Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Thursday, December 22, 2016

Caravans

Whew! That last post was a doozy. Let's go with something easier. It needs to get done anyway.

As part of a previous post about real-life adventurers, I mentioned that they practically always go on caravans. How can we encourage that in gaming?

One thing about dungeon- and hex-crawling is that it's all about the management of resources.

Caravans are an abstraction of resources. Here's how it works.

You pay an up-front cost for your caravan in some place with a caravanserai. (It becomes the DM's responsibility to figure out where a caravanserai might be. I suggest any city unless it's completely isolated, and to a limited extent any town.) That up-front cost probably costs a bit more than it would if you just went through the equipment list putting together stuff for an expedition. (Note also that caravan costs assume you buy mounts at the starting point, but sell them again when the expedition's over. If you decide to keep them or lose them, pay full price.)

However, if you do buy a caravan, you're completely covered for all normal, common items as long as you're with the caravan for some period of time. Rope, food, water, lights, arrows, mapping supplies - they're all part of the caravan. Gifts for the natives, too. If you need something specific that's not an extremely common item, but you nevertheless might have (like a white horse or a five-man tent) you roll to see if you have it.

All this comes with a number of servants and animals appropriate to the size. If the animals can't graze where you're going, it halves your number of supplies.

Caravans travel slowly; assume the speed of a heavily laden walking man for a standard pace. Follow roads.

Also, caravans can generally resupply on some stocks (not gifts, but yes to food and water, other stuff at the DM's discretion) in any villages/settlements/tribal homelands they come across. Prices are at the DM's discretion as well, but stuff is cheap out in the bush. I recommend starting at around 1/10th the caravan price for resupply.

Caravans can also set up base camps. A base camp is a 'safe place' - not that it can't get attacked if the DM decides that's reasonable, but it's a lightly-fortified location with guards (mostly just caravan servants) and food and supplies. If you go into the dungeon, when you come out again you can rest and resupply at the base camp, as well as dumping off your excess loot. (You can't spend it, though.)

Guards cost extra. Paying for guards you get standard men-at-arms, with variations appropriate to the area.

That's enough talking. Let's give some examples



Small Caravan
Cost: 500gp
Unusual item roll: 5 or less (on 2d6)
Five pack animals and ten servants, plus riding animals for the party. Supplies for one month. Gifts for four introductions. Pay 100gp extra for guards.

Medium Caravan
Cost: 1000gp
Unusual item roll: 7 or less (on 2d6)
Ten pack animals and fifteen servants, plus riding animals for the party. Supplies for three months. Gifts for eight introductions. Pay 200gp extra for guards.

Large Caravan
Cost: 2000gp
Unusual item roll: 9 or less (on 2d6)
Twenty pack animals and  thirty servants, plus riding animals for the party. Supplies for six months. Gifts for sixteen introductions. Pay 400gp extra for guards.

Meeting the natives

Saturday, June 13, 2015

JDIMS - Joint Dungeon Inventory Management System

I've heard and read a lot of complaints that tracking encumbrance is just too much work, or too fiddly, or too unfun. I sympathize. After all, who wants to be ciphering and double-checking rules every five minutes instead of killing goblins and taking their stuff? Yet at the same time, people do recognize that encumbrance management is an important part of the game: it's about recovering treasure, and part of the core mechanic of the game is figuring out how much you can bring out for what level of risk.

There are a fair number of good alternatives out there, but none of them quite feel right to me. So I made my own.

First steps

Before going on an adventure, calculate your encumbrance according to the normal rules. You're in town; it's time for bookkeeping anyway. Additionally, you can choose to re-calculate encumbrance according to the normal rules at any time, so long as you're not bogging anything down in the game. By the same token, the DM can require the same, of course

 Item classifications and their meanings

Once you're on the road, items come in two main categories: Small items, and Large items. What category an object falls into is a combination of weight, bulk, and how much care must be taken with that object in trasport. It's important to note that this only matters for new items you pick up, since you're using your previously-calculated encumbrance as your starting point.

