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The Collect Call of Cthulhu

Aaaaand, we’re back.

Hope everyone has had a good holiday season. I know I have.

One of the big treats I had was getting my first taste of the new 7th Edition of Call of Cthulhu. I’ve been playing CoC since 3rd Edition and it has been one of the mainstays of every gaming group I’ve been in since high school, so I jumped at the chance to try out the latest incarnation. Due to the production problems at Chaosium the book still isn’t loose in physical form, but our keeper has a .PDF copy. Unfortunately this means I didn’t get to thumb through the rules, so my impressions are based on my one session as a player, but even so I think I have a good handle on where the game has gone.

The Good:

Call of Cthulhu is a tight, easy, excellent rules set and has had few significant changes over the years. New editions made some tweaks, but more often than not consisted of including additional source material and re-organizing the existing rules. With very little effort you can pick up an adventure written for 1st Edition and run it using 6th Edition rules. When I heard that 7th Edition would be making more changes than all the previous editions combined I was concerned.

However, making more changes than all the previous editions combined isn’t a very high bar to cross, and I am happy to say that I quickly fell right into the new system, even without having read the book myself. For an old hand at CoC, looking over the new character sheet is enough to clarify most of the changes and I’m pretty sure that I would be able to convert older edition material on the fly, with only a bit more effort than I could previously. This is the single most important thing I can say about 7th Edition, that it is still backwards compatible.

Changing the basic attributes to percentiles was a good move. It keeps them in line with the derived attributes and codifies the way many players were already doing attribute checks.This combined with opposed roles for tasks has replaced my beloved Resistance Table, but even I must admit that it does streamline the game. Plus the opposed role mechanic is such a staple in modern RPGs that it’s easy for gamers to pick up.

They also trimmed down the skill list on the character sheet, which was a good move. A lot of the entries on the old character sheet just took up space and were rarely used, and in traditional form the new sheet has plenty of blanks to fill in skills not already listed. I don’t know if the trimmed skills are still in the book or not, but pruning the list definitely cleaned things up nicely.

The Bad:

“Bad” is really stretching it. It’s more, “The Not Really Liked”.

The addition of a penalty die to rolls. Under certain circumstances, or if your character decides to try multiple actions, an additional D10 is rolled. This additional die counts as another “tens” die and the penalty means you take the lower of the two rolls for your result. For example, I roll two “tens” dice and get a 7 and a 3, with a 2 on the “ones” dice. My result is 32, using the lower roll. My guess that this mechanic, like the elimination of the Resistance Table, is meant to streamline the game so that you don’t have to look up penalties, but the impression that I had was that it makes the results a lot more swingy. It also makes it harder to determine what chances to take, which is an important consideration in a game like CoC. If you give me a 15% penalty on a roll, then I have a concrete figure to judge if the risk is worth it. But with a penalty die I have a harder time judging. I would love to see some figures on how using a penalty die changes the probabilities for your results, but that’s well beyond my own math skills to figure out.

I get the feeling that the penalty die was meant to offer more choices for the players, but on my initial experience with it I found it confounding.

The Meh:

Instead of being a set attribute, Luck is now a spendable asset pool. You spend them like Magic Points, but to adjust die rolls instead of fueling spells, and like SAN points you can regain them from surviving adventures. This is nothing new in game design and it does give the players an extra edge for survival, but was that necessary for a game like Call of Cthulhu? The place where I do see its value is for investigative skills, for those times you really want to nail the Library Use or Spot Hidden role so you can move an investigation forward. It’s in combat that it rankles my old school CoC heart. I am happy to say that in practice I don’t think it will remove the sharp fear of mortality that CoC players have known and loved over the years, death is still omnipresent, but it does blunt it a bit. That’s why I list this as a “meh” instead of “bad”.

They’ve also added a graduated success result mechanic. CoC has always had a critical success for combat rolls, via the Impalement result for getting under 1/5th of your skill. Making this an across the board critical success for all skills was a no-brainer and codifies what many of us were already doing in play. However they’ve added a Hard Success result for rolls under half your skill. I’m still learning all the implications of this, but it seems unnecessarily fiddly. I don’t see what it adds to the game. Maybe it’ll become more clear once I’ve played more, or once I read the manual, but for now I’m ambivalent at best.

