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

Thursday, January 11, 2024

Single attack/damage roll

Last year, I've read a Reddit user (Kubular) talking about a single attack/damage roll, and ever since I cannot stop thinking about this.

Just roll 1d20, add your attack bonus, a "weapon rating" (WR) and subtract AC: this is the total damage (minimum 0). 

(I'm assuming ascending AC here; if you're using THAC0, add AC and subtract THAC0, etc.)

Example: if you roll 15, your attack bonus is +4, and your WR is +3, your total is 21. Against AC 17, this means 4 points of damage. But against AC 10, you deal 11 damage!

This has innumerable benefits

- One fewer roll, for starters. Faster combat.

- It prevents the disappointment of "I rolled a 19 in my attack - perfect! Roll damage... 1 point... sigh...".

- Armor becomes immediately vital. When unarmored, being hit by a dagger (held by a capable fighter) is DEADLY even at mid-levels.

- At the same time, weapon choice becomes more important against armored foes, beyond a simple +1 damage.

- Bigger weapons are better, but even MORE relevant against armored targets - going back to CHAINMAIL days.

- Fighters become more deadly as they progress WITHOUT the need of multi-attacks. Conan can now kill an unarmored sorcerer with a chair, or with a single blow of his sword.

- Lines up perfectly to the AD&D advice (IIRC) that excess bonuses after you "always hit" go to damage (e.g., if you had +15 to hit against AC 11, you immediately add +4 to damage).

- It is also perfect for B/X, where a fighter will rarely have an attack bonus much greater than +10, so things never get out of hand.

- This lines up well with the idea that monster damage raises on average one point per HD, something Gygax suggested and I have discussed in this blog before. 

- It can also reduce monster stats; their damage is derived from their attack bonus/HD, no need to list damage for most monster attacks (and two attacks could just get -2 each, thus reducing to-hit AND damage and sometimes creating an interesting choice - attack more often if your opponent has weak armor, etc.).

- Now the bonus to attack/damage is a single number. Str gives you +1 to attack/damage, and a magic weapon might give you an additional +2 attack/damage. B/X already does this; now, weapon damage follows the same pattern.

- There is always a small chance of near failure. Even a lowly goblin can survive a blow from a +5 sword if the attacker rolls badly.

Source: stupidcircus on Facebook.

Calculating damage is a bit tricky. 

Basically, if you hit on a 11+, you have 50% chance to hit, and your average damage when you do is 4.5 (the average of all possibilities, from 0 damage on a natural 11 to 9 on a natural 20) - so average DPR is 2.25 (see table below).

If you ALWAYS hit, average damage AND DPR is 9.5. 

If you need a nat 20 to hit, since the difference is ZERO, you can cause no damage - of course, you could rule that the MINIMUM damage is 1, so the DPR would be 0.02.

As you can see, average damage is nothing absurd - even if maximum damage varies wildly. 

DPR is lowered against heavy armor, and augmented against  unarmored foes.

For example, a d4 dagger usually has a DPR of 1.25 if you need to roll 11+, but if you use this system and consider the dagger a +1 weapon, the DPR goes to 2.75 (since you hit on a 10+).


Roll needed

1

2

3

4

5

Dmg

9.5

9

8.5

8

7.5

DPR

9.5

8.55

7.65

6.8

6

Roll needed

6

7

8

9

10

Dmg

7

6.5

6

5.5

5

DPR

5.25

4.55

3.9

3.3

2.75

Roll needed

11

12

13

14

15

Dmg

4.5

4

3.5

3

2.5

DPR

2.25

1.8

1.4

1.05

0.75

Roll needed

16

17

18

19

20

Dmg

2

1.5

1

0.5

0

DPR

0.5

0.3

0.15

0.05

0



There are also potential shortcomings

- Punches could become too deadly, even if you rate them as -4.
- Likewise, unarmored targets are very frail. Barbarians, monks, or maybe EVERYONE might need a small AC boost at higher levels.

And some ways to spice/fix things up.

