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

Friday, July 26, 2024

In praise of Lamentations (LotFP)

I recommended Lamentations of the Flame Princess (LotFP) to someone online and they asked what's so special about it.

I had already compared it to other similar systems here:

Famous for its gory, mature, bloody art and themes, and some interesting adventures, but for me the rules are the best part: well organized, streamlined, and even somewhat rebalanced. Seems inspired by Mentzer's B/E. It strays a bit further from Basic than any of the ones mentioned above, but still roughly compatible. I find most of the changes (cleric, turn undead, 1d6 thief skills, encumbrance, the summon spell, etc.) very positive and preferable to the original rules and other clones. The basic rules do not contain anything explicit or gory except for one spell (summon) that might cause sexual violence. Free version here.

As you can see, there is a free version; if you prefer, go read the book instead of this little overview! The version with art is also worth it (if you are not discouraged by some blood and gore)

Notice I do not run LotFP, but my own game, Dark Fantasy Basic (currently on sale!), with a few updates.

But if you want to know why I like LotFP, here are some my favorite aspects.


The fighter gets +1 "to hit" per level and a few simple combat maneuvers. Other classes do not get any bonus after level 1, which I dislike but at the same time admire for its radical simplicity. 

Clerics and magic-users can use swords, however, which I like.

Clerics get to choose turn undead as a spell; it is not an intrinsic ability anymore. A cleric takes many hours to prepare spells - as many as the highest level spell being prepared. They deserve the nerfing IMO.

The magic-users start with read magic plus three random spells, and gains ONE new random spell per level. This is perfect IMO. Notice the simplicity: the fighter gets +1 to-hit, the MU gets one new spell, etc.

The MU can still get other spells through research, scrolls, etc. Spells like fireball, which I dislike, are simply removed. The summon spell is expanded (to 10 pages!) to generate random creatures that the MU cannot always control - and it can be used from level 1!

The specialist is probably the most interesting class: he has the same 1-in-6 chances that most other classes have to perform certain feats/skills, but he gets skill points each level to distribute as he wishes between stealth, climb, search, etc. Sneak attack is also a skill - having 4 points means you QUADRUPLE damage. There are ten skills, which sounds about right to me.

Overall, the rules of the game are simplified and well organized. I like most of the options the author takes (simplified encumbrance, silver standard, simplified weapons, streamlined attribute modifiers from -3 to +3, a few combat maneuvers, etc.), and they are very adequate to the "dark fantasy" genre I enjoy so much.

There are a few things I'd change, of course (combat feels less deadly than most B/X games for several reasons, I dislike the usual 5 saving throws, would like to give the fighter more tools to play with, or more customization in general - no multi-classing here, etc.), but this is just me.

The rules are both SIMPLE and feel COMPLETE, which is hard to do. The spells go to level 9, characters go to level 20 and beyond. There are innumerable small tweaks that improve the usual B/X rules, too many to analyse.

If I were to run a OSR dark fantasy game I didn't write - and couldn't change a thing - this is one I might use.

So, while I don't run LotFP, I have run several modules - Qelong (awesome), Better Than Any Man (which is very good and FREE!), The god that crawls (review here), etc. 

I don't think it is useful to make generalizations (well, I've made a few here) - some are great, some are bad, look for reviews here or elsewhere. In this post, I just wanted to talk about the basic rules.

NOTE: the sale is still on, including all of my books!

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

Tuesday, July 23, 2024

Some MMA-Melee reflections

I was talking about "medieval MMA" on twitter the other day and another user (@D20Gary) made a good point about how every attack "hits", and we could just roll damage instead of "to-hit" like Cairn does.

Gary makes a good point - in melee, almost every attack "hits" - even if only "hits" shield, armor or weapon. 

It is very rare that someone would hit air.

However, I disagree with the solution (and don't use a Cairn-like system), because not every attack DAMAGES.

Look at the video below, for example. Several attacks "hit" armor but not necessarily HURT.


It is often said that a "miss" in D&D could be a glancing/weak hit.

Although practice might vary from table to table, it is obvious that it must be so - just think about the numbers and what AC means.

E.g.: say your fighter "hits" by rolling 8 or more against an unarmored foe.

If the foe is using plate, a 8 or more obviously mean you still "hit" the target, but with not enough skill to bypass/defeat armor.

This can be seen in the video, over and over.

Another problem is that each fight like the video takes dozens of "hits" or more to  finish. 

Even with an average of 1d6 damage per round, every fighter would need 60+ HP, leading to HP bloat.

(This could be avoided by adjusting damage - apparently, Cairn does this by subtracting armor from damage, which is good).