The Summary:

All in all, I had a good experience with the game. There is nothing here that makes me want to run out and get a 7th Edition manual for myself, but I am happy that I’ll be able to sit down at any game of CoC and still know how to play, requiring only a glance at the character sheet to tell me which rules we’re using. I’m happy that I can buy new source books and know that I can use them with my pre-7th Edition rules. I’m happy that if I do switch to 7th Edition I’ll still be able to unleash horrors on my players from my library of older edition books.

Cthulhu1

My 3rd Edition tome, battered like the souls of my players.

 
 

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Stonehell has Arrived!

My physical copy of Stonehell just arrived in the mail!

I’ve been enjoying the .pdf copy so far, but now I’ve got the physical to add to my collection. Stonehell Dungeon: Into the Heart of Hell now takes its rightful place among my megadungeons.

Megadungeons

 
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Posted by on November 5, 2015 in Fantasy, Gaming

 

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Observations about Character Creation

One of the fun things about running Ravenloft again was that I got to revisit AD&D’s character creation rules for the first time in years. From this I learned, or re-learned, quite a few things.

Because the game started with only four players I pre-generated the characters on the high end of the level range for Ravenloft, giving them all 100,000 XP. This put the characters at level seven or eight. As I expected the fighters and clerics were seventh and the thieves were level eight, but I was surprised to see that magic users were also level eight. I’d expected them to also be level seven, but it turns out that the experience curve for magic users shifts after level six. Instead of gaining levels slower than fighters, high level magic users advance noticeably faster.

Multi-classed characters also surprised me. When we first started out, all around 13 years old, we didn’t really get how multi-classing worked. Having different rules for multi-classing spread out over the Players Handbook and the poor quality of the index certainly didn’t help. (In 1st edition the Dungeon Master’s Guide held the index for both the DMG and PHB, and it’s not very comprehensive.) So we rarely created such characters and we were quite happy with single class characters.

In 2015 we have the power of Google to help us. For the first time I can say that I understand how multi-classing and dual-classing works. One of the misconceptions we had was that multi-class characters would fall behind single classed characters, but in creating several of them I found them to be about one level lower than their single class counterparts. I even realized that for 100,000 XP you could create a decent 1st edition Bard, though I decided not to create one of those oddities for this game.

The multi-class rules also gave me some insight into how racial level limits do work out as a game balancer, at least in a game designed for characters to max out in their teens. However I still find them distasteful both from a thematic standpoint and from a game play standpoint. For the fighting classes the rate of advancement should keep the gap from getting too extreme between a level capped demi-human and a human character, and the difference in hit points and tables isn’t so drastic that magic items can’t balance things out. It’s a bigger issue for spellcasters, as many more powerful spells will be blocked out of their reach. It would also seem to block them out of the iconic high level modules, like Tomb of Horrors. I should look at the pre-generated characters for those modules and see if there are any demi-humans on the roster in those adventures.

I also took a fresh look at the monk class. Now, I’ve never been a fan of the monk class; it doesn’t seem to fit with the implied settings of AD&D and I strongly suspect someone was watching too much of David Carradine in Kung Fu when they decided to include it in the Players Handbook. However I’ve been watching a lot of Shaw Brothers movies recently and figured I’d give it a look. What I found is that the class looks much more playable than what I remembered from when I was a kid. While monks have lower hit points than other classes their wide variety of powers and abilities does help make up for it and their innate armor class and hand-to-hand attacks are not insignificant. Add in a few magic items and a 1st edition monk should be able to hold his or her own with the other core classes. It left me wondering why I thought the monk class was so under-powered back when I was playing AD&D regularly and I think it’s largely because we played in a “high magic” world, where characters had a lot of magic items and in that setting the advantages of a monk are blunted while their weaknesses are accentuated.

Heh. “high magic”. Okay, I’ll be honest; back in our early gaming days we were completely Monty Haul. We even joked about it, saying that people needed to make a saving throw vs blindness if anyone cast Detect Magic on the party. Occasionally we’d decide to take it down a notch and run games where even the humble +1 sword was a weapon to be treasured, but sooner or later power levels would creep back up. When I started playing again as an undergrad my group used a more measured amount of magic, but by then the image of the monk as underpowered was set in our minds. Besides, if we wanted to do a martial artist we had our copies of Oriental Adventures to draw on.

None of my players decided to take the monk out for a spin for Ravenloft, but it’s given me the desire to get one out in the field and see what they can do in actual play.

