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Post by Finarvyn on Jul 10, 2007 6:06:48 GMT -6
This was on the "Levels in M&M" thread. I thought it was worthy of a thread of its own. Note that, for instance, in The Arduin Grimoire the advancement tables go up to level 100. The CalTech house-D&D variant (which was published eventually, but I can't recall the name of -- someone (Melan?) mentioned recently on ENWorld that he has a copy and isn't impressed) was, reputedly, similarly focused. That was me. I came across Warlock (subtitled: "How to play DandD without playing DandD" [sic]) on an eBay auction and won it thanks to a lucky bid -- if Afterglow2 is correct, I own the only existing copy. Warlock may have been one of the first attempts to "fix" D&D: there is a spell point system, magic is reworked to be more systematic (it comes out more generic and much less interesting), and I think they did something to thieves. The rules give tables for advancement beyond the OD&D norm, but nothing really outlandish... or at least nothing along the lines of David Hargrave's "three balrogs through the door" DMing style. Unfortunately, I can't recall more about the rules without reading them again. They are very forgettable, and basically uninteresting to an OD&D fan except as a fancy collectors' item (meaning, even though it sucks, I am not interested in selling ;D). On the other hand, you can see what Warlock evolved into here.
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Post by Finarvyn on Jul 10, 2007 6:12:03 GMT -6
I used to own the Complete Warlock, which was a revised version of the Warlock rules from a couple of years later. Definitely not Arduin-like. It actually reads a lot like 2e AD&D, at least to me. There was one worthy innovation there, though: retconning thief abilities along the 'slots' model instead of introducing %ile abilities. It went like this: (Cowan, Robert, Dave Clark, Kenneth M. Dahl, and Nick Smith, The Complete Warlock, Pasadena: Balboa Game Company, 1978.) The thief class was Kenneth Dahl's work. Progression Chart (p. 8): 1 2 3 4 5 6 7 1 2 3 1 4 2 5 2 1 5 3 2 1 6 3 3 1 6 4 3 2 1 6 4 4 2 2 7 4 4 2 2 7 5 4 3 2 7 5 5 3 3 8 5 5 3 3 1 8 6 5 4 3 1 8 6 6 4 4 1 9 6 6 4 4 2 9 7 6 5 4 2 1 9 7 7 5 5 2 1 10 7 7 5 5 3 1 10 8 7 6 5 3 1 EDIT: Drat. I lost part of the table in the move. Perhaps Calithena would be so kind as to edit and restore the rest? SECOND EDIT: Calithena came through with the complete table. I'm sure it's not formatted as nicely as what was there before, but at least all of the data is intact. Thanks!
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Post by Finarvyn on Jul 10, 2007 6:20:05 GMT -6
Here are the ability charts from page 48: First Level Abilities 1. Detect Evil 2. Detect Good 3. Detect Magic 4. Evaluate Treasure (within 10% of actual value, limited by ‘what you would know’) 5. Jimmy Portals 6. Pick Most Locks (2/3) 7. Dagger +2 8. Short Sword +2 9. Sling +2 10. Sure Strike, Dagger (x3) (this is a backstab – can only attack with dagger) 11. Detect Noise +1/6 12. Hide in Shadows (50%) 13. Jam Portals 14. Move More Silently (+1/6) 15. Spot Hidden Items (+1/6) 16. Cheat at Game of Skill (adds +1/6 to chances of winning) 17. Sleight of Hand (80%) 18. Pilfer from Backpacks/Saddlebags (50%) 19. Lie Convincingly (+4 to effective Charisma when lying) 20. Map Deciphering 21. Read 1 Extra Language 22. Start Fires 23. Tie Up with Ropes
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Post by Finarvyn on Jul 10, 2007 6:20:29 GMT -6
Second Level Abilities 1. Note Poison Locks (90%) 2. Pick All Locks (90%) 3. Parry Bonus (this relates to the CW combat system, which is sort of Runequesty) 4. Sure Strike, Dagger (x4) 5. Throw Dagger +2 6. Throw Short Sword 7. Bump of Direction (50%) 8. Disguise (Basic) 9. Move More Silently (+1/3) 10. See in Dark (50% bonus) 11. Spot Hidden Items (+1/3) 12. Tracking (50%) 13. Game of Skill +1 (no cheating involved) 14. Mechanical Trap Setting 15. Secret Panel Design 16. Sleight of Hand (90%) 17. Ventriloquism (80%) 18. Con 19. Escape from Ropes 20. Estimate Range (+/- 10%) 21. Estimate Volume (+/- 20%) 22. Map Memorization (75%) 23. Pick Pockets (2/3) 24. Speak One Extra Language 25. Bow +2
