Showing posts with label Game Design. Show all posts
Showing posts with label Game Design. Show all posts

Thursday, November 26, 2020

The Thrill of Resource Management

I've read a bunch of posts on resource management lately. Most have decided that 5E does a poor job of resource management, and they did it back in the day when the game was played a bit differently, and does it even matter anymore? This got me thinking of the two ways I've handled resource management in the past (well three ways but I've never bothered tracking arrows and just assumed the archer recovered the arrows and that seems to be the default out there so I won't cover that).

  1. Have the adventurer party buy their resources in quantities aligned with days. Buy five days of food/water and you don't need to worry about tracking day to day, your mission is up at 5 days. Since 5E has long rests that makes a good marker for a single day even if it doesn't align to 24 hours exactly. Make sure the party eats during a long rest or they don't get the benefits and you have a nice marker for used goods. A smart party will take an extra days worth of resources with them just in case. A sneaky GM might decide to spoil the resources for some reason (torches got wet, food got covered in green slime), when that happens they should assume the same standard. Four days worth of torches were destroyed. 
  2. Have the players hire a pack bearer to follow behind them carrying the Resources they need to survive in the dark. Have them pay the pack bearer  the listed rates and otherwise ignore the resources, Patsy has that covered. The pack bearer should be assumed to avoid combat and may actually have to be protected but they can cook during those long rests, hold light during combat, and trudge out the treasure in their pack that is now depleted of resources. This bypasses resource management in a playable way.
I've not only used both ideas with some success I've even blended the two. The fun thing about ignoring Resource Management most of the time is when it suddenly matters and players haven't given it any thought before. Patsy is gone and the torches are gone with him, now what? We've got an hour before the torches we've got burn out and it's going to be really, really, dark down here. Most games have fighting in darkness rules and if you're a player you probably don't want to be using them if you don't have to.

Monday, September 28, 2020

Visibility

I stumbled across the blog Cyborgs and Sorcerers and started poking around and found an interesting post. It was one of those, why don't we talk about that more? The post talked about Visibility in different conditions. It was called You're Doing Vision All Wrong and included a table from the 2E Players Handbook showing vision at different ranges. The table is sloppy. It didn't include alternate visions (Infravision, Ultravision at that time, or Torches burned into the table or something else useful) but had the seed of a really good idea, a seed that grew in my brain until I had to vomit something out.

First I felt Captain Caveman's advice about re-arranging the table by distances and dumping the Fog and mist rows was good. Second I wanted to reduce the number of columns so Spotted was out, and so was detail as that seemed irrelevant and something easily winged by the DM.

3E they had Darkvision for baddies and Dwarves and Low Light Vision for Elves. In 5E everyone got Darkvision. I wanted a compromise so I kept Low Light Vision and gave it to Elves and Dwarves. I also wanted Darkvision to work backwards so I had the ranges decrease the better the light.

Anyway it needs work, how does stealth work into this for example, but it's something.


Thursday, September 24, 2020

Found in a Box Part 11: Finish Him! Critical Hits in Grappling

Again, not actually in a Box, but more of a computer folder.

I don't think the D&D rules make grappling very interesting. That's where this idea began. My players never really got into fist fights. They prefer to slice and dice, so this isn't really tested stuff but it's been on my mind a lot so I thought I'd post it.

I'm not sure if these tables could be used as the finishing move in unarmed combat, or they could be used anytime a Critical Hit occurs, in addition to extra damage or whatever. Anyway here are tables for Chops/Punches and Kicks, and Unique... Depending upon how these tables are used the blow could stun the target for a round or drop them to the ground.

1d6
Chops/Punches 
1
Backhand - the attacker strikes with a powerful backhand blow to the head.
2
Cross-chop - The attacker uses two hands to hit the defender on both sides of their neck.
3
Headbutt - The attacker strikes the defenders in the head using it's own forehead.
4
Overhead Strike - The attacker chops their hand down on the top of the defenders head.
5
Spinning Blow - Attacker spins and strikes the defender with a roundhouse punch.
6
Throat thrust - The attacker stabs with their fingres into the defenders throat.

1d6
Kicks
1
Bicycle Kick - The attacker jumps and kicks with one foot to the defenders body, and then the second into the defenders face.
2
Dropkick - Attacker jumps up and kicks the defender with the soles of both feet.
3
Legsweep - The attacker goes low and sweeps the legs of the defender, knocking them to the ground.
4
Roundhouse Kick - The attacker spins and kicks the defender with a lot of power.
5
Spin Kick - The attacker spins and kicks the defender.
6
Superkick - Attacker delivers a kick to the defender's face or chest.

