Archive for the ‘play’ Category

playing D&D with mike mornard: player skill

Wednesday, February 15th, 2012
This entry is part 7 of 12 in the series D&D with Mike Mornard

Running from goblins, we barricaded ourselves in a dead-end room. Tavis’s fighter spiked the door closed, and then prepared a surprise for the goblins: holding his torch ready, he poured a flask of oil in front of the door.

Unfortunately for us, we had already played these tricks on this band of goblins, and they had learned. The next thing we heard was hammering around the perimeter of the door: the goblins were spiking US in. And then we saw more oil trickle into the room from under the doorframe.

And that’s how we ended up locked and barricaded in a room that was on fire, huddled in the corner and dying of asphyxiation.

Old-school players talk a lot about player skill. As a new-school player, I’ve never really grasped what they meant. It it tactical skill? A set of procedures for dealing with common dungeon hazards, like tapping floors with ten-foot poles? The ability to read the DM and tell when he was planning something devious? What does it mean to be good at D&D?

As Mike Mornard DMed us through a brown-book OD&D dungeon crawl, he told us a little about player skill. Apparently, among the original Greyhawk players, Rob Kuntz was good at D&D. He was good enough to adventure solo, not even bringing henchmen, and survive threats that would threaten whole parties of less skilled players. Once Kuntz started going on solo dungeon delves, it became the thing to do, even among other players who didn’t have Kuntz’s player skill.

Mike told us the story of one of Gary’s lesser players who decided to go adventuring alone. He encountered a room filled with gems. Apparently, he didn’t suspect that Gary was trying anything devious: he ran into the room and started reveling in his treasure. “It’s great!” said Gary (from behind his file cabinet, presumably). “You’re in gems up to your ankles!”

The player showered himself with gems like Daffy Duck. “I’m independently wealthy!” (As a one-time recipient of a cache of random gems, I can relate to the player’s joy.) “It’s great!” said Gary. “You’re in gems up to your knees!” The player shoveled gems into his pack. “It’s great!” said Gary. “You’re in gems up to your waist!” I’m sure you can see where this story is going. When the player tried to leave, he found out that he was sinking in quicksand covered with three inches of gems.

So what does a skilled player do when presented with an unfamiliar dungeon situation?

Earlier in our adventure, before we were trapped in a burning room, we encountered a glowing dagger, floating in the air, blade pointed downwards. I’m new to OD&D. My instinct was that this was similar to all the “trips and tracks” listed in the first edition Dungeon Master’s Guide, like altars that might increase your Strength by 1d4 points or make you save vs. poison or die, with no way to determine between them. If it was either a treasure or a “gotcha” trap, I decided that I would take a risk and grab the dagger, fully aware that I might be arbitrarily zapped for my trouble.

One of the players, wiser than I, probed around the floating dagger with a 10′ pole and met resistance. And then the dagger lurched forward and attacked. As you probably figured out, it was a gelatinous cube.

We defeated the cube: I think the wizard delivered the killing blow, and we got a +1 dagger for our troubles. I realized that I had played the situation wrong. I know about gelatinous cubes, and I should have expected to find one in an old-school dungeon. The floating dagger was a mystery to which I held the clues, and I assumed that it was a logic-defying crapshoot.

Lesson two was this: when Mike Mornard is DMing, assume that you’re speaking in character. We entered the dungeon with a lot of hirelings: we had hired a dozen bandits last session, and this session we hired half a dozen heavy footmen. At three people per rank, our expedition filled about twenty feet of 10-foot-wide corridor.

Our party was so unwieldy that the wizard joked about letting the dangers of the dungeon doing our downsizing for us. The hirelings heard him, and they were not happy. A few bad reaction rolls later, and my bandit followers abandoned us in the dungeon.

We should have foreseen this, because Mike’s NPCs tended to join into our out-of-character strategy conversations. When we lost a heavy footman, and we were discussing whether it was worth it to get him resurrected, the other heavy footmen weighed in strongly on the “pro” column.

