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

Showing posts with label Days of the Damned. Show all posts
Showing posts with label Days of the Damned. Show all posts

Tuesday, August 06, 2024

Synergy (momentum, skills, challenges) + Conan 2d20 ramblings

I wrote a dark fantasy RPG a decade ago (Days of the Damned), but I have not published it, mostly because I thought I could do better (and I think I did - the games I published are significantly more polished). 

Still, it had some fun ideas - many inspired by other RPGs - that I should consider using in my games (I might even give it a re-write and publish it one day).

One important aspect of DotD was synergy. It boils down to "if you succeed, add half your margin of success to the next roll (as long as the next roll is related)".

This bears some resemblance to 3e's "skill synergy" and, AFAICT, to (Modiphius 2d20) Conan's "momentum".

My method has some obvious use in combat - add half your margin to damage, which seems to work even better than this - but has many other uses as well.

For example, a thief could add synergy from sneaking to attacking, while a ranger could get a bonus to initiative or perception because he rolled so well in his nature check. A jousting tournament begins with a horse-riding check, which adds to your attack, etc.

Want to study a foe before attacking him? Same solution. Maybe fast-talk someone so they can lower their guard, or distract him to pick his pocket? Same.

Anyway, this is just a small idea that I remembered today because I read something about Modiphius' Conan and it sounds like they did something cool with a (vaguely) similar idea.


I considered getting their PDFs - I'm a sucker for S&S games, as you might have noticed - but then I remembered there is no longer a legal way to get the PDFs as "their license expired".

(I should have bought it at the time... sighs).

The thing is, Robert E. Howard died in 1936, and most his work (apparently, everything he published while living) SHOULD be in the public domain.... however, depending when where you live, they are NOT.

This is probably why you might have a hard time finding awesome Glenát comics (just google "Glenat Conan").

I think ANYONE should be able to publish a Conan game, but that's just wishful thinking.

This is not Modiphius' fault, of course. I'm sure they have their reasons - and better lawyers than I. 

AFAICT, everyone could publish Conan stuff in the US by 2028... And even then someone might claim  "trademark" to avoid this (although IMHO a common name shouldn't be subject to that either).

It just sucks that we lose access to lots of works written (or that could have been written) with inspiration by Howard, Lovecraft, or Burroughs because some company somewhere is trying to enforce copyright laws that are even more draconian than the minimum "50 years after the author's death".

Maybe Modiphius can publish all their material again under a different name ("Sword of the Barbarian", I dunno) so I can one day read it. 

Or maybe I should check their John Carter book... let me know if it is any good!

BTW, if you ever want to read one of my books and cannot find or afford it, I encourage you to ask me for a discount, and I wouldn't mind if you get my books in other ways you can... That's all I'll say on the matter for now.

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

Saturday, May 04, 2019

Marks of Corruption (Dark Fantasy Tables)

So, I'm into making tables now. This is inspired Ravenloft, probably. Also, by the lack of enough "dark gifts" in Curse of Strahd, and DCC RPG before that, and WFRP even earlier... Always liked the idea that contact with the dark powers made you weirder, although I am having a hard time remembering actual books like that (except for Moorcock's Stormbringer, I think).

Anyway, roll a d20 and choose one of three options.

d20
Mark
1
Tongue. Bifurcated, long, or purple.
2
Teeth. Sharp, fangs, or horse-like.
3
Hands. Crooked, clawed, or tentacled.
4
Skin. Hairy, pale, or wet.
5
Eyes. Glowing, feline, or dilated pupils.
6
Wounds. Scars, open sores, or bleeding.
7
Feet. Cloven, inverted, or webbed.
8
Organs. Dilated, twinned, or pulsating.
9
Belly. Bulging, moving, or negative.
10
Additional parts (human). Arms, misplaced eyes, or misplaced mouths.
11
Additional parts (other). Tentacles, tail, or horns.
12
Bones. Deformed, apparent, or malleable.
13
Smell. Sulphur, death, or spice.
14
Mind. Hallucinations, rage, or despair.
15
Missing. Mouth, eyes, or hair.
16
Surrounded. By insects, smoke, or worms.
17
Scary. To small animals, children, or horses.
18
Rotting. Sours milk, ages plants, or spoils wine.
19
Limbs. Too long, too articulated, or too thick.
20
Torso. Too fat, too thin, or too muscular.

Notice that most of these marks are useful. The dark powers take care of their own... in a way. Strange eyes will give you night vision or infrared vision. Fangs and claws are useful in a fight. Malleable bones and wet skin might help you escape. Etc.