Small Items

Small items don't weigh you down. Some common examples of small items include swords, scrolls, potions, cloaks, very small rugs, helmets, and spellbooks. 100 coins also count as a Small item in my game.

Five Small items count as one Large item.

Large Items

If you are carrying a Large item, count yourself one step more encumbered. If you are carrying 2 Large items, count yourself two steps more encumbered, and take a -2 to hit and AC. Also, you aren't going to be stealthy. You cannot normally carry more than 2 Large items. Examples of Large items include plate or chain mail, shields, tapestries, small treasure chests, busts, and Halfling bodies.

Free Items

Anything not big enough to be a small item basically doesn't count against encumbrance. This includes rings, jewels, certain other jewelry (often assuming you're wearing it), lockpicks, and generally anything that would easily fit in the palm of your hand and not feel terribly weighty.

Two-man Items

The name's pretty much self-explanatory; these things require at least two adventurers to cooperate to move them. Two-man items count as two Large items for each member of the moving team. Examples include large chests, armoires, and elf-sized statues.

Another example of a large item

Extensions and Variations

The core works pretty well all by itself. People I've played with have agreed that it hits the sweet spot between complexity and plausibility, allowing them to actually make meaningful choices about what they'll carry while not feeling like it takes too much time and effort. However, over time I've identified some tweaks I like to make to differentiate characters and some further rulings I've made that help the system feel more complete.

Strength

Characters with a Strength of 5 or less can only carry one Large item, and for them it behaves as though they are carrying two. (Two encumbrance levels, minuses in combat.) Characters with a Strength of 15 or higher can carry an extra Large item before being doubly encumbered. Characters with the rare and coveted 18 Strength can carry two more.

Race

Dwarves can carry one extra Large item before being doubly encumbered, because dwarves are naturally doughty. (Woe betide the dungeon denizens who run across a Dwarf with 18 Strength; they'll all be naked.)

Halflings on the other hand can carry one fewer, because they're tiny.

Elves are roughly human-sized, but slightly smaller. Some items that would count as Small for a Man might count as Large for them, and they only get four Small items to the Large (unless you forget or don't care).

Load Bearing Equipment and Beasts of Burden

These rules assume that characters are entering the dungeon with a backpack and the very basic pockets, ties, and such that come with clothing made for adventurers or outdoorsmen. If for some reason this isn't the case, reduce carrying capacity to suit. (Naked people can carry three small items - one in each hand, plus one between the teeth.)

Ponies and donkeys can carry three Large items. Horses can carry five. Mules can carry six. Good luck fitting a mule in a dungeon. Other more fantastic animals are up to the GM.

Bags come in two different sizes. Small bags can carry up to 3 Small items, combining them to count as one. Large bags can carry up to 10 Small items, counting as 1 Large item. Small chests are the same, but you don't have to worry about your bundle of swords accidentally cutting through it while you're running away from goblins.

Medium chests can carry up to 25 Small items, but they count as 2 Large items. (You can share this load between 2 people if you can't carry enough, and this allows you to easily drop it in combat.)

Large chests are Two-man items, and can carry up to 50 Small items.

A hand-cart or wheelbarrow will allow you to carry 50 Small items by yourself, but of course you aren't going to be stealthy and you aren't doing anything else with your hands.

Potion belts, scroll belts, and the like carry 5 or so of the specified Small items and count the total as just one Small item.

Magical load-bearing equipment such as Tenkar's Flying Disc and Bags of Holding should be similarly rated by the GM for how many Small items they can carry. (I like calling Bags of Holding Large items that can carry up to 200 Small items.)

Once you get to wagons and the like, you've grown beyond the limits where this system is useful.

Use your judgment on what to allow players to put in bags. Just because a glaive is a Large item doesn't mean it'll fit into your large bag.

