Blackmoor Character Sheet Clues, Part III (last)
Author: DHBoggs / Labels: Adventures in Fantasy, HistoryCharacter Sheet Clues, Part II
Author: DHBoggs / Labels: HistoryContinuing from the last post in September.
WEAPONS
Listed
|
#’s
|
CHAINMAIL VALUES
Vs. No Armor
|
Daggar
|
7
|
6
|
Hand-Axe
|
8
|
7
|
Mace
|
6
|
8
|
Sword
|
6
|
7
|
Battle Axe
|
10 +5
|
8
|
Morning Star
|
6
|
6
|
Flail
|
7
|
7
|
Spear
|
5
|
8
|
Hand Bow*
|
6
| |
Composite*
|
6
| |
Pole Arms
|
8
|
6
|
Halbard
|
8
|
8
|
2 Hand Sword
|
3
|
6
|
Mounted Lance
|
9
|
5
|
Pike
|
7
|
8
|
Arquebus*
|
7
| |
Stone*
|
7
| |
Crossbow*
|
6
| |
Light Catapult*
|
4
| |
Heavy Catapult
|
10
| |
Bombard*
|
5
|
The Random Orc
Author: DHBoggs / Labels: Gaming Style
“I also recall having the ability to cast one or two spells and having the ability to help heal minor wounds, but in retrospect it's obvious my character was low level and not particularly impressive.” (Carr interview, http://blackmoor.mystara.us/forums/viewtopic.php?p=5550)
This divine granting of spells explains something else about the 3lbb's. There's no Read Magic spell for Clerics. Magic-user spells can only be understood with the use of a Read Magic spell. If Clerics were expected to memorize thier spells from spell books and scrolls as magic users do, and if their magic is basically the same, then Clerics would need a Read Magic spell too.
The Difference between Dragons at Dawn and Champions of ZED
Author: DHBoggs / Labels: CoZ, Dragons at DawnI get asked this question from time to time, so I wrote up a "pat answer" to point to:
Dragons at Dawn focuses on Dave Arneson and the Minnesota group of gamers. It deliberately tries to build on the quirks and unique things happening there while excluding more familiar game elements - so there is a Merchant class and a Sage class, in D@D for example; the magic is alchemical, combat involves saving throws to avoid damage and so forth.
Dragons at Dawn also looks to a lot of the root elements found in Adventures in Fantasy that were present in early Blackmoor, the combat modifiers, and elven song magic, for example.
Dragons at Dawn is set up around a core game of two ability classes (warrior, wizard), in the basic game, to which everything else can be added or ignored without affecting play much.
Champions of ZED on the other hand, has none of that "experimental" or quirky stuff from Blackmoor and AiF. Wherever possible, CoZ hews as close as good play and the law will allow to a combined and collated version of the game information found in the 3lbb's, Beyond This Point Be Dragons, CHAINMAIL, the appropriate sections of the Fist Fantasy Campaign, Supplement II and Gygax and Arneson house rules and comments from interviews and web posts, etc. My efforts are to make the game what it was meant to be in informed compromise between Gygax and Arneson and nobody else. Hence, only two or three little bits from Greyhawk.
There are some points of agreement and crossover between CoZ and D@D of course, but those using Champions of ZED will generally find themselves in much more familiar D&D territory with interesting twists and turns they probably never heard of, whereas Dragons at Dawn is its own game entirely.
About Me
- DHBoggs
- Game Archaeologist/Anthropologist, Scholar, Historic Preservation Analyst, and a rural American father of three.
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