- Maybe weapons are +1/+2/+3/+4, with swords giving you +1 damage and maces giving you +1 attack and -2 damage (so they are better against armor), etc.
- Maybe there is a soft limit to damage (e.g., 5/10/15/20), so strong fighters benefit more from bigger weapons.
- Instead of assigning bonuses to weapons, just roll a d4/d6/d8 etc. So, d20+d4+attack bonus for a dagger, and so on, making things even more swingy and deadly. Maybe use unarmored AC 12 to balance things out.

Would I use this in my B/X games? I'm not sure. 

I think it would be a great fit for a "Song of Ice and Fire" type of campaign, or maybe some gritty Sword & Sorcery. 

I'm not sure my players would buy the idea for traditional D&D games - they are just too used to rolling damage.

Sunday, January 07, 2024

A Princess of Mars

 "A Princess of Mars" is a classic novel by Edgar Rice Burroughs (the creator of Tarzan among other things). It is a classic in a " foundational" way, since it has influenced innumerable other authors (Vance, Clarke, Heinlein, Wells, Bradbury), movies (Star Wars, Avatar), comic books (including Superman), RPGs (it is not only in the appendix N, but also has monsters included in the original D&D, and inspired Dark Sun, Tékumel and Carcosa, among others), etc.

The book tells the story of a Confederate veteran, Jonh Carter, that gets transported to Mars (which natives call Barsoom) in a mysterious way while being chased by Apaches.

Carter soon finds out that the conditions of Mars (e.g., lower gravity) give him superhuman strength and other amazing powers. In this planet, he first faces the Green Martians, tall, four-armed creatures that are warlike and primitive, but still occasionally noble and courageous (the typical “noble savages”). Carter soon earns their respect due to his fighting prowess, and gets welcomed in their ranks. 

Later on, he will meet and fall in love with a captured princess from the Red Martians – a people that is closer to humanity and more technologically advanced, but also have their own violent feuds.


As you can guess, we are in the " science fantasy" genre, mixing sword and sorcery, western, and scientific speculation (about the Martian environment). 

Even though there might be some obvious parallels between Carter's fight with the Apache and the martians, or Arizona and Mars, the author doesn't dwell on it. For the most part, this is a two-fisted tale about a man thrown into a strange world, and forced to solve most of his problems with a fist to the jaw. 

The book grows progressively more violent until civilizations clash in open war, with Carter willing to kill unwary enemy soldiers who gets on his way.

While the plot feels formulaic at times (the foreign hero who unites the disordered people to save the princess, etc.), the narrative is fast and full of action, and the world-building is simply superb. The ending feels a bit rushed and unexplained, but this doesn't detract much from the rest of the book.

Fortunately, there are several sequels – the series has a total of eleven books. The first few books in the series including this one are in the public domain in most places - you can get it for free here.

Overall, I found it a great read, not only because of its huge influence on D&D and pop culture, but also because it's a fun adventure book, with an awesome setting and good action.

Recommended!


Read more about the Appendix N and other fantasy books HERE.

Wednesday, January 03, 2024

Happy 2024! (+recap and projects)

Happy New Year my friends!

In a brief recap, 2023 was a very active here for this blog - 91 posts is a record for me!

I started using X (follow me here), which inspired my last two posts of 2023.

I've been running a sandbox trough 2023, which I plan to continue for 2024. I'll probably try a few classic modules and write some actual play reviews here.

My first book, Dark Fantasy Basic, finally got Platinum in 2023! I've been meaning to write a post about that, and my  plans to update it. I'm still a bit unsure about which way to go. I started messing with the Labyrinth Lord document, but then the OGL debacle happened and I'm considering using BFRPG – which is under Creative Commons. This might happen in 2024 too, if I'm inspired...


I wrote a lot about the DMG, a series that is nearly finished (and will certainly be finished in 2024)! 

I have written a bit about Wilderness encounters, which is something I'll tackle soon; probably with a few quotes and even a PDF revisiting the entire procedure of B/X Random Encounters.

Other than that, I have been reading a few appendix N books that I plan to review soon – starting with A Princess of Mars and then The Shadow People.

2024 in this blog will be similar to 2023: lots of B/X, more AD&D, endless house rules, minimalist, discussing and changing existing mechanics, dark fantasy (in and out of the appendix N), and so on.

For now… I hope you all have a great 2024!

