Saturday, August 31, 2024

[BX/OD&D] Towards a single save


 In my game of Trow Fortess, I don't use the five saves. I only use a d6 pool and two saving throw types (plus an special one at zero hp)

The types are the Easy (Death Ray, Poison and Paralyzation) and the Difficult (Spells including wands, Triggering Traps and Dragon Breath). Their chances by level are based on BX's Death Ray and Spells saves, respectivelly; and there is nothing in between (full spread of chances here)

I am thinking on trying OD&D at some point; but getting back to the classic 5-saving throw system and consulting charts is not appealing to me anymore (It's specially painful to check saves for monsters and having them referred to like "as fighter 4" instead of a fucking number). If you follow this blog, you know I usually take an effort to eliminate rules and charts that I feel are redundant, or just do not offer enough reasons in exchange for their cost.

So I started wondering if I could keep a single save number that scaled with level; and then, with advantage or disadvantage mechanics, cover my two save types mathematically faithfully. The answer is yes:

The two rows above are the fighter's saving throw progression for his best (death ray) and worst (spells) saves. These numbers are the same for OD&D and BX, saving me time because I had already done that calculations.

The third row is the Spells saving throw, rolled with advantage (2d20 keep best). As you can see, and without counting the unimportant normal man's saves, it follows the Death Ray saving chances with a maximum deviation of a 5% at level 10. This allows me with a clear conscience to use the spells save as the baseline single save, use it for the hard saves (spells, traps and dragon breath) then giving advantage for the easy saves (death ray, paralization, poison)

(PD: Lets ignore the fact that elf saves fuck this proportion completelly)

The fourth row is the opposite: disadvantage (2d20 keep worst) on the Death Ray numbers. The mathematical probabilites deviate from the original Spells' ones a little more, and the psychological act of rolling an easy save with disadvantage feels worse than rolling the hard one with advantage, so the previous method feels much better in both senses.

Thursday, August 29, 2024

Hurt and Fatigued


No way there is this in B/X and never saw or used it!!! not the action of running, of course, but the concept of exhaustion and its effects. I find very cool that they are very intense, in contrast for the fact that they appear in such marginal cases: 30 rounds of combat running are A LOT. It could probably be written as "characters are exhausted after running for 1 turn", as 1 turn encompasses 60 rounds, and running is probably better modelled on "turn based time". If combat is taken place, it makes strange to have a pursuit ongoing.

Picture is from the OSE srd, which is an awesome tool to search for monster stats or any kind of Basic D&D information in the cellphone. Consulting B/X specifies that exhaustion prevents you from running further (which was kept ambiguous on the above bullet points) and that exhausted characters always deal at least 1 damage on a succesful hit.

I like the idea of worn out PCs that are not in conditions to fight. D&D uses hp as a measure of stamina, too, so they could have modeled fatigue through HP loss. But this way is more tangible, factually it introduces a status effect.

I was wondering if the same penalties could be applied to when monster or PCs are worn out by combat (and this is the purpose of this entry). Written in B/X format, the idea to be tested would be:

"Whenever a PC or Monster has his HP dropped to a number equal to its HD or less, he is badly wounded, and incurs in exhaustion effects"

This means that, stastically, fighters and dwarves would be wounded after taking more damage than elves or magic users (because their 1d8 HDs have more HP on them)

This also means, of course, that some monsters can be badly hurt before they are dead. I like this for many reasons:
- It makes for an organic place to call for a morale check, and different monsters allow for many different psychological approaches to being close to death/defeat (though making morale checks at 50% hp also makes sense, as to prevent this state)
- It serves as an alternate way to subdue dragons
- Its a way to reveal to the players that the monster is about to go down, without telling them the actual HP
- Maybe some monsters can have special attacks that only happens in this point
- Differentiates living monsters from undead or animated monsters, which have no point in having a "wounded" status.
- The higher HD a monster has, the higher the chance that becomes wounded at some moment during combat; which feels appropiate in genre.

Assuming healing at 1d3 hp per day rate, this means that high level PCs will be wounded more days than low level ones. This might be a little weird but narrativelly it makes sense as it is implied they sustained more damage to arrive to this situation. I imagine it sort of when Zoro or Goku are incapacitated after a great battle.

In my game, as I don't use hp (only HD) I must homebrew some proportions, remembering that fighters and monsters, with 1d8 hp per hd, will on a median be put in "wounded" status at 2/9ths of their health.


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EDIT: The whole concept is interesting to pair with the "Roll the Body" type saves; or save versus death at 0 hp. From AxianSpice:
 

"When you reach 0 hp, you drop down and you might be dead. You make a final Save versus Death when (if) someone checks on you. You pass it, you're back on your feet with 1 hp and still have a chance to make it back from the dungeon. This type of rule can be found, for example, in Dungeon Crawl Classics. If you're left there, you're dead, eaten by monsters or just bled out"

I like it in part because it gives back the survability that the debuffs take from characters. In part, also, because I like that with little effort it gives you the whole spectre of possible status without any extra bookkeeping:

Full power
Wounded
Unconscious
Unknown state
Dead

Tuesday, August 27, 2024

Reaction Checkz: d&d is a storygamee

I wrote a couple of times about how the virtue of D&D consists in that it can be played on "autopilot" relying solely on procedures, if the GM is mindblocked and doesn't want to think of anything, assuming only the role of arbiter. 