This list is pretty mild and concealable... maybe make a list of extreme corruption next?


Update: I collected this table and more in my book Dark Fantasy Characters. Check it out!

Monday, November 12, 2018

Concocting constructs

Here is a small part from TERATOGENICON, the ultimate monster generator! If you like it, consider acquiring the book on DTRPG. I wrote this post before publishing the book, so some of the text has been update. The tables and pages you see below are exactly as presented in the book. 

(The images are copyright WotC, as far as I can tell, and are not included in the book - which is lavishly illustrated by Rick Troula!)

Saturday, November 03, 2018

Celestial Creation

From an early draft of Teratogenicon:

Celestials are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.
A typical celestial has the following traits:
Size: any.
Alignment: Lawful Good.
Abilities: varies.
Common resistances/immunities: charm, fear, nonmagical attacks.
Senses: Darkvision.
Languages: Common, Celestial, and many other languages.
Challenge: 2d6.

Habits, diet and habitat

Celestials live in different planes to humankind and often come with a specific mission. Angels and their kind can live anywhere and do not need to eat, drink or sleep. Animal-shaped celestials, such as unicorn and pegasi, are usually more mundane in this aspect.


Appearance & Powers

A celestial’s heavenly nature manifests in their appearance, as auras of gold, shining armor, and feathered wings. When they take humanoid form, they are healthy, strong, and thin specimens. Some celestial are somewhat more mysterious and less human, as if to indicate they are somewhat superior or different from mundane beings (the last eight entries are darker than the rest; use 1d12 if you want a more traditional look).
Attacks. Celestials often carry big magic weapons with impressive special properties. Even when unarmed, their attacks are usually considered to be equivalent to magical weapons.
Some celestials can project attack with beams of radiant damage, auras of fire, and so on (spheres of energy originate on the celestial but do not affect it). Celestials without ranged attacks will often have strong defensive powers (teleportation, invisibility, etc.).
Energy. This table applies to the celestial’s attack and possibility to their features as well – fire halos, radiant wings, lighting auras, and so on.
Animals. Some celestials look like animals - examples are winged lions, golden stags, unicorns, etc. Some were actually animals once, now ascended by the contact with higher powers (in this case, their attacks will probably be unarmed – although some animals may carry weapons in their mouths or possess intelligent weapons that fight by themselves on command). Other celestials have animal features, animal motifs in their clothing, animal companions, or the ability to transform into animals. The list below contains the animals most commonly associated with celestials.
Color/metal. These colors and metals are commonly applied to celestial features – clothes, eyes, wings, hair, skin, etc.



Origins and goals

Celestials are usually created by deities, but there are other possibilities. Their goals are usually benevolent, but not always. Notice that some deities have draconic laws against insignificant sins (wearing the wrong color in a temple, eating forbidden food, etc.).

Tables




All art: copyright Peter Mohrbacher.
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If you enjoyed this post, you'll certainly enjoy the final version: Teratogenicon, the ultimate monster builder! It is full of random tables like the ones above and it has amazing art by Rick Troula. Chek the previews to see what I mean!

Saturday, October 20, 2018

ABERRATION GENERATION!!! (5e)

From an early draft of Teratogenicon:

Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world. [from the SRD]

Aberrations are the strangest and most variable type of monster. A giant with two heads or blue skin is still a giant; a giant with a head on its stomach, a serpent for a tongue and half a dozen slimy tentacles where the legs should be is probably an aberration.
Some aberrations are very intelligent while others are dumber than farm animals, but most of them are utterly unpredictable. Their alien, deranged minds are capable of feats unknown to most of humankind – innate magic, telepathy, baffling schemes and calculations – but can also make them erratic and self-destructive. Few aberrations have humanlike capacities – most are either incredibly gifted or incredibly stupid, although some appear to be both.

Habits, diet and habitat

Aberrations are alien enough to defy comprehension. They are mostly inscrutable, although many behave like common predators, killing for food and sport. Most aberrations need food and water to survive, although some seem to subside on psychic energies, ether, or other mystical energies. They often live in forgotten dungeons, temples and caves, away from human eyes, since none in their right mind would suffer them to exist.

