History Tabletopgame / DungeonsAndDragons

13th May '18 4:11:44 AM WildCardCourier
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* '''[[http://www.hyperborea.tv/ Astonishing Swordsmen & Sorcerers of Hyperborea]]''': A retro-clone of first edition AD&D created by Jeffrey Talanian, the writer that was helping Gygax produce the Castle Zagyg products for Troll Lord Games. The foreword admits to taking inspiration from the ''Magazine/WeirdTales'' pulp works of Robert E. Howard, H.P. Lovecraft, and Clark Ashton Smith, with additional inspirations from Edgar Rice Burroughs, Fritz Leiber, Abraham Merritt, Michael Moorcock, Jack Vance, and Karl Edward Wagner. While humans are the only playable race, they are divided into 12 different ethnic groups. Uses the base four classes (fighter, cleric, magic-user, thief) and a host of subclasses (18 in 1e, 22 in 2e). The max level cap is 12, while spells cap at level 6. Rather than the nine point alignment chart, it uses the five point chart introduced in ''Strategic Review #2.1''. The setting itself is a reworking of the mythical Hyperborea: a ''Literature/DyingEarth'' styled "flat earth" realm adrift in space lit by a dying red sun, with a 13 month calendar, seasons lasting multiple years, and an extreme version of the polar circle's day-night cycle where polar night and midnight sun each last a whole year. Ancient advanced technology is everywhere yet rare at the same time, laser guns and blades can be found in treasure hordes, yet the means of manufacturing them have been lost to the people on Hyperborea.

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* '''[[http://www.hyperborea.tv/ Astonishing Swordsmen & Sorcerers of Hyperborea]]''': A retro-clone of first edition AD&D created by Jeffrey Talanian, the writer that was helping Gygax produce the Castle Zagyg products for Troll Lord Games. The foreword admits to taking inspiration from the ''Magazine/WeirdTales'' pulp works of Robert E. Howard, H.P. Lovecraft, and Clark Ashton Smith, with additional inspirations from Edgar Rice Burroughs, Fritz Leiber, Abraham Merritt, Michael Moorcock, Jack Vance, and Karl Edward Wagner. While humans are the only playable race, they are divided into 12 different ethnic groups. Uses the base four classes (fighter, cleric, magic-user, thief) and a host of subclasses (18 in 1e, 22 in 2e). The max class level cap is 12, while spells cap at level 6. Rather than the nine point alignment chart, it uses the five point chart introduced in ''Strategic Review #2.1''. The setting itself is a reworking reimagining of the mythical Hyperborea: a ''Literature/DyingEarth'' styled "flat earth" realm adrift in space lit by a dying red sun, with a 13 month calendar, seasons lasting multiple years, and an extreme version of the polar circle's day-night cycle where polar night and midnight sun each last a whole year. Ancient advanced technology is everywhere yet rare at the same time, laser guns and blades can be found in treasure hordes, yet the means of manufacturing them have been lost to the people on Hyperborea.



* '''Scarlet Heroes''': Created by Kevin Crawford. Unusual in that it is designed to be played with only one, or at most a couple, of PCs while still being compatible with other old-school material.

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* '''Scarlet Heroes''': Created by Kevin Crawford. Unusual in that it is designed to be played with only one, or at most a couple, of PCs [=PCs=] while still being compatible with other old-school material.



** '''Crypts & Things Remastered''': A revised version of the original ''Crypts & Things''. Adds five new "exotic" classes: Beast Hybrid, Disciple, Elementalist, Lizard Man, and Serpent Noble. Beast Hybrids are something of a werebeast, shifting between human and beast mode. The Elementalist has their own magic list, separate from the Sorcerer class, and can only use their magic while they're in good standing with the Elemental Order, but otherwise have no drawbacks from casting it. Serpent Nobles can use Black Magic naturally and without becoming corrupt, must learn Gray Magic from other people, and can't use White Magic at all. Disciples are a cross between Monks and Paladins, walking one of three Monastic Paths which gives them special abilities. Life Events where changed: the Barbarian, Fighter, Sorcerer, Thief, Disciple, and Elementalist get two Life Events (homeland and how they learned their trade), while the Beast Hybrid, Serpent Noble, and Lizard Man get only one.

