OSR Minimalist Paladin and Ranger rules for B/X aka Old School Essentials


log in or register to remove this ad

Just for reference here are the powers of the original paladin from OD&D Greyhawk:

The paladin has a number of very powerful aids in his continual seeking for good: He can “lay on his hands” to cure wounds or diseases in others (two points of damage for every level the paladin has attained, one disease per five levels, either function performable but one per day). Paladins are not themselves subject to disease. They have a 10% higher saving throw against all forms of attack (excluding melee). Paladins of 8th level and above dispel evil (spells, undead, evil enchanted monsters, and the like) simply by ordering it hence, and they detect all evil at a range of 6”.
Paladins with any form of “Holy Sword” are virtually immune to all magic (see MONSTERS & TREASURE, MAGIC & TREASURE, Swords).
The paladin may at any time he chooses obtain a horse which is likewise gifted, but he may never obtain a second within ten years of the first, so if one is killed it is not automatically replaced. The paladin’s horse is a Heavy, with Armor Class 5, Moves 18”, has 5+1 Hit Dice, and high intelligence.

8th level dispelling evil at will is the surprisingly kick butt capstone one for me. Also any form of holy sword, not just a specific individual type of magic sword is more promising than the 1e version.
 

Just for reference here are the powers of the original paladin from OD&D Greyhawk:
Greyhawk is such a strange book to me - the original LBB's read to me like a solid core for a system that has a lot of interlocking parts, and then along comes Greyhawk, and it's a bunch of ideas, some interesting and some no, that just kicks that all over to a degree. Fascinating example I think of rules accreting from play. I do wish the arquebus had made it off the Weapons v. Armor table and onto the variable weapon damage one though.

Paladins with any form of “Holy Sword” are virtually immune to all magic (see MONSTERS & TREASURE, MAGIC & TREASURE, Swords).
[...]
8th level dispelling evil at will is the surprisingly kick butt capstone one for me. Also any form of holy sword, not just a specific individual type of magic sword is more promising than the 1e version.
Great point! The rules around magic swords + fighters and the dwarven throwing hammer always struck me as a fascinating bit from OD&D that was under appreciated in OSR space and today in the Post-OSR. Nice set of abilities there all around that seem very powerful.

Magic Swords being a huge part of combat bonuses and limited to fighters (and paladins...) seems like a major bit of class design limiting clerics, but also one really rooted in war games that really couldn't stand up to RPG play where players want fun gear for their leveling characters.
 


Here's the Paladin from the BECMI Rules Cyclopedia for comparison (note, these abilities kick in at 9th level, but if you want it from the start, it shouldn't be difficult to change the level the effects kick in):

Paladins

A Lawful traveling fighter may be known as a paladin if he meets the following requirements. If he does not meet those requirements, he may become a knight (described below).

1. The fighter must swear fealty (an oath of service) to a Lawful clerical order to gain paladin status. The fighter must be of Name level or greater to be accepted by the clerical order.

Thereafter, the paladin may be summoned by the order's leaders at any time, and must do as they command, as long as the service aids the powers of Good.

2. A paladin can detect evil (as per the cleric spell) as often as once per round, simply by concentrating. (Range: 120'. The paladin cannot use this ability and attack in the same round.)

3. If the paladin's Wisdom score is 13 or greater, the character can cast cleric spells as if he were a cleric of one-third his actual experience level (round any fraction down); if a fighter becomes a paladin right at 9th level, he'll immediately gain the spells of a 3rd level cleric.

A 17th level paladin can cast spells as if he were a 5th level cleric. If his Wisdom score is 12 or less, the fighter can still be a paladin, but cannot cast spells.

The paladin learns how to meditate and cast spells from the clerics of the order. The clerics will refuse any offer of compensation or payment for this service.

4. A paladin can turn undead, as if he were a cleric of one-third his actual experience level (round all fractions down). Therefore, a 6th or 7th level paladin can turn undead with the same ability of a 2nd level cleric.

5. A paladin may only travel with a number of hirelings equal to or less than his clerical level. In other words, if he can cast spells or
turn undead as a 5th level cleric, he can have five hirelings accompany him.