1d6
Unique
1
Battering Ram - The attacker uses their head to spear the defender in the chest or stomach.
2
Body avalanche - The attacker just runs up and runs into a defender standing near a wall, slamming them against the wall. 
3
Bodyslam - The attacker lifts the defender above their head and slams them to the ground.
4
Lariat Takedown - Attacker runs forward, wraps their arm around defender's kneck and pulls the defender backwards to the ground.
5
Living Shield - Attacker grabs the defender and uses them as a shield to defend against others
6
Piledriver - Attacker grabs the defender, turns them upside-down, and drops into a sitting or kneeling position, driving the defender head-first into the ground.

Of course if you use them for a Critical Hit that causes problems for similar tables for weapons as the results would be so different. Oh, and I don't particularly like wrestling, I just imagined it would be fun to have an Ogre pull a pile-driver on a character.

Tuesday, July 28, 2020

Thoughts on Encumbrance

5E Encumbrance is ridiculous, so much so that I suspect nearly everyone house rules or hand waves it. I've read a few of the variants around the blogsphere and thought I'd post my own.

Encumbrance

Instead of tracking weight, we take bulk into account. Each character can carry a number of items. An item easily held in one hand counts as one item, an item that requires two hands counts as two items. Some rather big items such as plate armor or a backpacks full of stuff might count as 3 or 4. Regarding smaller items, if you could hold 12 arrows in one hand that's one item.

Ones load is divided into categories Lightly Encumbered and Heavily Encumbered.
  • Light Load - Carrying a number of items equal to your STR or CON, whichever is lowest. 
  • Heavy Load - Carrying a number of items equal to your STR or CON, whichever is highest. In addition to being slower (see below) all skills, saves, and checks are Disadvantaged while Heavily Encumbered.
For example a character with 8 CON and 12 STR. 8 Items or less is lightly Encumbered, 9-12 items is Heavily Encumbered, and 13 items is just too much.

Movement from LoTFP
Load
Movement Turn
Exploration
Movement per Round
Combat
Movement per Round
Running
Miles per day
None
240
80
240
48
Light
180
60
180
36
Heavy
120
40
120
24

Note: for some reason in my notes I had half the values used by LoTFP but both 5E and LoTFP use a 6 second round (at least I think they do) so I'm not sure why. I decided to restore them to LoTFP speeds for now.

Carrying Items

All weight isn't equal. Some items aren't removed, other items are consumed, and of course treasure is added. So loads are generally split into two categories:
  • Things you wear - Not just clothes but armor, and weapons on your belt, shield on your arm, etc. This rarely changes much and really, seriously, be kept to the Lightly Encumbered level.
  • Things you carry - These are the things you'll dump if forced to run away! Typically includes backpacks, sacks, and satchels. These might even be dropped prior to each and every battle (which allows for a quick escape, but also means losing your gear). Grognards might pay hirelings to carry this stuff on their behalf.

Size Categories

Sizes are useful for comparison sake and because adventurers are likely to end up dragging dead friends around. Creatures come in five basic size categories
  1. Small (rats and dogs) (4-12 Items)
  2. Medium (Halfling to horse) (12-130 Items)
  3. Large (Really big bear, moose) (131-160 Items) 
  4. Huge (Rhino, Elephant) (161-250 Items)
  5. Massive (Dinosaur) (251-300 Items)
Humanoid size can be approximated by averaging CON and STR, I think.

Other Notes

  • Satchels and sacks are easier to drop than backpacks. Players should be encouraged to divide their loads into stuff they are willing to drop and stuff they won't drop except in an emergency.
  • Satchels and sacks are easiest to access in a rush. Food and coins can distract pursuit. Oil pots can be lit and thrown. Players should be encouraged to consider this sort of thing lest they be forced to remove a backpack and dig through it during an emergency.
  • Beasts of Burden can handle heavier loads. Instead of the highest and lowest between CON and STR a Beast of Burden adds CON and STR together to determine their Heavy Load. Beasts of Burden have no Light Load.
  • Where to put all of this stuff while they drink in a tavern is something the GM should consider as well. At some point paying the Silversmith guild in order to use their safe, or finding a Goblin Bank starts to make sense and can drag the characters into the factions of a settlement.
  • 1000 gp = 1 item (assumes a sack or small chest). The weight and bulk of 1000 gp worth of coins is roughly the same no matter what denomination of coins comprise the pile. A pile of gold will be small and heavy, a pile of copper coins will be a lot of lighter coins. It mostly evens out.

Monday, July 20, 2020

Lifestyle Expenses

I like the idea of Lifestyle expenses but this also should be baked into the different races the way backgrounds are to tell you something about the race. The player should roll for their lifestyle during character creation. A series of tables will better show what I mean.

