Tuesday, July 13, 2021

Rewards in OD&D and AD&D

In OD&D and AD&D, treasure also meant experience, and in fact a lot more experience than you would get for killing monsters. This made for a much different incentive, encouraging players to have their PCs find clever ways to avoid the monsters and steal the treasure. 


Experience

The additions to the XP award system came from the experience of DMing for a considerable period. [11]

In my AD&D campaign I watched monetary treasure pretty closely, so that the party didn't get too much in the way of XPs. I also handed them out for success in special abilities associated with a class that were meaningful to the party's activity--tracking, detecting evil, thief activities, spell casting, a clever or life-saving action. the base was 100 points, and that applied to spell level. Unless spell-casters used weapons, that was their share of monster-kill points, the spell level XPs they got [11]

We always gave XPs for treasure value, monsters killed or eliminated, and for meaningful thieving skill use and spells cast, the latter at 100 XPs per level. that was why the escalation in the number of XPs needed to increase a level was so dramatic as one progressed. Keeping an item means it isn't sold to an NPC, is used by a member of the party. Selling an item brings in more XPs as the gold paid counts on a 1 GP to 1 XP ratio. the additional XPs for selling an item are one of a number of means for the DM to get magic items out of play. [11]

The GP value given for a magic item equaled what XPs I gave for it if they sold it. Half the amount in XPs if it was retained bu anyone in the party. #7277

I'm not clear how that works -- if you then later decide to sell it, you only get the differnence in XP?

If they keep the item they get the 10K XPs for it--the one gaining the item gets that award, not the party. If the item is sold by the party's agreement, they divide the sale value of 25K as XPs. If it goes to one person, and that PC sells it, the 25K XPs go to that PC alone. [35]

I value traveling spell books using the same base as regular ones. All such works are miniaturized and made of very sturdy materials so as to withstand the wear and tear of being caried about on adventures. Of course the number of spells in such smaller volumes will typically be less than the main spell books, so their XP value will be lower. #4119

I always allowed XPs for freeing captives, receiving rewards. The former count as their level in classed NPC, or as their estimated level in their occupation. A sage, for example, would count as a cleric of anywhere from 5th to 12th level, I opine. Rewards gained for doing the right thing also count as XPs on a gp for XP basis, magical ones included. #6403

As I mentioned, freeing captves is at least as beneficial as killing adversaries, so that is the justification for an XP award. The logic is in the same vein as awarding them for the casting of a spell that aids the party even though it doesn't necessarily harm any of its opponents or gain treasure. #6405

It seemed like a good idea at the time, this substitution enabling the 10% XP bonus to PCs with high abilities associated with but not their prime one, such as the cleric using 3 Str to equal 1 Wis.
DMs didn't think it was a particularly useful rule, so it was dropped. #8139

I did make ther players PCs train whenever they hit a rich encounter that brought in a lot of wealth and commensurate XP gain. That took away much of the money even as the PCs had to locate places to be trained--a sort of adventure in itself. [35]

Where adventuring was such that progress in XPs was moderate, I generally ignored training reqyuirements, telling the players that their PCs activity in adventuring brought sufficient "on the job" training to enable them to increase in level without schooling. [35]

As for the thieves XP gain, I actually don't much care for the suggested expedient, but as a matter of fact a clever thief shouldn't fight much but should get a lot of loot. However, if the GM awards proper XPs for use of Thief Abilities, then regular 1:1 gp:XP can be used just fne. [35]

If the elf PC acted in one class only, then all XPs went to that class, if both were employed, then the XPs are divided between the two classes. when a level is gained, the die is rolled and half of its total is gained, because having two classes does not mean two HD per level gained in each, rather one-half of one for each level in a class, one for a level gain in both. [11]

That isn't a bad way of managing XP awards...if you keep treasure down toa reasonable amount for low-level PCs, increase it as they rise in level. [11]

Hirelings of any sort usually work for a daily fee plus a share of loot. In that regard they do detract from XPs by lowering the amount of gps gained, but not otherwise. [11]

If the henchmen are ordinary, not classed NPC I never bothered to allot actual XPS to them, They simply were laid, and the money, plus the appropriate fraction for kills was deducted from the party's total for the adventure before it was shared out however the group had decided to do before the adventure began. [35]

