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

Monday, October 09, 2023

Old School "Tiers of play"

The idea of "tiers of play" is popular in 5th edition circles. The 5e DMG describes the following tiers:

* Levels 1-4 - Local heroes.
* Levels 5-10 - Heroes of the Realm. 
* Levels 11-17 - Masters of the Realm. 
* Levels 17-20 - Masters of the World.

The main criteria is spells; level 3, 6, and 9 spells are acquired in each tier beyond the first. These are significant steps, as the difference between levels 2 and 3 is smaller than level 3 and 4 (or at least that is the idea). Fighters get extra attacks at similar points, which is a good idea.

In old school play, there are multiple distinctions: "basic", "expert", "name level", "master", immortal", etc. There are differences between OD&D, Basic and AD&D. But overall, I think you could say that:

* Levels 1-3 are for "basic" heroes (1-3 is included in Holmes, B/X). They explore dungeons. Wilderness is too dangerous for now...

* Levels 4-8 are for "expert" heroes - wilderness explorers. Everyone has enough HP to be almost impervious to a single-hit kill from a soldier with a sword. Mages get fireball on level 5. AD&D gives extra attacks for Fighters/Warriors by this tier. Thieves get read languages.

* Levels 9-14 are for "conquerors" - domain management. Most classes gets baronies, followers, build towers, etc., at this point. Epic spells are acquired (raise dead in BECMI, teleport). Fewer HP per level (but more HP per XP). B/X stops at 14th.

Levels 15 + - are for "advanced" heroes (or "companion" rules). These guys are legends. You eventually get 9th-level earth-shattering spells such as "Wish". You can go up to 36 and beyond with BECMI but I find this unnecessary and redundant. In any case, the sky is the limit - you might become a demi-god.


As I mentioned in the link above, the maximum number of levels is purely arbitrary.

My own games usually stop at level 10 and I don't go into domain management often anyway. Dark Fantasy Basic stops at level 10, for example (avoiding the wonky HP progression mentioned above), but has some notes on going to level 36.

However, using 20 levels fits very well with the d20. And counting in fives is intuitive, so I like to think of levels 5, 10, and 15 for each tier "advancement".

Thursday, October 05, 2023

Point-buy D&D (OSR)

I have played point-buy systems for decades. 

In some of these systems, you choose your abilities scores, powers, perks, etc. by spending a limited amount of points - instead of rolling dice and picking a class.

Point-buy mechanics are not uncommon in D&D; even in OD&D (IIRC) you could reduce one ability score to improve another. Later on, you had proficiencies to choose. 

In modern D&D, you get to pick your ability scores (and sometimes skills) with points too.

The best thing about this is that you can customize your character however you like

Do you want a spell-less ranger, nature paladin, witcher, white mage, etc.? Easy to do without multiclassing rules.

In systems like Runequest or Savage Worlds, you don't even need classes; you just create the character you imagine.

The main problem, of course, is analysis paralysis.

[Another downside is that all PCs of the same class become "optimal" and "samey" if you don't introduce some randomness].

Too much choice becomes burdensome. At the very least, you'd need a few examples or templates to help players out, unless they are familiar with the system (with that said, I played such systems for decades without much issue).

Anyway, I have often wondered if old school D&D could be easily reduced to a point buy system - probably after playing Lamentations of the Flame Princess, which uses a similar system for skills.

by James West.

Ideally, we'd have a number of things to "buy" with a similar cost. 

Let's start with 3 points per level (maybe 5 on level 1). You can assign them to (no more than one point per level to the same ability/skill/etc.):

- Attack bonus.
- Saves (bonus apply to all saves).
- Ability scores improvements

- Skills (1-in-6 otherwise).
- Spells (1 point per spell).
- Spell-casting.
- Turn undead.
- Feats/features.

Some entries deserve special consideration.

Attack bonus probably requires at least 1/3 of your current level, to keep in line with old-school mages.

Saves are the same (no matter if using a single save or more than one).

Ability scores improvements enhance your abilities, no matter how you define them in the first place (3d6 in order, standard array, etc.). To balance things out, I'd probably use WotC modifiers, i.e., +1 for 12-13, +2 for 14-15, +3 for 16-17, etc.