Parting Thoughts

I like this system because I find it easy to run at table and easy for players to understand. It doesn't require looking things up, ever. I also think that, because of the ease of use in play, it opens up inventory management as a real object that can be manipulated in play. For example, a cursed Loadstone is two Large objects that cannot be put down. Further, temporary effects can really, actually be useful or debilitating in play without requiring a mood-crippling amount of number fiddling. As proof, below I'll share two spells that have made it onto the Cleric list in my game.

Share the Load
Cleric 2
Range: Touch
Duration: 1d4 + cleric level hours

This spell allows the subject to carry one more Large item before experiencing any encumbrance effects. Only works on humanoids.

Burden of Truth
Cleric 2
Range: 30 ft
Duration: 1d4 + cleric level turns

This spell causes the subject to feel the extra heft of 2 more Large items. Save vs. magic to resist. 


Wednesday, February 19, 2014

Alternatives to the Random Encounter Clock

One of, if not the chief function of random encounters is to force the players to make decisions about what to do and what to leave alone. This is usually expressed as a penalty for taking more time or extraneous actions, and it usually is, since random encounter rolling is usually tied to time spent - i.e., actions taken.

Unfortunately, in my experience of GURPS this pretty much completely breaks down. Further, even in systems where it usually works, there are downsides. Perhaps the encounters are too dangerous, especially in a densely-inhabited dungeon where they would bring others. If handled poorly they can become a joke or a severe annoyance for the players. Sometimes they send the wrong message, or they simply aren't wanted in your dungeon.

Nevertheless the function of rewarding time and action economy is worthwhile to salvage. I originally thought of using random encounter tables along with faction diagrams to give reinforcements to the set-piece monsters, but the more I mulled this over, the less I liked the idea. One of the reasons random encounters work is because they give immediate consequences to the players. Generally, immediate consequences are better for informing behaviour than mediate. With the reinforcement idea, or any other scheme that puts off the results, players are more likely to shoot themselves in the collective foot. In the example given, they'd most likely keep doing whatever until the monster density became so great there was no feasible way to proceed, or until it maximized - and then there would be no further disincentive.

Then I had a breakthrough: why does a wandering monster system have to involve monsters at all? If the central point is to make the players economize their actions, that can be done without monsters as easily as with. Further, avoiding monsters makes it work for systems like GURPS as well, where the attrition due to combat is nowhere near as strong as it is in D&D.

To that end, I give you a few 'timers' I've been thinking over lately:

The Timed Dungeon

The essential feature here is that the dungeon itself has some integral timer which makes exploration progressively more dangerous or difficult. Some specific examples:
  • The dungeon is flooding: every <interval> more and more of the dungeon is underwater. To do this you need to know the source, and the relative elevations of various rooms. I'd recommend giving rooms four states - dry, ankle-deep, chest-deep, over-your-head, completely-filled - and rate the source(s) by how many stages it can fill per interval. Generally I'd eyeball the map and flood downhill, with rooms getting to ankle depth before the water spills over to a lower place. Bonus points if you use some fluid other than water - I'm partial to mercury or poison gas.
  • The Archmage is out: every turn roll a d6. Once you cumulatively roll 5 1's, he's come back. The party better skedaddle soon, because he's a 60th-level ubermage able to cast Elric's Flaming Haemerrhoids at will. This works well with archmages' towers, elder dragons' dens, demons' lairs, and generally anywhere you can stock a big nasty that the party knows would squish them flat in an outright fight. A variant has the bad guy already there, but temporarily neutralized - asleep, behind a failing barrier, whatever. Season dice and intervals to taste.
  • The dungeon is unstable: maybe it's situated in the caldera of a live volcano, or in the rift between the astral and ethereal planes. Or maybe the entrance is an old mine shaft that's under serious stress. This has much the same mechanics as the archmage one above, but after a certain accumulation of rolls the entrance will be closed, or the dungeon will collapse, or whatever. A variant on this is the 'clockwork dungeon' - where the map changes every so often, making navigation difficult or impossible. Maybe the dungeon is a wizard's toy, or it's slipping through time, and staying too long will mean you have to deal with dinosaurs or barbarians where you expected your village to be.

