NOTES FOR THE DUNGEON MASTER

VARIANTS, HOUSE RULES, AND HYBRIDS

by Roger Moore
 
Polyhedron - 1st Ed. AD&D - Polyhedron #17
Critical hits Variant character classes Combat and clerical turn-away tables Special character abilities Unusual class and racial mixtures
Assorted variants and hybrids - - - Final thoughts

Long-time readers of POLYHEDRON
Newszine may recall a moderately heated
letter in issue #11, in which a reader 
expressed his feelings about "official" 
games and variant games, and how it 
didn't matter what rules people gamed 
with so long as everyone was having fun. 
This column is an elaboration on the 
subject of variant gaming, and variant 
AD&D gaming in particular.

Much emphasis has been placed in 
articles in DRAGON Magazine on why it's 
better to game with hte rules as they are, 
without adding or altering anything. 
Much can be said in favor of this idea. 
When you use the rules as they are, you 
develop a better understanding for the 
game system as a whole, how the parts fit 
together and interrelate. One plays the 
game the designer had in mind, and the 
designer might know more about what 
makes a good role-playing game than the 
player does.

So why change anything? Because no 
two people are alike, and everyone has 
different ideas on what makes a game 
fun. Thus is born the host of variant, 
hybrid, and just plain weird versions of 
the AD&D game that have spread across 
the world. I play variant, weird AD&D 
games, too. 

This article is not advocating that every 
DM or player in the world should start 
playing variant or hybrid AD&D games. 
It is worth looking over some of the variant 
forms that AD&D games take, and 
pointing out some of the problems associated 
with them, as well as some of the 
positive ways in which variants and 
hybrids may benefit a campaign. 

Critical hits

Critical hits and hit location tables are 
unofficial rules additions that have been 
with D&D and AD&D games for years 
and years. Several other role-playing 
game systems produced by other companies 
use hit location tables for game combat, 
determining what part of a 
combatant's body or equipment is damaged 
in a fight. Critical hits (especially 
damaging blows that produce immediate 
bad results for a combatant, such as having 
one's arm chopped off) are also fairly 
popular. Some game systems even use 
fumble tables, showing what happens if 
one misses a blow badly according to the 
die roll. Fumbling may result in a 
dropped weapon, striking an opponent, 
or harming oneself severely. 

The AD&D game already has certain 
minor critical hit, hit location, and fumble 
rules hidden away within it. On page 28 
of the revised Dungeon Masters Guide 
is a note on strikes against opponents who 
aren't wearing helmets. Certain weapons 
such as a Sword of Sharpness are able to 
lop off limbs and heads on special rolls. 
Beholders are attacked according to a hti 
location table, and other monsters like 
hydras and carrion crawlers have descriptions 
that make it clear that where one 
lands a blow on them is important. Then, 
of course, there the Fumble spell, with a 
few magical items related to it. 

However, these rules do not dominate 
the game. Combat proceeds without 
worrying about where one has been 
injured and whether one's arms and legs 
are still attached (in most cases, anyway). 
When critical hit results are applied to 
AD&D game combat, the primary result 
is that combat becomes much shorter and 
deadlier all around. 

In one game I refereed long ago, I 
adopted critical hits with the group's 
permission and ran some adventures 
that way. We were all rather surprised at how 
quickly the game changed. An 8th-level 
dwarven fighter had his head mashed in 
on the second round of a fight with some 
lycanthropes, when he had not lost any 
hit points previously. He was dead and 
out of the game for good. That did not 
please the player. We dropped the system 
in future games. One could set it up so 
that only player characters were allowed 
to get critical hits, but this is patently 
riding the game in the player characters' 
favor, and the Dungeon Master might 
just as well make everyone 20th-level 
right from the very start. 

Critical hit tables aren't necessarily 
bad, but they will dramatically change 
combat into a less-than-desirable option. 
If you like high-risk "realism" (though 
many critical hit tables aren't very realistic),
then this might work well in your 
campaign. Just don't get too attached to 
your characters. . . . 