Skills replace thief skills but also ranger stuff (forage, hunt, directions). Everyone starts with a 1-in-6 chance, it becomes 2-in-6 by spending a point etc. 6-in-6 means you roll 2d6 and only fail if both dice get 6 (which means about 97% chance of success).

I'd reduce thief skills to five or six (see below).

Spell-casting means your MU level. Spellcasting 3 means you cast as a 3rd level MU. You still have to learn the spells, and you probably need at least the same number as you spellcasting (e.g., at least 3 spells for spellcasting 3).

To Turn Undead you roll 1d6 and must beat the target's HD by 4 or more. TU 2 means you roll 1d6+2, etc. A margin of 8 or more means destruction.

Feats are various perks, including all existing features. Some of them could cost more than 1 point (e.g., multiple attacks) and they might be limited (e.g., one for every three levels) to reduce complexity. You can find many examples in Old School Feats - they'd cost 2 points each.

Let's try to create a character - say, a 6th level thief, with 20 points - that will feel similar to the original version.

- Attack bonus: +3.
- Saves: +3.
- Skills: +12 (3-in-6 for six skills).
- Feats: +2 (backstab or read languages).

This is pretty close to B/X. 

What about a fighter?

- Attack bonus: +6.
- Saves: +6.
- Ability scores: +4 CON (for the extra HP).
- 4 extra points to spend as needed - probably a feat giving him an extra attack.

Eh, not perfect. The attack bonus is closer to AD&D than B/X, but I like the AD&D progression better anyway.

Cleric:

- Attack bonus: +3.
- Saves: +3.
- TU: +6.
- Spell-casting: 4.
- Spells: 4.


If the cleric has some taboos, he might get an extra point or two, but his budget is pretty tight.

Magic-user:

- Attack bonus: +2.
- Saves: +2.
- Spell-casting: 6.
- Spells: 6.
- 4 extra points to spend as needed.

I like it. Maybe the MU can get some Lore skill, etc. 

The fact that the MU becomes stronger at lower levels and weaker at higher levels (fewer spells) is a fortunate consequence of this system.

Notice that this assumes no classes - so, same XP for everybody. Also, same HP - unless you get a CON bonus, etc.

This means the MU needs some nerfing.

The fighter loses some unique skills (wearing all weapons and armor - unless you want to count those as feats or, conversely, taboos), but gains more points to spend on abilities and features.

The cleric will be fine. It is powerful enough already.

The thief will probably need to specialize in three or four skills (and maybe they can be reduced to find, notice, climb, tinker, and stealth; with other skills such as lore, healing and nature added to other classes).

Overall... I think this is doable. 

This allows you to create a paladin or ranger (just add a nature skill) with relative ease, and to customize your own character/class.

"Racial" features can be bought by level 1, with humans getting extra points to spend.

Come to think of it, this could be the basis for an updated version of Old School Feats someday. Or an entirely new thing...

EDIT: Just found out this is a thing in AD&D 2e. The 2e DMG has a class-creation system, which is not quite I'm doing here, but  Skills and Powers contains an actual point buy system that is much harder, but still very cool. This from that books description:

About Point-Based Characters. The idea of point-based RPG characters dates back to at least Melee (1977), the predecessor to The Fantasy Trip (1980). It was popularized by Champions (1981) and has since become a mainstay of the roleplaying industry.

However, even in 1995, the idea still hadn't been officially incorporated into AD&D, which instead focused on random rolls to generate characteristics, linked with rigid class and level structures that didn't give players any room for variance in their characters. The closest that AD&D came to point-based characters was in Unearthed Arcana (1985), which offered some alternative methods for rolling lots of characteristic dice to try and generate a specific character class that the player was seeking. AD&D second edition (1989) similarly provided some methods to let players add extra dice to certain characteristics during character generation.

Skills & Powers dramatically changed this by offering a point-buy system that let players not only purchase characteristic points and proficiencies, but also allowed them to choose which class abilities that they wanted to buy. It allowed considerable variation, and thus players could have characters with "out-of-class" weapons, or even a Conan-esque fighter who could both fight and move silently. Skills & Powers even included traits (advantages) and disadvantages - two notable elements of point-based character systems that help to add detail and depth to characters.

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

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?

