Go to part 1 After
studying character
creation and basic
game mechanics we can now
take a look at combat and magic.
This is still part of chapter 2 titled “The Game”.
I’ll try to hit a certain level of detail so you know how to game works,
but I won’t post everything here (buy the book, please).
Combat
For initiative, this game doesn’t use group initiative. However, the
Referee can group his monsters together if she likes. In case of a tie,
missiles go before melee, before lighter weapons, before heavier
weapons.
If you don’t do anything in one round, you can act very fast in all
following rounds. If you like, you can wait and act on a lower
initiative slot. There are basic rules for surprise which is
generally a Referee’s decision. Combat takes place in rounds. You can
make an attack, a move action and perform some minor action (i.e. draw a
weapon). That reminds me of later D&D editions (3e & following/D&D SRD).
The attack roll is slightly different from what you would expect.
The reason is that the basic “roll high under” mechanic applies. Every
character has an Attack Value (AV, which centers around 10 for starter
characters) instead of a basic attack bonus or to-hit bonus. Armor
Class is ascending but different from other D&D games. An unarmored
person has an AC value of 0, Chain Mail is 4 and the best armor (Full
Plate) is 6.
To attack, you need to roll higher than the opponent’s AC but lower or
equal than your AV.
Remember, that Strong characters get bonuses on AV if they have a high
Strength score.
For example, you are a Strong character level 1 (base AV 11) with a
STR of 13 (that’s +1 AV) and you attack an opponent with leather armor
(AC 2) and a shield (AC +1), you need to roll higher than 3 (the
opponent’s total AC) but lower or equal than 12 (your AV).
Crits do double damage and then there are some additional subtle rules
which I don’t want to repeat here. But that’s the basic mechanic.
Melee attacks work as described in a 5 ft. radius (except if you’ve
got a reach weapon).
Range attacks are similar, but there are some adjustments due to
range. Every weapon has a range value and each increment that you exceed
that value adds a penalty of -1 AV. There are also rules for firing into
melee and area attacks. The attack roll can be modified by different
circumstances, for example, Combat Advantage, Conditions or
Special Combat Options.
Combat Advantage (CA) is applicable if you’re in a favorable position
(i.e. flanking, higher ground). CA is especially interesting for combat
oriented Deft characters as they have a special rule where they can
even do more damage.
Conditions are things like cover, invisibility or increased speed but
also dazed, stunned or blinded. The rules covering this are a bit vague
and come down to the Referee’s judgment. She can use CA, bonuses or
penalties to AC, initiative or AV or more.
Then there are also Special Combat Options like Charge, Fight
Defensively etc. These are different from the Strong melee special
options as everyone can use them. Furthermore, there are rules for
Free Attacks. I always call them Attacks of Opportunity (from 3e) as
they are basically the same. If you are within melee range and cast a
spell, take something from your backpack or retreat from combat (without
disengaging carefully), the opponent gets one free attack per round.
(Strong characters can make a number of free attacks per level.) Using
magic in combat is not an easy feat. Usually, it’s time-consuming to
perform a miracle and you are vulnerable to free attacks. Additionally,
you need to concentrate, so if you take damage, you need to save or the
miracle fizzles. There are more detailed rules for magic later. Damage
& Death: At HP 0 you are knocked out, with negative HP you must save
or die.
However, Whitehack has a unique rule: characters can save vs. damage
once per battle. In the case of success, you may reduce the damage. But
a failure means you take full damage and are knocked out for two rounds.
If you go down to negative HP, you’re automatically dead (without save
vs. death). Still, it makes characters a bit more sturdy than in other
old school D&D games. Another innovation is the so-called Ghost
Form. Characters can continue play as a ghost. Their influence on the
world is restricted, but it’s a way to continue the adventure without
having to roll up a new character. Moreover, the Referee might allow the
party to seek means of Resurrection but it’s advised to make this an
adventure with great risks. There is another small section about
Poison & Drugs but it’s also very freeform like the rest of the
game. Healing: natural healing is a bit better than in WhiteBox or
similar games but it’s still slow. 48 hours of rest restore your health
completely.
There are rules for binding wounds and also ways to heal if you’re down
to negative HP.
I like that there is a rule for choosing a permanent disadvantage (a
scar, a limp etc.) when you don’t find a healer. This is noted next to
an attribute and can invoke negative double rolls.
Magic
Magic is the most open to interpretation in Whitehack. In contrast to
traditional D&D games, there are no defined spells for
Magic-Users/Clerics. As you already know, to work miracles you’ll need
to choose the Wise class. Because the class description is pretty
open-ended (you can be an alchemist, a cleric, a wizard, a runecarver,
an artificer, an apothecary or something different), magic doesn’t
have to be actual magic. Basically, the system works as per case
agreement between player and Referee. The player’s character has miracle
wordings (i.e. “Frog Familiar”) and says what he wants to achieve. The
Referee decides if this is plausible and then assigns a hit point
cost. The cost depends on the wording, on how powerful the miracle is
and other criteria (i.e. desired effect: number of targets, long
durations etc., potential drawbacks: casting time, ingredients, side
effects etc.). Additionally, the character’s vocation is also very
important. If a miracle is within the realm of the vocation, it should
be cheaper than if it goes against its principles. (If you have a
healing vocation, it should be more difficult to work harmful miracles,
right?).
