<+ADOM-Thomas> Hi! My name is Thomas Biskup. I am the creator and maintainer of the roguelike computer game ADOM (actively developed and played by a community of hundreds of thousands of players since 1994, see (Link: https://www.adom.de)https://www.adom.de).
<+ADOM-Thomas> ADOM now is branching out into pen & paper roleplaying (see (Link: https://www.adom-rpg.com)https://www.adom-rpg.com) and currently has a Kickstarter running (quick link: (Link: https://www.adom.de/rpg-kickstarter)https://www.adom.de/rpg-kickstarter) to publish the two core rulebooks for the system (the Player’s Handbook and the Game Master’s Guide).
<+ADOM-Thomas> BTW, I’m German, so pardon any lapses at the keyboard, it’s 2:30am right now over here in Germany 😉
<+ADOM-Thomas> ADOM RPG is based on the OGL and combines the best features of OSR games with modern design ideas from 5e.
<+ADOM-Vex> Hi, I’m Björn! I work in video games for over 20 years now and am a roleplaying gamer for much, much longer. I do marketing stuff and sometimes I get to write lore and texts for ADOM. I’m joining Thomas tonight because really, at 2:30am no one should be alone answering questions.
<+ADOM-Thomas> ADOM is tightly connected to the fantasy world of Ancardia, the backdrop of the roguelike computer game. Ancardia still is a young and teeming world that again and again has been a battleground between the forces of Chaos and Order over the past couple of millennia.
<+ADOM-Thomas> Now Chaos has begun a new invasion and is finally trying to gain a stranglehold on the world. The world is inhabited by many races (amongst them besides the classical fantasy races trolls, drakelings, mist elves and ratlings).
<+ADOM-Thomas> Heroes can choose to join or fight against Chaos or just be opportunistic mercenaries.
<+ADOM-Thomas> There are 12 races and 22 classes with unique progression tracks, 80+ skills, a spellcasting system working on power points instead of spell slots and featuring over 350 spells.
<~Dan> Thanks, ADOM-Thomas! The floor is open to questions!
<~Dan> First, a general comment: The art is stunning. Great job on that!
<+pandres> it is beautiful indeed, a question, how does that works for the black and white versions of the book?
<+ADOM-Thomas> Thanks, Dan. It’s really one of the things important to us. We love art and we really want it to be a joyful experience to page through the manuals.
<~Dan> What do you consider to be the best elements of OSR?
<+ADOM-Thomas> pandres, basically we just do B&W versions of the pages. I’ll post an unboxing video of sample prints we just received in a day or two and actually this works quite well. But still it is – as the Kickstarter says – a budget version of the real thing.
<+garmel> I’m curious to how all of the different races get along in Ancardia. Will trolls and orcs be accepted among the general public(around humans)?
<+pandres> thanks Thomas, I decided to back the color version, even if prefer B&W in general. The art may be the best I’ve seen in a long time
<~Dan> (Howdy, GrimmgardTodd!)
<+ADOM-Thomas> Dan, for me it is: (a) fast and furious gameplay, (b) compatibility with so much existing stuff and (c) the sandbox simplicity of many settings.
<+pandres> I get you are trying to be faithful to ADOM, but the “High elves” will need a note to the side pointing they are wood elves for my players
<+FritzCouch> I just want to say that I am really excited to see the world and races of Ancardia fleshed out as a backdrop. While playing ADOM light, it was always a challenge for us to try and piece together existing lore into a workable setting. It is awesome that we will now have such a rich reference.
<~Dan> ( GrimmgardTodd: Tonight’s subject: (Link: https://www.kickstarter.com/projects/thomas-biskup/the-adom-ancient-domains-of-mystery-roleplaying-ga?fbclid=IwAR1Zqzzcwu_qEEjuIlpgyg_NEbHx2gdhlRYuUqljDLmx4Q1s3u9cyt_kQQo)https://www.kickstarter.com/projects/thomas-biskup/the-adom-ancient-domains-of-mystery-roleplaying-ga?fbclid=IwAR1Zqzzcwu_qEEjuIlpgyg_NEbHx2gdhlRYuUqljDLmx4Q1s3u9cyt_kQQo )
<+ADOM-Vex> garmel, while trolls and orcs tend towards a more Chaotic alignment and are usually distrusted as such, there’s stories of trollish and orcish followers of the Church of Light, for example. They’re an exception, but not entirely unknown.