6. A paladin must assist anyone who asks for help—with two exceptions: He does not have to help evil characters or achieve evil goals, and if the paladin is on a mission for a higher authority (such as a quest, serving a duke, etc.), he can offer only a small amount of help (such as sheltering or advising the person in need of aid), along with an explanation for his refusal. Assistance never involves donations of money or items, but only service for a short time.

There's also rules for a "Knight" (those of Neutral alignment) and "Avengers" (those of Chaotic alignment) if you are interested.
 

Here's the Paladin from the BECMI Rules Cyclopedia for comparison (note, these abilities kick in at 9th level, but if you want it from the start, it shouldn't be difficult to change the level the effects kick in):

Paladins

A Lawful traveling fighter may be known as a paladin if he meets the following requirements. If he does not meet those requirements, he may become a knight (described below).

---
This was the first version I ever encountered, since I started with BECMI. :)

I do rather like the concept of Lawful fighters being able to BECOME Paladins after getting some experience under their belts, if they devote themselves to it.

This is kind of how it worked for Holger Carlsen (from Three Hearts & Three Lions), one of Gary's primary inspirations, and kind of how it's implied to work in Supplement I: Greyhawk. "Charisma scores of 17 or greater by fighters indicate the possibility of paladin status IF THEY ARE LAWFUL from the commencement of play for that character. If such fighters elect to they can then become paladins, always doing lawful deeds, for any chaotic act will immediately revoke the status of paladin, and it can never be regained." It's a bit vague, but I read the "from the commencement of play" passage as indicating that as long as you've maintained the ethos and standards since the character started out, you can take on paladin status whenever.

Elizabeth Moon's excellent Deed of Paksenarrion series also has it work like this, where an experienced fighter can join a paladin order, be trained, tested, and become one, or the gods can select you for service and invest you with the power directly without need for an organization.

I don't think I'd ever want fighters to need to wait until 9th level; I think the 3.x model of making prestige classes normally start being available around 5th or 6th level made sense. That way you can get access to them during the "sweet spot" levels.
 
Last edited:

I do like the way that BECMI (Specifically "C" I think?) has various "prestige classes" and think it's a good way to manage things longer campaigns. The BECMI ones however strike me as fairly mechanically uninteresting. There's a lot of nice flavor there, but it's also pretty darn generic - which I love less.

I personally like prestige classes or alternate classes that do a few interesting things with a good solid mechanical effect - E.G. a berserker that can swap AC in the next round for ATK bonus in this round or gain temporary HP that have to be paid back with exhaustion. Things that make the core element of the class different - and can also be applied to a variety of conception of the archetype. So for this berserker one might give them a cleave (attack again if they kill an enemy), temporary HP, and a AC for ATK bonus swap, but counter these with the need to make a Save vs. Paralysis to stop fighting if they haven't killed anything in melee (also to run away). Because these don't have a lot of fluff attached one can build a bunch of different "Berserkers" off this: mushroom brew mad barbarians, sorcerously compelled gladiators, religious fanatics, or maybe just badger folk...

Now of course one could also go the other way with equal success - very specific classes that tie deeply into the setting. Either I think is great, but that sort of middle ground of unacknowledged and undiscussed generic fantasy built up by things like knightly vows frustrates me ... because that's not something I could use without a lot of changes and it's not something giving me a complete and unique setting to work with. Generally this is one of the things that has left me cold about the "CMI" part of BECMI since the late 1980's - especially because these sets are for high level PCs. By the time your campaign is in the Champion set even, you've got dozens of adventures with the PC and the world ... If it's a good campaign things have gotten weird. Your PC isn't becoming a bland shiny armor on a white horse sort of paladin, but rather join an esoteric order that rides axe beaks and worships an ancient lava spirit or some other absolute nonsense that only makes sense in the context of the specific campaign. These rules seem like they would just become a burden at the point when the referee and players are invested in the setting to a huge degree
 


I don't think these are a bad way to do a humanocentric world - I tend to do similar things with the "elf" class - though I should finish that write up...

Paladins
The main thing is that I've never really thought the "Dwarf" class was especially distinct from fighter beyond some minutia in OD&D. There are some bonus skills, but in newer versions (I think AD&D, but some OSR versions at least) you don't get as good an attack table. In this case (assuming OSE) I think I'd have the Paladin have CHR as a prime req, but not require a roll - you can be a paladin if you want. I'd also give them the limitation that they cannot use missile weapons.

I would consider the following bonuses either at higher levels or even as a pick some at creation:

Lay on Hands - allows the Paladin to heal another up to 5HP per level to a max of 25HP once per session at an equal cost of HP to the Paladin.

Divine Fury - Paladin's weapons strike as if they are "Silver".

Paragon - Paladin's may interpose themselves between an ally and a foe instead of taking an action in the next round - foe must direct all attacks at Paladin.

Rangers
Things are even weirder here. The Halfling has a bundle of abilities that just generally aren't great - or maybe they are depending on the game. The ranger in old D&D is the "Aragorn" class... it's bizarre. The Ranger archetype now is someone with a bow and a pet bear/lion etc.

So is this a beastmaster class, a wilderness tracker class, a missile specialist fighter or - the blood of ancient "special people" who are almost elves?

The Halfling might be a good woodsy fighter, but I don't think it really scratches the itch most people wanting a ranger have?
IIRC, Old School Essentials gives you the option of giving Clerics a lay on hands ability. cures 1 +1/cleric level damage. Not quite the same, but someone else was thinking about how to add LOH to B/X rules, too.

I decided to use it, as a helpful get out of dying ignobly card for low levels, lol. Not a cure-all, but it'll let you save a party member's life once in a while.
 

I've mentioned a number of times how I see the Halfling as sort of the "secret Ranger" class of B/X, with a suite of abilities that conform very well to that archetype, and how easy it is to re-skin it to be a Ranger if one wants.

Similarly, I've discussed with folks how the Dwarf is almost a monster hunter/mage hunter/paladin-type class, between the fighting abilities and great saving throws.

I was just tinkering with the idea of actually formalizing these re-skins for my B/X house rules, and maybe giving them one signature special ability each to help round out the archetype. So here are draft initial versions:

-----------------
Paladin: A character with a minimum Strength of 9, Charisma of 17, and Lawful alignment may be designated a Paladin. They have no Prime Requisite and do not gain XP bonuses for one. This class otherwise functions as a Dwarf, but without the small size, weapon restrictions, infravision, improved ability to find "room" traps, or extra languages. They count as a Fighter for magic item usage and spell effects.

Paladins are immune to magical and non-magical fear and diseases.

Ranger: A character with a minimum Strength, Wisdom, Constitution, and Dexterity of 9 may be designated a Ranger. They have no Prime Requisite and do not gain XP bonuses for one. This class otherwise functions as a Halfling, but without the small size, weapon restrictions, or extra language. They count as a Fighter for magic item usage and spell effects.

Rangers may track corporeal creatures outdoors with the same chances as a Thief of equal level Hearing Noise, and indoors on a 1 in 6.
-----------------

What do you think?

I'm tempted to simplify the Ranger minimum ability scores to minimize any need for looking up the requirements. A Halfling normally is minimum Con and Dex of 9, so I thought about just keeping those.

I also initially thought 16 was a high enough requirement for Cha on the Paladin, and that's the break point for +2. But 17 is the classic minimum and easy to remember for any old schoolers.

Of course, OSE Advanced has its own full class write-ups for these, more closely emulating the AD&D versions. But I like how these don't require a detailed two page write-up. A single paragraph each that I can fit into my page of house rules, and I can memorize easily.
In my opinion, the race for the class would not work as a Paladin. I think the 1st ed. UA has the class pretty well nailed down in it's accuracy. As for the Ranger class from the 1st ed PH and UA there is no way in becoming a Ranger class for a Halfling. However, that doesn't mean you cannot make rules for one. I see in the Known World, or Mystara, where they do have adventurer's becoming classes outside of the norm for Halflings in the 5 Shires, because in the 0D&D B/X Box sets there was no class distinctions made really.
 

Remove ads

Top