Showing posts with label not great. Show all posts
Showing posts with label not great. Show all posts

Monday, 3 February 2025

The Alchemist


(White Dwarf #20)

Tony Chamberlain expands on the alchemist outlined in the DMG.


What’s it about?

This article provides rules for generating alchemists (levels 1-6, most at level 3), predominantly human, not as a playable class but as NPCs to flesh out your hired help. Alchemists can cast a limited selection of spells (e.g., slow poison and legend lore), with costs comparable to those in the DMG.


Expanding on the DMG, where alchemists assist with potion creation, this article allows them to help craft all magic items. It details laboratory equipment, costs, and rules for reducing item creation time by up to 50%. However, time reduction feels unnecessary—potions are already quick, and enchanting items takes around 10 days if DM requirements are met. Notably, alchemists can oversee work for 1-4 days, letting supervising magic-users or clerics step away temporarily.


Where the article stumbles is in its handling of risk. Each month, an alchemist must save vs. spells or trigger a lab explosion, with effects ranging from costly lab repairs to death. A level 3 alchemist has a 15% chance of dying monthly, while a level 1 has a 25% chance—making the profession absurdly perilous. You are going to want to hire a level 5 or 6 alchemist as they can be expected to survive the still regular lab explosions. The article doesn't vary the cost of hiring an alchemist by their level but you should do this as the DM.


Anything insightful?

  • Alchemists as limited spellcasting for hire offer an alternative to temples or town wizards.
  • Breaking alchemists down by skill level is a useful addition.
  • Allowing brief supervision absences is a practical touch for gameplay.

Is this a keeper?  

I want to like it. It needs more work. Explosions, while fun in theory, happen too often, making an alchemist's life ridiculously deadly.

Sunday, 2 February 2025

The gnomish point of view

(Dragon #61)

Gnomes are polarizing. This article starts strong but introduces incongruous elements that fuel the trope of "annoying gnomes just playing their character."


What’s it about?

Roger begins by describing gnomes as a happy medium between dwarves (focused on mining) and elves (nature-loving). They live in underground complexes near the surface, mingling with woodland creatures. Then, things take a turn with humor: gnomes feel unjustly persecuted by all and start with a suspicious attitude (cue the poor race relations table). Their response? Practical jokes—because clearly, pranks win people over. When enemies are killed through practical jokes, the perpetrator is celebrated.


Even if you're friendly with the local gnome community you aren't spared their pranks, so everyone has to "practice humility."  This chaotic portrayal contrasts awkwardly with their supposed lawful good alignment. Gnomes are also described as happy drunks who joyfully insult everyone bigger than them, giving them a Napoleon complex.


The article explores the source of gnome-kobold enmity and introduces the idea that gnomes can form platonic, lifelong bonds with humans, demi-humans, or animals (think Han and Chewie). Roger cites Three Hearts and Three Lions and Enchanted Pilgrimage as inspirations, but I don’t recall this sort of stuff appearing in Poul Anderson’s work, I haven’t read Enchanted Pilgrimage.


Anything insightful?

  • Gnomes were criticized for lacking uniqueness. This article rebrands them as pranksters, and later editions make them tinkerers. I’ve yet to read a gnome version I like.

Should I share this with my players?  

Probably not, as this take on gnomes doesn’t sit well with me. The beginning, where gnomes are framed as forest dwarves—a balance between dwarves and elves—works better. Skip the jokes. This one doesn’t make the "best of" list.

Saturday, 25 January 2025

The Brownie

(White Dwarf #29)

Some players enjoy small races, and games like Tunnels & Trolls and the classic Wizardry series offer fairies to scratch that itch. Brownies provide a similar appeal without introducing flying PCs at level 1.


What does a brownie get?

  • Class Options. Fighters (to 5th), Magic-User (to 13th) and Thief (U) and multiclass options (f/m, m/t and f/t). Thief multi-class  are restricted to thief armour and weapons.
  • Magic Resistant. Constitution-based, like dwarves.
  • Surprise Advantage. 3-in-6 surprise chance with no conditions opens brownies up to being the party scout though the lack of infravision kind of spoils it. 1-in-8 chance of not getting surprised is amazing. Who needs a ranger?
  • Directional Sense. 50% chance to determine direction underground.
  • Dodgy. -4 penalty to big creatures’ attack rolls, similar to dwarves.
  • Attribute Modifiers. -2 to STR but +1 DEX and CON.
  • Thief Bonuses. Racial bonuses align with key 'sneaky' thief skills, similar to halflings, but with a standout +20% to hide in shadows. With a potential 19 DEX, starting thief skills are exceptional.

The Downside

  • Too Small. At 1.5 feet tall, Brownies struggle with equipment. Magic armor won’t fit, and daggers are likely their largest viable weapons. The MM mentions brownies using short swords so I guess that's OK?
  • Weak fighters. A level cap of 5, -2 STR (max 16), and limited weapon options make Brownie fighters awful.

Why add the race? 

For players who love small verging on tiny characters, Brownies are a good option. They excel as Thieves, Magic-Users, or a multiclass of the two, offering high magic resistance and exceptional thief abilities. Their racial advantages make them the best single class Magic-User race available. Power creep and a race catering to a minority of players does not get you onto the 'best of' list. Also their pic in the Monster Manual is not great.

