I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Saturday, February 15, 2025

Tehanu, A Maze of Death, Fouché, White Nights, Sacculina (micro reviews)

Here are some very short reviews of some books I've read lately. The one-sentence summaries (in italics) are not mine, but copy-pasted from AI to save you a few clicks.

I gave each book a rating, but to each might have been influenced by my expectations - so my judgement of Dostoevsky (one of my favorite authors) is probably a lot harsher than Fracassi, which I haven't read before. Highly subjective, of course.

I avoided the number 7 because it is too easy to choose 7 when you're unsure, so I forced myself to choose between 6.5 and 7.5 when that was the case.


Tehanu by Ursula K. Le Guin (rating 5/10): This fourth book in the Earthsea series follows the story of Tenar, now a middle-aged widow, and her journey of self-discovery and empowerment

I really like LeGuin and I'd recommend everyone to read A Wizard of Earthsea. However, Tehanu almost bored me to tears. There is little to no action. By the end of the book the protagonist meets failure because... she cannot get the lord of the land to help with the dishes.

It's curious because "From Elfland to Poughkeepsie", another text I really like by the same author, seem to point in the exact opposite direction: making fantasy fantastic, not mundane.

Anyway. Read A Wizard of Earthsea and keep reading until you stop liking it. Books 2 and 3 are decent, but the first is my favorite. This fourth book is probably for hardcore Earthsea fans only, and it will not please them all.

A Maze of Death by Philip K. Dick (rating 6.5/10): A complex and thought-provoking sci-fi novel where a group of colonists on a distant planet must unravel the mysteries of their existence

Far from my favorite PKD novel, still interesting in the exploration of themes like religion and shared realities and fantasies. As it often happens with this author, his vision still looks relevant decades later. The ending is... very peculiar to say the least, but maybe not great.

If you like PKD, you'll probably enjoy it.

Fouché: The Unprincipled Patriot by Stefan Zweig (rating 9/10): This biography of Joseph Fouché delves into the life of the cunning and enigmatic French politician who navigated through the turbulent times of the French Revolution and Napoleonic era

Such an awesome book! A short, fun read for anyone, and it is also full of ideas you can use for your role-playing games. His story is full of war, intrigue, violence, and backstabbing. Fouché is an amazing character - he would make an amazing villain or patron - maybe both!

Of course, if you are interested in the French Revolution, this is a must read.

(Sidenote: Zweig also wrote a Dostoevsky's biography that I didn't enjoy as much and will not review).

White Nights by Fyodor Dostoevsky (rating 6.5/10): A melancholic yet hopeful tale of a lonely dreamer who falls in love with a mysterious woman over the course of four nights.

This is one of Dostoevsky's earliest works. I have never read anything bad by Dostoevsky. This is not his best, but already shows some signs of an author who would soon become one of the greatest (if noyt the best). It reads like a silly love story at first but manages to get deeper as you go.

Overall, a short, enjoyable read.

Sacculina by Philip Fracassi (rating 7.5/10): A gripping horror novella about a group of friends who encounter a terrifying and parasitic creature while on a fishing trip. 

A pleasant surprise! This is a decent horror novella by an author I didn't know. Reads like an exciting good script for an one-hour movie. A quick, exciting read.

It has echoes of H. P. Lovecraft and Algernon Blackwood ("The Willows"). If that is what you like, you'll probably enjoy this one.

Saturday, February 08, 2025

More glancing blows (and near-saves)

 A quick rule for any D&D game. I'm certainly not the first one to suggest the "half damage" part.

---

Glancing blows

When you roll the exact number needed to hit the target's AC, this is a glancing blow.

You damage is halved.

If the target has more than 1 HP before the hit, the glancing blow can reduce it to 1 HP, but no less.

---


This is the gist of it, but we could change the specifics. 

Instead of half damage, for example, I might do "one third of your maximum damage" to save myself a roll (and further differentiate 1d6+1 from 1d8 damage). 

Likewise, the "1 HP" part probably needs a few exceptions, but it would be fun if even a peasant has a 5% chance to survive being hit by a powerful monster and live to tell the tale (even if unconscious, maimed, etc.  -the idea is that a glancing blow doesn't kill).

You could extend the same reasoning to saving throws. This is somewhat similar to what I've been doing in my games. When the MU casts an 8d6 fireball, I make a roll even if the target is a group of goblins, allowing a natural 20 to save some of them. I might call this rule "there is always a save".

D&D 4e had minions rules that worked in a similar way: "minions" had only 1 HP but wouldn't be killed if they made a successful save. 

