Jan 9, 2024

Arduin Character Creation Guide for OSR Games


    Someone on the Arduin subreddit posted Paul Mosher’s list of steps for character creation using the Arduin Trilogy, a compilation of Dave Hargrave’s first three Arduin Grimoires (1977, 1978). In the original grimoires, these steps are scattered throughout the books. When I was starting my current Arduin campaign, I pieced together a character creation methodology as if I was deciphering a blasphemous tome, which in contrast to Lay of Saint Gygax, it kind of is. Later on, when I read Paul Mosher’s list I realized it was more or less the same process that I had pieced together. I’ll detail my Arduin character creation for you below, so you too can create a Phraint Techno for your next OSR campaign.


    The thing is, Arduin was originally written as supplements to the original Dungeons and Dragons (1974), even imitating the printing style and being known as “the other LBBs.” Apparently this infuriated Gygax. The original trilogy was written with OD&D character creation in mind, including some of the supplements. There were direct references to Dungeons & Dragons in the original print run of Arduin, but these were removed in later editions. You won’t find the Warrior (Fighting Man), Priest (Cleric), Thief, or Mage (Magic-User), in the Arduin Trilogy, only references. You will have a plethora of new classes to choose from, Alchemist to Techno, Outlaw to Witch-Hunter, Psychic to Star-Powered Mage! What even is that?!


    By the 4th Arduin Grimoire, Hargrave began adding larger rules changes to move Arduin further from D&D into its own system. Battle Factor and Defense Factor became a thing. Sadly Hargrave would pass away before his complete vision of Arduin Bloody Arduin became reality. So we get the Shynert Rules (The Complete Arduin or Arduin II), and eventually the Monty St. John rules (Arduin Eternal). The upcoming edition, Arduin Bloody Arduin will go back to the basics, being a completely OSR-compatible game but wholly Arduin. The Original No OGL.


    For my campaign, we went back to the basics too, using the old school D&D chassis for the Arduin Trilogy, those first three grimoires. As I said, I pieced together character creation, making plenty of mistakes and poor judgment calls along the way but eventually figuring something out. I don’t use any stats from Arduin Grimoires Vol 4-9, but pull from them for lore purposes. This guide uses page numbers from the Arduin Trilogy hardcover by Emperor’s Choice.


    Roll the six regular abilities however you want. I use 3d6 arrange as you like.

Choose a Race [Page 11]
        Use the Base Character Hit Point chart to choose your race. Look at all the new races, I don't even know what most of those are. Just stick with the ones you know. The Deodanth, Phraint and Saurig are new races detailed in the book.

        There is whole bunch of alternative rules to the D&D HP system here. The system has a slower progression, but allows characters to start out stronger than usual D&D PCs. Use as much or little of the new HP system as you like. Otherwise race has no mechanical effect, its all in the character class.

    Choose a Class [Page 67]
        22 new classes to add to the original 4! Some of these are pretty awesome, some are pretty head-scratching. Use you’re discretion, and at least be aware of what you’re allowing in your game. That Star-Powered Mage is something else. They have a gemstone mounted on their forehead and have unlimited Mana outdoors under a clear night sky. Lil Uzi Vert also has a diamond mounted on his forehead. Hmmm.

    Hidden Skills and Stats (Pages 43, 44 & 47)
        True Strength chart, % chance to open doors, grappling, amount of weight you can carry with your strength. Take note of your chances according to the chart. True Charisma is good for a laugh.

    Special Ability Charts [Page 51]
        Now we are getting into the meat. This is the good stuff. Random d100 charts for different types of characters. These are just special abilities your character starts with, and are often character defining features. Stupidly Brave, Secret Werecreature, +2 with daggers, Elf friend, anemic, insomniac, Circus trained, sired by a Vampire, there’s just so much here. At the very least, if you’re rolling on this chart, you’re doing it right.

    Determine Starting Equipment [Page 58]
        This is a process here to determine lineage, family wealth, profession, and thus your starting equipment. You’re better off just rolling for gold and spending it the Multiversal Trading Company. [Page 141]

    Note AC and Combat Matrix [Page 169]
        Some slight variations to AC, its still descending, but seems to arbitrarily change the notation, going from 9 to 2, then instead of 1, 0, -1, it jumps to 2+1, 2+2, 2+3, etc. Essentially Thac0 is 19 for 1-2 level players, 18 for 3-4 level players, ect. A steady progression. Note your own characters AC according to the armor list.

    Saving Throws [Page 110]
        Hargrave blows this up to 11 different saving throws. You can trim them back down to the original 5. I do like using the Psychic Attack Save against players. So add that one to the list as well. oh, and maybe throw in the Disintegrate Save, might need that.

    Weapon Damage [Page 154]
        Tons of weapons, each one does 12 different types of variable damage against different HD creatures. Combined with the weapon attack charts this is worse than doing taxes. I just use any variable weapon damage rule from a generic fantasy roleplaying game.

    Determine Mana [Page 261]
        If applicable. Bottom paragraph, buried in there. Intelligence multiplied by your experience level, divided by a chart based on your INT:
            INT 8 or <, MANA = INT x EL ÷ 4
            INT 9 - 12, MANA = INT x EL ÷ 3
            INT 13 or >, MANA = INT x EL ÷ 2

        It’s also worth noting Arduin doesn’t use the spell slot system for ‘magik’. It organizes spells into Order of Power. The level of OP you can cast depends on your Experience Level divided by 2 (rounded up). Each spell has a mana cost. For classic D&D spells, I assume the mana cost is just the spell level.

That’s about it to having a walking, talking Arduin character for your next OSR game. There’s a few other things you might want to include in your game as well. The Critical Hit and Fumble tables [Pages 183, 184] are for me one of the great joys of combat. Rolemaster perfected the Critical/Fumble charts, but Hargrave’s here are some of the greatest too.

Magik [Page 267] with all sorts of new spells. Don’t skimp on playing a Mage! There are tons of new monsters, magik items, and levels of Hell (21!) I really can’t recommend Arduin enough. Its overflowing with unbridled creativity.

Here is a link to the original reddit post with Paul Mosher’s method. He uses a few things I don’t, but they’re more or less the same. Check it out: https://www.reddit.com/r/arduin/comments/14a7dh3/how_to_create_an_arduin_character_by_p_mosher/

Keep an eye out for Arduin Bloody Arduin from Emperor’s Choice Games. Its supposed to be the final edition. Like I said, its going back to the basics, completely compatible with OSR, there was never any OGL in Arduin, just pure Hargravian deliciousness. It will be interesting to see how Arduin is received by the gaming community. Its as old-school as it gets without being Greyhawk or Blackmoor.

2 comments:

  1. Thanks for posting this (and posting to Reddit). This makes things much smoother!

    ReplyDelete
  2. Nice! I'm glad you put this on the Reddit site.

    ReplyDelete