Monday, January 12, 2015

The Elf

Rules Cyclopedia: Page 25, The Elf Class

Here's an alternative implementation of the Elf Class that shifts the focus from the traditional D&D Elf to something a little stranger and unpredictable. I've had this in my house rules for a while now, but was recently reminded of it by noisms' excellent recent posts about his Faerie Knights. Let me know what you think or how you would hack it.

Prime Requisite: Charisma
Hit Dice: d6
Armor Training: +2 (Medium Armor)

Class Abilities:

Tied To The Seasons:
Elfs are mystically tied to the seasons by a magical grove that is planted on their “birth” in the Unseen Lands from which they hail. 
It is said that when an Elf laughs, wind rustles the branches and leaves of their grove, whilst tears shed by an Elf (often when regarding a thing of beauty, or in mirth or joy) provide rain. Sadness and brooding can produce violent storms. It is night in the grove when an Elf sleeps, and day when awake.
BECMI Rules: an Elf's grove is initially equivalent to 1 hex of untamed wilderness in the Unseen Lands, with a potential to increase in size (by an adjacent hex per level) as the Elf gains experience levels.

Domain level play for Elfs typically takes place primarily in the Unseen Lands, but this is fraught with peril, as conquering a hex typically involves politically embarrassing, winning archery contests, haggling and barter, or sometimes outright slaying another, adjacent Elf as real estate is at a premium.

Level-draining attacks raze a hex worth of wilderness grove, one hex per level lost.
Notably, an Elf's physical appearance and personality will also take on vastly different aspects in relation to their current season.

These quirks may have given rise to the tendency for Humans to try to classify a particular Elf into the more familiar sub-types (High Elfs, Wood Elfs, Dark Elfs).

At the start of play, an Elf can choose or roll on the following table to determine the current season in their grove, and gains the appropriate boons and immunities.


Roll or Choose
Season
Boon
Elf Type
Immunity
1
Spring Low-Light Vision
“High Elf”
Charm Person
2
Summer Exceptional Hearing
“Wood Elf”
Sleep
3
Autumn Detect Secret Doors
“City Elf”
Protection from Evil
4
Winter Darkvision
“Dark Elf”
Ghoul Paralysis

Here all the “traditional” Elf abilities are preserved, but are not all present in a given Elf simultaneously.
Spring/High Elfs:
Elfs in the season of Spring are at their tallest (often exceeding six feet) and most beautiful to humans. They possess a difficult to quantify savoir-faire, and are said to appear noble or comport themselves with an intrinsically regal bearing that is slightly unsettling and sinister (they possess large, unblinking eyes). Lighter hair colors and eye pigmentation predominate. “High Elfs” tend to be predisposed to political intrigue, courtly behavior, and arrogance. They are the self-styled “Lords” and “Ladies” of the courts and ruling classes of the Unseen Lands, where they favor high places like mountain tops, on which they build impressive castles to exact fealty from Elfs of other Seasons.

I always think of Mucha's Seasons when it comes to these Elfs.

Summer/Wood Elfs:
Summer Elfs shrink several inches from their height in Spring, and tend to broaden and become more sinewy in shape. Their skin darkens significantly and often takes a cast of olive green or loamy brown. Hair and eyes also seem to favor darker shades with tints of the forest, which possesses a powerful draw for Elfs in this Season. Their ears enlarge significantly. Xenophobic, insular, and bellicose personality traits tend to dominate the colloquially termed “Wood Elfs.”

Yes, you guessed it. They look like these guys.

Autumn/City Elfs:
Unfettered by the Superstition that limits them in other Seasons, Elfs in the Autumnal are most at home among other races and civilization in general. Often exceptionally daring and sociable, they work extremely well with others. Hair and pigmentation lighten from their Summer forms, and can even take on a seasonal cast featuring vibrant oranges, fiery reds, and even shades of purplish brown. They are slightly taller than their previous forms and seem preternaturally predisposed to haggling, good-natured trickery, and merry-making.

Have to fit these Elfs in here somewhere. Yes, Autumn Elfs can grow beards.

Winter/Dark Elfs:
When winter arrives at an Elf's grove, their hair becomes bone white or sometimes fall out completely. They are the shortest, rarely approaching five feet tall. Their skin is often eerily pale, with the occasional bluish, almost bruise-like cast. Their fingernails grow sharp and harden into small talons, and they become virtually nocturnal due to a sensitivity to sunlight brought on by their pallor and sensitive vision (their grove is sunlit when they sleep). They are rapacious, carnivorous, and untrustworthy, with an affinity for wolves and other creatures of the night.


Something akin to this, only slightly less “Undead-y.” Slightly. Or if you prefer, go with Shadow Elves.