Hill Dwarf
2d6
Lifestyle
--
Wretched
01
Squalid
02
Poor
03-08
Modest
09
Comfortable
10
Wealthy
--
Artistocratic
Mountain Dwarf
2d6
Lifestyle
--
Wretched
01
Squalid
02-05
Poor
06-09
Modest
10
Comfortable
--
Wealthy
--
Aristocratic
High Elf
2d6
Lifestyle
--
Wretched
--
Squalid
--
Poor
01-05
Modest
05-06
Comfortable
07-09
Wealthy
10
Aristocratic

Wood Elf
2d6
Lifestyle
--
Wretched
--
Squalid
01-02
Poor
03-08
Modest
09-10
Comfortable
--
Wealthy
--
Aristocratic

Halfling (Stout)
2d6
Lifestyle
--
Wretched
--
Squalid
--
Poor
01-06
Modest
07-09
Comfortable
10
Wealthy
--
Aristocratic

Halfling (Tallfellow)
2d6
Lifestyle
--
Wretched
02
Squalid
03-04
Poor
05-06
Modest
07-08
Comfortable
09
Wealthy
10
Aristocratic

Half Orc
2d6
Lifestyle
01-02
Wretched
03-04
Squalid
05-07
Poor
08
Modest
09
Comfortable
10
Wealthy
--
Aristocratic

Human
2d6
Lifestyle
01
Wretched
02
Squalid
03-04
Poor
05-06
Modest
07-08
Comfortable
09
Wealthy
10
Aristocratic

A character may select to live a week at a higher level than their normal level, but not below. What happens when they are unable to afford their normal level is up to the GM (take out a loan, take up petty crime) but unhappiness and a feeling of desperation is likely. Possibly enough to risk their lives on an adventure.

If they spend too long at a lower level their own lifestyle expectations might drop a level as well.

Here is what the lifestyles mean according to the 5e srd.

Lifestyle Expenses per day
Price/Day
Lifestyle
Notes
--
Wretched
You live in inhumane conditions. Violence, and hunger follow you wherever you go. Other wretched people covet your gear, which represent a fortune by their standards. You are beneath the notice of most people.
1 sp
Squalid
Your lifestyle means you live in a desperate and often violent environment, in places rife with hunger, and misfortune. You are beneath the notice of most people. Most people at this lifestyle level are refugees of some sort.
2 sp
Poor
A poor lifestyle means simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.
1 gp
Modest
A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.
2 gp
Comfortable
A comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You associate with merchants, skilled tradespeople, and military officers.
4 gp
Wealthy
A wealthy lifestyle means living a life of luxury. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You are happiest when you have a small staff of servants.
10 gp
Artistocratic
You like to live a life of plenty and comfort. You have excellent lodgings, you dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility.

Thursday, July 16, 2020

Languages

I've never been happy with how languages were handled in games. I like the original game with "common". They didn't really describe common but the idea of a lingua franca glossed over most of the issues while leaving the idea that there are lots of languages out there available for court room intrigue and all that once you get out the dungeon.

So for my Axes & Arrows campaign I have the following languages.

Language Table
Language
Script
Notes
Common
Dwarvish
Common is a simplified version of Dwarvish used to assist in communications between Hill and Mountain Dwarf communities. The language has become the lingua Franca of the region. Even the Horde has picked up on the language to ease communications between vastly different Orc and Goblin tribes.
Dwarvish
Dwarvish
A really guttural and phgmey language. Hill  Dwarfs and Mountain Dwarves both speak Dwarvish but each have thick accents that are nearly impossible for others to understand. The Dwarvish script looks like Runes as they developed it carving on wood and into stone.
Elf
Elvish
Elvish is a musical language. The Elves are protective of it and snotty about mispronunciations so few learn the language and even fewer get practice in speaking with natives. Elvish is the language of Wizardy so most Wizards learn it.
Halfling
Elvish
The Halfling language is dead. Halflings adopted the Elvish script long go so their books can still be read, awkwardly, by someone who reads Elvish script.
Human
Many
Most humans have their own language(s) which is a babble of incomprehensible nonsense that they may use amongst themselves. Luckily nearly all learn Common.
Orc
None
The orcs never developed a written language which has held them back. The Common Tongue was brought to the horde by the traitors of House Duegar to enable the Orcs and Goblins and other member races of the horde to communicate. Roughly half of all Orcs and Goblins speak Common.
Thieves Cant
None
The Thieves Cant is a slang version of Common with a lot of Human and Orc words thrown in. The language is used by the thieves that work amongst the poor and the refugees in the Hill Dwarf settlements.
What this all means is all characters will speak Common, including half of the Orcs and Goblins and other humanoid monsters they encounter. This allows for parlay.

