Showing posts with label magic weapons. Show all posts
Showing posts with label magic weapons. 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.
    Source URL: http://idontwanttobeanythingotherthanme.blogspot.com/search/label/magic%20weapons
    Visit i dont want tobe anything other than me for Daily Updated Hairstyles Collection
Wednesday, November 24, 2010

Magical Swords In ODnD

    Magic swords in Original Dungeons and Dragons were far more potent that most people give them credit.

    That is doubly true when using the Chainmail combat rules, rather than the "alternative" (d20) combat system. That alternative, d20 combat system diluted the power of those magic swords, and it, along with the innovation of hit points, were a baleful influence on future versions of D&D.

    Remembering that the Chainmail combat rules were ODnD's original, default rules, this quote from Chainmail gives some indication of how magic swords were first viewed by Gygax as he penned ODnD:

    "Magic Swords: because these weapons are almost entities in themselves, they accrue real advantage to the figure so armed. In normal combat they merely add an extra die. It is in fantastic combat the magical swords are most potent. Besides allowing Elves to combat certain fantastic figures, they give a plus 1 to the dice score when employing the Fantasy Combat Table, and Magical Swords shed a light of their own over a circle 12" in diameter (6" radius) which dispels darkness but does not equal full light. Excalibur and other 'super swords' would give a plus two or three!"
    -- Chainmail, p.38

    "Merely" adds an extra die? In mentioning the addition of an extra die, Gygax refers, of course, to the use of d6's, in Chainmail's normal (mass) combat rules, to determine the chance of wounding one's opponent. Using Chainmail's normal (mass) combat rules, and assuming both combatants are "armored footmen", either combatant needs to score a 6, on a single d6, to wound his opponent. The combatant with the magic sword, who adds an extra d6, needs to roll a 6 on either of his 2d6, and therefore has a 31% (11/36) chance of wounding his opponent, while the combatant, without the magic sword, has a 17% (1/6) chance of doing the same.

    Put another way, that +1 sword, in ODnD, is actually a +3 sword, if you were to convert the odds of wounding over to the alternative, d20 combat system (you need an 18+ on a d20 without the magic sword, or a 15+ with the magic sword). Add to that, the 3% (1/36) chance that the magic-sword-weilding-combatant will score two wounds, and that humble +1 sword looks potent indeed!

    Gygax's reference to the "addition of an extra die in normal combat" is more problematic (and potentially powerful), when you consider its application to Chainmail's man-to-man combat rules. Taking the "addition of an extra die" at face value, you could interpret this to mean you roll 3d6, instead of 2d6, when consulting the man-to-man combat table. Again, assuming the employment of our ubiquitous +1 sword, against an opponent with Plate Armor and a Shield, our odds improve from 11+ on 2d6 (3/36 or 8%) to 11+ on 3d6 (109/216 or 50%).

    Again, converting this to the alternative, d20 combat system, that +1 sword actually improves my chances of wounding my opponent, from 19+, to 11+. My +1 sword just became a +8 sword!

    Even if you dismiss that extreme interpretation, in favor of a more reasonable +1 to the dice score on the man-to-man table, your run-of-the-mill +1 magic sword is still very potent. Against Plate, your odds of wounding improve from 17% to 28%. Against other types of armor, your odds improve from 42% to 58%. Those odds turn that simple +1 sword into a +2 or +3 sword, when converted to the alternative, d20 combat system.

    I see no evidence in ODnD that magic swords were considered to be anything but the puissant and dangerous items suggested by the Chainmail rules. In addition to the above combat bonuses, there was a 50% chance that a magic sword would have sufficient Intelligence to have a Will of its own, which it would attempt to impose upon its wielder:

    "Swords: among magic weaponry, swords alone possess certain human attributes. Swords have an alignment, and intelligence factor and an egoism rating .... If the Intelligence/Egoism of the sword is six or more points above that of the character who picks it up, the sword will control the person ...." -- D&D Volume II, Monsters & Treasure, p. 27

    This was the case, even of the lowly +1 magic sword. Indeed, those +1 swords had a 50% chance of having some special power, a 25% chance of talking, and 17% chance of reading magic or having some other extraordinary ability.