Treasure

What do most adventurers risk life and limb for if not the gold and jewels?! they are part and parcel of the measurement of the mission's success. Who really cares how many critters are slain? It's the treasure that counts. It is virtually the ONLY reasonable meansure for thieves success. [11]

To cut to the chase, I decide upon the treasure found in an encounter as I write it. Nothing more random involved than my mental processes. #2026

At times I skimp on that part of things because my attention is centered on description of the area, the creatures or traps therein, what will happen to PCs when they interact with those things. In many cases, though, I'll go back and polish an important encounter area, and at that point detail things such as, "There is a small coffer of tortoise shell hidden in the secret compartment. The box is bound in gold and set with carved red coral clasped in a center mounting of that metal. this carving depicting a curled Oriental dragon, the pearl it holds in its five-taloned claw an actual black seed pearl." #2026

The cruel DM might make each of the "gems" a large piece of lapis lazuli, malachite, or jade. The weight of such "gems" would be a base 100 pounds, moving upwards is the value increased. #6130

Large amounts of portable wealth--coins, jewelry, and gems are likely only where the surrounding society, or passing merchants, have such things, robber barons and pirates spring to mind as examples of encounters where portable wealth in quantity would be the norm. [11]

As a DM I had to learn the hard way about giving out too much treasure and not loading the NPCs with magical things that the PCs could pick up when they trashed my encounters [11]

Weapons & Armor

Actual warriors would strip the captured and dead foemen of armor so as to improve their own. The Vikings were well-armored thus. Hovever, it is logical that the "upgrading" would be as complete as possible, discarding lesser protection for greater. So mixed sorts of armor would be rather rare I should think, save for hill bandits and their ilk. #4033

At close range the heavy crossbow is deadly. It's penetration falls off sooner than that of the longbow, and the later had a longer effective range and a much greater rate of fire than does any but a repeating (Chinese) crossbow. The repeating crossbow has poor penetration and short range at best, however. [11]

You are spot on. In folklore, silver is indeed valued for its proctetive qualities against evil. The use of silver against were-creatures is an example of how it an an inimical metal to creatures of evil, just as cold iron is reputed to be inimical to denizens of the Fairy realm. #8605

Cold iron is that hammered into shape on the forge without heating. Cold wrought iron. #8615

The materials mentioned are all inimical to cerious sorts of evil creatures according to myth and legend. Silver is supposedly a poison to were creatures and evil spirits, iron to many demons and enchanted creatures (including evil elves), and wood to some demons and to vampires, of course. That, coupled with the power of good imbued into a holy symbol make them potent in two ways. [11]

As for metallic armor, the Spanish wore them quite readily in hotter places, so I would not penalize those that use them--beyond slowing movement and preventing swimming [11]

Pole-arms are not meant for PCs. they are meant for men-at-arms, soldiers, humanoids such as orcs, hobgoblins, gnolls, and bugbears. I have had had such NPC figures so armed any number of times--and think of the scenes showing them in Return of the King! [11]

Magic Items

That's the sprit. make those lazy PC go out and risk life and limb to gain magical goodies. None of that namby-pamby purchasing or forging such items on their own. That's for sissy new D&D players [11]

As a general rule I select the magic items to be discovered in a set encounter, use random table determination for all treasure in a random encounter.
On occasion I will have a real magic item for sale, or available as a gift if a PC or PCs do the prescribed things correctly. Any item that can be purchased is of very minimal magic--mostly some minor healing or a +1 arrow for example.
Dealers in "magic" in my campaign settings are generally swindlers, and that makes it doubly hard for players when they come across an NPC that is offering something not a fake. #8016

Whatever is logical for the NPC, and would be most useful in attacking foes, defending against their attacks, is how I select spells and magic items--keeping in mind that the PCs might well end up with the spell books and/or items. [11]

I also do indeed allow petty things such as you note, faux items, and sometimes even something that heals a bit of damage to be rooted out by dilligent scouring of all the odd shops in town.