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Post by Finarvyn on Jul 10, 2007 6:23:31 GMT -6
Third Level Abilities 1. Circumvent Traps (50%) 2. Find Likely Treasures (75% - nice early switch to conflict resolution – not magically protected) 3. Note Secret Panels in Chests (90%) 4. Note Traps in Chests (90%) 5. Note Traps in Doors (90%) 6. Dagger +4 7. Extra Arrow (you can fire three arrows with -4 on each instead of the normal 2 – requires Bow +2 or better but you don’t get the bonus) 8. Short Sword +4 9. Sling +4 10. Sure Strike, Dagger (x5) 11. Throw Short Sword +2 12. Hide in Shadows (90%) 13. Spot Hidden Items (+2/3) 14. Cheat at Game of Skill +2 15. Jump and Run 16. Poisoned Trap Setting 17. Use Sleep Drugs 18. Ventriloquism (90%) 19. Climb Rope 20. Con +1 21. Detect Slopes (50%) 22. Estimate Range (+/- 5%) 23. Estimate Volume (+/- 10%) 24. Pilfer from Backpacks/Saddlebags (90%) 25. Tie Up With Ropes +1
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Post by Finarvyn on Jul 10, 2007 6:23:54 GMT -6
Fourth Level Abilities 1. Find Likely Treasure Rooms (75% - this lets you know which way to go to get to the biggest treasure trove!) 2. Pick all Locks (95%) 3. Taste Analysis 4. Bow +4 5. Dodge 2-Handed Weapons (gives +2 defense) 6. Double Dagger Throw -4 7. Sap (50% KO, 1DIE) 8. Sure Strike, Dagger (x6) 9. Throw Dagger +4 10. Detect Noise (+1/2) 11. Freeze in Position 12. Move Silently (+2/3) 13. Spot Hidden Items (+5/6) 14. Tracking (75%) 15. Dice Manipulation (90%) 16. Game of Skill +2 17. Climb Sheer Walls 18. Juggle (80%) 19. Manipulate Small Objects with Feet (90%) 20. Manufacture Poisons 21. Manufacture Sleep Drugs 22. Sleight of Hand (95%) 23. Arson 24. Con +2 25. Escape from Ropes +1 26. Forgery (80%) 27. Identify Poisoning 28. Pick Pockets (90%)
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Post by Finarvyn on Jul 10, 2007 6:24:18 GMT -6
Fifth Level Abilities 1. Circumvent Traps (90%) 2. “Nose” For Treasure (90% to find treasure rooms and hidden treasures around a lair) 3. Note All Traps 4. Diving Dodge (completely avoid all attacks by one foe by diving out of combat) 5. Double Dagger Throw (-2) 6. Extra Arrow (-2) 7. Sap Sure Strike 8. Throw Short Sword +4 9. Bump of Direction (90%) 10. Camouflage 11. Doppelganger 12. Spot All Hidden Items 13. Cheat at Game of Skill +3 14. Juggle (90%) 15. Read Lips 16. Tightrope Walk 17. Ventriloquism (99%) 18. Code and Cipher Development 19. Con +3 20. Detect Shifting Walls and Rooms (50%) 21. Estimate Range (+/- 1%) 22. Estimate Volume (+/- 5%) 23. Forgery (90%) 24. Tie Up With Ropes +2
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Post by Finarvyn on Jul 10, 2007 6:24:50 GMT -6
Sixth Level Abilities 1. Bypass All Normal Traps 2. Pick All Locks (99%) 3. Double Dagger Throw 4. Double Dagger Melee 5. Double Short sword 6. Sap (90% KO, 0-2 DICE) 7. Tracking (95%) 8. Alchemy (Duplication) 9. Antidote to Poison 10. Game of Skill +3 11. Juggle (99%) 12. Mimic Voices 13. Mimic Movements 14. Thief Trap Setting 15. Code and Cipher Breaking 16. Detect Counterfeit (90%) 17. Detect Slopes (90%) 18. Escape from Ropes +2 19. Special Trap Setting 20. Grappling Hook 21. Spot Thievish Activity
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Post by Finarvyn on Jul 10, 2007 6:26:18 GMT -6
That's really neat. I've seen some other games (2E Diablo, I think) set up a system where non-spells were treated somewhat like spells, but sounds like this Warlock game system did it way before anyone else!
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Post by calithena on Jul 10, 2007 6:53:07 GMT -6
Yeah, I thought it was really cool. The rest of the book was a little lackluster (less flavor, more needless complexity), but that was an excellent idea for how to handle the thief. Feats!
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Post by ffilz on Jul 10, 2007 14:46:52 GMT -6
I was reading through my copy of Complete Warlock. Wow, the poor 1st level thief doesn't get to do much...