The cost lies between 1 HP and 2d6+2 HP. All costs that include a die
may also include a save, so powerful miracles don’t automatically
succeed. The character is not allowed to try a miracle which would put
him to negative HP.
As you can see, it can be very dangerous to cast spells/work miracles,
especially for low-level characters. Also keep in mind, that hit point
loss from miracles can only be healed naturally. Likewise, there are
rules for using scrolls, potions, wands etc., cursed items and creating
your own magic items.
Scrolls etc. can be used by “non-magic users”. That makes a Deft or
Strong Scholar feasible in Whitehack. Reading scrolls requires a
successful trained Intelligence check. The magic effect can draw power
from the user. Potions can be swallowed by everyone, too.
Some magic items may require a trained Wisdom roll to activate their
abilities.
It’s interesting how creating magic items works.You need to have a
specific vocation like Scribe Scroll or Apothecary and then you pay hit
points for the item. For more powerful items (i.e. many charges), you
may pay permanent HP and make a save.
The book also includes example magic artifacts in a later chapter for
the Referee.
Gameplay Examples
Chapter 2 concludes with several examples. That’s pretty useful as
Whitehack comes with some original ideas like the character groups and
the auction mechanic.
I also found the examples about miracles insightful.
Some final thoughts
Combat follows D&D principles but is still a bit different due to the
adherence of the “roll high under” mechanic. That can be a bit confusing
at first.
The classic games use a different attack roll than Whitehack. For
example, in WhiteBox with ascending armor class, it’s generally a d20
roll which is compared to a table to see if you’ve hit the armor, class.
If you roll equal or higher than the number on the table, you’ve
succeeded. This is in contrast to task rolls (roll under attribute).
In my opinion, Whitehack’s solution is quite elegant. Yet it requires
converting typical armor class tables as it uses its own AC system. The
game comes with a conversion table so that’s not a big deal, but it
needs to be said.
There are some strange effects if your Attack Value/attribute score
raises above 20, but that’s a rare case anyway.
Other than that, the game works smoothly and is adequately familiar to
D&D folks. It comes with some unique rules (save vs. damage, ghost form)
that make characters a bit more stalwart. Still, combat is deadly,
especially on lower levels. Characters are not necessarily larger than
life heroes but normal adventurers. That’s within the spirit of old
school D&D but might be a bit bewildering for those of us who have grown
up with D&D 3e or 4e.
Additionally, “newfangled” mechanics like luck points/bennies or a
similar meta-gaming currency are missing. Thus, you will need to live
with a bad roll or a fumbled death save. While I personally don’t
consider this as a drawback, I had some playtesters who would have liked
to have more influence on this subject. Concerning magic my experience
during gameplay was that Wise characters were not stronger than other
classes. Although miracles can be powerful the player must always
carefully weigh the potential benefit against the HP cost.
I really like the open magic system as it allows me to create any kind
of “spell user” that I like. The game is very flexible in this instance.
By choosing miracle wordings during character creation, the system is
front-loaded in this regard. Basically, you decide your miracle wording
at the beginning of play and throughout the campaign it will get clearer
on how the miracle works and how much HP it costs. Thus, it’s not
entirely freeform because precedents will decide how magic works.
However, the unrestricted manner at the beginning of play can make it
difficult for some players as they don’t know what to choose and the
Referee is confronted with blank stares. That’s why you still have the
option to choose traditional spells (see below).
Additionally, I like that there is basically no per-day limit on spells
or the need to prepare spells for balancing issues because the HP cost
is already very limiting.
In some ways, the system reminds me of Sword & Sorcery games where it’s
also very difficult to use magic. The Referee’s judgment on HP cost also
shows the old adage of the powerful Dungeon Master in old school games.
Thus, it will come down to the Referee how well the magic system works
(how powerful are miracles etc.?). There are guidelines but in the end,
every campaign (world) will be different.
Still, there is some additional advice in the Referee chapter. The
author included a table with traditional magic spells, divided per
level. You can use these as a precept on how to set different costs. For
example, a character who wants to use something like “Charm Monster”
will need to pay more HP than someone who uses “Bless”. The first spell
is considered level 7 and the second one is only level 3.
Moreover, there are some further alternatives suggested if you want to
tweak the magic system.
Plugging in alternative spells or magic systems should be possible due
to the freeform nature of the game. For example, you can easily use the
non-Vancian system Wonder &
Wickedness by B. Strejcek
(necropraxis). Perhaps
one could rig Dungeon Crawl
Classic’s
(aff) magic system into Whitehack, too. (I’m not too familiar with it,
unfortunately, so I’m not 100% sure.) All in all, the rules are very
well written. Some people might not like the open magic system as they
think it’s too “wishy-washy”, but I like the freedom of choice. There
are guidelines for magic, it’s not simply “come up with something on
your own and we’ll see”.
The combat and magic mechanics show the highest departure from classic
D&D mechanisms, but they still stay within compatibility range. Go to
part 4
Links: Whitehack 2nd edition Buy the game at lulu Wonder & Wickedness Dungeon Crawl Classic (aff)