Wednesday, September 27, 2023

AD&D DMG cover to cover - part VIII, pages 100-114 (NPCs, CONSTRUCTIONS and CONDUCTING THE GAME)

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 EXPERIENCE and THE CAMPAIGN!


NON-PLAYER CHARACTERS 100
— PERSONAE OF NON-PLAYER CHARACTERS 100
— FACTS 101
— TRAITS 101
— LANGUAGE DETERMINATION 102
— SPECIAL ROLES OF THE DUNGEON MASTER 102
— HIRING NON-PLAYER CHARACTERS TO CAST SPELLS OR USE DEVICES 103
— MONSTERS AND ORGANIZATION 104
— USE OF NON-HUMAN TROOPS 105
CONSTRUCTION AND SIEGE 106
— UNDERGROUND CONSTRUCTION 106
— CONSTRUCTION TIME 106
— SIEGE ENGINES AND DEVICES OF WAR 108
— Additional Attack Forms 109
CONDUCTING THE GAME 110
— ROLLING THE DICE AND CONTROL OF THE GAME 110
— HANDLING TROUBLESOME PLAYERS 110
— INTEGRATION OF EXPERIENCED OR NEW PLAYERS INTO AN EXISTING CAMPAIGN 110
— MULTIPLE CHARACTERS FOR A SINGLE PLAYER 111
— INTERVENTION BY DEITIES 111
— Demi-Gods And Gods 112
— THE ONGOING CAMPAIGN 112
— Sixguns & Sorcery 112
— Mutants & Magic 113

NON-PLAYER CHARACTERS


The first section is mostly a collection of random tables for creating your own NPCs, and tips on how to run them. 

The tables are mostly good, not great. They provide much (maybe too much) detail, and not always interesting. The author uses 1d10 in places where 2d6 or 1d100 might work better, but this is a minor issue. 

In short, they became obsolete in face of more interesting and automatized tables (this version seems almost faithful to the original except for lacking alignment, but I think this one is somewhat better. Here is my version, FWIW).

Here is one example from the first link:

Appearance: youthful, unkempt
Sanity: neurotic
Traits: violent, obsessive, kindly, studious
Personality: rash
Bravery: brave
Disposition: haughty
Intellect: ponderous
Interests: collector of fauna

Other curiosities include ability adjustments due to class (which is a sound idea IMO and could be used for PCs) and the fact that every laborer and mercenary is kinda tough. Giving a minimum of 4 HP, +1 STR and +3 CON suggests starting PCs could be a bit stronger.

Details include average age and height, which seems redundant with corresponding PC tables. 

There is also this table appearing out of the blue with no further explanation.


After the tables, we get some DMing advice,  including a distinction between henchmen, hirelings and monsters. 

Overall, it is decent advice with the occasional INSANITY such as "Dealing with all such NPCs should be expensive and irritating." [referring to "merchants, shopkeepers, guardsmen, soldiers, clerics, magic-users, fighters, thieves, assassins, etc."]

After all, we all like expensive and irritating! Right?

Then we have a table for the costs of various spells, which varies immensely (which seems better than just "100 gp per level", if more complex). At least the prices are negotiable.

Attack spells are not shown in order to discourage hiring of spell casters for such purposes. As a general rule, no specially hired spell caster will ever accompany a party on an adventure of any sort, except in circumstances planned and directed by the Dungeon Master.

Fair enough, wizards will not act as mercenaries.

The there is this:

It is also worth mentioning that NPC spell casters are NOT going to take continual interruptions too kindly, even if the party so doing is of the same faith and alignment and pays well. At some point the spell caster will get fed up with it and begin raising rates. (The players should not rely upon those outside their group to keep their members viable. They must learn self-reliance or else pay the price one way or another.)

It seems that NPCs are an anti-social bunch and do not appreciate people of similar alignment that pay them well. How dare they?

MONSTERS AND ORGANIZATION has some advice on roleplaying NPCs and adjusting their actions when the PCs are not around.

The intelligence and wisdom of concerned monsters are principal determinants of their actions and/or reactions. Consider also cunning and instinct. It is also important to remember that lawful indicates an organized and ordered approach [...]

Good stuff, and similar to my own approach, that I might have inherited from here somehow.