But of course I   L I E D   L O L . The influence of the GM is never nor should be zero. Even a fully scripted random encounter of goblins requires the GM to describe the goblins, and every word, attitude, tactic, dialogue, apathy or emphasis he puts into it is shaping the encounter in some way. Let's say that if narrative games have a GM involvement of 100%, OSR games can assume the same 100% or drop it real low, but never below a 10% 

 

 

One thing that always requires some sort of interpretation is the Reaction Checks. Let's grab my B/X book and see what it has to say on the matter:



Outcomes applied to every monster and situation are better taken in an oracular way rather than a literal one. For example, it's hard to believe that a single bandit will attack a party of six. If a (2): immediate attack would be rolled, I think I'd have the bandit to pretend to be a friend, until an opportunity of a profitous strike arises; during the night or until he can be alone with one of the PCs. The monster is determined to attack, but the attack is just not immediate.

No intelligent monster would make such a temerary charge, and If he does, you have to invent some story to back it up. For example: the bandit is a small boy who has mistaken you for a rival gang of bandits that kidnapped his sister and put her in a brothel until she pays her father's game debt (hmmm... interesting plot hook. Taken straight from Samurai Champloo)

What about a (3-5): possible attack? what makes it possible? I am rolling to find out things, I don't want more uncertainity!!!!!!!!!!!. I treat this result more or less like a 2. Monster attacks if the attack is feasible. Else, it will take hostile actions without entering combat (stalk pray from afar, call for reinforcements, get between the PCs and what the PCs need, talk shit about them in the village) 

The worst is when you get the (6-8): monster confused. What the fuck. The bandits are all smoking an elven joint, tripping balls? What do I do is different for each monster. The key is that monsters are at least aware of the PCs. This can mean that they will be watched upon for as long as they remain in this domain, or be held responsible of any mess happening. If the monster is civilised, will approach and ask why are you in this lands; and your answer might decide further reactions (and reaction rolls). 

If the monster ts horrible, it might cause a morale check for retainers, or cause unrest on any non-combatants. A swarm of stirges or the sight of a roc will cause a morale check on the horses. A pack of wolves met during the day will surely check on you again during the night.

Rolling (9-11): No attack, monster leaves is easier to do, the monster is just doing their own thing and is for the most part oblivious to the PCs. You will have to come up with things though, if the PCs decide to engage the encounter themselves, and you will have to come up in the spot of what are they doing. Trow encounters of this kind (my setting's humans) are often hunting parties (they can also be hostile encounters if they decide that the PCs are disturbing the setup by flushing the prey or confusing the dogs). A single Trow is usually a messenger or in a quest of his own. A beast is not hungry enough to pursue the PCs, but some beasts can provide rations and valuables such as furs, and PCs might attempt to hunt them. Curiously, it should be better than the "uncertain" result, but the "monster leaves" clause can make it harder for the PCs to ask help from the encountered monster, as it's implied it is busy.


An (12): enthusiastic friendship feels very forced in many occasions. There are two nice opposite versions of this encounter that don't involve a monster acting like a drunk man hugging everyone in a party: an NPC in need, who could use some help; or au contraire, one that is able and willing to help the PCs with their current situation. Sometimes both. This is when you let your vision guide you. Good NPCs come up from this situations; like a moustache man in my game, who helped the party find a bridge in the middle of the night so they could sleep at the inn, then later got a name and appeared on further adventures in the city.

As you see, when a reaction check is made, suddently a lot of improvisation is called up. Some choices imply new doubts (is the bandit acting alone? does he have friends waiting for him? does he want gold or will be fine by stealing a horse and run?) which can at the end be solved by making more oracle rolls (roll whatever, high is good, low is bad. I do that a lot of times)

I went to the newer editions to see how Reaction Checks improved over time; and by that I mean AD&D 1e and 2e. I want to point my finger into two important things I've found.

AD&D 1e breaks the table into 2 more unnecesary steps, but interestingly puts morale into the mix, that can be interesting in situations of numerical disadvantage. But still it doesn't strike me well that the bravery of a bandit makes him more prone to attack a party of six in spite of being obviously in the wrong side of the match. If used in a sensible manner instead of a naturalistic way, morale will just be part of the oracular machine:If the bandit passes morale, he is the little boy rescuing the sister. If he fails, is a scoundrel who will try to pass as a friend.


Meanwhile AD&D 2e makes the table to be a 2d10 one and depend on the PCs disposition towards the monster, which is very interesting to me. But there is something that bugs me a little; if anybody learned on 2e can explain. If Charisma modifier is to be added to the roll, shouldn't the numbers go in reverse? I mean, with the 20 being in the "Friendly" outcomes, and the 2 or less be in the "Hostile" ones.


Sunday, August 25, 2024

The monographic entry about ELVES and how I run them (system neutral?)

