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 Initiative. Show all posts
Showing posts with label Initiative. Show all posts

Friday, September 29, 2023

Minimalist encumbrance/slots (B/X)

Encumbrance must be one of the most popular subjects in OSR circles. I've written at least half a dozens posts myself, and I hope I'm not repeating myself too much, although this is a simplification of an earlier post.

Anyway, here is what I've been using lately. Works well for B/X, OSE, BFRPG, etc. I haven't read the OSE rules for slots, but I imagine they are similar.


A PC can carry a number of "slots" equal to STR.

[Alternative: If you want all PCs to have similar capacity, start with 10+STR mod, or use 10 and ignore STR].

One "slot" is approximately 3-5 pounds (30-50 coins); basically one weapon or item of similar weight.

2H swords, lances and polearms take 3 slots (you might as well use 2; these weapons are not that great in the game, and not that heavy in real life).

Armor/shield take 2 slots per point of AC.

Light items (potions, torches, etc.) are ignored unless you're carrying more than pounds of them. You can bundle 6 torches, 3 days of rations, 3-5 daggers/wands/potions, etc. 

You must use some common sense here, but most things in the equipment list should take one slot (except things with negligible weight like garlic, etc.). In the original game, the weight is closer to 2 slots.

Coins are 50 per slot.

(I use 100 per slot and silver standard because I find it more sensible).

Movement rate (adapted from OSE):
EncumbranceMovement Rate
Up to STR120’ (40’)
Up to STRx290’ (30’)
Up to STRx360’ (20’)
Up to STRx430’ (10’)
This is a bit more lenient than the usual rules. 

If you want something closer to the original, try this:
EncumbranceMovement Rate
Up to STR120’ (40’)
Up to STRx1,590’ (30’)
Up to STRx260’ (20’)
Up to STRx330’ (10’)
And that's it! Easy, right?

Thursday, September 21, 2023

Minimalist "Weapon versus Armor" table

I've been talking about the weapons versus armor table for a while. And brainstorming about weapons and armor in the last few days. 

Here are a few random thoughts to add...

In the end, I think using speed factor might be enough to distinguish weapons.

But I'm still wondering... could we have an easy weapon x armor table?

The one in AD&D is too much for me to handle, but the one in 2e is almost manageable:


Remember this applies to THAC0, so a bonus benefits the person being hit.

What do we have here?

Slashing weapons are the worst of the bunch, giving the defender an average bonus of +1/+2.

Piercing weapons are a bit better, with an average 0/+1 bonus.

Bludgeon weapons are the best - rarely giving the defender a bonus.

Which is fair enough, as slashing weapons such as swords deal the most damage (1d8 for one-handed swords and 1d6 for spear/maces, usually).

Notice that simply giving slash/pierce/bludgeon a -2/-1/0 to hit against ANY armor would not be a problem in B/X. 

A 1st level PC could STILL hit someone in plate with a sword with a natural 20, thus finally making the mace a better choice against armor (and making plate even more impressive!).

Turning it into a small bonus (0/+1/+2) would have a similar, if less dramatic, effect.

[We could even apply the bonus ONLY if you roll 10 or more, so maces gain little when fighting unarmored foes].

In short... we don't even need a weapon versus armor table!

But I like them, so let's continue a little bit.

Here is my first simplification, using ascending AC and attack bonuses:


This means a sword gets a -2 penalty against plate etc.

The mace gets better. 

The spear is good too; it has other uses after all (charging, throwing, etc.).

There are other weapons that deserve attention here.

In B/X, axes are not great to begin with, so nerfing them as "slashing" would not be a good idea.

Instead, we could say certain weapons do more than one type of damage, and let the attacker choose.

For example, battleaxes slash AND bludgeon, while picks bludgeon AND pierce, and polearms can choose two or three damage types, as suggested here.

Or we could add more columns, for example:


The axe is halfway between sword and mace. 

The pick is a specialized anti-armor weapon (maybe you can buy bodkin arrows with the same effect).

Notice that even the -2 for swords does NOT make it a bad weapon if you are a skilled fighter, as the d8 damage more than makes up for it. But it gives people better reasons to use other weapons.

Simple and easy... but might require rebalancing all existing weapons.

In short... doable, but I'm not sure it is worth the effort.

Tuesday, August 15, 2023

Minimalist grappling and striking (B/X, OSR)

In my most recent foray into the AD&D DMG, I found myself a bit frustrated with the combat mechanics. My general impression - and the same is true for the PHB - is that AD&D has tons of cool rules for combat, but these rules fell disjointed and complicated.