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** '''Crypts & Things Remastered''': A revised version of the original ''Crypts & Things''. Adds five new "exotic" classes: Beast Hybrid, Disciple, Elementalist, Lizard Man, People, and Serpent Noble. Beast Hybrids are something of a werebeast, shifting between human and beast mode. The Elementalist has their own magic list, separate from the Sorcerer class, and can only use their magic while they're in good standing with the Elemental Order, but otherwise have no drawbacks from casting it. Lizard People have natural armor and can use their claws and tail to attack. Serpent Nobles can use Black Magic naturally and without becoming corrupt, must learn Gray Magic from other people, and can't use White Magic at all. Disciples are a cross between Monks and Paladins, walking one of three Monastic Paths which gives them special abilities. Life Events where changed: the Barbarian, Fighter, Sorcerer, Thief, Disciple, and Elementalist get two Life Events (homeland and how they learned their trade), while the Beast Hybrid, Serpent Noble, and Lizard Man People get only one.
9th May '18 2:50:44 PM ChaoticNovelist
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* ConcealingCanvas: Multiple examples.

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* %%%%%%%%%% "Multiple examples." is not context.
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ConcealingCanvas: Multiple examples.



* DeathIsCheap: Potentially. As of 4e it's considerably harder to die, but relatively cheap to come back from the dead. That is, until you hit epic levels, when it become free to most characters via "Once per day, when you die..." powers.

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* DeathIsCheap: Potentially. DeathIsCheap: As of 4e it's considerably harder to die, but relatively cheap to come back from the dead. That is, until you hit epic levels, when it become free to most characters via "Once per day, when you die..." powers.



** [[SquishyWizard Controllers]] in 4E. Poorly played, they're a [[TheLoad liability]] due to their squishiness and lack of damage output. Played by a good tactician, their ability to [[AnAdventurerIsYou debuff and mez]] everything to the point of complete ineffectiveness will make the DM cry.

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** [[SquishyWizard Controllers]] in 4E. Poorly 4E; poorly played, they're a [[TheLoad liability]] due to their squishiness and lack of damage output. Played by a good tactician, their ability to [[AnAdventurerIsYou debuff and mez]] everything to the point of complete ineffectiveness will make the DM cry.



* FailedASpotCheck: The TropeNamer.

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* FailedASpotCheck: The TropeNamer.TropeNamer for when a player rolls poorly on spot checks and misses something that is otherwise obvious.



* FriendToAllLivingThings: People who use Charm Person and Charm Monster a lot. Or the people who MinMax their diplomacy skill, forgoing most combat ability in favor of talking their way out of any fight you can name.

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* FriendToAllLivingThings: People who use Charm Person and Charm Monster a lot. Or lot become these, or the people who MinMax their diplomacy skill, forgoing most combat ability in favor of talking their way out of any fight you can name.
9th May '18 12:42:40 PM ChaoticNovelist
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** Every character with a few levels under his belt who doesn't use magic or obviously supernatural abilities. Having a 10 in all stats is defined as the human average in an ability score, and 18 as the strongest on earth. Since you can get an 18 in a stat at character creation if you're lucky, characters can go far and above the maximum human potential through leveling up.

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** Every character with a few levels under his belt who doesn't use magic or obviously supernatural abilities. abilities qualifies because it means their superhuman abilities are all due to '''training'''. Having a 10 in all stats is defined as the human average in an ability score, and 18 as the strongest on earth. Since you can get an 18 in a stat at character creation if you're lucky, characters can go far and above the maximum human potential through leveling up.



* CombatMedic: Certain cleric or fighter/cleric builds can be like this; most Leader classes in 4th Edition function as Combat Medics by default.

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* CombatMedic: Certain cleric or fighter/cleric builds can be like this; most Leader classes in 4th Edition function as Combat Medics by default. 3.5 Edition had a prestige explicitly for this and called this.
9th May '18 11:49:29 AM ChaoticNovelist
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* AbsurdlySpaciousSewer: Multiple examples in adventures.
* AdjectiveAnimalAlehouse: Multiple examples, especially in the ForgottenRealms.

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%%%%% "Multiple examples in adventures." is not context
* AbsurdlySpaciousSewer: Multiple examples If a [=DM=] wants to place an adventure in adventures.
*
a sewer, and he wants more than gnome and pixie players to join, then it [[NecessaryWeasel has to be much bigger than necessary]].
%%%%%% "Multiple examples, especially in " is not context.
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AdjectiveAnimalAlehouse: Multiple examples, especially in the ForgottenRealms.



** This is the ultimate goal in the last version of BECMI/Rules Cyclopedia-era D&D, complete with a ruleset for those that ascend. To ascend further, an ascended entity needs to max out his ascended level at 36, reincarnate himself as a level 1 character, ascend once again, max out the ascended level again, and proceed to ascend past some great barrier. The result is a character that cannot be contained by a D&D rulebook.