So, even in the context of the MMA-melee video, a D&D-like system seems to make more sense - decent level fighters constantly "hit" but not always "damage".

HOWEVER...

I agree that needing TWO rolls for attack AND damage is redundant, ESPECIALLY if you consider "misses" are not necessarily MISSING the target.

The hit/miss binary is just too "low resolution" - doesn't measure quality or even separate "misses" from actual misses (i.e., "hitting air").

My favorite solution would involved a single d20 roll with some nuance. This has been attempted in several ways in here (see links below), and by many before me.

Anyway.

On a related topic.

What we said above is true for "MMA melee", but not so for actual MMA or boxing - it is not unusualk to "hit air". Same for shooting bows, etc.

Now think of the various forms of combat:

- Unarmed, which includes striking AND grappling.
- Melee with armor. 
- Melee without armor (e.g., fencing). 
- Bows. 
- Firearms.  

These are so incredibly DIFFERENT in reality that a single system is unlikely to work well for ALL types.

A dagger fight ends in minutes without armor, but can last HOURS in plate.

Add a knife to a boxing (or wrestling) fight and it changes EVERYTHING.

Just change the surroundings - from forests to tight dungeons - and the whole dynamic is different.

Lethality, speed, distance, % of hits landed, lasting wounds, etc. are just too diverse.

So, you either have SEVERAL combat systems or accept that these things will be mostly abstract.

It is difficult (maybe impossible) to have a system that is both realistic AND simple - not to mention FUN to use at the table.

Still, we keep trying...

Additional reading:
https://methodsetmadness.blogspot.com/2024/02/hitting-armor-in-d-glancing-blows.html

Note: the sale is still own, including all of my books!

Thursday, July 18, 2024

Christmas in July (2024) picks

Christmas in July has arrived, so here are my usual picks, with some additions.

The most recent OSR deal right now is probably Knave 2e. I'm curious about this one -  I really liked the first one.

Dragonbane is currently 4.99, which might make me finally get it. 

Same for The Witcher if you're interested - doesn't look like my type of game.

Or Dungeons of Drakkenheim if you are into 5e - looks really cool, and I might get it for my OSR games.


Also, let me remind you that all of my books are included in the sale

This includes my latest work, Basic Wilderness Encounters - which recently got a couple of 5-star ratings!

If your tastes are similar to mine, take a look! They are mostly compatible with OSR games (except for a couple of 5e books - "Manual of Arms").


HYPERBOREA - which I reviewed here - is also included.

The Halls of Arden Vul Complete is also 40% off - or $45.00 off. Sounds reasonable for 1.100 pages (!) although it is probably too much material for me to digest.

Now, let's see the old favorites...

OSR
Teratogenicon, my monster maker (check the previews!).
Dark Fantasy Basic, my B/X neoclone.
Low Fantasy Gaming Deluxe Edition (review of the original version);

Classic D&D
This are some of my favorites. Explanation here.
Monstrous Manual (2e) - the current price is RIDICULOUSLY LOW for such a a great book.
Dark Sun boxed set.

Goodman Games
In addition to the amazing Dungeon Crawl Classics RPG (DCC RPG), I really like The Dungeon AlphabetThe Monster Alphabet and The Cthulhu Alphabet. They are near system-less and full of awesome stuff to inspire your games. I still haven't read How to Write Adventure Modules That Don't Suck but it is also on sale.

They also publish awesome adventures; Doom of the Savage King is highly recommended! Same for Jewels of the Carnifex, which I reviewed here.

Necrotic Gnome
Several Old School Essentials titles are also on sale in addition to Old-School Essentials Classic Fantasy: Rules Tome. I really like Old-School Essentials. It is basically a concise, well-organized version of my favorite D&D (B/X). The SRD is great. the version that interests me the most is the advanced version - it is NOT an AD&D clone, but B/X with many new options taken from AD&D, dragon magazine, etc. For players and DMs.

Sine Nomine Publishing
Worlds Without Number is on sale. I have only read the free version briefly, but seems very good overall, and I've appreciated many other titles form the same author, including Scarlet Heroes and Silent Legions (maybe my favorite OSR take on horror and Lovecraft).

I think that's it for now. If you know any other books on sale that you'd recommend (especially if it is 40% off), let me know in the comments and I'll add it to my list. Feel free to promote your own products!

These are all Affiliate links - by using them, you're helping to support this blog!

Friday, June 28, 2024

12 odd things about B/X wilderness encounters

While I was writing Basic Wilderness Encounters (now a silver bestseller!), I noticed lots of strange things in the B/X encounter tables I hadn't noticed before.

The B/X tables are inspired directly by OD&D tables. Notice that the OSE tables are identical.

