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Archive for September, 2010


Hey Bilbo, Get a Job! 8

Posted on September 24, 2010 by The Secret DM™

Why Demihumans Have No Class

Bilbo Baggins standing in front of the door to his house, from the animated feature film "The Hobbit"

Bilbo Baggins, from the 1977 animated feature film "The Hobbit"

“We’d like to thank you for applying, Mr. Baggins, but there’s really no room for you with our company.”

“Wha’dya mean?”

“Look – right here on your résumé, under ‘previous employers’.”

“Yes?”

“You wrote ‘Hobbit’.”

“Yes.”

“’Hobbit’ isn’t a profession.”

“I beg to differ.  It’s quite a bit of hard work.”

“But it’s not a career.”

“How dare you!”

“Mr. Baggins, we understand you’re upset, but – “

“You’re a racist!”

“Excuse me?”

“You’re turning me down because I’m a hobbit.  That’s racism.”

“No, Mr. Baggins – we’re turning you down because, while your résumé boasts a long list of exceptional achievements, you have no prior work history.”

“So now all hobbits are lazy.”

“We didn’t say –“

“Oh, stuff it.  I don’t need to work for your company anyway!”

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Basic Dungeons & Dragons (Holmes/Moldvay/Mentzer) utilizes a simplified character creation system in which dwarves, elves, and halflings are treated as character classes, while human characters may choose to be one of four unique classes.  While the intention may be to highlight humanity’s abundance in the Known World, it’s considered one of the system’s main flaws – even by Frank Mentzer himself – and is often a spot of ridicule for the game system, with some detractors claiming this “single class” system is not only archaic, but racist.

I’ll honestly say that I switched from Basic D&D to AD&D because I was looking for a more realistic gaming experience and, until recently, I agreed that this was a major limitation of Basic’s design.

That is until I learned to appreciate Basic’s design premise, and now fully support this system as one of the most accurate portrayals of character creation for a fantasy-themed setting.

Consider this: when you hear fighter, your mind calls up a specific image.  The same thing happens when you hear halfling or elf – some derivative characteristics are anticipated.  Elves possess arcane abilities, and halflings are sneaky.  We’re already applying stereotypes, so why bother to define specific classes?

You might be saying that “classes define abilities”, but abilities come from genetics, as well as skills and behaviors acquired through life experiences, with only some influence stemming from individual professions.  The butcher is no better as a fighter than my own mother; in fact, I’d trust her talent with a sharp blade over his – she’s had to put up with me and my siblings, after all.

Basic D&D attempts to recreate Tolkien’s party structure as presented in sources like “The Hobbit” or “The Lord of the Rings”, capturing the flavor of the novels with a similar focus on character, rather than class choice.  In fact, of all the possible character creation methods for fantasy roleplaying, Basic may emulate Tolkien better than any other system.

Consider Frodo’s class.  Now think about Samwise.  Consider the other characters that compose the Fellowship: Elrond and Gimli, for example.  Each of these characters is a representative of their race, and embody the characteristics common among their people.  In fact, the only real differences between Frodo, Samwise, and other hobbits are matters of personality.  At no point does Frodo say, “I’m a rogue”.

Come to think of it, the only characters who express different powers are the humans – Aragorn and Gandalf – although, to be fair, Gandalf isn’t really human.  Regardless, the point is that, using Basic D&D rules, players could craft characters that captured the feel of portraying Aragorn, Gandalf, and Frodo – without worrying about what class a character is or what role the character fills.

But it isn’t that the races are without class.  The fact of the matter is that characters are all one class, regardless of if they are human or halfling, fighter or cleric.  All characters are adventurers.  Rather than worrying about what class your character is, consider instead why your character started adventuring in the first place.  Individual powers and abilities should have little bearing on what caused your hero to set out into the world in the name of adventure.

Perhaps your character must escape some evil that threatens their homeland?  Maybe they’ve been charged with a mission to destroy some powerful artifact, or possibly to recover one?  Or they could be the key to reuniting two halves of a shattered kingdom.  There are any numbers of reasons to begin a career as an adventurer, and they don’t necessarily revolve around class choice.

Larry Elmore's Elf, Halfling, and Dwarf

Elf, Halfling, and Dwarf by Larry Elmore (www.larryelmore.com). From the Mentzer edition Basic D&D Player's Book. © Larry Elmore, all rights reserved.

