Pathfinder Beginner Box Transitions

Today Paizo released a free supplement to their Pathfinder Beginner Box product called Beginner Box Transitions. This PDF release is designed to help a player that entered the Pathfinder system through the Beginner Box to transition beyond 5th level and into the Core Rulebook.

Readers of The Iron Tavern know I have posted a fair number of articles around the Beginner Box. While I have played Pathfinder with my son in the past, the Beginner Box was the set that allowed me to hand him a set of books and he was able to read them himself and learn to play and GM his own games. Even many months later, my son still can be found reading his Beginner Box rule books, creating characters and designing encounters. I was certainly curious to see what this Beginner Box Transitions PDF was all about.

The artistic quality of the PDF is excellent as one has come to expect from Paizo products. The PDF does include an index at the end to help find certain rules quickly. I was disappointed to see that there was not a bookmarked table of contents. Those can be very handy when looking to jump to a certain section of a PDF. Not a major issue, but it would be nice to see a Bookmarked table of contents, maybe in a future update.

The PDF includes 9 chapters covering a myriad of topics from new rules to know when moving to the core rulebook, reading stat block entries from the core rules and bestiary, adventure conversions, leveling your character, and more.

The PDF handles all of this in a very clear and easy to follow manner. New rules are covered in small sub-sections, graphics are used to help dissect spell and monster stat blocks. They really strive to make the transition as easy as possible.

The PDF includes a conversion guide for Master of the Fallen Fortress. Using those steps a reader can get a good feel on how to convert many other modules in the Pathfinder Module line. The PDF includes a list and short summary of several eligible modules.

There is a lot of information in this free download from Paizo to make a person’s transition from the Beginner Box to the Core Rules as painless as possible. My post here is based on a quick read (it has only been out for a few hours), but it looks like an excellent free product to transition those Beginner Box players into the full set of rules. Well done Paizo!

Mini-Review: Midgard iPad Atlas

Today I received my regular Kobold Courier email from the now Kobold Press. Immediately catching my attention was the phrase ‘Midgard iPad App‘. With my attention caught, I hurriedly opened the email to discover that Kobold Press has released a Midgard Atlas application for the iPad. This sounded very cool.

For those that are unfamiliar with Midgard, it is Wolfgang Baur’s personal campaign brought to the masses via the Open Design Project. With Wolfgang’s notes as a basis and lead design work by Wolfgang Baur, Jeff Grubb, and Brandon Hodge the patrons of the project worked hard to bring this campaign world to fruition. With efforts to produce rulebooks from Midgard for Pathfinder, D&D, and AGE rule systems it strives to be a setting for groups regardless of rule system choice.

This application for the iPad brings the entire world atlas to the iPad in zoom-able form. The map was created by Jonathan Roberts, a name well recognized in the RPG map-making community. Here are just a few of the highlights from the product page in the iTunes store:

  • Detailed maps of 9 major cities
  • Animated clouds
  • Removable text
  • High-resolution

I have played with the map on the iPad and was very impressed. I had some concerns my generation 1 iPad might be a little laggy with this application, but it zipped right along. I was able to zoom and move about the map with almost no delay.

The resolution of the map is spectacular. I could zoom in quite close on any terrain feature I wanted to see and it was quite clear. As noted above nine cities are included with detailed maps. I could readily tap on one of the detailed cities and pop open the city map and also zoom in and see wonderful detail as well. The detailed city maps are keyed with numbers as well.

The animated clouds passing over the campaign world are a neat touch as well. The animated clouds can be removed from the map at a touch of the button. The same goes for the text that is placed on the map, a touch of the button and it is removed form the map as well. Tap it again and the text reappears with city names and other noteworthy landmarks.

My only wish for the application would be to include textual pop-ups when in the detailed city map. Key buildings will have a number on them to indicate what they are in a look-up table. I would like to be able to tap the number on the detailed map and have the name (and since I am wishing here, a short description of the place too!) of the building pop up in a text box.

I think Kobold Press has shown other RPG publishers the new standard in electronic campaign maps. The application is available for $3.99 from the iTunes store. Check it out, if you like maps I think you will love this app.

