Knight's Handbook

PosterBoy

First Post
New Core Classes
Pierce the veil of the future with the hedge mage and hermit; draw your sword and make your stand against the heathen with the knight; bond with the land and lead your people to victory with the noble; serve the One God and wield power both temporal and divine with the priest; live for no honor greater than a full belt pouch with the robber baron; or master the ways of archery with the yeoman.

New Prestige Classes
Enforce the will of the One God with steel as a Crusader; combine magic and beauty as an Enchantress; protect Britain as a Lady of the Lake; seek the Grail as a Quest Knight; or follow one of five different paths as a Spectral Knight, choosing to be a Black, Blue, Green, Red or White knight.

Nobility
Be judged by your deeds with an innovative nobility system that replaces alignment; some characters will care little for their personal honor, such as the robber baron, while others can gain power from being pure of heart, such as the priest and the quest knight.

Fate and Destiny
Choose a fate for your character, allowing him to perform truly epic deeds on your chosen path to glory; but beware, your destiny, a secret fate your character does not know, looms close as well.

A New Magic System
A unique spell point system replaces slots, allowing you to use the spells you know and love from the PHB in new ways, with sources of power that allow a character’s spell energy to recover more quickly on his favored ground. Depending on the type of magic you follow, your source of power could be ley lines, mysterious stone circles, cathedrals of worship, fog-shrouded lakes, or the holy land itself.

Player’s Guide to Arthurian Legend
Also included is an 8-page player’s guide to Arthurian Legend, providing players with a basic overview of Arthurian history and major characters.
 

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"Welcome to an England that never was," begins RPGObject's Legends of Excalibur. It's a good start. It conjures up the myth and magic I always associate with Arthur and his sword Excalibur and it also makes it clear that this game isn't a reality picky, medieval history, pilgrimage.

This review is a two parter. This is the first part. The core Excalibur rules are a two parter too (hence the review structure) and although looking at Legends of Excalibur: Arthurian Adventures' components back to back gives a better, stronger, more clear idea of the game I think this first offering is enough to stand on its own. Only with PDF publishing can you buy the working half of a book first, see if you like it and then commit to the rounding off and enhancing elements later. I see it as a strength of the format but some people are likely to bemoan the costs of paying for and downloading two documents.

This is a modified d20 game. What's modified? Most noticeably is the magic system; spell slots are out and magic points are in. This is a game mechanics element which is easy to say but hard to do. I think the stat-wizards at RPGObjects have done well here. The magic point system /works/ and I even understood it on the first read through. Me. Mr No-Brain-For-Stat-Maths. This adds a whole lot more flexibility into the game. Spell cost is variable - more easily variable than in traditional d20. Hermits are, as you'd expect, in cities. Heroic PCs might just summon up enough energy to cast a spell above their everyday spell usage. So might NPCs...

The trick with the spell system was to successfully integrate the meta magic feats. Feats which normally resulted in a spell being of a higher slot needed to have a fair point cost alternative. That might sound easy enough at first. I certain thought, "Phaw. Easy" but then I read Charles Rice's (author) warning of the pit trap there - of extremely variable point cost for the same feat depending on the spell it was enhancing - and was glad that there had been a professional RPG writer and production team behind the project.

You don't have to read down to the magic system to be sure that RPGObjects knows what they're talking about though. From the outset it is clear that Legends of Excalibur has been carefully researched. That includes the important elements of feel, theme and mood as well as any historic references.

Bloodline is important in this setting. Was your father a criminal? Are you? Perhaps you're descended from a regal family of landed nobles? It makes a difference. A big difference. In fact it's easiest to think of Bloodline as the racial equivalent for the setting. Nobles have charisma bonuses, the highest nobles anyway, but a strength penalty whereas the persecuted criminals have oft-sought after dexterity bonus but a charisma penalty. There are bloodlines in between.

If you want then there's Nationality too - but this is optional. Call this Scot bias but I quite suspect many gamers will quite like playing a Scottish Knight or an Irish one.

Many of the core d20 fantasy classes aren't appropriate for the game. There's a quick list of who's in and who's out - and, importantly, why. Scots make good barbarians apparently whereas the Oriental flavoured D&D monk is out. Bye bye. There are plenty of new classes though. The Fool, Hedge Mage, Hermit, Knight, Minstrel, Noble, Priest, Robber Baron, Skald and Yeoman are all added. This works by and large. You can have a criminal knight - but that might work best as someone born into the criminal caste but who has become a knight. A criminal knight is more like a Robber Baron. There is some regulation there too - classes do have requirements. The Knight, for example, requires a Nobility score of at least 41. It seems unlikely that you could create a criminal knight as a level one character without bribing the GM with an interesting character background and a small pile of chocolate.