Friday, 24 January 2025

War Smiths


(White Dwarf #28)

Roger E. Moore offers a partial nod to dwarf players lamenting their lack of clerics. The war smith, open to dwarves, gnomes, and humans, is a hammer loving fighter with limited spellcasting abilities.


What does a War Smith get?

  • Forge armour and weapons. War smiths can craft gear, though the rules (DMG p.29) are vague. A fair ruling might require half the item’s cost in raw materials. This ability is only useful before play or at low levels and with DM buy in.
  • Lords of the Hammer. +1 to hit with warhammers for every four levels.
  • Spells. Starting at level 5, war smiths can cast from a limited spell list. The spells are underwhelming, but there’s potential for creating custom spells.

The Downside

  • Slower Leveling. Requires 2,250 XP for level 2. To gain the 10% XP bonus, you need STR, WIS, and CON at 16—an unlikely trio.
  • Weak Spell List. Spells start at level 5 and include options like Protection from Fire or Detect Magic. The highlight might be Heat Metal at level 7, which isn’t saying much. Even then you're unlikely to cast Heat Metal because...
  • Spellcast in leather. Spellcasting requires leather armor. By level 5, you’re likely equipped with superior metal magic armor, forcing you to switch gear. This favors long-duration spells so you can cast and put your armour on. This makes the list of viable spells pitiful. The intent seems to be to cast spells while under the effect of the War Smith's new Armour spell but that will give you an AC worse than you'd have in level appropriate gear.

Why add the class? 

Another super niche class that I think has appeal to the dwarf that wants to worship the god of the forge. And that's it. Fighters are better. The war smith doesn’t make the ‘best of’ list.

The Elementalist

(White Dwarf #23)

A thematic magic-user variant with access to druid spells, 26 unique spells, and the ability to command elementals. You start with an extra spell at level 1. While flavorful, it’s hard to see why you’d pick this over a standard M-U.


What does an Elementalist get?

  • Level 2 Spell at Level 1. Starts with a level 2 spell (likely a typo)—there's another clear error in the spell table. Given their spell list, this isn't game-breaking.
  • Elemental Resistances. +2 to saves vs fire, water, air and earth attacks.
  • Elemental Awareness. Detects unsafe walls, ceilings, floors, and gas within 60’. This might include pit traps, making it more useful than it seems.
  • Better Elementals. When you reach level 9 your conjured elementals will have at least 5 HP per HD.
  • Elemental Influence. 10% chance per level to banish elementals. You get a 10% per level > 5th level to befriend an elemental for an hour. You can telepathically talk to any elemental within 40’.
  • Sage Abilities. Gain sage-like knowledge on elemental topics every other level.
  • Thematic new spells. A well-curated and thematic list, including spells that mimic magic items like Gaseous Form or Alchemy (similar to an alchemical jug). Nothing overpowered.

The Downside

  • Slower Leveling. Requires 3,000 XP for level 2, though the extra starting spell offsets this. Spell progression matches M-U’s from level 3 onward.
  • Weaker Spell List. Thematic but less versatile. Lacks staples like Web, Slow, Dimension Door, or Teleport. Some spells are weaker versions of M-U spells, like a less effective Sleep.

Why add the class? 

M-Us offer unparalleled versatility—disabling enemies (Web), becoming invisible, picking locks (Knock), or teleporting globally. The Elementalist sacrifices this flexibility for the ability to boss elementals around.


While flavorful, the class fills a narrow niche. M-U’s do it better. It doesn’t make the ‘best of’ list.

Berserker


(White Dwarf #19)

Roger Moore brings life to the Monster Manual Berserker, turning it into a playable class. There’s not much here to be honest and it probably won't make the cut. The Barbarian from WD #4 & #12 feels more fleshed out. The article introduces a berserker cleric which suffers the same downsides as the berserker only worse - losing their ability to cast spells while berserking.


What does the Berserker get?

  • HP: d8+2, more dependable hp than a regular fighter.
  • Battle Lust: Grants either an extra attack per round or +2 to hit. The extra attack seems like the obvious choice. Battle Lust also makes you immune to mind-affecting powers, reminiscent of the Baldur’s Gate Berserker. I have sunk far too many hours into that game. This suggests that Roger influenced the immunity to mind-affecting powers that was part of the 2e kit, and arguably the Barbarian class from 3e onwards.
  • Improved weapon throwing: While in Battle Lust, you can throw weapons at double the normal rate. Throwing 4 daggers a round with a high strength could cause serious damage. Range penalties will matter here.

The Downside 

  • Rubbish AC. Restricted to leather armor and shields, with no magical options. Expect to be hit often.
  • Battle Lust. Forces you to fight to the death unless continued combat is obviously futile (e.g., fighting gargoyles with non-magical weapons). This removes tactical options for both the player and the party.

Why add the class? 

If you want a faithful adaptation of the Monster Manual Berserker, this class is it. It’s a very simple class and while the extra attacks are strong, the lack of armor and inability to retreat makes this class unplayable.