Handbook will be reviewed further in a future post.
Labels:
Complete Wizards Handbook,
Kits,
PHBR4,
Players Handbook,
Wizards
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