This is the second (but maybe not the last) post addressing this issue (here is the first).

The "WEAPONLESS COMBAT PROCEDURES" section is especially bad IMO, because:

- It adds an entirely different combat system for unarmed combat.
- It is needlessly complex and not a great fit to the existing combat rules (e.g., you can knock out people with a fist but not with a club).
- You do not get to choose your attacks, apparently (e.g., roll to see if you bite or kick).
- The author doesn't seem to understand real unarmed combat.

As far as I know, this is one of those rules Gygax didn't use in his own games.

[Notice that the Unearthed Arcana - which I haven't completely read - seems to have an reasonably elegant and straightforward system, that I'll use as inspiration, with some 5e stuff added to the mix]. 

But weaponless combat itself is, potentially, a fun addition to D&D characters (monsters already have some options such as bite, "bear hug", etc.).

How can we make it simple?

First, let's separate striking from wrestling/grappling.

Source.

Striking

Striking with a club or even claw is already covered by the rules. A fist should use similar rules - just a lot less damage than a weapon. Damage is 1 point for bare hands, 1d2 with a gauntlet or similar. Kicking is the same (with the advantage that you're rarely barefoot), but a natural 1 forces you to save versus paralysis or fall prone.

You could add an infinite amount of detail here (e.g., critical hits, fists versus armor, weapon length versus fists, speed, spell interruption, etc.), but you should only use that if you also use similar rules for weapons (e.g.: a fist has less reach than a short sword, but the difference between a dagger and a spear might be even greater).

Wrestling/grappling

Again, there is an infinite amount of detail to grappling (see my review of Dungeon Grappling, with is compatible with most OSR games), but we could "pareto" this thing to cover 80% of our needs with 20% of the existing crunch - or even better.

My first instinct would be using he d20, and you can do that if you want - but I think the d6 works better for various reasons.

I'll use attack bonus [AB] for my example, because I use ascending AC, but you could use THAC0 (see "motives and alternatives" below). 

Using B/X or OSE, THAC0 19 is a +0 attack bonus; THAC0 16 translates to +3, and so on. Remember that you usually add your Strength bonus (see below).

Simply roll with 1d6 + AB against your opponents AB (not AC). If you win, you can grab your opponent. If you win by 5 or more, you can hold, shove, trip, disarm, damage, etc. If you win by 10 or more, you can choose two options, and so on. Fail and nothing happens.

- Grab: the target gets -2 to attacks and +2 to be attacked (including further grappling). This lasts until the target's first attack (or movement etc.).
- Hold: like grab, but your opponent is held until he breaks free with a grapple attempt of his own.
- Shove: push your target away 10 feet.
- Trip: the target is prone (-4/+4 for attacks unless he uses half his movement to get up).
- Disarm: get your opponent's weapon or toss it aside.
- Damage: cause 1d4 damage with locks, punches, elbows, etc.

Other considerations.

Size/weight: if one side is significantly larger or heavier (e.g., double the weight), it gets a +4 bonus to grapple (+2 if 50% heavier, etc.). Enough size difference may make grappling impossible, but if your setting has an "epic" tone, a high-level fighter could conceivably pull a giant by his feet and bring him down, or get a dragon by the horns.
Limbs: using more than one limb gives you +1 per limb. Having more than 2 limbs on the ground (e.g., quadrupeds or centaurs) will similarly help you to defend against most maneuvers. Creatures without limbs (e.g. gelatinous cube) or non-humanoid shape are immune against some grappling maneuvers.
Bite: A creature with a bite attack can usually use that to grapple too, depending on size.
Weapons: you can grapple with certain weapons, in certain ways (a stick or polearm can be used to trip, a shield can be used to shove, etc. - DM's call). Otherwise, you need a free hand.
Armor: will usually not help/hinder against grappling. In fact, grappling a heavily armored foe might be a good tactic, especially if you're also heavily armored and a bit stronger.
Strength: can always be added to your AB when grappling.
Dexterity: can replace Strength when grappling, but only when defending.
Movement: you can move while grappling/grappled but your foe counts as encumbrance.
Interrupting spells: any grappling maneuver except grab interrupts a spell, similarly to taking damage.
Groups: various creatures can attempt to grapple a single powerful foe at once; however, see "stacking modifiers".
Stacking modifiers: if a creature is held by another creature AND prone AND grabbed by a third creature, only the worst modifier applies, with -1 for each additional creature (in our example, the modifier would be -6: -4 for being prone, -1 for being held, -1 for being grabbed).