The Timed Treasure

 Whereas above the dungeon itself was becoming undelvable over time, in these scenarios it's just becoming undesirable to do so, due to disappearing reward.
  • Kingdom of the Sidhe: After a certain time passes, all the loot in or from the dungeon will lose all value. The adventurers had better retrieve and spend it beforehand! Keep a timer keyed to turns or hours or whatever. Whenever enough time passes, increment it by one. Don't forget to make sure the players know they need not only to acquire the loot, but get rid of it too! An elven favorite is turning leaves into gold, but fresh basilisk blood or psionic crystals that must be preserved by the local alchemist after being chiseled from the walls are also good ones.
  • Explosive treasure: Do you really want to muck around when you have a backpack full of white phosphorous in kerosene? Make the treasure valuable but volatile. It doesn't have to be explosive; it might be an acid, or a powerful djinni bottled in a jar and yearning to get out, or carefully preserved bottles of essence of green slime. Every time the characters do something dangerous, it has a chance of backfiring.
  • There goes the neighborhood: The denizens of the dungeon have decided for whatever reason to pack up and leave, bringing their stuff with them. Much like the coming of the archmage in reverse. Roll a d6. After 3 or so 1's, randomly or by fiat pick a faction; they exit the dungeon with all their treasure. To complicate matters, the PCs might be between them and the exit.
  • Competition: The old standby; have another party racing the PCs through the dungeon. This takes a care and finesse which is outside my scope. I'd think at the very least you'd have structured tables and a general idea of how the NPCs will progress through the dungeon, but coming up with specifics for running this scenario is left as an exercise for the reader. An exercise he'll hopefully then publish on a blog, so I can steal his ideas.
All of these methods only work if the party knows what's going on. I can't stress that enough. Often this can be handled narratively either in the moment ("The dungeon appears to be flooding with a silvery liquid. Judging by its rate of flow, you'd expect this place to fill up fairly quickly - unless there are hidden depths you don't know about.") or beforehand. ("The old man insists that he heard strange rumblings over the last week and the Crypt of Sasura is on the verge of collapse after all these centuries, so you'd better hurry.") Still, that may not always be the case, and the players should always have at least a rough idea of how their time limits are being decided. If that's too 'gamist' or something for you, don't use these methods.

Friday, February 14, 2014

A supplementary theory of rule generation

I've seen a lot of posts on the nature of the shift from O/BX/AD&D to 2nd and beyond both in the nature of the rules and their proliferation. Many of these posts have been very helpful for formulating how I want to play D&D, and enlightening besides, because I'm interested in this stuff. (Learning about the history and evolution of your hobby is fun in itself.)

The general consensus seems to be, broadly speaking, that the earlier versions of D&D were naturalistic (according to a pseudo-technical definition evolved in the OSR), 'objective' (by which I mean the world didn't change to accomodate plot or narrative, but rather treated those as emergent qualities), and action-focused, rather than character-focused.

One of the myths of the OSR is that rules proliferation was driven by an attempt to make the game "fair" and curtail the power of the GM as used for evil. By myth I don't mean to imply its falsity; I mean something like a cultural story. Personally I think there's good hard evidence in the way certain rules and mores in our hobby evolved for this myth. Further, even beyond questions or truth or falsehood of the essential facts, the myth is good and useful, because it makes us think about social interaction at the table and form the correct response to the spectre of social friction.

However, I don't think it tells the whole story. To that end, let me offer another explanation, meant to go side-by-side, rather than replace the above.

Most OSR bloggers I have read got into the hobby as kids in the 80s. These folks cut their teeth on B/X or AD&D with their brothers and neighbors, with lots of time and the general social difficulties children have influencing their gaming. It's true, there are bloggers out there who started in the 70s, or as adults, or in the 70s as adults, but I feel pretty comfortable saying that the lion's share of the OSR bloggers out there to whom I have been exposed either are the children of the 80s or strongly influenced by them.