It also means that a Halfling cookbook looks a lot like an Elvish book and a Spellbook. The main difference *might* be the inclusion of drawings of the food. Halfling cookbooks can be very valuable but not of the same scale as a Spellbook.

No alignment languages. Alignment languages was a half-baked idea based off of Latin. Clerics and Druids don't need their own language.

Wednesday, July 15, 2020

Human Backgrounds

Humans

Humans appear in most Hill Dwarf settlements. Mostly they are mercenaries come to fight, either because they believe in the cause or they are looking for cash. The flood of humans has only increased recently as Dwarven law says any Dwarven treasure left unclaimed for 50 years is up for grabs, a well known law well known to treasure hunters who have counted down the years since the Grand Vault fell 50 years ago. The humans come in many racial types but they all share the same culture (for now, eventually I'd like a couple different human cultures represented).

Illustration by Russ Nicholson
1d6
Ideal
1
Faith. I trust that my God Lord Gax will guide my actions. I have faith that if I work hard, things will go well.
2
Fame. Through adventuring I'll become famous and someone people want to know.
3
Progress. Backwards and antiquated ways should be updated or we'll never persevere.
4
Freedom. I hate to see anyone enslaved or imprisoned and will take great risks to free prisoners of the horde.
5
Fairness. Unfair rules are meant to be broken. Unfair fights are meant to be joined.
6
Greater Good. I'm willing to do some bad things if it leads to the correct results.

1d6
Bond
1
I'm willing to risk my life to prove the value of humans in the alliance.
2
I care for my family and will risk all to provide for them.
3
I love the alliance despite the imperfections and will die to preserve it.
4
I believe in honor and will not break my codes no matter what.
5
I'm loyal to the Guild that was both father and mother to me.
6
I am faithful and comfortable knowing my soul will be cared for after death.

1d6
Flaw
1
I put way to much trust in authority, I know it, but can't help it, and this war is too important for petty rebellions.
2
I'm a religious zealot and will do just about anything the Clerics of Gax say. 
3
My family is everything, and I'll do anything to protect or advance the family.
4
I like the good things in life and I'll take whatever risks are necessary to afford living like an Aristocrat, even for awhile.
5
I can't hide it, I'm very proud of everything human, especially our position as the shield of the Alliance.
6
I don't trust authority at all and will at least consider doing the opposite when given orders. It's a problem, I know.

Acolyte (From Ba5ic)
You have spent your early life in the service of the God Lord Gax. You have been ordained and are vested with the power to perform (non-magical) sacred rites and services for worshipers.
Proficiencies: Insight, Religion
Equipment: A holy symbol, a prayer book or prayer beads, vestments, a set of common clothes, and a pouch containing 15 gp
Perks: The respect and limited support (meals, place to sleep) from those who share the same faith. The character and companions can expect free healing and care at a temple of the faith

Apprentice (From Ba5ic)
You have spent your early life as a slave in one of the Wizarding Schools hoping for your opportunity.
Proficiencies: Arcana, one language
Equipment: A bottle of ink, a quill, 10 sheets of parchment, a set of common clothes, and a pouch containing 10 gp
Perks: You are a member of a Wizarding School and can rely on certain benefits this membership provides. You have access to Guild Halls and the research capacities that they provide as well as being a place to meet potential patrons, allies and hirelings. Your Wizarding School also has political clout, so the character will be protected from unjust use of the law and has access to political figures.

Merchant
You grew up working for one of the Merchant houses. Dwarves are great craftsmen and miners but they are terrible at selling their wares and human merchants have stepped into that gap making everyone a lot of money by brining products where they are wanted.
Equipment: A set of scales, a set of common clothes, a set of travel clothes, and a pouch containing 150 gp
Perks: You are an Apprentice member of the Merchants Guild and can rely on certain benefits. You have access to the Guild Hall and can get low cost loans if necessary. The Merchants Guild also has political clout, so you will be protected from unjust use of the law and has access to political figures.

Thief (From Ba5ic)
You spent your early life in one of the gangs that dominate the foreign sections of Dwarven Vaults.
Proficiencies: Stealth, Thieves’ tools, Thieves’ Cant
Equipment: A crowbar, a set of dark common clothes with a hood, and a pouch containing 15 gp
Perks: You have a reliable contact who can liaison with other criminals and their organizations. Thieves’ Cant is a secret language that thieves know that allow them to identify each other and secretly communicate while in public.

Soldier (From Ba5ic)
You spent your early life in battle guarding the walls and fighting the horde and protecting refugees and such.
Proficiencies: Athletics, Intimidation
Equipment: An insignia of rank, a trophy taken off a battlefield, a gaming set, a set of common clothes, and a pouch containing 10 gp
Perks: You have military rank that will be recognized by other soldiers. Soldiers will recognize your authority and defer to it if of a lower rank. You can invoke their rank to requisition simple equipment or horses for temporary use. You can usually gain access to military encampments or fortresses where their rank is recognized.

Ba5ic game at DriveThru. ba5ic OGL License. The only game that really did something with Backgrounds so credit where credit is due.

Tuesday, July 14, 2020

Half Orc Backgrounds

Half Orc

The name half orc is a misnomer, they are physically all Orc but are not culturally part of the horde. Half Orcs no longer worship Chaos Demons or seek to destroy everything at the whims of Dark Elf or warlord masters. Now they live uneasily in Hill Dwarf settlements, often taking on dangerous tasks to prove themselves to their new allies.

Illustration by Russ Nicholson
1d6
Ideal
1
Life is depressing, and dangerous so I drink, don't judge.
2
I'm angry a lot and have been banned from most taverns for fighting.
3
I've been a member of the thieves guild for some time but keep that connection private.
4
Power. Only through gaining personal power can I implement the changes I know must happen.
5
Honor. I do what I say I'll do and don't like, although frequently nobody believes me.
6
Protecting my battle brothers is my top priority.

1d6
Bond
1
I now worship the Dwarven God Lord Gax.
2
My Clan, what's left of it. I'll do anything for them and to a lesser extent for the other Half Orc refugees.
3
Helping the Humans who gave me a chance instead of killing me outright as their Dwarven brethren demanded, that is who I feel bonded to.
4
Stopping the Horde before they do any further damage. 
5
Treasure, I'll only risk my life for wealth and security.
6
My purpose in life is the destruction of the Dark Elves that mislead my people into worship chaos.

1d6
Flaw
1
Love fresh meat, Halfling meat to be honest, but I can control myself.
2
I was a major player in the fall of X Vault. I live in fear I'll be found out.
3
I have horrible manners and hygiene, big shock, I'm an Orc.
4
I don't really like Elves or Dwarves. Halflings and humans are alright though.
5
Although I no longer worship the Chaos Gods I still sacrifice to them from time-to-time just to be safe.
6
Irrational hatred for the Horde and I've ignored more than one order to retreat because of my rage.

Apprentice Shaman (From Ba5ic)
You spent your early life in the pursuit of knowledge and power from the Chaos Lords. That fell apart when you left the Horde.
Proficiencies: Any two languages
Equipment: A book of esoteric lore in one of the languages the character knows, a set of common clothes, and a pouch containing 15 gp
Perks: You begin the game with knowledge of the location of an object of great magical power.

Assassin  (From Ba5ic)
You spent your early years training as a killer and spy, expert at taking out guards at night.
Proficiencies: Disguise, Poison, Thieves’ Cant
Equipment: A set of fine clothes, a disguise kit, a vial of poison and a pouch containing 15 gp
Perks: You know how to get in contact with any thieves guild and can gain information and job offers. You can expect help hiding from authorities if on guild business.

Barbarian  (From Ba5ic)
You spent your early life living in the wild and off the land.
Proficiencies: Survival, one language
Equipment: A staff, an animal trap, a trophy from an animal the character has killed, a set of traveller’s clothes, and a pouch containing 10 gp
Perks: A keen sense of landmarks and geography. You can always recall the general layout of any given area. In the wilderness, you can always find food and water enough to fend for yourself.

Thief  (From Ba5ic)
You spent your early life in one of the gangs that dominate the foreign sections of Dwarven Vaults.
Proficiencies : Stealth, Thieves’ tools, Thieves’ Cant
Equipment: A crowbar, a set of dark common clothes with a hood, and a pouch containing 15 gp
Perks: You have a reliable contact who can liaison with other criminals and their organizations. Thieves’ Cant is a secret language that thieves know that allow them to identify each other and secretly communicate while in public.

Warrior  (From Ba5ic)
You spent your early years in battle looting, pillaging, and killing with the horde before you finally slipped your post and worked your way to the other side.
Proficiencies: Gaming, Intimidation
Equipment: A trophy taken off a battlefield, a gaming set, a set of common clothes, and a pouch containing 10 gp
Perks: You have military rank that will be recognized by other Half Orcs who will recognize your authority and defer to it if of a lower rank.

Ba5ic game at DriveThru. ba5ic OGL License. The only game that really did something with Backgrounds so credit where credit is due.