Month: March 2020

  • Weapon Specialization for Fighters

    March 2020

    Weapon specialization for fighters as described in Unearthed Arcana (UA) immediately struck me as unbalanced. We play tested the rule and vetoed it. As excited as my group was to get UA, a lot of the rules proved to be disappointing, especially the new classes.

    It was years later I learned that Gary Gygax published UA shortly after returning to Lake Geneva after his long stint in California. TSR was in serious financial trouble due to mis-management, and it appears (to me, anyway) that UA was banged out to generate badly needed revenue in short order. [I’m not criticizing EGG from a business viewpoint, as if I was in his shoes I expect I’d do the same. However, as a consumer, I’m less than happy.]

    So … within a month or so I developed the following weapon specialization system, which my group happily and successfully play tested and adopted.

    November 2008

    Weapon specialization is an ability available to fighters and some fighter sub-classes. The fighter uses a weapon proficiency slot to learn extra ability with one weapon, such as long sword, broad sword, mace, or bow. When using this weapon the fighter gains bonuses to-hit and damage, and may receive additional attacks per round.

    To specialize in a weapon, the fighter must use two weapon proficiency slots instead of the usual one. At 1st level a fighter has four weapon proficiency slots — if he chooses to specialize he may choose three weapons of proficiency, one of which is specialized. A fighter may specialize in only one type of weapon, regardless of level.

    Six levels after choosing to specialize in a weapon the fighter may choose to double specialize in that weapon. Another weapon proficiency slot must be used for this purpose. Six levels after that the fighter may again use a weapon proficiency slot to triple specialize, which gives the fighter the best specialization that can be obtained.

    As noted, specialization gives the fighter bonuses to-hit and damage, and may gain additional attacks per round. Although a fighter may choose to specialize in a weapon any time a new proficiency is earned due to level, the most benefits accrue if the specialization is chosen at 1st level. The following tables display the hit and damage bonuses and attacks per round if the fighter specializes at first level.

    Melee Weapons

    Specialization with a melee weapon immediately provides a bonus to-hit and damage. Three levels later, an additional attack every other round is added. The increase in the number of attacks is part of the specialization; it does not cost an additional proficiency slot.

    Note that if the specialized weapon may be thrown, no bonus is allotted to the weapon when thrown. The bonuses apply only to hand-held attacks.

    Melee Weapon Specialization Bonuses

    Specialization

    Level

    Hit/Damage Bonus

    Attacks/Round

    Single 1-3 +1/ +1 1
    Single 4+ +1/ +1 3/2
    Double 7-9 +2/+2 3/2
    Double 10+ +2/+2 2
    Triple 13-15 +3/+3 2
    Triple 16+ +3/+3 5/2

    Distance Weapons

    Specialization for distance weapons is slightly different. The bonus to-hit and damage changes by range, as indicated in the next table.

    Note: Similar to melee weapons, specialization in a thrown weapon such as handaxe provides no bonuses in melee.

    Distance Weapon Specialization Bonuses

    Hit/ Damage Bonus by Range

    Specialization

    Level

    Short

    Medium

    Long

    Single 1-3 +1/+1
    Single 4+ +1/+1 +1/+1
    Double 7-9 +2/+2 +1/+1
    Double 10+ +2/+2 +2/+2 +1/+1
    Triple 13-15 +3/+3 +2/+2 +2/+2
    Triple 16+ +3/+3 +3/+3 +3/+3

    Distance Weapon Attacks per Round

    The number of attacks per round varies by weapon, although the system functions like melee weapons: specialization first provides a bonus to-hit and damage, and 3 levels later adds additional attacks.

    Attacks per Round

    Specialization

    Level

    1/2

    1

    2

    3

    Single 1-3 1/2 1 2 3
    Single 4+ 1 2 3 4
    Double 7-9 1 2 3 4
    Double 10+ 2 3 4 5
    Triple 13-15 2 3 4 5
    Triple 16+ 3 4 5 6

    If a fighter choose to specialize at a level after 1st level, the progression of abilities has the same span, e.g., double specialization can occur 6 levels after the decision to specialize. Please note that for melee weapons this negates the advantage of additional attacks per round.

    For instance, Sam Swordswinger chooses to specialize in the long sword at 4th level. He immediately gains and additional +1 to-hit and damage when using a long sword. Three levels later, at 7th level, he gains three attacks every two rounds — but he gets that for attaining 7th level regardless of specialization. In this example only at 16th level would he gain additional attacks per round not granted by level. So the best advantage is gained by specializing at 1st level.

    A similar progression occurs for missile weapons, e.g., if a fighter choose to specialize in throwing daggers at 7th level he cannot double specialize until 13th level.