What if your character concept isn’t possible due to the rigid structure found in Basic D&D?  Here are two suggestions to work around those limitations, using a halfling magic-user as an example:

Think Outside the Box

You could claim something like your magic-user is a halfling, even if your DM doesn’t allow this type of hybrid character.  Perhaps there’s a reason why you lack abilities standard to halflings – for example, you’ve toiled for decades under the oppressive watch of a powerful wizard who, luck would have it, passed away abruptly, leaving you his haunted tower, a dusty old spellbook with most of the pages removed, and a mysterious quest.  You’ve never spent any time with other halflings, so you’ve never learned any of the skills or talents typical of halflings.  None of this needs to impact or influence the game’s mechanics; it’s just important to consider it in terms of character concept.

In this version, you don’t gain any of the halfling’s benefits – no bonus to AC against large creatures, for example, and no talent for hiding outdoors – but you’re able to roleplay the type of character you’d like, at least.

Think Outside the Rules

Alternatively, you could work with your DM to develop new options that allow for your unique character.  In Basic D&D, you may build a halfling with spellcasting ability similar to an elf, but with a -1 to strength.  Or you could start with a Magic-User, sprinkle in some halfling traits (such as hiding) and impose limits on spellcasting (like fewer spells), or penalties on other ability scores or saving throws.

Ultimately, the most important thing is to see past the arbitrary limits of Basic D&D, and explore the full range of possibilities in ways you might not have previously considered.

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The Secret DM™ is just an average guy, trying to navigate the complexities of a successful career, a happy marriage, and raising a daughter…all while secretly rescuing damsels from fire-breathing dragons.  Visit him at www.facebook.com/secretdm or www.thesecretdm.com, or contact him at: thesecretdm@gmail.com.  Happy Adventuring!

The Save or Die Podcast: Side Adventure # 1 7

Posted on September 19, 2010 by DM Vincent


Emails, emails and more emails! Wow, we got so many emails (thanks everyone!) that we dedicated a whole show to reading and answering your emails. Keep them coming! Email us at saveordiepodcast@gmail.com

The Save or Die Podcast: Interview with Jean Wells 6

Posted on September 12, 2010 by DM Vincent


DM Vincent sits down with TSR’s Jean Wells, as she answers some much wondered questions about the infamous B3 Module the Palace of the Silver Princess, and why the module was redone. Jean also tells about her time at TSR and what happened afterwards in her life. So sit back and relax, enjoy the interview. This is the first time Jean wells (to my knowledge) has done a voice interview. So this is a SOD Exclusive interview, that’s right you heard her here first!

D&D “Cartoon” Magic Items 3

Posted on September 11, 2010 by DM Mike


As a homage to the Dungeons & Dragons Cartoon (covered in Adventure 3) I’ve created what I consider the specific magical properties of the kid’s weapons. Please feel free to comment on them and let me know if I’ve missed anything. ;)

Bow of True Aim
+3 Bow

The Bow of True Aim appears as a fine yew bow with no , though the bow is bent properly as if it had the tension of an actual stringed bow.. The ‘string’ appears as a magical string of energy whenever a drawing motion is made by the wielder.

Special Abilities
* Fires a Magic Missile once per round, twice if wielder is a Elf, a Ranger, or of 3rd level or higher.
* may fire a bolt equal to a Light Spell once per day per level of the user.
* may fire a bolt equal to a Shatter Spell once per day per level of the user.

Shield of Invincible Steadfastness
+3 Shield

The appearance of the Shield of Invincible Steadfastness is of an ordinary metal heater shield of gold hue, with a black roundel on the surface and an eagle’s head argent within.

Special Abilities
* The shield may act as a Shield spell for up to 6 persons once per day per level of the wielder, so long as neither the wielder nor those being shielded moves or attacks from behind the shield. An additional +1 use a day is granted to Paladins.
* May act as a Minor Globe of Invulnerability in conjunction with the Shield spell above if wielder is 3rd level or higher.
* If wielder is 7th level or higher the shield may act as a Wall of Force spell once per day per level of the wielder over 6th.

Club of the Giantkin
+3 Club

The Club of the Giantkin appears as a simple wooden club of heavy oak, though lighter and could even be wielded by a young boy or girl.

Special Abilities
* The user of this club has increased damage inflicted upon a successful attack, as if the weapon was wielded by a giant according to the following table:

Level Type of
Of wielder Giantkind
1-2 Hill Giant
3-4 Stone Giant
5-6 Frost Giant
7-8 Fire Giant
9-10 Cloud Giant
11+ Storm Giant

* May inflict damage as a Earthquake spell (Companion rules, 7th level Cleric spell pg 13) once per day whenever the ground is struck, causing a small earthquake. This Earthquake is of ½ the effect of the spell, as if cast by a 17th level cleric.

Hat of Inestimable Invocation

This chapeau appears as an innocuous green wizard hat, of conical (pointed) shape.

Special Abilities
* May summon items as noted in the table below, once per day per level of the caster if the conjurer takes one round to concentrate.

D12
Roll Item Conjured
1 Bag of 100 gold pieces
2 Camp fire, 4′ in diameter, already burning
3 dagger
4 Door, iron (10′ wide and 10′ high and barred, must be placed upright, will attach itself)
5 Ladder, wooden (24′ long)
6 lantern (filled and lit)
7 mirror (large)
8 Mule (with saddle bags)
9 pole (10′)
10 rope (50′ coil)
11 sack (large)
12 Window (2′ 4′ up to 2′ deep, will attach as door #4)

* At 4th level the wielder may invoke any item on the table above without needing to roll the item randomly. The wearer may also summon any creature below 8 HD they wish upon a successful saving throw versus magic. Note that the item or animal will exist only 1 turn per level of the wielder and any creatures invoke might not be friendly to the wielder. Also, only one item or creature may be in existence at any given time.

* At 6th level, may be used to invoke the effects of any Magic User attack spell (DM’s discretion) upon a target once per day per level of the caster over 6th. The spell will have the same effect as if cast by an 11th level Magic User.

Staff of Agile Mien
+3 Quarterstaff

This staff appears as a finely carved quarterstaff of heavy oak, but is very light when carried.

Special Abilities
* The staff gives the wielder the ability to perform any acrobatic maneuvers successfully on a successful percentile roll of 75% + their Dexterity attribute or less; with appropriate modifiers as deemed appropriate by the DM.

* Can be telescoped magically into itself to create a small rod of 6 inches length or extend up to 10 feet in length.
* Can be used as a brace or lever, granting the wielder a Strength equal to a Hill Giant.

Cloak of the Chameleon

The appearance of this cloak is of gray wool, with a hood and clasp at the front.

Special Abilities

* Grants +25% to all Hide in Shadows or Move Silently rolls if worn by a Thief.
* Bestows upon the wearer a +3 to saving throws versus Breath Weapon, Magic, and Wands.
* When the hood is raised to cover the head, the cloak becomes a Cloak of Invisibility, as if the 2nd level Magic User spell was cast upon the wearer. This does not muffle sound save for the addition to Thief skills noted above.

Save or Die Podcast Adventure # 6: Thunder Kats, HOOOOO! 5

Posted on September 05, 2010 by DM Vincent


The Trio reach down in the mail bag this week and read off a bunch of letters. Awesome thank for those! Then they fall down into a random dungeon, and decide, did they bring the right equipment with them? Mike didn’t :) Then in Random Encounters they speak about the Dungeon Ecology, or the Zoo slaughter house theory, how do monsters get along down there, how do they eat? Products of your imagination we talk about Cartoons from the ’80s that we all grew up watching and how it affected you games.. Ok so we went a little nutes here on talking cartoons, but its all in fun! Join us on facebook, give us a 5 Star comment review on iTunes. Tell your friends.. Tell your neighbor… tell your dog. Thanks to everyone that supports us! http://www.saveordie.info

Getting Back to Basics with The Secret DM™ 5

Posted on September 05, 2010 by The Secret DM™

“In Search of Adventure: My First Roleplaying Experience”


When DM Vince invited me to contribute articles to www.saveordie.info, I wasn’t really certain what I wanted to write about.  Classic gaming definitely interests me – it always has – but I didn’t believe I had enough to say on the subject.  After all, I stopped playing 2nd Edition AD&D somewhere around 1998.  It was almost ten years before I picked up another D&D book, and by then, D&D was at the tail end of 3.5, with 4th Edition just around the corner.  Since then, I’ve played 4e exclusively…whenever there was time for it, anyway.

So what do I know about “classic” gaming?

I started roleplaying when I was 8.  I had overheard my brother telling our Mom about the game, and trying to overcome her objections.  Which, come to think of it, should’ve been impossible, because her objections dealt with Satanism, the occult, and kids attempting suicide: all pretty heavy topics for a 12 year old to not only be discussing, but debating against.