A lengthy list of examples comes next, showing you how and when to re-stock dungeons/places depending on the type of monsters that inhabit it. If the PCs come back to a place one week later: skeletons will not have been replaced (unless commanded by an evil cleric or similar), giant ants might have breed and repaired some tunnels, attacked towns might have sought reinforcements, bandits will probably be gone if the PCs are strong, etc.

All things considered, this is sound advice, carefully explained for beginners.

USE OF NON-HUMAN TROOPS basically tells you what happens when you try to command goblins, orcs, trolls, etc. - even at the same time. This is not a thing that happens in my games but sounds useful if you're running a campaign with wargaming aspects (such as Chainmail or Warhammer).

CONSTRUCTION AND SIEGE

This section describes construction of dungeons and buildings in great detail.

It starts with a table calculating the "CUBIC VOLUME OF ROCK PER 8 HOURS LABOR PER MINER". Curiously, when I played GURPS people would make fun of the system for having rules for digging holes, and this seems even more complex.

The REASONS for building a dungeon in the first place are sorely lacking.

Next, you've got tables for building castles, including doors, towers, arrow slits, etc. Each part is described in detail. It sounds like a fun exercise to build your castle bit by bit, but for me a general table like this with costs would be even better:


Then we get various siege engines like catapults, ballistae, etc. They require a regular attack roll (and do NOT use the table on page 108 to determine “to hit” probabilities, despite what the text says), which might give fighters a chance to shine here. Spellcasters, on the other hand, can use various spells against structures, as described in this section.

Each structure has its own "defensive points". What are these? well, simply not described here. Probably akin to hit points.

I notice we are again in wargaming territory. Different types of doors, for example, do not seem to change the chances of a PC forcing them. Individual AC makes no difference against siege engines.

So, although individual PCs can be target and participate in some ways, the focus here is in bigger battles, armies against armies.

In short, an interesting section that I am not sure I can use.

CONDUCTING THE GAME

Finally we get to the DM advice!

This chapter starts with a curious authorization for fudging die rolls - with some parsimony

I'll just paste the entire ROLLING THE DICE AND CONTROL OF THE GAME section here. 

Emphasis mine:

In many situations it is correct and fun to have the players dice such things as melee hits or saving throws. However, it is your right to control the dice at any time and to roll dice for the players. You might wish to do this to keep them from knowing some specific fact. You also might wish to give them an edge in finding a particular clue, e.g. a secret door that leads to a complex of monsters and treasures that will be especially entertaining. You do have every right to overrule the dice at any time if there is a particular course of events that you would like to have occur. In making such a decision you should never seriously harm the party or a non-player character with your actions. “ALWAYS GIVE A
MONSTER AN EVEN BREAK!”
Examples of dice rolls which should always be made secretly are: listening, hiding in shadows, detecting traps, moving silently, finding secret doors, monster saving throws, and attacks made upon the party without their possible knowledge.
There will be times in which the rules do not cover a specific action that a player will attempt. In such situations, instead of being forced to make a decision, take the option to allow the dice to control the situation. This can be done by assigning a reasonable probability to an event and then letting the player dice to see if he or she can make that percentage. You can weigh the dice in any way so as to give the advantage to either the player or the nonplayer character, whichever seems more correct and logical to you while being fair to both sides.
Now and then a player will die through no fault of his own. He or she will have done everything correctly, taken every reasonable precaution, but still the freakish roll of the dice will kill the character. In the long run you should let such things pass as the players will kill more than one opponent with their own freakish rolls at some later time. Yet you do have the right to arbitrate the situation. You can rule that the player, instead of dying, is knocked unconscious, loses a limb, is blinded in one eye or invoke any reasonably severe penalty that still takes into account what the monster has done. It is very demoralizing to the players to lose a cared-for-player character when they have played well. When they have done something stupid or have not taken precautions, then let the dice fall where they may! Again, if you have available ample means of raising characters from the dead, even death is not too severe; remember, however, the constitution-based limit to resurrections. Yet one die roll that you should NEVER tamper with is the SYSTEM SHOCK ROLL to be raised from the dead. If a character fails that roll, which he or she should make him or herself, he or she is FOREVER DEAD. There MUST be some final death or immortality will take over and again the game will become boring because the player characters will have 9+ lives each!
I got to admit I was a bit surprised to read this (although another part already recommended a similar thing regarding encounters). 