An Elf may voluntarily shift the season of their grove in the Unseen Lands (moving to the next season in order) at any time, but this is a painful and grotesque transformation that is gruesome to behold when done without the proper attunement ritual (this typically involves fasting for a full day and night, on a full or new moon, or a pilgrimage to their grove in the Unseen Lands).
Rules: An Elf takes 2d6 damage when changing seasons without the ritual. The process takes a number of rounds equal to the highest roll of these two dice. The process can be hastened to a single round at the cost of an additional die of damage.
Entrances to the unseen lands are found in hexes with the usual chance to find hidden/concealed doors (1 in 6). These chances increase by 1 for Wood Elfs in a Forest Hex, City Elfs in a Settlement, Dark Elfs Underground (natural caverns only, or maybe in Swamps), and High Elfs in the Mountains. Chances also increase if the prevailing season is present in the Seen Lands (A snow covered forest in winter, lends a 2 in 6 chance to locate an entrance to a “Dark Elf” for example. While a City hex in the Fall has a 3 in 6 chance of yielding an entrance to the Unseen Lands for a “City Elf”).
Elfs only age (a single year) when shifting from Winter to Spring, lending credence to the oft-held superstitions concerning their immortality. Age to an Elf is a mostly voluntary process, and this seasons their outlook on life with a bit of hedonism and contempt for the more mortal races. They will often spend decades in a given Season, associating with only others of the same. Due to the marked change in appearance, it is quite possible to meet the same Elf twice over the course of your lifetime, and not recognize them.
Rules: Elfs subjected to aging attacks are actually affected normally, but attacks of this nature will also cause the Elf to suddenly shift to the next Season, taking the associated damage. An Elf's natural lifespan is roughly equivalent to that of the human stock from which they are all derived, when they are stolen as human children/babies by a pair of Elfs wishing to breed.
Elfs of venerable age inevitably become exceptionally cautious of changing seasons and will go to extreme lengths to maintain their current forms, for it is rumored that an Elf that reaches the end of his or her lifespan forgets much of this life, becomes quite diminutive in height, broadens significantly, and wizens, becoming a Dwarf. Dwarfs are naturally bitter when confronted by these reminders of their formerly beautiful and graceful states. Elfs, are often disgusted when confronted with their mortality in physical form, which partially justifies the traditional animosity between the two races.
Rules: An Elf that reaches it's Level Limit, instead of retiring from play can choose to begin advancement as a Level 1 Dwarf with the ability to forge Fey Metal and Elf Gold. An upcoming entry on Dwarfs will expound upon this process.
Elf Gold:
Elfs begin play with 2d6 pieces of Elf Gold. These coins appear to be made of purest gold but inevitably turn into gorse blossoms, leaves, acorns, or small gingerbread cakes an hour after being spent outside of the Unseen Lands (subject to Season). The Elf's name appears on the coin in Elfish, along with their stylized profile on one face, and a significant event in the Elf's life on the other.
Elfs use this Gold as currency in the Unseen Lands, and often trade it for things considered strange/unseemly from the real world (feudal serfs from the Seen Lands, songs, sweets, baby teeth, etc). The value of these commodities tends to vary greatly by Season, but an Elf can always acquire more Elf Gold from their brethren in the Unseen Lands by trade or performing services.

Additional Languages:
Elfs possess the ability to Speak (not necessarily write) the following languages in addition to Elf and the nearest local Human dialect: one Seasonal language and the language of one animal species native to their current region and season.
Season
Language
Spring
Treant
Summer
Pixie
Autumn
Hobgoblin
Winter
Gnoll

Animal Language (Choose or Roll)
1
Avian (all manner of birds)
6
Canine (dogs, wolves, foxes)
2
Rodents (rats, beavers, rabbits, etc.)
7
Feline (lions, tigers, domestic cats)
3
Serpentine (all manner of snakes)
8
Bovine (cattle, antelope, deer)
4
Saurian (all legged reptiles)
9
Equine (horses, mules, unicorns)
5
Ursine (bears, wolverines, badgers)
10
Aquatic (bony fishes)

Vulnerabilities:

Superstition:
During all seasons save Autumn, Elfs are affected by the Cleric or Magic-User spell Protection from Evil as if they were an Enchanted Creature, regardless of the Elf's actual alignment or intentions.

Cold Iron is Poisonous:
This prevents them from utilizing man-made worked armor and weapons. Instead, Elfs use a legendary alloy colloquially called “Fey Metal” which possesses many of the same properties of high quality steel, but without harming the Elf. Fey Metal can only be forged in the Unseen Lands, by ancient Elfs or more commonly, Dwarfs of exceptional skill. Price is in Elf Gold or feudal services to an Elf Lord or Lady, whose intrigues and machinations often spill out onto the Seen Lands.
Elfs take 1 point of damage per turn of prolonged contact with worked iron and it's derivatives. Attacks with weapons do normal damage. Although this damage cannot reduce an Elf below 1 hit point, the damage cannot be conventionally healed without a week-long sabbatical to their grove in the Unseen Lands.