<+ADOM-Thomas> Thanks, pandres. We have taken quite a bit of time to find excellent artists and there is a lot more art yet to be shown – which will raise the bar.
<+ADOM-Thomas> pandres, regarding high elves – for some weird reason I never subscribed to that “wood elves” thing even though high elves are very close to nature. Don’t ask me why… I can’t say. But the term “wood elves” won’t show up 😉
<+pandres> lol fine
<~Dan> Hmm… What other kinds of elves are there aside from “high”?
<+eezo> (drunk elves :P)
<~Dan> (Heh. 🙂 )
<+ADOM-Vex> Dan, we got the nearly immortal Mist Elves, the subterranean Dark Elves and the surface High Elves.
<+ADOM-Thomas> FritzCouch, actually we are really hopingto unlock some more stretch goals as we have lots of ideas for extending the sandbox setting of ADOM without becoming to restricting. I really hope we get to do a lot of that stretch goal stuff.
<+GrimmgardTodd> (I’m super interested to know more about these nearly-immortal Mist Elves)
<+pandres> I DM shadow of the demon lord, and art is hideous. But It amazes me that the themes of chaos and mutations are similar
<+ADOM-Vex> And the Gray Elves, which would be more like the High Elves of other traditional settings.
<+Anzufvytar> ah, I was afraid the Gray Elves were gone
<+FritzCouch> I was just about to ask if the Grey Elves were being dropped.
<~Dan> Can you tell us more about the Mist Elves?
<+pandres> another amazing thing is that you seem to have managed to balance 36 levels
<+ADOM-Thomas> pandres, the similarity in themes probably stems from the fact that both Robert and I were fed with enough Warhammer stuff in our early years 😉
<+pandres> makes sense
<+FritzCouch> Thematically, I always found Mist Elves to be one of the most interesting races.
<~Dan> (Oh, quick note, ADOM-Vex and ADOM-Thomas: GrimmgardTodd and DLB_Chuck are a couple of your fellow game authors. Darned good ones, too! 🙂 )
<+garmel> How large is Ancardia? Wil it be pretty open or sandbox?
<+ADOM-Vex> Dan, the Mist Elves are creatures and beings born outside Ancardia, and venturing into the world in their “adventurous youth” (starting commonly after the first 8000 years of living). They get boni based on that – talking half damage from mundane weaponry, being near impossible to noticably age, etc.
<+DLB_Chuck> How do you balance that for PCs?
<~Dan> So are they even really related to the other Elves?
<+ADOM-Vex> Dan, they’re basically the raw essence of what it means to be an elf, at the very beginning of Creation.
<+ADOM-Vex> Thanks for joining, GrimmgardTodd and DLB_Chuck!
<+DLB_Chuck> Happy to be here
<+ADOM-Thomas> Dan, for Mist Elves we additionally will spread fascinating powers related to the misty nature of their body across 36 levels. That’s in addition to what currently is in the computer game and should prove an interesting match to other classes.
<+FritzCouch> How closely will the Table Top RPG follow the Computer game both in regards to lore and mechanics?
<~Dan> Are Order and Chaos synonymous with Good and Evil in this setting?
<+ADOM-Thomas> garmel: We are not going to spell out every detail about Ancardia. It’s going to be an open sandbox with some common themes… e.g. there are no large states but rather many smaller city-states (the influence of Chaos at work).
<+ADOM-Vex> FritzCouch, lore-wise, it’s extremely close. We want to simulate the feeling of playing ADOM the computer game with friends as a pen&paper game.
<+ADOM-Thomas> DLB_Chuck: We try to have fun powers first and balance second. I find the more recent discussions (since 3e basically 😉 ) about balancing everything quite boring. Or too much roll-playing as people usually start discussing damage output per round and similar stuff.
<+ADOM-Vex> Fritzcouch however mechanics-wise, we decided to go with an OSR-compliant system – the mechanics of the ADOM roguelike game where something that are great for a computer game, but a pain to replicate at a table.
<+ADOM-Vex> So it’ll FEEL like playing ADOM, but not replicate the mechanics of doing so.
<+ADOM-Thomas> For me OSR is about being intrinsically somewhat unbalanced. So e.g. a troll fighter always will be more powerful than a human fighter (of the same level), but he pays with requiring more experience points to advance and basically being dumb as a rock.
