by Jeffrey Paul Jones
The Arduin Grimoire The Arduin Grimoire represents an additional tributary flowing into the mainstream we call D&D. As more and more material is published, it seems only a matter at time before the goods become repetitive, yet with each role-play related new work, there always appear a few items that shine through. Thus is the case with Grimoire. Although David Hargrave intends this to be (I think) a separate game, I use it in conjunction with the other role-playing games I possess, and since special Arduin Universe rules are very sketchy, most will use it as such. In essence, this is what most of us do anyhow, never relying solely on a single game system. Hargrave has concocted quite enough creative information to liven up any dungeon, showing rich imagination, a thorough understanding of game mechanics, and a finely sharpened wit. Can you imagine falling into a vat of dragon feces? Falling UP due to a mage's spell? Meeting 25,000 thunder-bunnies? The Arduin Grimoire, Volume 1, is a 94-page, 5 x 8 1/2 inch booklet containing a wealth of charts, commentaries, and instructions. About one-third of the information struck me as having tremendous utility and will be commented upon later in the review. The rest is often novel, sometimes repetitive though slightly different from other systems, and of limited use, depending upon the individual DM. My three major criticisms are as follows: 1) There is no index or table of contents, so DMs may have some problems in initial use (Volume 2 has rectified this problem I'm told, but I've yet to see a copy of it); 2)Some tables are not explained well enough to facilitate easy use; 3) An exorbitant price of $9.50 - think of all the complete games you could buy for that amount! Grimoire provides seven new character types: trader, psychic, barbarian, rune weaver, techno, medicine man, and witch hunter. The trader or merchant would be of great use in a city encounter because of his adeptness at bargaining and knocking down prices. The psychic is a dreamy sort who can, as he graduates to higher levels, detect things increasingly well and eventually develop powerful psychic weaponry, i.e. death projection, or the power to explode an enemy's heart. He would be rather boring to play until he reached about 7th level, but then ... wow! The barbarian is a kick to play. I took one into the Judges Guild's Tegel Manor, having fun letting him go berserk (60% chance, with a plus 4 attack bonus) in melee. He also moves more silently than others, and hears , smells, and climbs better than the normal fighter. The rune weaver has the strongest magic of all mages, but it takes him longer to weave a spell. He can also utilize spells above his level, with a high possibility of failure or of the boomerang effect. Totally scientifically oriented, the techno disbelieves all magic and is capable of constructing and using all sorts of technological weapons. Higher levels can actually build computers, nuclear devices, and attempt space flight. The medicine man is a barbarian priest who can brew poisons, use animal guide,, and concoct herbal cures. The witch hunter is a religious fanatic with tremendous combat bonuses versus undead, and can use some magic, but who is limited in weapon types and can never use magical items. All of these characters combine to add depth to what one normally plays in an adventure. These characters, as well as all others, can receive special abilities in an excellent series of charts. For example, a warrior might become +4 religious fanatic, or a cleric might receive bonus in turning away the undead. These were the charts that originally sold me on Grimoire and it was no surprise to find a great deal more. Hargrave further offers a new magical system in which each mage has a certain number of manna points he may use, determined by his intelligence multiplied by his level, and divided by a predetermined number dependent upon his intelligence. Each employed spell subtracts the manna, or mental energy available, until t the mage is so mentally exhausted that he cannot perform magic. Of course, the higher level a spell, the more manna it takes to employ. Also, spells may be employed for partial effect to conserve manna. Continuing with magic, Hargrave provides a unique magical item saving throw chart, used to determine if magical equipment is destroyed or damaged when the user suffers death. Also forty-four new spells are included. My favorite of these is Rhyton's Release, which causes all magic within 30 feet to automatically release. All hell can break loose with this one. And finally, new magical items are included. These are all given a visual description as well as an effect. For example, the ring of rapid transit is "dented, rusty ring of iron with the strange engraving 'B.A.R.T.' inscribed on it." The wearer can move ten times faster than normal for a time, then rest. Four charts are