This isn’t the way I’m used to playing. Our 4e characters must have instantaneous telepathy, because we routinely spend minutes deliberating about each six-second combat round. And we often reach an out-of-character group consensus before we talk in-character to any NPCs.

Lesson three: sometimes it’s better to be lucky than good. I mentioned that we ended up trapped in a burning room, a round or two away from asphyxiation. After we’d failed our attempts to bash through the door, the dwarf’s player decided to charge through the fire and attack the door with his axe. He rolled a critical hit, which, in Mike’s game, means you get to roll two damage dice. The dwarf rolled thirteen points of damage. He burst through the door and scattered the goblins, and soon we were chasing them.

When the session ended, we put away the snacks and the players headed out towards the subway, discussing what we learned. Don’t taunt the hirelings. Don’t expect to get something for nothing. Keep the offensive: don’t spend a lot of time in deliberation, and don’t wait for the monsters to get organized.

I’m still not sure what player skill is in OD&D, and I still think it has something to do with battle tactics, trapfinding procedures, and gaming the DM. But I’m also starting to think it has something to do with respecting the gameworld as a world. Monsters learn. Henchmen want riches and safety. PCs can’t communicate telepathically. And if you’re a dwarf fighter, sometimes your best course of action is to hit something with an axe.

playing D&D with mike mornard: henchmen and hirelings

Monday, January 30th, 2012
This entry is part 5 of 12 in the series D&D with Mike Mornard

When a spider dropped on my loyal teamster, Pedro, I was on the other side of my mule and too far away to rush to his aid. But, hey, at least the spider hadn’t dropped on me. That seems to be the main reason why people have hirelings and henchmen, and mules for that matter. They provide tasty alternatives for hungry spiders.

I started this D&D session wealthy. The last time I had played with Mike Mornard, we had found a giant cache of gems, and my thief, Roger de Coverley, had earned enough gold and XP to level up almost to level 3. In this game session, I was joined by all-new level 1 PCs, with 30-180 GP each. Some of them were smart enough to suck up to me. I sprang for new suits of armor for the fighting men played by Andrew and Tavis, each of whom swore fealty to me and wore one of my garters as a favor.

I also decided that I should get into the spirit of OD&D and get a few NPC hirelings. It ended up costing less than 100 GP to get a level 0 man at arms named Baldric, a teamster named Pedro, and a mule. The mule’s main job was to carry the rest of my wealth (which, at 1/10# per GP, weighed more than 300 pounds).

I never ordered my man at arms, Baldric, to do much, and he never volunteered to jump into combat. The mule was more useful. I used him several times as a shield, or skulked behind him when I was in danger. Pedro the teamster was in the thick of things. He was the first target of the first spider who attacked us.

One of the other PCs recognized our dungeon as the sample dungeon from the 1e DMG, which has a few filled-out rooms and a bunch of uncharted areas for the DM to fill in himself. I don’t know if Mike was winging it or if he was using a premade adventure key, but we quickly fought our way through the initial spider attack, survived an ambush by giant camel spiders, avoided the deadly save-or-die yellow mold spores on the grain sacks, and made it into unfamiliar territory. Terrifying unfamiliar territory.

Tavis at The Mule Abides describes our antics pretty fully, but I’d like to spend some time on my first interaction with henchmen and hirelings.

First of all, Charm Person is a pretty cool spell, as it unlocks a new sort of pokémon-collecting henchmen acquisition system at level 1. You might not get a castle and followers until level 10 or so, but you can, like Mike’s level 1 magic-user Lessnard in Gygax’s game, pick up a fifth-level fighting man as a bodyguard if he happens to fail his saving throw. In OD&D, Charm Person can be long-lasting or permanent, but Mike emphasized that it didn’t do more than the name implied: it made someone your buddy, not your slave. If you didn’t treat your new friend fairly, they might not be your willing ally forever.
(more…)

how my players rewrote my pantheon without me doing anything

Friday, October 7th, 2011

A few weeks ago, I ran a one-shot picaresque game. One of the players decided that her character, a gullible paladin, worshiped “St. Jimmy”, whose tenets were that the world is full of water and every well contains mermaids. She had been tricked into worshiping this nonexistent god by a con man who sold her a snow globe as a holy relic.

This weekend, at the Arneson Game Day event, I ran another one-shot. I recycled a bunch of pre-used level-1 character sheets, including the paladin with “St. Jimmy” written down as the deity.

During the course of the game, the players went through a magical gate into a land that time forgot, stocked with cave men and wooly mammoths. A new player, playing the recycled St. Jimmy-worshiping paladin, took the lead in negotiations. Hijinx ensued (as they so often do), involving:

  • an illusory three-headed red dragon, which one of the PCs could puppeteer with a magical red glove
  • a NPC dwarf (“Stout Stoutheart”) riding a cow (“Muscles”)
  • a fermented milk drink brewed by the party cleric/milkmaid

Between the alcohol, the red dragon and the revelations about animal husbandry, the party successfully proselytized the cave men. They were soon gleefully grunting a pre-verbal approximation of “St. Jimmy” while carrying the PCs around on their shoulders.

When the cavemen indicated that they wanted to commemorate their new god in cave art, and asked what St. Jimmy looked like, the paladin pointed at Muscles the cow.

When the PCs were preparing to return home, they speculated about whether the portal had taken them to a forgotten caveman island or whether they had gone back in time, and, Ray Bradbury-like, totally changed the future.

I had been thinking the portal led to an isolated caveman area, but the time travel option seemed more interesting. When the party returned home, I told them, “You are disappointed to discover that nothing has changed. St. Jimmy is still the dominant deity of the pantheon, worshiped in the form of the Sacred Cow. St. Jimmy’s chief angel is still a three-headed red dragon. And kumiss is still the sacred drink.”

And that’s how two different groups of players, over the course of two one-shots, created a religion, took it back in time, and gave my campaign world a strange new chief god, without me lifting a finger.

Here’s a question for linguists: What will the name “St. Jimmy” sound like after it’s been passed down for tens of thousands of years? Apply Grimm’s and other applicable laws.

princess in a treasure chest

Friday, September 23rd, 2011

He then climbed down from his palm tree and removed the soil with his hands until he had uncovered the chest and freed it from the hole. With a big stone he struck and broke its lock and, after lifting the lid, he looked inside. There he saw a girl in a drugged sleep, with her breast rising and falling as she breathed. She was very beautiful, and was wearing ornaments, gold jewellery and jewelled necklaces, priceless stuff worth a sultan’s kingdom.
-1001 Nights

This variation on the Sleeping Beauty theme provides a good way to fill out a treasure chest. Inside the maiden’s mouth is a pill: if it is removed, she will wake up. She is a princess, kidnapped and held for ransom, but her kidnappers are long dead. She has been sleeping in the chest for thousands of years. She would have been worth a fortune in reward money a few thousand years ago; but the last of her line is long gone. At least she comes with jewelry.

For extra fun, the PCs are following an ancient rumor that, somewhere in the dungeon, there is a beautiful gem of great mystic power. She is it. The princess was known, in her day, as the Jacinth of Inestimable Beauty. She is a powerful enchantress. Too bad her spell books have been dust for centuries.

Also of note about the princess in the chest: a PC’s innocent question “How big is the chest?” led to a hilarious misunderstanding that ended with the party demanding that I rolled for the princess’s breast size. They were outraged that there was no chart for this in OD&D. I rolled a d6 and got a 2. The girls in the group informed me that that was a B cup.

I used this gimmick in my last OD&D dungeon crawl. The PCs discovered the sleeping pill in the princess’s mouth when their chaste kisses failed to wake her and they resorted to french kissing.

Although Jacinth was a high-level magic-user, she was useless to the first-level party because both the party elves had randomly rolled “Read Magic” and “Comprehend Languages” as their two spells. Because she was a princess and a magic-user, she wouldn’t engage in physical combat. The pill that grants immortal sleep was actually the most useful part of the treasure.

i just rolled up the best dmpc ever

Friday, September 16th, 2011

This week I ran an OD&D game in preparation for possibly DMing at Arneson Gameday. The PCs pooled their money and announced they had enough to get a hireling.