Traits

A typical aberration has the following traits:
Size: any.
Alignment: Chaotic Evil.
Abilities: good Strength, Constitution; bad Charisma, Intelligence.
Senses: darkvision 60 ft.
Languages: Few aberrations can comprehend languages and even fewer can speak. If they do, it is likely Deep Speech, Common, or Undercommon.
Challenge: 2d6.
Attacks: upper limbs (see below) and others.
Appearance. The first five tables describe an aberration’s appearance – skin, upper and lower limbs, body and special features. There is no entry for heads – the head, if any, will be appropriate to the body most of the times (amoebas will rarely have heads, octopuses have heads and no bodies, etc.). However, you can roll twice on the body table to produce a different head.
A monster with no upper limbs must attack with the lower limbs or other body parts (bite, slam, etc.). A monster with no lower limbs may use pseudopods, some form levitation, move with the upper limbs, or just roll around.
  




Special Powers

1. Genius: The monster has genius-level Intelligence (18 or more), knows a few languages and mental skills, and gains one additional special attack appropriate for an intelligent creature (psionic blast, ray gun, spellcasting, etc.).

2. Telepathy: The monster can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language, and detect the overall intentions of their foes from the same distance.

3. False Appearance: While the monster remains motionless, it is indistinguishable from a common object, animal or terrain feature (rug, tree, cow, humanoid in robes, stalagmite, bundle of ropes, etc.).

4. Teleporting: As an action, the monster can teleport, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

5. Aberrant Ground: The ground in a 10-foot radius around the monster is difficult terrain (doughlike, frozen, slippery, filled with tentacles, etc.). Each creature that starts its turn in that area must succeed on a Strength saving throw or have its speed reduced to 0 until the start of its next turn.

6. Regeneration: The monster regains (2xCR) hit points at the start of its turn. If the monster takes one specific kind of damage (choose one from fire, acid, radiant, etc.), this trait doesn’t function at the start of the monster’s next turn. The monster dies only if it starts its turn with 0 hit points and doesn’t regenerate.

7. Carapace: the monster has a thick carapace that adds +2 bonus to AC and all Dexterity saving throws.

8. Fog: the monster is constantly surrounded by a thick fog (or illusion, cloud of darkness, etc.) that makes it invisible to all creatures that are not within 15 feet of the monster.

9. Four-dimensional: the monster lives in four dimensions and occasionally shifts out of existence. As a bonus action, the monster can roll 1d4. On a 1 or 2, nothing happens. On a 3, it shifts partially out of the three known dimensions, becoming heavily obscured. On 4, it enters a fourth dimension, where it is still visible yet it cannot affect or be affected by anything on the material plane. The effects last until the beginning of its next turn.

10. Shapechanger: The monster can use its action to polymorph into a Small or Medium humanoid it has eaten in the past, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

11. Engulf: As an action, the monster engulfs a Medium or smaller creature Grappled by it. The engulfed target is Blinded, Restrained, and unable to breathe, and it must succeed on a Constitution saving throw at the start of each of the monster’s turns or take (2xCR) bludgeoning damage. If the monster moves, the engulfed target moves with it. The monster can have only one creature engulfed at a time.

12. Drain: As an action, the monster deals (CRx1) damage to a creature, and regains hit points equal to the damage the creature takes. The target must be grappled (blood drain) or charmed (psychic drain) by the monster.

13. Alien Mind: The monster is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. In addition, if a creature attempts to do any of these things it must succeed on a Wisdom saving throw or take (CRx1) psychic damage and suffer the Stunned condition for one round.

14. Replicating: The monster is usually accompanied by 2d4 smaller versions of it, with lower CRs. The sum of their CRs cannot exceed the monster’s CR.

15. Horrific Appearance: Any humanoid that starts its turn within 30 feet of the monster and can see it must make a Wisdom saving throw. On a failed save, the creature is Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the monster is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the monster’s Horrific Appearance for the next 24 hours. Unless the target is surprised, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the monster.

16. Magic Resistance: The monster has advantage on saving throws against spells and other magical effects.

17. Flying: The monster has a 30 feet flying speed.

18. Gibbering: The monster babbles incoherently while it can see any creature and isn't Incapacitated. Each creature that starts its turn within 20 feet of the monster and can hear the gibbering must succeed on a Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or Bonus Action and uses all its Movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee Attack against a randomly determined creature within its reach or does nothing if it can't make such an Attack.

19. Telekinetic field: While the monster is conscious, it has advantage in Strength and Dexterity saving throws. Melee attacks against the monster have disadvantage, and ranged attacks miss automatically.