provided that are quite fine in miscellaneous areas. The first is a detect-ability chart by character type which shows the chance a person has of detecting poison, evil, magic curses, disease, hidden injury, alignment, weather, enemies, undead, treasure, traps, secret doors, invisible objects, and "gates." Second, a list of prismatic walls includes effects and nullifying agents, e.g., a red wall stops all missiles, does 12 points of damage, but can be nullified by an ice storm spell. Third, a random fog and mist chart is excellent for providing dungeon atmosphere for color, smell sound, and visibility. For example a room could have black and silver fog, the smell of burnt meat, visibility of three feet, weird music, and produces the effect of delayed diarrhea. And fourth, a random trap matrix gives twenty traps each for floor and ceiling. In combat systems, the Grimoire proceeds to what can be described as a micro-system for role-play. Using a system facilitated by comments from the Society for Creative Anachronism, Inc., combat takes into account realistic rules for the space in which melee occurs, shield attacks, spears in melee, dexteral advantages, armor disadvantages, shield blocks in lieu of normal attacks, and facing. For adequate handling, it would be best to employ miniatures or die-cut counters for combat, the realism is that well depicted. For a purist. I think the system is unequaled in character-related games - alas, I am not a purist. Other combat suggestions can be readily adapted to the lazy man's dungeon, though. The main combat table shows what it takes to hit the enemy, but it does so in increments of two levels rather than the three levels used in D&D. I like this better, since it gives reward up sooner for moving up a level. It is indicated that the die rolls occur on a frequency of 01-20, but this leaves me puzzled, for on the fumble table, a warrior fumbles when he rolls "a double one on the dice.'' This leads me to believe that attackers should roll two ten sided and add the total. The latter system produces a drastic effect on combat, for in the first system, there is a 20% chance to obtain a hit on an AC2 monster, but in the second only a 10% chance. The system seems to be comparably fair, though it would take a bit more time due to the decreased frequency of hitting. The fumble table itself is an asset to play, where characters can turn the tide of any combat by striking their friends, falling down, or even injuring themselves critically. The things that can happen are truly great; in one case, an evil lord dropped his weapon and died while trying to retrieve it. Two other tables are highly useful in the combat arena. The first is the critical hit table, showing exactly what part of the body is damaged and what effect is produced. For example, a player could take a shot in the forehead, cascading blood into his eyes so that he would be blinded for a few turns, in addition to taking 1-3 points damage. The second table is the brawl chart, in which the attacker chooses one of twenty-four options, while the defender choose one of twelve. The result is a cross-index to show how much damage the defender takes; after this is determined, the attack-defense roles are reversed and brawl is conducted once more. This is a welcome addition to the game, since subtractions from hit points are not permanently removed, but considered in terms of unconsciousness. It is possible, however, to actually kill someone in the brawl, though improbable. This concludes what I consider the strengths of The Arduin Grimoire There is a great deal more that I've not considered here, but as I mentioned, it can be found in other sources in one form or another. For example, Hargrave gives charts for experience points, height, weight, body structure, weapon damage tables, etc. Not covered in other games are some demon lore, and the twenty-one planes of bell, which I found of limited, if any value; but some of you may find these helpful to your game. Also, a host of new monsters is provided, some of which are truly unique and will spice up some dungeon rooms. Once again, I am impressed with much of what David Hargrave has done. He has given us some information that will add new depth to role play and liven an already lively simulation. Yet more than half of his work seems to be of limited value to us, indicating that the $9.50 price is unwarranted, and a bit of a slap in the face to the buyer. I won't begrudge that Hargrave spent a great deal of time on his volume, but I should think that such a fine book would redeem more profit through increased sales at a lower price. It is available from: Dave Hargrave, 5411 Carl Avenue, Richmond, CA 94804. Death Test Back to Campaign #89 Table of Contents Back to Campaign List of Issues Back to MagWeb Master Magazine List © Copyright 1979 by Donald S. Lowry This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |