Monday, April 22, 2013

Windows 7 - Running Chkdsk at Start Up

In Windows, running a disk check can clear up many problems. Many small glitches can be cleared up with the chkdsk command.
Setting it up in the command prompt is easy, but counter intuitive. Open the Command Prompt by clicking the windows Icon and typing cmd and enter in the box.
Now type chkdsk /f C:
Windows does the usual thing and tells you can't do that here.
Type in y for yes and then exit the Command Prompt.
Now, reboot the machine and wait for all the checks to run. The normal "chkdsk C:" merely scans a disk, "chkdsk /f C:" scans and fixes problems, so you may be waiting awhile. Hopefully, it is worth it.

Friday, March 1, 2013

Kippers & Jam

Google+ Communities are wonderful. I joined the gaming community and was able to circle a score of gamers in just one go. 

Last night, I subscribed to Kippers & Jam, a blog mixing the best in RPG’s. In the most recent post called Bring Back the Magic, the author addresses the fun and the danger of introducing magic in to campaign. Ideas and tips abound. It is well worth the read and offers excellent advice for any gamer.

(2024 Update - Kippers & Jam is gone, but a little of it is still available through the Wayback Machine.) 

The One McGuffin

In RPGs, magic can be problematic, even chaos-inducing. A DM must carefully consider each and every spell and trinket given to the characters, otherwise he or she will break the campaign. The lesser magics are troublesome sometimes, but it is relatively easy to adjust for them. Let’s face it, DM’s can’t and won’t think of everything, every time.

Sometimes you just have to let things play out and laugh at the mistake. However, I blame many bad endings on The One McGuffin getting loose.

A McGuffin is a device to further the plot. It has no other function and DM’s are well advised not to create and define an item so that it is both a solution and closure to the campaign storyline.

In AD&D, artifacts were vastly overpowered magic items that really should have been left undescribed. Instead, they were tacked on the end of the magic item list, as if they were a viable option.

There is a temptation for all DM’s to use The One McGuffin as a solution to wrap up the scenario. Never, repeat, never allow characters to use an evil item for good. First, it doesn’t make sense for good to use evil for good ends. Second, as a wise man once said, “Power corrupts and absolute power is really, really neat.”

The second pen hits paper and the McGuffin is clearly defined, somewhere deep down inside, you have decided the magic needs to be used. In all cases, this is very much a Deus ex-Machina story ending. If you build the characters up to the pinnacle of power, yet even from that great height, they can’t make a good ending of their own, what is the point?

Beware of The One McGuffin.

Wednesday, February 27, 2013

More Wizardry 1 Information

In the last Wizardry post, I said:
“Wizards, lords and samurai gain spells a lot slower than the pure clerics and mages. Wizards gain spells at the same rate as mages and clerics, but the spell levels are divided between the two types making them weaker but more diverse casters. Lords and samurai gain about half the spells of the two pure casters.”
Now that I have played for a bit more, I noticed the actual rate of spell learning.
Mages and Clerics earn one spell at first level and then gain an additional spell every two levels. The progression is 1st, 3rd, 5th, 7th, etc. Roughly, your mage and clerics will have spell levels equal to their level minus one, divided by two. There is a limit of 9 spells available per level.
Wizards gain spells much slower. They gain 1 mage spell at first level and the next spell four levels later. Fun. Cleric spells start at level four and progress at every four levels. This causes you to alternate between mage and clerical spells.
Samurai and Lords gain spells at fourth level, then receive an additional spell every three levels. Lords gain clerical spells while Samurai use mage spells.

Monday, February 25, 2013

Annoying Wizardry Spells

 I dug out my copy of Wizardry – Proving Ground of the Mad Overlord and started reliving the magic.

Sort of. Wizardry has this odd way of naming spells. A few are easily memorable, such as Dios for heal, while others are totally opaque as in Milwa.

Mages and clerics cast only their own spells, clerics also have some physical ability to fight. Mages will die if they try to melee. Wizards cast both types of spells and are able to melee. They have the disadvantage of having to be good or evil, never neutral. Samurai are Fighters with mage abilities. They must be good or neutral. Lords are fighters who can cast clerical spells by their great goodness. They obviously must remain good.

The following characters are not spell casters – thieves, ninjas, and fighters. They may use magic items such as potions. Lords and ninjas are impossible to create at the start, while wizards are easier to create than samurai.

Wizards, lords and samurai gain spells a lot slower than the pure clerics and mages. Wizards gain spells at the same rate as mages and clerics, but the spell levels are divided between the two types making them weaker but more diverse casters. Lords and samurai gain about half the spells of the two pure casters.

Cleric level 1:

Badios – Harm. Injures one monster.

Dios – Heal. Restores some HP of one character.

Kalki – Bless. Improves the AC of all characters by one.