Sweet Tooth:
Sugar is a mild intoxicant to Elfs, much like alcohol to Humans. It can also be highly addictive.
Elfs must make a saving throw versus Poison each time they consume sugar or food/beverages containing sugar. Failure indicates that they start to suffer the effects of inebriation (a cumulative -1 penalty per item consumed). Once they have partaken, it is often difficult to refuse additional helpings (easily implemented with a Wisdom check). 

Some notes for conversion to 5e:

Although this may work better for Race as Class systems, here are some rough notes for implementation in Fifth Edition.

Tied To The Seasons:
You may determine that each season comes with some associated Ability Score bonuses/penalties, or perhaps different sets of Skill Proficiencies. I haven't thought too much about that, as it seems like it would engender too much bookkeeping or the need for four separate character sheets! Level drain razes 1 mile of their grove per point of damage.

Entrances to the Unseen Lands:
As above, but Elfs instead gain Advantage on Perception (for City Elfs) or Nature rolls to locate the entrance in favorable conditions.

Aging Attacks:
In 5e, I'd potentially allow the player to choose to age the years or shift seasons.

Superstition:
As above but for Protection from Evil and Good. Optionally, Elfs can be rebuked through Clerical Turning in all seasons but Autumn.

Cold Iron is Poisonous:
Elfs have gain the Poisoned Condition after wielding or wearing items made of worked iron or it's derivatives. To remove this condition, they must purify themselves in their grove within the Unseen Lands (a long rest in their grove should be sufficient).

Sweet Tooth:
CON check, DC 10 + 2 per serving. First failure results in the Poisoned Condition (alleviated by a long rest, short rest gives a Save). Must make a WIS check (same DC) after each serving to refrain from continuing to partake. Three successive failures result in the Elf passing out, and waking with a “hangover” and the Poisoned condition. Alternatively, just use the Exhaustion table.


Still to do: Finish up the Seasonal Elf Spell Lists for BECMI. I really like the idea of each Season coming with a corresponding Spell List, and I'll be mining the Druid Spell list, GAZ 5: The Elves of Alfheim, and GAZ: 13 The Shadow Elves for ideas.


Thursday, January 8, 2015

Hazardous Hacking

I'm really enjoying Brendan's Hazard System for procedural timekeeping.  My brain is already brimming with potential hacks. I hope that this kind of tinkering/spitballing is okay.

The first: To address the “Reasonable Resolution” clause for Dungeon Turns and Resource Depletion and Fatigue, I'm thinking about reading the initial Dungeon Hazard Die as a d3 (so that it will result in only Encounter/Percept/Locality results) and overloading this roll to generate the number of subsequent Dungeon Turns that need to elapse before the die is read as a d6.

I think this kind of roll dependent escalation could add a neat wrinkle to the system, without too much overhead. Naturally, the mutable duration of the “turns” might still need to be taken into account fictionally, but I rather like the idea of more challenging/dangerous results becoming more likely over time. Looking at the Wilderness Turn, the same principle could be easily applied (closer to a Haven, it's harder to get lost, for example).

I don't know if the principle of “something needs to happen each turn” is sacrosanct in this system, but I think I'd almost prefer it. The only place where this can potentially occur seems to be the Haven Hazard Die results (“Ignore results of 4-6”) and this seems fine (an “uneventful” visit to Town after Adventuring is probably welcome), but I'd be just as likely to pad the table with “good things” and shift the existing Haven Hazard Results down (to allow for the above-mentioned escalation). I'm a sucker for system symmetry :) and this might help model how PC's that frequent the same Haven become a little more embroiled in the local events.

Something akin to this:
  1. Generate/Disseminate New Rumor
  2. Haven Event*
  3. Clue about next Haven Event*
  4. Complication
  5. Clue about next complication
  6. Abatement of haven condition

*Haven Event is a placeholder name for something akin to a Complication, but my line of thinking involves results that are potentially more beneficial/less ominous. Need a better name/antonym for this and probably some of the results, but here's the start of a d20 table:

Haven Event
  1. Holiday/Festival
  2. Localized Celebration (Dedication/Wedding/etc)
  3. Election/Visit from important Personage
  4. Fellow Traveler (Elaborate Existing Rumor?)
  5. Discounts/Sale on standard equipment (Ye Olde Bloodbath & Beyond)
  6. Resource Windfall (Harvest/Abundance of Export Item/etc)
  7. New Fad, Fashion, Local Custom*
  8. New Construction (Temple, Tavern, Fortifications, etc)*
  9. Arrival of a Trade Caravan (Exotic Goods?)
  10. Establish a potential new NPC Contact*


Starred results could potentially persist, as conditions.

Now I'm thinking of some kind of Hazard System Worksheet/Aid for keeping track of Haven Escalation, Conditions and "Events" individually.




Saturday, December 21, 2013

Hacking Rules Cyclopedia Surprise Rolls

The two d6s rolled for surprise can be consolidated into other pre-combat rolls. If you let the players roll one of them (knowing your side is surprised doesn't really change anything) they can be very versatile.