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** This is the ultimate goal in the last final version of BECMI/Rules Cyclopedia-era D&D, complete with a ruleset for those that ascend. To ascend further, an ascended entity needs to max out his ascended level at 36, reincarnate himself as a level 1 character, ascend once again, max out the ascended level again, and proceed to ascend past some great barrier. The result is a character that cannot be contained by a D&D rulebook.



** Can be an InvokedTrope if you like in 3/3.5 edition. Standard class progression stops at level 20, but the TabletopGame/EpicLevelHandbook contains rules for advancing beyond that, with no actual cap. The easy multiclassing in that edition also means that you can simply add new classes and prestige classes pretty much forever. However, by this point game balance is pretty much non-existent so few games ever hit epic levels, and even those that do rarely go very far into them. Deities and Demigods allows your character to engage in this trope rather than just advance forever.

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** Can It can be an InvokedTrope if you like in 3/3.5 edition. Standard class progression stops at level 20, but the TabletopGame/EpicLevelHandbook contains rules for advancing beyond that, with no actual cap. The easy multiclassing in that edition also means that you can simply add new classes and prestige classes pretty much forever. However, by this point game balance is pretty much non-existent so few games ever hit epic levels, and even those that do rarely go very far into them. Deities and Demigods allows your character to engage in this trope rather than just advance forever.



* {{Biomanipulation}}: Biomancers from v3.5 have exactly this ability.

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* {{Biomanipulation}}: Biomancers from v3.5 have exactly this ability.ability, hence the name of their class.



** Many "utility" spells, like Water Breathing and Stone to Mud, have no use against enemies in battles but are absolutely useful in solving problems the party faces outside combat. Very basic spells like Light and Detect Magic are pretty much vital even at high level play.

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** Many "utility" spells, like Water Breathing and Stone to Mud, have no use against enemies in battles but are absolutely useful in solving problems the party faces outside combat. Very basic spells like Light and Detect Magic are pretty much vital even at high level play.
9th May '18 10:27:30 AM ChaoticNovelist
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* SpellBook: The hallmark of the Magic-User/Mage/Wizard.
** Additionally, the wu jen (from 1E, 2E, and 3E). The archivist (from 3E) uses divine magic (the kind clerics and druids use) this way.
* SphereOfPower: The Prismatic Sphere.
* SteppingStoneSword: Climbing daggers, as introduced by ''The Complete Thief's Handbook.''
* StockNinjaWeaponry: The 1985 ''Oriental Adventures'' stats out a bunch of ninja weapons.

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* SpellBook: SpellBook:
**
The hallmark of the Magic-User/Mage/Wizard.
Magic-User/Mage/Wizard is the use of a book to record spells. This is how the class learns new spells and prepares their spells-per-day.
** Additionally, the wu jen (from 1E, 2E, and 3E). The archivist (from 3E) uses divine magic (the kind clerics and druids use) this way.
way instead of praying for them
* SphereOfPower: The Prismatic Sphere.
Sphere is a mighty spell.
* SteppingStoneSword: Climbing daggers, as Daggers is a feat introduced by ''The Complete Thief's Handbook.''
* StockNinjaWeaponry: The 1985 ''Oriental Adventures'' stats out a bunch of ninja weapons.weapons like shuriken.



* SwordCane: Several examples

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* SwordCane: Several examples%%%%%% "several examples" are not context. Please list them and what they do.
%%%%* SwordCane:



* TruthSerums: Multiple examples

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* %%%%* TruthSerums: Multiple examples
9th May '18 9:22:58 AM ChaoticNovelist
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* TheMagicTouch: Many items, such as "The Helm of Brilliance" work this way.

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* TheMagicTouch: TheMagicTouch:
**
Many items, items have this sort of effect, such as "The Helm the Gauntlets of Brilliance" work this way.Ghost-Fighting. These are when you want to kill incorporeal things but don't want to enchant all of your stuff. Even older are Gauntlets of Weaponry Arcane that make any weapon held count for purpose of immunities as silver and +1 to what it normally is.
** There is also temporary version in spells like Magic Fang.



* PlungerDetonator: Could be found in the ''TabletopGame/MasqueOfTheRedDeath'' campaign setting.

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* %%%%* PlungerDetonator: Could be found in the ''TabletopGame/MasqueOfTheRedDeath'' campaign setting.