Since I started playing D&D again with the OSR movement I’ve been playing retro-clones of Basic. This was my first re-visitation of AD&D and it was a lot of fun, both to generate the characters and to run the game. I’ll be starting up a new campaign soon and for that I’m going back to a basic game using Labyrinth Lord with some imported rules from Lamentations of the Flame Princess, but I can definitely see myself running or playing another AD&D or OSRIC game in the future.

And now that I think of it, porting the monk class into a basic game would be a snap. Heck, Labyrinth Lord’s Advanced Edition Companion includes a monk class…

Hmmm….

shaw-bros-logo-titlecard

 
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Posted by on November 5, 2015 in Fantasy, Game Design and Mechanics, Gaming

 

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Ravenloft Pt. 2

This past Sunday our intrepid adventurers continued their mission to destroy Strahd von Zarovich, or failing that to light as much of Castle Ravenloft on fire as possible.

As it turns out, they were successful on both counts.

We had a fifth player join us at the table, running a dwarven fighter/thief, and I ruled that he was a prisoner they rescued when they blew up the witches coven at the end of the last session. With their new friend added to the marching order, the Sunsword restored, and Strahd’s history revealed from the Tome of Strahd, the party descended from the towers back into the heart of the castle.

The players were again in fine form, with good rolls, excellent role playing, and creative solutions that on more than one occasion caused me to stop and think. They continued their pyromania plan and soon the central keep was ablaze, and they were very successful at finding hidden things, including secret doors that lead them to Strahd himself. Along the way there were several notable encounters.

The magical portrait was a fun annoyance. This was closely followed by a potentially disastrous encounter with two wraiths, but the Sunsword, the magic-user’s Magic Missile spell, and some marvelous rolls ended the fight quickly.

The most creative moment was when the Fair Gertruda fell to a venomous spider’s bite. The magic user was under the effects of a Potion of Gaseous Form and asked if she could force herself into the Fair Gertruda and perform CPR by moving in and out of her lungs. This was such a strange and unique idea that I went with the Rule of Cool. I checked to see how much longer the potion would be in effect (reforming inside her would be… messy) and came up with how many rounds she’d have to do this before I’d give The Fair Gertruda another saving throw against poison. It all worked out and the magic user saved the Fair Gertruda’s life.

The funniest moment was when the party discovered the secret door in the back of the roaring fireplace. Rooms outside of the study were burning and the carpet within the study had also caught fire, meanwhile a group of gargoyles were smashing their way through the door to get to the adventurers. The Fair Gertruda stumbled upon the mechanism to open the secret door and the party decided that a hasty retreat was in order. The human thief and the dwarven fighter/thief both nimbly leapt over the fire without being burned, right into the fake treasure room. The magic-user was next to try…And she failed, falling flat onto the fire and taking a good amount of damage, her robes catching fire. The heroic Landsknecht took this opportunity to hurl The Fair Gertruda over the area shielded by the magic-user’s body and to safety. The lawful evil cleric, in plate mail, then used the magic-user’s body as a bridge to cross the fire. This did more damage to her, grinding her into the coals. Finally the heroic Landsknecht lept across the gap… and failed his roll, landing full onto the magic-user’s back. In chainmail. This did even more damage to the magic-user and almost killed her. It also caused us to take a break due to laughing so hard.

I ruled that the gargoyles had stopped breaking through the barricades and were now laughing and mocking the players. The adventurers finally managed to drag everyone to safety beyond the flames, shut the secret door, and pour a lot of healing magic (and the Landsknecht’s spare clothing) onto the somewhat upset magic-user. Just in time for the thief to fail his Remove Traps roll and release a cloud of sleeping gas.

Ravenloft, where sometimes you’re in a Hammer Horror film and sometimes it’s a Tex Avery cartoon.

The most epic moment was their confrontation with Strahd, whom they discovered in his hidden treasure vault when the Sunsword began glowing while they were in the belfry outside. The plan was for the Landsknecht, Sunsword in hand, to lead the charge and take Strahd head on. The cleric and the human thief would back him up, while the magic user and the dwarven fighter/thief used Potions of Invisibility to get in position behind the vampire.

