Showing posts with label ultrablue. Show all posts
Showing posts with label ultrablue. Show all posts

IT'S DANGEROUS TO GO ALONE! TAKE THIS: ... for 100 Coin.

 

I'd love to write a piece comparing the NES Zelda to 80's D&D

I am often thinking about low-level D&D games because those are the ones I play the most. And I am often trying to understand what can be done at levels 1-3 to increase the potential for survivability and nurture interest in the explored space. 

But I would like to do this while still challenging the players to ferry randomly-generated PCs through the early vulnerable levels without resorting to either the Gygaxian method of starting players at level 3 or the current 5e method of increasing stat bonuses, offering maximized HP/increased HD, and reducing early XP requirements to low levels (e.g. the accumulated XP for a 3rd level fighter in 5e vs BX is 1200 vs 6000).

One way to accomplish this providing tools, used broadly, at 1st level. Now, while I could just offer potions, scrolls, and hirelings in randomly rolled starting equipment packages, I do like to try and maximize choice for the players.  I think this is an important aspect at the beginning of dungeons because it builds group cohesion and encourages questions, so why not make it a part of the standard you-meet-at-an-inn scene?

Additionally, with 4 to 6 players, there is often excess coin which in some ways blunts the initial dungeon crawl session. Why should players get excited about 200 coins pulled out of a dungeon when they have 100+ coins sitting in their pockets?

So, after equipment is selected, for every 100 coins spent, the players may purchase one of the items below (by rolling 1d8 on the list) from various NPCs in the town or bar or the DM could prepare a curated list of one from each.

Example (using a silver standard): Red, Fish, Fetch, and Mayfly have a total of 460 silver. After equipping themselves with weapons, leather armor, special equipment, and dungeon tools they have 120 silver left.

The DM has chosen to pre-roll one time on each of the tables below generating this availability:

  • Potion-Gaseous Form, sold by the local alchemist
  • Scroll-Floating Disc, sold by a woman known for her card tricks
  • Treasure map- detailing the first 2-3 rooms of the dungeon, sold by a sage
  • Follower- an orphan with quick hands (lock picker) wants to join them (ward fees paid to the local sheriff)
The players now discuss and chose what they think might serve them best. The interaction itself could also be a way to introduce NPCs and provide some details/lore without an info dump.
  • Potion- PC: Can we get more of this from you? NPC: Maybe with the right material, but the lord would prefer I work on turning lead into gold.
  • Scroll- PC: Are you a wizard? NPC: More a diviner of fortune, for 50 coins I can tell you what the stars sing.
  • Treasure map- PC: Why don't you use it? NPC: I'm rather caught up in my own research and just needed extra funding. But I do have a topic you could help me with since you are going in that tomb.
  • Follower- PC: Kinda suspicious you just want to follow us. NPC Follower: Look I have few prospects at the orphanage and I seek revenge on Lord Blackblade. Also, I refuse to be a farmer.
-o0o- The Tables -o0o-

Potions: This list is from the Basic Rules book of BX D&D. I think the list is pretty solid and potions are very general-purpose given they can be consumed by anyone in the party.

  1. Diminution
  2. ESP
  3. Gaseous Form
  4. Growth
  5. Healing
  6. Invisibility
  7. Levitation
  8. Poison

Scrolls: Restricted to MUs, but really helps give them a bit of a jumpstart. Now I usually let my MUs start with 2 spells, plus Read Magic, so maybe this list might be better with a few level 2 spells on it. This list creates an interesting additional decision, especially with level 2 spells on it: hold the scroll to copy it or use it?

  1. Charm Person
  2. Detect Magic
  3. Floating Disc
  4. Hold Portal
  5. Protection from Evil
  6. Shield
  7. Sleep
  8. Ventriloquism

Treasure Maps: In modern play, treasure maps don't get enough love. But they are a great way to tell the players what exactly is in the dungeon, yet still, make it interesting by leaving out crucial information. Maybe you can also start the players with pieces of the map and this would be an additional part.s

  1. A general outline of the dungeon- omits enemy placement
  2. A general outline of the dungeon- omits noted treasure placement
  3. Map of how a part of the dungeon was, but not how it is now
  4. Map displays "enemy" force that no longer exists at all
  5. A well-mapped portion of the dungeon, but omits trap(s)
  6. Map of 1 or 2 secret doors, but not what's behind them
  7. Map of a secret room but not the hidden door that leads to it nor its general location
  8. A very detailed map of a collection of 2-3 rooms

Followers: These folks are like level 0 super-fans of the PCs for some reason. In keeping with the above theme of "utility", each follower fulfills a basic dungeon action or has some demi-human-like ability. But they almost certainly will not fight except to defend themselves and while loyalty is high (score 16) it can be lowered.

  1. Woodsman: Open doors on a 3:6
  2. Scout: Suprise now 1:6
  3. Lockpick: Pick Locks 2:6
  4. Sapper: Find (2:6) & disable room traps (3:6)
  5. Lamplighter: Lantern on pole, torches the ready, even in adverse conditions
  6. Sprite: Find secrets 2:6; bored always needs to see "action"
  7. Mountaineer: Climb as a 1st-level thief; good ropes/spikes
  8. Linguist: Knows 3 non-Common languages (one lawful, neutral, chaotic; or all 3 law/chaotic)
A more flavorful take can be found below. These followers have a bit more going on in terms of personality but still fill a utility role.

  1. Boar-rior: Pig-headed 1st level fighter, 2H weapons aren't slow, gluttonous (2x rations) 
  2. Candle keeper: Very good with light, constantly sets candles out, afraid of the dark
  3. Curious corvid: Smart bird that is quick to burgle small shiny objects 2:6, slow to relinquish
  4. Doc: Good at mending, but not much; else always longed to be a soldier
  5. Street rat: Could be actual wererat, 2:6 to pick-locks; might steal the 2nd best prize of the chest
  6. Charlatan: Can easily entertain with card tricks, knows 1 actual spell, arrogant
  7. Dungeon hipster: Can determine the safety of strange liquids (poison vs. other vs. IPA), but might accidentally drink all of a given potion (1:6) 
  8. Corridor cowboy: Ain't a monster that can't be rode or a rider that can't be throw'd, really good with a 50' rope, will attempt to lasso, and ride most monsters of pony-size or greater (2:6)
ADDITION: Great post here by Prismatic Wastes on group-decided leveling which might be good for working with followers. OR maybe allows players to upgrade these lists or part of them. But I'd be wary to going too high (say to Level 3 spells).

THE BATTLE FOR THE RUBY SKULL: An Experiment In Alternative B/X D&D Combat


MY "PROBLEM"

To me, the best "time scale" in old-school D&D (and any D&D really) is exploration. The time it takes to clear a room with 4-6 PCs in real life (~30 min) matches what is tracked in-game. Social interactions are very similar and very close to 1 to 1. Wilderness travel often deviates very noticeably, especially when a DM basically teleports the PCs to the next major location.

But combat always provides the sticking point. Each round is only supposed to track 6 seconds of time, but in reality, each round can really, really drag. When instead it should be fun and exciting.

MY EXPERIMENT

I started reading Kill Team to see what the Warhammer folks had to say and a couple of things jumped out at me:

  • Initiative was side, not individual models (very similar to B/X)
  • Objectives were present
  • Five rounds is all the game lasts with a roll at the end of the 5th for one more round
Two other OSR bloggers also had some suggestions about combat. Chris McDowd of Into The Odd had this variation for 5e combat (scaled for B/X):

Roll 1d20 and compare to the opponents AC:
  • If a "natural 1", it is a miss- deal no damage
  • If less than AC, it is a glance- deal 1 point of damage, cannot drop HP below 0
  • If greater than or equal to AC, it is a hit- deal average weapon damage, can drop HP below 0
  • If a "natural 20", it is a critical hit- deal max weapon damage, can drop HP below 0

Next is Nick LS Whelan from Paper & Pencils fame with a really good suggestion thrown out on the OSR Discord:

  • If a hit, PC can deal damage OR maneuver the enemy (negotiated by player & DM)
  • If a critical hit, PC can deal damage AND maneuver the enemy (negotiated by player & DM) 
  • A maneuver is a push, pull, trip, disarm, grapple or anything else that is reasonable with the context of the PC and the weapon or item they are welding.
To test how well these rule work in combination I printed up some random parties of 4x 2 level random characters (+ random equipment; four parties of 4; sixteen PCs total), threw some random terrain on the table, and my friend declared that a ruby skull at the one side of the room had to be carried through the door of the other side of the room. But it could only be carried with two hands.

The movement was dictated by B/X rules mainly based on the armor you were wearing.
The beginning. Forces of Law upper left, Chaos lower left.
Ruby skull to the right (objective) & door to the left (end goal)

And-- this work really well! Were were able to play two battles of 8 v 8 in about two hours. It was a tactical challenge with some great free form moments borne by the maneuver rules as described above. Remembered highlights:
  • Wizards (wearing no armor) and Thieves (wearing leather) moving fast really meant a lot with an objective in play. That ~6-8 squares per round is amazing vs. metal armoring moving 4 square per round. You can one (light blue) moving quite fast in the picture up top.
  • Even with two spells, Wizards did their fair share as a properly timed Magic Missile or Sleep spell really changed the battlefield. And one of my wizards had the floating disc spell which freed up moving the ruby skull on her turn.
  • The "supercharged" combat rules really added nice intensity to combat. The glance rule definitely helped some amazing comebacks, but the slow tick even wore down those with chain and plate.
  • Combat did reach a decisive conclusion in 5 rounds in both games. It's like those Warhammer people know something about skirmish games.
  • So what about those maneuver rules?
    • Some characters had 8 and 10 feet of chain in their equipment and used them as improvised weapons (1/4) to also entangle & disarm weapons
    • A bad of sand was used to blind (and blinded creatures cannot attack in B/X)
    • Two PCs of Law dumped my PC, Zweihander David, into an open crypt and shut it.
    • The forces of Chaos were able to switch places with forces of Law at the door to clear a lane.
The end. The forces of Law pulled out a narrow victory by grabbing the ruby skull at the "goal line"
and went through the door (left). Over on the right, you can see a pile of dead thief and wizard bodies
-- an early and vicious knife fight.

MY ADDITIONS(?)...I guess I am still mulling this over.
  • I've always enjoyed the "notch" system by 10 Foot Polemic so maybe a hit that equals AC does 1 dmg but reduced the target's AC by 1. Notch weapons on a miss "natural 1".
  • I still feel like swords, daggers, axes, maces, two-handed swords, and spears should have some easy to use quality to them that is meaningful (like spears have reach).
  • I thought maybe some good healing rules might be:
    • Combat lasts 5 rounds
    • If the PCs route, defeat, or complete their objective, then they earn d6 x (5-current round) HP back after combat. If they retreat its half that-- cowards.
    • Maybe if they obtain an objective they get an immediate +1d6 HP
    • Roll HP per day
  • A way to make objectives concrete but can be chosen each battle- does Delores Stroke have an answer?



HOLMES ULTRABLUE: A PROSPECTUS FOR COMBAT RULES




HOLMES ULTRABLUE 

GOAL: Things that need to matter in combat: weapon choice, range, initiative, morale & maneuvers/environment. Basically trying to increase choice and speed of combat.

Holmes Basic: All weapons do 1d6 damage (this is also found in B/X, but lets take the focus off variable damage- the optional rule in B/X). 

Bastionland: Supercharge 5e D&D Combat but scaled to Basic D&D with 10-foot Polemic's notch system thrown in. Notches in weapons decrease dmg by 1, notches in armor decrease AC by 1.
Nat 1: Miss; 1 weapon notch; no dmg (0 dmg)
< AC: Glance; min. dmg, but can't bring below 1 hp (1 dmg)
> AC: Hit; avg. dmg, but can bring below 1 hp (3 dmg)
Nat 20: Crit; 1 armor notch; max dmg (6 dmg)

No-damage options: (to trip, disarm, shove, pull) : Glance is a struggle with a chance of a reversal (contested roll) while Hit is a non-damage effect (trip, disarm, shove, pull).

Basic Initiative: Roll 1d6, highest goes first; ties favor the PCs

Pathfinder 2e: Weapons have traits and "Crit Abilities". Let's stick to stripped down Holmes Basic weapons. Don't have a good idea about what to list as Crit abilities.
Sword- s- parry
Bow- p- ranged; forgo movement to get 2nd attack
Mace- b- +1 to-hit vs. AC > 15
Axe- s- +1 dmg vs AC < 15
Spear- p- reach

B/X Basic: What is in your off-hand?
Two-weapon fighting: +1 to-hit (if two different weapons, odd roll is one, even roll is the other)
Two-handed weapon: +1 to dmg
Shield: +1 to AC
Torch: Light, Crit sets the target on fire on a 5-in-6

Holmes Basic Armor:
Nothing AC 10 (40' 8 sq)
Leather AC 12 (30' 6 sq)
Chain AC 14 (20' 4 sq)
Plate AC 16 (10' 2 sq)

What about magic in combat?
  • Use list of magic spells from Knave or any other level-less books of magic (these are often more about manipulation of things than just straight up damage- more interesting).
  • Wizard can safely cast spells from slots equal to their level (Level 3 = 3 spell slots)
  • To cast a spell with 0 spell slots, a Wizard must make a save throw: Pass spell successfully, Fail roll on mishaps table (as this invites uncontrolled, unchanneled arcane energies into the world & invites risk/reward)
  • Wizards can release a bolt (range) of magical energy at their target for every one slot (we'll still give wizards a little juice).
  • Roll to hit: Miss bolt dissipates; Glance is 1d6 damage; Hit is 2d4 damage; Crit is 10 damage
  • An additional spell slot can be spent to give the energy an elemental property: fire, cold, electricity, force
Morale Check: One of the more interesting optional rules in B/X which helps prevent all combat being to the death. Role 2d6 versus morale when:
  • The first enemy dies
  • 50% of forces are defeated or 50% of HP is depleted (if single enemy or pair).
  • Enemy leader dies, is captured, or incapacitated