 You found elves! number appearing? roll in this table:

1. Average elf (1HD, no armor, short bows, with the bow expertise feat granting an extra 1d6 on attacks) They can climb trees very fast.

2. two elves

3. three elves

4. druid (level=1d6, 1d3 spells, with heal and speak with plants being the most common. Speak with plants is the key to gather Sleep Powder from a specific flower: they carry 1d6-3 uses of it. Blowing onto the powder works as a sleep spell. Possible treasure to be found in elven lairs)

5. veteran hunter (no armor, level 1+1d6)

6. Roll twice. On a repeated result or another 6, raise the level of everyone by one

Elves make their lairs in deep forests, and whenever they are on that terrain, they always have advantage to surprise rolls. When on real combat, they will always try to shoot from the treetops: anyone trying to shoot them from below does it at -4 due to the height difference and concealment. Looking for a hidden elf in a tree works as looking for secret doors (5+ on a d6) with advantage if they make any noise, so is a good idea to trick them into talk even if just to locate their silhouettes.

This means that elves are pretty though encounters for their size. I've actually made them more OP each time I use them, because as a GM I enjoy monsters that are hard to kill but offer plenty space for retreat, negotiation, roleplay and using spells and other dirty tricks. As a side note, I am trying to reserve fair combat for "enraged" or "dumb" monsters like golems, but I hate when the PCs resolve and encounter with civilised humanoids and I find out a posteriori that I made them not use tactics at all.

An elven lair consists in sparse cozy shelters carefully hidden into the treetops, and the rest of the hex and the adjacent six (if suitable) are hunting grounds. Elven life revolves indefectivelly around hunting by means of their short bows, though they also carry daggers carved from horns and bones, which they call "fangs". They can prey on many things appearing on your random monster table for the area; including shit like tiger beetles or giant scolopendras. I don't imagine owlbears being edible but they are probably prized for their skins. But of course, it is a great idea to make space for the antelope and the boar, always present on b/x bestiary. Elves cook their food and make campfires to do so if they believe they won't attract too much attention (this is a good example of a good surprise roll against elves).

As opposed to Trow, whom are more proclive to hunt big game par force (that is, succintly, using dogs and coordinate tactics to pursue a catch until its tired and presents battle) elves use stealth. Trow use hunting parties as a social event, and a way to introduce young boys to the customs of riding and battle (I'd love to write an entry about that specific topic soon, cross fingers), while their elven counterparts often hunt alone, and rarely in groups bigger than three. They never use dogs (and rarely have pets that cannot fly or at least climb).

It's not just that they are hard to detect: Elves hardly ever talk, not even amongst them. When PCs arrive into elven territory, they might receive a silent warning in the shape of arrows shot in the ground before them, with the shooters well hidden in the foliage above. If that doesn't work (as always happens with PCs) they might shot a sack that can be pierced, or try to wound someone, to make the whole party turn their back (that's like their neutral reaction roll on their territory). They don't want their sacred groves profaned with bonfires and their buck deers flushed by the noisy trow. Or they are just appalled by the idea of two marching kobolds breaking the peace with constant jokes and laughters.

They do not understand why other races talk so much, like there was so many things to be said. Though they might seem serious and stupid, they do have sense of humor and keep normal relationships, but they somehow manage to do it talking much less and using a lot of implied acts, which are amplified by their surrounding lack of speech.

If required to, they will try to use a single word; two in case of need. Four consecutive words or more are considered a poem for them (and they do write four word poems. This is not an exageration); but they never use verbs in any form. For some metagamist reason, they are unable to use them or appreciate them and so, their speech sounds always precarious to trow and kobolds.



Elves are plant-like in apparence, and dress in pelts; as heavy and hooded as the climate requires. Their color is a greyish green and their hair looks like leafs. This has no more biological effects beyond that, though poison seems to affect them less virulently (bonus in saving throws vs poison) And, of course, there is the fact that a tree will grow from their corpse once they die. This trees are sacred and elves will protect them violently, with at most an awkward explanation. This tree is believed to hold the soul of the deceased for an indefinite time after his death, and the tribe's druids can partially communicate with them. Many times, elves who are about to die decide to wait for death right outside the limits of their forest; knowing that this will cause a subtle inertia for new groves to expand towards their gravetree.

Though elves are individualistic in nature, when a decision involves the whole tribe they tend to value the words of the elders: A veteran hunter that is now a potter by the river, or a venerable druid (clasically a woman). In addition, the opinion or the blessing of the departed elders, now in tree form, is also sought through the druid's abilities.

A silent elf sitting on a branch could be doing anything from sleeping, contemplating nature, listening for prey, thinking or practising meditation, all in the same unassuming position. By doing the latter, they believe that they weaken their illusory miconceptions and are innately guided to their place in the nature cycle, like the other animals do.

Elves are to be a playable race (though not used them as such yet). I've used ambiguous mechanical terms in this entry, but applied to my Trow Fortress rules, their dexterity must be high, so I will make it so they must allocate their best score onto it, and instead of getting regular HD increases as fighter, they can at certain levels increase their dexterity or magic by +1, no roll required. This will help them get into their presumed roles as veterans. As a side effect, some elves can max out dexterity and become elven monks (expertise: combat without weapons) and even have some magic buffs, related or unrelated to combat. But that is something to be written another day. I hope you liked my take on indian-dryads.