Friday, December 29, 2023

Encounter balance - how I avoid using it

As I have mentioned in the last post, I've been talking about "balanced encounters" on X/Twitter.

I half-jokingly mentioned that if "encounter balance" was real, the monsters would win half the battles [I heard this one from @rbalbi, who credits Carlinhos Malvadeza].

Ended up having a great conversation with balbi, my friend @JensD29 and @optionalrule, which you can check here.

Balbi and Jens had a great back and forth, but I didn't feel X was a good medium for that, so I decided to write this blog post instead of elaborating there.

[Here is Jens' take, BTW; we disagreed].

First, Jens and optionalrule defended that a "balanced encounter" does not mean fair - it is only a way to measure how challenging an encounter is (usually, when compared to the existing party).

They are right. Most people use the expression to indicate how much effort or resources the PCs need to apply to win the fight (not usually to evaluate IF they can win the fight, or the odds of a TPK).

But if "balance" means the PCs always have the upper hand, it should be called "unfair advantage" or "plot immunity".

This is my main problem with "balanced encounters", IMO: it is a misnomer. “Challenge rating”, from 5e D&D, is a better term.

Balanced sounds like it means fair; a 10th-level warrior against a goblin does not sound balanced, but if you call it "very easy"it might make sense,

[While we're at it, a hard encounter should necessarily mean decent changes of defeat. If you do not have the stomach for this, you should call it a "costly" encounter becasue it costs you a spell slot or lots of HP. Anyway.].

"Balance" sounds like two sides are (or should) be similar in power.

Worse, the idea that the monsters the PCs meet should be previously measured against the PC’s capabilities also often carries a lot of (unspoken) assumptions I do not like, such as:

- The world revolves around the PCs. For me, this ruins the feeling of "immersion", or the idea that the setting is a real place and not a playground with clear limits (and height requirements).

- The PCs can solve anything with a fight - since all creatures they encounter is level-appropriate. This may also lead to the belief that every encounter is a fight, which impoverishes the game as it discourages other creative approaches, such as negotiation, planning, sneaking, finding allies or even escaping.

- Every fight is winnable. If the PCs ever see a dragon attacking a city, they know they CAN win. They lose the sense of progress that they would get by encountering a foe that's just too strong for them at first... But that they can defeat later, after they get more XP and magic items.

- The GM picks the fights for the PCs. This is an implication that ties balanced encounters to railroading: why would the GM need to ensure balance if it was up to the PCs to decide if they'll fight a goblin or a dragon next?

Now, I'm not 100% against balanced encounters, as they are useful in a number of ways – for example, writing “for 4-6 characters of levels 5-8” in the cover of an adventure module, or to give you an idea of how many orcs were needed to destroy the kobold city the PCs have just entered.

By the way, I think saying a module is “unbalanced” is fair criticism IF the module indicates the PCs have to fight impossible odds to win (if there are ways AROUND those challenges, the module should disclose that to the GM).

But my games did become a lot better after I stopped worrying about “crafting balanced encounters” for the PCs. Instead, I scatter challenges around, and let the players choose where to go. If they choose violence, well, I have no kobold on this fight - now it is up to the dice.

However, I think that balanced encounters are a (sometimes misguided) solution to a real problem: nobody wants the PCs to be thrown into a fight that they have no chance of winning against their will.

If feels unfair and unfun. It robs the players of choice and even of their own PCs through no fault of their own, and can end a campaign for no good reason.

I think we can avoid this issue without having to worry about how “balanced” the encounters are. 
Here are a few suggestions:

- Information – To avoid entering unwinnable fights, the PCs must have some ways to gain access to information about the capabilities of their foes. There are innumerable ways to do that. 

Some are obvious (they expect giants to be stronger than goblins), some are more indirect (charred reamins of several people are found near the cave entrance), and part of the information is in the players' memories (from previous adventures, experiences and even pop culture - "did you say Tomb of Horrors?"). Foreshadowing is a popular tecnique. 

Consistency is important – if the PCs fought a giant, they know what to expect when they face his biger cousin. Monster stats do not vary that much under most circumstances (which is one of the reasons I disliked 4e minion rules).