I offered them a candidate, a fighting man named “Huckabear” (I’m not always great with on-the-spot names).

The PCs wanted to get a sense of how strong Huckabear was, even though strength has no mechanical effect in OD&D besides a lousy XP bonus, so I rolled up his strength. 18. The PCs hired him then and there.

Really, the most important stat for a hireling is hit points, so I rolled them up: 1d6+1 for a level 1 fighter. I rolled a 6 on the die. Then I rolled his Constitution: 17. He had 8 HP, the unlikely maximum for a level 1 OD&D character.

All these rolls were in the open, by the way, and the players were freaking out. This musclebound, Conan-like fighter was a far better character than any of them. I’m usually careful not to run an NPC ally who outshines the characters, and I was seeing one form before my eyes, one d6 roll at a time.

Later, the PCs met an enchanted princess. They wanted to make a good impression, so they asked me: was Huckabear as charming as he was strong? I rolled up his Charisma – out in the open again. Three sixes. Another 18. They sent him in to talk with the princess. Negotiations went well. Huckabear even rolled well on his reaction rolls.

Huckabear’s character sheet:
Huckabee, level 1 fighting man
HP 8, Ac 2 (plate mail and shield)
Str 18
Int 17
Wis 15
Con 17
Dex 13
Cha 18
Huckabear might be my group’s new Chuck Norris. “There used to be a street named after Huckabear, but it was changed because no one crosses Huckabear and lives.”

Huckabear was looking like he might be the only character I ever rolled up that could honestly qualify for the first-edition Paladin class. Too bad the Paladin hadn’t been invented yet.

Just for curiosity, we rolled up the rest of Huckabear’s stats. These weren’t as memorable, but were still statistically unlikely enough to be met with incredulity and mirth. He got a 17 intelligence (far smarter than the party wizards), 15 wisdom, and, the real letdown, only a 13 dexterity (still enough to get the +1 to missile attacks). We joked that Huckabear never had his sword out because his hands were constantly full with a lantern, ten-foot pole, sextant (“how can Huckabear even see the sky in the dungeon?” “Oh, Huckabear can do it”) – astrolabe, lute, and the score to the new opera he was working on.

Halfway through the dungeon, one of the PCs was killed by an ochre jelly, and took over Huckabear as a PC (and who wouldn’t want to?) In his first combat, he spent the first round putting down his ten-foot-pole, opera, etc. and lighting a torch. In the second round, he attacked the ochre jelly. Rolled a natural 20. Rolled a 6 on the d6 damage roll. It wasn’t my dice that made Huckabear great. It was Huckabear.

magic sword +1, +3 vs. hijinks

Friday, July 22nd, 2011


“Our stage swords have neither edge nor point, for they are only intended for show; the wounds they make disappear suddenly when the curtain falls, without the aid of the surgeon with his instruments and lint.”

That’s a description of the stage swords used by an 18th century acting troupe in Theophile Gautier’s Captain Fracasse. But D&Dize it up and you have a pretty cool magic weapon.

Imagine a magic sword called, say, the Stage Sword. An hour after you are wounded by the Stage Sword, you recover all HP you lost from the sword. If you were killed by the sword, you actually come back to life.

PCs given such a sword could get up to all sorts of tricks. Many a devious plan can be made out of being able to convincingly play dead, although as we know from Romeo and Juliet, such schemes generally go horribly wrong. So, no different from the usual PC plan.

I actually used this sword in a theater-based adventure starring ratlings. The local theater company used such a sword in their spectacular, crowd-pleasing tragedies, ACTUALLY BEHEADING ACTORS ONSTAGE in a way that could be repeated night after night.

A devious nobleman replaced the stage sword with a real sword. Half the PCs figured this out and the other half didn’t, leading to Hijinx, in which PCs tried to disable each other, impersonated actors, and shouted “FIRE!” in a crowded theater.

