Tuesday, November 25, 2025

AD&D, Level Limits, and Humans

 So, I do not like level limits. The arguments for them are

a) Without level limits, demihumans would take over the world

b) level limits create a degree of balance; demi-humans get advantages at the beginning, humans get the later.

Both of these are from the 2e DMG (p. 22 of the black cover). I've heard both used in context of 1e. But both of these are shit arguments.

 To the first, if limitless demi-humans would result in the demi-humans taking over, where are they? In 1e, demi-humans (except the half-orc) were unlimited in thief. Where are the 140th level elven thieves ruling over every thieves guild? They're unlimited in level and have about 400 years before they hit middle age... 370 years if they want to also be an 9th-11th level magic user. At 2500 XP per year, they're an 11/12 magic-user thief in that time. And 2500 XP per year isn't even trying that hard.... kick it up to 10,000 a year, and they're in the 11/17 range... and even that isn't trying that hard.

 But these master thieves are nowhere to be found (the Bloodstone Lands are an outlier adn should not be counted). The super-high powered realms has 2 30th level characters: Halaster Blackcloak and the Symbul. Both are of human stock, and have an elven lifespan, but they're only 30th level, single-classed, wizards. A multi-class elven mage/thief would be 11/26 with the same sort of XP. Where are they?

  To the second, level limits do a poor job of balancing. The idea is that they are dynamically unbalanced... you might suck at level 1, but you'll rip at level 9. But that requires the campaign to get to level 9. If it peters out in the 7th level range, then level limits are largely irrelevant... they never balance anything, because they don't ever stop someone from going as high as the levels go. If the level goes too high beyond the limit, though, then you wind up with characters who only advance on the gear carousel... THEY don't get better, but they get a sword with an additional +1, and that's the same thing, right?

 My solution is to remove level limits, and give humans a mechanical advantage to make them worth playing. Yes, you should play the character, not the stats, but I can make up all sorts of characters. There's nothing that requires me to be Bob the Human Fighter. I could be Dwalim the Dwarf Fighter just as well, assuming the game is likely to stay under level limit. And Dwalim gets resistance to magic. But, as d20 showed us, if you make human characters worth taking, people will take human characters for those advantages... they'll play Bob because Bob is mechanically good, instead of playing Dwalim, who is mechanically good in a different way.

 My 2e-focused solution is that humans get:

+1 to Charisma
+1 to all saving throws
+1 WP
+1 NWP 
+10% to Climb Walls, +5% Read languages

The +1 to Charisma represents that humans, as a people, get along with everyone. You've got humans who get along with elves, you've got humans who get along with dwarves, you've got humans who get along with both. You have humans who will even get along with humanoids, in some circumstances. It also has the add-on effect of making humans more common in human-heavy classes, like Paladins, Druids, and Bards (even if you don't open all classes to all races, Druids and Bards are also open to half-elves). This is similar to the racial bonuses of demi-humans, but notably is not matched by a penalty elsewhere. Charisma is partially harder to powergame, but also it is a clear advantage to humans, whose other advantages might seem a little lackluster.

The +1 to all saving throws makes humans a bit more resilient, but in an unfocused way. Dwarves, gnomes, and halflings resist magic; dwarves and halflings resist poison. Elves get a significant near-immunity to sleep and charm spells. Humans... are just all-round better at every saving throw. They're lucky. They're resilient. Not in a BIG way, but in every way. 

 The bonus to proficiencies is that humans are adaptable and clever; this broadly maps to the combat bonuses and skills of demi-humans. A dwarf gets bonuses fighting orcs and giants; a halfling gets a bonus with any thrown weapon. Elves can sneak and find secret doors. Humans get a bonus WP, and a bonus NWP. My preference is that these can be from outside their class groups... a wizard might be proficient with a crossbow, or a fighter might find it easy to learn to read, but even limiting to within class groups can be significant. In 1e, this gets reduced in value by the fact that there's not as much in the way of non-combat skills that aren't tied to class.

And the thieving bonuses? Humans are tall, strong monkeys with a lot of languages. When climbing, we can reach handholds others can't.

Saturday, November 22, 2025

New Clairsentient Psionic Powers [2e]

Vision (Clairsentience Science)

Power Score: Wisdom -3
Initial Cost: 40
Maintenance Cost: 0
Range: Touch
Preparation Time: 6
Area of Effect: Personal
Prerequisites: Precognition

Vision allows a Clairsentient to expand their precognition from the immediate future and into the beyond. The subject (either the Clairsentient or a person they are touching) asks a question, and the Vision provides a single image in answer.  

On any successful check, the DM should provide a single sentence description of the image. It should include a simple description of things that would be obvious to the seer (such as one would get describing a picture) and a vague awareness of time; "Your sister will marry a dwarf before the next High Sun"; "The Dragon's Successor shall arrive before the next King's Age"; "You will meet your grandchild before you die".

What is included in the description are things the seer themselves would know and notice; if the seer knows the dwarf in question, the description should be "Your sister will marry the dwarf Telemachus before the next High Sun"; if the seer somehow has no idea what a dwarf is, then it may be "Your sister will marry a very short man before the next High Sun." The image itself may be shared via Mindlink (or ESP, if the subject has that ability), which may reveal additional information (such as the identity of a dwarf known to the questioner, but not the seer); however, clarifying questions are based exclusively on the seer's power check.

Depending on the power check result, the seer can ask a number of yes or no questions about the vision itself.

1: No Questions
2-3: One Question
4-6: Two Questions
7-10: Three Questions
11-15: Four Questions
16+: Five Questions

If the result is the power score, one additional question may be asked. If the result is a 20, the seer must rest for eight hours before asking for a Vision again.

A seer may attempt another vision of the same event (slightly rewording the question may provide a glimpse of the same event from a slightly different perspective, but it is still the same event). However, it is made at a penalty of -8 to the power score. This penalty decreases by 1 every 3 hours.

 

Portent (Clairsentience Devotion)

Power Score: Wisdom -8
Initial Cost: 0
Maintenance Cost: 0
Range: Personal
Preparation Time: 5 hours
Area of Effect: Personal
Prerequisites: Precognition, Vision

A portent is a spontaneous vision that comes to the psychic during sleep or meditation. Any time the psychic sleeps or meditates, they may receive a portent any time they have rested enough to restore 60 PSPs above their maximum; they must have maximum PSPs, and rest for 5 hours beyond that (the preparation time). At that time, they may make a power check for Portent, and receive a Vision chosen by the DM.

Unlike Vision, a seer my not usually ask questions of a Portent; they receive the image, but no clarifying questions. However, a Portent happens unbidden, and may be of anything, including questions previously asked, of important things to come, or things that the seer would never have considered asking on their own.

Power Score: The player may ask clarifying questions, as with vision.
20: The character has disturbing, chaotic dreams, but no coherent vision. They are -2 to save against fear or confusion for 1 turn upon awaking.

 

My goal for writing these was actually to get to Portent; Vision is a helpful "see the general future" power that I felt was missing, but I really wanted a power where seers would just wake up having had a prophetic vision... especially effective as a GM tool, since you can make scores of seers wake up to disturbing dreams about something.