The easiest way to balance fights to the PC's capabilities is probably using something similar to dungeon levels (i.e., the deeper you are in the dungeon, the more dangerous the monsters become). In this case, it is up to the players - not the GM - to decide how far they are willing to go ("wilderness levels" is a subject I am tackling soon...) 

- Options – Once the PCs have information, it will become obvious that they have options (conversely, if they have NO way to acquire information, their choices about where to go or which door to open are meaningless).

But the players do not simply pick their encounters - they must know they have options even after they encounter a creature. They can avoid, parlay, escape, etc.

- Freedom and responsibility. Now that the PCs have all the tools (and freedom) to make informed choices, encounter balance becomes their responsibility. It takes this load from the GM's back while empowering the players at the same time. 

Of course, adding unpredictability to this mix can occasionally be lots of fun. Even with the best information, the PCs can fail. 

For example, I was recently playing in another GM's campaign and a critical hit almost caused a TPK in a hard, but otherwise ordinary, encounter (that the PCs were "supposed" to win without heavy losses). 

The GM apologized, but I insisted this is part of the game - and, TBH, it was quite fun. 

But this is another matter, for another post... maybe in 2024!

Happy new year!

Friday, December 22, 2023

D&D (6e) recommends fudging? (Peril in Pinebrook)

I've been using X/Twitter lately, but I have no idea if I'm doing it right. 

I just take a look at what people I follow are talking about and start rambling over half a dozen tweets.

Today I've seen two related subjects: encounter balance and fudging (more specifically, a kind of "deus ex machina" that is tantamount to fudging, i.e., send the dragon or Paladin to save the PCs if they ever get caught in a bad situation).

The reason seems to be this bit from an upcoming D&D module that teaches new players how to play (Peril in Pinebrook). Apparently, it is a specifically written for children:


As you can see, they avoided recommending that you simply change the results of the dice - but the effects are pretty much the same.

Well, I have written several posts against fudging and illusionism already, so I'll try to avoid repeating myself too much.

Instead, I'll just mention a couple of thoughts I expressed on X/Twitter today.

---
"Fudging" and "illusionism" are popular among D&D players in 2023.
It's okay if your table likes them, but I hate to see it taught as if this was the ONLY valid playstyle.
ESPECIALLY while you are learning the game.

---
I don't like this, but if your table wants kids gloves this is a valid playstyle... just be honest that this is what you're doing.
I think kids have to learn honesty and fair play too.

---
You absolutely can run a game where no PCs ever die for good.
E.g., Dark Souls. Or Toon.
Just be honest to your players about it.

---
I wish that everyone that recommends fudging the dice would add at least a few caveats:
- It is not universally accepted (and there are several people that strongly advises AGAINST it).
- Can lead to loss of trust (the GM is lying/cheating) and wrong assumptions (e.g., "we can defeat an adult red dragon"!).
- Puts an undue burden on the GM (e.g., "I am responsible for saving the PCs").

---
Some people believe both in "balanced encounters" and that "fudging is okay".
So, the encounters are designed for the PC's convenience, but if they (or you) FU you STILL have to save their asses?
I can see defending one or the other - I like neither - but defending BOTH is strange IMO.
Makes you think that the GM is not only responsible to create "fair" fights (or, to be more precise, fights the PCs will probably win) but ALSO to save them if they don't.

---
That's all I have for today... "Balanced encounters" deserve a post of its own.

For now...

I wish you all a Merry Christmas!

---
Aditional reading:

Wednesday, December 06, 2023

In praise of Basic Fantasy (BFRPG)

As we've mentioned before, Basic Fantasy RPG (BFRPG) is a clone of Basic D&D, "with small changes, mainly ascending armor class and separation of character race and class."

This post is just a homage to this system that you probably already know... and if you don't, you're missing out!

You can check the SRD and books for free (the SRD has a few "dice rolling" tools embedded... nice!).


Now, while I haven't played BFRPG by-the-book, I've read it multiple times and used many modules and ideas, so I can say I'm a fan.

The Blackapple Brugh is probably the best BFRPG adventure I ran (and probably one of the best free adventures available anywhere). It has social encounters, an interesting take on elves, a coherent dungeon, investigation, exploration... I definitely recommend it. My group had a blast!