Almost all encounters should begin with a Surprise Roll to establish Party/Monster awareness. Surprise needs to be established first, because all other rolls are dependent on determining the state of awareness (Encounter Distance, Reaction Rolls, Attack Rolls, and so on).

Establishing Surprise can make combat a much riskier prospect (even for high-level play, a round of Monster Actions without preparation can be deadly) and ignoring or hand-waving the potential for Surprise rounds can potentially downplay player actions and decisions.

Other uses for the result of Surprise Rolls

It's Side-Based Initiative 
Surprise already determines “who gets to act first” in situations when one side is surprised. In the event of “neither side is surprised” or “both sides are surprised” re-purpose the dice as the initial Initiative Roll. Or if you don't like ties, on Even sums the players act first after Surprise is resolved, if the sum of the Surprise dice is Odd, monsters act first. The 2d6 bell curve makes 7s more common, so Monsters will typically act first. Maybe do Odd = Monsters in Dungeons (home turf advantage), and Odd = Players in a more level playing field.

It's Encounter Distance 
Encounter Distance is probably the most frequently ad libbed, overlooked, or hand-waved determination in older D&D. Since it is often directly constrained by the map in a Dungeon Environment, many DMs ignore random determination of Encounter Distance for planned encounters, or only use it for Wandering Monsters. The table look up required probably contributes to their disuse.

Encounter Distance is important because it directly influences the Combat Options available to the parties (Missile and Spell Ranges, Movement required to Engage in Melee, Weapon length, etc). Tactical decisions are player choices that shouldn't be minimized by fiat. It could also be said that the need to establish Encounter Distance before Reaction Rolls is important, as some forms of communication may be more challenging or impossible over longer distances.

Conveniently, Base Encounter Distance (Indoors/Dungeon in Dim light) is 2d6 x 10'. Use the 2d6 that were rolled for Surprise. Change the feet to yards outdoors. Halve product for No Light, halve it for Surprise, double for Very Good Light. While the ranges produced by this method don't match the Rules Cyclopedia exactly, they are close and much quicker than performing a table look up. Lower Bound is 10' (for Surprise in No Light), Upper Bound is 240' (Very Good Light, No Surprise, just barely in the longest Missile Range on the standard equipment list, the Heavy Crossbow). 

It's the Reaction Roll 
Blasphemy! But consider that a low sum of the Surprise 2d6 are probably surprise situations, which are not necessarily conducive to diplomacy, as the surprised party often reacts physically. In non-surprise situations the Surprise dice would be discarded anyway, so use them for the reaction roll.

If you re-roll Side-based initiative with 2d6 every round, consider folding this into the 2d6 Morale roll. This way Initiative is only redetermined when the tide of battle changes (the triggers for Morale Checks work well to reflect a change in the battlefield). 

Monday, December 9, 2013

Combat Example #1

For the purposes of these Examples, a cast is needed. We'll use Basic (Rules Cyclopedia because I have it handy) Rules, and these excellent Homesian Fantasy Names (http://www.wizardawn.com/rpg/tool_names.php )

The Adventuring Party
Zefael  - Level 1 Lawful Magic-user
STR: 9, INT: 11, WIS: 12, DEX: 11, CON: 6, CHA: 15; Move: 90' (30')
HP: 3, AC: 9 (4), Melee: +0, Ranged: +0, Dagger (1d4)
Spells: Shield
Dodoraf the Morose - Level 1 Neutral Cleric
STR: 10, INT: 10, WIS: 12, DEX: 8, CON: 12, CHA: 8; Move: 60' (20')
HP: 3, AC: 3, Melee: +0, Ranged: -1, Mace (1d6), Sling (1d4), Turn Undead
Armor: Plate and Shield
Fallonos - Level 1 Chaotic Thief
STR: 11, INT: 6, WIS: 9,DEX: 16, CON: 6,CHA: 13; Move: 120' (40')
HP: 2, AC: 5, Melee: +0, Ranged: +2, Shortbow (1d6), Dagger (1d4)
Armor: Leather
Branpen - Level 1 Neutral Fighter
STR: 17, INT: 10, WIS: 11, DEX: 13, CON: 12, CHA: 12; Move: 60' (20')
HP: 3, AC: 1, Melee: +2, Ranged: +1, Spear (1d6), Normal Sword (1d8+2), Dagger (1d4+2)
Armor: Plate and Shield

The Adversaries
2 Crab Spiders (Charlotte and Itsy)
AC 7, HD 2*, HP: 7, 3; Move 120' (40'), Attacks 1 bite (1d8+poison [save +2 or die in 1d4 turns]), Morale 7, Int 0, Melee +2, Surprise on 1-4

Assumptions:
  • No Surprise
  • Encounter Distance is 60' (Dim Light)
  • Reaction Rolls result in “Monster Attacks.”
  • Damage is resolved as it occurs.
  • Intention Declaration is Morale → Melee → Ranged
  • Actions are Ranged → Melee
  • When an order of operations is necessary, we will use the unmodified Attack Roll (High to Low).