The same may be said of fumble tables. 
Granted, if you've ever watched staged 
combats between armor-clad members of 
the Society for Creative Anachronism, 
you know that people can do some 
awfully weird things while trying to hit an 
opponent. However, once again most 
fumble tables will do little more than 
shorten your character's lifespan abruptly 
("Cut his leg off? How could my character 
cut his leg off when he was aiming at 
the troll??!!). Mild fumble tables, those 
that have characters drop their weapons 
or be temporarily unable to defend themselves, 
might work out a little better than 
those having characters maim themselves 
or other characters, but that's often a 
matter of taste. 

Hit location tables . . . actually, hit 
location tables have some appeal. Just 
where did Bimbo the Barbarian take 
fifteen points of damage from the giant 
lizard bite? Hit location tables would 
allow for odd shapes of armor, mixtures of 
armor (such as a chain mail shirt with 
leather trousers and no helmet), and 
might add a little more "zing" to one's 
characters ("This scar on my arm? Oh, 
that's where the giant lizard bit me.") 

One problem still remains. No matter 
how much fun or how "realistic" critical 
hit, fumble, or hit location tables are in 
play, they have one general disadvantage. 
The slow down the flow of the game. It 
has been said of some role-playing games 
on the market that a single sword swing 
takes twenty minutes to complete, due to 
the complex maze of tables and charts 
that must be consulted for hit location, 
attack method, critical hits, defender's stance, 
etc. When people are sitting down 
to a fantasy role-playing game, they want 
to hack the orc and be done with it; if a 
round of combat takes longer than five 
minutes to play out, people are going to 
get very, very bored, and the game will 
suffer for it. 

In short, keep tables like those above 
short and playable if you want to use 
them. Be prepared to alter the tables as 
your group playtests them, so that the 
game plays fast enough to keep everyone's 
interest. 

Variant Character Classes

DRAGON Magazine has printed 
numerous unofficial character classes for 
the AD&D game in the past, and it isn't 
unusual to run into a few Antipaladins, 
Ninjas, Berserkers, Timelords, and Duelists 
here and there. Sadly, I must confess 
to a personal weakness for variant character 
classes, and I've made up a few of 
them myself. 

The problems in using variant classes, 
however, must be overcome first. All new 
character classes should be treated with 
kid gloves in gaming sessions, and given a 
careful going-over. A class might prove 
exceptionally powerful and unbalancing, 
or might turn out unpopular for its weaknesses. 
Powerful classes, of course, will 
get the most favorable response, though 
often an initially good response will turn 
sour over time. 

DRAGON Magazine carried an interesting 
NPC called the Witch, in issue <update: The Witch, Dragon 114>
#43 that we tested out as a player character. 
The witch receives an extraordinary 
number of spells at low levels, and we 
found this changed the game in favor of 
witches over magic-users. Witches, with 
their unusual spells, were also difficult to 
"get rid of," and we finally dropped it 
from use as a PC. As an NPC, however, 
the class makes a nice, challenging opponent, 
a change from the usual low-level 
spellcasters. The power of the class is 
balanced by the numbers and resourcefulness 
of the player characters. 

In my experience, the Ninja class 
seems to be the most popular of all variant 
classes for the AD&D game, but there 
are as many versions of the class as there 
are players. It is a rare month that goes 
by at Dragon Publishing without at least 
one or two manuscripts detailing Ninja 
NPCs or PCs appearing in the mailbox. 
One of the problems with Ninjas, however, 
is that most of the versions do not  
look substantially different from the
Assassin class, or else they seem to be 
crosses of Monks, Fighters, Assassins, 
and Thieves all at once. New character 
classes should be as original as possible, 
so as not to overlap or duplicate existing 
classes to an extreme. 

No matter how fun or "realistic" 
critical hit, fumble or hit location tables are . . . they slow down the flow of the game. 

If variant classes are to be used in a 
campaign, a careful eye should be kept on 
the class during play to pick out flaws, 
missing information, and problems with 
balance. It might be worth running a few 
NPCs of a certain class by the DM, as a 
sort of "dry run" before letting players 
try it out.

Combat and clerical turn-away tables

Some referees, seeing that the clerical 
turn-away table in the DMG does not 
seem to follow a straightforward progression 
of some kind, have developed their own 
tables for use in their campaigns. 
Combat tables are often modified as well, 
to change the "to hit" scores of one or 
more classes. 