Tuesday, August 20, 2024

ISHI'S METHODS OF HUNTING

I am halfway through the writting of two big posts, one about the implementation of medieval hunting in D&D and one about my setting's elves; of which hunting is a foundational part. I was searching for hunting customs of native americans to compare certain procedures when I stumbled upon this 1920's book (click to read whole and for free). It can't harm to share some good thing in here, maybe you will enjoy it as much as I do; doubly so if you also like to make self bows and shoot arrows.
In this excerpt you will find examples on how "speak with animals" works, and how magical, silent elven bows are made.




Hunting with the Bow and Arrow, by Saxton Pope. Chapter III:

    Hunting with Ishi was pure joy. Bow in hand, he seemed to be transformed into a being light as air and as silent as falling snow. From the very first we went on little expeditions into the country where, without appearing to instruct, he was my teacher in the old, old art of the chase. I followed him into a new system of getting game. We shot rabbits, quail, and squirrels with the bow. His methods here were not so well defined as in the approach to larger game, but I was struck from the first by his noiseless step, his slow movements, his use of cover. These little animals are flushed by sound and sight, not scent. Another prominent feature of Ishi's work in the field was his indefatigable persistence. He never gave up when he knew a rabbit was in a clump of brush. Time meant nothing to him; he simply stayed until he got his game. He would watch a squirrel hole for an hour if necessary, but he always got the squirrel.

He made great use of the game call. We all know of duck and turkey calls, but when he told me that he lured rabbits, tree squirrels, wildcats, coyote, and bear to him, I thought he was romancing. Going along the trail, he would stop and say, "Ineja teway--bjum--metchi bi wi," or "This is good rabbit ground." Then crouching behind a suitable bush as a blind, he would place the fingers of his right hand against his lips and, going through the act of kissing, he produced a plaintive squeak similar to that given by a rabbit caught by a hawk or in mortal distress. This he repeated with heartrending appeals until suddenly one or two or sometimes three rabbits appeared in the opening. They came from distances of a hundred yards or more, hopped forward, stopped and listened, hopped again, listened, and ultimately came within ten or fifteen yards while Ishi dragged out his squeak in a most pathetic manner. Then he would shoot.

To test his ability one afternoon while hunting deer, I asked the Yana to try his call in twelve separate locations. From these twelve calls we had five jackrabbits and one wildcat approach us. The cat came out of the forest, cautiously stepped nearer and sat upon a log in a bright open space not more than fifty yards away while I shot three arrows at him, one after the other; the last clipped him between the ears.

This call being a cry of distress, rabbits and squirrels come with the idea of protecting their young. They run around in a circle, stamp their feet, and make great demonstrations of anger, probably as much to attract the attention of the supposed predatory beast and decoy him away, as anything else.

The cat, the coyote, and the bear come for no such humane motive; they are thinking of food, of joining the feast.

I learned the call myself, not perfectly, but well enough to bring squirrels down from the topmost branches of tall pines, to have foxes and lynx approach me, and to get rabbits.

Not only could Ishi call the animals, but he understood their language. Often when we have been hunting he has stopped and said, "The squirrel is scolding a fox." At first I said to him, "I don't believe you." Then he would say, "Wait! Look!" Hiding behind a tree or rock or bush, in a few minutes we would see a fox trot across the open forest.

It seemed that for a hawk or cat or man, the squirrel has a different call, such that Ishi could say without seeing, what molested his little brother.

Often have we stopped and rested because, so he said, a bluejay called far and wide, "Here comes a man!" There was no use going farther, the animals all knew of our presence. Only a white hunter would advance under these circumstances.

Ishi could smell deer, cougar, and foxes like an animal, and often discovered them first this way. He could imitate the call of quail to such an extent that he spoke a half-dozen sentences to them. He knew the crow of the cock on sentinel duty when he signals to others; he knew the cry of warning, and the run-to-shelter cry of the hen; her command to her little ones to fly; and the "lie low" cluck; then at last the "all's well" chirp.

Deer he could call in the fawn season by placing a folded leaf between his lips and sucking vigorously. This made a bleat such as a lamb gives, or a boy makes blowing on a blade of grass between his thumbs.

He also enticed deer by means of a stuffed buck's head which he wore as a cap, and bobbing up and down behind bushes excited their curiosity until they approached within bow-shot. Ordinarily in hunting deer, the Indian used what is termed the still hunt, but with him it was more than that. First of all he studied the country for its formation of hills, ridges, valleys, canyons, brush and timber. He observed the direction of the prevailing winds, the position of the sun at daybreak and evening. He noted the water holes, game trails, "buck look-outs," deer beds, the nature of the feeding grounds, the stage of the moon, the presence of salt licks, and many other features of importance. If possible, he located the hiding-place of the old bucks in daytime, all of which every careful hunter does. Next, he observed the habits of game, and the presence or absence of predatory beasts that kill deer.