I have a different perspective. I started gaming in the 90s, with GURPS - with adults. (I was three.) By the time I started regularly playing with people in my own age group, I was in college. So I largely side-stepped the difficulties of gaming with (other) children, who haven't fully developed a social consciousness. I never really experienced the difficulties of an unacceptable adversarial GM relationship, or gaming with people who can't be 'adult' about things.

One of my other hobbies is mucking about with computers. This is hardly surprising; there's a large intersection of gamers and computer hobbyists of all stripes. One thing about computer hobbyists, no matter what distinct strain they adhere to, is that they like tinkering with things and building things. For some it's more mathematical constructs, others play with soldering irons, still others like creating and refining software.

I think those urges spilled over into the hobby of gaming as well. People started making new rules not just to fix what they considered broken but because they wanted to improve the system they used. Tinkering with improvements and redesigns, while putatively useful, is actually often an end in itself. Some people garner enjoyment from the tinkering.

This same thing happened with rules. I posit that some of the rules-creep that happened happened because people enjoyed making rules and having rules.

Unfortunately, while the process of making rules can be fun, and being able to say you have rules is enjoyable, the actual use of those rules can be a real bear. Especially when those rules were made at root for the fun of their own making, with actual play being secondary. (c.f. AD&D's weapon speed factors)

This urge is still with us today, and while we have a cautionary tale against changing the game to make it more 'fair' I haven't yet seen anything like a consensus narrative addressing this problem. (Peter's Has that come up in actual play? is the pioneering exception, for which the man should get massive kudos. Everyone coming here already knows about that post, but go read it again.)

Wednesday, June 19, 2013

Re-stocking the Temple

"Any group of humans or small humanoids within the dungeon is able to replace its losses (to adventurers) at the rate of one per day. Larger humanoids (3 + 1 or more Hit Dice) can replace one each three days; monsters can replace their numbers at the rate of one per week.
If the Temple forces are not heavily pressed by the party, they actually grow at the rates given above." - Temple of Elemental Evil, by Gary Gygax and Frank Mentz
I feel comfortable saying that, with Dungeon Fantasy's different off-time pacing, this would be downright murder on a party. You go back to town for a week and the dungeon is back at full strength! Well, at least the parts you visited are. The other levels? They're stronger. Enjoy!

No, thanks. So, what to do? After all, the dungeon should restock and change at least somewhat. At the same time, I can't reveal everything here, because I have at least one player who reads this blog.

First is to split the dungeon up into sections. Rather than restocking the dungeon as a whole, I think it makes more sense in this case to treat different parts of the dungeon as different groups. Decide what geography belongs to which groups, and note down whether a given group has a particular character - for example, one group might be composed more of brigands and normal demi-humans, while another might lean toward subterranean monsters, and a third toward  undead.

Each section should have a source that can be dealt with by PCs. This could be a single leader, an inner cabal, an attractive resource, or whatever. If something happens to the source, the members of this section either desert or join another section over the next week. Assume that half the remaining members desert regardless, and that the other half is split between compatible factions that have room. By 'compatible' I mean that the section doesn't have an emphasis contrary to the emphasis of the section it's poaching from; brigands are unlikely to join eldritch horrors. Special cases (e.g. conversion of those brigands into skeletons for the undead section) are at the discretion of the GM.

Then, for each section, decide how much capacity they have, and where they are now in filling that capacity. This is probably most easily done by counting empty rooms that could be turned into full rooms and fudging a bit for dungeon backstory. The Temple was sacked fifty years ago; at that time it was a major force of evil in the land. Lots of structural damage was done, and the Temple is nothing like what it was once. Knowing that, I'm going to eyeball it and say that most or all of the sections are at 80% capacity. This means both that each group of creatures could grow by 1/5th before being at capacity, but also that 1/5th of the number of populated rooms is how many empty rooms could be used to house new recruits. (Example: let's say section 1 has 20 populated rooms and 33 not populated. This means that 4 of those empty rooms could have recruits move in.) Once a section is at 100% capacity, it won't grow any further. (If you like, continue to roll to restock and instead of adding replace monsters.)