No potions were sold, but I was liberal in distributing them in dungeon chaches and the like. Many a clerical scroll with various healing spells on them as well. #1957

Certainly there are no magic shops selling any form of real items. You ignore completely magic scrolls. In my campaign the majority of new spells gained were those copied from a scroll, thus destroying it and losing any XPs that might have been gained from its possession. #7897

PCs create magic items before they achieve high level and retire? Never! What on earth is adventurous about manufacturing? If they sought a special magic item they quested for it. [11]

As for creating items, that was basically what retired PCs of magical persuation were allowed to do in my campaign. I left that to other DMs to decide for themselves, but the clear message is that such things should be discovered by adventues and quests, not created in the magical lab. Never could much in the way of magical gear be found for purchase either--maybe +1 arrows or a few healing potions if I were in a most generous mood. #3346

There were no items that had more than a restricted, tactical impact on the campaign.
Mages of over 20th level can create their own magic items, as they are not going to be adventuring in the campaign, nor handing them out to PC that are doing so. Mordenkainen and Bigby stay home and forge and concoct such things. they will sometmes trade their work for one or more other magic items that are more valuable.
You want a particular magic item PC, you can not buy it or make it! Go out and quest to find it. That is a part of the RPG form now isn't it? #7899

In a magic active world having many enchanted items around is no more remarkable than having many jewels and objects d'art in a wealthy society. Most of the better items in my campaign were assumed to be forged by reclusive or retired mages; the most potent of them being of the relic and artifact sort or placed on the planet by a deity. #7359

In my mind only the more powerful of GM-run NPCs are able to craft magic items. I hate to have to tell PCs that they should be out adventuring to gain magical goodies, not sitting cooped up somewhere trying to create their own. #6713

[1 non scroll/potion magic item per 2 levels per pc] That seems to be a good rule of thumb, although after 10th level I would expect it to rise to 1 per level for magic-users. [11]

Many a monster's treasure was indeed something inimical to him. why? what else would a dungeon denized do but hoard such items so as to prevent them from falling into the hands of potential foes? Of course they might destroy the items, but that might be difficult, and it would surely not be an incentive for adventurers to risk their lives... After considerable experience, the number of magic-items given to monsters for regular use was sharply reduced in my campaign, as such things ended up in PC hands far too often #2653

There shouldn't be much mystery about a sword being enchanted. What its particular magical powers are, though, is another matter entirely. [11]

Indeed, it is logical to assume that most magic items are of fine construction, so when a magic sword is discovered I generally describe it as a beautifully crafted blade. As to the potency of such an item, if the PC examining and testing it has experience with magic weapons of the same sort, the bonus will be realtively easy to determine. Special properties will not be so likely to be discovered by trial and error. For such questions, as well as for examination by those unfamiliar with the class of magic item, I do require that a magical examination of the item be made in order to know exactly what it is. #8191

Have runes or like inscriptions in a most arcane language engraved somewhere on the sword. If the party takes it to some NPC that can decipher that writing and they are willing to pay, and pay plenty, for his services, they learn the secret. Otherwise, it remains a weapon of normal sort that has a magical aura...perhaps as iof someone had cast a low-level spell on it to dupe others [35]

Command word requirement is virtually immutable in all but Monty Haul play [35]

Potions and scrolls as appropriate, those mainly of the healing sort. When magic items of greater value are in order, keep them low initially, and only as the PCs eise in level should the power of such objects rise--say at 4th level, 8th level, 12th level, etc. Watch out giving potent magic items to NPCs and monsters to use, for the PCs usually end up with them. #6970

Actually, the idea for the healing potion was simply based on a game need. Quick healing was featured in many fantasy stories, so creating a potion to restore lost hit points for characters seemed logical. It provided a good magic item to award, one that was a one-shot deal but allowed protracted adventuring #1489

Yes, only magic weapons (and cold-wrought iron ones) affect demons. That includes steel ones and wooden weapons, unless one is a rakshasa, they being subject to wod as other demonic types are to iron. #3314

I believe they are from existing sources, mostly elemental or elementary. A truly evil sword might be possessed of the spirit of a demon or devil...surely Stormbringer was. On the opposite side, a truly good one might have some upper planar spirit entity imbued within it. #3739

The GM should not worry about limiting PCs' equippage of magical sort, merely manage it through "adjusted" encounters... #6240

The value of magical weapons might remain unchanged, increase, or decrease on different planes. that is a comples matter and depends on the nature of the magic used to enchant each particular sort of weapon. fortunately, it is no longer something I need concern myself with, or I'd have a difficult task of classification and table-making on my plate [35]