Round 1
Intentions
Party Intentions
Monster Intentions
Branpen has his Spear Out and wants to close with the Spiders, so he will be moving his full Encounter Movement (20') instead of running (x3) so he can still attack Itsy.
Dodoraf and Fallonos both wish to use their Missile Weapons if/when one of the Spiders (Charlotte) gets closer (Medium Range for Dodoraf's sling, Short Range for Fallonos' bow).
Zafael (holding the party's light source) stays back and decides against throwing her only dagger with the Spider's still at such a long range (her range is only 10/20/30).


The Crab Spiders skitter toward the Party at their full Encounter Movement (40') to Engage in Melee. They are not Charging, so Branpen cannot Set Spear vs. Charge.
Actions
Party Monster
Dodoraf rolls to hit Charlotte with his Sling 8 (Total Hit 7, -1 for Dex, no mod for range). Fallonos rolls a 13 (16 [Dex + Short Range]).
Branpen moves closer and rolls an 7 (9) for his melee attack.


Charlotte and Itsy advance to reach Melee Range with Branpen. Charlotte rolls 14 (16), Itsy rolls a 5 (7).
Resolution
With Ranged attacks resolved first. Fallnos's arrow hits Charlotte first (1 point of damage). Dodoraf's stone misses.
Since all melee attacks are misses. There is no need for an order of resolution.

Round 2
Intentions
Party Intentions Monster Intentions
Branpen wants to swing at Itsy again. Dodoraf draws his Mace and moves 20' to join the attack on Itsy.
Fallonos wants to fire again at Charlotte if he has a clear shot.
Zafael decides to draw her dagger and throw it at Charlotte if the Spider gets any closer.


Charlotte has to check Morale for taking damage (DM rolls 11) and fails. Itsy is going to try to bite Branpen.
Actions
Party Monster
DM rules that Charlotte is still in Range for Fallonos' arrow (Medium). Fallonos rolls a 17 (19).
Branpen rolls a 6 (8), Dodoraf rolls a 5 with his Mace.


Charlotte is running away from Danger (40' x 3 or 120' back). Itsy rolls a 10 (12).
Resolution
Fallonos' arrow strikes the fleeing Charlotte for 6 points of damage! Charlotte does not escape and falls 100' away. Since all Melee attacks are misses, there is no need for an order of resolution.

Round 3
Intentions
Party Intentions
Monster Intentions
Branpen and Dodoraf are engaged with Itsy in Melee. Fallonos doesn't want to risk hitting his allies with a stray arrow (DM rules that Branpen and Dodoraf provide Hard Cover, doesn't convey how much, but informs Fallonos that a miss by the margin of cover will lead to the arrow striking one of his companions), so he draws his dagger and can join his allies in melee with his (40') movement.
Zafael watches the door to make sure that the noise of battle isn't attracting any unwanted attention.


Itsy has to check Morale due to Charlotte's death and decides to fight on with a 4. He's going to try to bite Branpen again.
Actions
Party Monster
Branpen 11 (13), Dodoraf 20, Fallonos 12

Itsy 17 (19).
Resolution
Since no Ranged attacks are taking place. We will resolve all Melee attacks in the order of unmodified Attack Rolls (Highest to Lowest).
Dodoraf rolled highest, and hits Itsy first (2 points of damage), Itsy hits Branpen for 1 point of damage, but triggers a save vs Poison (+2) which Branpen fails (he will die in 1d4 turns).
Fallonos is resolved next, and hits Itsy for 3 points. Killing the Spider. At this point both Spiders are dead and combat ends. There is no need to resolve Branpen's attack roll.

Here are some Alternative Resolution Methods for Round 3 (using the same die rolls)

Resolution (low to High)
Branpen's Spear attack Resolves first (5 damage). Killing Itsy, and ending the combat. Branpen escapes unscathed. Since combat is over, there is no need to resolve the other actions.

Resolution (Final Modified Attack Roll – High To Low)
Dodoraf still hits Itsy for 2, Itsy still hits Branpen for 1 and he's poisoned. However, this time Branpen's modified attack roll places him before Fallonos in the order of resolution, so it's his spear that defeats the Spider.

Resolution (Final Modified Attack Roll – Low To High)
Fallonos resolves first, killing Itsy with his dagger and 3 damage. No further resolution is needed.