I think my version feels a bit less artificial. No goblin should resist TWO 8d6 fireballs! Also, REDUCING a foe to 1 HP is a great opportunity of surrender, retreat, parlay, etc.

I also like making glancing blows a common concept so my players can finally accept I'll eventually tell them the monster's AC, so they might as well stop asking if they hit!

Anyway, for now this is just a random thought.

Thursday, February 06, 2025

Weapons vs. monster

We discussed weapon versus armor in several posts. I think it is an interesting subject, but I'm still not sure it is worth the effort.

It probably works better when you're running troops of humanoids against each other, a la Chainmail. But what about dragons and ogres? AD&D suggests the table doesn't apply to them.

But, arguably, knowing if you foe is a dragon or ogre is more relevant than chain versus plate.

So maybe we should do "weapon vs. monster" tables instead of "weapon vs. armor"?

Of course, we already have something like that at least since AD&D. I don't remember if if it is from some  OD&D supplement (let me know!), but even in Chainmail the weapon versus armor table has a couple of columns for horses (and also different hit probabilities against ogres, dragons, etc.).

Could we create a minimalist version for B/X and other OSR games?

I think it would be a good idea. Let's see. Instead of specific monsters, I like to think of monster types.


- Giants are resistant to small weapons, but more vulnerable to large weapons, especially swords and polearms. Same for oozes. (although I think giants also deserve an HP boost for that). The downside is that David vs. Goliath becomes harder.

- Golems are resistant to cutting and piercing weapons, plus weapons made of wood. You need a mace of pick for that. Of course, a golem made of straw is weak against cutting and strong against bludgeoning.

- Plant creatures and wood golems are more vulnerable against cutting weapons, especially axes.

- Arrows and daggers are weak against ALL these creatures (you're unlikely to reach their vitals), plus undead, but maybe daggers are good against unarmored and defenseless humanoids. Would give thieves a reason to use them over longswords.

- Blunt weapons are good against skeletal undead and similarly brittle creatures.

- Lycanthropes require silver weapons. Demons, fey and golems have magic resistance. Elementals resist most weapons and certain elements, and so on. Swarms resist all weapons.

Dragons and other monsters are treated according to size.

How to enforce that? I think a simple -1 to +2 to both attack and damage will suffice. Anymore than that would probably be a headache.

If we only had giants and oozes to deal with, I'd give them some damage resistance - maybe 4 points? - but allow a weapon to roll two dice instead of one. So a dagger would have a hard time but a 2h-sword would deal more damage than usual (2d10-4).

And then we'd have to consider giants in armor... sigh. Maybe doing a simple version is not so simple after all. But it might be worth the effort, at least to different weapons and make the monsters more... tangible?

Monday, February 03, 2025

D&D 2024 monster stats

Here is an example of monster stats in 2024 D&D:


This is... not bad.

Of course, we could reduce it by half while keeping the information we need 90% of the time. How often do you need to know this monster's Charisma score?

But it has a few advantages over the D&D 2014 stat block: it abbreviates AC, HP and CR, it includes saves right next to abilities, and it removes the armor type since it rarely does anything.

It adds Initiative to monsters, which I don't get. 

Here, it is "+5 (15)". I'm assuming that 15 means that:

- You can use that instead of rolling.
- They found it useful to save you the trouble of simply checking Dex modifier.
- They found it useful to save you the trouble of simply adding 10.
- They made a mistake (it was supposed to be 13, due to Dex) and I'm spending more time thinking about this stuff than they did.

But it wouldn't be D&D without some errors and redundancies, right?

It also has a few weird things. 

For example, it mentions "Gear Daggers (10)". This is somewhat useful, but it almost creates more questions than it answer:

Are these ordinary daggers or whatever "umbral daggers" are? Does this creature (that has claws) has any unarmed attacked when it runs out of throwing daggers? Assuming it does, can it attack twice when unarmed?

(There is also an apparently baffling concept: this is a dagger that cannot kill you according to its description, but only poison and paralyze you. I'm assuming vampire's prefer warm blood...)

Some creatures that have attacks with swords and bows ALSO have these listed as gear, which looks redundant.

And the "Vampiric Connection" part is a bit baffling, since it seems to be a power particular to the MASTER and not the creature.

Now, about he ability scores... They LOOK fine, but I'm wonder if this wouldn't be more useful:


It LOOKS horrible in comparison, but at least it emphasizes what needs emphasizing: the fact that THIS monsters, contrary to most, has saves that are different form modifiers. And I'd guess that is the reason why they botched the "initiative" bit, BTW.