Plans made, potions quaffed, the door was flung open and the Landsknecht bellowed his challenge. Strahd turned to face him and used his Charm powers to take over the Landsknecht’s mind, commanding him to defend the vampire against his fellow adventurers. The cleric held his action while the thief used his magic throwing dagger to attack Strahd, failing his attacks but drawing the Landsknecht’s attention. This worked out well, as the thief’s Displacer Cloak allowed him to keep their mind-controlled ally’s attention while keeping him safe. Strahd lunged at the cleric, but rolled a one on his attack and stumbled. The cleric struck Strahd with his magic hammer Thundercrack, doing almost maximum damage, and unleashed its power to make everyone within 20′ Save or be stunned for 1d4 rounds. Several players were stunned, but more importantly so was Strahd. Only for one round, but that gave them an opportunity. The dwarf had made his saving throw and was now behind the stunned vampire. He made his attack to backstab Strahd, and rolled a natural 20.

The room filled with cheers.

He then rolled maximum damage! x3 for the backstab, x2 for the 20, plus the damage already done by the cleric and Strahd von Zarovich’s head went bouncing across the piles of gold.

Victory! An amazing win. The players were elated.

They then proceeded to stake the corpse, douse the head and body with holy water, smash the head, and light everything on fire.

One thing that struck me was how happy the players were even though the final fight didn’t take long. It proves that every boss fight doesn’t need to devolve into a long slugfest. The players knew how dangerous Strahd was, they knew what he’d done to their dead comrade and the evidence was all around them. Solid planning on their part and some really amazing rolls gave the final fight the same sense of being epic that a drawn out battle would have.

I haven’t run Ravenloft in years and it was great to revisit this classic module and it was even more fun since most of my players were unfamiliar with the adventure. It was a great way to celebrate Halloween. The only challenge left to me is deciding what to do next year.

PHB-Cover

 
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Posted by on November 3, 2015 in Fantasy, Gaming, Horror

 

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At Last!

Stonehell Dungeon is now complete!

MUAHAHAHAHAHAHAHA!

Stonehell Dungeon: Into the Heart of Hell is on sale now at Michael Curtis’ Lulu.com site and contains the final five levels for his wonderful megadungeon. I’ve been waiting for this for a long time. The first volume, Stonehell Dungeon: Down Night-Haunted Halls, captured my imagination when I first saw it. The layout is a very user-friendly style that borrows from the OSR’s One Page Dungeon concept, striking a great balance of content without becoming unwieldy. This is my kind of dungeon, that mixes the fantastic with the logical, with the story of Stonehell unfolding through exploration, always just beneath the surface but not controlling the game. I cannot wait to crack open the new volume and see what waits below.

On Curtis’ Lulu page you can find both volumes of Stonehell in print and .pdf versions, as well as a free sample of the first level and a free expansion. There’s also an inexpensive .pdf with additional adventures in and around the dungeon. You can find it all here.

 

 
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Posted by on October 27, 2015 in Dungeon Design, Fantasy, Gaming

 

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Ravenloft

In honor of Halloween I gathered a few friends together to venture into the classic Ravenloft adventure.

No box set, no overly complicated demi-plane, just the original stand-alone module I6 Ravenloft by Tracy and Laura Hickman in all it’s vampiric glory. It’s a wonderful module that I haven’t run in many years, but re-reading it brought back fond memories of the blood-soaked halls and the night terrors faced by past adventurers.

With four players, most of whom have never played 1st edition AD&D, I decided to pre-generate a selection of high level characters to choose from. This also proved to be a fun exercise for me, and once I covered the core character types I branched out into a few mutli-class and sub-class options. (More on that in a later post.) I left the character details for the players to flesh out and that also proved to be great fun, as they were quick to let their imagination loose. Selected for the adventure was a chaotic good human magic-user, a neutral good half-elven cleric/magic-user, a chaotic neutral human thief, and a lawful evil human cleric.

Hey, desperate times call for desperate measures, and the lawful evil cleric is under contract.

The hook for the party was that the king of a nearby land was alarmed that the realm of Barovia seemed to be expanding. Packs of wolves and zombies had attacked villages and most troubling of all, the circle of mist surrounding Barovia was expanding. The king had sent a company of his royal guard to deal with the threat, but none had returned. In desperation he turned to a group of adventurers promising them wealth, name fame, and lands to form their own dominions in.