Resolution (Modify the Attack roll by Something Else – High to Low)
Additional Assumptions:
Movement modifies (40' = +1, 30' = 0, 20' = -1) (since Encumbrance determines Movement rate, this factors in things like heavy armor).
Daggers and Natural Weapons are short (-1), but fast (+2), net bonus +1
Maces are medium (+0), but slow (-1), net bonus -1
Spears are longer (+1), neither slow/nor fast (+0), net bonus +1
Thieves can use their Dex bonus (Fallonos gets a +2)
Actions (and New Modified Rolls for Resolution Determination)
Party Monster
Branpen 11 (To Hit 13, Order 11 ), Dodoraf 20 (Order 18), Fallonos 12 (Order 16)

Itsy 17 (To Hit 19, Order 19).
Resolution
The Assumptions above are just examples (to demonstrate that things like Weapon Speed and Length, unbalanced versus balanced Weapons, etc could be incorporated into this resolution system).
Itsy bites Branpen first (dealing 1 damage and poisoning him). Dodoraf then strikes Itsy for 2. Fallonos again has the killing blow with his 3 damage. Branpen's attack resolution is once again superfluous.


Observations:
The simplest way to implement this is the simultaneous rolling of all d20 attack rolls when the Melee Actions are taken and leaving the dice as they lay so that the order determination can be made during resolution. This might not be optimal for every table/playing space. Tying individual Monster Attack roll dice to the originating foe could also be problematic in Melee combats featuring multiple adversaries.

With these alternate Order Resolution systems, since the rolls are made before any order of resolution is established, this can result in rolls being made but discarded. If the central drive of this system is to eliminate extra die rolls, this doesn't seem to meet the criteria, unless these extra rolls are somehow made useful.

Interestingly, testing revealed that on turns where everyone misses their melee rolls, there is really no need to determine the order (who missed first is not really important, and taking the table-time to iteratively narrate misses can be a little de-protagonizing). This side effect could potentially speed up combat a little more. Using a Low to High system would still iterate through the low rolls.

The testing did give me some additional thoughts: What are some other rolls that are typically made during/before combat that could serve double-duty to determine initiative? Brainstorming on the following:

Surprise Rolls, Encounter Distance, Reaction Rolls, Morale. If you're using these systems anyway (or even better, intending to use them, but forgetting them) they could be tied into each other and/or Initiative.

Friday, December 6, 2013

Initiative

Determining the order of actions in an abstract combat system seems to be the topic du jour. Here's yet another idea to throw on the pile.

In most situations, use the To-Hit Roll to determine the order of action resolution. In melee, d20 rolls are being generated by each attacking character every round. Why not have them perform this double-duty and save the need for an additional roll. The need to establish “who-goes-first” might not be necessary until action is actually being taken in this case. As a T&T fan, my preference is to keep my combat abstract and quick, and I am used to determining how things are resolved after rolls have been made for the round. It could be easier to obtain the order of events when all the actions are out there (only instead of ordering things by declaration and having to deal with the "I changed my mind" or "But the guy I wanted to hit is dead" issues, this relies on a random factor).

This still might work better with Declaration-based, Phasic Combat situations. Since Spell Use does not necessarily result in a d20 roll, maybe Spells could be automatically assigned a number based on level/complexity, maybe they are just a modifiable (see below) "1" or "10" or just resolved last, to offer an opportunity for interruption (something I've always liked but found difficult to implement consistently). My gut feeling is that Ranged weapons don't necessarily need to have iterative resolution, but in any case you might want to refrain from resolving damage until the end of the round when using a system like this (another technique for embracing the abstract).

Here are some options/elaborations:

Use the Unmodified d20 roll to Determine Order of Resolution
You could go lowest to highest one round, and then highest to lowest the next to keep things random. Or if the first d20 roll is even, resolves High to Low. If it's odd, Low to High resolution. For side-based initiative, have Evens/Odds serve as a stand-in to determine if the Players or Monsters resolve first. There won't be ties this way.

Use the Final Modified Attack Roll
This will lead to higher level/HD individuals having their actions resolved first consistently, and could effectively makes any Strength Ability Score bonus a bonus to initiative as well, but this option could reflect experience, expertise and potentially even size (for large HD creatures) getting the first swing in more often. This seems pretty deadly (the Dragon's attacks are resolved first each round, meaning the parties actions are primarily reactive), maybe useful for a gritty/grim style of gaming. 

Modify the roll by Something Else
Modify it by Dexterity bonus or apply an Intelligence or Wisdom modifier (this might be sub-optimal for monsters, as their statistic blocks usually don't incorporate ability scores). Apply a bonus for longer/faster weapons versus shorter/slower weapons. Give certain Classes/Monster Types a bonus (one-time or level/HD based). Modify the roll for heavy encumbrance. armor type worn, or Movement Rate. Using modifiers like these might keep the order a little more randomized, and the best hitters will not necessarily be as likely to go first. I kind of like the idea of giving a bonus to Unarmored Swashbucker/Thief Types. Have a place for an individual's total Initiative Modifier on the Character Sheet.

Have the roll take place on a die drop sheet to track order-of-actions
I imagine a bulls-eye or race-course type situation, with rolls closer to the center/finish line going first. Probably pretty complicated without a constrained rolling surface (players love to throw those d20s).