Individual Magic Items

As for the invisible sword that Gellor had, it was not in play in my campaign--not to say I hadn't maybe placed one somewhere;) Aside from its plusses to hit and damage, the weapon allowed its wielder to see any otherwise invisible foe and to attack first in any normal exchange. Of course there was a command word for it to come to hand--pretty hard to locate your invisible sword without that... If it was within range of the possessor's voice it would fly instantly to that own's hand. #375

Daern's Instant Fortress, was meant as a multi-use object, and upon command it would contract after being activated. #419

The strange wands that Murlynd used made a loud noise and delivered a damaging missile, but neither effect was due to gunpowder. These were very rare magic items devised by Murlynds arcane understanding of technology and how to make it function magically #1699

Bucknard was an NPC I created out of whole cloth. He was based on a neighbor of mine when I was a lad, a Mr. Bucknall. He had a great garden, an apple tree with five different kinds of apples, and he knew astronomy well, assisted me with my 100 power telescope. He did use a small change purse, and from it he would extract a small coin to give to me now and again #2175

Right about the cululative additions for the hammer, girdle, and gauntlets. They make a fighter almost as lethal as a mage #2219

[Most entertaining magic items]
Ring of Contrariness
Wand of Wonder
Any talking magic sword #7899

In regards a Rope of Entanglement, when a subject is touching it the enchantment works. A to hit might be needed for that of course. [11]

Ah, and how grand it is to recall conceiving the bag of devouring [11]

As best I can recall, I used the strictures given for the Onyx (?) Dog for all enchanted anumal stauettes that had no definate limitations of their own. [11]

Artifacts

Brian Blume made up the artifacts with the name "Vecna." All after that was devised by who knows which persons. In any event, as the term "lich" is found in dictionaries, Vecna could not be the first of that sort. #2353

I must admit I love the recent tales about the "Head of Vecna," though. your thought regarding the use of Vecna as a "boogy man" is excellent...providing the PCs have gained his eye and/or hand. Perhaps he's want to add a few of their appendages and organs to his own repertorie in the process of gaining his own back. #1705

All I can say other than that is that some clever DM included the "Head of Vecna" in his adventure material, and at least two players instigated the demise of their characters attempting to take advantage of this marvelous opportnity to gain the greatest of powers. ROTFLMAO! #248

When Brian BLume was bent on devising a load of artifacts he made up such items as that of Kas and Gax for Tim and me. Inspired thus, I created the Iron Flask of Tourney the Merciless in honor of son Ernie and his evil PC, Erac's Cousin. #7856

To furnish potent magical things for the use of unbeatable NPCs. Because of demand by Monty Hall DMs to supply their power-gaming munchkins. Do note that Brian Blume was the main creator od many of the latter sort of artifacts. [11]

I did create an Artifact for son Luke's PC after that worthy had gone through severe tests. I told him to that if he found a needle in a haystack in an hour's time thet Zagyg would reward him with a special weapon. Durned if the lad didn't burn the hay and find the "needle" easily. Thus that PC came into possession of the Spear of Zagyg. It is a needle until drawn forth from fabric and commanded to become a weapon. A d8 is rolled and the weapon size and plus is determined thus. Somehow. though, a +8 pike is not the favored result [11]

What would that be? +1 Dagger, +2 Short Sword, +3 Rapier, +4 Javelin, +5 Spear, +6 Fork, +7 Lance, +8 Pike? In effect, this was not stronger than the best normal + Weapons, like the +5 Holy Avenger, which had other benefits too. In 5e, this would translate to maybe a 1-5 ladder of +1 dagger, +2 shortword, +3 Rapier, +4 spear, +5 pike, again, averaging around the highest normal + to be had. 

That's a unique item, and Melf has it. He had to find it in a haystack, of course... When he unlimbers it it might be a dagger or a pike, and piercing weapon in between those lengths, even though he's facing a huge opponent or a small one close in. However, the plusses to hit and damage are good overall. the size and pluses are discovered by randon d8 roll. I was actualy surprised at how quickly Alex was able to realize that fire was the way to discover the whereabouts of the item, his burning the haystack after only a relatively short time of fruitless hand-searching. [11] With Alex he very likely means Luke.

