OGL Ancients
OGL
Ancients is the 3rd in the OGL line
of books from Mongoose. OGL being Open Gaming License,
which technically means little (since systems other than d20 have
been released under the OGL), but generally is shorthand for d20
without certain restrictions (mostly, character creation and
nudity). Like the two previous books in the line, it's $39.95,
256 color pages, and hardback. Unlike the two others, this seems
derived from the original d20 System Reference Document (aka
D&D), rather than d20 Modern.
Though in many aspects, it's a complete rewrite of key rules,
like classes, combat and magic. (It does bear some similarities
to Conan, but the rules in this are far grittier). Like its kin,
it's a stand alone book, in theory, this is all you need to play
it. And in practice, it seems pretty complete for a 256 page book
(actually, 258, you get 2 extra pages of maps).
It's focused on the Ancient World before the rise of the Roman
Empire. It specifically deals with Ancient Greece and Egypt,
though there is some mention (and rules support) for other areas
of the region. There is some support for "mythic"
gaming (that is fictional, where magic and gods do exist), but
it's essentially a very gritty, realistic game. Definitely not
meant to recreate the Hercules and Xena TV shows, but the actual
legends themselves.
The OGL series from Mongoose is apparently meant to be
"rulebooks", basically like the PHB/DMG combination for
D&D. I don't have OGL Horror yet (If you're read any review
I've written this year, you'll probably be tired of me mentioning
that I ordered it in January, but haven't received it yet), but I
do actually have OGL Cybernet, and it has no setting at all. This
actually does have a little setting material (call it 20-30
pages), but it is mostly a rulebook.
Know thyself (and your character)
Characters are fairly complex and generally work the same as the
typical d20 character - same 6 attributes and class. While there
is no race, like in most other d20 games, there is background. In
this, there is national background, that is, what country or
region a character is from, along with social class - slave,
middle class, noble, etc (actually, social class is supposed to
only apply to Greek or Egyptian characters, but I don't see why
you shouldn't also apply it to others - they had social classes,
too).
You can also pick a Mythic background option, like divine favor,
divine parentage, or divine boon. Divine parentage is a bit
weaker than I imagined, usually being a +1 to 2 ability scores or
a +2 to one. Divine Boon is extremely powerful, but comes with a
Divine drawback. I probably wouldn't allow Divine Boons in my
game, but they do match the legends. I would also probably double
the divine parentage bonus.
There are twelve core classes in OGL Ancients. (And thankfully,
no prestige classes).
The Aristocrat - A member of
nobility. A more leisurely or political member of nobility, as
opposed to a fighting one.
The Artificer - This is someone like
Hero of Alexander, who made all sorts of steam powered stuff, or
the fictional Daedalus, the guy who built flying wings, or even
Archimedes.
The Bard - Like Orpheus (who was one
of the Argonauts, among other things), not like the D&D style
bard. Or even Homer
The Courtesan - Pretty much like
what it sounds like. Sometimes called the "Hetaera"
The Egyptian Priest - A priest of
one of the many gods of the Egyptian Pantheon. Like the bad buy
from The Mummy. Also versed in Egyptian magic, or Hekau
The Greek Priest - Slightly
different than the Egyptian Priest, besides the gods worshiped.
This one focuses more on learning, also a bit better at combat.
The Noble Warrior - Very similar to
the D&D fighter in game mechanical terms, this is the sort of
fighter that tends to come from nobility, and fights in single
combat. Most Greek heroes would be this class, I think.
The Sage - A seasoning. Good in
soup. Really, experts at learning.
The Seer - Someone who predicts the
future. Tiresias would be a good example. Or Cassandra.
The Thief - Not very much like the
standard D&D 3.0/3.5 rogue, this is more the sneaky sort of
thief. This is also actually probably the only class that
couldn't be used easily in a regular d20 game, as it's main
ability, "Backstab", is tied into the armor coverage
system used in this book.
The Warrior - The common soldier,
these are used to fighting in groups or formation. Slightly
tougher than the noble warrior, but less skilled and gets fewer
special abilities/feats.
The Witch - Meant to represent the
Greek sort of witch, like Medea or Circe or the Gabors
Basically, only 2 classes are good at combat (not surprisingly,
the Noble Warrior and the Warrior). The rest are pretty much
terrible (two are "average" at combat, in D&D
terms, the Bard and the Greek Priest).
The Egyptian Priest class and witch class can cast spells, but it
uses a skill based system, not even remotely similar to the
standard d20 system. The two priest classes can also ask the gods
for miracles, which uses a similar system.
