Friday, May 24, 2013

Into the Vaults: Dragon #39



The Adventurer Conqueror King system is for me the first fantasy role-playing game to answer the question “Why wouldn’t I just use the game I began using in 1978?” At the same time, the Adventurer Conqueror King system is closer to the game I began with than more recent editions of the game, giving me a good reason to re-visit some of the gaming artifacts of my youth. In my Into the Vaults series of posts, I share my thoughts on these artifacts.

Dragon #38 was the first issue of Dragon magazine I purchased, but Dragon #39 will always be first in my heart. When the popular question of “What was your favorite issue of Dragon?” comes up, my answer is, of course, Dragon #39, published July 1980.

If you’ve played any fantasy role-playing game, you likely will have been affected by the contents of Dragon #39, starting with “The Anti-Paladin. Tim Mesford and George Laking have collaborated on the definitive version of everybody’s favorite bad guy—because, we suppose, no one author could think up all those nasty things.”  (p. 2) By chance, I had the opportunity to create the art order for the ACKS Player’s Companion Anti-Paladin. The art order I created was my homage to the granddaddy of them all in Dragon #39.

In another oft-referred to article, “Good Hits and Bad Misses” (p. 34), Carl Parlagreco presented tables for descriptive critical hits and fumbles.

In the category of the more things change, the more they stay the same, Dragon #39 includes articles on morality in fantasy (p. 10), women in gaming (p. 16) and defining D&D (p. 36). There is more in Dragon #39, but the one additional article that makes Dragon #39 first in my heart may be the single most influential article on role-playing games I’ve ever read, Lenard Lakofka’s Leomund’s Tiny Hut installment entitled "Starting from scratch" (p. 20).

As the title suggests, this article provides advice on starting a new campaign. Much of this advice may seem old hat to some now, but 30+ years ago, I was blown away by the possibilities. First, the article provided my all-time favorite method for rolling abilities:

“Roll 4d6 seven times. Record the sum of the three highest six-sided dice. If that sum is six or less, reroll at once. The sums must be recorded in order. The player is allowed two chances to alter the numbers as recorded. She may switch the positions of two of the numbers and she may discard one number – not necessarily the lowest one.”

I very much like “organic” characters, and I especially do not like frequently occurring characters with an 18 in their prime requisite. I plan to return to Lakofka’s method above in future ACKS games (not to be included with the raising of a prime requisite ability or abilities by sacrificing points in other abilities). Other pearls of wisdom from this fabulous article:

“For every three first-level characters, a beginning party may have one second-level character. For every pair of second-level party members there may be one third-level character. If a third-level character is allowed, she should be a Fighter, a Cleric or a Thief.”

“Player characters should always have the maximum possible hit points at first level.”

“The beginning party can start with a few magic items, but they should be few in number and relatively weak in power: perhaps one item for every three levels at a maximum but at least one item for every seven levels.”

To me, the advice on beginning characters at other than first level hinted at a notion of class rarity. Applying this notion to ACKS, a Judge might require any custom class to begin at 0 XP, any Player’s Companion class at 2,000 XP and any core rulebook class at 4,000 XP.

Radical stuff, eh? At least for the time. Not exactly “Fantasy F***ing Vietnam”. I encourage you to track down a copy of the article and read it for yourself. Certainly, some of it may be dated, but I will be surprised if the article doesn’t spark some new idea for your next game!

The Gnomish Chymist



"All right, you primitive screw-heads, listen up! See this? This ... is my boomstick!"

Army of Darkness, 1993

Prime Requisite: INT and DEX
Requirements: INT 9, CON 9
Hit Dice: 1d6
Maximum Level: 11

There are gnomes cleverer than a gnomish trickster but lacking a trickster’s mastery of illusion. Some of these gnomes choose to supplement their lesser skill in illusion by strengthening their gift for mixology. These gnomish chymists pursue strange sciences and dangerous technologies which push forward the boundaries of alchemical achievement.

Gnomish chymists are able combatants. At first level, chymists hit an unarmored foe (AC 0) with an attack throw of 10+. Like thieves, they advance in attack throws and saving throws by two points every four levels of experience. Chymists may only wear leather or lighter armor. Due to their short height, gnomish chymists cannot use human-sized two-handed weapons, such as two-handed swords or pole arms, or longbows. They are trained to fight wielding a weapon in each hand or wielding a weapon two-handed, but not wielding a weapon and shield. The chymist can wield a broad selection of weapons, including dagger, short sword, spear, sword, war hammer and any missile weapon.