While several screenshots are available at the iTunes store, I took a few to show folks some of the areas from the Midgard Atlas. I tried to show non-descript areas to avoid giving too much away. I also scaled the images down some as well.

Guest Bloggers Wanted!

The Iron Tavern is looking for guest blogger submissions! I have been considering adding another author at The Iron Tavern for a couple of months now. I think putting out an open call for guest bloggers is a good way to test the waters.

Why would I want to guest blog?

Maybe you have some ideas that you would like to write about but you do not have the platform to do so. Maybe you want to get a feel for blogging without the commitment of setting up a blog and establishing your own traffic in those early days . Or maybe you have things to say, but aren’t sure you have enough to say to continue blogging on a regular basis. Or maybe you write for an established blog and want to get your writing in front of a different readership.

What can I blog about?

Frequent readers already know The Iron Tavern is primarily a blog for the fantasy RPG genre. The major games I talk about here are Pathfinder, Dungeon Crawl Classics RPG, The One Ring, and D&D. I tend more towards Dungeon Crawl Classics RPG and Pathfinder posts or commentary on RPGs in general. I would really like to see some more articles on how the D&D Next playtest is going for you or maybe something on some of the other “retro” fantasy RPG systems that are out there. Or maybe you have some great advice that is relevant to RPGs in general. Those articles are always welcome as well.

If your ideas are fantasy RPG related, pitch them to me. We can go from there.

How do I submit?

My email address is in the About section of this site. Please send a short pitch about what you would like to write about. More than one idea? Go ahead and pitch each of them. If things seem like a good match I just might have a regular blogging spot open for you.

15 Minute Work Day

A frequent complaint one hears about D&D (and Pathfinder to a degree) is the 15 minute work day. The 15 minute work day is the potential for a party to want to rest after they use all of their big resources. This is often at the behest of the Wizard or Cleric of the party after they have used their more powerful spells.

This problem generally lines people up on two sides, both of which can be rather vocal about the issue. One side says this is a problem in nearly every D&D game they have played in and the other says they have never seen it in their games. These arguments usually fall between “it is a systemic problem it isn’t our fault” to “you are playing the game wrong, there is not a problem with the system”. This debate has been going on for a long time, occasionally resurfacing on various forums or twitter feeds.

Why bring it up today at The Iron Tavern? Conan. Conan and The People of the Black Circle actually.

Let me back up just a step though before I get into Conan and the 15 minute work day. I obviously have an opinion on the 15 minute work day, I think everyone does. I fall into the group of people that really has not seen the issue that often.

As a player our groups nearly always push onwards and our wizards tend to be conservative with their spells and manage their resources. That does not mean we adventure on until our resources are completely depleted, but we typically carry on for a good number of encounters before seeking out a place of rest. This has been the case for my local group, for the many organized play games I have participated in, a multitude of play-by-posts, and games I have played online in. Do the casters sometimes announce that they are running low on prepared spells? Yes. But the group as a whole typically pushed onwards.

From the GM perspective I have similar experiences. Players I GM for also tend to push onwards in adventures I run. Sometimes to the point where I actually think it might be best for them to rest up a bit before continuing. This experience is from many varied mediums as my play experience has been.

Given the number of different groups and situations I have a really hard time thinking this is a systemic problem as many like to state. To me a systemic problem would be widespread enough that I would have run into the problem in my playing of the game. I can see room for abuse by a 15 minute work day, but I don’t see it as being a systemic problem in the rules.

There has been one campaign where I found myself facing 15 minute work day scenarios. Kingmaker. The way the exploration portion of Kingmaker works the group will very often find themselves facing every fight at full resources. Now this is an example a systemic problem. As the Kingmaker Adventure Path is written, the PCs are only ever going to face one, two, maybe three encounters in a day during the exploration phases of the campaign.

Back to Conan. I recently started reading People of the Black Circle by Robert E. Howard. As I read that book a distinct thought tumbling around in the back of my mind was if GMs ran their games like that story, the 15 minute work day would never be an issue. The heroes (and even the enemy for that matter) have several moments during the story where they have no choice but to continue on regardless of the status of their resources or how depleted their forces were.