In my book, I addressed/fixed some things to give the tables a more coherent feel, and I quite like the results.

Anyway, here is the list. Let me know if you have other items to add!

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1. A dragon encounter is about 100 times more likely than finding a group of halflings. They are more common than wolves and hawks. Dragons are encountered in all environments regardless of color; i.e., a green dragon encounter is not more likely in forests despite the fact they live in forests.

2. Adventurer groups are incredibly diverse, considering how difficult is to find dwarves and other "demi-humans" in the tables. Any adventurer in a group of experts in 36% likely to be a "demi-human".

3. Expert adventurers, up to level 10-12, still adventure in the wilderness (despite many people thinking you should start "domain play" sat level 9 and stop adventuring.)

4. There are parties of high-level clerics, MUs, and fighters, but no thief parties (thieves only appear in more mixed parties, or as groups of "bandits" that apparently have no thief skills/talents). This might be because there were no thieves (as class) in the original D&D.

5. Mountains are extremely dangerous - at least 50% chance of encounter per day, and 25% of encounters are with dragon-like creatures (mostly dragons but also hydras, etc.), not to mention the possibility of a 36-HD giant Roc.

6. Swamps are dangerous too... Troglodytes are horrific; 2 HD, 5d8 appearing, camouflaged and always murderous. Desert and "barren" encounters are just as dangerous and almost as frequent (2-in-6, like forests), which I find odd, as desert fauna should be scarcer.

7. Swarms of common insects only appear swamps, but killer bees are everywhere.

8. The "unusual" table contains basilisks, which are more common than bears or ordinary hawks - or Halflings, etc.

9. In fact, there are NO ordinary bears in the tables, only cave bears and werebears.

10. Pirates (Chaotic, Morale 7) and Buccaneers (N, ML6) are nearly identical. They are also the largest groups; fleets can have more than 200 people in it.

11. You can find sharks in lakes and rivers, and even whales aren't uncommon. I replaced some with big alligators (of similar HD), that were sorely lacking.

12. Giant scorpions dwell in deserts according to the monster description. But they can't be found in the desert table. Only in swamps, jungles, forest, plains and settled lands.


Anyway, check Basic Wilderness Encounters if you want some reflections about these tables and 1000 entries to simplify you job as a DM. It is half the usual price if you get it in one of our bundles!

Monday, June 24, 2024

10:1 combat (B/X, Chainmail, and OD&D)

There are innumerable ways to do mass combat in D&D (I even tried to write my own). 

In old school editions, however, I am not sure it is even necessary to have a mass combat system.

On the contrary, I've been thinking a separate mass combat system might become a problem.

Take Chainmail, for example. Many people that play OD&D or AD&D like the idea of using CM for mass battlers, but I find this a bad idea.

In Chainmail, the mace is FIVE TIMES better than a regular sword against AC 2. In AD&D, since you can hit even negative AC with a 20, the mace is only slightly better than a sword.

This is the first thing that comes to mind, but there are many other differences - IIRC, a 4th-level fighter is much stronger in CM, for example, and using 2d6 will necessarily produce different results from a  d20.

My problem with this is that switching systems like that changes the assumptions about the game, to the point of changing the results of a fight depending oh the system you're using.

But what if you just use the same system with a different scale?

For example, say 100 knights are battling 150 berserkers. You could just run 10 knight "units" against 15 berserkers "units", as if they were individuals, and assume the results would be similar. 

I.e., a "10:1 scale"; one knight represents 10.

The rules would be exactly the same... with a few exceptions.


Morale

An unit tests morale upon losing one HP and again when losing half HP.

Notice that usually morale is checked when one combatant dies. If taken literally, this would indicate hat an army of 100 might flee is attacked by an army of 100 inflicting a single causality. I dislike that, and I only check morale when 10% of an army/unit is lost.

Interaction between scales

What happens when a unit of 10 knights attacks an ogre or even an exceptional PC?

Reverting back to the usual system is not a bad idea - it is easy enough to roll 10d20, etc.

Although I do think you should decide beforehand how many people can attack a single target at once (I like four, maybe twice as much for spears).

Likewise, the number of units attacking other units is limited and depends on geography.

When combat is resolved (because the ogre is slain or inflicts a causality and the knights fail a morale test), you can stay in 10:1 or 1:1 scale as appropriate.

Other scales/my experiences with mass battles

Of course, you can use other scales as appropriate. You could use 5:1, 100:1 or 1,000:1... The idea is finding a number of units that makes you comfortable. 

I have little experience running mass battles like that. But my PCs recently fought about 50 goblins in two or three waves, with the help of half a dozen NPCs, and it went very well. 