Having decided these and other questions, he prepared for the hunt. He would eat no fish the day before the hunt, and smoke no tobacco, for these odors are detected a great way off. He rose early, bathed in the creek, rubbed himself with the aromatic leaves of yerba buena, washed out his mouth, drank water, but ate no food. Dressed in a loin cloth, but without shirt, leggings or moccasins, he set out, bow and quiver at his side. He said that clothing made too much noise in the brush, and naturally one is more cautious in his movements when reminded by his sensitive hide that he is touching a sharp twig.

From the very edge of camp, until he returned, he was on the alert for game, and the one obvious element of his mental attitude was that he suspected game everywhere. He saw a hundred objects that looked like deer, to every live animal in reality. He took it for granted that ten deer see you where you see one--so see it first! On the trail, it was a crime to speak. His warning note was a soft, low whistle or a hiss. As he walked, he placed every footfall with precise care; the most stealthy step I ever saw; he was used to it; lived by it. For every step he looked twice. When going over a rise of ground he either stooped, crawled or let just his eyes go over the top, then stopped and gazed a long time for the slightest moving twig or spot of color. Of course, he always hunted up wind, unless he were cutting across country or intended to flush game.

At sunrise and sunset he tried always to get between the sun and his game. He drifted between the trees like a shadow, expectant and nerved for immediate action.

Some Indians, covering their heads with tall grass, can creep up on deer in the open, and rising suddenly to a kneeling posture shoot at a distance of ten or fifteen yards. But Ishi never tried this before me. Having located his quarry, he either shot, at suitable ranges, or made a detour to wait the passing of the game or to approach it from a more favorable direction. He never used dogs in hunting.

When a number of people hunted together, Ishi would hide behind a blind at the side of a deer trail and let the others run the deer past. In his country we saw old piles of rock covered with lichen and moss that were less than twenty yards from well-marked deer trails. For numberless years Indians had used these as blinds to secure camp meat.

In the same necessity, the Indian would lie in wait near licks or springs to get his food; but he never killed wantonly.

Although Ishi took me on many deer hunts and we had several shots at deer, owing to the distance or the fall of the ground or obstructing trees, we registered nothing better than encouraging misses. He was undoubtedly hampered by the presence of a novice, and unduly hastened by the white man's lack of time. His early death prevented our ultimate achievement in this matter, so it was only after he had gone to the Happy Hunting Grounds that I, profiting by his teachings, killed my first deer with the bow.

That he had shot many deer, even since boyhood, there was no doubt. To prove that he could shoot through one with his arrows, I had him discharge several at a buck killed by our packer. Shooting at forty yards, one arrow went through the chest wall, half its length; another struck the spine and fractured it, both being mortal wounds.

It was the custom of his tribe to hunt until noon, when by that time they usually had several deer, obtained, as a rule, by the ambush method. Having pre-arranged the matter, the women appeared on the scene, cut up the meat, cooked part of it, principally the liver and heart, and they had a feast on the spot. The rest was taken to camp and made into jerky.

In skinning animals, the Indian used an obsidian knife held in his hand by a piece of buckskin. I found this cut better than the average hunting knife sold to sportsmen. Often in skinning rabbits he would make a small hole in the skin over the abdomen and blow into this, stripping the integument free from the body and inflating it like a football, except at the legs.

In skinning the tail of an animal, he used a split stick to strip it down, and did it so dextrously that it was a revelation of how easy this otherwise difficult process may be when one knows how. He tanned his skins in the way customary with most savages: clean skinning, brain emulsion, and plenty of elbow grease.

His people killed bear with the bow and arrow. Ishi made a distinction between grizzly bear, which he called tet na, and black bear, which he called bo he. The former had long claws, could not climb trees, and feared nothing. He was to be let alone. The other was "all same pig." The black bear, when found, was surrounded by a dozen or more Indians who built fires, and discharging their arrows at his open mouth, attempted to kill him. If he charged, a burning brand was snatched from the fire and thrust in his face while the others shot him from the side. Thus they wore him down and at last vanquished him.

In his youth, Ishi killed a cinnamon bear single handed. Finding it asleep on a ledge of rock, he sneaked close to it and gave a loud whistle. The bear rose up on its hind legs and Ishi shot him through the chest. With a roar the bear fell off the ledge and the Indian jumped after him. With a short-handled obsidian spear he thrust him through the heart. The skin of this bear now hangs in the Museum of Anthropology in mute testimony of the courage and daring of Ishi. Had this young man been given a name, perhaps they would have called him Yellow Bear.

While he shot many birds, I never saw Ishi try wing shooting except at eagles or hawks. For these he would use an arrow on which he had smeared mud to make it dark in color. A light shaft is readily discerned by these birds, and I have often seen them dodge an arrow. But the darker one is almost invisible head on. The feathers of the arrows were close cropped to make them swift and noiseless.

The sound of a bowstring is that of a sharp twang accompanied by a muffled crack. To avoid this and make a silent shot, the Indian bound his bow at the nocks with weasel fur; this effectually damped the vibration of the string, while the passage of the arrow across the bow, which gives the slight crack, is abolished by a heavy padding of buckskin at this point.