This is very tricky stuff. Theoretically, 
you could (as the DMG notes) alter the <where?>
turn-away table to make it harder for low-level 
clerics to get rid of tough undead. 
You could even justify it in some game 
sense by saying that your game universe 
is "closer" somehow to the Negative 
Material Plane than most other Prime 
Material Planes, making undead stronger. 

This variant might not be too bad, so 
long as the Dungeon Master doesn't 
abuse it by having lower-level characters 
run into vampires, liches, and demons 
very often. If the DM is one of the 
"killer" types, however, it won't matter 
much anyway what clerical turn-away 
table is used, as the Dungeon Master will 
find some other way to screw up the rules 
and destroy all the characters he can. 

Altering combat tables is a whole 
'nuther kettle of fish. An article describing 
a suggested revisoin of combat 
tables
in the DMG appeared in 
DRAGON Magazine issue #80, and it 
seems to be well put together. It must be 
emphasized such material is very experimental, 
and only long playtesting will 
reveal any flaws in the design. It is worthwhile 
comparing variant combat tables to 
the original system, to see who or what 
gets the advantages, and to make some 
guesses from that on the changes the 
tables will bring in play balance. 

Even when the tables are replacing a 
combat system generally acknowledged to 
be poorly done (as might be said of the 
weaponless combat system in the DMG,  
which is overly complex and very difficult 
to moderate), care should be used when 
applying the system. A variant weaponless 
combat system that I designed 
appears in DRAGON issue #83; while it 
seems to do the job, someone may well 
write in and point out an aspect of combat 
that wasn't considered, or some problem 
in using the system itself. Nothing's 
perfect, and feedback on suggested variants 
is extremely important. 

Special character abilities 

One of the earliest sets of unofficial 
D&D game supplements, not published 
or authorized by TSR, Inc., ws the 
Arduin Grimoire. Though this system 
was eventually expanded into its own 
separate game system, the first booklets 
presented a tremendous assortment of 
variants for the D&D game, most of uneven 
quality. One of the most interesting 
variants was a list of random 
character special abilities. 

By rolling on the table, one could add 
new abilities to one's character such as a 
resistance to fire (because one's father was 
an efreet), bonuses "to hit" when using 
certain weapons (often paired with unusual 
curses, such as a negative modifier 
used when making saving throws against 
petrification), and the blessing of tasting 
bad to monsters, who would spit such 
characters out if eaten. 

As can be guessed from the above, the 
results of rolling on such tables could 
produce some very strange characters. 
Even stranger were tables for personal 
characteristics, which allowed one to 
determine skin, hair, and eye color, as 
well as exotic body shapes. Well I recall 
one elf in a campaign I was in, who had 
golden hair, catlike pupils, and a prehensile 
tail that held a dagger. 

This was very amusing, but the overall 
result was to make the game ridiculous. 
The idea of gifting certain characters with 
special abilities is very interesting and 
potentially a good idea, but this can also 
be one of the most unbalancing things 
that one can add to a campaign if one 
doesn't take a careful look at what can 
result. 

Special abilities should be assigned, if 
possible, to fit the nature of the character. 
It does no good to randomly assign a 
character a +2 bonus when using a 
longsword if the character doesn't even 
use or own the weapon. The power of the 
special ability should be kept low, to 
avoid turning the character into 
SuperDwarf. Non-human races have 
certain special abilities already, like 
detecting secret doors or finding stonework 
traps. It is possible to add a few 
similar talents to characters, so long as 
they are of relatively limited nature. 

For example, an elven character from a 
culture that doesn't use swords might 
have a +1 bonus "to hit" when using a 
spear instead. The languages that beginning 
characters know in the campaign 
could be altered to fit local circumstances 
(for instance, no goblins live in the area, 
but lizardmen do and their language is 
substituted instead). A human character, 
normal in most other respects, might have 
a low-grade form of infravision (good to 
10') due to an elven ancestor. The possession 
of psionics could be considered a 
special ability in many ways, potentially 
much more powerful than those listed 
above, and thus more damaging to play 
balance. Clerics in particular (judging 
from the bonuses given them in the "Deities 
and Demigods of Greyhawk" articles 
that ran in DRAGON Magazine issues 
#67-71) could be given some low-level  
powers from their respective deities. 

As always, if a special ability turns out 
to be too much for the game to absorb, it 
can (and should be) toned down or 
dropped. Feedback is important in figuring 
out what fits best. 