Milwa – Light. Increase sight range when in dungeon. Also increases chance of finding secret doors. This spell has a time limit and is canceled by entering darkness. Do not cast in the dark, it just burns a spell.

Porfic – Shield. Affects only the caster with an improved AC. Drops AC by 4. Critical if your cleric is in the front rank.

Cleric Level 2:

Calfo – Detect traps. Allow the cleric to see which trap is on a chest… most of the time.

Manifo – Stone. Turns some monsters to stone, affects all creatures in a group.

Matu – Blessing. Lowers the AC of all party members by 2.

Montino – Silence. Prevents the casting of spells and affects the whole group.

Cleric Level 3:

Bamatu – Blessing. Improved party’s AC by 4.

Dialko – Curing. Removes paralysis, manifo (silence) and katino (sleep). Of course, if you are sleeping or silenced, you can’t cast this spell. Remember, casting while silenced will burn a spell.

Latumapic – Identify. Reveals what type of monsters.

Lomilwa – Light. Continual light spell. This spell has no time limit but is canceled by entering darkness. Again, do not cast in the dark, it just burns a spell.

Cleric Level 4:

Badial – Pain. Blasts one monster for a good amount of damage.

Dial – Heal. One character recovers 2-16 HP.

Latifmofis – Cure Poison. One character only.

Maporfic – Shield. Lowers the party’s AC by two and has no duration. Cast this one on entry into the dungeon.

Cleric Level 5:

Badi – Death. May kill one monster instantly. It does not do damage if it fails.

Badialma – Pain. Causes 3-24 HP damage to a single monster.

Di – Life. Non-combat spell. Heals one character to 1 HP. It causes damage to Vitality and can accidentally turn a character to ash.

Dialma – Heal. Restores 3-24 HP to one character.

Kandi – Locate. Give the cardinal direction to a lost person. It is relative to where you are in the maze.

Litokan – Kill it with fire. Strikes a group of monsters for 3-24 each.

Cleric Level 6:

Lokotfeit – Recall. Teleports the party to the castle, but causes the loss of all gold and equipment.

Lorto – Ginsu! Creates a tornado of blades that slashes whole groups of monsters to pieces. 6-36 points of damage.

Mabadi – Pain. Reduces a single monster's HP to 1-8. It does not kill all on its own.

Madi – Restore. Heals all damage and removes all status effects. It does not raise the dead.

Cleric Level 7:

Kadorto – Resurrection. Restores a character to full health outside of combat, even if the character is ash. If it fails, the character is gone forever. Sorry.

Malikto – Death. Causes 12-72 HP of damage to all monsters. A real crowd pleaser.

Mage Level 1:

Dumpic – Sight. Gives the coordinates of the party, relative to the castle stairs. Should have been called “dumbic”.

Halito – Bad breath. Singes a monster for 1-8 HP.

Katino – Sleep. Causes one or more monsters to fall asleep. Affects one group of creatures.

Mogref – Armor. Reduces the caster’s AC by two.

Mage Level 2:

Dilto – Dark. Lowers the AC of one group of monsters.

Sopic – Armor. Reduces the AC of the caster by 4.

Mage Level 3:

Mahalito – Fireball. Cooks a group of monsters for 4-24 points of damage.

Molito – Lightning. Zaps a group of monsters for 3-18 HP. Very unreliable.

Mage Level 4:

Dalto – Ice Storm. Causes 6-36 HP damage to a whole group of monsters.

Lahalito – Big bad breath. Burns whole groups of creatures for 3-36 points of damage.

Morlis – Shock and Awe. Causes the group of creatures AC to drop by 4.

Mage Level 5:

Madalto – Ice storm. Causes 8-65 points of damage.

Makanito – Poison cloud. Kills most monsters less than 8th level.

Mamorlis – Terror. Causes fear.

Mage Level 6:

Haman – Change. Drains caster of one level, so if this is the highest level you can cast, you won’t be able to do it again. Can have the following effects:

  1. Augment all magic cast by the party.
  2. Cures the entire party of all status effects.
  3. Silence all enemies.
  4. Teleports enemies away.
  5. Heals all party members as if Madi was cast.

Lakanito – Suffocation. Kills monsters, but doesn’t affect certain monsters.

Masopic – Armor. Reduces AC by 4.

Zilwan – Dispel. Will destroy one undead creature per cast.

Mage Level 7:

Mahaman – Change. As Haman, except more. Remember, you lose a level so it is unlikely that you will be able to cast it a second time.

  1. Augment all magic cast by the party.
  2. Cures the entire party of all status effects.
  3. Silence all enemies.
  4. Teleports enemies away.
  5. Heals all party members as if Madi was cast.
  6. Restores characters as if the Di spell was cast on them.
  7. Reduces AC by 20 for all party members.