Showing posts with label beholder basic. Show all posts
Showing posts with label beholder basic. Show all posts

Friday, 24 February 2012

Beholder Basic: The Cleric

"No swords or bows and arrows can be employed, for the cleric is forbidden by his religion from the drawing of blood."

For Beholder Basic, you'll see I've boiled the list of skills down to just four.
Athletics: Want to leap up onto that balcony? Hold your breath underwater? Lift that portcullis?  Then test your Athletics.
Lore: Decipher that coded message? Recognise the ancient king in that carving? Activate that magic portal? Lore. This skill encompasses Arcana, History, Nature and Religion.  
Perception: As it was. Use Perception to spot traps and secret doors, or hear that assassin sneaking up behind you.
Stealth: For when you want to sneak up behind them. Also incorporates Thievery, so you can now use Stealth to pick locks and disable traps. Basically, everything sneaky.
Of course, this means some omissions. There's no Heal - in 4E, I feel the cost of spending an action is enough, and the DCs are so low anyhow - and no Dungeoneering (who uses it anyway?). Perhaps most noticeably, all the social skills have gone: Bluff, Diplomacy, Intimidate and Streetwise. My reasoning here is simply to encourage role-playing - get kids acting out social encounters rather than relying on dice - so I suppose that's one aspect where Beholder Basic plants its feet firmly in the Old School.

In a similar sense, Sandy and I have been having this ongoing discussion about whether or not Perception should be in the game. Rather than rolling dice, he argues that players should describe where they're searching. For instances where a roll may be preferable - such as searching for an invisible enemy - the DM just sets a DC for a flat D20 roll. I'm on the other side of the fence for now, but I may change my opinion. What do you think?

Thursday, 23 February 2012

Beholder Basic

"Bruno the Battler smashes open a dungeon door and is confronted by a big goblin in chainmail armed with a scimitar."

Here's something silly I've been working on. What if there was a bone-simple version of 4th Edition that kids could play? That slaughtered some of the sacred cows - like ability scores - and shamelessly hard-wired collectible fortune cards and tokens into the core? And what if - just for the hell of it (or perhaps in protest against all this "back to basics" stuff flying about) - we kit-bashed this monster into the oldest edition of D&D available: the original D&D Basic Set?

You see, the other day I discovered that I own the "Holmes Edition" of D&D: one of the original boxed sets, printed in 1978. I've never actually played it - I was three years old at the time of release, so the best I could've done was chew on it - but reading it now is quite an eye-opener. I cut my teeth on the red box, published almost ten years after the original pamphlets, and I think it's fair to say they'd tidied things up by that stage. In comparison, Holmes sounds like it was written by a madman. Still, despite its scatter-shot approach to layout and tone, it's not without charm. In particular, reading this edition shows me that some of our sacred cows aren't as holy as they seem. Take races, for example. Here we find a wonderful column that suggests:

"At the Dungeon Master's discretion a character can be anything his or her player wants him to be. Characters must always start out inexperienced and relatively weak and build on their experience. Thus, an expedition might include, in addition to the four basic classes and races (human, elven, dwarven, halflingish), a centaur, a lawful werebear, and a Japanese Samurai fighting man." 

And people complain about "the circus coming to town"? Also note, "halflingish" - really quite beautiful.

Overall, reading Holmes made me wonder what I'd like from a basic set today. I've bought both the Revised Red Box and the Pathfinder Beginner Box, but in truth I think that both of them are flawed. They're trying to teach overly complex systems to an audience that's really too young to get it. Equally, I don't think the answer is to go back to Original D&D. Rules-wise, 4th Edition was a pretty lean beast, and - despite the hate - introduced some new toys to the box that I think our kids would really get on with. Power cards, for instance. I think it's a shame to throw these out in favour of graph paper and pencils. What I want - and I'm not talking 5th Edition here - is to see a basic version of 4th Edition that's somewhere between the D&D adventure boardgames and the role-playing games, but fully playable in the "old-fashioned" way; i.e. without tiles and miniatures.

The character card you see above - artwork care of Sandy! - represents what I'd work towards:

  • Heavy emphasis on cards and counters, much like WFRP 3rd Edition. Players have a character card that they lay in front of them, which they use to "socket" their power cards to.
  • No ability scores (the use of arrays and skills has made them obsolete in 4th Edition, in my opinion). Instead, fixed bonuses for defences, supplemented by class-specific gear cards.
  • An even further boiled-down set of skills: now refined to just four. 
  • Less Hit Points for an even more lethal experience.

Who knows, maybe I'll take it further, and actually write this thing up? Take that as a warning.