Each section can also have modifiers on either the Restock Chance or the Restock Roster table. For example, one section in the Temple has a Restock Chance modifier of -1 but a Restock Roster modifier of +6.

Once you've done all that, roll weekly on the table below:


Restock Chance
Roll (2d6)Result
2Catastrophe! Roll twice on the restock table and lose that many forces.
3-7No change
8-9Roll once on the restock table. Recruit for losses only; do not gain extra forces.
10-11Roll once on the restock table.
12Roll twice on the restock table.



Restock Roster
Roll (1d6)Result
0Appropriately-sized group of local fauna moves in. (E.g., horde of rats, 1 bear)
11 easy to find recruit. (E.g., 1 brigand)
21d6 easy to find recruits.
32d6 easy to find recruits, or 1 uncommon recruit. (E.g., 2d6 orcs, 1 gnoll)
41d6 uncommon recruits and 1d6 easy to find recruits.
5Either 2d6 uncommon recruits or 1 rare recruit, and 1d6 easy to find recruit. (E.g., 2d6 ogres or 1 werewolf, plus 1d6 brigands)
6Roll twice more.
71d6 rare recruits and 1d6 easy to find recruits.
81d6 rare recruits, 1d6 uncommon recruits, and 1d6 easy to find recruits.
91d6 rare recruits, 2d6 uncommon recruits, and 1d6 easy to find recruits.
102d6 rare recruits, 1d6 uncommon recruits, and 2d6 easy to find recruits.
112d6 rare recruits, 2d6 uncommon recruits, and 3d6 easy to find recruits.
122d6 rare recruits, 3d6 uncommon recruits, and 3d6 easy to find recruits. Alternatively, 1 unique monster.


Any new group will have only their own equipment and pocket-change as treasure, along with whatever was already in the room. (Plug for Dungeon Fantasy Adventures 1: it has a random pocket-change loot table in the back.) However, any new group that gets another batch of reinforcements will have appropriate treasure, to represent their successes.

Feel free to assign modifiers, especially to the second table's roll. If a section is particularly strong or well-known, it should get plusses, as everyone wants to join the winners. A weak section should get minuses. There might be situational modifiers as well - for example, the Cult of Our Aquatic Masters might get a hefty bonus after a local flood. 

Consequences of Success


What happens when the PCs knock out a section? For 1d6 weeks, nothing. That area remains deserted. After that time is up, roll another d6. On a 6, a new faction takes up residence; make it roughly as strong as the surrounding factions. This can either be a completely new force, or defectors from the other factions making common cause and setting up their own power base. On any other roll, divide the empty area between the nearby factions. This will probably be a roughly equal division, but if one faction is significantly stronger than the others it might claim more. Move one or two groups from their current places in the section to the new area, but otherwise wait on restock rolls to add recruits.

Notes


The tables above aren't organized by foe difficulty, but instead by ease of recruitment based on the fuzzy factors of likelihood of joining the cause and the population of the realm around the dungeon. "Easy to find" doesn't mean "mook" and "uncommon" doesn't mean "worthy", though the categories probably roughly track one another. This reflects my bias that the behaviour of the world should track only loosely with the capability of the PCs. If you disagree, the wording is easy enough to switch, I think.

Where did these numbers come from? Nowhere. I thought them up out of the blue. If you're inclined, please playtest this and give me feedback, but use at your own risk. Still, I hope it's helpful, and I did at least familiarize myself with the probabilities involved beforehand.

Also, as an aside, does anyone know how to make tables in Blogger without editing the HTML? I'm fine with doing that, but it'd be nice if I needn't.

Tuesday, June 11, 2013

Encumbrance tracker spreadsheet

I cribbed up a spreadsheet for tracking encumbrance in real time that shows the total weight, the current encumbrance level, and the effect on dodge and move. Now I can require players to track encumbrance (or do so for their hirelings or other NPCs) without having it bog down the game.

You can get it either in OpenOffice format or Excel.

In order to use it, fill in the (N)PC's name and all the fields in grey: Lifting ST, Unencumbered Move, and Unencumbered Dodge.