As I recall only one minor artifact was introduced to in my campaign. Son Luke's PC discovered it when he met a deadline for finding a needle in a haystack by burning the latter. He thus gained the Spear of Zagig. When the pin was held and commanded to become a weapon a d8 was rolled, the result determining the weapon and its attack bous, with 1 being a +1 dagger, 2 a +2 short sword, all the way to a +8 pike. This was a most humerous artifact from the DM perspective, and I never regretted adding it to the campaign. #7899

According to Luke, and this does match Zagyg's write up, Zagyg would occasionally interact with his followers and judge them. At one point Zagyg took an artifact off of Melf, who converted to Zagyg, because he didn't think he was acting Chaotic enough, so Melf went back to following Celestian. [42.1]

As there was no parallel to mythical Finland in the campaigns I played in, nor on the continent presented in the World of Greyhawk setting, the best I could manage was to have a few outstanding persons (such as Louhi) and objects brought into play. I did have a Sampo, but it was not the same as that that Ilmarinen made that ground out grain, gold, and salt. I have forgotten what it actually produced, but IIRR it milled small quantities of alcohol, porridge, and copper once per day, not continually. #5544

Spells

We didn't have training needed in the original D&D game, and if new spells were wanted, the character had better get out and about and find some, contacting a friendly m-u of higher level or gaining spells on scrolls or spell books as treasure. [11]

"At will" refers to the fact that the creature in question can use the power whenever it chooses, unlimited times unless otherwise stated, with no need for memorization or a spell book or the like. It does not mean the user is able to do anything else save to will the power to take effect.
The same does apply to magic items that enable the weilder to use them at will. but willing the power to work requires the full attention of the one so doing. [11]

I do believe that 10th level spells, even 11th and 12th, are appropriate in high-level campaigns. such should be available only to mages of 19 or greater Intelligence at 20th, 22nd, and 24th level perhsps. #5085

The cleric spells were all made up from my imagination as things fitting for that class. #6362

[Did you make up named spells like Melf's Acid Arrow, Otiluke's Resilient Sphere and Mordenkainen's Disjunction] All of those spells I made up, usually to honor a PC in my campaign, or for the person who suggested the basis (Tasha was a little girl who sent me letters in crayon, Nystul an actual stage magician I met through Len Lakofka.) Melf was a PC of son Luke, and "Otiluke" was a combination of a couple of his other PCs. He suggested the bases of both spells. No need to go into Mordenkainen and Bigby, I trust 

Inidividual Spells

The Animate Dead spell is as written, the cleric can animate and control only one per level, casting another Animate Dead spell would not change the fact that only one Dead could be animated and controlled. OTOH, using a Permanent spell on a controlled corpse(s) would make another Animate Dead meaningful. [11]
My opinion is that a cleric creating zombies and then leaving, casting another Animate Dead spell elsewhere, would, at the DM's option, either return the animated corpses to their former state or else leave them as uncontrolled zombies. I rather prefer the idea of the latter happening with clerics above say 8th or 9th level. [11]The original purpose of the Death's Door spell was to enable the battered PC to be ambulatory and escape from the dungeon or other dire locale in which he was brought low. [11]

Detect Evil The spell was written with the capacity to detect any evilly cursed item, from minor sorts to major ones. If it is played as written then it detects the whole gamut of such items [35].

As the undead are animated by negative energy from the lower planes, the dispel magic used by magic-users is absolutely ineffective against it. Only clerics can affect that energy. [11]

Enlarge affects only size. It isn't a superspell, after all;) I could have sworn I mentioned the enlarged subject did not gain any added benefits from size... [11]

The very short casting time for feather fall spell is to allow the M-U to cast it when plummeting downwards from mischance--into a pit trap or otherwise deadly depression, or in escaping by precipitating himself from some high place. [11]

The Haste spell, along with Speed potion consumption, was the subject of considerable abuse in not only my campaign but in many others. Thus the strictures added to the spell. Most persons getting hasted were fighters with good constitution scores, so the system shock was not all that tough a challenge. Elf and dwarf fighters didn't care about the aging effect either. so the added demands didn't do more than cut the abuse by around 90% #1412