Motives and alternatives to AB (attack bonus)

I use attack bonus because it includes class, level and Strength into its formula. A strong, experienced fighter should be great at grappling.

Using THAC0 is doable (e.g., roll 1d6 plus the target's THAC0 and try to beat your own THAC0).

Using HD would be a reasonable alternative - but requires more rolling and adding up, in addition to special rules for Strength and PCs with more than 9 levels (since they get no more HD despite improving THAC0).

Using 1d20 is doable but you'd have to rework all bonuses. I prefer 1d6 because you can keep math easy and bonuses small, although I might consider using 1d20 to keep it more similar to other attacks (I did something similar in Dark Fantasy Basic but I think it deserves refining).

Using saving throws as written in B/X or D&D is not a great idea, IMO - it makes grappling less relevant as you level up, and it stops big monsters from grappling each other effectively.

"Pummeling" and unconsciousness

The DMG uses "pummeling" with a fist or dagger (but apparently not a club or mace) as a way to make your opponent unconscious. This should not be unique to unarmed combat, of course. 

Here, I prefer the 5e rule: if you reduce an opponent to 0 HP with a melee attack, you can decide he gets unconscious (e.g., attack with a pommel, the flat of the blade, etc.).

There should be a small change of death regardless, unless you reduce the target to 0 HP trough grappling (choke, etc.).

Extremely simple combat maneuvers

Here is another take on a similar subject. It is a bit more freeform, but works well enough for weapons. Unarmed combat would take additional considerations, since the damage is usually too small to scare most foes - maybe defeating the entire purpose of grappling in armor.

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Friday, August 11, 2023

Fixing AD&D initiative/segments

In my most recent foray into the AD&D DMG, I found myself a bit frustrated with the combat mechanics. My general impression - and the same is true for the PHB - is that AD&D has tons of cool rules for combat, but these rules fell disjointed and complicated.

I also noticed what seems like an obvious hole - the lack of obvious connection between surprise, weapon speed and thief skills. They don't seem to communicate... but they obviously should!

I think it would make sense if:

* The thief uses fast weapons (daggers rather than swords) to improve his sneak attack. He often surprises foes by moving silently. 
* Anyone can attack a surprised foe with a fast weapon - maybe more than once. 
* A surprised enemy can be "backstabbed" by the front. 

Could we make a complete overhaul of segments, initiative, surprise and weapon speed - so they can all fit together in a coherent whole?

Well, let's try!

1. Getting surprise


Either:

A) Use the usual AD&D rules, or;

B) if you're using 1d20 skills/initiative (like in Dark Fantasy Basic), surprise is achieved by beating the enemies initiative (or perception, etc.) by 10 or more.

Notice that you can simply substitute your stealth/perception (if they also use a d20) roll for your initiative. If the thief gets 23 in his stealth check and the goblin rolls 9 for his perception (or hear noise, etc.), the goblin is surprised.

The goblin is surprised for one segment, plus one for each point of difference over 10; e.g., 5 segments in the example above.

[Alternatively, you could use 1d20 for AD&D too, and "translate" AD&D bonuses to surprise as modifiers to initiative: +3 for rangers, +5 for barbarians, etc. Add circumstantial modifiers as needed. This is much simpler than the original rules.]

If only one side is aware that the other side is present, they have an obvious advantage, which should also give them a bonus (I'd start with +5, maybe +10 if your foe is sleeping). "Prior detection negates the possibility of surprise", as the DMG says. Even if a PC in the best circumstances roll terribly and loses initiative, he won't be surprised.

2. Surprise effects


When you surprise someone, you win initiative. In addition, you gain additional segments (see above, or roll 1d10 once per player or per group) to take actions BEFORE any other action.

* Attacking takes at least one segment, but you're limited to your usual number of attacks (one for most PCs, more for high level fighters, etc.). In addition, you can take ONE extra attack if you use a number of segments equal to your speed factor (SF - determined by your weapon). E.g., if you usually have two attacks per round, a dagger (SF 2) allows you to make three attacks within two segments. Again, you only get ONE extra attack - you do NOT attack 15 times with ten segments!

[We need to assign SF to ranged weapons... I'd start with 5 or 6].

The first attack against a surprised opponent counts as a "backstab" regardless of direction.

* Spells take a number of segments equal to spell level TIMES THREE. This keeps spellcasting a lengthy process as intended in AD&D.

* Movement takes 10 segments. If you have fewer segments you can take a fraction of your movement (e.g., in 5 segments you can move 50% of your maximum).

* Other actions are determined by the GM; we suggest 1 segment for every few (2-6) seconds.