So what's this Nobility malarkey then? Nobility replacements alignment. Nobility works off the crazy notion that character's actions (or inactions) can affect it. It's a sliding scale from zero (the base assassin) to one hundred (the noblest of the noble - someone like Sir Galahad). It's taken as read that any semi-sensible alternative to the Old Testament, black, white and dull standard D&D alignment system is going to find time with me. I think, though, that the Nobility system really does work. I can just see players reluctant to engage in nefarious things because it'll affect their Nobility score; not because they can't bring themselves to be naughty, but because they have to protect their nobility... and that has a ring of truth about it as far as the setting goes. I like.

What am I doing? Imagine going a whole paragraph from the first mention of Classes without saying anything about Prestige Classes. There are Prestige Classes here too - not cheaply relegated to the second book as some might fear. There's a large collection. The Berserker, Changeling, Crusader, Enchantress, Lady of the Lake, Quest Knight, Saint and Spectral Knight. You don't need don't need the Pope's say-so to be a Saint but you do need to be a follower of the One God. Turning the Lady of the Lake into the Ladies of the Lake is an interesting move. I can see GMs killing that or making it work really well. Ah. I've not mentioned the White Knights, Purple Knights, Black Knights, Blue Knights or Green Knights either. No. Shush. If you're sniggering at the back there then you've not read as much Arthurian fiction as you might have. There is a president for this. The Green Knight is an infamous tale. These prestige classes are a quick way to draw up stereotypes and battle lines too, which will work for many or, like me; you might just see that as an excuse to get with the complex politics.

There are actually Knightly Orders too. Knights of the Round Table or the Knights of the Black Table, for example.

These Orders are tucked away in the tail end of Chapter One. This PDF has two chapters and the second PDF picks up at Chapter Three. Along with the Knightly Orders you'll find your d20 prescribed compliment of new skills, feats and equipment. More interestingly, perhaps, are the rules for Fate and Destiny Points. I think this is an important section. I think Fate and Destiny is important in the setting. Arthur was destined to draw the sword from the stone. Certain knights were destined to have a hard time looking for The Grail. Merlin was destined to be immortality popular - despite what may have become of him at the end.

Notice how I didn't include "new spells" in the list of standard d20 add-ons for any new rule book. You did? Yup. That's because they make up chapter two. Given the introduction of the magic point system there is enough here and there should be a new chapter.

I keep on thinking of RPGObject's Darwin's Word series when I sit back to try and sum up my feelings on Legends of Excalibur. It's probably wrong of me to typecast RPGObjects' efforts in such a away so why do I do it? It's the settings they pick. If you're a post apocalypse fan and a d20 player then there's every reason to love Darwin's World. If not - then you can probably live without it. Legends of Excalibur is similar. If you're an Arthur / Merlin / Excalibur fan and a d20 player then you'll be interested in this RPG. If the genre of the core rule set sends unpleasant shivers down your spine then Legends of Excalibur is unlikely to win you over. In some ways Legends of Excalibur is the strongest offering from RPGObjects to date. They take a familiar and popular setting - one which many people have already formed a mental image of - and they shake it up a little. Not a lot. Just a little. Legends of Excalibur flirts with the tagline "Arthurian Adventures with a Difference" but doesn't quite go all the way. And at the risk of sounding prudish; the effect is quite good. There's something to work with here. GMs can take the game in which ever direction they want.

* This Knight's Handbook review was first published at GameWyrd.
 

I have been, basically obsessed with the legends of King Arthur and his knights since I was a small child. My first Halloween costume that I remember (I was 5), was Sir Gawain. I saw Monty Pythons Holy Grail more times then I can count, when it played at the local theater. I dress up in armor, get on a horse and charge other's that share my dementia, with a (not so) pointy sticks on hot summer week days.
So, yes, after 30 some years I think it qualifies as an obssession.

I am also a role player. So it's no surprise that I buy EVERYTHING game item that features the knights of the round table.

Recently I purchased two D&D products, both focusing on how to turn 3rd Ed. rules into a Arthurian Campaign. Relics & Rituals: Excalibur, and RPGObjects Legends of Excalibur. Both are in their own way solid products, that show case the versatility of 3rd Ed, and show just how far D&D has come as an RPG. Of the two publications, RPGObjects Legends of Excalibur is by far and a way better suited towards a "hard core" Arthurian Campaign, with the emphasis on making the campaign as true to the stories as possible. How well it succeeds is a matter of what kind of campaign one wants to run.