So I have absolutely NO IDEA how I finagled my way into going along, once my brother got the ‘Okay’ from Mom.  Maybe my Mom was too tired to fight anymore.  Maybe she believed my brother that it had nothing to do with any of that “occult” nonsense.  Or maybe – and this I’m almost convinced of – my Mom knew just how much my brother didn’t want me to tag along, so she let me go as a way of spoiling my brother’s fun.

Regardless of the “how”, all that mattered is that I WAS playing D&D – and that’s where I met the man who changed my life forever: The Dungeon Master.

To anyone else who had gathered there that day, the Dungeon Master was just an ordinary-seeming kid, some years older than my brother and his friends, who had a pleasant demeanor and was thrilled and excited to have a party to run adventures with.  But to an 8 year old, he was a towering monstrosity of power and intimidation – he was the crafter of worlds, shaper of destinies, and all-around bad ass.  I was scared.

Still, the Dungeon Master had a compassionate side, and – although he hadn’t known I was going to be coming along – he took the time to walk me through the steps of making a character.  He suggested a fighter, which he felt would be the easiest character type to learn with, and showed me how to roll the dice, record the numbers, and even explained what it all meant.  Not that it mattered; he could’ve told me my sword was a banana and 2+2 is chicken, and I would’ve believed him.  I wasn’t about to question the DM; he was scary – absolutely nothing like the diminutive bald guy in the cartoon – and I didn’t want to be sent home before I even had a chance to play.

“You’ll need to pick a name for your character,” he said, “It can be anything.”

“Baltek,” I blurted out.

He looked at me, somewhat stunned, because the name I had chosen wasn’t Bob or Killgore or Tiny or anything like that.  It wasn’t anything at all.  And that was a good thing.  Especially for an 8 year old.  It sounded like a fighter’s name.  It sounded like something right out of a book.

“It’s from my favorite book.”

An Endless Quest Book #3
artwork copyright © Larry Elmore 2010. All Rights Reserved.

The book was “The Pillars of Pentegarn”, by Rose Estes, from the Dungeons & Dragons choose-your-own-adventure style of Endless Quest books.  I must’ve read it like 50 times.  I’m not sure “reading” is the right word when you could potentially get through it in only 12 page turns, but it was a great story, and I related to the character of Baltek.  Well, I didn’t really relate, but I knew my fighter character would.

“Good name,” the Dungeon Master said.

Our party was a pretty dangerous group:  There was Baltek, my brawny fighter.  There was Maden, my brother’s brawny fighter.  There was Orion, the brawny fighter played by my brother’s friend – and the DM’s sister.  And there was Vagna, the cleric, played by my other brother’s friend.

Yep.  Three fighters and a cleric.  Hey!  The DM had told us the fighter was a good class for starting players, and, frankly, we were all just starting out.  Vagna too probably should’ve been a fighter, but the three of us were going to get hurt…a lot…and the DM suggested we would need healing.

The DM rounded out the party with two NPC’s – Deveril the thief, and Crassus the magic-user.

Once everyone was ready, we sat down to our 1st adventure, and never looked back.

Does any of this mean I’m qualified to write about classic gaming?  Probably not.  But one thing I can say about my personal experience with classic Dungeons & Dragons is this:  Through all the years, I have continued to pull out my copy of the red box basic rules, thumb through the Player’s Handbook, and even run myself on the included solo adventure time and time again.  I’ve read and reread about that first meeting with Aleena, the proceeding encounter with the ghouls, and that fateful conclusion when we came face to face with Bargle.  I’ve reviewed the ideas presented in the Dungeon Master’s Rulebook under the “Creating dungeons” heading, and even used some of the suggestions there to develop adventures and campaigns whenever I needed just a little nudge of creativity – even as recently as my 4th edition campaign.

Maybe I do have something to say on the subject after all.

I’m curious to know, though:  What were your first experiences with Basic D&D?  How did the game shape your view of roleplaying?  What are some of your fondest memories of Classic D&D?

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The Secret DM™ is just an average guy, trying to navigate the complexities of a successful career, a happy marriage, and raising a daughter…all while secretly rescuing damsels from fire-breathing dragons.  Visit him at: www.thesecretdm.com or www.facebook.com/secretdm, or contact him at: thesecretdm@gmail.com.  Happy Adventuring!



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