Conan and his companions cannot stop to wait or rest, even as they watch a good number of their forces perish. The girl must be rescued! To wait and recoup health, forces, or arrows is sure to meet with the untimely death or worse for the girl.

The defenders are heavy users of sorcery and at one point in the book are shown using various spells to defend themselves. As the battle unfolds Conan even remarks that they must have lost their capacity for magic as they further retreat. But those sorcerers cannot simply stop and rest! They have a fierce barbarian and his dwindling horde knocking at their doorstep!

Pacing as shown by example in People of the Black Circle is what GMs should strive to obtain. This puts the PCs in an exciting adventure with stakes that mean something to the characters. It paints that sense of urgency that will keep things moving forward and not a series of fight, sleep, fight, sleep and so on. The type of magic system simply will not matter, because it is irrelevant. The PCs must go on to be the heroes, to do otherwise simply ends in devastating failure.

DCC RPG Character Class Series Summary

Over the past several weeks The Iron Tavern has been taking a close look at each of the character classes in Dungeon Crawl Classics RPG. I primarily did the series with intent of highlighting some of the class features and some of my own thoughts for those on the fence about the game or just curious about the classes it offers. A secondary benefit was to give me a more structured way of taking a look at each character class to improve my judging in DCC RPG games. Overall I am pretty happy with how the series turned out.

Before we completely leave the topic I wanted to bring all the classes together in this one final character class post. This should provide an even easier entry point for those late to the series. I will provide links to the post and a very high-level one or two line summary of the class.

The Warrior

The first class I looked at to kick off the series. Mighty Deed of Arms. This is the mechanic that makes the Warrior a wonderfully fun class while not killing the player’s creativity with an overabundance of feats. Wizards of the Coast is trying to figure this out with combat superiority in 5e and overcomplicating it, but DCC RPG already has it figured it out.

The Thief

The DCC RPG thief is a throwback to an old school thief for the most part. The modified luck mechanic is what sets them apart from the others and having the ability to survive on luck and wits!

The Dwarf

With the return of race is class for demi-humans, the dwarf is quite warrior like. They have the ability to use Might Deed of Arms and they get to use a shield bash from level one! Between Mighty Deed of Arms and Shield bashing I can really emulate that rough and tumble dwarf that is ready to charge headstrong into harm’s way.

The Cleric

Alignment matters again. Don’t make your deity angry. The DCC RPG cleric has a “classic” feel to me with some interesting twists.

The Halfling

Referred to as “rolling balls of death” in one game I ran. Between an excellent modified luck mechanic what party wouldn’t want one in their party?! Throw in dual wielding and “rolling balls of death” don’t seem so far-fetched!

The Wizard

Magic is dangerous. Random tables dictate whether your spell is ultra-powerful or just so-so. This line from the rulebook best sums it up – “Use a torch, fool; it is much safer!”.

The Elf

The DCC RPG elf takes us back to the elves I remember from the Moldvay Basic set being able to both cast and engage in melee. But be careful of the iron!

And that officially concludes my weekly look at DCC RPG character classes. Overall I am quite satisfied with the character classes in Dungeon Crawl Classics RPG. Each has something fun to make it its own!

Iron Tavern Contest Winners

The One Year Anniversary Contest ended last night at 9pm Eastern. I want to thank all that entered, either by posting a comment here on the blog, mentioning The Iron Tavern on Twitter, adding us on Google+, or adding us to your blog roll. I spent this morning updating my list of entries with any of the last minute entrants.

With my final list of entries in hand, I randomized the entries in Excel and rolled twice at invisiblecastle.com. The first roll was for the first place prize, a $15 gift certificate to either RPG Now or Amazon.com and the second roll for the second place prize, a $10 gift certificate to either RPG Now or Amazon.com.

And our winners are…

First Place – $15 Gift Certificate to RPG Now or Amazon.com

  • Jconnell26 from his Twitter Entry

Second Place – $10 Gift Certificate to RPG Now or Amazon.com

  • Saroe from a blog comment

I will be contacting the winners via email shortly for them to choose their choice of prize.