* Combining actions is also possible at GM fiat, but changing actions take at least one segment between them.

This is how it would look in practice:


Andrei, Bob and Chris surprise a group of four (NPC) goblins from an enemy clan. They decide to attack on sight. They get 5, 6 and 3 segments each.

Andrei gets to make an extra attack with his dagger (SF 2). The first attack counts as a back-stab.

Bob is using a spear (SF 7), so no extra attacks for him - he gets one attack as usual. Alternatively, up to 60% of his total speed, or try to talk, hide, get something in his backpack, etc.

Chris is a mage - he can cast a 1st level spell with his 3 segments.

After that, proceed to combat as usual. The PCs have the initiative.

Simple, right?

Using this for modern games

In most modern games (e.g., D&D 5e), winning initiative means you get to move and attack before the opponent, regardless of initiative "phases". If you're using such systems, surprise will only give you a few benefits - maybe an extra attack or some additional movement.

This is milder than the usual 5e rules for surprise, but it does allow a thief to take advantage of his sneak attack, which 5e doesn't, while also being more limiting to mages - both positive consequences, IMO.

In this case, it is up to you to decide a weapon's speed factor.

Anyway...

It took me a while to reach a reasonably elegant solution. I kinda like it - especially the d20 initiative part. It reduces the number of rolls and it "connects" everything (stealth, surprise, weapon speed) smoothly. Still far from perfect, but I like it better than the original.

There is infinite crunch to be added here... if you want. You could recalculate the number of attacks per round according to weapon speed, move characters segment by segment, etc. But I think therein lies madness. We are trying to simplify things, not make them more complicated. so we leave spell interruption and other effects of weapon speed to a different post.

Friday, August 04, 2023

AD&D DMG cover to cover - part VI, pages 61-83 (COMBAT)

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 COMBAT!


COMBAT 61
— ENCOUNTERS, COMBAT, AND INITIATIVE 61
— Surprise 61
— ENCOUNTER REACTIONS 63
— DISCHARGE MISSILES63
— GRENADE-LIKE MISSILES 64
— Holy/Unholy Water 65
— SPELL CASTING DURING MELEE 65
— Magical Device Attacks 65
— Effect of Cover On Spells And Spell-like Powers 65
— Monster Charm Power 65
— TURNING UNDEAD 65
— Counter-Affecting 66
— FURTHER ACTIONS 66
— Charge 66
— Weapon Speed Factor 66
— Striking To Subdue 67
— Special “To Hit” Bonuses 67
— MORALE 67
— MORALE SCORES 67
— MORALE FAILURE 67
— PURSUIT AND EVASION OF PURSUIT 67
— Pursuit And Evasion In Outdoor Settings 69
— MELEE 69
— Special Types Of Attacks 70
— Important Note Regarding “To Hit” Adjustments 70
— Attacks With Two Weapons 70
— Breaking Off From Melee 70
— Monks’ Open Hand Melee 70
— Actions During Combat And Similar Time-important Situations 71
— Example of Melee 71
— NON-LETHAL AND WEAPONLESS COMBAT PROCEDURES 72
— COMBAT TABLES 73
— Opponent Armor Class Description 73
— ATTACK MATRICES 74
— ASSASSINS’ TABLE FOR ASSASSINATIONS 75
— ATTACK MATRIX FOR MONSTERS 75
— CREATURES STRUCK ONLY BY MAGIC WEAPONS 75
— MATRIX FOR CLERICS AFFECTING UNDEAD 75
— PSIONIC COMBAT TABLES 76
— PSIONIC COMBAT NOTES 79
— SAVING THROW MATRICES 79
— SAVING THROWS 80
— MAGIC ARMOR AND SAVING THROWS 81
— PROGRESSION ON THE COMBAT TABLES 82
— HIT POINTS 82
— EFFECTS OF ALCOHOL AND DRUGS 82
— RECOVERY FROM INTOXICATION 83
— INSANITY 83

