Thursday, May 9, 2024

Gold Box D&D - Final Party Lineup for Champions of Krynn Series?

 As with the Pool of Radiance series, I'd need to settle on a party if I want to play the three Krynn games on the Gold Box engine. In this case, I decided on a slightly modified version of the party used by the CRPG Addict for his excellent blog.

Seriously, I really only changed two characters. I was tempted to replace one of the Knights with a Human Paladin in the second game of the trilogy, or even replace the second Knight with a Human White Mage right from the get-go, but based on what I've read about these games, it really seems like a second Knight is the most powerful/useful/efficient choice here, and I'm afraid of being underpowered for the hardest battles in the second and third games. Unlike the Pool of Radiance series, there's no Dual-Classing in the Krynn series (to the best of my knowledge), but if that feature were included I'd definitely want to replace the second Knight with a White Mage Dual-Classed to a Paladin in the second game, just for the added variety. Maybe the Gold Box Companion would allow me to do that, but I guess my silly gamer instincts are preventing me from indulging in that level of "cheating" for my first playthrough.

Heroic and Adventurous Champions of Krynn

  1. Sir Michale - Lawful Good Human Knight
  2. Sir James - Lawful Good Human Knight
  3. Elizur - Chaotic Good Silvanesti Elf Cleric (of Kiri-Jouth)/Ranger
  4. Magus - Lawful Good Qualinesti Elf Cleric (of Majere)/Fighter/White Mage
  5. Jazid - True Neutral Qualinesti Elf Fighter/Red Mage/Thief
  6. Tamar - Neutral Good Kender Cleric (of Mishakal)/Thief
The names are borrowed from Down in the Dungeon.

Tuesday, March 5, 2024

Elf Variant for Delving Deeper V4b

The following rules only apply to Player Character Elves. NPC Elves follow the default rules.

Any special abilities of Elves not mentioned below (see pg. 15 of Vol. 1 "Heroes & Magic) remain unchanged.

Max Level: Fighter 8/Magic-User 8.

No class switching or dividing XP between classes. E.G. A Level 2 Elf is both a Level 2 (modified) Fighter and a Level 2 (modified) Magic-User. (Think of the Elf class in B/X, for example.) They begin "dual-classed."

To-Hit: As Fighter

Spells Per Day: As Magic-User

Prime Requisite: Strength OR Intelligence, whichever is lower.

Elves do NOT have the ability to "multi-attack" normal types (<3 HD enemies) the way that Human Fighters and Monsters do.

Elves do NOT gain a damage adjustment for having 15 or greater Strength the way that Human Fighters do.

Normal types do NOT require a positive morale check to stand their ground if a Level 8 Elf charges them.

Can only cast spells while wearing MAGICAL armor or no armor. "Armor" includes shields.


Level     XP Needed         HD        Poison Wands/Rays Paralysis Breath Spells

1             0                 1         12         13         13 15         15

2             5,000         2         12         13         12 15         15

3             10,000         3         10         11         12 15         14

4             20,000 4         10         11         11 12         12

5             35,000 5         10         11         11 12         12

6             65,000 6         8         9         10 12         12

7             130,000         7         8         9         10 12         12

8             240,000         8         8         9         9 9         9


Advantages of this Elf Variant over the Default Elf:

-No confusing/annoying need to split XP between two classes or to pick a class before each gameplay session

-More HP/HD (Level 8 Elf is on par with Level 12 Cleric and better than Level 12 Magic-User)

-Better To-Hit (Level 8 Elf is on par with Level 12 Cleric and Magic-User)

-Better Saving Throws (still not as good as any Level 12 human overall)

-Awareness of invisible opponents within 3' at Level 8


Level 12 Fighter Advantages Over Elf Variant:

-More HP/HD

-Better To-Hit

-Able to "Multi-Attack," deal +1 damage with 15 or greater Strength, and (at Level 8) force morale checks upon normal types when charging

-Better Saving Throws

-Can build a stronghold, attract/lead an army, and take over territory

-Much less XP needed per level


Level 12 Magic-User Advantages Over Elf Variant:

-More Spells Per Day

-Access to 5th and 6th-Level Spells

-Can craft Enchanted Items

-Better Saving Throws (except Breath)

-Can build a stronghold, attract/lead an army, and take over territory

-Much less XP needed per level


Inspired by the Elf Variant in White Box Fantastic Medieval Adventure Game.