Legends of Excalibur is a collection of new rules, at the expense of what makes D&D, ummm D&D. Many of the rules require players to ditch time honored concepts and embrace new ones, to ensure that things conform to the world of Arthur.

The first big departure from a standard D&D campaign is, there is one race: Humans. This, of course makes sense within the setting. Arthurian legend weren't populated mottely crue of refugees from Middle Earth, but good stout English (and French, and...) Men (& women). To compensate for the lack of racial diversity, Legends offers a new concept.

The new concept is,"Bloodlines".The Bloodlines are tool for working the medieval social class structure into the campaign. What ones social rank is very much determines who they can be. It determines wealth, duties, and general aspects of ones out look on life. It also grants the "Lineage" traits, which tanslates to ability adjustments and bonus Feats. The curious thing is, players pick their "Bloodline". This is curious because, even though (true to some of the tales), it is possible to start as a destitute yokel, and rise to knighthood, what player in there right mind is going to choose to be a "dirt farmer" when they can "Start at the top"?. Oh, sure, there is going to be the odd-ball player who enjoys the "role playing challange", but lets face it, most players will opt for the easy road.

The next thing Legends does is toss out a number of "inappropriate" core classes, and introduces their replacements, and a few new "appropriate" classes. For the most part, the new classes make sense. What is Arthur, with out his knights? for example. Other new/replacement classes include The Fool, the Hermit (A holyman/healer), the Hedge Mage (replaces wizard/Sorcerer), Priest (A revamped cleric), Minstral, Robber Baron (rogue knights, who don't play fair), Skald, and the stout Yeoman (ranger). All have a place in the Arthurian world, but I have doubts about just how they were developed in some cases, and the over all usefulness of others.

Is there really a demand, or need for 4 (Skald, Minstral, and Fool, plus the Core Class: Bard) entertaineer classes? I would think that the 3rd Ed. rules are flexible enough to accomodate all these in one basic class, given the level of customizing one can achieve. And the Noble class seems a bit pointless, especially Royalty, unless one wishes to role play medieval estate manager a lot.None the less, I suppose if nothing else, they make for interesting NPCs if nothing else...

Which leads me to my misgiveings about the knight class. Both Relics and Rituals and RPGObjects decided to make them core classes (in the case of Legends 2 classes really), which is fine. But I find fault with the approach by both compainies. The greater fault however rests with Legends. The Knight class is so overloaded with special abilities that it virtually guarentees that each knight is a carbon copy of the next. Which runs counter to the whole design principle of 3rd Edition. Further more the knight starts out as a slave to the Code of Chivalry. That is at least if he wants to stay a knight. If his Nobility Score ever drops below a certain point, he may no longer advance along this path. Now this bugs me because it basically pigeon-holes knights into the most basic Arthurian Cliche. There are plenty of examples of the Knights of the round table behaveing badly, quite often on multiple occassions. The one saveing grace is, a "fallen knight" may opt to become a Robber Baron, which is for all intents and purposes a "Black knight" wannabe. a disgraced knight may attempt to work his way back into his lords favor, and regain his knighthood.

The long and the short of this complaint is, there are far to many rules in place that work towards forceig knight to all behaive in a like manner, if they wish to remain knights. Not an approach, I personally, care overly much for. I'd much rather prefer a slideing scale like the one in R&R: Excalibur, that serves as a measure of reputation & its consequences, rather then armtwisting and threatened class changes. After all, I don't ever recall Arthur telling even the worst of his knights "YOU'RE FIIIIIIIRRRREEEEDDD!".

My own personal feeling is, prehaps if the author had provided a few more 'flavors' of knights, to fill in the gap between the "good guys" and the "bad guys",as well as incorperating a more flexible "reputation system", that allowed of more role playing leeway it would have gone quite a long way towards avoiding this problem.

On the plus side, the Priest & Hermit classes get just the tweaks needed to fit a "cleric" into line with the Arthurian myths, putting them more in the role of a pseudo christain clergy, then that of the core class pagan "Undead Hunter" style cleric. I also really liked the Hedge Wizard, although I would argue that there is indeed a place for both the core class Sorcerer and Wizard ( an argument R&R's book makes a good case for)in this setting. However it is a nice varaint of the core class, for flavor if nothing else.

Also offered up are a number of suitable PrC's for the players to work for. All fit fairly well into the setting, and there are at least one or two (if not more) for each base class to aspire to. Although the Spectral (aka "Coloured knights") seem to get a bit out of hand. There are some notes on Epic levels to, for those that are in to that sort of thing...

Legends also includes roughly a dozen new feats, and just as many new meta magic feats, to tweak various classes with, none of these appear to overpowered or unbalanceing, but rather just enough to add a little colour to ones character.