ENCOUNTERS, COMBAT, AND INITIATIVE contains a lengthy quote that I'll reproduce here:
"It is not in the best interests of an adventure game, however, to delve too deeply into cut and thrust, parry and riposte. The location of a hit or wound, the sort of damage done, sprains, breaks, and dislocations are not the stuff of heroic fantasy. [...] 
As has been detailed, hit points are not actually a measure of physical damage [...]. Therefore, the location of hits and the type of damage caused are not germane to them. While this is not true with respect to most monsters, it is neither necessary nor particularly useful. Lest some purist immediately object, consider the many charts and tables necessary to handle this sort of detail, and then think about how area effect spells would work. In like manner, consider all of the nasty things which face adventurers as the rules stand. Are crippling disabilities and yet more ways to meet instant death desirable in an open-ended, episodic game where participants seek to identify with lovingly detailed and developed player-character personae? Not likely! Certain death is as undesirable as a give-away campaign. Combat is a common pursuit in the vast majority of adventures, and the participants in the campaign deserve a chance to exercise intelligent choice during such confrontations. As hit points dwindle they can opt to break off the encounter and attempt to flee. With complex combat systems which stress so-called realism and feature hit location, special damage, and so on, either this option is severely limited or the rules are highly slanted towards favoring the player characters at the expense of their opponents. (Such rules as double damage and critical hits must cut both ways — in which case the life expectancy of player characters will be shortened considerably — or the monsters are being grossly misrepresented and unfairly treated by the system. [...])
While critical hits are certainly a matter of taste, I disagree with most these points. "Sprains, breaks, and dislocations are not the stuff of heroic fantasy"? What about ear disease

Besides, you shouldn't need hit location or critical hit tables for each hit. E.g., if you ONLY use them when you reach 0 HP, it doesn't increase lethality nor complexity; on the contrary. Also, "double damage" is not even necessary; you could treat a natural 20 as maximum damage, +1 damage, or another attack (potentially against another creature). 

I think most tables today prefer having the thrill of the "natural 20" mean something - even if they are playing B/X or AD&D.

Anyway.

As the author explains in this section, combat is more or less abstracted and simplified. Well, not REALLY simplified, as you'll see... Coming from B/X, this is a bit of a nightmare.

Surprise allows the surprising party to take action for a number of six-second "segments" before the surprise party reacts. But each segment allows you to make the same number of attacks as you normally do in a round (1 minute). In certain circumstances, a medium-level fighter could attack you half a dozen times before you can react, or fire arrows three times faster than usual, which soudns strange and extreme. OTOH, spells are not "sped up" accordingly, so this provides a deserved boost for fighters at the expense of wizards.

This section contains lots of good common-sense rulings/advice on surprise and detection, morale, parlaying, distance, and so on - all readily applicable to B/X.

Initiative is simple enough at first. then you need to factor in the order of attacks (for creatures with more than one), but the whole thing is pretty sensible and intuitive - although it might become a nuisance in practice. I won't go to deep into AD&D initiative here since this probably requires the PHB.

ENCOUNTER REACTIONS are similar to the classic B/X reaction table, but uses d100. It assumes that the parties are speaking, which clarifies things a bit. Doesn't explain how to deal with "uncertain" results however (or what to do when PCs decide to wait and see).

Some sensible remarks on  avoiding, parlaying and waiting come next.

MISSILE DISCHARGE contains rules on firing into a melee - you usually do not get to choose your targets, unless one size is significantly larger. Fair enough.

Then, there is this:

Dexterity Penalty And Bonus Considerations: The Dexterity Attacking Adjustment is for missile firing considerations when initiative is considered. It adjusts the initiative die roll for the concerned individual only. Thus, it may well allow the concerned individual to discharge a missile prior to the opponent’s attack even though the opponent has gained the initiative otherwise or vice versa. More important, this factor also gives the individual a “to hit” penalty or bonus when discharging a missile at an opponent.

A terrible rule and unnecessary fiddly, IMO.

The section keeps on to describe various special cases: siege machines (that curiously ignore AC bonus provided by Dex, another baffling idea IMO), cover, concealment, grenade-like weapons (oil, holy water, etc. - the require a roll to see if they break, but fortunately glass break 95% of the time...), etc.

SPELL CASTING DURING MELEE requires the caster to be motionless and concentrate; being hit spoils the spell. I appreciate the extra difficulty to spell casting. Magical devices are faster, however.

Monster Charm Power contains some detailed rules on the subject.

TURNING UNDEAD contains an idea I like to use in my B/X games: "If the undead are in a mixed group — for example, 1 vampire, 3 ghasts, and 8 ghouls — you may opt to disallow any turning or other effect if the most powerful member — in the example above, the vampire — is not affected by
the cleric. Naturally, this rule applies only to groups of mixed undead where the lesser are following or serving the greater. Mindless undead, skeletons and zombies, cannot be considered.". Neat!

Evil clerics can control undead, evil areas make turning undead harder.

FURTHER ACTIONS contains detailed rules on charges, including a bonus to movement and attacks, and a penalty to AC. "Initiative is NOT checked at the end of charge movement. The opponent with the longer weapon/reach attacks first." another sensible and fun idea.

Tied initiative brings "Weapon Speed Factor" into effect, allowing a knife to attack two (or three) times against someone using a heavy weapon, for example. This also affects the chances of stopping a spell with a weapon.

I love these small details that differentiate weapons, and even the interaction with spells is fun if a little complex (here is a good chance you can interrupt a powerful mage with a magic missile!). I cannot help but to wish for a simplified version of this system (e.g., roll 1d20 for initiative and subtract you speed factor or spell level, a natural 20 allows multiple attacks etc.).

MORALE is more detailed here than in B/X; multiple circumstances are considered - including HD, since AD&D monsters default to 50% morale (curiously, unintelligent monsters seem to get no bonus).

PURSUIT AND EVASION OF PURSUIT

This are the "chase" rules, including how likely a pursuit happens in the first place. Sensible, detailed stuff, but nothing specially fun, and in the end it is up to the DM in some cases ("The likelihood of any distraction being successful is a matter for individual adjudication by the DM", etc.).

MELEE

This sections start with some rules about positioning, flanking, rear attacks, grids, etc. "Magically sleeping" opponents suffer maximum damage and twice the number of attacks (curiously, not as many as some surprised opponents...).

Another curious rule asserts that "it is generally not possible to select a specific opponent in a mass melee. If this is the case, simply use some random number generation to find out which attacks are upon which opponents", but if "creatures are able to single out an opponent" somehow, "then the concerned figures will remain locked in melee until one side is dead or opts to attempt to break off the combat". I fail to see the point of the entire section; maybe it means unintelligent monsters will attack randomly. Here are my thoughts on the matter.

Attacking with a secondary weapon is possible with a penalty.

Breaking off from melee allows a free attack (so "attacks of opportunity" are a thing from the beginning...).

Monks get to affect larger and heavier opponents with their stunning/killing as they level up. Unfortunately, "weight" an "height" are not usually included in monster statistics, so the GM has to guess. And it is suggested the DM can change the table anyway. Sigh.

Actions During Combat likewise leave to DM common sense to decide if a PC can attack, drink a potion and stab in the same round.

Example of Melee is a lengthy description of combat bringing most of this stuff (and PHB stuff like the weapon versus armor table) together in a coherent whole.

NON-LETHAL AND WEAPONLESS COMBAT PROCEDURES has an entirely different combat system for unarmed combat, using percentages rather than the d20, substituting AC for penalties, and (partly temporary) damage included in the d100 roll. There must be some easier way!

An "example of unarmed combat" might be useful here, but alas, we get none.

From a brief glance, the system is based on adding all kinds of bonus to get to a percentage, and then roll to find out how you attack you enemy (it is not up to the attacker to decide to kick or bite, for example; kicking is extremely hard to do, but OTOH is much more effective than a dagger if you hit...). It gives me the feeling that the author doesn't know much about actual grappling or striking either.

There could be some ideas on how to create a d100 combat system here, but adding an entirely different combat system ON TOP of the existing one is not something I want to do.

COMBAT TABLES are attack matrices (chances to hit a target), the assassination table (for assassins), turn undead (for clerics), saving throws (including for items), and so on. They are missing from the PHB, IIRC. Here is one example:


While I prefer THAC0 or a simple formula, I like AD&Ds smoother progression for fighters (about 1 point per level, suggested as an optional rule over the indicated 2 point per 2 levels) over B/X. They deserve the boost. Notice that rolling a 20 basically counts as 25, allowing anyone to hit opponents in formidable armor.

Monster save as fighters. They could attack as fighters too, but why make things simpler?

This section also include mental combat (psionics). I will not even try to understand this one (there is no B/X equivalent), sorry. Maybe some other time. It looks amazingly complex and it baffles me that they couldn't simply use something more similar to spellcasting (example). It is probably a cool rock-paper-scissors systems if you're familiar enough.

SAVING THROWS explains, in the convoluted Gygaxian tone, the reason of this mechanic. The interesting part is that each character has its own method of avoiding spells/effects: fighters with defiance, thieves with quickness, clerics with faith, etc. A natural 1 is always a failure, a natural 20 always a success. Magical armor enhances your saving throws, which is nice.

HIT POINTS are described here as toughness PLUS intuition, luck, magic and so on. HP loss is not wounds - but a high-level fighter, "having sustained 40 or 50 hit points of damage", "will be covered with a number of nicks, scratches, cuts and bruises. It will require a long period of rest and recuperation to regain the physical and metaphysical peak of 95 hit points". Okay... At least "4 weeks of continuous rest will restore any character to full strength".