Invisibility 10' The said spell creates a "shell" around the caster, and it moves with him. Any individuals within it are made invisible, that state being broken if they take offensive action, but the spell itself is brioken only if the caster does that. So if nine persons were made invisible, the eight others affected could take offensive actions at various tmes and leave the caster invisible. [11]

I covered all the invisibility stuff over on the EN world boards thread, and in general I agree that any offfensive action, including casting a spell or picking a pocket breaks the spell. Len could have simplified the "gear" question by simply saying that invisibility covers the person upon whom it is cast as well as all normally worn and carried by the individual. [11]

Magic missile was inspired by a film, THE RAVEN, as was the shield spell;) #1211
Magic missiles always hit, and that's a rule i have never varied from. [11]
The envisaged effect for a magic missile when impacting a non-living (other than undead), energiless target was a fizzle. Sort of like a spark that sizzles a bit and dies out leaving only a bit of scorched surface behing to mark its passing. I got the idea of the spell from the film The Raven with Boris Karloff, vincent Price, and Peter Laurie. So too the shield spell. #5047
There is one magic missile per two levels above 1st, no limit to the total number, and that they always hit. The missiles spring from the caster's finger and dart unerringly to strike the target subjetc(s) regardless of any evasive attempts on the part of said target(s). #5054

Phantasmal Force was an old Chainmail Fantasy Suplement spell, as a matter of fact;) The illusionary force can be of any sort, but it must be a force--anything from a great swarm of insects to a herd of animals, a company of knights or a battle of pikemen, a tribe of bugbears or a flock of wyverns.
The use of the spell does demand an able DM and a player able to articulate the exact nature of the Phantasmal Force brought forth, what it looks like and what it will do. Of course the caster will need to concentrate on the latter aspect unless the action is simple and straightforward. #2565

Prismatic Sphere Absolutely intended as a a defensive spell. If any player suggested his PC was sticking a hand or head outside the sphere, regardless of the direction, I'd allow any spell cast against the sphere to penetrate it where flesh replaced its surface;) #5176

The Protection Circle can be permanently dropped by the caster at anytime. forcing an evil opponent to have no place to go but into the circle involuntarily breaks the spell. [35]

The protection from evil spell keeps said foes away from the protected. If the latter chooses to move into range to assail the evil opponents, there goes the hedge. simple as that. It is a protective spell, not one of offense. [11]

Reincarnation I wrote the spell explanation vaguely so as to allow as much leeway as the DM wished in regard to how the resulting new character would be in regards to memories, abilities, and level. [11]
My personal take on it is that the new character has the memories of the former one, and thus after a time (weeks or months, likely) of recollection of the past life has some degree of capacity in the class or classes of the former (perhaps half of the level) incarnation. Meantime, if the new form is capable, a new class could be selected, and the former classes would in time be added as fixed in level. [11]
That depends on the sort of creature the reincarnated character happens to be. In most cases that will affect all of the stats, INT, WIS, and CHA included. A pixie, for example, will get plusses on a new DEX and CHA score, and minuses on the remainder. The DM will need to decide all that, taking into account that form affects the nature of the reincarnated individual in many ways. [11]
There is some inconsistancy in regards characters being Reincarnated as a race that is soul-less:( Now I think of it, eh? #1275
I would rule that the newly incarnated ogre mage was strictly that, an orge mage. However, as time progressed, that individual would begin to feel conflicted with past memories of being a human bard being recalled. I would periodically make checks to see if the orge mage would bury those memories or manage to develop them sufficiently to actually add some portion of bardic abilities to his repertorie of ogre mage capacities. #7686

[Casting Rock to Mud to bring down a castle or fortification]
My players know better than to try something sure to incur wrath :]
Such tactics are a matter for the DM to manage, and as one here is how I would handle an attempt of this sort.
"Sorry, Flubspell, but your Rock to Mud casting seems to fizzle out when it contacts the stonework of the temple. golly, I guess the builders must have imbued it with some sort of protection from this sort of assault on its integrity..."
"Oh, by the by, it seems that you are now turning a ghastly gray color. It seems as if yout attempt has invoked a curse of some sort, as you feel quite weak and not at all well..."
I'd use the same sort of response if someone tried that with any important campaign setting. To stop the rules lawyers from their shrill protests I'd write up a few spells to cover constructions--anti-disintigration, anti-rock to mud, etc. Also a few retributive spells to be activated and aimed unerringly at any spell caster attempting to bring down a stricture by that sort or obvious and predicatble tactic. Just because such spells are not included in the standard roster doesn't mean they don't exist. #4868