    This page last updated: March 2020
    Copyright 2008-2020 Bryan Fazekas

  • Character Generation

    May 2007

    First, let’s review the character generation rules in the Dungeon Masters Guide (DMG) on page 11. These four methods are paraphrased here, along with a fifth one from Unearthed Arcana (UA, page 74):

    1. Roll 4d6, discarding the lowest, for each ability score. Arrange in the order desired.
    2. Roll 3d6 twelve times, keeping the best six rolls. Arrange in the order desired.
    3. Roll 3d6 six times for each ability score, retaining the best roll for attribute. Attributes are rolled in this order: Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma.
    4. Roll 3d6 six times, in the same order as Method #3. Do this 12 times and choose the set desired.
    5. Choose a class and roll a specified number of d6 for each attribute, retaining the best 3 for each attribute. The number of dice to roll for each attribute are listed on page 74 of UA.

    Please note that rolling 3d6 in order is NOT an AD&D character generation method — this is an OD&D method.

    In the Players Handbook (PH) on page 9 in the first paragraph, it is noted that player characters are exceptional and strongly recommends that player characters have at least two scores of 15 or higher.

    Over the years I’ve tried all 4 of the DMG methods and discovered that to achieve a character with at least two scores of at least 15, it normally took numerous tries. I ran numerical analysis using Microsoft Excel, and no method had a success rate on the first try higher than 50%.

    Rolling a specialized class such as paladin or monk was nigh to impossible. The basic rolling averages 10.5 points for each attribute, not the thing that heroes are made of!

    I developed the following 2 methods to simplify and shorten the character generation process.

    They player can choose either method, but must decide which before starting.

    Method I

    This method produces the best general characters on the first try, those who do not have tough attribute requirements to meet. For rolling a class that has tough requirements this one may not produce the desired results, so Method II should be used.

    1. Roll six attribute values, using this method: For each value roll 4d6, re-rolling 1’s, and then drop the lowest die. Example: four dice are rolled, producing 6, 1, 3, 2. The “1” is re-rolled, producing a 4. Since the “2” is the lowest value so it is dropped, and the sum of the remaining dice is 13.
    2. Choose a class.
    3. Arrange the values for the attributes Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. The player may decide where to place the values to create the class desired.
    4. Choose a race and apply racial adjustments. No values above 18 can be achieved.
    5. The player may add three additional points where desired, e.g., all 3 points can be added to a single attribute or divided as desired. No values above 18 can be achieved.
    6. Roll for Comeliness: roll 3d6, re-rolling 1’s, and sum the result.

    Method II

    This method allows the player to create a character of the class desired, and is generally used for those with difficult requirements, e.g., monks, bards, etc. It does not produce the best attributes, but guarantees that the desired class will be created.

    1. Choose the character’s class.
    2. Roll six values — in order — for the attributes Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma, e.g., the first roll is Strength, second Intelligence, etc. Use the process described in Step 1 of Method I.
    3. Decide upon the desired race and apply racial adjustments. No values above 18 can be achieved.
    4. If any attributes are below the minimum for the class decided in Step 1, increase the attribute to the minimum.
    5. Roll for Comeliness: roll 3d6, re-rolling 1’s, and sum the result.

  • Revised Monster Experience Point Table

    November 2008

    The following table contains alternate information for calculating the experience points for monsters, superseding the information found in the DMG. This table is more consistent and provides a more even progression.

    This table was based upon an article published in Dragon Magazine #80, in the Leomund’s Tiny Hut column by Lenard Lakofka. This column was about the 5% Rule which evened out the progression of the combat, saving throw, and experience point tables. This table is accompanied by expanded lists that describe what attributes qualify as Special and Exceptional abilities.

    I liked it so much I immediately adopted this for my campaign!

    I can’t recall how much modification I made to his table when I adapted it for use — it may be that I did nothing more than re-type it (this was 20+ years ago and I honestly don’t remember). IF I made any additions to his work it was minor and I cheerfully claim no credit for his work.

     