* RapidHairGrowth: First noted appearance is in module [=EX1=] ''Dungeonland''. A fountain's water turns into randomly determined potions. One of them is Hairiness: if drunk, the drinker's hair immediately grows longer and thicker.
** Also appears in the 1st Edition supplement ''Unearthed Arcana''. The Hairy cantrip caused a creature's hair to immediately grow 2-12 inches.
* RequisiteRoyalRegalia: Loads of magic items can be imbued on {{cool crown}}s, [[PrettyInMink ermine capes]], scepters, and rings.
* RingOfPower: Too many to list.

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* RapidHairGrowth: RapidHairGrowth:
**
First noted appearance is in module [=EX1=] ''Dungeonland''. A fountain's water turns into randomly determined potions. One of them is Hairiness: if drunk, the drinker's hair immediately grows longer and thicker.
** Also It also appears in the 1st Edition supplement ''Unearthed Arcana''. The Hairy cantrip caused a creature's hair to immediately grow 2-12 inches.
* RequisiteRoyalRegalia: Loads of magic items can be imbued on {{cool crown}}s, [[PrettyInMink ermine capes]], scepters, and rings.
rings, which is helpful when a [=DM=] plays a ruler, or a [=PC=] becomes one themselves.
* RingOfPower: Too many There is a convention of "Ring of X" where "X" could be anything from " Strength" to list."mind shielding" to....anything really.
29th Apr '18 10:43:34 PM jormis29
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Whole libraries of novels have been published with D&D tie-ins, most of them linked to specific game settings such as the ''TabletopGame/ForgottenRealms''. While writing quality is inconsistent at best, sheer quantity testifies to these novel lines' profitability. The best-known novels are R.A. Salvatore's ''Legend of Drizz't'' series. In addition, IDW Publishing, famous for their ''{{Transformers}}'' and ''GIJoe'' comics, have obtained the license to [[ComicBook/DungeonsAndDragons an ongoing series]] based on D&D - which have been [[http://www.comicsalliance.com/2011/04/20/dungeons-dragons-comic-idw/ well-received,]] mainly due to being written by the writer for Creator/DCComics' ''ComicBook/BlueBeetle''.

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Whole libraries of novels have been published with D&D tie-ins, most of them linked to specific game settings such as the ''TabletopGame/ForgottenRealms''. While writing quality is inconsistent at best, sheer quantity testifies to these novel lines' profitability. The best-known novels are R.A. Salvatore's ''Legend of Drizz't'' Creator/RASalvatore's ''Literature/TheLegendOfDrizzt'' series. In addition, IDW Publishing, famous for their ''{{Transformers}}'' and ''GIJoe'' comics, have obtained the license to [[ComicBook/DungeonsAndDragons an ongoing series]] based on D&D - which have been [[http://www.comicsalliance.com/2011/04/20/dungeons-dragons-comic-idw/ well-received,]] mainly due to being written by the writer for Creator/DCComics' ''ComicBook/BlueBeetle''.
26th Apr '18 8:22:57 AM ChaoticNovelist
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* AbsurdlySharpBlade: Vorpal weapons and the swords of sharpness.

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* AbsurdlySharpBlade: Vorpal weapons and the swords of sharpness.sharpness can cut anything.



* BagOfHolding: The TropeNamer.

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* BagOfHolding: The TropeNamer.TropeNamer for the handy sack that can hold an infinite amount of stuff.



* ElementalCrafting

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* ElementalCraftingElementalCrafting: The full range of materials from cloth-metal-dragon scale is present.
20th Apr '18 2:00:09 PM OmegaMetroid
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Added DiffLines:

*** As of 5th edition, ''mage armor'' is now classified as an Abjuration spell.
20th Apr '18 12:13:52 PM OmegaMetroid
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* AllSwordsAreTheSame: Played to different extents in different editions. The original rules started with sets of weapons given to the classes and ended with much the same. In the pre-Advanced-D&D blue book edition, ''all'' weapons -- big or small, slow or fast -- did 1d6 damage. 1st and 2nd edition AD&D generally avert the trope, with large numbers of different weapons all of which require proficiency. 3rd edition restores it to some extent, only requiring proficiency for exotic weapons and drawing less of a distinction between different sorts of swords.

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* AllSwordsAreTheSame: Played to different extents in different editions. The original rules started with sets of weapons given to the classes and ended with much the same. In the pre-Advanced-D&D blue book edition, ''all'' weapons -- big or small, slow or fast -- did 1d6 damage. 1st and 2nd edition AD&D generally avert the trope, with large numbers of different weapons all of which require proficiency. 3rd edition restores it to some extent, only requiring proficiency for exotic weapons and drawing less of a distinction between different sorts of swords. 5th edition encourages this as a way to incorporate unlisted weapons, with the Dungeon Master's Guide using an example of implementing a katana as a reflavoured longsword.
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