Ishi never wore an arm guard or glove or finger stalls to protect himself as other archers do. He seemed not to need them. When he released the arrow, the bow rotated in his hand so that the string faced in the opposite direction from which it started. His thumb alone drew the string, and this was so toughened that it needed no leather covering.

In a little bag he carried extra arrowheads and sinews, so that in a pinch he could mend his arrows.

When not actually in use, he promptly unstrung his bow, and gently straightened it by hand. In cold weather he heated it over a fire before bracing it. The slightest moisture would deter him from shooting, unless absolutely necessary--he was so jealous of his tackle. If his bowstring stretched in the heat or dampness, as sinew is liable to do, he shortened it by twisting one end prior to bracing it.

Before shooting he invariably looked over each arrow, straightened it in his hands or by his teeth, re-arranged its feathers, and saw that the point was properly adjusted. In fact, he gave infinite attention to detail. With him, every shot must count. Besides arrows in his quiver, he carried several ready for use under his right arm, which he kept close to his side while drawing the bow.

In all things pertaining to the handicraft of archery and the technique of shooting, he was most exacting. Neatness about his tackle, care of his equipment, deliberation and form in his shooting were typical of him; in fact, he loved his bow as he did no other of his possessions. It was his constant companion in life and he took it with him on his last long journey.

Monday, August 12, 2024

Dogs and other animals as monsters

Anybody else has felt that disphoria, when you roll up an encounter and it's just bears? I was expecting a beast; and the weird thing that a bear is actually a dreadful beast! But it falls flat. Why a bear when we got an owlbear? And, doesnt an eagle stop being an eagle (symbol of power, king of the birds) when it shares world with rocs and phoenixes?

There is no distinction in many bestiaries between real life animals and monsters: they are all listed the same, alphabetically, each with their HD and stats. But I think that in many cases they are redundant. It might only be my view on this, but let me tell you something I have slowly injected in my games:

There are no two versions of animals: wolves and direwolves. Eagles and dire eagles. Bees and Killer bees. Only one of the versions is allowed, the one that is more interesting (usually the big or magical one). I am a D&D naturalistic and I spend more time than you would guess imagining the ecology and habits of imaginary beings. On the flipside, I realized that I should not only take monsters "down to earth", but also I should make normal animals become more hyped, more "monster" if you like, in order to have a place in a D&D hexmap. Here are some examples:

Honey is distilled from killer bees. This makes it very valuable and dangerous to produce, much more when you remember that BX RAW the honey at the core of a hive works as a healing potion.
If the hive is set on a city, an accident or an attack can provoke chaos amongst the populace; though releasing the bees during an attack can also be an interesting tactic.
Hives can be wisely situated outside the cities, but this comes with it's own set of problems: being exposed to bandits, raiding parties and monsters is the first. Farmers must adapt by finding hidden havens or finding another defence strategy. The poison of killer bees is also usable through bladed or piercing weapons.

The standard size of wolves is larger than the normal one (see pic above, compared to a Trow and a Kobold), because they are more terrific that way; and I can fit 5 HP on them (on my monster conversions, normal wolves had 4 and direwolves had 6). The same problem happens with lions and tigers, when you have sabertooth tigers living a few hexes apart: There is no place for both: the existance of one makes the other lose its meaning. The concept of a lion falls apart in the moment in which an adventure finds one and says "at least is not a sabertooth tiger!!"

But what about blink dogs? RAW they have as much life and better armor than a dire wolf, just a little less average damage. Thats before we count their blinking ability in. Very tough for something that looks just like a greyhound!
Though I love blink dogs (and greyhounds) too much, I must confess that I have never achieved an interesting encounter with them. They hardly provide combat, roleplaying opportunities, not any help, despite their "lawful" nature. I have thought many times on the domestication of the blink dog. Could it be helpful? well, if a kobold could ride it and blink out of existance with it, sure. The rules are not very clear about it. But how hard would be living in a castle with the dogs blinking constantly in and out of the kitchen?
Thought its a very interesting idea to explore, I have settled giving them the traditional role of coyotes, jackals and foxes: the wild canines that, to put it in terms we all understand, chose to be rogues instead of fighters. They are highly intelligent and show great empathy, but they are not available as pets for the populace. They can be used, however, as animal companion, which in my rules is available for people with high charisma, though the animal must be feasibly befriended. This introduces more ways in which blink dogs can interact with the party: evil wizards can send them to steal your magic items and blink away; or you can get a very dope ally. As a note, I'd like to point that the pokemon Abra is a blinking fox. Coincidence? I don't think so. 



Now that we are talking about dogs; what about domestic dogs? There are few greater contrasts in D&D as between the lack of rules on their use, and the obsession of the average gaming group on using dogs (in my experience, obv). On one side, giving dogs very good bonuses on their scent and tracking abilities could be a little OP. On the other, making them meat shields at best has little flavor and doesn't paint the essence of a dog. Following the precept of "naturalizing" monsters and "monsterifying" common animals, I think that leaning on the buff-dog is the correct answer, with different power ups depending on breeds (More on this on the upcoming entry: BESTIARY) while implying that the dog breeds in the game world are also limited and not corresponding to real life current age.