Similarly, it wouldn't be hard to rewrite the attacks to something simpler:

Umbral Dagger (x2), +5. Melee (5 ft) or Ranged (20/60 ft). 
Damage 5+7 (1d4+3 piercing +3d4 necrotic). If reduced to 0 HP by this attack, the target becomes Stable but has the Poisoned condition for 1 hour. While it has the Poisoned condition, the target has the Paralyzed condition.


I do miss some of that 2e information (morale, terrain, etc.) but maybe "number appearing" should be included in the random encounter tables instead (does 2024 have those?).

Apparently the MM indicates that D&D 2024 is what we expected: a small improvement over 2014 in some areas, a bit worse in a few, and still maintaining a vague compatibility and lots of redundancies and inconsistencies.

Tuesday, January 28, 2025

Reflections on RAW, RTFM and game design

It is common knowledge that several rules are simply ignored in many RPG systems.

Instead of playing RAW (rules as written), people often play the game with several changes they have invented or found elsewhere.

AD&D is a good example - apparently, not even Gygax used all the rules that it proposed (most famously the weapon versus armor tables, maybe weapon speed). But this is true for a number RPGs, and it definitely includes the current version of D&D.

Some rules are ignored simply because they are BAD. But that's not what I'll discuss here.

Let's assume we have some GOOD rules that are ignored by many (maybe most) tables. We could even imagine that ignoring them will make a worse/more unbalanced game.

If your game breaks because of that... who is to blame?


Well, most people would say you are at fault. Especially if you are a "RAW purist" - someone who believes RPGs should be played exactly as written.

You should "Read The Fucking Manual" (RTFM), as people say.

I'm not so sure this is the case.

Let's try an analogy. 

A doctor orders you to take a medicine daily.

Many people will automatically say it is obvious that taking it is your responsibility.

But I can BET that if this is a pill to treat an advanced case of dementia, or it is a medicine in form of a big suppository for a mild disease, many people will simply skip the medicine.

And this is a DESIGN PROBLEM.

Likewise, if your games have rules that work in theory, but often get house-ruled in practice, maybe this could be a design issue.

Maybe the rules are too burdensome, fiddly, for anyone to actually use.

And yes, sometimes popularity is about quality - especially in this case. 

You already bought the book, and decide to play the game, so if a particular rule is often ignored, it probably means it is bad or too cumbersome, obscure, etc.

Maybe they tried the rule and didn't like it.

Maybe they didn't even try - partly because the designer hasn't been able to sell it in the manual. 

If people ignore an IMPORTANT rule, maybe part of the reason is that the designer failed to emphasize it enough.

Another example that occurred to me is buying my grandma a new air fryer.

At first, she was not sure how to use it. She does sometime struggle with the remote.

Fortunately, the manual is about 2-pages long, and buttons have been reduced to the minimum.

Good design is also about ease of use.

Maybe calling grandma stupid for not being able to use the remote and telling her to "RTFM" accomplishes nothing.

Maybe the remote COULD have a simpler design.

If you write a game, you should at least consider it.

Monday, January 27, 2025

Your D&D character doesn't have scars, and I think this is a problem

Your D&D character doesn't have scars, and I think this is a problem.


I'm not talking about your level 1 PC - before adventuring starts, his scars are just cosmetic. 

Some RPG systems have mechanics for hindrances/disadvantages, and that is cool too, but I don't think it is strictly necessary. What happens BEFORE the game begins is not as important ad the actual game.

I'm not talking about healing spells either, although maybe they ARE part of the problem.

I'm talking about your high-level warrior, who has been trough dozens of battles, got stabbed, bitten, knocked out, and almost died several times.

He might have acquired many treasures, gained famed and riches, defeated several monsters, he might even rule a castle, but, by the way it looks, there was no simply no cost.

I'm not talking about appearance only.

Instead, I'm wondering if there should be a place in your character's sheet for old wounds. Maybe a missing finger, or even an eye (that will give you disadvantage when shooting bows). Maybe -1 Charisma from a hideous facial scar, or -1 Dexterity due to a ruined knee.

They don't need to be permanent, but some might be.

It doesn't need to happen often, nor does it need to happen to every PC.

I guess what I want is to at least have a possibility of actual wounds after dozens of dangerous battles.

These might not be to everyone's tastes. 

As doesn't fit every genre. You could even say that Conan, Elric and John Carter rarely get significantly wounded. Add healing magic to it, and you have every reason to believe your setting is full of veteran warriors without a single old wound.