There is also an essay on Nobility, how it is gained and lost, the code of chivalry and various oaths. Basically the more one behaves in a crass, or selfish manor the more points they loose, while those who uphold the tenants of Chivalry gain points.


Followed by the (not so new) concept of Fate & Destiny Points. Fate and Destiny play a large part in the stories of Arthur and his knights. Arthur is destiny to pull the sword from the stone, Merlin's fate is fortold, Lancelot eventual betrayal of Arthur is forseen, as is the arrival of Mordred. In otherwords, no one worth mentioning suffers from a random death in the stories. The people in Arthurian tales are most frequent blessed and curse, destine to greatness, but fated to tragic ends. The idea behind Fate & Destiny rules are player characters are also in the same boat more ore less. The Fate & Destiny Rules allow the player to influnce events by spending "Fate points" (one may be spent per game session) thus altering the outcome with die modification , but each time they do so they risk bringing their destiny closer. The problem is the rules aren't exactly clear as to how this all works. The rules state that each time a player uses a fate point, they aqquire +2 destiny points, but no where do the state just what that really means....Also some factors seem a bit screwy, for instance allowing players to dictate just what their fate is. As for Destiny, this is even less clear...One assumes that the DM would assign a destiny, and it would be unknown to the player unless he went to a reliable soothsayer, but the rules encourage the DM to clear a destiny resulting in death with the player first...

The rest of the book is rounded up by equipment lists, descriptions of knightly orders and the requirements to join and befifits aqquired from belonging to them.

And Finally the book closes out with its last "Big" departure from the core rules,
by introduceing a Spell Point system.In a nut shell, rather then being assigned spell slots, characters earn a set number of points per level. Spells have a set number of points required to cast. A magic user who burns off all his spell points becomes fatiqued and unable to preform magic untill he has rested.

Each type of spell user regains points at a rate determined by his surroundings and his actions.

This is all followed up with a list of spells that are appropriate for the world of Arthurian tales, and a smattering of new spells.

The Variant spell system is interesting, if imperfect, and offers an alternative to the "whacky" old D&D "fire & forget" method of spell casting. And the spell list is fairly well done. One of the more overwhelming aspects of converting D&D to a setting such as this HAS to be how to handel magic, with out crippleing the magic users to much.

Overall Legends of Excalibur, is, if an incomplete and imperfect approach to establishing an Arthurian campaign, one that does contain enough information to get one going on their way.

The second "half" of the "book" ( PDF sold seperately)provides a bit more setting oriented material, but to some one familair with (or has access to Chaosims "Pendragon") Arthurs England shouldn't be necessary.

For those out there that have been pineing for a d20 addoption of Pendragon, look no further.

Personally, I intend to use this supplement to compliment R&R's effort, as I find the books fairly complementory to one another.
 

Two points:

1) Yes, if you didn't act like a Knight, you could be kicked out of the round table.

Lancelot, for sleeping with Arthur's wife is the most obvious.

But also Gaheris, who Arthur exiles for killing Morgause.

2) You complain about how Knights are too rigid, everyone is the same, but then you complain there are too many Spectral Knight prestige classes, which are meant to be used to differentiate knights.
 

To clarify my “complaints” about the Knight class, let me try putting it this way.

I find fault in the attempt to pigeon hole them into “Good” (Chivalric) and “Bad” (non-chivalric) knight classes, is a bit to much of a simplification, in the context of the Arthurian tales. The characters don’t always fall neatly into either category. And, while yes, the “Nobility” score system does allow for some leeway, and role playing. Personally, I found the R & R: Excalibur’s “Virtue” system a “better” way of accommodating a tracking “reputation”, with out falling into the “forced class change” trap.

Having said that, no the system LoE uses isn’t bad or wrong. Just one I found lacking.

At the vary least I would suggest that , a few more “Core” knight classes need to be added to get a bit more of the flavor.

I found the “Spectral” knight PrC’s, to be a bit much, mainly because I never got the feeling that there were organized “gangs” of Red, Green, Blue, etc. knights running about. I got the impression that they were unique when reading the stories. My personal feeling is, things like Knightly Orders, and becoming a member of the Round table would have made better choices for knightly PrC’s.
 

Err, forgive my ignorance, but in strict code of honor called "Chivalry", you either conformed to the code and were considered noble and good or you didn't, and were considered a blight.

Also, the "Knights of the Round Table" weren't the only knights around. They were the pinnacle of their chivalric code and were thus invited to join the order. In such cases, deviations from chivalry would knock them off that pedastul.
 

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