Custom advancement tables for each type of allowed multi-class was interesting.
Frank
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Post by Wm. Earle Wheeler on Dec 5, 2007 1:21:13 GMT -6
Is the "updated" Warlock document found here: www.fortunecity.com/rivendell/highwayman/783/the same as the original Warlock variant system? I see that it has been updated for 2000, but as I don't have a copy of the original, I don't know how severe those changes are.
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Post by Melan on Dec 6, 2007 9:14:06 GMT -6
The update is a lot, lot more complicated than the original.
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Post by crimhthanthegreat on Dec 13, 2007 15:19:19 GMT -6
That could be a great reference for the ref but I don't know that I would hand it out to the players.
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Post by Finarvyn on Sept 5, 2009 9:57:02 GMT -6
With the "1970's California D&D Movement" discussion all a buzz at the moment, I thought I'd bump this thead to the top for newcomers who might have missed it the first time around. This is discussion of the 1970's "Warlock" variant rules from CalTech.
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Post by apeloverage on Sept 5, 2009 11:40:35 GMT -6
But spell slots seem to be the thing people like least about the D&D rules.
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Post by aldarron on Sept 10, 2009 8:53:21 GMT -6
Just as a point of interesting trivia, here is a quote from Holmes' Fantasy Role Playing Games. "At Caltech in Pasadena, students Cowan,Clark, Shih, Smith, Dahl and Peterson put together a set of rules with what they felt to be an improved combat and magic system: Warlock. I used their combat table when I first began playing D&D, because I could not understand the one in the original books." p65. I think that is the only time he mentions warlock in the book.
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Post by vaultkeeper on May 29, 2010 15:17:58 GMT -6
Is the "updated" Warlock document found here: www.fortunecity.com/rivendell/highwayman/783/the same as the original Warlock variant system? I see that it has been updated for 2000, but as I don't have a copy of the original, I don't know how severe those changes are. please can someone provide me with the pdf version of this? On the mentioned site it is no longer available... i would be really grateful to whoever can bestow this gift
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Post by kesher on May 29, 2010 20:25:41 GMT -6
Hey there, vk---I clicked on the link, and went right to the site, which includes a pdf of the complete rules. Maybe it was just a glitch in the site when you tried to go there?
*modified after, you know, actually checking...
Sorry! I misread your post---I thought you meant the site wasn't available, but now I see you meant the actual documents. And yeah, they're not there... Maybe you could email Mike Riley directly? There are a couple of email addresses right on the site.
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Post by spacemonkeydm on Jun 15, 2013 21:30:22 GMT -6
How did they handle the spell system? Not sure how points buy would work with dnd
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Post by Zenopus on Jun 27, 2013 18:22:13 GMT -6
Spacemonkeydm: I plan to do a more detailed summary of the Warlock System at some point, but basically each spell has a point cost for casting, and sometimes a second value for "continuing". Each MU gets a certain number of points based on a few factors. Wizards still need to "know" spells and memorize them per D&D rules, but once memorized, they can be cast multiple times each day if enough spell points remain. It's not a bad idea, but it does require a long list of spell point values for each spell.
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catacomb
Level 2 Seer
mesmerizedbysirens.blogspot.com
Posts: 40
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Post by catacomb on Mar 12, 2014 3:22:41 GMT -6
Available on my blog now.
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Azafuse
Level 5 Thaumaturgist
Posts: 245
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Post by Azafuse on Mar 12, 2014 6:51:19 GMT -6
Available on my blog now. I don't know if scans are so legal.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 13, 2014 6:45:27 GMT -6
Available on my blog now. Just checked it out for the first time. What a mess.
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Post by Zenopus on Mar 14, 2014 6:03:48 GMT -6
Available on my blog now. Just checked it out for the first time. What a mess. Not loving the quadruple fighter/magic-user/cleric/thief class?
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 20, 2014 10:04:06 GMT -6
Not loving the quadruple fighter/magic-user/cleric/thief class? Their multi-classing was weird but workable. I do like how they stuck with the superior OD&D-style hit dice.
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tog
Level 4 Theurgist
Detect Meal & What Kind
Posts: 148
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Post by tog on Jul 9, 2014 8:45:01 GMT -6
Just checked it out for the first time. What a mess. Not loving the quadruple fighter/magic-user/cleric/thief class? Hey, if you're going to play a class-based system, why not play all of them at once?
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Post by Zenopus on Jul 9, 2014 18:43:58 GMT -6
How about playing a game where every adventurer (both in the party and NPCs) is a quadruple class-er? That would make for a interesting game and setting. Perhaps everyone is from a super longed lived elf-like race.
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