Thanks again everyone for participating in the contest. I look forward to another year of blogging at The Iron Tavern!

DCC RPG: The Elf

This is the final installment in The Iron Tavern’s weekly series looking at Dungeon Crawl Classics RPG character classes. Each week I have taken a look at one of the classes, some of its highlights and features and provided my own opinion of the class. In previous weeks I have looked at the Warrior, the Thief, the Dwarf, the Cleric, the Halfling, and the Wizard.

This brings us to the final character class to take a look at – the Elf.

The Class

DCC RPG elves are long-lived with lifespans that cross a thousand years. The long-lived elf prefers woodlands and natural terrain. They typically settle away from the shorter-lived races. This long lifespan allows an elf a tremendous amount of time to become proficient with both the ways of magic and martial ability.

Elves are trained in a variety of weapons and include the ability to use longswords, longbows, and even the two-handed sword. Elves are able to wear armor of mithril, though this does affect their spellcasting when doing so.

Elves use a d6 for a hit die putting them towards the lower end on amount of hit points, though more than a Wizard character. Elves tend away from a lawful alignment with neutral or chaotic being more prevalent.

Elves have infravision out to 60’ in DCC RPG and have what many would consider to be the typical elven immunities being immune to sleep and paralysis. They also have increased senses and receive a bonus to finding secret doors and are entitled to a check when simply passing by a secret door even if they are not actively looking.

Elves frequently draw their magic from other creatures and beings. Their longer lifespan can even allow them to become more familiar with a particular patron over the years, an opportunity a wizard may not have. Despite this elves still obtain their spells randomly, though they do receive the invoke patron and patron bond spells in addition to their normal spell slots.

Elves do have an unusual vulnerability. They have an extreme sensitivity to iron. Prolonged contact actually causes a burning sensation to the elf and if continued causes the elf hit point damage each day.

My Impression

I am beginning to sound like a broken record, but once again I like how the mechanics of the DCC RPG elf works out. My first D&D character ever was an elf, an elf named IronWolf. That mere fact alone made be curious as to how race as class for demi-humans would work out. Mixing the martial prowess and the magical art is a strong start.

The blend between martial prowess and the magical art helps reinforce the old school feel I have for an elf from my early days of playing D&D. The tie-in of elves to patrons as a source of power is a distinguishing factor from a human wizard, which I find a nice touch. Whether an elf draws from more natural elements or from more foul beings the mechanic to do so is easily granted to them.

The vulnerability to iron struck me as a little different. I may just not be as well versed in ‘Appendix N’ reading as I should be though. In either case, I think it is important for a judge to make sure to remember this vulnerability in order to help keep the elf from being the ultimate in character class. I think if a judge does not remember to enforce this vulnerability the elf could become somewhat of a dominant class.

I think Dungeon Crawl Classics RPG has once again done well with striking that old school feel for the elf while bringing modern mechanics to the class.

Fulgrim’s Backpack

What is in your backpack?

This month’s RPG Blog Carnival is titled “What’s in your backpack?” asking for what folks have in their real life backpack or their character’s backpack. I found the topic interesting and was initially going to talk about the art of selecting items for a character’s backpack or what a standard load for the backpack should consist of.

But then I started thinking. That is all fine in theory, but what happens as a character progresses? What really happens to the items they carry in their backpack? So I decided to let one of my characters empty out their backpack and see what they have accumulated over the early levels.

Fulgrim Ironforge

With that, meet Fulgrim Ironforge, a 4th level Barbarian from the Pathfinder RPG System. Let’s see what he has to say.

“Backpack? Ye want ta’ see in me backpack?” the dwarf with a shaved head and long, thick brownish beard says looking up his chair. “I ‘spose I got time fer that.”

The dwarf slides a worn leather backpack from one side of the chair. Several straps hang from the pack with similarly worn brass buckles, scratches scoring the surface of the metal. A battered tankard clanks against one of the buckles as the dwarf finishes sliding the backpack in front of him.