Thoughts or glaring omissions/issues? Want me to work up some Examples? Again, these options heavily embrace the abstract nature of combat and wait for intention to become action before determining an order of resolution. The results will probably be pretty chaotic. I'll have to run this with my group a few different ways to kick the tires.

Friday, November 22, 2013

Ability Score Tags

Ability Scores that are high or low enough to engender a bonus or penalty can also be assigned Tags. Tags are six-letter words used to emphasize a specific facet of an Ability Score. 

These tags can be chosen/determined initially or developed during play. The original intention was solely to help mitigate the effects of a low ability score, or accentuate certain qualities of a high score by providing some exposition/justification.

Ability Score Tags provide explanations for Ability Scores outside the normal assumptions (for example: Low Strength doesn't necessarily mean one is Weak, they could just suffer from ASTHMA). Negative Tags can also sometimes be used in a positive fashion with a little ingenuity and creativity. The converse is also true. 

Roll or Choose
Low Strength Tags
Roll or Choose
High Strength Tags
1
SVELTE
1
BIGGER
2
PAUNCH
2
BRAWNY
3
ASTHMA
3
VEINED
4
FEEBLE
4
BICEPS
5
ANGINA
5
MUSCLY
6
PETITE
6
LIMBER
7
DAINTY
7
STURDY
8
SPRAIN
8
VIRILE
9
HERNIA
9
METTLE
10
ANEMIC
10
ACTIVE

Roll or Choose
Low Dexterity Tags
Roll or Choose
High Dexterity Tags
1
OAFISH
1
NIMBLE
2
CLUMSY
2
ADROIT
3
THUMBS
3
SPRYLY
4
KLUTZY
4
REACTS
5
JINXED
5
POISED
6
BUMBLE
6
LIVELY
7
FIDGET
7
SUBTLE
8
BUM-LEG
8
FASTER
9
RUSHED
9
TIPTOE
10
MAIMED
10
SPEEDY

Roll or Choose
Low Constitution Tags
Roll or Choose
High Constitution Tags
1
PAINED
1
RUGGED
2
FEVERS
2
STURDY
3
SICKLY
3
HEARTY
4
SMOKES
4
IMMUNE
5
PALLID
5
LOPING
6
NAUSEA
6
ROBUST
7
ADDICT
7
INURED
8
COUGHS
8
GRITTY
9
EFFETE
9
HUNGRY
10
FAINTS
10
STOCKY

Roll or Choose
Low Intelligence Tags
Roll or Choose
High Intelligence Tags
1
SAVAGE
1
PEDANT
2
OBTUSE
2
GIFTED
3
MISLED
3
SAVANT
4
NITWIT
4
CLEVER
5
VACANT
5
GENIUS
6
MYOPIC
6
SHREWD
7
BORING
7
MATURE
8
DROWSY
8
DEBATE
9
QUIRKY
9
DIRECT
10
ARGUES
10
MENTOR

Roll or Choose
Low Wisdom Tags
Roll or Choose
High Wisdom Tags
1
PANICS
1
MUSING
2
RUEFUL
2
CALMED
3
PRISSY
3
POLITE
4
PHOBIA
4
MELLOW
5
CHOLER
5
SOLEMN
6
SHAKEN
6
STABLE
7
STINGY
7
STEADY
8
STOLID
8
DARING
9
VOICES
9
FRUGAL
10
TEMPER
10
HUMANE

Roll or Choose
Low Charisma Tags
Roll or Choose
High Charisma Tags
1
DEMURE
1
CHUMMY
2
CHILLY
2
HONEST
3
ORNERY
3
FLIRTY
4
BIASED
4
EXOTIC
5
MOROSE
5
URBANE
6
SHIFTY
6
BLITHE
7
SHRILL
7
BEAUTY
8
SLEAZY
8
CHATTY
9
VULGAR
9
CHEERY
10
COARSE
10
EYEFUL
11
CRABBY
11
FORMAL
12
DOWNER
12
HAIRDO
13
HOMELY
13
COMELY
14
EGOIST
14
IMPISH
15
LECHER
15
JOCOSE
16
IRKING
16
KINDLY
17
KOWTOW
17
JOVIAL
18
LAPDOG
18
LEADER
19
ABRUPT
19
LOOKER
20
SCOWLS
20
FRIEND

I usually stick with a single Tag per Ability Score, but you could just as easily allow a Tag for each +1/-1, or even a Tag for each point above or below 10 for really colorful characters.

Note: Ability Score Tags also come in handy when generating Henchmen, Hirelings and other non-player characters. 

Ability Score Tags Subsystem: 

The fact that all Tags are six-letter words allows for a simple Tag Improvement/Replacement/Removal subsystem that utilizes a d6. 

