Showing posts with label turning undead. Show all posts
Showing posts with label turning undead. Show all posts

Monday, July 21, 2014

Undead PCs

A few years ago I got into a debate with someone somewhere on the interweb--I think it was Rients--about what happens if you roll a 1 for your Hit Points and your Constitution is in the penalty zone: can a character be dead at inception?  Obviously that's not very satisfying, and yet hand-waving a minimum of 1 HP or re-rolling until you achieve a more arithmetically-pleasing result both seem like cop-outs.

Your new character sketch
Then, suddenly, just moments ago, it came to me in a flash: when your Con penalty puts your brand new, freshly rolled PC's hit point total at 0 or less then he/she is undead: you get to begin your adventuring career as a zombie!  The perks:
  • You get to re-roll your hit points using 2d8 and ignoring your constitution score.
  • No more worrying about things like drinking water, oxygen, and sleep or charm spells.
  • Stick with this long enough and you get to be a freakin' Lich.
And some cons:
  • Your appetite for brains might be a bit off-putting to your adventuring colleagues. 
  • The cleric in your party can use Speak with Dead to force you to reveal embarrassing events from your past.
  • Until you reach 9th level -- Vampire -- you might as well forget about getting laid; it absolutely will not happen.

Thursday, June 7, 2012

Cleric Abilities and Disciplines

Clerics have pretty much dropped out of my AD&D game lately; not by fiat mind you, but we've had neither PC nor NPC clerics loitering about for quite some time.  That said, I am very open to radical restructuring of the class.  Towards that end, recently I was looking at the "Matrix for Clerics Affecting Undead" on page 75 of the ol' DMG which got me thinking if I add some color to it:



... it kinda looks like the Marvel Super Heroes Universal Action Resolution Matrix:

...just expressed a little differently

Which got me to thinking, could the Turn undead ability resolution system be used as a universal Cleric action table?  Which is to say, what if cleric spells functioned not like MU spells--i.e. guaranteed success--but more like the turn undead ability, with a chance of outright failure but also a chance of super-extra success?  

Back to the Marvel Super Heroes (MSH) table: what do the different colors mean?  For turning undead, they could represent the different levels of undead to be turned; but what for spells?  Enter this recent post on Magic disciplines by Brendan over at Untimately wherein he basically establishes how shocking grasp could be a prerequisite to learning lightning bolt in a discipline-driven magic system; if I may oversimplify his thesis liberally.

Now what if we did something similar for clerics: stacking related spells into disciplines?  All the cure wounds spells, for instance, could be piled into a single discipline.  To accommodate the seven spell levels available to clerics, we could expand the 3 degrees of success of MSH--green, yellow, red--to 7 colors.

Here's a rough draft of what the universal cleric ability matrix might look like:



For this prototype, I've kept the original AD&D turning undead granularity intact--odds improve in leaps of 3 (15%), with the same level progressions across the top as on the DMG matrix--but this could easily be modified to suit tastes/statistical appropriateness.  It does show that eventually lower level abilities would be automatically successful--can you fumble at turning undead?

As an example of  how a cleric ability might work:  Rhonda the Rogue (apprentice) has contracted a bad case of rot grub, and her good friend Arnie the Acolyte (1st level cleric) is hoping to save his comrade-in-arms.  Cure Disease is the poor slob's only chance, but that's a 3rd level spell, available to 5th level clerics or higher.  But with this table, third level abilities are represented by the light red band of color.  Cross reference the table and we see that a first level cleric with knowledge of the sacred discipline of Curatives would need to roll a 20 to achieve success with a (light) red ability--I gotta' change those colors.  That only gives Arnie a 5% chance to save Rhonda's bacon; not great odds but still a better chance than the 0% chance the ol' spell system gives him.

At the other end, if Arnie were trying to use his healing ability to mend Gordie the Gallant's light wounds, he would have only a 55% chance of success; a marked depreciation from the 100% chance even 1st level AD&D clerics are used to.

Or, alternatively, you could eliminate the entire line of sequential hit-point restoration spells.  Instead, a cleric would just roll a d20 against his or her Healing ability and the color associated with is or her result would determine how many or what sized dice of healing were achieved.  Say, green scores you heal a d6 worth of HPs, yellow 2d6, etc.

One problem that this table presents is that it no longer works for its original purpose:  Turning Undead.   Seeing as there are 13 levels of undead to turn as opposed to only 7 levels of spell ability, determining affect on undead would result, I think, in an overly prissy-looking matrix.

Another problem: How do I finagle it to handle thief abilities too?

Tuesday, September 14, 2010

The Undead Strike Back: Turning Clerics

Did anyone ever use this rule: 
When a cleric meets an undead creature that is beyond his/her powers to turn/command, then the cleric must roll--on a d20--a number equal to or greater than the Hit Dice of the undead +1/level the cleric is deficient of being able to affect said undead species.

For example, a first level cleric encounters a vampire: HD 9 (I think) and unaffected by clerics less than 6th level,*  9 + (6-1) =  14.  Therefore Archie the Acolyte needs to roll a 14 or higher or be turned/commanded by Count D.  This Rule also applies to Ponce the Paladin.
Me neither.

* Crunchier AD&D folks might notice a discrepancy in these numbers from the AD&D standard--or they might not, I really can't say.  If there is a discrepancy it's 'cuz I'm referencing the HackmasterPlayer's Handbook "Table 12K: Turning Undead" for the undead turning probabilities shown here because, well, the Hackmaster books are closer at hand.  I mean c'mon--my friggin' AD&D PHB is all the way over there on that bookshelf.