    The most powerful sword bonus in ODnD was +3, and for good reason. A +3 sword would truly have been the equivalent of an Excalibur or Stormbringer, particularly if the sword had high intelligence, ego, and several extraordinary abilities to boot. The dilution of the magic sword, first, by the introduction (without adjustment of the odds) of the alternative, d20 combat system, and second, by the introduction of hit points and accompanying applications of 'bonuses to damage' instead of additional wounds, along with a host of additional features to add "granularity" to D&D, led us to the current morass of +16 Swords of Valiant Smiting and Characters with 40 hit points at first level.Source URL: http://idontwanttobeanythingotherthanme.blogspot.com/search/label/magic%20weapons
    Visit i dont want tobe anything other than me for Daily Updated Hairstyles Collection
Tuesday, November 16, 2010

Magical Item: Sword Of Laban

    Another magic item drawn from Mormon mythology: The Sword Of Laban. This 2500-year old sword has a hilt of gold and inlaid gems, with a blade of enchanted steel, that never rusts. Upon the blade, in ancient script, is the following saying "this sword shall never be sheathed until all the kingdoms of this world are united under the true king's rule."

    The Sword of Laban is similar to Excalibur: it is a symbol of true kingship, and among those who know the sword's history, the possessor is alternately viewed as the true king, or a vile pretender to the high throne. Thus, anyone, not already a king, who presents this sword in a civilized area, where the sword would be recognized, has all of their reaction rolls adjusted upwards or downwards by at least two digits, by the DM, depending on who the sword is presented before.

    When presented before commoners, make the 2d6 reaction roll, and any rolls of 7, or below, are adjusted downwards by two; any rolls of 8 or more are adjusted upwards by two.

    If the Sword of Laban is presented before anyone in authority (town guards, clergy, guild masters, nobility, princes, etc.) adjust the 2d6 reaction roll down by two; a reaction roll of 10 becomes an 8, and so on.

    The wielder can use her Charisma bonus to adjust the initial reaction roll.

    Because the Sword is the symbol of true kingship, reaction rolls of 12 or more cause the person so encountered to rally to the cause of the wielder, so long as the wielder takes efforts to care for and protect his new follower. Conversely, those persons for whom a 2 or lower is rolled, they believe the possessor is a vile pretender to the high throne, become violently opposed to the wielder, and will join with others who feel likewise.

    The Sword of Laban is a reputed to be a vorpal blade, as well as having additional Demon and Giant slayer properties. It is not known to be an intelligent sword, and the DM is free to assign whatever attack and damage bonuses seem appropriate to the sword in the campaign.
    Source URL: http://idontwanttobeanythingotherthanme.blogspot.com/search/label/magic%20weapons
    Visit i dont want tobe anything other than me for Daily Updated Hairstyles Collection
Saturday, September 26, 2009

Magic Weapons: Scalable Weapons

    Over at The Game table, there is an interesting post on designing scalable weapons. Those are weapons that increase in power, as the player adds "skill points" to mastering that weapon.

    I have been thinking about how that sort of mechanic might be applied to an OD&D game, since in OD&D fighting-men do not have skill points to assign to their weapons.

    One possibility is to increase a particular weapon's power, based on the number of levels that the character is in possession of that sword.

    For example, the character finds Blackrazor at first level. It is a +1 sword. As long as he continues to possess and use that sword, it increases in power, or extra damage, at certain intervals. The Game Table post suggested the following power scale:

    1 skill point = +1
    3 skill points = +2
    6 skill points = +3
    10 skill points = +4
    15 skill points = +5
    21 skill points = +6

    Rather than tying this to skill points, you might instead tie this to the number of levels. The required number of skill points would, instead, be the current level of the fighting-man. So, if the character found Blackrazor, at first level, when the fighting-man reached 3rd level, the Blackrazor would a +2 sword. At 6th level, it would be a +3 sword. At 10th, +4, and so on.