The DM stops being an impartial referee and becomes someone who can occasionally protect good players from bad die rolls. A PC who should be dead can be simply knocked unconscious!

Suffice to say, I do not like fudging in general, and I think things like death, losing an eye etc. should be part of the rules and not DM's fiat. 

But I'll admit fudging is quite popular nowadays, especially in the modern/5e crowd, and deserves a lengthy post of its own.

(Another curiosity you might have noticed is that players are not necessarily assumed to roll their own attacks - notice that matrices are included in the DMG and not the PHB - although I'd bet players both knew and rolled their attacks most of the times).

HANDLING TROUBLESOME PLAYERS has advice on this topic, ranging from common sense ("ask them to leave") to “blue bolts from the heavens” striking the offender’s head (the PC's head, I'd assume).

INTEGRATION OF EXPERIENCED OR NEW PLAYERS INTO AN EXISTING CAMPAIGN has decent advice on the topic, but again it boils down to common sense (PCs should not be too weak nor too strong, check magic items, etc.).

Experienced players without existing characters should generally be brought into the campaign at a level roughly equal to the average of that of the other player characters.

So, you do not necessarily start on level 1. From context, it feels like the first few levels are training wheels of sorts (as also indicated by Gygax house rules).

I'd agree with that. First level PCs are just too frail (compare them to 0-level mercenaries, for example). Starting at level 3-4 allows you to have an heroic campaign from the beginning while still being threatened by a dozen mercenaries.

MULTIPLE CHARACTERS FOR A SINGLE PLAYER is also possible. 

Each must have its own personalities, goals, etc., and not serve as mere paws for the player.

In campaigns where there are only a few players, or where only a few of the many players are really good players, it is likely that each (good) player will have several characters.

In short, several PCs are EXPECTED; if there are few players, each should control multiple PCs.

INTERVENTION BY DEITIES is rare but possible in the direst of circumstances:

If the character beseeching help has been exemplary in faithfulness, then allow a straight 10% chance that some creature will be sent to his or her aid if this is the first time the character has asked for help. If 00 is rolled, there is a percentage chance equal to the character’s level of experience that the deity itself will come [...] 

Good enough for me. Reminds me of Elric, of course.

THE ONGOING CAMPAIGN deals with metaplot; i.e., campaigns are not entirely random or picaresque.
Furthermore, there must be some purpose to it all. There must be some backdrop against which adventures are carried out, and no matter how tenuous the strands, some web which connects the evil and good, the opposing powers, the rival states and various peoples. This need not be evident at first, but as play continues, hints should be given to players, and their characters should become involved in the interaction and struggle between these vaster entities. Thus, characters begin as less than pawns, but as they progress in expertise, each eventually realizes that he or she is a meaningful, if lowly, piece in the cosmic game being conducted. When this occurs, players then have a dual purpose to their play, for not only will their player characters and henchmen gain levels of experience, but their actions have meaning above and beyond that of personal aggrandizement.
This is interesting advice and something that I like using in my own campaigns. The PCs do not see the entire forest for the trees at first, but it becomes obvious as they go, possibly culminating in a final battle.

Again, it is curious to see such advice in the DMG, as these "story arcs" are usually a mark of modern play.

Occasional humor, silliness and side-quests are recommended to give some spice and levity to this epic struggle.

This section ends with conversion notes and ideas for BOOT HILL (western) and GAMMA WORLD  (sci-fi) games.

The book discuss not only the mechanics but also gates between worlds, the usefulness of spells and artifacts in different settings, and mixing genres.

What have we learned today?
 
While there is not much here I can use in my B/X games, it was a very interesting read from an historical perspective. 

The long section about conducting the game was a surprise to me, as it goes counter to most OSR advice I've read. Same for the "epic struggle" that should emerge after a long campaign.

Multiple PCs per player is an idea I like, but still didn't manage to convince my players.

And mixing genres is something I certainly enjoy, despite never having played Booth Hill (or Gamma World, except maybe for one or two sessions decades ago).

Coming next... MAGICAL RESEARCH! MAGIC ITEMS! TREASURE!

