|
Post by philotomy on Mar 17, 2008 1:56:34 GMT -6
I've been allowing a saving throw vs. ghoul paralysis, but it occurs to me that this isn't really stated in the rules, as far as I know. Does anyone know of a reference in the TLB that mentions or implies a saving throw for ghoul paralysis? Anyone NOT allow a saving throw for ghoul paralysis?
|
|
|
Post by murquhart72 on Mar 17, 2008 6:32:04 GMT -6
Nothing stated before '77 (AD&D's MM allows a Save vs. Paralysis). Interesting to note that Wights also cause paralysis and in Chainmail, Zombies are said to be in that class! I guess the moral is not to take written rules so literally, but to try and read between the lines.
|
|
|
Post by Wothbora on Mar 17, 2008 6:44:13 GMT -6
The First Fantasy Campaign has a section on page 84 "Differences in Creatures from Blackmoor Game" that is interesting. There are 10 Entries, here is a sample:
I gather from the above examples that you can "just do" whatever works best in your campaign. And, IMHO, that is what makes OD&D superior over other RPG's --
|
|
jrients
Level 6 Magician
Posts: 411
|
Post by jrients on Mar 17, 2008 7:52:06 GMT -6
My rule of thumb is that anything that has a column on the saving throw chart is allowed a save for either half damage or no effect unless otherwise specified.
|
|
|
Post by murquhart72 on Mar 17, 2008 10:06:43 GMT -6
I second that!
|
|
|
Post by philotomy on Mar 17, 2008 10:17:14 GMT -6
My rule of thumb is that anything that has a column on the saving throw chart is allowed a save for either half damage or no effect unless otherwise specified. So, you're reading the "All Wands -- Including Paralyzation and Polymorph" heading as meaning "All Wands, including Paralyzation and Polymorph effects from non-wand sources." That's always how I've read always it, too. It just occurred to me that it could be read as "All Wands -- Including Paralyzation and Polymorph Wands" (why it would be worded like that, I don't know, but not everything in the OD&D books is written with perfect clarity, which is part of the game's unique charm). ;D
|
|
|
Post by foster1941 on Mar 17, 2008 11:02:23 GMT -6
I've always read that as "all wands -- including polymorph or paralyzation [wands]," implying that non-wand paralyzation and polymorph effects are saved at under different columns (IMG the former under "death ray or poison" and the latter under "staves & spells" or perhaps "stone"). As for why these two were singled out, I suppose it's because they have a different sort of effect on the target than the straight physical damage caused by wands of cold, fire balls, and lightning bolts (but then again the same applies to wands of fear as well, and they weren't mentioned, so who knows).
|
|
|
Post by philotomy on Mar 17, 2008 12:21:56 GMT -6
I've always read that as 'all wands -- including polymorph or paralyzation [wands]...' That seems to be the interpretation implied by the Judges Guild Ref Sheets, too; they head the column with "All Wands".
|
|
|
Post by James Maliszewski on Mar 17, 2008 13:15:48 GMT -6
Interestingly, both Holmes and Moldvay interpret the wands column as referring specifically wands and wands alone. Holmes has no category to cover paralysis, even though the entry for ghouls mentions a save vs. paralysis, while Moldvay lumps paralysis in with petrification. AD&D, of course, lumps paralysis in poison and death magic. However, both are consistent in implying that paralysis is not covered by the wands category.
(I realize this doesn't necessarily mean anything about OD&D as written but I find the divergences on this point intriguing)
|
|
|
Post by philotomy on Mar 18, 2008 11:59:35 GMT -6
AD&D, of course, lumps paralysis in poison and death magic. After some reflection, I think I prefer this approach. I see paralysis as a fairly "low level" disaster, so I like using the easier saving throw column. In the case of ghoul paralysis I also see it as being physical, and therefore similar to resisting poison or death. However, I'll continue to the use Wands column for paralysis from a wand, and the Spell column for something like Hold Person.
|
|
|
Post by linebeck on Jan 31, 2020 19:48:40 GMT -6
No save but ghoul paralysis only effects men so a first level fighter is immune. Reflects the horror movie trope where the victims are “frozen” with fear.
|
|
|
Post by waysoftheearth on Jan 31, 2020 20:35:16 GMT -6
Ghouls paralyse any normal type they touch excluding elves. Implies that (1+1 HD) elves are otherwise normal-types. Personally, I consider veterans to be normals too because fighters don't get heroic FC until 3rd level. More generally figure types affected by the Charm Person spell can be a pretty handy indicator of some figures that could considered normal-types. Charm Person applies to: all two-legged, generally mammalian figures near to or less than man-size, excluding all monsters in the "Undead" class but including Sprites, Pixies, Nixies, Kobolds, Goblins, Orcs, (1+1 HD) Hobgoblins and (2 HD) Gnolls. Veterans, elves, hobgoblins and gnolls are also explicitly grouped as "elite guard" troop types in S&S (p6). IMHO, the rank and file troop types are a pretty good fit for "normals". Of course, every ref's campaign is a unique combination of these (and other) subtleties and that is part of the charm of D&D
|
|
|
Post by countingwizard on Jan 31, 2020 22:01:42 GMT -6
Yeah. With the way normal-types are used, it seems to only indicate creatures that aren't strong enough to appear on the Fantasy Combat Tables (i.e. only those multiple attacks can be made against). Which sucks, because then Ghouls are just 2HD undead with nothing to be afraid of unless they are attacking your hireling or a party of 1st level characters. Never looked at it from the Charm aspect. I'll have to look at that a bit more.
I read that the other day and was super bummed, so I decided that all Ghouls in my game would become "Ghouls" a very similar named monster, with only the slightest and most subtle difference in pronunciation, whose description exactly matches that of Ghouls, but will paralyze any non-elf they touch.
|
|
|
Post by waysoftheearth on Feb 1, 2020 4:20:38 GMT -6
Chainmail also tells us elves (and Heroes, Wizards) cure ghoul paralysis: Paralyzed troops remain unmoving until touched by a friendly Elf, Herotype, or Wizard (p.34). Isn't p34 (3rd Ed.) telling us that an Elf, Hero, or Wizard can undo Wraith paralysis (which otherwise lasts indefinitely)? We could assume that Elf, Hero, and Wizard figures can undo CM-Ghoul paralysis too but--unless I am overlooking something (which is always possible!)--this isn't stated explicitly in the descriptions of either CM-Elves or CM-Wight/Ghouls (or the Fantasy Reference Table). The later statement in M&T (re: D&D-Ghouls) says: << As stated in CHAINMAIL for Wights, Ghouls paralize any normal figure they touch, excluding Elves>>. If this it is "stated" in the CM-wight/ghoul description I must be looking right through it. But even without pinpointing this statement, we could presume that CM-Wraith and CM-wight/ghoul paralysis are similar, and therefore the same figures who can remedy CM-Wraith paralysis (Elf, Hero, Wizard) can do the same for CM-Wight/Ghoul paralysis. But the ability to remedy paralysis in others is still a bit different to having immunity to paralysis oneself. Okay, so let's assume for a moment that the "Elf-Hero-Wizard-can-remove-CM-wraith-paralysis" rule also applies to CM-Wight/Ghoul-paralysis. Seeing that Ghoul paralysis lasts only one (combat) turn, an Elf/Hero/Wizard would have to be immediately nearby to lift the affliction in order to do so before it naturally expired. Presuming a Hero, Wizard, or elf with magic sword was immediately nearby, it seems likely they would want to melee the CM-Ghoul on the FCT and prevent it from attacking (and paralysing) normal men in the first place. That still leaves a CM-Ghoul attacking a bunch of elves without magic weapons. In this case, presumably there would regularly be unparalysed elves immediately nearby to un-paralyse any afflicted elves, but that sounds like a bunch of fiddly status keeping for very little outcome. It's easy to see how that would quickly devolve into: "elves are immune to ghoul paralysis" at the table. Interesting times (and now someone is going to point out the line in CM which explicitly says elves are immune to ghoul paralysis...)
|
|
|
Post by tombowings on Feb 1, 2020 4:22:28 GMT -6
Since we're on the topic, how do you describe undead paralysis to the players? It always seemed a contrived to me.
|
|
|
Post by waysoftheearth on Feb 1, 2020 4:36:24 GMT -6
Yeah. With the way normal-types are used, it seems to only indicate creatures that aren't strong enough to appear on the Fantasy Combat Tables (i.e. only those multiple attacks can be made against). Which sucks, because then Ghouls are just 2HD undead with nothing to be afraid of unless they are attacking your hireling or a party of 1st level characters. Okay, so imagine for a minute that ghoul paralysis applies to all players--excepting elves--with less than heroic FC (i.e., low-level). And don't forget they'll eat you or that man-types slain by ghouls become ghouls. That can be a pretty scary combo against a bunch of lowbies, but heroic-types have bigger fish to fry.