20. Roll twice
Color images:  copyright WotC. B&W images: art by Rick Troula - see below!
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If you enjoyed this post, you'll certainly enjoy the final version: Teratogenicon, the ultimate monster builder! It is full of random tables like the ones above and it has amazing art by Rick Troula. Chek the previews to see what I mean!

Wednesday, October 18, 2017

My four favorite (meta)settings

I've written a few settings, modified more than a few. When I start a new campaign, I ask my friends in what setting they want to plan, unless I have some specif idea in mind. These are the four options I usually give them; they include all my favorite settings and most settings I can think of (Forgotten Realms, Planescape, Dark Sun, Dragonlance, Yrth, Tékumel, etc). You'll see there is plenty of overlap, but I like to keep these four separate - it helps my keeping the tone consistent and might point you to the kinds of settings you want to read about in this blog.


Adryon - Vanilla twist fantasy

Adryon was my first effort at creating my own world, full of fantastic races, different languages, exotic kingdoms, weird magic, portals and lots of cliches. Only after writing 300 pages I realized there are other more famous and well developed kitchen-sink settings such as the Forgotten Realms and Golarion out there, and they are not even my favorite type of setting. But Adryon, like these settings, has some hidden gems, and became my go-to setting for "vanilla fantasy" with a twist.

One thing I avoid is firearms; I like to keep technology limited and prefer a sword and sorcery vibe over renaissance and faux medievalism (although knights and inquisitor can often be found) .

Characters: the usual suspects, maybe a bit twisted, plus cat-folk, lizard-folk, elephant-folk and some others.

Locations: distant realms, barbarian wastelands, villages, cities and castles.

Inspirations: classic D&D setting and appendix N stuff (specially Howard, Liber and Moorcock, but also Tolkien), Old World (WFRP), Golarion.

In this blog: the empire of the dead; tag Adryon.


Days of the Damned - Dark Videogame World

I love "gothic videogames" since I was a child. Their settings, monsters and traps are better fitted for RPG than gothic novels and most horror movies (although mangas such as Berserk an Claymore are also big influences). Dark Souls is the most important inspiration in recent years. The idea is to put the PCs heroes in dark, desolate worlds where every institution is unreliable, there is no central government to keep things stable (also, no law and no boundaries) and the monsters are bigger and nastier than anything you will find in other settings. The gods are absent or unreliable, non-humans are rare and usually evil (although monsters of all kinds - even Hammer horror - are everywhere), and magic is corrupting. Nights are long and days are foggy and gray.

My (unpublished) Days of the Damned RPG focuses on this genre (here is a comparison with D&D e 13th Age mechanics). Although there are some good RPGs with similar themes out there (Dragon Age, SotDL, WFRPG), my own writing focuses on human PCs and avoids playing for laughs or embracing nihilism. The overall feel is of decadence and chaos, instead of post-apocalyptic badassery and rebirth.

Characters: human (or near human) eager to fight terrible monsters with limited resources. Don't get attached.

Locations: giant ruins, near-empty villages, haunted forests.

Inspirations: Dark Souls, Castlevania, Ghouls 'n Ghosts, The Witcher (haven't read the books), Berserk, and to a minor extent Bloodborne, Dragon Age, Skyrim, Ravenloft, Lamentations of the Flame Princess. Also, if you're looking for gothic RPG stuff, you can find awesome ideas in Tales of the Grotesque and Dungeonesque.

In this blog1000 Lawful Deities; tag: Days of the Damned.


Ecumenopolis - High fantasy Multiplane Teradungeon

Other type of setting I enjoy is the "super high fantasy", where heroes deal with multiple planes of existence, mega-cities with endless dungeons, and magic so powerful and advanced that it can become indistinguishable from high tech.

Society is very urbanized and as complex as our own; warring factions are bound by byzantine laws enforced by sorcery; and the (very strange) gods will often meddle in the affairs of the City. Civilization is booming; it could reach singularity or destroy itself any day, although it has lasted for hundreds of years. Magical creatures and items are commonplace, but "traditional" fantasy are almost verboten: no orcs, dwarves, or traditional elves. Ravnica is my main inspiration here, but I there is plenty of other stuff I can find no better place for, such as Planescape and China Miéville.

D&D 5e seems to be a perfect fit; characters become extremely powerful and might even shape reality but are still susceptible of being brought down by a powerful gang of thugs.

Characters: anything goes, except the usual stuff!

Locations: mazes, enormous buildings, endless cities, back alleys, courtrooms and arenas.

