Friday, January 20, 2012

Google D&D

This....
and this...

makes...


You can measure distance, draw lines, drop polygons, add places... In short you could run an entire campaign out of Google Earth, and use no other tools so long as you copy all your random tables into places or polygons.

My next post will be about how to do this

Wednesday, January 18, 2012

23 answers for Zak

So in linking to this post...


1. If you had to pick a single invention in a game you were most proud of what would it be?

Googlemaps for D&D. I will someday write up how to do this.

2. When was the last time you GMed?

Sunday. Type 4.

3. When was the last time you played?

Like... Wednesday the 28th of December? Dark Heresy.

4. Give us a one-sentence pitch for an adventure you haven't run but would like to.

Dark heresy... So you live on a medieval tech jungle-deathworld (think Pandora from Avatar, but not pretty if you aren't familiar with 40k) and then Tyranids invade and you have to fight a Lictor in the jungles.... and you only have swords and bows.

5. What do you do while you wait for players to do things?

Listen intently so i know what the fuck it is they are exactly trying to do.

6. What, if anything, do you eat while you play?

I drink Mother (energy drink) and sometimes i eat chocolate.

7. Do you find GMing physically exhausting?

YES. Most the time, but also it energises me enough afterwards to keep me up.

8. What was the last interesting (to you, anyway) thing you remember a PC you were running doing?

My Moritat Assassin in Dark Heresy (a space ninja with a lightsabre for those of you unfamiliar with Dark Heresy, with a vow never to use modern weapons, only ones with edges, so swords and arrows) went and got himself a custom-made compound bow with a laser sight and blades attached to the ends of it... So kinda like Hawkeye's bow except that it doubled as a double-bladed sword. 

9. Do your players take your serious setting and make it unserious? Vice versa? Neither?

Make it unserious all the time but still take it serious all the time as well... if that's possible.

10. What do you do with goblins?

I haven't ever used them... yet.  In my game world they're traders, thieves and they steal babies and live in the ground, so kinda like your typical d&d kobolds, but more like proper Germanic myth goblins.

11. What was the last non-RPG thing you saw that you converted into game material (background, setting, trap, etc.)?

Economics to do with the mobility of capital, that and photocopying.

12. What's the funniest table moment you can remember right now?

When the rogue tried to run away from the giant snakes in the jungle trees and ended up diving into the pond... Which had an anaconda in it.

13. What was the last game book you looked at--aside from things you referenced in a game--why were you looking at it?

Type 4. Heroes of Shadow. Trying to see how a class, one of my players wants to play, works.

14. Who's your idea of the perfect RPG illustrator?

Who-ever does the type 4 illustrations (i haven't bothered to check) or Todd Lockwood. 

15. Does your game ever make your players genuinely afraid?

Yes... i think.

16. What was the best time you ever had running an adventure you didn't write? (If ever)

I have never run an adventure i haven't written, but i've only been GMing a year, year and a half.

17. What would be the ideal physical set up to run a game in?

Circular couches. Big table.  Modular hirst artblocks to build anything and heaps of miniatures to represent everything, all painted.

18. If you had to think of the two most disparate games or game products that you like what would they be?

Type 4 and Dark Heresy.

19. If you had to think of the most disparate influences overall on your game, what would they be?

George RR Martin and Terry Practchett.

20. As a GM, what kind of player do you want at your table?

One who isn't afraid to actually sandbox and who engages with the setting above the game mechanics.

21. What's a real life experience you've translated into game terms?

I had an NPC childishly break up with a PC.

22. Is there an RPG product that you wish existed but doesn't?

A book and CD set of a huge amount of data, including supply and demand spreadsheets and economic systems, weather generators, random NPC table etc.  Basically a complete, compact version of the best of Abulafia, with more modelling of real-world systems.

23. Is there anyone you know who you talk about RPGs with who doesn't play? How do those conversations go?

My brother. Pretty well. He's played all the Bioware RPGs so he understands pretty much all of it.

Friday, January 6, 2012

Ramblings about 4th Ed Vertical Inflation

Forgive me if somewhere there is a better written and articulated article explaining this, but this is my re purposed ramble to my gaming group about the ridiculous vertical inflation inherit in Type 4 D&D.

Everything with a stat block in 4ed gets half its level added as a bonus (on top of special abilities, magic items and ability score bonuses) to its defenses, and to its rolls to hit and initiative and to skill checks.

Thus to break this down.

Lets say a level 1 peasant has say AC 12, Fort 12, Reflex 11, Will 11
This is from +1 of AC for padded clothes, +1 for Dex.
They have no bonus from level. They roll at +3 to hit (+1 for strength +2 for a poor quality spear).
They have 22 HP (Con +8).
+1 initiative

A tiger (level 6).
73 hp
AC 20 (+4 dex, +3 level, +3 natural) Fort 19 (+4 strength, +3 level bonus, +2 natural), Reflex 19 (+4 dex, +3 level, +3 natural), Will 17 (+2 wisdom, +3 level, +2 natural)
+11 for its bite attack. (+4 strength, +3 level, +4 for proficiency value of its teeth and natural).
+7 initiative (from memory) (+4 dex +3 level)

Now this may seem fine for your tiger and other beasties (which i don't necessarily disagree with) to have these stats but consider your standard level 21 Eladrin NPC "Ghaele of Winter" so a mage-like fellow.