But I really feel this makes the game less interesting. 

Scars and wounds give PCs history, even more than their stats and weapons do.

You are unlikely to remember how you got to level 5 and even where you got that +2 sword, since you get so many.

But you'll probably remember why, where and how you lost a finger...

Anyway, getting this to work in the table isn't easy. Nobody likes playing a severely wounded PC that doesn't heal.

Critical hits come to mind, but this is not an ideal solution; it is likely that they'll cause TOO MANY WOUNDS because PCs fight so often. Fighting and horde of goblins will surely cause several critical hits, for example, even for the experienced fighter, and even heavy armor will not protect you from crits if they are caused by a natural 20.

Wounds probably need to come from being reduced to zero HP (the 1e DMG subtly suggests this as an alternative to death). 

This way, your wounds will not be as terrible - they will remind you of that time when your nearly escaped death!

Additional reading:

NOTE: there is a California Wildfire Relief Bundle on DTRPG. It has lots of Savage Worlds (including Savage Worlds Adventure Edition) and a couple of OSR games. "By This Axe I Hack!" and "There and Hack Again" are the most interesting to me.

Contains affiliate links. By purchasing stuff through affiliate links you're helping to support this blog.

Thursday, January 23, 2025

AD&D DMG cover to cover - Part XI, p. 174-215 (Appendices C, D, E - Random monsters)

We've been reading the original DMG - the ultimate DM book! - but from a B/X and OSR point-of-view.

Check the other parts of this series here.

Today we discuss random monsters!





APPENDIX C: RANDOM MONSTER ENCOUNTERS

This includes extensive tables for random monsters. These are bigger, more detailed, and overall a bit better than the weird B/X / OD&D tables. Whales are not encountered in any kind of "water", but only in "deep water", etc.
"the only monsters which are included are those in MONSTER MANUAL. Two notable exceptions to this are those the mezzodaemon and nycadaemon which are found in the AD&D module D3, VAULT OF THE DROW (TSR Games, Inc.). If you do not have this module, simply ignore results calling for these monsters and roll again." 
A weird choice, but okay; the author found these two creatures important enough to be part of the core.

This section includes encounters in dungeons, outdoors, water, underwater, airborne, astral, ethereal, and also psionic encounters, whatever these are.

I'll admit this looks like it is too much for me. Underwater adventures are maybe 100 times less common than forests, at least in my campaigns.

First, there are random dungeon encounters. I do not think this is a great idea but the tables are detailed enough that they may help you create your own dungeon, with a proper theme and hopefully some coherence. 

There is a big focus on balance here; in theory, players can only find the strongest dangers if they travel deep enough (alike wilderness encounters, where they can suddenly face a couple of dragons). This has indeed some "mythic underworld" vibe, with little regard for naturalism/realism/etc: the deeper you go, the bigger and more numerable the monsters become. You can find a dozen bandits on level 1, but there is 120 of them if you find them on level 10.

You can also find adventurer NPCs, each extremely detailed, including random magic items. It is not clear how - and why - are these tables different from the ones in the appendix P.

The book recommends you prepare several parties/NPCs in advance. Looks like a lot of work, but fortunately we might have some tools like this one to make it automatic.

Underwater encounters are simple enough, but detailed - they are "are divided into those which occur in fresh water and those in salt water (seas and oceans). Each division is further broken down by depth - shallow and deep water encounters". Not much to comment here, and not much use for me as noticed above.

ASTRAL & ETHEREAL ENCOUNTERS are next. These are completely baffling to me. The explanation might be elsewhere; I might have read and forgot about them, or skipped it (probably they are the result of some spell?). The glossary indicates there is an explanation in the PHB, so its my fault for not reading it first. 

After some research, it seems these pertain to a certain spell, so maybe they should be include in that context. Like underwater encounters, I feel these won't be used often.

In any case, these are evocative and very interesting. It makes astral/ethereal travel feel dangerous and exciting.

PSIONIC ENCOUNTERS may happen if PCs are using psionic powers - these apparently can attract demons and other entities, which is sinister. These seem to manifest out of thin air (since the yellow mold doesn't move IIRC), so I'm not sure why the book suggests "Roll until an appropriate encounter occurs, ignoring inappropriate results" for this particular table only.

OUTDOOR RANDOM MONSTER ENCOUNTERS is the meat of the chapter. It has tables and subtables for Inhabited areas, Uninhabited areas, Castles, multiple types of terrain in various climates (artic, subartic, temperate, etc.), plus some setting conditions like "faerie", "Pleistocene" and "Prehistoric".