Monday, April 22, 2013

Noodling around with DR in Dungeon Fantasy

There was a thread on the SJGames forums a while back by +Douglas Cole about rectifying melee weapons so that the damage doesn't scale up so quickly. It quickly spiraled out into one of those mega-discussions that frequently happen there in core topics, so unfortunately, I can't recommend reading it. However, his core points were, as I take it:
  • Gun damages are based on real studies of kinetic effect 
  • Our wonderful previously-mentioned author has done the same thing with bows, which dramatically changes their damage
  • Melee sw weapons are not thus rectified, which means they get way too much damage way too quickly
  • Rectifying melee weapon damage with real-world quantifiables is difficult or impossible due to lots and lots of factors
    • As a side point, it's far too easy to penetrate DR with a melee weapon.
It's with that side point I'm here concerned. Even Blunt Trauma with Edged Weapons doesn't fix this, though it goes some way, but a shortsword in the hands of a ST 10 man (arguably below the average for people who go around hitting people with swords) will penetrate a maul hauberk 33% of the time. If you bump that to ST 12 with a broadsword, he penetrates 83% of the time.

(If you're talking about a ST 20 barbarian with a maul, he laughs at your puny heavy plate layered with a double-mail hauberk. But maybe that's how it should be, at least for Dungeon Fantasy.)

Basic plate armor is fairly egregious if this sort of thing tickles your paideuometer. It's DR 7, which ST 14 will penetrate roughly half the time, depending on the weapon. Looking on B558, this lines up with 1/8" of mild steel. I'm no armorer by a long shot, but I don't think mild steel is used in plate mail. (If I'm wrong, I'm sure someone will be along to correct me shortly.) Plus, I have the most convincing of all possible arguments: sketchy anecdotal evidence from the biomed play-tester to Low-Tech who says that when the playtesters brought up that plate mail should actually have a much higher DR, they were told that it didn't for playability and legacy reasons.

The thread was inconclusive about a fix, and for good reason. The real fix would be to fiddle with ST-sw and weapon mods values until they lined up with real-world quantities on penetration and wounding with regard to various weapons. Unfortunately, that data doesn't exist and probably can't exist, and even if it did that's a huge amount of work, much more so than for firearms given the relatively orderly nature of firearm wounding compared to being hit with a baseball bat.

However, one of the easy quick-fixes put forward in the thread is doubling DR values and giving firearms a (2) DR divisor. This strikes me as simple enough to play and remember to maybe be worthwhile. It was pointed out that this just shifts the point where the system breaks upward, but I think I'm okay with that for Dungeon Fantasy; characters and monsters with high-ST should be pulling off scary, fantastic wounding shots. You should be afraid of that ogre even if you have plate mail.

What would the effects of this be, I wonder? The easiest way to visualize it for me is to separate the advantages from the disadvantages.

Pros

 

  • My sense of plausibility will be less tickled, as will that of several other players at my table.
  • Knights and barbarians get even more awesome - the first because they can become tin cans that much more easily, and the second because they're the only ones who can still crush those tin cans with brute force.
  • It forces the use of tactical options, like striking at limbs or other places that are less armored, chinks in armor, and picking weapons based on armor penetration vs. damage (e.g. bodkin arrows).
    • Specifically, the All-Out Attack (Strong) option might get used once in a while.
  • It helps with the survivability of the PCs. I'm not actually sure this is a plus, but I'll list it here anyway. It also helps with the survivability of the monsters.
  • It makes the invasion force from the Barrier Peaks that are coming down to take over all of Oerth even scarier

Cons

 