    Experience Table for Monsters

      Experience Points
    HD or Level Basic Experience Points HP per Hit Point HP per Special Ability HP per Exceptional Ability
    1-6 hp   5 1 2 25
    1-1 HD L0 7 1 3 30
    1 HD M@A 10 1 4 35
    1+1 to 1+3 L1 20 2 8 45
    1+4 to 2+3 L2 35 3 15 55
    2+4 to 3+3 L3 60 4 25 65
    3+4 to 4+3 L4 90 5 40 75
    4+4 to 5+3 L5 150 6 75 125
    5+4 to 6+3 L6 225 8 125 175
    6+4 to 7+3 L7 375 10 175 275
    7+4 to 8+3 L8 600 12 300 400
    8+4 to 9+3 L9 900 14 450 600
    9+4 to 10+3 L10 1,100 15 575 725
    10+4 to 11+3 L11 1,300 16 700 850
    11+4 to 12+3 L12 1,550 17 825 1,025
    12+4 to 13+3 L13 1,800 18 950 1,200
    13+4 to 14+3 L14 2,100 19 1,100 1,400
    14+4 to 15+3 L15 2,400 20 1,250 1,600
    15+4 to 16+3 L16 2,700 22 1,400 1,800
    16+4 to 17+3 L17 3,000 25 1,550 2,000
    17+4 to 18+3 L18 3,500 27 1,825 2,250
    18+4 to 19+3 L19 4,000 30 2,100 2,500
    19+4 to 20+3 L20 4,500 32 2,350 2,750
    20+4 and up L21+ 5,000 35 2,600 3,000

     

    Typical Special Abilities

    • 3 or more attacks/round
    • missile discharge
    • AC0 or lower
    • special attacks (blood drain, hug, crush, rake, etc.)
    • special defenses (regeneration, hit only by special weapons, etc.),
    • high intelligence affecting combat
    • use of minor spells
    • attack multiple opponents
    • immunity or resistance to common attack form
    • using magic armor or weapon (+1 or +2)
    • using minor offensive/defensive magic item
    • cause more damage than like monsters due to strength.

     

    Typical Exceptional Abilities:

    • energy level drain
    • paralysis
    • poison
    • major breath weapon
    • magic resistance
    • spell use
    • swallowing whole
    • weakness
    • attacks causing maximum damage greater than 20 singly, 24 doubly, 28 trebly, or 32 in all combinations in 1 round
    • hit only by +2 or better weapon
    • use of major armor or weapon
    • use of protective item.

  • Spell Memorization Time

    September 2006

    This page provides revised rules for spell memorization. If I recall correctly, I based this upon an article inDragon Magazine.


    Spell Memorization

    By the book, spells require 15 minutes per spell level to memorize, following a rest period. This is for all classes and sounds reasonable, as it typically takes a 1st level a mere 15 minutes to memorize their one spell.

    However, as the character rises in level, the time required grows at an ever increasing rate. A 9th level cleric takes 8.5 hours to re-memorize all spells. In game terms, this adds a full day to between when a party may leave a dungeon to recuperate and when they may re-enter the dungeon. Personally, that bogs the adventure down, especially in higher level campaigns, as teh following table demonstrates.

    Table #A5 – Cleric Memorization Times

    Level Hours
    1 0.25
    5 3.00
    9 8.50
    13 18.50

    An alternate is to enable high intelligence/wisdom to reduce the time required. The time per level decreases with increasing intelligence/wisdom to a minimum of 5 minutes per spell level for those with an intelligence/wisdom of 19 or higher. Spell casters cannot have an intelligence/wisdom less than 9 so 15 minutes is the maximum time required.

    Table A6 lists the times by Intelligence/Wisdom.

    Table #A6 — Spell Memorization Time

    Intelligence or Wisdom Time (minutes)
    9 15
    10 14
    11 13
    12 12
    13 11
    14 10
    15 9
    16 8
    17 7
    18 6
    19 5

    A cleric with a wisdom of 18 has greatly reduce memorization times.

    Table #A7 – Revised Cleric Memorization Times

    Level Hours
    1 0.10
    5 1.20
    9 3.40
    13 7.40

  • Cost for NPC Spell Casting

    September 2006

    This page provides expanded rules regarding the cost of non-player character (NPC) spell casting. I collected information from various sources, included the DMG, Dragon Magazine, and my own invention, to assemble these rules.


    Cost of NPC Spell Casting

    Spells cast by NPC’s for player characters cost large sums of gold and/or magic items, depending upon the level of the spell, the level of the caster, the material components required, and the danger to the caster. Rare or expensive components must be supplied or paid for, and a typical fee of 50gp cumulative per level of the caster may be required.

    This extra fee may be lowered for well known associates or assistants. Please note that hazardous spells may increase the per level fee up to 250gp, assuming the caster is willing to take the risk.

    There is also a basic charge based upon the level of the spell, listed Table A4.

    Table #A4 — Cost of NPC Spell Casting

    Level Cost (GP)
    1 100
    2 300
    3 600
    4 1,000
    5 1,500
    6 2,100
    7 2,800
    8 3,600
    9 4,500

    Hazardous spells may multiply the basic cost per spell by as much as 5 times, depending on the level of the caster. Note that these prices are not firm. A caster may charge as much as he thinks the spell is worth or as much as he thinks he can get.

  • Spell Research

    September 2006

    This page provides expanded rules and information regarding the cost of magical research for new spells. I collected information from various sources, included the DMG, Dragon Magazine, and my own invention, to assemble these rules.