To a certain extent, the classes are not really balanced. Most of
the classes are weaker than the standard D&D class (probably
about on par with the NPC "Expert" class), except for
the Noble Warrior, which is close to the Fighter, but with 2 more
skill points.
However, they are realistic. The Noble Warrior should be a better
class than anyone else - nobles were better fed, better trained,
better educated. Most of these classes should be lousy at combat.
If this had been a d20 game/D&D supplement, I probably would
have preferred the classes to be balanced. But as a stand-alone
game, I prefer the more realistic take on them.
One thing that is missing are NPC classes. Like the Expert,
Commoner, etc. While the classes in the book pretty much cover
every possible PC, there are several likely NPC roles missing.
Surgeon/healer, slaves, craftsmen, shepherd. To a certain extent,
even if you have the D&D core books, you couldn't borrow the
NPC classes from them, because they would be out of balance
(everything but the commoner). Not a big deal for the most part,
but in some cases, the PCs are expected to own slaves or have
servants, and most players will want stats for them. And Paris
(of Helen of Troy fame) spent much of his early life as a
shepherd, so he would be hard to stat as is in this game.
Skills essentially work the same way as in all d20 based games
(that is, roll a d20, add the skill rank, and compare the result
to a Difficulty Class number to see if it succeeds), but the
skill list has been revised quite a bit, and pretty much all of
the text has been redone. Many of the DC tables feature examples
specific to the setting, rather than generic examples. For
instance, one of the entries in the Bluff table is "The
Greeks have all gone home, Trojan. They left this enormous wooden
horse as a present." (Probably should be the Achaeans)
Feats also basically work the same way as in normal d20 games
(that is, basically a minor special ability or bonus to skill
checks), and the selection of them is pretty much comparable to
that in the PHB.
Combat!
This is quite possibly the most realistic and most detailed
combat system for d20. While it still uses hit points, it also
has a "grievous wound" system. Each character has a
grievous wound threshold, equal to the average of their strength
and constitution, and if they receive a blow that does more
damage than they, then they are sorely wounded.
Grievous wounds can cause the character problems, such as
infection and fevers. They generally get worse if not cared for.
One of the options for dealing with them is cauterizing them (ie,
burning them), and this is described in agonizing detail.
Armor is also handled quite differently. While it does use a
fairly standard damage reduction as opposed to just making the
character harder to hit, also added is an armor coverage
mechanic. Basically, when someone is hit, they have to roll to
see if the armor covered the blow (The DC is 20 for most
attacks). The fuller the armor, the more likely it is. (The best
armor gives a bonus of +10 or so, which works out to be about 50%
of the time)
Further complicating things, each armor type is rated three
different ways, once for each type of damage: slashing, piercing,
bludgeoning. Even further complicating things, is that armor
degrades as it takes damage. There are also rules for handling
shields, something very important back then (at least in Greek
warfare). Also, the "Active Defense" option is used,
that is, instead of armor class being based on 10 + modifiers,
it's based on a d20 roll plus modifiers.
Shields are actually the most important thing. Because the
defender can opt to try to block an attack with his shield (and
with the "Combat Sense" feat, he knows if it would
otherwise hit), warrior characters having a shield attack bonus
(really for defense, but it works like the attack bonus does).
The net result is actually surprisingly realistic (or at least
true to the source material), but at the expense of being
somewhat slow and requires a lot of record keeping. But the
author demonstrates in an combat example how this system can
emulate the source material (in this case, the Iliad) almost
exactly. I'm actually very impressed at how gritty d20 can be,
still using hit points.
I haven't actually run a whole game with the combat rules, but I
did make some characters and take them out for a couple of test
combats. It actually plays a lot like combat in the BRP system,
which is Chaosium's rule system, based around a d100, and used in
Call of Cthulhu, Elric!/Stormbringer, Runequest, and many of
their other RPGs. In that, you roll to hit, then the opponent
rolls to duck, parry, or dodge. Then if hit, the attack rolls for
damage, while the defender rolls to see how much damage was
stopped.
But there's more room for error in this - in BRP games I've run,
combat was too deadly, because characters tended to have around
10-15 hit points, and if they roll badly on their armor rolls,
they were toast. In this, if the armor is missed, there's a
similar "D'oh" moment for the player, but they
generally will have more hit points to start with, and so have a
higher chance of survival. I think this strikes a pretty good
balance, though combat at very low levels is still quite deadly.
Still, if it's not your thing, you can go back to using the
regular d20 system (assuming this isn't your only d20 book). But
it's nice to see some experimentation done. I probably would use Torn
Asunder! from Bastion Press to help flesh out the details of
the grievous wounds, as well as provide hit locations. (It also
has nice rules for non-magical healing)
The Greeks and Egyptians get a full range of armor and weapons.