<~Dan> (Welcome to #randomworlds, Guest94! You can set your name with the /nick command; e.g., /nick Dan 🙂 )
<+pandres> but most OSR systems seem to settle for 10 levels, it is bold to get to 36 levels. And it is one of the things that really differentiates the game
<+ADOM-Thomas> Dan, Chaos and Order no longer are synonymous with Good and Evil. In the ADOM computer game they basically were, but in ADOM RPG (and Ultimate ADOM) we are turning towards the nine-sided alignment system known from AD&D.
<+ADOM-Thomas> We really want to explore the fascinating fact that the invasion of Chaos might appear very evil (and probably is, being led by the dark overlord Andor Drakon) but that there actually are other “good” races aligned with chaos.
<~Dan> Interesting… So are Chaotic Good and Chaotic Evil both serving the larger cause of Chaos, then?
<+ADOM-Thomas> And that Chaos also can mean creativity while Order in its extrem also might mean total alignment of everything, no personal freedom, etc. So the setting for both ADOM RPG and Ultimate ADOM will be a lot more shades of grey.
* ~Dan nods
<+ADOM-Vex> Dan: Yep, and Lawful Evil is something very, very Orderly. We have a variety of political factions in the game which are fighting for Order, but definitely not for Good.
<+ADOM-Vex> By the way, if we’re missing any questions – it is REALLY late for us here – please remind us. 🙂
<+ADOM-Thomas> pandres: The 36 levels hail back to the days of basic D&D (red box onwards). We nonetheless limit things like rolling for hit points (and gaining CON bonusses) to the first nine levels to have better balancing but 36 levels allow for deeper customization.
<~Dan> But do Chaos and Order supersede Evil and Good in the setting, then? By that, I mean, are they considered of greater importance?
<~Dan> ADOM-Vex: You guys are troopers and are doing great. 🙂
<+ADOM-Thomas> Additionally 36 levels make the road towards Ascendence a long and challenging road… one that only very few will travel.
<+ADOM-Thomas> And I personally love long-running campaigns.
<+pandres> awesome, long campaigns are a weak point of OSR games.
<+ADOM-Thomas> Dan, Order and Chaos indeed are the dominant forces in the setting. You e.g. will notice this in the pantheons. Each is headed by three deities (one of Order, one of Balance and one of Chaos) and one of the three might be the supreme ruler… but Good and Evil only show up at the sidelines.
<+pandres> that and a seemingly complex skills system seem a departure from OSR
<+garmel> What kind of abilities will humans have?
<+ADOM-Thomas> So for the world the central philosophical debates all center around Order and Chaos.
<+ADOM-Thomas> And then you will notice things like the inquisition of the Church of Light, which definitely is very lawful, but might have evil tinges in it… and hopefully you start to wonder about these shades.
<~Dan> I note that in your KS video, you mention using magic points instead of spell slots, something not seen in either OSR or 5e to my knowledge. Are there any other such tweaks that you apply to the D&D chasis?
<+ADOM-Thomas> pandres, that’s why our moniker for ADOM RPG is “a modern fantasy roleplaying game with an old school soul”. I never understood why OSR is having such problems handling long campaigns. In the days long gone I always played extremely long campaigns.
<+ADOM-Vex> Dan: We found that power points give much more tactical freedom to casters instead of spell slots. Like in the computer game, a dungeon crawl means you don’t stop once per floor for a long rest because you managed to cast two fireballs in a row.
<+ADOM-Thomas> pandres, the skill system just seems complex – in actual play it’s extremely fast and elegant. You just have to accept that both the players and the GM should wing many things.
<+ADOM-Thomas> It’s more about characterization than fiddliness.
<~Dan> ADOM-Vex: Oh, I certainly agree. I’m just curious if there are any other changes you’ve made that spring from neither OSR nor 5e.
<+pandres> I think my players will like the skill system
<+pandres> You may be on to something with this game. It is a shame it is not well known
<+Anzufvytar> Is there going to be a ready-made campaign along with the gamemaster’s rulebook?
<~Dan> ADOM-Thomas, a question I think you missed: <+garmel> What kind of abilities will humans have?
<+ADOM-Thomas> Dan, magic points (power points) probably is the biggest. Additionally we have central corruption mechanism. Also we put a lot of focus on multi- and dual-classing: every race can multi-class without restrictions and you even can dual-class as a multi-classed character.