Also, several PCs were backstage, stealing the actors’ shirts. That wasn’t related to the trick sword. It’s just the sort of thing that happens when ratlings are involved.

Here’s another cool magic weapon from Captain Fracasse:

It was of Spanish make, and bore upon its sharp, pointed blade, a sinister inscription in that language, to this effect – “When this viper bites you, make sure That you must die – for there is no cure.” No one could imagine how it had come there…

If you wanted to personalize a magical dagger, you could do worse than have this “sinister inscription” on the blade. You’d probably want to give the dagger a power to match: it does extra poison damage, or it imparts a disease effect on a successful hit.

In 4e, I’d make the dagger a rare item, with a handful of special abilities, because such a cool blade deserves to take center stage.

here’s a solo monster that doesn’t get repetitive

Wednesday, July 6th, 2011

I ran a solo monster that one of my players described as “maybe too gross”, which means, success! I thought I’d share it in case you want to disturb your players.

I’m not providing specific attack and damage numbers, since I just ran it using Monster Manual 3 on a business card. I made it a 14th-level solo, but it should work at any level.

Description: The creature was found in the throne room of a once-magnificent ghoul-infested palace. It’s a large, twisted collection of bodies, body parts, and palace treasure, all in roughly human form: each of its arms is a whole person, bending at the waist like an elbow and using arms like fingers; its stomach is a barrel of brandy; and its head looks at first to be tiny, but it’s just a regular-sized human head on the top of a huge, bulky body. Instead of a jawbone, it has a hand, the fingers of which each end with a tooth.

The monster’s left shoulder is a golden chest with a key in the lock, and the animate corpse who forms its left arm is attached to the lid of the box. The creature has been impaled through-and-through with a golden harpoon, which doesn’t seem to have slowed it down.

Note: This is a lot of information to give the players. I shared out the details, like the cask and the harpoon, over several rounds.

Actions: This was a solo monster, so I had it roll 2 initiatives.

On the first initiative, the monster made a pretty normal attack: a level-appropriate slam that targeted 1 or 2 adjacent creatures.

On the second initiative, it would do something unique and creepy every round. This was the round that really bothered the players.

Round 1: The dangling body of a harlequin, missing its head, raises a flute to a different head, and plays a tune. This is a will attack that causes the target to make a basic attack on an ally. (In my game, this attack critted, so I ruled that it became a Dominate (save ends) rather than a single basic attack.)
Round 2: A beautiful courtesan lodged in the creature’s back takes out a bottle of perfume and sprays it (blast 3, fortitude attack). Anyone hit must kiss the courtesan as a minor action (possibly spending a move action to approach) or take 15 damage at end of their next turn.
Round 3: A protruding chainmail hand dislodges the golden harpoon and throws it. It’s a +3 spear.
Round 4: the jaw-hand comes out of the mouth (extending unnaturally far, giving this attack reach) and makes a non-damaging Grab attack. If the target is grabbed, they are pulled adjacent to the monster, next to its mouth.
Round 5: If a target is still Grabbed from round 4, the mouth bites them, doing massive damage. If not, the monster roars in frustration, coating people in necrotic spittle (blast 5, low necrotic damage).
Round 6: 2 legs hanging from the creature’s torso wrap around an adjacent target (a Grab and damage).
Round 7: A dead, unconscious, or bloodied target (in that order or preference) is grabbed and stuffed into the creature’s body (with appropriate gross sound effects). If the creature is unconscious, it may make escape attempts on its turn.
Round 8 and on: Anyone grabbed on round 6 (alive or dead) is forced to reach out of the creature and make a basic attack.

After around 8, the monster is out of tricks, but battles don’t usually go that long anyway. If they do, things are probably getting boring, so I planned to have the monster start shedding body parts and losing hit points.

Natural 1s: If any PC rolled a natural 1 on a melee attack on the creature, it got an immediate action that let it move its full movement in a straight line, through opponents. Anyone in the way suffered a Fortitude attack or was knocked prone and took a little damage. This let the creature break out of flanks and occasionally threaten ranged opponents.