Stone to flesh spell (cast by Merlin): "After Medusa turns the disbelieving shrew to stone, Lao calls an end to the proceedings and Merlin restores the now-reformed woman." from the Movie 7 Faces of Dr. Lao  [41]

Summon Monster What we always did was make the summoning random, with some weak ones in the mixes possible. Also, if the monster(s) summoned survived and there were no other opponents around, it or they would attack party members. #1603

Tenser's Floating Disk. Ernie Gygax's PC was always fathoming more ways of bringing larger and larger treasure amounts out of Castle Greyhawk. We used to have some huge piles of copper and silver, which were usually left behind. Ernie actually created the spell, IIRC, for this purpose. [41] Incorrect, Ernie relates in a dead games interview, that Gary created it for him.

some of the others were named for a PC who would have loved to have such a spell but didn't think of creating it, so I did in the name of the PC. Tenser's Transformation, for instance, was simply the magical expression of what son Ernie would do with his PC when Tenser had cast his last spell and still wanted to be in on the action [11]
Ernie got the nickname of "Barbarian" because of his play style. Even as a mage his character would go full bore to defeat the foe without regard to danger. That was indeed the inspiration for the spell "Tenser's Transformation," as Ernie would risk all thus. #1250He never used Tenser's Transformation, just went hell for breakfast into battle. however, he did use Tenser's Floating Disk on every occassion it would enable the party to haul out more loot [11]

I did not allow a wall of iron to be cast unless it was anchored on at least three sides.
Thus a damage question never arose. [11]
I did not allow a wall spell to be cast save if there was some surface the bottom edge it could rest upon. 
If you allow them to be cast into the blue, then MR will not affect one in falling, as it is not a spell. MR does not affect blows from magic weapons, eh? The same goes for rock turned to mud. [11]

I can say that a wish spell is hardly "all-powerful." Rather it is a likely disaster when employed by an over-weening PC. When I DMed I loved to have a wish used by the PCs,, and any error in its phrasing, including trying two wishes in one, made its intent go awry. All able DMs saw to that.  #5016

Illusions 

I can say that the typical illusion is just that, and IMO if it is penetrated all portions of it are dispelled. Only in advanced illusion magic where a percentage of actuality is included in the magical effect generated would portions of the spell remain in effect to the viewer otherwise penetrating the illusion. / Illusions are particularly difficult to manage in game play because they are based totally on make-believe from make-believe magic. they have no basis in reality as "normal" imagined magic generally does. [11]

Any illusory harm surely harms the individual so believing, and if it is such that the affected character is convinced the damage is lethal, that is sufficient to kill him. [11]

The illusion can be as complex as the Illusionist desires, but a check for disbelief can be allowed for each special circumstance. For instance the spikes in the pit. Adding them means the subject of the illusory trap must "see" them as he "falls" into the "pit." Thus a check against the subject's Int or Wis might be allowed. [11]

In any event a victim believing he is done to death by an illusion is dead. The heart stops beating. [11]

As I have said before, illusions are most difficult to deal with because they are shades of unreality, magic. [11]

The magic used for illusions is considered to be of a different sort that the other kinds. That is why there is a separate sub-class for Illusionists. [11]

Henchmen and Hirelings

There is a considerable difference between hirelings--mercenary soldier types--and those that serve as henchmen. Loyalty and morale are the main considerations, assuming that the followers are well-treated. Of course henchmen do increase in capacity to perform while hirelings do not, leave as soon as they are not paid. [11]

It is how you play the character that matters. The same is true for all the characters thay you play, henchmen included. This matter is totally in a player's hands [11]

Having men-at-arms in an expedition is quite acceptable. If course their guild requires booty normal pay and a share of all booty taken in the course of the adventure. Dead members' shares go to the guild for distribution to next of kin. Failing to live up to the agreement is an offense that can be prosecuted in court. This allows low-level PCs to have a greater chance of success, while higher-level ones will generally not want to give out any shares of loot gained. [11]

[References: see Greyhawk References]

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