Showing posts with label fighter. Show all posts
Showing posts with label fighter. Show all posts
Saturday, May 28, 2011

Intelligent Swords

    "Among magic weaponry, SWORDS ALONE possess certain human (and superhuman) attributes. Swords have alignment (lawful, neutral or chaotic), an intelligence factor, and an egoism rating (as well as an optional determination of their origin/purpose). These determinations are made as follows:" - Original Dungeons and Dragons, Book 2, Monsters & Treasure, page 27-28




    Another feature of old-school Dungeons and Dragons that has been lost along the way: Intelligent Swords.

    The possession of an intelligent sword was a mixed blessing. On the one hand, you had a powerful sword, with extra abilities that benefitted yourself and your party. On the other hand, there was the possibility of a battle of wills between the sword's possessor and the sword itself.

    In ODnD, swords with an intelligence of 7 or greater also had an egoism factor. The egoism factor was the will of the sword. Swords with high intelligence and high egoism had a chance of dominating the possessor, thereby subverting the will of the player to pursue his own objectives. For example, a dominating sword might demand that the possessor encrust it with rare gems and beautiful filigree, fight certain monsters, surrender itself to another more worthy fighter, or mount a quest in keeping with the sword's purpose.

    Considering the potential battle of wills between the player and the magic sword, some may wonder whether the advantages outweighed the drawbacks. It should be understood that an ODnD magical sword, possessing the same bonus, was more powerful than those of later editions. See my earlier post on magic swords for a further explanation. Because the advantages of magic swords were considerable, and because many players relished the challenge of owning an intelligent and willful sword, I don't recall an instances where intelligent swords were not retained by the player.
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Tuesday, October 20, 2009

Fighters: Swords & Wizardry

    Fighters are the neglected children of Dungeons and Dragons.

    Fighters have been chronically underpowered, compared to the other D&D fighting classes, such as the Ranger, Barbarian, Monk and Paladin.

    I'm likely opening myself up for criticism here, but I feel very strongly that there should be some modicum of balance, if not between classes, then between the sub-classes within a class.

    I'm not advocating some perfectly balanced, mathematical symmetry, as is trying to be achieved in 4e (though I am not critical of that attempt), but I don't think that a player electing to play a fighter should be disadvantaged in her "in-game performance", as compared to someone who selects a ranger or paladin, having the same ability scores.

    In at least one of the iterations of D&D (it may have been AD&D and/or 2e) attempts were made to power-up the fighter class. Those power-ups included weapon specializations rules and extra attacks as you increased in level. You may be able to identify several other attempts.

    The Swords & Wizardry Core Rules gives Fighters a special ability to power-up the fighters. When fighting monsters with less than one hit die, fighters get one attack per fighter-level, per round. So, if I am a 7th level figher, and I am confronted by a host of kobolds, I get 7 attacks against the host of kobolds, each round. Of course, if it is a host of gnolls, i'm limited to only one attack per round.

    I like the idea of extra attacks for fighters, based on their level, as it is a simple mechanic, that simulates the additional combat proficiency gained as one levels-up. But why should the extra attacks be limited to situations involving monsters of less than one hit die?Source URL: http://idontwanttobeanythingotherthanme.blogspot.com/search/label/fighter
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