<+ADOM-Thomas> The idea behind the latter is to allow very flexible class mixes (like in the old Legends & Lore manual of 1st edition) without having to event hundreds of prestige classes or something like that.
* ~Dan nods
<+ADOM-Thomas> garmel, humans are based on the notion of being the most adaptable race that can quickly adjust to whatever challenges they face (and thrive in almost every climate, setting and hardship).
<+ADOM-Vex> pandres: We’re quite happy with the reach we already generated for the ADOM Roleplaying game, but we need people talking about it. Every person you mention us to helps a lot!
<+FritzCouch> Is this potential for multi-classing also going to be present in Ultimate ADOM? Of course the original ADOM only allowed a single class.
<+ADOM-Thomas> While normal races receive more or less fixed powers/enhancements at certain levels (1, 3, 7, 11, 15, 19, 23, 27, 31, 35) humans can choose from a pool of options at those levels. The options are centered on learning new stuff, adapting to new challenges, etc.
<~Dan> What is the difference between a dual- and multi-classed character?
<~Dan> (Welcome to #randomworlds, Guest80! You can set your name with the /nick command; e.g., /nick Dan 🙂 )
<+ADOM-Thomas> Anzufvytar: We present the base setting, themes, factions and “order of battle between Order and Chaos” (so to speak) but there is no spelled out campaign contained. We really want to people to do their stuff in the sandbox we provide.
<+ADOM-Vex> FritzCouch: We won’t have multiclassing in Ultimate ADOM in the beginning, though that’s something we might want to revisit in later editions. However, you’ll have much more freedom in developing the class you pick than in ADOM, and specialize on different things.
<+ADOM-Thomas> Dan: Multi-classing means the kind of multi-classing from AD&D 1e/2e, e.g. you play an elven Fighter 3 / Mage 3 / Thief 2. All classes advance in parallel and experience points are distributed among them.
<~Dan> Ah, right. Whereas dual, you advance one at a time?
<+ADOM-Thomas> You also receive an experience penalty if you have more than one class but still they advance in parallel (because I never liked how wizards got kind of stumped in 3e+ when they multi-class – a fighter 5 / wizard 5 in 3e+ in a level 10 party is more of a nuisance than a benefit).
<~Dan> (Welcome to #randomworlds, Guest99! You can set your name with the /nick command; e.g., /nick Dan 🙂 )
<+ADOM-Thomas> Dual-classing is really leaving your old class and switching to a new class. So if you start as a fighter and advance to level 5, you then might decide to leave behind fighting and become a thief. It does not incur XP penalties but limts progress in the individual classes.
<+ADOM-Thomas> In total ADOM RPG offers a set of 22 classes but no additional prestige classes or anything because we feel that you can represent almost any concept from film or literature by multi-/dual-classing existing classes.
<~Dan> Going back to magic for a moment, is it as powerful on the high end as it was in old-school D&D? Are there Wishes, for example?
<+ADOM-Thomas> Dan, yes, there are wishes – but they are 9th level magic and like in the old days it takes a long time to get there. And we subscribe to the “Wishes are fulfilled by closely listening to your wording” school of magic – so if you wish for a mountain of gold it actually might drop on you.
<+ADOM-Thomas> Or as I like to say: Be careful what to wish for – you might get it.
<+ADOM-Thomas> We have added a couple of tweaks to magic, some of them derived from the ADOM computer game, some new for Ultimate ADOM:
<+ADOM-Thomas> The system as mentioned is based on power points (PP). If you run out of PP you can supplement them by sacrificing part or all of your life force (effectively losing hit points, randomly, not a fixed amount).
<~Dan> ADOM-Thomas: That reminds me of magic in the comedy fantasy RPG Murphy’s World, in which ALL magic spells are really wishes, and “wizards” are people who are skilled with using disclaimers and specific wording. 😀
<+ADOM-Thomas> If you don’t want to sacrifice hit points you instead might choose to give in to the whisper of Chaos… supplementing PP by incurring corruption damage.
<+ADOM-Thomas> I loved Murphy’s World – although I only read it but never played it. A fun setting.
<~Dan> Ah, yes… Can you say a bit more about that? Looks like some nasty mutations, there.