I once ran a 5e combat against 100 skeletons or so, which was also very easy as they came in groups of 4-5 thru the windows and the fighters would only miss them on natural 1s.

I think it would be hard to run more than 10 or 20 units at once, but within that limit I'd want to have as many unis as possible.

In addition, I'd have to consider unit types; if I have 1000 identical knights, I can use 100:1, but if I also had 50 archers, I'd definitely prefer 50:1. 

In any case, you can "zoom" back and forth as needed.

Well, for now, this is just brainstorming. Let's see if I can out it in practice.

Thursday, June 20, 2024

The Tombs of Atuan

The Tombs of Atuan is the second book in the Earthsea cycle. If you liked the first one, this is a decent sequel, if a bit slow and underwhelming. I've read it maybe a decade ago and revisited it last month.


The book is about Tenar, who gets taken from their parents as a child to become the new high priestess of the "Nameless Ones" - supposedly for being the reincarnation of the former priestess - in the Tombs of Atuan, a religious complex of a few buildings over a big, mysterious dungeon.

The first few chapters show a child trying to navigate the duties of a high-priestess, dealing with isolation, insecurity, friendship and jealously from other priestesses. Halfway through the book, a peculiar prisoner gets caught in the dungeon, and it is up to Tenar to decide what to do.

Like the first book, this is a coming-of-age story, adequate to young adults, although a bit simpler than the first. Tenar is taken against her own will, and while her decisions might be difficult for the character, they look a bit predictable for the reader. 

This book very deliberately avoid having any action. There is no swordplay, flashy magic and even the "monsters" are mere shadows. Unlike the first book, there is not much travelling either. Instead, the focus is on the characters, their dilemmas and feelings.

For D&D players, the book might be worth the read for the portrayal of the labyrinthine dungeon and the process of navigating it in the dark.

The book feels very true to the first book in the sense that the themes follow naturally. Ged was looking for a name in the first one, and here he has to face the Nameless (hinted in the first book). Like Tenar, he was taken as child, but they had different mentors. Ultimately, both have to learn responsibility in order to grow.

It is another short, easy-to-read book, that I'd recommend if you like the first one - even if I liked the first one much better. In any case, I enjoyed it and proceeded to (re)read the third book in the series - which I'll review soon.

Wednesday, June 19, 2024

Sandbox detour

Yesterday, something happened in my game... that might be worth discussing briefly.

The PCs in my sandbox were hunting a few goblin tribes. I had the entire area (hexes) and a couple of goblins caves prepared in advance (adapted from a published module).

But when the game started (right after they had slain one of the goblin tribes - there were two more to go), the PCs suddenly decided to abandon the quest and traveled to the nearby haunted ruins, which they thought would be more profitable.

I had already decided on a module for those ruins... but I hadn't read it.

They had two or three nearby places to go (in addition to goblin territory). The thing is, I'm unable to memorize them all.

[Also, notice, it is USELESS to memorize them; now, the goblin "plotline" became partially obsolete because they will NOT be able to rescue certain hostages anymore, which changes the whole thing... there is little use in preparing too much for things you'll never face].

Sometimes I just need a dungeon that I can read while I'm running it. Or, even better, a complete sandbox like Qelong or Curse of Strahd - it allows me to familiarize with the whole setting at once.

The ideal sandbox would have a significant number of "IFs" so I didn't have to come up with my own. "If the PCs refuse, the hostages die", etc.

[Notice Qelong is surrounded by mountains and Ravenloft by mists; an island would work too. It seems the ideal sandbox is somewhat limited: "we are playing in this area, if the PCs leave the adventure will turn into something else, which requires some time to prepare"].

The game turned out well, although it felt clunky reading and refereeing at the same time. I made a few mistakes (e.g., said a door was open when it was locked) and it took a bit longer to describe each room.

Fortunately, it was a short session, and I had my Basic Wilderness Encounters with encounters for EVERY biome in the setting, which made the wilderness part a breeze.

I will familiarize with the dungeon better for next week, since they are unlikely to change course soon, so things will be smoother.



What I DIDN'T want to do is "improvise" in any way.

I had two goblin lairs ready to go. Should I have used THAT maps for the ruins? 

NO! I want my setting to be a real place, not a Schrödinger's simulation.

Could I have rolled a new map randomly?

No, that would be equally bad. 

See, they had two nearby dungeons to go, each with its own "backstory". If I generated them randomly as they explore it, their choice would simply not matter.

Anyway, it is fun to have a sandbox and allow them to go anywhere. One of the players started asking, "wait, why don't we BUILD something?".

I have no plans for this type of campaign. Might be fun, I don't know.

One thing I do know is that the players can surprise me - and this makes running the game way more fun for me.