Well, Pleistocene is part of "Prehistoric", but here it means "Age of Dinosaurs", as indicated by the table. The book adds: "Feel free to devise your own encounter matrix for Jurassic, Triassic, or other period with non-aberrant creatures.". 

Why are there no mountains, hills river or seas in the age of dinosaurs? No idea. Probably it is the other way around: in D&D-land, you'll only find dinosaurs in these places.

Pleistocene conditions are somewhat to Sub-Arctic Conditions, without fantasy creatures such as trolls, etc.

I can IMAGINE the Pleistocene/prehistoric tables could be combined for a pulp/S&S campaign, but then you'd also need a river/sea table without nixies, hobgoblins and such. as written, maybe they are meant to apply to certain "lost world" parts of your settings - despite dinosaurs and mammoths being found in the regular tables too.

Putting everything together looks like a bit of a headache, but hopefully this too can be automated (I am sure there is an online roller somewhere, please let me know in the comments!). This one is based on 2e.

AIRBORNE RANDOM MONSTER ENCOUNTERS is short and sweet: "simply use the appropriate
OUTDOOR RANDOM MONSTER ENCOUNTERS table [...] but an encounter occurs only if the creature indicated is able to fly or is actually flying."

CITY/TOWN ENCOUNTERS are meant for unexplored cities, basically. They seem to happen incredibly often ("every three turns"), probably because you meet people all the time in a city, but many will simply ignore the party. 

Checking that often must be a bit of a hassle in practice; maybe we could just check a few times a day for "memorable" encounters that are likely to approach the party.

Also worth noticing that ordinary people seem to be a small percentage of encounters. I'd assume there are more, but unlikely to make memorable encounters. As written, these tables make cities extremely  dangerous, full of demons, undead, and bandits, maybe even more than the cities of S&S like Lankhmar.

BTW, this is where you can find the infamous "harlot table" that describes encounters with "brazen strumpets or haughty courtesans".

We also get ANOTHER table to generate magic items for NPCs, for reasons I cannot fathom.

APPENDIX D: RANDOM GENERATION OF CREATURES FROM THE LOWER PLANES

This is, basically, a generator of random demons, devils, etc.

I LOVE this chapter. This is a precursor to Teratogenicon and all similar books.

Basically, it makes each creature weird and unique, from head to toe, including stats. Here is one example created by this generator:

Demon #1
---------------------------------------------
Frequency: Uncommon
No. Appearing: 3
Armor Class: 0
Move: 15"
Hit Dice: 9
No. of Attacks: 3
Damage: 3-9 (Mouth), 2-12 (Each Arm), 
Special Attacks: Summon/Gate, Spell-like Abilities, 
Special Defenses: Acid Immunity, Weapon Immunity, Cold Immunity, 
Other Abilities: None
Magic Resistance: 45%
Intelligence: High
Size: L
Psionic Ability: Nil
Strength and To Hit/Damage Bonuses: 18 (00) (+3/+6)
---------------------------------------------
Appearance:
Head: Human-like  / Knobs
Overall Visage: Wrinkled - Seamed
Ears: None
Eye Color: Metallic
Eyes: Huge, Flat; Two-Eyed
Nose (If Necessary): Slits Only
Mouth: Tusked; Tiny
Bipedel Torso: Ape-like
General Characteristics: Short and Broad
Tail: None
Body Odor: Urine
Skin: Leathery/Leprous
Skin Color: Reddish
Back: Normal
Arms: 2Hands: Taloned
Legs and Feet (As Applicable): Suctioned
Pictured by Grok using data above.

This technique is great to keep things fresh and keep players guessing, although all fiends share some traits (e.g., magic resistance).

Teratogenicon extends this reasoning to other creature types: undead, aberrations, monstrosities, etc.

APPENDIX E: ALPHABETICAL MONSTER LISTING

A list of monsters and their stats. Probably based on the Monster Manual. No stats for the mezzodaemon, but more than 20 lines for hydras with varying number of heads.

Overall, these appendixes are good, despite some redundancies, weird choices, and mixing things of dissimilar importance without clear distinction, which seems to be a common trend in the DMG.

NOTE: there is a California Wildfire Relief Bundle on DTRPG. It has lots of Savage Worlds (including Savage Worlds Adventure Edition) and a couple of OSR games. "By This Axe I Hack!" and "There and Hack Again" are the most interesting to me.

Contains affiliate links. By purchasing stuff through affiliate links you're helping to support this blog.