There is also a selection of armor and weapons from other
cultures.
There's also rules for chariots in combat, which is not something
the Greeks were big on, but used extensively by the Egyptians and
others.
It's a Kind of Magic
There are 3 types of magic. Witch magic, Egyptian Magic, and
Miracles (i.e., asking a god to do something for you). Each sort
of magic has a related skill to it, and spell casting basically
consisting of making a skill check.
Miracles are basically free for the caster/asker (but have really
high difficulty classes to actually cast) but Witch and Egyptian
magic costs hit points to cast, and to keep going. These aren't
physical wounds, but fatigue/energy.
There are 88 different spells, grouped into about 13 different
categories (bewitchments, blastings, consecrations, curses,
exorcisms, healings, invocations, makings, manifestations,
manipulations, seemings, transformations, and unmakings). Each
spell has different difficulty classes for type of magic that can
cast it (not everything can cast every spell). And casting can be
easier or more difficult, depending on various conditions, like
the phase of the moon (for witches) or if it's done in a temple.
As you might expect, magic tends to be somewhat subtle. It's not
the flashy D&D style magic, fireballs and explosions and
monkeys flying everywhere, it's pretty much the sort of thing you
expect from Circe or Medea. Probably the flashiest spell is
"Solar Flare", which is an Egyptian magic spell that is
a blast of light. But that's about the only exception of the
bunch.
There are no lists of spells that a caster knows or doesn't know,
in theory, they can cast any of the spells in the book (that
their type of magic permits), but there are penalties to the
difficulty if they have never done so before.
This actually poses a problem for GMs. Do they give the players a
list of all possible spells? Or do they ask them player what they
want to do, and see if there is a spell that fits what they want
to do?
All in all, I really like the magic system. I probably do think
that Sages should get to cast Hekau or Witchcraft spells - they
can learn the skills involved, and it would make them more useful
if they can also actually use those skills to cast spells.
Setting
There's about a 10 page time line of the Ancient World, from 2000
BC to the death of Alexander the Great. The religion section is
pretty long - about 25 pages, each of the major Greek and
Egyptian gods getting about half a page each, plus there is a
very long discussion of how the gods view your PC/hero, including
extensive rules for divine favor/hatred. There's also a pretty
lengthy discussion of the afterlife in both religions.
Also interesting, is an option for Greek characters to take a
philosophy instead of a religion. Epicureanism, Stoicism, and
Skepticism. I don't know how Sophistry didn't make it, that's my
favorite of the bunch.
Also there are maps of the region on the front and back covers.
So, pretty good coverage of the gods and religion, and a fairly
decent overview (via the time line) of what happened in the
setting. The Greek gods I knew, but I wasn't familiar with many
of the Egyptian gods, mostly having heard of them via Stargate
SG-1
What the heck is that thing?
As mentioned in the beginning of this review, there is a class
called "Artificer". They get to build fantastic
machines and inventions. There's about 10 pages of rules to allow
them to do so.
While they are really really comprehensive, it would have been
nice to have seen an example or sample devices. The rules are so
complex that they make my eyes glaze over a bit. (So Traveller
fans should like them)
The author alludes to some interesting mythological creations,
such as a mechanical courtesan that killed a King, that I had
never heard of. A bibliography would have been nice
Critters
About 10 or so pages are devoted to monsters. About 14 of them.
Gorgon (the Greek version, not like the D&D version), Hound
of Hecate, Minotaur, Nymph, Werewolf, Ketos, Triton, Siren,
Wicked Spirit, Death Lantern, Prowling Corpse, Akhkaru (sort of a
vampire), Lilit, and Defiled One (sort of a mummy).
If the book has a weak spot, this is probably it. While it's easy
to find books containing mythological beasts from Greece, Egypt,
and the whole region, they don't come with stats for them.
For me, it's not that big a deal, as I have close to a dozen d20
monster books, and the D&D monster manual has fairly close to
Greek myth versions of the Hydra, Harpie, and such. But for
others, it's potentially a problem. Still, I'd be hard pressed to
find a rulebook for a game that has more than a handful of
monsters, usually they are saved for a monster book.