<+ADOM-Vex> Corruption Damage for some, Corruption Rewards for others.
<+ADOM-Thomas> You can imagine Corruption as a kind of magical background radiation dominant in areas where Chaos has gotten a strong foothold on Ancardia as well as in beings closely attuned to Chaos.
<+ADOM-Thomas> Corruption is measured in Corruption Points (CP). If your character stays in a corrupted area, gets wounded by corrupted beings or is hit by Chaos spells, he might accumulate CP.
<+ADOM-Thomas> These are gained permanently and slowly transform your character. The trick here is that – as you gain Corruptions (that’s the name for the dark powers granted by Chaos) – your character becomes more powerful but also changes… at first just cosmetically and then more and more radically.
<+ADOM-Thomas> An example for a low-level corruption might be Darksight (newly gained or enhancing existing abilities) which is accompanied by a purple glow of your eyes in the dark (purple is the color of Chaos).
<+ADOM-Thomas> A high-level corruption might cause you to grow an insane babbling mouth on your forehead that occasionally casts a random spell (even potentially powerful spells).
<+ADOM-Thomas> CP are rated are accumulated similarly to experience points, but on an inverted scale (e.g. after having gained 1.000 CP you receive your first corruption, the second one after 900 more, the third one after 800 more, etc.).
<+ADOM-Thomas> This nicely models the ever faster descent into becoming a creature of Chaos, eventually taking away control from the player.
<~Dan> I’m assuming that Chaos mutants are shunned?
<+ADOM-Vex> It’s important to note that the heroes are by no means limited to joining Order in this war. Chaos and the powers it offers are really tempting, and they’re not necessarily the evil guys. All the time, at least.
<+ADOM-Thomas> Actual corruption effects will be contained in the Gamemaster’s Guide so that the GM has some very interesting surprises to throw at the players.
<+ADOM-Thomas> Yes, Chaos mutants are shunned and watched with caution (at best) or hunted down (at worst). So accumulating many corruptions on one hand can even turn a low-level character into something very powerful… but there is a high price attached to that.
<~Dan> Are there any corresponding powers from too much Order?
<+ADOM-Thomas> No, because Order is not about changing things. Order abides by the stricter rules of the universe (e.g. you gain what you deserve by race/class – but nothing else). On the other hand Order doesn’t transform you into something totally alien.
<+ADOM-Thomas> That’s also part of the setting… it’s tempting to give in to Corruption as it nets you very cool powers… but the price, oh, the price!
<+ADOM-Vex> Yep, Order is about discipline – you do not take short cuts to greater power, you earn them as you grow in levels.
<+ADOM-Thomas> So we really intentionally want Chaos to be kind of more compelling than the other options.
<+ADOM-Thomas> BTW, the Church of Light is a nice example of where Order can lead: Strong believers no longer use individual names but rather are referred to by their function. The head of the Church of Light simply is called “the First Flame”, his name long forgotten and a meaningless sign of individualism.
<~Dan> Hmm. I’ve always been of the opinion that “playing by the natural rules” is a characteristic of Balance, not Order, because neither Chaos nor Order are “natural” in their pure forms.
<~Dan> But that’s just me. 🙂
<~Dan> On the other hand, I like how you’ve kind of made it Anarchy vs. Communism. 😀
<+ADOM-Thomas> Dan, you have a kind of a point, but (at least for ADOM RPG): Order subscribes to the “there is one defined way of correctly doing it” sphere of things, Balance – as the name says – thrives on both some rules and some freedom. Order doesn’t want that freedom.
<+ADOM-Vex> We introduce the core factions of Ancardia on our Ultimate ADOM Website for those interested in learning more about them: (Link: https://www.ultimate-adom.com/index.php/visions-of-ancardia/)https://www.ultimate-adom.com/index.php/visions-of-ancardia/
<+ADOM-Vex> We have quite a few factions who are aligned with Balance – in their own way.
<+pandres> cool, let’s see
<+ADOM-Thomas> Which probably is a reason why the stubborn dwarves (with Rolf, the ancient dwarven emperor of a bygone age) are prime exemplars of Order while humans (with their adaptability) usually don’t represent strong followers of Order (the Church of Light being a notable exception).
<~Dan> (wb, GrimmgardTodd)
<+ADOM-Thomas> Dan, Anarchy versus Communisn is a great metaphor I actually hadn’t considered. But there is a lot of truth to it.