The dwarf reaches to one of the side pockets of the backpack and begins to draw things forth, placing them on the table. From a side pocket he pulls out a ball of twine, several pieces of chalk, and a whetstone. “Can mark ye way wit da chalk if needed. Dat twine, never know when it might be handy.” Fulgrim states as he moves to another side pocket.

From that pocket he pulls out a dingy cord about three feet in length, stained with dark red and rust colored spots and places it on the table, followed by a vial of thick, silvery liquid. “De cord is a good way ta’ keep yer weapon on ye if somethin’ try to take it from ye. Dat silvery stuff can ‘elp against stuff resistant ta normal weapons.”

Fulgrim moves on to the next side pocket and slides out a much used deck of cards. The edges are worn and marred with dirt. He shrugs as he places them on the table “Somethin’ ta play in de evenings.”

Finally the dwarf opens the top flap of the backpack and begins removing items from the pack. Several vials, a flask or two are placed on the table. A silken rope is placed next to the vials as Fulgrim rummages around in the backpack more. “Flask ‘o de finest dwarven liquor fer de cold nights.” Fulgrim says, still rifling through the pack.

Fulgrim pulls a blanket out that seems unusually bulky, even for a blanket. He smiles as he places it on the table and slowly unfolds it revealing several caltrops, a hammer and a water skin. “De blanket keeps de spikes from pokin’ a hole in de pack. Helps muffle de sound too, keeps ’em from clankin’ in when ye don’t need ’em ta be.” Fulgrim adds.

Reaching further in the dwarf pulls out several more items, several small pouches of powder, trail rations, flint and steel and another waterskin. “Dat looks ta be it.” Fulgrim says.

Fulgrim gazes at the items on the table for a moment, “Guess it don’t hurt ta be prepared!”

Meta

Here is a list of what was actually in Fulgrim Ironforge’s pack:

  • Alchemist’s Fire Flask
  • Antitoxin
  • Blanket
  • Caltrops
  • Chalk (x3)
  • Flask
  • Flint and Steel
  • Hammer
  • Marked Cards
  • Tankard
  • Oil (x3)
  • Powder (x3)
  • Rations, 1 week
  • Rope, Silk (50′)
  • Twine (50′)
  • Waterskin (x2)
  • Weapon Blanch, Silver
  • Weapon Cord
  • Whetstone x3

I tend to load my dwarven characters up with more supplies than I do other races.

Summary

I think it is interesting to see what characters tend to keep in their backpack. I tend to vary mine from character to character. Some are pack rats and fill their pack full of miscellaneous items and others only pick up the bare essentials. Fulgrim is just one glance at one character to see what is carried

One Year Anniversary

Happy Anniversary!

One year ago today I made my first post at The Iron Tavern. I started the Iron Tavern after an #rpgchat that was focused on RPG blogging. With that chat as inspiration I wanted to use The Iron Tavern as a platform for a multitude of things. I wanted it to be a place to write some fiction, offer up product reviews, offer commentary on games I was interested in, and more.

Over the past year I have tackled most of those. I have not posted fiction here since the early months of the Tavern, but reviews, game commentary and the like are frequent topics at The Iron Tavern. In many ways, even a year later I feel like the blog is still hitting its stride and finding its place in the RPG blogosphere.

From the early days of the blog traffic here has increased ten-fold-plus. I would still like to see continued increase, but I am quite happy with how things have been going with the blog. It provides me an outlet or soapbox for me to write about a wide variety of RPG topics, review various RPG materials, and simply as a platform to talk RPG. The comments I receive regarding the blog are favorable.

I do not want to dwell too much on numbers and statistics, but I find it interesting to at least take a look at some of the more popular posts over the year. Let’s take a look at the top three posts from the time I launched this blog one year ago to now.

The most popular post?  A Look at The One Ring. This post is one where I took a quick overview of the game, touched on some of its more major mechanics and provided thoughts on the game. Over the past year, it has been the most popular post, excluding hits to the home page of the blog.