The Face that Launched a Thousand Ships
It's a very nice looking book. Not the fanciest, but clean
looking and has some nice touches. Not all that much in the way
of art, not completely bare, but a bit on the sparse side. Most
the pieces are also pretty small. One artist really stands out,
though he uses a logo to sign his work, so I don't know whose
(looks like two es surrounded by a "pipe" symbol ). He does some really nice
landscapes (and very colorful). Another noteworthy piece by
different artist is an Egyptian style Tomb Raider (as in Tomb
Raider the franchise). Kinda funny. All of the artwork is good
quality and does use color to its fullest (being bright and
vivid). Many color RPG books don't actually use color to it's
fullest, but this one does.
Also nice is that the graphics in the outer margin contain the
name of the chapter. On the down side, there is no index, which
is a big enough deal to give it a 4.5 out of 5 on style, instead
of a 5. Also in some cases, it can be a bit cluttered, like when
the descriptions of the Greek gods is superimposed on a picture
of them. Similarly, the tables sometimes have a gigantic eye on
them, presumably of some Egyptian god or maybe Liz Taylor. I
don't find it hard to read, but some could.
There are a couple of editing quirks. But pretty much what you
generally find in books that were cut down from a larger
manuscript, not the terrible blunders that marred OGL Conan.
There are a couple items in the equipment list that might have
inadvertently been left in from the SRD, like the "Alchemy
Lab" and the "Silk Rope". There is no alchemy
skill in the game (though maybe that was an oversight, supposedly
Alchemy started in Egypt, with the emerald tablet of Hermes
Trismegistus) and while silk was available, through trade from
the east, I imagine it was a bit too expensive to be used as
rope. (Actually, silk is listed in the precious goods table as
costing 60 dinars a lb. But the price of silk rope is 25 dinars,
and it's 5 lbs. So I guess this was mistakenly left in).
Achilles' Last Stand
This is an excellent book. Not only does it do what it promises,
it's a great resource for those running a Conan game - the vast
majority of things from this would fit into Conan as is. To a
certain extent, there is a lack of GM support material, ie, there
are no NPC stat blocks or all that many monsters. But I'm not
sure that could be helped, and there is actually little to no
wasted space in the book. While there is some copy & pasting
from the SRD, there seems to be very little, most of the book is
original text (unlike say, OGL Cybernet). So it seems like a good
value - it would have been nice if it were longer, but there is
no white space, and the space in the book seems to have been used
well.
I also believe Mongoose has a OGL license that will let others
put out affiliated books, though I'm not sure if it extends to
OGL Ancients, or is just for OGL Cybernet. But the book is
actually almost entirely open content (everything but how to roll
up characters and the XP chart), so anyone could expand on this
if they want...
A solid A.
Final ramblings almost as long as the Odyssey
I do have to say, how you like this book depends on what you
expect from it. I suspect it's something of a love it or hate it
book. (Though I do think you have to give the author credit for
writing a lot of new material).
It's essentially a rules book, if you want to play an RPG set in
the Ancient World. It's not really a setting book, while there is
some setting, you'll likely need history books. It's also far
grittier than you expect from d20 or even RPGs, as I said in the
beginning, this is not something you would use to recreate the
Hercules/Xena TV shows (which did occasionally have people die,
but it was fairly rare, and never all that messy). You can
recreate the Iliad or Odyssey pretty well.
Personally, it was exactly what I was looking for. Frankly, I've
never been much of a fan of various other historical d20 products
that simply used the default D&D rules or just tweaked them a
bit. Like most of Avalanche's stuff - you'd have clerics and
wizards and sorcerers and paladins traipsing about medieval
Europe, China, etc, etc, etc. That made no sense to me.
Similarly, there is an otherwise excellent looking PDF product
about the Trojan War, from Steampower
Publishing, but in the preview, we see that Paris is a
D&D style Ranger. WTF? At least he doesn't use 2 scimitars
and have a pet tiger.
While I'm hardly an expert on the region, I do have several books
on the Ancient Egyptians and Greeks and I have several books on
mythology. And I have Clash of the Titans on video tape. So I
don't really need setting material, I really need rules material
tailored to the setting, and this delivers. I would have liked to
have seen a bit more rule material for the Persians, since they
were pretty big back then, too, but they at least got some
coverage.
If you are looking for something more D&D-ish, you might wait
for the upcoming Relics & Rituals: Olympus from Sword &
Sorcery/White Wolf or the upcoming Troy book from Green Ronin
(they also have announced an Egyptian boxed set. Though it seems
Egyptian themed D&D, sort of like Nyambe was African flavored
D&D). If you just want a setting sourcebook for Greece, then
you might check out Gurps Greece and Gurps Egypt (which is mostly
setting). But I'm very happy with this.
Except, as I flipped it over to look at the ISBN number to enter it here, I dropped it on my foot. Youch! This actually a fairly heavy book.
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