<~Dan> Go me! 😉
<~Dan> Do you guys have a character sheet that we can see?
<+FritzCouch> The Nesera Faction looks like a good example of militant balance, seeking to destroy chaos and order alike.
<+ADOM-Vex> Dan: Funny you should ask. We don’t, at the moment, it’s still in its final design state. We do intend to put up a video of how to create a character before the campaign is over, though, so I hope you’ll get a glimpse of it by then.
<+ADOM-Thomas> FritzCouch, yeah, Nesera is an interesting case. Again lots of shades of grey. Our moniker for her is “a high elven druidess with great power and anger management problems”.
<+ADOM-Thomas> So she is pretty balanced as far as her origins go – but what happened to her changed her deeply. Like a kind of magical “Hulk”. Anger her and she might go a bit over the top in her reaction.
<+ADOM-Thomas> One of my favourites is Brannalbin: (Link: https://www.ultimate-adom.com/index.php/2018/11/06/brannalbin/)https://www.ultimate-adom.com/index.php/2018/11/06/brannalbin/ (probably human, but long transformed by magic into much more) He is not concerned about the petty quarrels over Chaos and Order – magic is all that is important.
<~Dan> ADOM-Vex: No problem. Can you discuss the elements that go into a character then? Do you use the standard D&D attributes, for example?
<+ADOM-Thomas> Character creation is kind of straight forward but with a few more bells & whistles:
<+ADOM-Thomas> Roll for your star sign. Like in ADOM it gives you minor modifiers.
<+ADOM-Thomas> Roll for your attributes. We actually added Appearance to the set (a personal preference of mine) but worked in making both Appearance and Charisma less of a dump stat by e.g. basing the number of skill points you initially receive on them (and INT and WIS).
<+ADOM-Thomas> The select a race (and gain up to three initial racial abilities, plus attribute modifiers, plus an additional racial hit die to start out with… from 1d4 for Gray Elves to 1d20 for Trolls).
<+ADOM-Thomas> Then select class (and gain both the class hit die and class abilities & skills).
<+ADOM-Thomas> Then follow alignment, skill selection, equipment, languages and derived attributes (Armor Class, Hit Points, Power Points, …).
<~Dan> How specific or general are your skills?
<+ADOM-Thomas> That’s about it. Once you have grown accustomed to it, it is extremely fast. While you learn it you probably will spend some time with the 80+ skills to get a feel for them – until you understand that they mostly frame concepts.
<+ADOM-Thomas> Dan, we have 80+ skills (including martial skills), so they are somewhat specific. You find everything from Herbalism to Riding, from Hiding to Climbing, from Carpentry to Hunting.
<+ADOM-Thomas> And the skill list also includes martial skills (like Berserkering, Two-Weapon Fighting or Unarmored Combat).
<~Dan> So combat is skill-based in this system?
<+ADOM-Thomas> Each skill is rated in five levels (from Untrained to Mastered). The non-combat skills mostly just improve your chances of success (thus allowing more complex tasks to be completed) while the combat skills provide very distinct advantages at each level.
<+ADOM-Thomas> Skills modify your combat abilities. It’s still very much like D&D… but the concept of actually playing a fighter who scoffs at armor is easily possible (and he is well able to survive alongside armored fighters as long as he e.g. specializes on the Unarmored Combat skill).
<+ADOM-Thomas> Weapon damage also is based on your skill in a weapon. The higher your skill, the more damage your weapon causes.
<+DLB_Chuck> Do they improve it in terms of adding points or what?
<~Dan> That’s an interesting twist, re: skill level and damage.
<+ADOM-Thomas> DLB_Chuck: Yes, you receive skill points at certain intervals (e.g. a certain amount on level 1 based on INT, WIS, CHA and APP, usually 3-5 but as many as 12) and then an additional skill point every even level (2, 4, 6, …).
<+ADOM-Thomas> Some classes get extra benefits, e.g. fighters receive one skill point per level (including first) that only can be spent on martial skills.
<+ADOM-Thomas> So while both a wizard and a fighter might learn the Unarmored Combat skill it takes the wizard much longer to get to high levels.
<+garmel> How does raise dead/resurrection work? Similar to old school earlier editions than say 5th edition?