A gnomish chymist begins his career knowing two Degrees, increased by his Intelligence bonus, one of which must be a Chemistry Degree. Chymists are renowned for their specialization in alchemical engineering, synthesizing alchemical compounds, metallurgic reagents, and vaporous clouds. Similarly, a 1st level gnomish chymist may prepare and utilize two Devices per day, one of which must be a Device based upon a Chemistry Degree. Chymists gain additional Degrees and Devices as they gain levels, as shown on the Gnomish Chymist Level Progression table below.

Once per hour, gnomish chymists can cast faerie fire and ventriloquism. Once per 8 hours they can cast mirror image and phantasmal force. Each of these spells takes one round to cast, and otherwise functions like a normal spell cast by a mage of his class level. As they advance, gnomish chymists progress into very limited casting of arcane spells. Starting at 3rd level, they will learn and cast spells as mages of one-third their level, using the same spell list and the same rules for learning and casting spells. Unlike (human) mages, gnomish chymists can also cast spells while wearing armor.

Gnomish chymists may use any magic item usable by thieves.

Like all gnomes, chymists have a nose for potions. They may make a proficiency throw of 11+ to determine the magical properties of a potion or oil on taste. Starting at 5th level, gnomish chymists may brew potions as if mages of their class level. The gnomish tendency to underground life has granted them extended infravision to 90’. Gnomes speak the tongues of Dwarves, Elves, Goblins and Kobolds. In addition, gnomish chymists can speak with animals (as the spell) at will. A lifetime spent in the company of illusionists leaves gnomish chymists resistant to illusions made by others. They receive a +4 bonus on saving throws to disbelieve magical illusions.

A gnomish chymist who achieves enough fame and fortune from his adventures may build a gnomish vault when he reaches 9th level. Gnomes usually live in clans, so gnomes of the character’s clan will be the first to live under his roof, but gnomes from other clans will also come and live nearby to be ruled by the character. A total of 3d6x10 1st level NPCs of the same race will move in to help maintain and defend the vault at no cost to the character. A gnomish chymist is expected to employ only soldiers of gnomish descent, but may hire members of other races for other tasks.

Gnomish Chymist Proficiency List (31): Alchemical Engineering, Alertness, Ambushing, Arcane Dabbling, Beast Friendship, Blind Fighting, Caving, Combat Reflexes, Combat Trickery (disarm, sunder), Eavesdropping, Familiar, Fighting Style, Goblin-Slaying, Knowledge, Magical Engineering, Mystic Aura, Passing Without Trace, Precise Shooting, Prestidigitation, Quiet Magic, Running, Siege Engineering, Skirmishing, Sniping, Swashbuckling, Trapping, Unflappable Casting, Vermin-Slaying, Weapon Finesse, Weapon Focus

Natural Philosopher Template: This pre-generated template represents a gnomish chymist who proves his alchemical compounds in the field. The template is ready for adventure. However, if your gnomish chymist’s INT is 13 or greater, you may pick one or more additional general proficiencies before play if you’d like.

Template: Natural Philosopher
Proficiencies: Fighting Style (missile weapon), Knowledge (natural philosophy)
Starting Equipment: Chymist’s tools (for chemical smoke and psychotropic compound), crossbow, case with 20 bolts, war hammer, short sword, dagger, leather armor, hooded cloak, wool tunic and pants, leather belt, low boots, backpack, wool blanket, tinderbox, 12 torches, 3 flasks of military oil, 2 week’s iron rations, 3gp

Experience
Level
Title
Hit Dice
Degrees
Devices
1
2
0
1
Gnomish Apprentice
1d6
2
2


2,475
2
Gnomish Assistant
2d6
2
2


4,950
3
Gnomish Chymist
3d6
3
3
1

9,900
4
Gnomish Chymist
4d6
3
3
1

19,800
5
Gnomish Chymist
5d6
4
4
1

39,600
6
Gnomish Chymist
6d6
4
4
2

80,000
7
Gnomish Chymist
7d6
5
5
2

160,000
8
Gnomish Chymist
8d6
5
5
2

310,000
9
Gnomish Vaultlord
9d6
6
6
2
1
460,000
10
Gnomish Vaultlord, 10th lvl
9d6+2*
6
6
2
1
610,000
11
Gnomish Vaultlord, 11th lvl
9d6+4*
7
7
2
1
*Hit point modifiers from constitution are ignored

New Proficiency

Alchemical Engineering: The character knows one additional Degree, which must be a Chemistry Degree, and may prepare and utilize one additional Device per day, which must be a Device based upon a Chemistry Degree.

Custom Class Build Information

Hit Dice
Fighting
Thievery
Divine
Arcane
Technology
Gnome
1
1b
0
0
0
1
3

XP Calculation: 500 + 500 + 200 + 1275 = 2,475 at 2nd level