Inspirations: Ravnica, Talislanta, Ptolus, Star Wars, Planescape, China Miéville.

In this blog: my "Lost Mines of Ravnica" series; and Planet Asterion has a similar vibe in some (but definitely not all) aspects. tag: Ecumenopolis.


Beneath the Bloody Sun - Post-apoc Survival Savagery

My own version of Dark Sun, with lots of Tékumel, Clark Ashton Smith and french comic book artists. Mother Nature was made barren and the world itself hates life. Now, the post-apocalyptic wastelands are ruled by city-states inspired by ancient history. Life is cheap and every resource - metal, magic, water - is scarce. Instead of horses and lions, you get feathered dinosaurs, giant worms and insectoid-people. There is radiation, teleportation, and lasers from ancient times  - but even the simplest technologies are indistinguishable from magic to the people of this primitive planet.

Characters: mostly humans but also other mutant and alien types.

Locations: great cities surrounded by walls, ziggurats, endless wastes of scorching sun.

Inspirations: see the complete list here, plus Talislanta, GURPS Fantasy II, etc. Tags: bloody sun.

Other settings

These are not the only settings I like, but only my favorites. I seldom write about settings that use honor and reputation as central themes, but I certainly enjoy using them (Pendragon, Westeros, L5R, etc.). I always wanted to play a nautical campaign, going from one exotic island to another, but never managed to to it. These are all fantasy settings, obviously - there is plenty of other stuff to use for horror, sci-fi, and so on.

Saturday, January 21, 2017

Fifth Edition D&D versus 13th Age (the good, the bad and the damned)

Let me start by saying that I'm not really into edition wars and I think both games are awesome. 5e is currently my favorite RPG, and 13A has awesome ideas that I would use in ANY version of D&D, and some I have adapted to my own RPG.

But then again, I (very) often read affirmations such as this in many different forums (specially in some forums that frequently seem to have an anti-5e bias):


Well, I must disagree. "D&D but better" is a true mark of the so-called Fantasy Heartbreakers, and it is not what 13A is about. The games are very different from one another, despite being inspired by previous versions of D&D (specially 3e and 4e), and they scratch different itches.

I assume most of you are more familiar with 5e D&D than 13A, because I am, so I'll compare 13A's ideas as alternatives to 5e, even though 13A came first. You'll see that I find that most alternatives in 13A have some good and some bad aspects (therefore, the good and the bad), and, in a few cases, I prefer using a combination or another alternative in my games (my RPG is called Days of the Damned... therefore "The damned").


Backgrounds and skills

5e skills aren't perfect - but they are few and straightforward. Backgrounds, in 5e, give you a few features and a couple of skills. Say, if you pick the City Watch background, you may get the Athletics skill. In 13A, you create your own background (of course, you can do that in 5e too), and it functions as a skill. So you may have "I was on the city watch +3" instead of "Athletics".

Interestingly enough, in 5e each background has an unique feature, but in 13A, where backgrounds are more unique, mechanically they all work exactly the same.

The good: you come up with your own skills! Every character - and every background - is unique! You don't even need a list.

The bad: when playing 5e, I'll often say something like "everybody roll Athletics to climb the wall, DC 15". In 13A, it would be something like "everybody roll Strength plus any relevant background... city watch? How come you can climb? Oh, you worked in the watchtower, okay. And you? Purple wizard? Ah, you also studied in a tower. Halfling from the shire? Well... you can say you climbed in and out of holes, but maybe add half of your background* instead of it all. Yeah, round down. +2 instead of +5. Probably. You have Sheriff +3 too? How does that apply? You had a watchtower in the shire? Okay, you can use that instead..."

(*not actually in the rules AFAIK, but I have seem one of 13A's designers suggest that in an interview.)

The damned: I use eight skills, and that is it (although you can have specialties). Backgrounds are very specific and give you advantage in very specific circumstances: if you are a Barbarian of the Icy Mountains, you certainly get advantage when climbing mountains, but if you want to jump or ride a horse you better have the Athlete skill.

I think this rule is very useful for 5e: this barbarian would get advantage when rolling Nature and Survival in the Icy Mountains (because barbarians are often so bad at this stuff in 5e), but no advantage for surviving in the hot desert.

Unique characters

13A has a very interesting feature called One Unique Thing: "Your character’s One Unique Thing (their unique) is a special feature invented by you, the player, which sets your character apart from every other hero. It is a unique and special trait to your player, and markedly unusual. The intent is that it provides a special flavor to the campaign and can assist the GM in determining how your character can interact with characters and story in the campaign". (source)

The good: every character is special and awesome in some unique way.