Zero Hit Points do not mean immediate death, necessarily, but unconsciousness and bleeding.  -6 HP could cause the lass of a member, etc. Since the DMG advises against critical hit tables, this is left to DM discretion.

EFFECTS OF ALCOHOL AND DRUGS include making you braver, tougher, and dumber.

Are we still in the combat section? Okay.

Next we have the various types of INSANITY.


This is certainly useful for some types of campaigns.

"Naturally, these forms of insanity are not clinically correct. They are designed to conform to game terms and situations. Their inclusion is to fill in an area of the game where a condition exists and no adequate explanation is otherwise given (Cf. DISEASE)."

What have we learned today?
 
This section was frustrating, TBH. 

AD&D contains lots of cool combat ideas (e.g., I like weapon speed, length, etc.) but the whole thing is convoluted, often unnecessarily so. 

I've been trying to add detail to B/X combat, and this was less helpful than I had hoped. I should probably look at the PHB again for weapon details. But anyway, I like the ideas on charging, speed factor, and even segments. 

Let's see if we can adapt this to B/X somehow.

Here are a couple of ideas to play with in the future: minimalist unarmed combat and "hitting the unhittable".

Monday, June 19, 2023

Minimum combat detail: deadly daggers, clumsy bows, and reach supremacy

A brief note to my latest weapon series...

You don't need to practice HEMA (or ANY martial arts, although maybe you should consider it) to know a little bit about fighting. You can watch plenty of examples on YouTube, from the safety of your home. The problem is, the more you see it, the more to "unsee" it. Sure, we don't need "realism" in our games, but we don't want combat to be absurd either. And sometimes, it is.

Daggers are extremely deadly. 1d4 damage barely does them justice. Check the video below to see a bunch of professional or semi-professional fighters get obliterated by knife attackers in a 20-second simulation - over and over again. 


Fighting with weapons is brutal stuff... 

Of course, had they been armed or armored, the situation would be different. Such videos also exist in the internet. You have simulated medieval combat with "realistic" (but blunt) weapons. While in heavy armor, it comes down to strength, skill and endurance. Wrestling and even punching become much more useful (and a well-placed dagger could STILL be deadly... but it would take more effort). Blunt swords do not deal that much damage, obviously... but they can still hurt if you're strong enough. Imagine using a mace!


The final part of this equation is LARPing combat, since it simulates a single strike causing massive damage. It usually disregards armor (and doesn't require strength), but allows different weapons and even shields. Watch one, and you might see that long weapons rule the battlefield and shields are incredibly protective. Here, bringing a dagger to a spear fight is simply ludicrous.


Unfortunately, I couldn't find good YT examples, but I've watched several games in real life and spears/polearms/etc. rule. Let me know if you have any videos. And watch this spear vs. Longsword compilation instead.


Finally, I usually say that bows are hard to use without training. I think you have to experience this one for yourself. You've seen the damage a dagger can do, and you can play with a stick and a punching bag if you want to. But the only by trying to shoot a target that is 30' away (which is a +1 bonus in B/X) you'll see why I think ranged weapons are just too powerful in D&D.

A pro can do amazing things with a bow, of course. "Fast shooting" is still slower than a dagger however, and requires more concentration (i.e., no one is shooting back or punching you in the face).


Am I willing to go into AD&D levels of detail to reflect every single nuance portrayed here? Certainly not. But at least AD&D gave it a shot! Anyway, here are a few simple things that I'd like to see addressed:

- The possibility of a quick kill. 
- The life-saving importance of armor against blades (and other weapons).
- The difficulty of shooting bows and throwing weapons. 
- The importance of weapon length/reach.
- The advantages of various weapons (instead "sword is the best, period").

And I'd like to see some reasonable rules on weight and speed. Not  necessarily realistic -  but not absurd either. Even a 6-pound one-handed sword sounds out of place, as it would be very hard to swing  (don't try this at home, you'll hurt yourself). And a minute is just too long to be stabbed to death, as seem above - a few seconds is more likely.

So this is what I where I'm trying to get with my combat system. Not more realism, but more detail, speed and brutality.

P.S.: I'm on Twitter now! I only got in there, still getting the hang of it. Seems to be a bit better than FB so far. Has communities and all. As always, I only talk RPGs. Follow me if you like this stuff!

Wednesday, June 14, 2023

Minimalist/expanded B/X weapons

Here is my revised B/X weapon list. 