  • It marginalizes people in combat who aren't primarily combat oriented, or some of their options. That puny bard or thief just can't do much to the lucky goblin who has a mail hauberk.
    • Most of them have other options in combat, like the Wizard or Cleric can use magic
    • Specifically, it might be worth giving Missile Spells the (2) armor divisor, 'cause they're magical and fast.
  • It could lead to long combats without either side being able to accomplish much by strength-of-arms. This is a big potential failure, though I imagine it's more likely in a low-powered non-heroic game than Dungeon Fantasy.
  • It makes thrusting weapons even less attractive. Who wants to use a spear when an axe won't even get through? Where's the point?
    • Maybe targeting Chinks in Armor should be easier with thr/imp weapons? Maybe it should give a (4) armor divisor instead of (2), bringing it back down to the level already given in the Basic Set (and making it very attractive).
  •  It lowers the utility of Fortify enchantments. Oooh, +1 DR! Great! I already have 8!
    • I'm hesitant to also double the DR granted by Fortification, but maybe I shouldn't be. Or maybe it should grant other benefits somehow - being cheaper or more effective on lower-DR armor, or not taking the (2) divisor from various attacks that normally have it, like Missile Spells and that monster on level 3.
  • It raises the bar for fodder monsters. A bunch of puny goblins just aren't scary unless they're truly a bunch of puny goblins, because they just can't get through your armor. Unless you're the Wizard. Oops.
Does anyone see anything I'm missing? With the above list, I think I'm going to try it in my game, for a few sessions at least. I think my players are amenable - in fact, they first broached the idea.


Friday, March 22, 2013

Deceptive yak shaving



You're not stealing it if you say "Martin asked me to post this to see what people thought."
If you say "Look at this awesome thing I made (unless it sucks, then Martin made it)" and I link to it from the forums, it's also not stealing, and pretty funny.
If you actually  claim ownership, then I sic Katz on you.  :)   - Martin, a player in my game

 As an outgrowth from the tactical discussions that happened in previous posts (and will continue to happen, though I haven't gotten back around to them yet), I asked Martin to come up with a short sheet of fill-in-the-blank options for players to have in front of them. He did, and I think it looks fairly nice, though next session I need to pause to make sure people actually fill it out with their own damage and skill levels. (Otherwise it's useless of course.)

While completing that project, he got side-tracked with what he calls "Deceptive yak shaving." Specifically:

So while digging around learnin' about combat strategy for the cheat sheets I idly wondered what the best deceptive attack strategies were for various attack skill/defense roll combos.

A few hours later and a lot of Yaks ended up shaved.  Deceptively shaved.  Boy are they gonna be surprised when they find out.  - Martin again
 And after a quick side trip to a thread on the forums where he tried to pin down exactly how much more "damage" a critical hit was worth than a regular hit, after accounting for the fact that you will hit, and including relative effects like crippling and dropping of weapons, he came up with a really cool chart that lays out your optimal Defensive Attack strategy based on relative offenses and defenses:

For best results, use a yak-hair brush and lather with Mama Bear's handmade soap pucks.















I like this chart for many reasons. First, to defend its relevance, especially at higher defense levels: your base-line opponent in Dungeon Fantasy has Skill 14. With a Medium Shield, that means a defense of 14/2 = 7 + 3 for defense + 2 for shield + 1 for retreat = 13. If you make it a Large Shield and give the opponent Combat Reflexes, that's a 15, which is already pushing the right edge of the chart. (Also: yowza. That shows you right there that "eating up a defense so the Knight can hit" is actually quite useful, not a waste of time and talent at all.)

Second, it broadly validates the first-pass recommendations by +Douglas Cole that lowering your skill to 14 or 16 is the way to go if you want to maximize your chances. There are certainly exceptions, like when you have Skill 22 and your opponent has Defense 15, but they're exceptions around the edges, and you're not too far off from optimal if you stick to the recommended course.

Third, it is supporting evidence that Defensive Attack is doing its job. With the exception of that 22 vs. 18 slot, when your skill goes up and your opponent's skill goes up, you're better off taking a higher defensive attack. (That exception is sensible if you think about it: 22-6 = 16, maximizing your chances for a crit.)

Of course this chart isn't the end-all and be-all of GURPS combat recommendations. It assumes a man-to-man fight on level ground with absolutely no interfering effects. It's a fun little thing to noodle around, though.