|
|
|
Post by retrorob on Feb 1, 2020 7:04:00 GMT -6
Literally, according to M&T there is no saving throw at all. Hit = paralysis. I had played it that way for some time, with Ghouls as the most feared creatures in the game next to Wights. Later I've added ST, using Wands OR Paralysis column. As for the normal-types, I lean towards waysoftheearth vision, ie. with hobgoblins, gnolls, elves & veterans (and lizard-men or troglodytes) being "normal". You have to rise to the rank of Swordsman to get a "Heroic" status and become impervious to Ghoul Paralysis. By the way, in CHAINMAIL Ghouls as well as Wights can be meleed in normal, non-fantastic combat. You can see clearly that at first Wights & Wraiths didn't have draining powers, this rule was added later (take note at THE FIRST FANTASY CAMPAIGN, Richard Snider's Additions). In CM they simply paralyze like ghouls.
|
|
|
Post by countingwizard on Feb 1, 2020 8:48:31 GMT -6
Literally, according to M&T there is no saving throw at all. Hit = paralysis. I had played it that way for some time, with Ghouls as the most feared creatures in the game next to Wights. Later I've added ST, using Wands OR Paralysis column. As for the normal-types, I lean towards waysoftheearth vision, ie. with hobgoblins, gnolls, elves & veterans (and lizard-men or troglodytes) being "normal". You have to rise to the rank of Swordsman to get a "Heroic" status and become impervious to Ghoul Paralysis. By the way, in CHAINMAIL Ghouls as well as Wights can be meleed in normal, non-fantastic combat. You can see clearly that at first Wights & Wraiths didn't have draining powers, this rule was added later (take note at THE FIRST FANTASY CAMPAIGN, Richard Snider's Additions). In CM they simply paralyze like ghouls. I agree this is the literal rule. Saving throws are only for effects specifically listed. Paralysis is not a listed effect, it's a word used to emphasize that even Wands that do not cause damage can have a saving throw apply.
|
|
|
Post by linebeck on Feb 1, 2020 14:47:20 GMT -6
Literally, according to M&T there is no saving throw at all. Hit = paralysis. I had played it that way for some time, with Ghouls as the most feared creatures in the game next to Wights. Later I've added ST, using Wands OR Paralysis column. I think that the interpretation that a "normal" is a non-hero-type makes sense but it also makes ghouls that much more deadly. So third level fighters and above are immune, not first as I originally stated, as are elves. No saving throw (unlike charm person). Note also that the text says "touch." "Touch means coming within 1" of. [sic]" (Chainmail p. 34). That would in turn imply that no hit is necessary, just engaging in combat. So non-hero types may still get one attempt to attack per chainmail and then are frozen with fear (paralyzed) unless in the proximity of a hero type, wizard, or elf then no effect. Paralysis lasts one turn which is ten combat rounds. The upshot is that you should always run from a ghoul if you are not a hero-type, wizard, or elf or don't have one in your party.
|
|
|
Post by waysoftheearth on Feb 1, 2020 17:25:29 GMT -6
Note also that the text says "touch." "Touch means coming within 1" of. [sic]" (Chainmail p. 34). That would in turn imply that no hit is necessary, just engaging in combat. So non-hero types may still get one attempt to attack per chainmail and then are frozen with fear (paralyzed) unless in the proximity of a hero type, wizard, or elf then no effect. Perhaps worth noting that CM was developed with 40mm Elastolin miniatures in mind, and that these don't have the uniform square or circular bases that many wargaming miniatures have these days. Instead they have a "minimal footprint" base that enables them to stand (on a flat surface) but doesn't intend to reflect the "space" the figure would occupy. Units comprise a bunch of figures placed in close proximity to one another but with small gaps between them (see photo at the beginning of CM, esp. in the 2nd Ed where the images are larger and clearer than in the 3rd Ed). IMHO the 1 inch touch range addresses the small (1") space immediately around a miniature which the figure notionally "occupies", and which other figures can't pass through without melee contact. Agree that "touch" in CM-terms is (speculatively) equivalent to "engaging in combat" in D&D-terms, but I don't think melee contact necessarily has to imply that no hit is necessary. Engaging in combat could imply anything from (at least) coming within attack range, to actually attacking, to successfully hitting. E.g., Holmes requires the ghoul to hit and also allows a saving throw. The MM ghoul says touch but is not explicit that a hit is required; it also allows a saving throw. This seems like a good case for a ref's ruling in OD&D. "Coming within attack range" would be the most dangerous (but might best represent the "paralysed with fear" trope), whereas being hit is the least dangerous (but might best represent the "physical contact with venomous talons" trope). Great catch that even normals are allowed one round of attacks vs ghouls in CM. Presumably this is in the context of effectively simultaneous attacks. In an initiative based combat system (like D&D?) one can imagine sneaking in an attack prior to being paralysed (with the advantage of initiative) or being paralysed before you had the opportunity to attack (without initiative). Be interested to hear what others make of this one... The upshot is that you should always run from a ghoul if you are not a hero-type, wizard, or elf or don't have one in your party. This is a good idea, and could also be generalised to: you should always run away from any combat you are not confident of winning
|
|
|
Post by retrorob on Feb 1, 2020 19:17:55 GMT -6
linebecktake note that this 1" touching range is stated for Wraiths/Nazgul only, and not for Wights/Ghouls. Maybe it's the same, maybe not. Man-to-Man rules introduce 3" melee range ("one or several blows will be struck"). As for the paralysis duration, in CM "round" and "turn" are synonyms. Melee turn/round is one minute long. waysoftheearth I guess in non-fantastic combat (1:10 or 1:20 scale) all attacks are simultaneous. Normal-Men can destroy wights/ghouls, it's in the rules:
|
|
|
Post by gemini476 on Feb 6, 2020 4:57:19 GMT -6
Since we're on the topic, how do you describe undead paralysis to the players? It always seemed a contrived to me. They're literally just Tolkien's Barrow-Wights reimagined for a wargame, so I guess I'd just crib from Fellowship of the Ring?