In my campaign, the only crocodiles are giant crocodiles. All bears are owlbears. Monkey's intelligence is accentuated, so it can be exploited.
Ravens are a widespread communication method, and is easy to teach them words. Falcons are used to hunt, but also can be trained to kill messenger ravens. Stirges are my world's mosquitoes. Eagles don't exist, only rocs of different size. As an exception, I use spiders and snakes of all sizes, because I find uses for both.


Thursday, August 8, 2024

Trow Fortress 05: The Encounter

Both sides roll surprise if they are even able to surprise, needing a 5+ in 1d6. If both succeed, no surprise happens.

Distance is slightly abstracted: If a side has surprise, they are as close as the scenario allows and get a free turn (the other side gets no actions). With no surprise, both sides are generally aware of the other, and are as far as it makes sense in context.

After the surprise turn, or if there is no surprise, the side with the single member that has the most HD has the initiative (on a tie, the contestant that carries a sword acts first, else randomize it). After all its integrants have their chance to act, the other side acts. Certain things allow reactions: for example, if you are walking towards a target, anyone with a readied bow can make an attack against you during the way. This consumes the bowmen's turn.

When it is uncertain, I roll monster reaction (I prefer to call it "disposition") in secret, with low numbers being bad. When it comes to the bestiary, I will write specifically what good and bad means for every monster: for example, Wargs that roll low are food deprived and will attack even when the numbers are disfavorable; while an average roll means they will only attack if they are more powerful; but will stalk the party anyways to see if they can catch a stray member.

Combat goes with people taking chunks of life, step by step and critical through critical.

BUT HOW DO I MAKE ATTAKK

You roll some d6 and must get the target's AC or more:

No armor is AC3
Light armor is AC4
Heavy armor is AC5

Having four HD or more gives you +1 extra AC
Wearing a shield has 2 in 6 chance to negate any attack (non fighters actually have 1d6 chance but they don't use shields normally)

Normally characters roll just 1d6 for melee at level 1, but you get extra melee attacks at 6, 10 and 14 HD. Ranged attacks improve only through specializations.

For each d6 that hits, you deal 1 damage, or more if its a critical hit (a 6) 

Damage scored on critical hits depends on weapon (here is the complete weapon list). The quick version is that small weapons such as daggers deal 2, one handed swords deal 3 and two handed weapons deal 4.

Enter table:

 

This table compares the damage output done by a normal BX fighter in each level, with a dagger, a sword and a "d12 weapon". I know that two handed weapons deal 1d10 but to make up for it, this fighter doesn't have any strength bonus (rare in a fighter) This serves to give me a general idea of how accurate is the damage per turn to the original with the new system. The numbers are percentages of damage done, taking a d4 hit dice and a d4 damage as the base. This means that a 100 would be the damage output of a d4 weapon that somehow ALWAYS hit. Whenever there are two numbers, the second indicates the damage percentage done if the wearer carries a shield (stastically tallying damage by a third unless something weird happens)

By comparing numbers, we can see that damage for each type of weapon is similar at the beggining, but that if I try to mash four attacks into a span of 14 levels, the damage will explode bestially in the end. I don't know if that can be a problem yet, the highest PCs are level 4 by now. Monsters also use the same progression, so in that way, its even.

When PCs get to 0 HD they get a save vs death: on a 4 they are unconscious and need medical help, on a 5 they are wounded with a disadvantage to most actions, and cannot save like this until healed; and on a 6 they are just fine and able to save again indefinitelly.

Named NPCs and leaders do get this save too; random monsters do not. Normally the rule is that if an enemy lives enough time for the players to know their name or backstory, it gets a save vs death. More on saves later.

Being mounted on a horse reduces critical hits from footmen attacks by 1, unless the footmen use polearms.

"Unhittable creatures" such as spectres receive only damage on criticals (1 damage) unless the weapon is blessed or is magically suited for the monster in question.

Resting rules are constantly changing and haven't settled yet. 2d6 take worst, and recover that many HD is the current way. This way I can introduce degrees of "resting", such as roll 1d6 instead if they are in a confortable inn or something.

SAVING THROWS

Traps, dragon breath and spells need a 6. Kobolds get an extra die for this category.
Paralyzation, poison and death ray need a 5+
Death at zero HP needs a 4, 5 or 6 for unconscious, wounded and unscathed respectivelly.

Level 1 characters have 1 saving die; and get more through leveling.



This is a comparison chart between B/X saves and my own, using the fighting man and halflings/kobolds.
Notes: NPCs are significantly weaker. I love that. There is a reason that NPCs fear death rays and sleep spells. Saves are plot armor after all, and NPCs are outside the plot. That is for main characters (the PCs). Save numbers are really smooth and alike the original, but they are a little harder now for level 1 characters. That is OK for me. I treat most traps as a save, too. The numbers from B/X (trigger traps 1 third of the time) remain unchanged in this way.


