I Need A Miracle

Posted by Joshua on Apr 27, 2009

I mentioned in my prior post that I had replaced the D&D Clerical spell lists and spells per day for the old-school D&D game I was running for the kids with a system that involved saving rolls to get miracles, and the Recursion King asked for a bit more detail, so here it is:

Basically, clerics get to pray for Boons, Blessings, Smiting and Miracles.  Boons are subtle aid to the Priest personally, Blessings are subtle aid to others, Smiting is subtle (and not-so-subtle) hindrance of enemies and Miracles are overt, even spectacular, interventions by the God.  Subtle effects are ones where the players can’t actually tell whether they worked or at least whether there was magic involved, so things like pluses to saving rolls, or a second wind (restoration of some stamina).  Overt effects are ones where there’s no doubt that it wasn’t just luck, something supernatural happened–so for instance, Cure Light Wounds would count as a miracle since the wound closes up and the character is restored to health.

The cleric announces what he’s praying for (“Grant me a boon, oh mighty one!”  or “I bless you in the name of my lord!”, etc.) and I secretly roll a saving roll.  Boons are the easiest, with other effects getting progressively harder to achieve, though since I still want low-level clerics to be able to heal even miracles aren’t that hard (I use 15, 16, 17, and 18 as the target numbers, with the roll getting bonuses for high Wisdom and for increasing level).  Clerics also have a secret stock of Faith, which starts each day equal to Wisdom.   If the saving roll is missed, then the effect still occurs, but Faith is reduced by enough to make up the difference; if there isn’t enough Faith remaining then the Prayer fails.  Every time the cleric makes the save without needing to draw on Faith, then the secret Faith score increases by 1, even if this would take it higher than the initial number.

This pretty much guarantees that the cleric will be able to do something each day, with higher level clerics being able to succeed more often.  It also makes it a bit wiser to not try for an outright miracle every time.  Because I don’t share the Faith score with them or tell them whether the Boons or Blessings had any effect (just figuring it into the subsequent rolls), they can’t calculate for sure what the odds are or even if they’ve definitely got some more divine help coming to them.

If the cleric succeeds, then I roll for the impressiveness of the effect.  This is still a little hand-wavey at the moment, but what I do is roll a d6, with high being good.  The roll is open-ended, so every time I roll a 6, I add and reroll.  The final score divided by 3 is the approximate level of power of the effect, judged against the usual D&D spell list.  That is, 1-3 is roughly equivalent to a 1st level spell, 4-6 a second level, 7-9 a third level, etc.   I try not to just pick a spell directly, but pick an effect that I feel is about right for that level of power.  This isn’t modified in any way for the level of the Cleric; I figure that the god is more likely to listen to the prayers of the High Priest multiple times a day than a rank novice, thanks to the High Priest’s long record of service but that once the god has directed his attention to the matter it’s entirely up to the god’s inscrutable assessment of how much to intervene so that first level Cleric is just as likely to get a truly astonishing intervention as the High Priest.

It’s true that under this system 1/6 of the time any priest at all will get at least the equivalent of a 3rd level spell, and 1/36th of the time even more, but at low levels they’ll likely only get one or two prayers answered per day before they’re tapped out.  A high level priest isn’t guaranteed a high level result, but stands a much better chance just from more attempts.  It would be easy enough to adjust it by including a level bonus for the effect as well, if high level priests weren’t getting their fair share of truly impressive interventions, but I figure it’ll be a while before I need to worry about that.  It would also be easy to flesh out what happens in terms of the prayer’s effect according to some kind of table, or even just picking exactly from the cleric spell lists, but for now I’m really digging the aspect that when a Mage casts a spell they get what they want, but if a Cleric tries sometimes they just might find they get what they need.


The Kids are All Right

Posted by Joshua on Apr 27, 2009

Friday and Saturday I ran the D&D game that I talked about earlier, using D&D (actually LL/BFRPG) with a bunch of house-rules that took it a bit closer to Mac’s house-rules.  I could have run it straight, I suppose, but where’s the fun in that?  I did keep it close enough that I could use material published for D&D and retro-clones with only such conversion as I could do in my head on the fly, which let me use Amityville Mike’s Stonehell as the dungeon.  I even kept the name, explaining it in game a corruption of “Stone Hill” (which the PCs figured out by casting Read Script on one of the tapestries in the ruined banquet hall).

Overall the sessions went extremely well.  We got off to a slow start Friday when the youngest spent a bunch of time finding a place to buy and then purchasing a war dog.  I have no idea where he came up with the idea, but since that kind of creativity is something I want to encourage, I went with it…though it cost him all his starting money plus borrowing some from the party.  It turned out to have been a good purchase, saving their bacon at least twice Saturday when they finally found some non-empty rooms in the antechamber: first against the giant rats and then the Orcs attracted to the sounds of the fighting.   The kids were a little frustrated at first, I think, with how much of the area around the entryway was empty, but since a big part of this exercise was to get them used to the idea that there was not a single right way to play D&D (coincidentally the way their GM, who’s also their mom, runs things) I stuck to the key as written and just used their encounter with the Dwarves examining the Architectural Masterpiece to tell them what general direction to go to find trouble.

The party consisted of:

  • Umbry (played by the mom), a Rogue (Mage/Thief),
  • Hermia traveling under the name Horatia (played by the eldest daughter, 12), a Charlatan (Priest/Thief).  Charlatans are genuine Priests, but not of the false god they pretend to worship in order to bilk people.
  • Revenge (played by the middle son, 9), a Fighter
  • Oxy-lock (played by the youngest son, 7), a Mage
  • King, the war dog…Oxy-lock’s pet

Two of them “died”, reduced to 0 HP, but were saved by timely miracles from Hermia/Horatia.  Basically I scrapped the whole clerical magic system and replaced it with the ability to make saving rolls asking the god for blessings and miracles–so the equivalent of Cure Light Wounds counts as a “miracle”; the intent was to make clerical magic feel more miraculous and not just an alternate spell list for a different flavor of mage.  This worked really well in play, and the two characters who were saved from death by Cure Light Wounds were sufficiently impressed that they are now converts to Hermia’s make-believe God of Good Fortune, Horatio (yes, her god is Horatio, and her nom-de-guerre is Horatia, after the god).  She managed to cast it twice because she rolled really well the second time.

Another thing that pleased me a lot was the way the Morale rules (bog-standard D&D) ended the combats without always fighting to the death, and the way they negotiated with a captured Orc to get useful intelligence about traps up ahead and then didn’t slaughter him out-of-hand.  I did decide that the critical hit rules I was using were still a bit too deadly despite the fact that I deliberately avoided creating any kind of insta-kill or damage multiplier, so I’ve toned them down a bit for the future.

Everyone had a good time, and the mom was particularly pleased at how the kids were catching on to the differences between the way we handled things, despite many cries of “You’ve got to be kidding me!” from the youngest when rulings didn’t go the way he expected–but since he sometimes said that for things such as the fact his 7 STR Mage couldn’t wield the battle axe they got from the Orc chief, which wouldn’t have flown in his mom’s game either, I didn’t let it bother me.

I’m looking forward to running this again in the near future.