The goals is to make it simpler (fewer words/entries, also clearer), expanded (more weapons), more balanced (no useless or flawless weapons), varied (distinctions between weapons) and easier to use (pick your weapon size/style before choosing a particular weapon). Weights are a bit more sensible but not entirely realistic. 

This is somewhat similar to Dark Fantasy Basic, but adapted to B/X. It also incorporate some AD&Disms such as speed, reach, defeating armor, and damage against large creatures, but keeps them extremely simplified.  

Two-handed mace is needed!

Melee weapon

Price

Weight

Dmg.

Range

Dagger

3

10

1d4

10

Small/short weapon

6

30

1d6

10

Medium weapon

10

50

1d8

-

Large/Great weapon

20

80

1d10

-

Polearm

30

120

1d10

-

Ranged weapon

Price

Weight

Dmg.

Range

Sling

2

10

1d4

50

Short bow

20

30

1d6

50

Long bow

30

40

1d6

70

Crossbow

40

50

1d6

80


Small weapons are one-handed, and can be used in the off-hand too (except spears). Medium weapons are one-handed, but can be held with two (+1 damage). Large weapons require two hands.

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CLASSES

Clerics can only use blunt weapons: hammers, maces, clubs, some polearms, slings. Mages can use  daggers and staves (optional: can use other weapons, -4 to hit). Dwarves and halflings need two hands to use medium weapons (no bonus damage) and cannot use large ones (or longbows).

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WEAPON TYPES

Every melee weapon can be taken in small, medium, or large size unless indicate otherwise.

Axes, hammers, maces deal +1 damage on a natural 20 in melee (but not thrown). They are also good at breaking down doors, etc.

Clubs are cheap (1 sp) medium weapons that deal 1d4 damage.

Crossbows need one round to recharge after fired and deal +1 damage on a natural 20.

Javelins are cheap (1 gp) small spears that can be thrown (90') but not used in melee for more than one single hit (as they may bend when they hit).

Lances are just heavy spears made to be used one-handed when riding a horse (1d6 damage). They deal double damage on a charge.

Picks get +1 to-hit against heavy armor (chain or better), unless the opponent is large. A pick can be added to a axe/hammer/mace for 5 gp.

Polearms are "combination" weapons - either a sword on top of a long pole (naginata/halberd/etc. - +1 damage against large foes AND +1 on a critical 20), or a combination of one or two other large weapons (spear and hammer, hammer and axe, pick and axe, etc.). They are always as long as large spears and if they include a spear they can be used to brace against a charge (1d8).

Spears are cheaper (half price), lighter (-10 weight) and deal less damage (1d4, 1d6, 1d8), but can be thrown (60'). Large spears cannot be thrown, but are very long. Medium and large spears deal double damage when bracing against a charge.

Staves (e.g., quarterstaff) are cheap (2 sp), light (40) large weapons that deal 1d6 damage.

Swords deal +1 damage against large enemies; they cannot be thrown. Fencing swords are medium, weight 40, cost 15, can only be used one-handed, and have no benefit against large foes, but get +1 to-hit against unarmored targets. 
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HOUSE RULES

Critical hits (on a natural 20): +2 damage; +4 for large weapons (+3/+5 for certain weapons as seen above).

Initiativeon ties, when both sides are attacking, the weapons will indicate who attacks first. If you are not engaged with your foe, the longest (or better range) weapon attacks first. If you are already engaged, the quickest weapon attacks first.

[For now, it is up to the GM to decide which is which, but should be obvious most of the time - larger weapons are longer and slower, and within the same size axes and maces are shorter and slower while spears are the opposite. A polearm is always slower].

(Thanks again Sleeper for the idea).

Dual wielding: if holding one weapon in each hand, you can make an attack with the other weapon when you roll a natural 2. On initiative ties, you choose which weapon to use. If holding two identical weapons (e.g., two shortswords), they are considered both faster and longer against an opponent using a single identical weapon (shortsword).

Range: you can double the maximum range (-2 penalty) or triple it (-3 penalty), but not more.

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NOTES:

We've been talking about weapons. I wasn't 100% satisfied with my previous attempt. So I thought I'd try a minimalist version before adding details (such as length and speed). I really like the results.

I'll try to add Speed Factor the next time around. But TBH this looks pretty good for my own games.

Oil flasks and holy water have special rules and do not belong in this list IMO. A torch is not a weapon and should deal maybe 1d2 damage at most, unless combined with an oil flask or something. The "slow" tag is discarded as it doesn't accomplish anything IMO.

This is now incorporated in my Minimalist OSR game. I'd love to get feedback on this. Leave a comment or get in touch.

And let me know if I missed anything!