The bad: character funnels and disposable characters are no longer a possibility, if you like those. Also, some people seem to think it is an awesome idea to use this feature to change the whole campaign setting. You're not doing "I was the last person to ever see the sun" in my Ravnica campaign, sorry.

The damned: in fact, I think OUT is a great idea that I use for many games, with the caveats above.

Theater of the mind

D&D 5e has ranges in feet; you can walk 30 feet in a round, hit someone 100 feet away with a bow, etc. Remember, in 4e you moved "X squares" per round and miniatures where mandatory, RAW. In 13A, you have "positions" instead: Nearby, Far Away, Engaged, etc. As it says on the SRD, "Combat is dynamic and fluid, so miniatures can’t really represent where a character ‘really is.’".

Plenty of people seem to think 13A is perfect for "theater of the mind" battles, where no miniatures are used. It probably is, for them. But I don't use miniatures in my D&D games at all, and I have an incredibly easier time dealing with concrete measurements (even if I don't worry about EXACT distances, the distinction between 20, 100 and 300 feet is important to me) than abstract "positions". So 5e is perfect for me in this regard too.

Overall, "abstract" mechanics where concrete measurements could be used are harder for me and my friends to deal with. For example, I think saying "I have 97 gold coins, I spend 13, now I have 84" is easier, faster and simpler than saying "roll you wealth with a -1 penalty to see if you can buy other stuff this week" like you do in some versions of Fate RPG.

The good: if you dislike dealing with numbers or grids, 13A seems to be a good fit.

The bad: if you prefer concrete numbers or good guidelines about using grids and miniatures, 13A is not a good fit.

;)
Characters x Pillars

5e D&D explicitly mentions its adventures are based around three pillars: Interaction, Combat, and Exploration. Characters are notably absent from this list (although this is a whole different discussion, I think it illustrates my point). 13A has a strong focus on characters: OUT, lots of feats and powers, loads of HP, etc. The way Icons work also indicate that the world turns around the cahrachters, in a way (or that they are the focus of all adventures).

The good: 13A has lots of possibilites of customization, a great number of feats (too many for my tastes, but hey, you don't need to sue them all), and characters can become demi-gods.

The bad: see "backgrounds" and "unique characters" above for some examples on how infinite character possibilites can bring some problems.

The damned: my games can go either way, depending on the campaign. In Days of the Damned  I list "Interaction, Combat, Exploration, and Character Development" as main foundations, with Character Development being the most important one, so in this regard it is closer to 13A.

Roll to see how you attack

13A has this interesting feature where some attacks are only activated if you roll a certain number (a "natural 17", for example), or at specific rounds in the battle (every other round, after three rounds of combat, etc, depending on the escalation die). For example:

Flexible Attacks 
Flexible attacks allow you choose your target first, make your attack roll, and then use the natural unmodified die result to determine which of your eligible flexible attacks to use. You still use the modified roll to determine whether or not you hit, but your flexible attacks trigger off the natural result on the die sitting in front of you.
[...]
If you have some attacks that are flexible and some that are not, declare whether you are making a flexible attack or a specific non-flexible attack before you roll.

Some features have both limitations: "Triggering Roll: Any natural even roll, when the escalation die is 2+", which can be a bit confusing IMO. By comparison, the 5e action / bonus action / reaction economy is a lot simpler.

Monsters have similar features, that trigger on a "Natural 16+" or "Natural even hit".

The good: you have interesting attacks that you don't have too think too much about; just roll and see what you get. Some compare it to "artificial intelligence" for monsters.

The bad: this rubs some people the wrong way - myself and some 13A fans included. I like declaring my intentions before rolling the dice. If I want to bash with my shield, I would prefer "hit or miss" instead of "hit with shield or hit with your sword". I can see it is a good idea to have "artificial intelligence" for monsters, and even special attacks that trigger in some rolls, but overall I prefer to play my NPCs instead of letting the dice make this choice. I also believe there is a  reason most videogames don't let chance tell your character if he hits with sword or shield.

The damned: I included some rules on how to plays NPCs in combat. I use special attacks as default tactics, with some built-in limitations.

It´s okay to enjoy multiple games!
Other things...

No good or bad here, these things are mostly a matter of taste.