But there are others!

F1 Morgansfort is a decent campaign starter, with a base and a few vanilla dungeons (which I usually dislike, but serves well for introductory purposes).

If you need a Castle by the Sea or a Dark Temple, you can check the respective modules... Each has half a dozen options for each, with a single map but different contents, levels, etc.

In addition, you have a couple of monster manuals, some high-level adventures, and entire campaigns you can get for free. There are also free modules with optional rules, such as additional classes and races, weapon proficiencies, backgrounds, skills, "ability rolls", etc..

The production values are very good for free products (probably superior to many classic modules) - the layout and maps are simple and easy-to-use, and many modules contain plenty B&W art ranging from weak to awesome.

I have read a few others but I'll save my impressions until I can actually run them - which should happen during 2024.

As a retroclone, it does its job well - the basic book has few but worthy changes. Classes have 20 levels, but are otherwise similar to B/X. Clerics spells and thief abilities are organized. Races are more or less well-balanced.

The bestiary is a bit more expansive (and, maybe, flavorful) than B/X, and the encounter tables are more sensible and coherent (but unfortunately too short for my tastes - 15 entries are not enough for me).

Magic items - which are a bit limited in B/X - are considerably expanded here. There is also an amazing supplement expanding all kinds of items (The Equipment Emporium).

Overall, as a basic retroclone, BFRPG stands somewhere between OSE (which has rules that are nearly identical to B/X) and DCC (which has lots of cool innovations). The system is Basic with some Advanced additions. Likewise, the flavor is somewhere between vanilla and weird. It has a good balance, usually choosing "classic" solutions over novelty.

The best thing about BFRPG, however, could be its open/free philosophy, encouraging people to participate and create their own stuff, which fosters an amazing community with lots of free tools, in addition to cheap physical books and good rules.

FWIW, most of my books (written with B/X in mind) are perfectly compatible to BFRPG, including Old School Feats and Alternate Magic. My OSR adventure adventure could be a good addition to a BFRPG campaign - I think the flavor fits perfectly!

BFRPG has a CC-BY-SA version too, which I appreciate; after the OGL debacle, I'm thinking of using it for my own games in the future.

After all, these are some of my favorite aspects of the OSR: the ability to build on top of each other's creations, combining rules and adventures from different sources, and creating a community with a shared language even if each table is using its own preferred rules.

EDIT: I created a small list of things I like about "core" BFRPG. Most of these are already mentioned above.

- CC license.

- Race separated from class.

- Cleric spells are "fixed".

- All thief abilities use percentages.

- PCs go to level 20.

- The weapon list is more sensible than B/X, and magic item tables are more expansive.

- Contains some new, interesting monsters.

Monday, December 04, 2023

Cutting fireballs in half

A small addition to a recent post.

As people noticed in the comments, it is not such a huge deal. But a random idea came to mind.

What if we just cut everything by half? Say, magic-users have a "Sorcery" skill that is half their level, round up (clerics use 1/3 level, round to nearest integer).

With sorcery 3, you can cast level 3 spells. Also, fireball does 1d6 damage per sorcery level. In B/X, this would mean 7d6 at most, but up to 10d6 in AD&D.


Now, to replace spell slots, just roll 1d20, add your sorcery level (and maybe INT), subtract spell level. 20 or more means you get to keep the spell. 

Or use spell points.

Magic-missile follow a similar pattern; you can throw three at once only when you get level 6 spells (3d6+3 with no saves and ignoring armor is not bad).

MAYBE you can choose to "upcast" by dealing maximum damage and losing the spell automatically, which adds a risk-reward aspect and allows you to cast fireball with its former glory once a day.

This makes magic-users weaker. To compensate, they use fighter XP table and can use any weapon and armor.

This doesn't really "solve" D&D magic but would allow to give old school games a stronger S&S feel - fireballs are less impressive, charm and sleep are still powerful, and wizards rely on swords often.

BTW: maybe the same goes for dragons. 10 HD means 5d6 breath. So PCs have a fighting chance - even if you give them more HD.

Anyway, just a random thought for now.