    I'm not sure this completely solves the problem, but I think it is a solution worth looking at.
    Source URL: http://idontwanttobeanythingotherthanme.blogspot.com/search/label/magic%20weapons
    Visit i dont want tobe anything other than me for Daily Updated Hairstyles Collection
Sunday, September 20, 2009

Magic Weapons In D&D

    Lately, I have been rethinking the mechanics behind magic weapons in Dungeons and Dragons.

    Take the ubiquitous Sword +1. Certain monsters can only be wounded by magic swords, so having a magic sword, even of the +1 variety, is important once you get past first level.

    But the extra damage that accompanies the Sword +1 is relatively insignificant. Particularly if you are using the variable weapon damage rules.

    For example, your typical d6 shortsword will have a boost of 16% if it is of the magical +1 variety. But you can get the same average damage from a d8 longsword.

    Even with a +2 or +3 weapon, the additional damage only makes a minor difference, once you start facing monsters with 6, 8, 10 or more hit dice. At that level, the magic user is taking out those monsters long before the fighter even begins making a dent in its armor.

    Of course, that is part of the implicit design of 0e: magic users start out as "glass cannons" but ultimately surpass the fighters (if they can survive long enough to obtain those high-level spells).

    One of the criticisms, though, of 0e is that the combats become slogfests, and that the game becomes unbalanced between the fighting and magic-using classes, at higher levels.

    I played 3e, a couple of times before I lost interest in that version of D&D. I understood that late in 3.5's life, attempts were made to balance out the fighting and magic-using classes, by "powering up" the magic swords available to the fighters.

    I wonder whether it would be valuable to mine that particular vein? Thoughts?Source URL: http://idontwanttobeanythingotherthanme.blogspot.com/search/label/magic%20weapons
    Visit i dont want tobe anything other than me for Daily Updated Hairstyles Collection

Magic Weapons: Truesteel

    Any discussion of Truesteel, amongst Magic Realm players, is bound to elicit one of three responses.

    (1) It will provoke a lengthy reminiscence of "where were you when you first discovered Truesteel?"

    (2) Tears will well up in the eyes of those players who actually found this magic sword.

    (3) Players will tell a wistful tale of discovering the Enchanted Meadow (within which Truesteel rests) and spending the rest of the game in a fruitless attempt to locate this sword.

    By now, you have got to be thinking that Magic Realm players are nuts. Think of it this way. The D&D equivalent of Truesteel is the best sword in the game. It's the equivalent of the holy avenger, vorpal blade, red dragon slayer, and every other ultimate D&D sword you can think of, all wrapped into a small cardboard chit with orange ink and strange black symbols. This is Magic Realm's excalibur.

    It's more than that, though. Any D&D magic sword (even the most powerful variety) is doled out by DM fiat. If you have a generous DM, you may come into possession of one of those D&D magic swords. In addition, there could be any number of other powerful magic swords in your DM's D&D campaign, so finding the holy avenger does not preclude your discovering a vorpal blade, or a sword +10, god-killer, for that matter.

    In Magic Realm, Truesteel is it. There's no better sword out there. And there's no DM fiat to obtain it. In Magic Realm, since there is no DM, you have to obtain this sword on your own, no hints, no help, no fudged dice rolls. As they say, by the sweat of your brow and the strength of your heart.

    Sure, there are several other powerful swords in Magic Realm.

    Bane, the greatsword.

    Devil sword, which only the purest and heartiest of characters dare wield.

    Living sword, which dances in the hands of the nimbler characters.

    Awesome swords, all.

    But for pure killing power, in the hands of a broad spectrum of Magic Realm characters, nothing compares to Truesteel.Source URL: http://idontwanttobeanythingotherthanme.blogspot.com/search/label/magic%20weapons
    Visit i dont want tobe anything other than me for Daily Updated Hairstyles Collection

Blog Archive