The adventure went well and I did my best to play up the hammer horror film feel of the game. Not far past the gates of the road to Barovia they found the corpses of the king’s men hanging from trees on the sides of the road. The group spent a good deal of time in the village, trying to learn all the information they could and seeking allies, while also trying to protect the burgomeister’s daughter from Strahd von Zarovich’s dark embrace. They did manage to gather some valuable intelligence, aided by creative use of the Speak with Dead spell, but at a high price.

On their second night in the village, the half-elven cleric/magic-user decided she would stay in the chapel with the priest in order to witness the parade of ghosts that happens before dawn. The rest of the party decided to stay in the burgomeister’s manor again, to continue protecting the daughter. The night before voices from outside had attempted to get them to open the way, including temptations for the evil cleric, and the pitiful pleadings of a little girl who was apparently killed by wolves when the character on watch wouldn’t let her in.

With the party split Strahd decided to attack the lone adventurer. His agents caused the bell of the chapel to ring, then come crashing down into the main hall. This was followed by a wave of rats, advancing on the frightened priest and the half-elf. She unleashed burning hands on the rodent tide, but there were too many. Grabbing the priest she smashed through the window and fled the burning church, a cloud of bats dropping to assail them as they dashed through the night. She heard the priest scream behind her, but the bats clouded her vision too much to see his fate. No door opened to her frantic banging and no trick or spell she pulled could stem the wave of vermin. Towards the end she realized they were herding her to the manor. She did bang on the door, but instead of asking to be let in she screamed, “Don’t let my sacrifice be in vain!”

Inside the manor the cleric cast Hold Person to stop the thief from opening the door, while outside a great bat flew down and changed into Strahd himself. The party was forced to listen through the door as the vampire beat the half-elf to death and carried off her body, and we had our first character death before they reached the castle.

It was glorious.

The rest of the night went well, with several more moments that were epic, horrific, and absurd. They met another adventurer, a flamboyant knight errant of the Landsknecht on his way to test his luck in Castle Ravenloft, who went on to find romance in its haunted halls. They faced the undead corpses of their dead friend and the little girl. They killed the Heart of Sorrow and restored the Sunsword to its full power. They lit many things on fire.

Many things.

The night ended when they blew up most of one of the central towers, taking out a coven of witches in the process and sending their cauldron hurtling through the night sky, presumably to land somewhere in the village far below.

As night in the real world beckoned we decided to end the session there. The party has gained some powerful advantages but Strahd still prowls the castle halls. To win their freedom the adventures will have to destroy him and cleanse the evil in Barovia.

I had a blast running Ravenloft again and the players were in a fine groove. The player making her generic human fighter a dashing Landsknecht and then romancing the swooning Gertruda was my favorite flight of fancy. This was followed closely by the lawful evil cleric of Romney, God of the 1%, who made a point of pontificating at every chance. Even the character death was delightfully harrowing and gruesome, just perfect for an October adventure.

We have plans to finish the game this weekend, so stay tuned as we see if any of the adventurers will get out alive.

 

 
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Posted by on October 26, 2015 in Fantasy, Gaming, Horror

 

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Stonehell Update

This post from Michael Curtis just made my day:

 
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Posted by on October 15, 2015 in Fantasy, Gaming

 

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Wandering Thoughts

Stonehell Dungeon: Let’s get the most important thing out of the way first; Over on Facebook Michael Curtis has been teasing Stonehell Dungeon 2! I cannot tell you how excited I am about this! Curtis has been very busy and he never did give a date for when he’d release the rest of Stonehell, so I’ve been waiting (mostly) patiently for him to get around to it. But today he posted pictures of the index and table of contents. I love megadungeons and of all the ones I own I like Stonehell the best. This is great news.

Mekton Zero: On the other end of the spectrum, there still doesn’t appear to be any movement on the Mekton Zero Kickstarter. I love R. Talsorian games and I love Mekton. Mekton Zeta is a fantastic game. Further, I have never had anything but great customer service from R. Talsorian.

Until now. Over a year late and almost no official updates have been put out since 2014. To get information we’ve had to wait and get it through the Comments or Facebook pages from a long-suffering Talsorian insider, who tried his best but also seemed mostly in the dark about the status. Now even he has bailed from being the project’s voice.