|
|
|
Post by countingwizard on Nov 16, 2020 11:25:07 GMT -6
My interpretation of Ghoul Paralysis is pretty straight forward:
Ghouls who hit a figure will automatically paralyze without saving throw (because saving throws are for wands like the paralizing wand). Elves will not be effected. If the ghouls had initiative, the victim still gets to act if they were paralyzed that round. Paralysis lasts for 10 rounds.
I would actually like to try paralysis lasting only 1 round, since I run a D&D round as an undefined length turn of limited duration. Defining rounds this way, players basically have the choice between making an attack, moving, casting a spell, split-move and fire, or another non-standard action (like finding an object in their bag), and it all takes one turn. It flows much smoother than the CHAINMAIL system, which is move, then adjudicate combat attacks until one side wins, then move again.
|
|
|
Post by Zakharan on Nov 16, 2020 20:01:14 GMT -6
The letter of the rules says it goes without a save, but surely the spirit of the rules suggests it expects one. Ghouls have inordinately-high punching weight otherwise, I think.
|
|
|
Post by Piper on Nov 16, 2020 20:09:41 GMT -6
The letter of the rules says it goes without a save, but surely the spirit of the rules suggests it expects one. Ghouls have inordinately-high punching weight otherwise, I think. In Chainmail elves are resistant to ghoul paralysis and moving them next to a paralyzed unit frees them. I used that in D&D to allow an elf to "heal" a ghoul-paralyzed individual.
|
|
|
Post by countingwizard on Nov 16, 2020 22:49:22 GMT -6
The letter of the rules says it goes without a save, but surely the spirit of the rules suggests it expects one. Ghouls have inordinately-high punching weight otherwise, I think. In Chainmail elves are resistant to ghoul paralysis and moving them next to a paralyzed unit frees them. I used that in D&D to allow an elf to "heal" a ghoul-paralyzed individual. That's only Nazgul paralysis. Ghouls are very easily turned by Clerics though. And if you have platemail it's only one attack you typically have to avoid.
|
|
|
Post by Piper on Nov 16, 2020 23:08:05 GMT -6
Oh, okay. Thanks for the info, I guess I mis-remembered it.
|
|
|
Post by Zenopus on Nov 17, 2020 8:03:21 GMT -6
It's certainly possible the de-paralyzation rule in the entry for "Wraith (Nazgul, etc.)" is meant to apply to Ghoul paralyzation as well.
Nazgul are described first in the text, so the author may have assumed that the fuller explanation was not need again. Also, if you look at the Fantasy Reference Table, both are listed as having the same power = "G - The ability to paralyze by touch". So it's certainly reasonable to interpret this power is the same for each, and that "Paralyzed troops remain unmoving until touched by a friendly Elf, Hero-type, or Wizard" is a general statement that applies to Paralyzation (Power G), whether it is from a Wraith or a Ghoul.
Also, Vol 2 of OD&D clearly indicates that paralyzation of Ghouls does not apply to Elves, even though this is not specifically mentioned in the text of Chainmail entry for Ghouls, but would be inferred if the de-paralyzation rule was applied to that entry.
|
|
|
Post by countingwizard on Nov 17, 2020 8:13:41 GMT -6
In Chainmail, since Ghoul paralysis only applies for one turn, it keeps figures from attacking in additional combat rounds for that turn, and you typically can't move figures in combat unless it's to surround the enemy. Nazgul paralysis is longer so it has a rule that grants exceptions.
|
|
|
Post by gemini476 on Nov 26, 2020 8:52:04 GMT -6
It's worth noting that a Chainmail turn is perhaps more akin to an OD&D round. In any case, Ghoul paralysis is only relevant for that specific combat - the question is mainly if it takes someone out of the fight entirely or merely makes them skip a turn.
|
|