Zero-to-hero: In 5e, you start as a somewhat limited character, with a significant chance of dying in a few rounds, and eventually can turn into a mighty hero - but with plenty of weaknesses (in you saving throws, for example) - maybe somebody like Conan or Elric. In 13A, you start strong and unique - and end up as a true demigod.

Popularity: 13A is a great game, but is a niche game within a niche hobby. It has less fans than 5e, certainly, but also Pathfinder and OSR/Old-school D&D for most metrics I can find. It is nice to try new games. It might be harder to find compatible players - always easy to find D&D players where I am.

Smaller numbers: 5e use smaller numbers all around, which I happen to like. HP-bloat, to me, is a downside of WotC-D&D, and 13A only makes it worse - a 10th level rogue has (6 + CON mod) x 24 HP, and ten feats!

Innovation and tradition: 5e D&D tries to keep some "classic" D&D features, while 13A has more experimentation and innovation. As far as quality goes, I think both options are equally valid. I prefer 5e's saving throws, for example, but 13A method is good alternative if you want the attacker to make all the rolls.

New school x Old(ish) school: the definitions vary from person to person, and both "schools" have its fans. By most metrics I can think of, 13A is mostly a "new school" game while 5e is mostly a "middle school" game, a "compromise edition" of sorts. Old school has been described by things like "Hero, not Superhero", "Starting characters aren't special", "There is no "story" being created on purpose", not focused on the character sheet, etc. Of course, if you're using different metrics, you'll reach different conclusions.

My favorites: OUT, the escalation die (awesome idea), the monster stat-blocks for 13A; and the action economy, bounded accuracy, backgrounds, and advantage/disadvantage for 5e. The art, for both. Great games overall.

Who wins?

Like I said before, my favorite is 5e, but both games are awesome. Both have SRD's you can find it the internet for free - and, what is better, you can easily combine your favorite features of both games into your own house-ruled Frankenstein system. I do that all the time!

As someone said before me... since we have both options, gamers win!

Did I forget something? Are there other reasons to prefer one game over another? Any other features that can be exported form one game to the other? Let me know in the comments!

Sunday, January 08, 2017

1000 Lawful Deities (random table)

In my Days of the Damned game, there are three types of gods. So far, I've been calling them the Ethereal Lords, the Earthbound Gods, and the Masters of the Abyss. Suffice to say, one could roughly identify them with Lawful, Neutral and Chaotic deities in D&D games.

The lawful ones are an interesting challenge to me; since I'm a fan of Moorcock, and I don't  necessarily identify Law with Good, I figured all lawful religions would a few uncommon beliefs to someone looking from the outside, even if their core practices were about loving your neighbor, feeding the poor, etc. Not things like wearing purple on a Friday, but completely different philosophical outlooks.

If you want a similar table for Neutral and Chaotic gods, let me know in the comments and I'll share the other two. BTW, this table was inspired by this post. Krevborna's patrons are evocative and colorful, so if you're looking for demons, devils, fey and great old ones you can find them there. This is another great option for evil cults.

In any case, here are the Ethereal Lords, presented in a random table format. You can roll a single d10, or roll two or three dice to mix and match and create new deities on the fly - nothing wrong with different religions adopting similar taboos, as it could create interesting situations.

DO  NOT use the comments section to make disrespectful comments about real world religions and beliefs; they will be deleted. This chart is made for use in fantasy games and isn't intended to criticize or reflect upon any real religion. If you feel that any item on this table is disrespectful for some reason, let me know and I'll do my best to fix it. 

If you're a follower of the Obsidian Scribe, etc., and feel I have misrepresented your beliefs, fell free to comment too!


Source.




Adjective Noun Taboo
1
The Aureate Patriarch Wealth is the only mark of righteousness. Poverty is not enough – the weak and lazy must be punished further.
2
The Symmetric Lady Both halves of a person, a couple, a building, and so on must be reflections of each other. Mirrors are sacred symbols, and the ambidextrous fit for priesthood.
3
The Radiant Knight All false faiths must be destroyed. The extermination of all unbelievers can be postponed until they are outnumbered by the faithful, but evil cults deserve no respite.
4
The Faithful Maiden Physical intimacy must be carefully controlled and never shared with a loved one, for love must remain pure.
5
The Celestial Spirit Those who lead others are heretical, for all people are equally slaves to the divine rule. The church shall be the sole authority in the earth.
6
The Obsidian Scribe No one but the wise and the chosen may learn the secret teachings of the faith, although everyone is bound by the immutable laws of the universe that few can understand.
7
The Hidden Sovereign Holy people are immune from sin, and when they steal, lie and hurt the innocent, their victims should be thankful, for they have been blessed.
8
The Iron Thorn Pain is the only path to purity. It must be embraced. Comfort corrupts the soul. All should suffer in order to become better.
9
The Grim Inquisitor The guilty must be drowned. The innocent must be tormented until they confess their guilt.
10
The Blind Scholar Reason is an obstacle to the understanding of hidden truths. Only through insanity can revelation be achieved.