Coming up closely after that, are my review if Hero Lab Beginner Box and my Rise of the Runelords unboxing. The Hero Lab post fell in the first quarter of the blog, though at the tail end. The Rise of the Runelords unboxing was more recent having been posted just over a month ago.

The Contest

What anniversary celebration would be complete without a contest? The Iron Tavern is hosting its first ever contest to celebrate its one year anniversary!  Up for grabs is a $15 gift certificate to RPG Now or Amazon.com – winner’s choice! There is also a second place prize of a $10 gift certificate to RPG Now or Amazon.com, winner’s choice.

While I hope this will be the first of several more contests in the future, this contest certainly has the lowest hurdle to entry! Though there are several methods of entry and even methods to increase your chances!

The Iron Tavern Comment Entries

The first, and easiest, is to simply post a comment to this post wishing The Iron Tavern a Happy One Year anniversary. That is it, post a comment on this post and you are entered! Only one comment for entry per person please. The cut-off is Sunday, September 2nd at 9pm Eastern for comments to be considered.

Looking for another way to enter to increase your chances? I have a few of those as well.

Google+ Entry

You can follow The Iron Tavern’s Google+ page. I post updates there when the blog is updated and it can be a great way to keep up with what is happening at The Iron Tavern. Once you have added The Iron Tavern on Google+, be sure to comment on the Google+ Update about The Iron Tavern Anniversary and Contest so I know to add your name!

Twitter Entry

Tweet a link to this contest post on Twitter, make sure to cc: @ir0nwolf so I know you posted a link and I will add your name again to the list of entrants.

Blogroll Entry

Add The Iron Tavern to your own blog’s blogroll. Already have The Iron Tavern on your blogroll? Then just let me know by posting a comment here or pinging me on Twitter and I will add your name to the list of entrants again!

That is it! Four ways to enter this contest! Post a comment on this post wishing The Iron Tavern a happy anniversary, follow The Iron Tavern’s Google+ page (and comment on this post announcement on Google+ so I know about it), add The Iron Tavern to your own blog’s blogroll, and tweet a link to this contest while mentioning @ir0nwolf! Choose one method or all four to increase your chances of winning!

Who Wins?

The contest winners will be decided by a roll of the dice. I will put all entrants names into a spreadsheet and then use invisiblecastle.com to roll a dice to select the first place winner and then the second place winner by random roll. Get in on this contest now, as this will be the easiest contest The Iron Tavern ever holds! Future contests are going to require a little more work on the contestants’ part!

The Rules

  • Contest Ends Sunday, September 2, 2012 at 9pm Eastern.
  • Winners Announced Monday, September 3, 2012
  • Four Methods of Entry
  • You can enter the contest via each method to increase your chances of winning, but only once per method.
  • Winners names (or handles) may be used in future blog posts or blog promotion.
  • Winners will be determined by random roll at invisiblecastle.com
  • 1st Place Prize $15 gift certificate to RPG Now or Amazon.com – Winner’s choice
  • 2nd Place prize $10 gift certificate to RPG Now or Amazon.com – Winner’s choice

DCC RPG: The Wizard

This article is another in the weekly series in which I have been looking at each of the Dungeon Crawl Classics RPG character classes. I have looked at the Warrior, the Thief, the Dwarf, the Cleric, and the Halfling in previous weeks.

As we came down to the end of the series I posted a poll to see which classes people wanted to see next. The Halfing just managed to win that poll with the Wizard coming in a close second. This week I will be taking a look at the DCC RPG Wizard.

The Class

Being a Wizard in Dungeon Crawl Classics RPG is dangerous. Wizards draw their power from demons or gods, ancient black magics from long forgotten tomes or through deals with the devils or other unearthly beings. While great power and magic can come from these exchanges, it is not without risk.

The wizard in DCC RPG starts with a d4 hit die at first level. They are able to use a handful of weapons, including long or short swords. While they are able to wear armor it does cause a penalty to spellcasting.

Wizards can choose their alignment with black magic tending to be practiced by chaotic wizards and neutral and lawful wizards practicing more with the elements of the world. Enchantments can be used by any of the three alignments.