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

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, September 19, 2023

Critical hit checklist

Continued from here.

As you can see, I'm a bit obsessed with critical hits.

What if, instead of a random table, we had a checklist of circumstances to modify your damage on a critical hit?

Add that to a small formula, some randomness, and, again, we can have an incredibly detailed system without wasting time or brainpower.

What's best, we can get the "critical hits" we see in the Conan stories or the death of Smaug.

Remember, this is the occasional slow motion close up you see in movie battles. This is NOT something you check often!

This system assumes ascending AC.

It takes place when you roll a natural 20.


First, deal maximum damage to you foe. 

If your foe is still alive, go to phase A. 

If your foe is dead but you have another foe within reach, go to phase B.

Otherwise, maximum damage is all you get.

Phase A (brutal hit)

A) Roll 1d10, and add it to your original roll.
B) Subtract your foe's AAC.
C) Add your Speed Factor.

If the result is less than 20, go to phase B. Otherwise:

20+: max damage x2.
30+: max damage x3.
40+: max damage x4.
Optional: natural 10 on the d10: roll again with a +10 bonus "ad infinitum".

[Optional] If your foe is STILL alive, the DM can decide, on a scale of 1-10, how adequate your weapon is to kill your foe with one blow, give the opponent's armor, size and composition, and add it to the table above.

This is very subjective, of course.

E.g.: a dagger is a terrible weapon against a skeleton, someone wearing armor, or a giant enemy (maybe 1 or 2), but deadly against unarmored opponents (9 or 10) while a two-handed mace is good against all kinds of armor (maybe 7 regardless of armor). A warpick is made specifically to defeat armor - so maybe give it a 10 against chain or plate, but only 6 against unarmored foes, and even less against big soft enemies such as a gelatinous cube.

Phase B (quick hit)

Roll a d10 (or use your roll from phase A if you've been there) and compared it to your SF.

If your roll is equal or greater than your SF, you can attack the same foe or another foe within reach. 

---

Some examples 

A) Abelard rolls a natural 20 while fighting an ogre (19 HP, AC 14). His attack bonus is +3.

His sword normally deals a maximum of 9 damage (1d8+1), not enough to kill the ogre.

In phase A, he roll 1d10 and gets a 6, resulting in:

A) 23+6 = 29
B) 29-14 [AC] = 15
C) 15+5 [SF] = 20

This means double damage - 18 points - still not enough!

The DM could assign a 1-10 rating to his weapon, but in this only a 10 would make a difference and the DM decides his sword is not quite perfect to kill an ogre with one blow (maybe a two-handed sword would).

Still, in phase B, he gets another shot at the ogre due to his sword's speed factor.

B) Boris, the thief backstabs another ogre with a dagger!

His attack bonus is +2, but he gets +4 and double damage for the sneak attack (2d4, a maximum of 8).

In phase A, he rolls a 4, getting:

A) 26+4 = 30
B) 30-14 [AC] = 16
C) 16+2 [SF] = 18

Oh no! "Only" maximum damage.

But the GM decides that the dagger is ideal for backstabbing, even though far from ideal to kill an ogre with a single hit! Still, a rating of 2 is enough to double damage to 16, which almost does it.

And since the dagger is a very fast weapon, he still gets another attack in phase B!

C) Carolus the Cleric is fighting a knight in plate armor (AC 17, 13 HP) and rolls a natural 20.

His attack bonus is only +2 and he rolls a 3.

The total in phase A is 22+2-17+7 = 14.

Only maximum damage. 

Fortunately, the mace is a great weapon against plate, so the DM adds 7 to the result - double damage!

Unfortunately, the one-handed mace deals only 6 maximum damage, so the total of 12 is not enough to kill the knight.

And since the mace's SF is 7, Carolus does not get an extra attack.

Still - the knight has 1 HP. 

Will he run, or try his luck with his 1d8 sword against Carolus' chain armor?

D) Can we kill Smaug with that? Let's say, AC 20, 45 HP.

Not easy.

Assuming a level 10 warrior (+7 to hit).

Consider the magic arrow plus exceptional strength (and any archery specializations etc.) to give the archer a +6 bonus to attack and damage (maximum damage 12). 

Still not enough.