<+ADOM-Thomas> DLB_Chuck: We try to use as few modifiers as possible. So fighting with a weapon untrained makes you cause 1d4 points of damage, being trained causes 1d6 points of damage, focussed 1d8, specialized 1d10 and mastered 1d12.
<+ADOM-Thomas> Add one die for two-handed weapons (so a mastered two-handed maul will cause 2d12 damage).
<+DLB_Chuck> Regardless of the weapon type?
<+ADOM-Thomas> garmel: They work similarly to the earlier editions (high level magic, system shock, lose CON). We want the game to be deadly but we also want to be able to sustain long-running campaign so it seems sensible to allow for these magics… at a price.
<+ADOM-Thomas> DLB_Chuck: You train specific weapons. Fighters start trained in all weapons, other classes only in a few. There are extra rules for weapon length (giving you advantage/disadvantage on the first round of combat) and generally size.
<~Dan> But weapons don’t have their own damage levels? Or am I misunderstanding?
<+ADOM-Vex> DLB_Chuck: Certain weapons have types that might make them more or less useful against certain enemies. A skeleton will take extra damage from blunt weapons, while a living tree won’t like axes.
<+ADOM-Thomas> So a dagger could cause 1d12 damage… thus finally making the concept of a deadly dagger-wielding a lot more viable than it ever was in most editions of D&D. Unless you started piling up prestige classes, fiddly feats and more like that.
<+DLB_Chuck> I was wondering if all the general weapons did the same basic dice damage
<+ADOM-Thomas> Dan: That’s correct. They don’t have damage levels of their own. But as Vex said they might have extra attributes that make them preferrable in _some_ situations.
<+ADOM-Thomas> But we wanted to get away from the “everyone is using a long sword because it’s the most common magical weapon” school of thought of pre-3e-editions.
<~Dan> Hmm. Seems like in general, then, you’d want to focus on the smallest possible weapon.
<+ADOM-Thomas> So even a one-handed heavy mace only causes 1d4 damage if you are untrained in using it.
<+ADOM-Vex> It finally means you don’t have to use a rapier but can use a short sword instead without everyone else at the table looking at you for ruining their party’s DPS. 😀
<+ADOM-Vex> (I’ve been there.)
<+ADOM-Thomas> The smallest possible weapon is good in close combat situations… but if you face an opponent wielding a spear on an open field you will be at disadvantage during the first round of combat (or even more if he trained Polearm Fighting).
<+ADOM-Thomas> And a dagger is not good at bashing open doors, you can’t use it to cut through thick ropes at great speed and skeletons still will laugh at you (if they could).
<+DLB_Chuck> That seems like there are a lot of special rules
<+ADOM-Thomas> DLB_Chuck: No, actually it’s more like “think about a weapon could do and give advantage/disadvantage to the player based on that”. We don’t provide tons of rules but pointers to think about weapon concepts. That’s really very much OSR to me.
<~Dan> Are these rules codified? Or are they… ah, n/m. 🙂
<+ADOM-Thomas> With a GM using these strengths and weaknesses of things power gamers are up for a very interesting experience. Because there are always weakness you can exploit…
<+ADOM-Vex> DLB_Chuck: Everything is designed to allow you to play the character concept you really want to play.
<+ADOM-Thomas> Dan: Some rules are codified (e.g. size effects), others use our core rule mechanic (“the danger system”), which is inspired by 5e (but better 😉 ) and just encourage you to go with that flow.
* ~Dan nods
<~Dan> How much of a bestiary does the game feature?
<+ADOM-Thomas> E.g. there is no rule for throwing sand into the eyes of an enemy. But if you face a sword-wielding orc and were to try that stunt, I’d give the orc advantage to attack you during the round you pick up and throw the sand. If you succeed at a DEX check and the orc fails at an INT check he will be at disadvantage for 1d4 rounds.
<+ADOM-Thomas> The Game Master’s Guide will have many such examples – but not many complicated rules subsystems because the general system easily copes with most such situations if you just allow yourself to go with the flow instead of trying to be scientifically precise.
<+ADOM-Vex> Dan: The computer game ADOM features over 300 different monsters. We want to include as many of them as we can. The bestiary is not yet fully written.
<+DLB_Chuck> Does the pen and paper game and the computer game use the same mechanics?
<+ADOM-Vex> DLB_Chuck: We had the question before – no, the computer game features mechanics that are much better suited to a computer game. However, we want to simulate the FEELING of playing the game.