Magic is an interesting area in DCC RPG as it includes a large amount of randomness. The randomness factor helps reinforce the idea that magic is not always controllable or predictable. The use of magic is not to be taken lightly. A beginning wizard beings with four spells, these spells are chosen randomly at first level.

When a wizard casts a spell, they must make a spellcheck – a d20 roll plus some modifiers that includes the wizard’s caster level. The result of this roll is looked up on a table for the specific spell being cast. The roll will determine whether the casting was successful, whether the spell is retained for use later, and how great (or little) the effect of the spell is.

As noted above, a wizard can draw their sources of magic from many different places, including supernatural patrons. A wizard can bind themselves to a patron and from that point use a spell called invoke patron to seek special aide in times of critical need. A patron may or may not respond to this request and may or may not barter an exchange to grant the aide requested. While this is quite powerful, it is not without its risks. Most of these risks are left to the liberty of the judge to determine.

A wizard can summon a familiar if they so choose by using a spell to do so.  A wizard’s luck modifier applies to rolls of corruption and mercurial magic.

Mercurial magic. This just one way that spells are different and unique depending on the wizard that is casting it. When a new spell is learned by a wizard, they roll on the mercurial effect table to determine how that spell will behave when cast by this specific wizard. There is a table with 100 different effects on the table. These effects can be positive or negative in nature and affect how that spell works each time it is cast.

Image by Steve A Roberts, http://fantasyartdesign.com/

There are some other mechanics in DCC RPG that affect wizards and the way they cast magic. As mentioned earlier, a wizard makes a spell check roll when they cast a spell to determine if the spell is successful or not. If a wizard rolls poorly they might suffer a misfire, corruption, or patron taint. The table with each spell will help determine the result of the roll and whether a misfire, corruption, patron taint, or possibly all three apply.

Misfires are specific to the spell and tend to include unexpected effects of the spell, frequently detrimental to himself or his allies.

Corruption has a rather significant effect on the wizard. There are three tables for corruption that cover minor, major, and greater. Corruption tends to be things that damage the wizard, leads to an altering of their appearance or other such effects. A wonderful graphic in the book illustrates the progression of a wizard over time. The first frame showing a young, handsome man and by the final image a grotesque hunched over monstrosity.

Finally there is the spellburn mechanic. Spellburn allows a wizard to call upon outside sources such as demons, devils, the darkness between the stars and so on to burn ability score points in a one for one exchange in bonus to a spellcheck roll. A wizard can burn points from their Strength, Agility or Stamina ability scores.

My Impression

The wizard class can seem pretty complex at initial look. With pages and pages of spells with tables and charts, mercurial magic, spellburn, corruption, and misfires. As you start to read more about the class and actually play though you learn that you only need to be concerned with the spells your wizard actually knows and a handful of tables which can easily be brought to the table.

Once over the initial hurdle of familiarizing yourself with the basics of a wizard, I think the mechanics do a very good job of reproducing that “Appendix N” feel for the wizard. Magic is random. Magic is not something to be taken lightly. Magic has its price.

One of my favorite lines from the DCC RPG in the Magic section is “Use a torch, fool; it is much safer!” This line helps set the readers expectation as to how magic works in this world. It isn’t used to light your way in dungeons or to light street lamps or for any trivial task. Magic is not to be trifled with.

In d20 games there is always the debate of Vancian magic systems versus some other magic system and how wizards can over power the rest of the party at higher levels. I think the magic system and wizards in DCC RPG have found an interesting way to balance the wizards power, the frequency they can cast spells with the random nature of making magic dangerous as an elegant solution to the wizard’s power. Sure the wizards can obliterate some foe – but at what possible risk to them or to their party?

I am quite satisfied with how a wizard functions in Dungeon Crawl Classics RPG. It gives me the old-school feel of the wizard from the strength perspective, the power that we all think of when it comes to a wizard with the randomness of something bad happening when casting to temper that power a bit.

Next Week

Next week I will be bringing the character class series to a close with a look at the Elf. The Elf is the last character class on the list! Be sure to check back next Friday for the final article in this series.