For example: Say an individual with the PHOBIA Wisdom tag would like to overcome their fear. At certain intervals (each time the object of the PHOBIA is encountered, the Tag comes up in play, each session, or what-have-you) the player can roll 1d6. If a six is rolled, then the player can mark through a letter and next time the interval arises, they will be able to mark on a 5-6, and so on. Once all the letters are marked out, the PHOBIA has been overcome. Invert this for low-rolling = good d6 resolution. 

This accommodates character improvement that is not necessarily level-dependent. I suppose it would also be possible to tie this improvement to ability score advancement (if applicable, ability score inflation is not everyone's cup of tea), to divorce that from level-based increases as well. 

I tend to prefer the frequency this generates, tying it to a random roll makes improvement considerably less predictable, and more special, as well as encouraging the player to put the character in situations where their Tags are applicable. But it could also be tinkered with by adding or subtracting level to the roll to insure more consistent improvement.

I wouldn't suggest that the Tags themselves amount to additional bonuses or penalties to accomplish specific tasks (as the Tags come from a bonus or penalty), but they could. For instance: an individual with the STURDY Strength Tag might receive a bonus to prevent them from being knocked down. Fair Warning: using the Tags in this fashion could lead to bonus inflation and optimization.  

I tend to lean toward using Tags to provide a little more customized rationalization for a character's high and low ability scores, and potentially using them for Ad Hoc role-playing rewards (although with the Subsystem, using them becomes it's own reward). Let me know if you find a use for this subsystem or the Ability Score Tag tables in your game.

Saturday, July 27, 2013

Random Wizard Questions

Random Wizard: Top Ten Troll Questions for Your Game
  1. Race (Elf, Dwarf, Halfling) as a class? Yes or no? I prefer Race as Class to differentiate demi-humans from Humans. Most of the class features/abilities of the four Human classes are not culturally relevant to the demi-human races (no concept of religion for Elfs, taboos on Magic for Dwarfs, I don't normally use Halflings), demi-humans also have a different alignment axis than Humans (instead of the standard Neutral, Lawful, Chaotic). Class merely defines initial character capability though, so it is still possible to subvert these arch-types through character development in play.

  2. Do demi-humans have souls? Sort of. Elfs are human babies stolen and raised in the Elflands, usually their soul is owned by another Elf. If they manage to get it back and spend too long away from the Elflands, then they can potentially become Human again. If they stay Elf, as they grow older in seasons or more experienced they sometimes go through the metamorphic process that begets Dwarfs. The question seems to be geared more to whether or not they can be raised from the dead. I don't typically include Raise Dead/Resurrection magics in my Classic D&D games, so that aspect doesn't really apply.

  3. Ascending or descending armor class? I prefer Descending Armor Class (9 to 2), but can cope with Ascending as long as there isn't too much bonus inflation. My players typically prefer Ascending. We sometimes compromise with TARGET 20.

  4. Demi-human level limits? Traditionally yes, but I don't think I've ever had a demi-human player in a game that reached them. They are important for determining at what point an Elf character might start transforming into a Dwarf, and start over with a new Class progression.

  5. Should thief be a class? It's available to Human characters in most of my games, I sometimes rename or remove it for cosmetic reasons (Clerics are also victims of this). Thief Abilities are treated as Saving Throws.

  6. Do characters get non-weapon skills? A character's background might grant them some professional abilities to differentiate them from other members of the same Class. Characters can learn useful and marketable skills through play. Skills are only adjudicated through die rolls if there's a potential for failure and only advance through use (they are not level-dependent).

  7. Are magic-users more powerful than fighters (and, if yes, what level do they take the lead)? Player Skill is the only thing that typically determines this. I don't think Class balance is particularly important when Player Skill can level the playing field.

  8. Do you use alignment languages? Yes, and there are also Class languages. If a Player selects an Alignment for a Human character than they can learn the language through play (or choose it as a bonus language if they have a high Intelligence and begin play with it) and converse in it freely with other Humans of the same alignment that know the language. Same goes for the Class languages. Speaking an Alignment language in the presence of other alignments can invoke hostility. Both have written forms and function as normal languages (it is theoretically possible to learn more than one, if you can get someone to teach it to you. You don't forget it or change it if your Alignment shifts). The Alignment of Demi-humans serves as their Racial/Class language. Monsters work this way too, so Amoral Lizardman is a different language than Neutral Human and a Disciplined Dwarf doesn't automatically speak Lawful Werebear.

  9. XP for gold, or XP for objectives (thieves disarming traps, etc...)? XP for Gold Pieces spent.

  10. Which is the best edition; ODD, Holmes, Moldvay, Mentzer, Rules Cyclopedia, 1E ADD, 2E ADD, 3E ADD, 4E ADD, Next ? I play a heavily hacked version of D&D that probably most closely resembles the Rules Cyclopedia (with some LYB Arduin thrown in), so that would probably be my preference, followed by Holmes. I don't really think any edition is intrinsically better, some are just more suitable to the style of games I run.


Bonus Question: Unified XP level tables or individual XP level tables for each class? XP level tables by Class.

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