<+ADOM-Thomas> DLB_Chuck: No. They are related but the ADOM computer game (and Ultimate ADOM) have a lot more crunch in the system. Crunch is easy for computers but doesn’t translate too well to pen & paper game (as the Witcher RPG proved), so we decided to separate these things somewhat.
<~Dan> (Welcome to #randomworlds, Bogie!)
<~Dan> Are there any monsters unique to ADOM?
<~Dan> Welcome to #randomworlds, Guest01!
<+ADOM-Vex> Dan: ADOM is a very traditional fantasy world – it’s over 25 years old by now. 🙂 But unlike other D&D worlds, we focus less on demons, and there’s really no such thing as devils. Instead we have elemental versions of various monsters like oozes and my personal nemesis, the Vortex – basically magical wisps full of elemental energy.
<+Lord_Nightmare> the forces of ChAoS?
<+ADOM-Vex> Dan: At least in the lower levels, you’ll encounter the traditional fantasy enemies such as kobolds and goblins, but once venturing into more corrupted areas, you’ll see mutated versions and cultists with very special powers.
<+ADOM-Vex> ChAoS is everywhere, whether you see it or not, no matter what those fools of the Church of Light claim.
<+ADOM-Thomas> Additionally it’s trivial to add classes to monsters (and corruptions). So the GM has lots of tools at his disposal to make encounters truly unique.
<~Dan> I’m kind of surprised that demons are downplayed, given the emphasis on Chaos.
<+ADOM-Vex> Dan: Chaos is a much more human thing. There are a few demons, but they’re more elementar corruptions. The self-proclaimed God of Chaos has been human once. Probably.
<+ADOM-Vex> Dan: It’s more a force that corrupts things that exist already, and not flood Ancardia with otherworldly beings.
<~Dan> Ah, I see.
<~Dan> So we have about 15 minutes left… In the time remaining, is there anything we haven’t covered that you’d like to bring up?
<+ADOM-Thomas> I guess we covered many aspects. We’d like to remind everyone of the beta rules access you can get in the Kickstarter. We really want the rules system to be a kind of community result with as much useful feedback as we can incorporate with our somewhat limited resources and the beta access program is the way to go if you want to help shape the final game.
<~Dan> Oh, also, quick reminder that gratuities are always welcome at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ , should anyone be interested. 🙂
<+ADOM-Thomas> I’d also like to casually mention that the Gamemaster’s Guide contains lots of content for advanced gameplay… e.g. rules for large scale warfare, rules for ascending to immortality (and beyond), rules for customizing the system (e.g. we have simple rules extras that turn combat into an even more deadly experience without slowing down gameplay),
<+pandres> I cannot wait for the beta rules
<+ADOM-Thomas> alternative stat generation systems, etc. pp.
<+ADOM-Vex> We expect the game to ship (or rather, sending out the links to the print-at-cost fulfillment) mid next year. The Player’s Handbook is mostly done already, apart from art and layout.
<+ADOM-Thomas> In the beginning the beta rules will have some holes and you will start out with the Player’s Handbook. But that’s another beautiful part of OSR… once you understand the general philosophy you can get very far with that.
<+garmel> When do the beta rules show up?
<+ADOM-Thomas> I still remember that – when we started playing AD&D in the late 80s – we waited for almost two years to get our hands on the Dungeon Master’s Guide because RPGs were so damn hard to get in Germany during those days 😉
<+ADOM-Vex> garmel: We hope to send out the first beta rules in the next few months. Probably in March already, maybe a bit later.
<~Dan> By the way, I’d like to thank everyone who showed up for the Q&A and encourage you all to stop by here whenever you like. You’re always welcome, and we’re always open!
<+ADOM-Vex> Thanks for having us, Dan! There were some really cool questions.
<~Dan> Yeah, you guys drew in a good crowd!
<+FritzCouch> Dan, thank you for having us. And of course, thank you Dr. Biskup for speaking with us.
<+ADOM-Thomas> Thanks Dan, from me, too. It has been a great experience!
<~Dan> If you guys can hang on just a minute longer, I’ll get the log posted and link you. 🙂
<+ADOM-Vex> Sounds great!
<+ADOM-Thomas> “Dr. Biskup” – thanks for that one. Usually people only call me that when I’m in some kind of trouble 😀