Unless the dragon has a soft spot with lower AC [12?]... and you're using the PERFECT arrow, made to kill this specific dragon (+10).

Now we'd have 20+7+6+10-12=31, plus 1d10.

The chances of quadruple damage is about 20%. 

But the chances of getting a nat 10 in the first place is only 5%...

So, about 1% chance.

Eh, not bad.

---
What about the NPCs?

Same deal.

But if you want to simplify things, just max damage and an extra attack is good and balanced enough.

---

As you can see, all crits are devastating or nearly so - especially if your armor isn't great.

And the optional 1-10 bonus requires some adjudicating.

This is probably too much for B/X, unless you want a really gritty game. 

You could reduce the numbers to your liking - for example, ignoring the optional bonus to make things simpler, or reduce the range to -5/+5 (defaulting to 0).

Come to think of it, ignoring it might be better. The SF is enough to make up for it, barring specific circumstances.

Anyway, in Dark Fantasy Basic, PCs are a bit tougher than average (ogres too - I use 4d10+1 HD for them, so about 23HP) and my campaign is around level 5 now.

Guess I'll give it a try!

Sunday, September 17, 2023

Detailed combat rules... in one single table

I've been trying to create a detailed AND easy combat system for my Dark Fantasy Basic games for a while now.

When compared to B/X, for example, a gritty/detailed combat system should contain:

- Critical hits.
- Weapon versus armor differences.
- Weapon speed.
- Differences between slashing, cutting, piercing.
- Differences between swinging and stabbing with a weapon.
- Unarmed combat.
- Natural weapons.
- Two-weapon fighting.
- Chances of "one hit kills" like the ones you see in Conan (or Smaug in "The Hobbit").
- Combat maneuvers.
- Etc.

AD&D has lots of rules on these topics, for example - but they are incredibly complicated.

Well, it makes sense - this is a lot to cover.

But what if we could add ALL these rules in one single table?

This is not impossible - I remember playing Rolemaster and dealing with tables (with wonky results) constantly.

But this is not what I want either. 

I'd like these things to fade gently into the background, only coming up occasionally, to remind players of the blood, sweat and tears involved in combat.

This is the occasional slow motion close up you see in movie battles. 

So, the table only activates on a natural 20.

I'm using speed factor to, well... speed things up, but maybe we could do a table without using that.

This replaces the damage roll in most cases - you always use maximum damage for a natural 20. 

If maximum damage is enough to kill your foe, you do not need to use the table; this is all you get for now.

Otherwise, roll 1d100.


Here is my first attempt.

Notice it uses ascending AC and an attack bonus (AB) rather than THAC0 etc.

1-10. Maximum damage only.
11-20. +1 damage.
21-30. +2 damage.
31-40. Roll another attack against the same foe adding your speed factor (this is one single attack, not requiring a new arrow etc.).
41-50. Roll another attack against the same foe subtracting your speed factor (this is a second attack, requiring a new arrow etc.).
51-60. Double damage if using a slashing weapon against an opponent of flesh and blood, or a piercing weapon against an opponent with functioning internal organs, or a crushing weapon against an opponent with bones or made of hard/brittle material.
61-70. Bonus damage equal to your margin of success (i.e., 20+AB-AC), +2 for crushing weapons. If your margin is 10 or more, add +4 for slashing weapons and +6 for piercing weapons. 
71-80. +1 damage for each pound your weapon weights, to a maximum of 5 with one hand, 10 with two hands.
81-90. Make another attack against the same foe or another foe within reach.
91-94. Roll twice and pick the best result, ignoring this result.
95-96. Max damage x2.
97-98. Max damage x3, roll again and add the results.
99. Max damage x3.
00. Max damage x3, roll again and add the results.

Notice I didn't include dismemberment, automatic kills, etc., because I think these should be checked at 0 HP, not every natural 20.

So, while a goblin with a 1d4 rusty knife COULD potentially kill your 22 HP fighter in plate armor, it is unlikely that he would do the same to a dragon (although, TBH, even one chance in a thousand might be too much in this case).

But this is a question of quantity, not quality.

The point here is that it is possible to have a very detailed system without time-consuming, complex rules.

A different take on this would be including a checklist instead of a random table; this is what I plan to try next.