 

MORALE

Morale is used by the book sometimes, but the most times I just make a new reaction roll after significant damage or intimidation, and interpret it.






 



Wednesday, August 7, 2024

Trow Fortress 04: The Adventure

Beginning the adventure

Right now, all the characters just pick any equipment they want as long as they don't start encumbered AND its common use items (any weapons, any food, armor, utensils, etc. No smoke bombs or potions obv). I don't want to make a new character go through a shopping session in their first day. Not only that: they all start without money, they are assumed to have spent every single coin in their current gear. 
However, I'm on the process to make a random equipment table (will edit when I do). The reasons?  

- Its even faster than choosing equipment. 

- I don't want the players to take decisions before the game starts. Much more if its their first session and they dont know the world yet.

- You can still pick an specific item via your profession's item (see previous entry on that)

- I want sub-par results. I want warriors without armor or weapons; I want kobolds without food. This gives level 1 characters an immediate pursuit (find their missing item) before the dungeon is even presented. Finding appropiate gear is emergent gameplay that is very suited to level 1 peoples.

If the players are seasoned, its OK to start in a base town; if they are noobs, I'd rather spare that and put them on the entrance of a dungeon, and conveniently remember them that there is a nearby base town only once they have crossed the entrance: then spend the first session showing them the basics of exploration, combat, game workings, etc.

Whenever they march through a door or corridor, ask who goes first. Then ask who carries the torch or torches, as many times you feel like. This simple questions set the mood very quickly

There will come a time in season 3 or 4 where they have some money and make big spend (supplies, retainers, etc) but they will make it with better wisdom once they know the water they thread. 



MOVEMENT (in dungeon/combat):


 When speed is a factor, characters roll their Movement die; which is:

1d6 for normal characters
1d6 take worst for encumbered characters, or monsters with speed of 30' per round or lower
1d6 take best for characters that are somehow faster, or monsters significativelly faster than 40' per round.

On a pursuit, both sides involved make a contested roll (separatelly or as a team, depending on whatever I feel). On a tie, the relative distance is kept. After one round of fruitless pursuit, a flying prey is in the air, a fast animal such as a horse has galloped away, and a fleeing man can reach an alleyway or climb a nearby horse.

If you want to do a physical thing that might take one turn or many (such as climbing a tree), roll movement: on a 5+ you achieve it in this very turn. 

 



MOVEMENT (overland)

Normally, 1 hex is 1 day of travel. I imagine hexes being around 12 mile long, but is a guidance. The distance is actually solipsistic. Some hexes like crossing a swamp or a mountain might take 2 days to cross, but haven't done that yet. The fact that is easier to get lost on them might actually emulate that without need of doubling the time.

There is an 1d6 roll every travel day:

On a 6, if there is some obscure thing at the hex, they casually find it.

On a 1, there is a random encounter.

On a 2, there is a random encounter if there is a nearby (adjacent hex) dungeon, city or lair; and the encounter is representative of it.

On a 3, I make a secret roll for weather change, applicable on the next travel turn.

Scouting an hex to find something on it takes a roll, normally:

3+ on grasslands
4+ on a forest
5+ on a mountain

Getting a roll of 1 or scouting twice automatically ends the day.

When you are travelling without a path or river to follow, you must make an scouting roll or you get lost: This means you end up in a different hex than the one intended, even maybe gettng stuck in the current one for this turn (roll 1d6 to find out). I always tell the players where they are now in the map after that.

During the night, there is a second encounter roll. Not all encounters, of course, are automatically violent. After PCs have rested for the night, they recover all mana die, and 1d6 HD

Light: I suck at tracking torches. Or turns, for that matter. I just never do it. About infravision, none of the PC races have it for now.

Doors: On a case of stuck doors, roll (1+your STR mod) d6; each 6 opens the door this turn.

Secret Doors, or anything strange is automatically found if the right things are examined, same for traps and listening at doors. I intend to avoid search rolls inside dungeons, want to keep it an overland thing where scenario is more ample and abstract to be thoroughly described. I challenge myself to describe dungeon rooms enough so they can be searched analogically.

Traps: There is an specific saving throw VS traps, spells and breath weapons. Traps can have many effects, as usual.

Retainers: NPCs can join the party, but that interactions are roleplayed. Normally, hirelings require money or a promise of money. NPCs that participate in the adventure activelly receive a share of XP. Proper retainers, as in faithful servants, are dependant on charisma: for each +1 you have a slot that can be used for a blessing or retainer. A "retainer" can be anything that you can befriend during the game (below, you can see my current party with a white ape following its owner, a kobold called Pomelo). Dogs and other domestic animals will follow their masters regardless of charisma, but animal retainers will always understand simple orders, as if you could talk with them.

A retainer that is asked to do something dangerous will check morale, modified by their leader's charisma.

Retainers can be static NPCs that don't travel with the party, such as a princess or a hermit. This kind of alliance doesn't provide direct help and may not be very significative, but depending on the nature of the bond, it can give you a magical blessing (will write some at some point and edit here, a bonus to saving throws is always a good choice), plus knowing that said NPC will never betray you offscreen.