Unusual class and racial mixtures

Some games allow dwarven clerics, half-elf 
barbarians, or elven illusionists to 
participate in the action. Now if the truth 
must be told, allowing PCs to have classes 
they shouldn't have doesn't do a lot of 
damage to the AD&D game system. 
They function pretty much like all the 
other characters, and you eventually get 
used to seeing Burt the Halfling Assassin 
or Sir Tharon the Dwarven Paladin 
around. These characters don't come 
across as more overpowered than any 
other characters. 


If . . . 
non-human 
characters 
have no 
upper level 
limits set on 
them . . . the 
game takes a 
distinctly 
anti-human 
flavor. 


The major problem in allowing this is 
that it breaks down the distinction 
between races. Halflings were originally 
conceived of as friendly people, not killers 
or barbarians; paladins were meant to 
add more meaning to haveing human 
characters. If only humans can be paladins, 
that makes being a human special. 
If any lawful good character could be a 
paladin with the right statistics, then why 
be a human at all? 

However, as said before, allowing this 
variant doesn't seem to do a lot of damage 
to the game, so long as some sort of 
distinction is still maintained between 
races. Maybe dwarven paladins can only 
get to 9th level, just like dwarven fighters. 
Maybe elven illusionists have the same 
level restrictions as elven mages. 

If all restrictions are taken off, and 
non-human characters have no upper 
level limits set on them regardless of class, 
the game takes a distinctly anti-human 
flavor. Humans do become pretty useless 
when elves, dwarves, gnomes, and halflings 
(not to mention half-orcs) can do 
everything humans can do, only better. 
This doesn't come across as very desirable 
in most campaigns, and will produce 
a very peculiar-looking game in a short 
period of time. 

Assorted variants and hybrids

Dropping the use of armor-class adjustments 
for attacks made by certain weapons 
is something many DMs (including 
myself) do out of habit. It is difficult to 
keep track of all the "to hit" variations, 
though much of the troulbe can be eliminated 
by writing down the appropriate 
adjustments for the weapons a character 
carries beforehand on a sheet of paper. 
Still, you have to ask the DM what armor 
class the monster is, and he may not want 
you to know. . . .

Using or not using armor class adjustments 
doesn't harm the game directly, 
either way. It is worth the DM's time to 
try it both ways, and let the referee and players 
get a feel for how each method works. 
A decision can be made after some trial 
runs about keeping or rejecting the 
adjustments, though if you're willing to 
spend the time using them, it is interesting 
to see how effective some weapons are 
against certain armor classses. This could 
lead to a choosier selection of weapons for 
adventuring (morning stars and scimitars 
look especially good against poorly-armored 
opponents, which flails, footman's 
picks, and two-handed swords 
come across well against heavier armors). 

Some variants seem to come from misreading 
the rules. Some Dungeon Masters 
allow clerics to gain the spells for their 
wisdom bonuses, including spells they 
shouldn't get until they reach higher 
levels. A first-level cleric with an 18 wisdom 
would then get three 1st-level spells, 
two 2nd-level spells, one 3rd-level spells, 
etc. This is just wrong, and drastically 
unbalances the game in favor of the individual 
cleric with such benefits. 

Some referees give magic-users spell 
bonuses based on their intelligence, which 
brings to life the same problem mentioned 
above with witches. Too many spells for 
magic-users at low level makes them too 
powerful; granted, a cleric or druid can 
get more than one low-level spells, but 
how many low-level spells are as tough as 
a Sleep spell, a Magic Missile (which 
doesn't miss at all), or Charm Person? 

Final thoughts

As I've already said, I play variant 
AD&D games. Halfling assassins, dwarven 
clerics, and elven fighter/cleric/thieves 
rub shoulders with ninja and 
lizardmen in my campaigns. It isn't official,
but it's fun. 

The point of all this, I suppose, is to get 
DMs to look carefully at the variants they 
use. If the system you're using seems to 
push the game further and further out of 
alignment, then the system should be 
dumped. Listen to the players and what
they have to say about the variants you've 
adopted. 

And whatever you do, keep in mind the 
basic intent of the game: It's no good if 
people aren't having fun. That is, in the last 
analysis, is about all that's important. 

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