![]() It is considered one of the more difficult variants. Loot is rather stingy even by the standards of the time and monster AI an improvement over its contemporaries. One of the best known features is the so-called 'O-combat' system, which has been incorporated into or inherited by other variants, notably FAangband. ![]() There are many new monsters that pose significantly more risk than the contemporary Vanilla roster, including the notorious Crows of Durthang, added to ComPosband as homage, as well as rabid weasels and many other worse things.Ĭlasses were redesigned for Oangband, providing some inspiration for the class list in Angband 4.2.0 - there are four realms of magic, life, death, nature and arcane, each represented by a pure caster and hybrid class. Each character can select special abilities which provide advantages in specific areas, with availability depending on class and race, which adds an element of character customisation missing from Angband itself. ![]() Expanded dungeon terrain including water tiles and trees make an appearance here, absent from Vanilla Angband until their introduction in 4.2.0 inspired partly by Oangband. There is an interactive quest which players can spontaneously stumble upon during their delvings, which is unique to this variant and lends a touch of life to the dungeon.In the simplest version of the AD&D game, clerics serve religions that can be generally described as “good” or “evil.” Nothing more needs to be said about it the game will play perfectly well at this level. However, a DM who has taken the time to create a detailed campaign world has often spent some of that time devising elaborate pantheons, either unique creations or adaptations from history or literature. If the option is open (and only your DM can decide), you may want your character to adhere to a particular mythos, taking advantage of the detail and color your DM has provided. If your character follows a particular mythos, expect him to have abilities, spells, and restrictions different from the generic cleric. Priesthood in any mythos must be defined in five categories: requirements, weapons allowed, spells allowed, granted powers, and ethos.īefore a character can become a priest of a particular mythos, certain requirements must be met. These usually involve minimum ability scores and mandatory alignments. All priests, regardless of mythos, must have Wisdom scores of at least 9. Beyond this, your DM can set other requirements as needed. A god of battle, for example, should require strong, healthy priests (13 Str, 12 Con). One whose sphere is art and beauty should demand high Wisdom and Charisma (16 or better). Most deities demand a specific type of behavior from their followers, and this will dictate alignment choices. Not all mythoi are opposed to the shedding of blood. Indeed, some require their priests to use swords, spears, or other specific weapons. A war deity might allow his priests to fight with spears or swords. An agricultural deity might emphasize weapons derived from farm implements-sickles and bills, for example. Given below are some suggested weapons, but many more are possible (the DM always has the final word in this matter).īow and arrows, javelin, light lance, sling, spearīattle axe, mace, morning star, spear, sword A deity of peace and harmony might grant only the simplest and least harmful weapons-perhaps only lassoes and nets. Of course there are many other reasons a deity might be associated with a particular weapon or group of weapons.
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