    Spell Research

    The research of new spells requires the use of a library of magical knowledge. The types and levels of spells that can be researched depend upon the depth and breadth of the library, as indicated by value. The more valuable the library, the higher the level of spells that can be researched. The minimum value of the library required for research at each level is given in Table A3.

    Table #A3 — Library Minimum Values

    Level Value (GP)
    1 2,000
    2 6,000
    3 12,000
    4 20,000
    5 30,000
    6 42,000
    7 56,000
    8 72,000
    9 90,000

    The cost of research with a proper library is 200 gp per spell level per week, plus an additional 100-400 gp per week for incidental expenses. If the character does not have such a library then space must be rented in another’s library. This will typically cost 50-200 gp per spell level per week.

    Research helps to build a library. Some materials must be bought and new things can be learned, so that books and papers can be written. 10% of the cost of research goes towards adding to a character’s library. Please note that the character must have a secure space to store such materials, and that may incur an additional cost after the research is completed.

    The time to research spells varies. It always takes a minimum of 1 week per spell level, plus 1 week. Each week upon reaching the minimum time the researcher has a percentage chance of success. The percentage chance of success is 10% plus the level of the researcher plus the intelligence of the researcher, minus twice the level of the spell. This percentage is checked weekly until success is reached or the researcher gives up.

    For example: Karl Klutz, 10 level cleric with 12 wisdom, decides to research a 5th level spell. His chance of successfully completing the research in the 11th week is the base success value (10) + his level (10) + his wisdom (12) – twice the level of the spell (5*2=10), e.g.,

    10 + 10 + 12 – 10 = 22%

    So each week he checks for success. Each week he fails increases the cost of his research.

    However, if the library is valued above the minimum necessary for research of a given spell level, a maximum of 20% increase in the success rate may be achieved. This bonus is calculated by dividing the value of the library by the minimum value necessary for research. For each whole multiple the researcher receives an additional 5% chance.

    The minimum value of the library to research a 5th level spell is 30,000 gp. If the library Karl uses is valued at 75,000 gp, divide the actual value by minimum value, e.g.,

    75,000 / 30,000 = 2.5

    This value rounds down to 2 and is then multiplied by 5%, means that Karl has an additional 10% chance of success each week.

  • Spells Books

    September 2006

    This page provides expanded rules and information regarding the size and cost of spell books. I collected information from various sources, included the DMG, Dragon Magazine, and my own invention, to assemble these rules.


    Spell Books

    Magic-user and illusionist spell books are normally of a standard size, i.e. 8 inches wide by 12 inches high. The covers must be of a durable material, usually dragon hide, and are a minimum of 1/8 inch thick each. The pages are normally made of the finest vellum, each sheet being 1/100 inch thick. Spells generally require space equal to 1 page per level of the spell, plus an additional 1d4 pages of general notes and comments. Cantrips are counted as first levels spells for space purposes. The standard number of pages, number of spells the book will hold, and the encumbrance for the different spell levels is listed in Table A1.

    Table #A1 — Spell Book Size and Weight

    Spell Level # Pages # Spells Encumbrance
    1 125 31 75
    2 125 25 75
    3 150 25 90
    4 150 22 90
    5 175 22 105
    6 175 20 105
    7 200 20 120
    8 200 18 120
    9 200 16 120

    To determine the thickness of a spell book, divide the number of pages by 100 and add 1/4 inch to include the covers. This is the standard size, while books designed to hold any number of spells may be constructed.

    All the books are made with the finest and most durable materials available, so the expense of a single book is quite high. The cost of enchanting a book so as to hold spells is also rather expensive, requiring an Enchant An Item or Major Creation spell, depending on whether the book is for a magic-user or illusionist. A book normally costs 1,000gp plus 500gp per level of the spell it is designed to hold. A traveling book (see below) costs 750gp plus 500gp per level of the spell. A book containing spells has the value of the book itself, allowing for condition, plus 100gp-300gp per level for each spell contained in it.

    Traveling Spell Books

    One of the most popular sizes is the “traveling books”, which are much smaller and easier to carry, but hold less spells. These books are normally 6 inches wide by 10 inches high and the number of pages, number of spells, and encumbrance of each is listed in Table A2.

    Note: Due to the smaller page size, travelling books require an additional 1d2 pages per spell, regardless of level.

    Table #A2 — Traveling Spell Book Size and Weight

    Spell Level # Pages # Spells Encumbrance
    1 50 10 25
    2 50 8 25
    3 50 7 25
    4 55 7 30
    5 6 22 30
    6 60 6 35
    7 60 5 35
    8 60 5 35
    9 60 4 35