HP 134
AC 33 (+9 dex, +10 level, + 4 natural/armour) Fortitude 30 (+6 con, +10 level, +4 natural) Reflex 33 (+9 dex, +10 level, +4 natural) Will 33  (+9 cha, +10 level, +4 natural)
Attacks +25 (+9 dex, +10 level, +6 natural [+2 implement, +4 enhancement/natural)
Initiative +19 (+9 dex, +10 level bonus).

This Eladrin also has +24 to diplomacy, +16 perception, +21 insight, and its untrained stealth is +19 - meaning particularly for perception and stealth that it is more perceptive than your average scout trained and employed by the military (by about twice as much) and is twice as stealthy as a trained footpad.

Which would be okay, if the Eladrin wasn't a frostmage.

My point is this can be remedied easily by scrapping every things + half level to bonuses.

This changes the game from being a vertically scaling arms race of points, to one in which player character growth is horizontal (by gaining new abilities and cool stuff) and focused into the areas where the character is good.  The difficulty class suggestions for tasks can then remain the same across the entire campaign, and not have to ramp up vertically to account for these ridiculous abstract bonuses. The barbarian who does not know much about arcana then does not get abstract bonuses to arcana because they got experience from killing things, that puts them ahead of apprentice mages who are are studying arcana. Similarly the bumbling professer-mage doesn't get abstract bonuses to stealth enough to sneak better than most of the footpads in the slums.  Characters will get better at their focused areas, but not necessarily at everything.

Even if characters won't get as many points across the board characters recieve plenty of vertical bonuses (magic gear providing +2 to something, skill training, ability score increases every 2 levels, feats and HP),

Thus at level 15 the peasants struggle to hit characters, not because they have an abstract +7 bonus to defenses because "oooh they're level 15", but rather because they have more abilities, better equipment. Even if it is more likely that peasant mob can hit and damage level 15 PCs, this should just force players to be more careful.  It has the added bonus of meaning that level 4-5 town guards are still a potential threat at high levels, if they bring they full force of the law down.

So philosophically there seems no reason not to do away with the  +half level to everything, as this removes the ridiculous vertical inflation, which seems to fufill little purpose other than indicating that certain enemies are almost impossible for characters to hit at low level, and that certain low-level enemies can be autohit at higher levels.

It also ads sense of a game world scale and progression that does away with the MMORPG ridiculous vertical value increases.

The vertical inflation just does not seem necessary at all, when it can just be done away with.

Oh and the best thing is that doing away with it on EVERY BEASTY and EVERY NPC or PC means that hey, everyone is at the same disadvantage, so the higher level monsters and characters are working on almost the same to hit and AC values, as PCs should have awesome magic.  It just brings lower level characters and monsters up a notch in  their ability to do damage and perhaps bring down higher level critters.

So yeah, that's my rambling.

Thursday, December 22, 2011

Injuries for 4th Edition

So i rapidly started GMing a 4th ed campaign this week.  This was an injury-dismemberment idea i came up for it (though we aren't using it, because my players have been playing Dark Heresy for years and their sick of getting limbs blown off, which i think is a fair reason not to want a dismemberment system).

What i have tried to do is to piggy back as much as is possible on to the healing surges and death save system already in place in 4th ed.  This is what i came up with:

When you are dropped to 0 or less HP, in each of your turns you roll a d20 and consult the table below. On the first roll on the table after you are dropped to 0 you can get a result that is lower than 1 and risk dismemberment or injury.  Otherwise when you are dropped to zero HP and remain unconscious, any of the subsequent rolls have a minimum roll value of 1 (as you roll this each turn).  If you are healed to full by another player or creature before your first roll on the table, you make a roll on it anyway to see if you lost an arm or some such, and can ignore the effects that aren't dismemberment or injury.

For each time you have already been dropped to 0 or less HP in a day you apply a negative of -1 to this table, and therefore repeated unconsciousness is how you end up risking dismemberment.  This means if you have already been dropped to 0 HP or less twice in one day and are rolling on this table for your third bout of being a 0 or lower HP, you are at a -2 penalty, so you are more likely to bleed out, and actually risking injury.

On a natural 20 you always regain consciousness and use a healing surge, but if you have suffered an injury then this effect persists once you are up an fighting again.


A character dies when they reach their bloodied value in a negative HP. This represents dying of injuries and bloodloss, or catastrophic injury like decapitation.