Wednesday, December 07, 2016

How to run NPCs in combat (Days of the Damned, D&D and all RPGs)

I have been recently discussing the subject on multiple forums. The context is usually D&D 5e, and the questions are:

- Should the NPCs attack the wizard first, since he might have lower AC and some good area attacks, or deal with the raging barbarian first? Are they even sure the old guy in robes is a wizard?

- Does the paladin need some kind of "Defender" role to "mark" his foes so they don't attack anyone else, or do the enemies attack the big armored guy first anyway?

- Should my fighter have an opportunity to use his Polearm Master and Sentinel feats, or are all enemies intelligent enough to assume everyone holding a halberd has such talents and therefore shouldn't be approached?

For me, any answer that ruins the fun of the classes and feats (or makes them useless) are not good enough. When in doubt, let the PCs be awesome. Now, if the PCs repeat the same tactics over and over again in the same fight, is obvious that the enemies will avoid it; not only because it makes sense in character, but also because it gets boring after a while.

In any case, I am currently finishing the "GM's Guide" for Days of the Damned, my "new school" RPG (okay, "middle school", maybe), and I thought this excerpt might be useful for D&D players - or for any RPG, really.

Let me know what you think!

This guy can be ANY class. Check the PHB!
Chapter 5 - To Rule in Hell [excerpt]
Controlling NPCs in a fight can get tricky. The GM will often manage multiple characters at once, while dealing with a new set of traits and powers in each combat and trying to keep things interesting and fresh at the same time. Here are a couple of tips that can help you out.

When to fight
First, remember NPCs will not enter a fight they cannot win unless they have a very good reason to do so. In fact, even when they know they will win, the fear of death and injury will keep most people (and animals) from fighting without a purpose, specially when they can get what they want by negotiating, begging, or running away (even if they want to fight another day under better circumstances).
Of course, a few fights might be unavoidable. Some NPCs are just too honorable, stupid, desperate or bloodthirsty to look for better alternatives. Many will fight to protect an important place, person or possession, but few are willing to risk their lives for that, unless fighting for a focus.
The damned will often fight for no reason, but even they will negotiate if the circumstances are unfavorable for a fight.


How to fight
When you control NPCs in a fight, you might feel compelled to think of them as moving pieces, and play them tactically as if you were playing a game of chess against the PCs. Avoid this urge.
Each NPC has its own capacities, knowledge and goals. Remember, most NPCs know nothing about the PCs and their powers, even if the GM does. Do not fall into the trap of assuming the NPCs will always come to the right conclusions. “The old guy with a staff is probably a sorcerer” is an uncommon assumption – instead, he is most likely someone that needs a walking aid (at least until he casts a spell).
Once the PCs start fighting and using their abilities, some things will become obvious, and NPCs will react accordingly. Still, most NPCs will not be able to see the whole picture at once. One easy way to dealing with this is assuming most NPCs will attack whoever hurt them most (individually, not as a group) since their last turn, unless they have a reason to do otherwise.
A good leader or tactician can change everything – he can order the other NPCs to work as a group, making the best choices for their side even if he needs to sacrifice a soldier or two. A good plan will make NPCs ten times more dangerous, at least until the plan is derailed. A careful study of the PCs tactics will give the NPCs an edge (and vice-versa).
In short, play NPCs not as pawns, but as people. Intelligent, experienced NPCs will fight intelligently, bestial NPCs will fight instinctively, and stupid NPCs will often make dumb mistakes.

Source.
When to stop fighting
Even if the NPCs do get into a fight, they are not necessarily fighting to the death (fighting for a higher focus might be the exception). Most people will surrender or flee after a major wound, unless their side is obviously winning, and even then, they will give up after a second major wound. This cuts both ways – most NPCs will accept surrender and will stop fighting as soon as they get what they want.
Once again, the dammed, the corrupted and the insane are more likely to fight to the bitter end.

All images copyright of Wizards of the Coast.

UPDATE: this eventually became an entire chapter in Teratogenicon. Check it out!