My deep reserves of goodwill have run dry. I still love R. Talsorian’s existing library, but I won’t back any further projects they use Kickstarter for. Further, I hate to say it, but I no longer trust what they have to say. I know they’re a small outfit, but there’s no excuse for cutting off official lines of communication like this. We shouldn’t have to glean scraps of dubious information from unofficial sources.

One Bookshelf: I usually don’t comment on the drama, but this one just annoys me. A jackhole abuses the system One Bookshelf has had in place for the benefit of their publishers. The company’s initial response to people upset about the product is poor. They come back with a reasonable response and an Objectionable Content policy that looks pretty good to me. Now other people are angry over what this might mean and what One Bookshelf might do in the future. *sigh* Everyone go roll some dice, the show is already over.

Sales!: Speaking of such things, there are a few notable sales going on. Over at Drive Thru RPG/RPG Now they have a sale on a number of good Savage World products. I recommend Thrilling Tales 2nd Edition, which is a whopping 40% off. These deals are good until 9/15/2015.

Meanwhile, over on Warehouse 23, they have a 25% off sale on all products by Ken Hite and/or Robin Laws. This sale goes until 9/9/2015.

thoughteater

 
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Posted by on September 3, 2015 in Gaming

 

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What Is A Roleplaying Game

The “What is a Roleplaying Game” section has been a staple in most game books since the early days of the hobby. But is it still needed? Between popular movies and TV shows with references to gaming, feature films based on Dungeons & Dragons, and the popularity of computer RPG’s, is there anyone left who might pick up a game book and not know what it was all about?

I admit, I’ve had my doubts.

Until yesterday. I was over on the Facebook page for The Hobby Shop Dungeon Kickstarter campaign, where I was drooling over the absolutely beautiful dungeon maps, when I noticed an interesting post. The poster, who was very polite and seemed a little shy, was complementing how cool the images were and asking what it was all about. The poster had some idea about what it might be, I don’t think the concept of a role playing game was alien to him, but he wasn’t exactly sure.

Major props to whomever handles the Facebook page. They posted a very nice explanation of role playing games and followed it up with providing a link to the free OSRIC rules set. It was a really nice response and just what we hope people will do to spread the hobby.

With that experience in mind, I guess it is still worth taking a couple paragraphs in a rulebook to explain our hobby.

Image from http://www.pdclipart.org/

 
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Posted by on September 1, 2015 in Gaming

 

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Weighty Matters

One of the fun things about the OSR is that it has inspired me to pull out the old books and try to figure out why rules were designed the way they were.

Case in point, why did D&D use gold pieces as a standard of weight? Why not use a real world standard, like pounds or kilograms?

The AD&D Player’s Handbook specifies that encumbrance is measured in Gold Pieces, with ten gold pieces equal to one GP of weight. One GP of weight is roughly equal to one pound, but it isn’t a direct comparison. The Dungeon Master’s Guide clarifies that encumbrance is not a true measure of weight, but an abstraction of weight and volume:

“Many people looking at the table will say, ‘But a scroll doesn’t weigh two pounds!’ The encumbrance figure should not be taken as the weight of the object – it is the combined weight and relative bulkiness of the item.”

-DMG, Pg. 225

This is a reasonable, if fiddly, explanation for why D&D wouldn’t simply use standard measures of weight. However the reason for the Gold Piece standard goes deeper than just being an abstraction of weight and volume, its purpose is also to re-enforce the focus that early D&D was about finding treasure. The Player’s Handbook section on Encumbrance states:

“Lastly, as the main purpose of adventuring is to bring back treasure, provision for carrying out a considerable amount of material must also be made.”

-PHB, Pg. 101

Mentzer’s Basic edition also ties the importance of treasure to the mechanic of encumbrance:

“One coin of treasure, whatever the type (gp, ep, and so forth) weighs about 1/10 pound. Since coins are the commonest of treasures, the coin (not the pound) becomes the simplest unit of weight. From now on, the weight of all treasures, equipment, and so forth will be measured in coins, abbreviated cn.”

-Basic D&D Player’s Manual, Pg. 61

Dungeons and Dragons is full of seemingly arbitrary rules, but it’s fun to dig back into half-remembered concepts and discover the method behind the madness; that they were meant to re-enforce the vision that Gygax and Arneson had for the game.

 Encumbrance“Encumbrance? Oh… I didn’t think we were using those rules…”

 
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Posted by on August 11, 2015 in Game Design and Mechanics, Gaming

 

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