D20

-5 or lower Loss of limb. Roll d20 – 1-5 Left Leg, 6-10 Right Leg, 11-15 Left Arm, 16-20 right arm. You evidently cannot use that limb anymore for checks or attacks and suffer appropriate penalties permanently. Some effects are summarised here. Loss of leg results in halving of movement speed and dexterity scores and imposes a -5 circumstance penalty on athletics and acrobatics checks and the like. Loss of arm results in an inability to wield weapons or implements with that arm anymore (obvious) and a -5 circumstance penalty on certain checks (disable device, search etc). You are bleeding out unless tourniquet is applied (DC15 heal check) and when you lose 1 hp in a round from rolling on this table you lose D3 HP instead of 1.

-4-3 Serious injury. When awake and for 2d4 weeks afterwards (unless magically healed) you grant combat advantage to enemies attacking you as your injury hampers your movement, using secondwind removes this penalty for the duration of an encounter. You temporarily lose a healing surge whilst injured. You are bleeding out unless tourniquet is applied (DC15 heal check) and when you lose 1 hp in a round from rolling on this table you lose d2 HP instead of 1.

-2-0 Light Injury. Whence awake and for 2d4 days afterwards (unless magically healed) you grant combat advantage to enemies attacking you as your injury hampers your movement etc. Using secondwind removes this penalty for the duration of the encounter.

0-10 Lose 1 hp.

11-19 No change

Friday, November 4, 2011

Wilderness Fatigue

This is the relatively simple mechanics I use for when the PCs are sleeping on rounds, or under trees any sleep that is not in a tent. Each morning when they wake they have to take a Survival Check or Fortitude Save (whichever is higher) of DC5  + 1 for each day in a row they haven't slept int a proper bed


Then they get modifiers to their roll based on circumstances and equipment (others of these could be added at whim or depending on exactly that, circumstance)

+2 for bedrolls
+2 for lighting a fire

-2 for the temperature in spring or autumn
-4 in winter
-6 in extreme cold
(note my campaign generally takes place in the far north of the game world so if the PCs were in the southlands, which they are now i would change this table, to only taking penalties in winter at -2, if they are further south i would start to shift the penalties based on humidity and rainfall etc)

+2 for tents
+1 per manservant to make or break camp (this is only for each player - so if one player has one manservant then they get a +1 bonus, if another player has two then that other player gets +2)
+2 for being able to wash and PC specifying that they wash (cause PCs are generally a constipated and smelly bunch)
+2 for winter blankets
-2 for light precipitation (this would count from the days travel not just the overnight stay)
-4 for heavy precipitation (same as above)

Failing the saving throw indicates that PC is at -1 to ALL checks and attacks etc until they the rest an extra hour for each penalty point they have accrued in a common quality or better inn, or twice as long in a poor quality in, or 4 times as long in the wilds (-1 penalty restored from 9 hours rest in a decent inn,  10 hours rest in a poor inn, 12 hours rest in the wilds).


I haven't needed to adjudicate this for a long wilderness expedition yet, but if the party were to go wilderness adventuring until the point at which characters are at risk of getting into the -10s on their checks I would probably rule that if a character takes more than their constitution score that they suffer fatigue as per the 3.5 rulebook (something along the lines of not being able to run, forced march or charge). 

After that every additional point a character takes I would impose 1 point of damage in addition to another penalty point and I would start forcing spellcraft checks to determine whether or not casters can prepare spells (DC10+spell level with a -1 for each damage past there con score) though I kind of want to make that a rule for any roughing it, but we'll see.

Wednesday, November 2, 2011

Illusory Pleasures

In the biggest cities of the world that have access to marvels of arcane magic and the brilliant sciences of alchemists a strange drug is favoured by nobles, aristocrats, arcanists and kings alike.  Known simply as Arcanist's Haze, it is whispered amongst the people to be the beauteous after-life in a bottle.

Arcanist's Haze is however one of the most expensive and rarest drugs, and can only be brewed by those who can wield the arcane arts.  Unlike other illicit substances it is normally made only on commission, wealthy addicts seeking out mages in the dark of night to make transactions.  Whilst some mages may sell pre-concocted vials of Haze, these pale by comparison to doses especially concocted.  Heavily addictive and with no physical side effects its only effects are on the mind. It is so sought after because it literally makes it as if one was in a harem full of sensuous males or females, king or empress for a day,even a god or living out your most desired fantasies, depending on the quality of the infusion.

One must always be careful though with Haze, for its strengths can vary, and unlike most substances where the strength is the intensity of the effect of the drug, the strength of Haze is in its duration.  Unwise nobles have been known to fall into comas whilst experiencing the effects their Haze for days on end, or simply waste away and die, not being able to take sustenance, caught up as they are in their fantasies.

Among mages Haze is referred to as Illusionists Triumph, for it is Shadowmancers and Illusonists that make the best quality Haze. Haze itself is nothing more than pleasant and fantastic Illusions, of the strongest types, distilled into a potion.

Haze users never get on the bad side of their suppliers for long. For those that do, they assured that "Money is a fickle concept" and "Not to worry, you can pay your debts later" before being offered a 'goodwill' dose.  Those users who fall this far, generally never return from the nightmare illusions of their 'debtors Haze.'