Bloodied: Like many recent boss monsters, all status effects on the creature ended when it became bloodied.

Countermeasures: The PCs could tinker with the creature in various ways to hurt it.

If a successful Thievery check was made on the golden box in its left shoulder, the lid would come off, along with the attached left arm. After that, the creature would only be able to target one creature, instead of two, with its main attack. (My PCs tried this several times but failed the thievery check.)

If the PCs pulled out the golden harpoon, they got a +3 spear/javelin, and prevented the special attack on round 3.

If the PCs turned the spigot on the barrel in the monster’s stomach, high-quality brandy would run out, filling every square the creature occupied for the rest of the battle. If the PCs decided to light the brandy on fire, it would do damage to any creature in a brandy-soaked square.

picaresque adventure pitch

Thursday, April 21st, 2011

Here are the rules for my upcoming picaresque one-shot 4e game, using my item quality rules:

Welcome to Setine!

Setine is a beautiful desert city of gardens, beauty, and riches. The gardens and beauty are nice, but you’d REALLY like to get your hands on the riches.

Come to Setine with a level 1 character (or just show up and grab a pre-made character!)

 
Special Poverty Rules

Instead of the normal starting money (100GP) you start with 10 GP and a ragged set of clothes. You’re too poor to afford most normal equipment, but you’re in luck! For every piece of equipment from the Player’s Handbook, there is a “bad” version that costs 1/10 the price! Every piece of bad equipment comes with some flaw: bad weapons break on a natural 1, bad food has a chance to make you sick, etc.

Room and Board

Normally, D&D characters don’t have to worry about their next meal, but in Setine, you’re only a day or two away from starvation.

The Golden Grapes: A fine inn in the respectable Silver District. 7 SP per night or 30 per week.
The Ragman: A disreputable inn. Keep an eye on your possessions! Located in the beautiful Baths District, where all the streets are flooded with a foot of standing water. 7 CP per night or 3 SP per week.
Sleeping on the streets: FREE! But you won’t heal or get your daily powers back.

Traveling in the City

When traveling between neighborhoods, you can either take the high roads or the back streets. On the high roads, the guards will let you through if you have appropriate clothing (normal clothes for middle-class neighborhoods, fine clothes for rich neighborhoods). If you take the back streets, you might run into a gang or other unpleasantness.

Everything below here is optional! You don’t have to read it if you don’t want to!

OPTIONAL: Backgrounds

You can take one of the following 10 backgrounds, which give you unique advantages and disadvantages, or you can skip the backgrounds and come up with any backstory you want.

Traveler: You’re not from Setine. You might be a sailor, merchant, con man, mercenary, or any other type of fortune seeker. You heard that Setine was paved with gold, but that doesn’t seem to be true in your neighborhood. Advantages: You speak the Southern language. Also, please tell me about the moneymaking opportunity that drew you to town. It might still work out! Disadvantages: You’re not from around here. -2 to Streetwise checks.

Honest Guardsman: You work under incorruptible Captain Pike (“The Tarrasque”). You can barely survive on your guardsman’s salary. Advantages: Start with a free low-quality spear (breaks on a natural 1) and low-quality chain mail (breaks if you’re critically hit). You have access to patrol schedules, so you can always summon a guard patrol within a neighborhood. Half the guards are honest, and inclined to be friendly. Disadvantages: Half the guards are corrupt, and inclined to be unfriendly.

Corrupt Guardsman: You work under good old Captain Falstaff (“The Wine Cask”). You make a little money on the side, but that’s the only way to survive on a guardsman’s salary. Advantages: Start with free chainmail and spear and guardsman uniform. You have access to patrol schedules, so you can avoid the guards within a neighborhood. Half the guards are corrupt, and inclined to be friendly to you. Disadvantages: Half the guards are honest, and inclined to be unfriendly.

Guild thief: You’re a low-ranking member of the respected Thieves Guild. Advantages: Access to “safe houses” in each neighborhood, and a fence that buys at 2x the normal fence price. Disadvantages: Half the people and houses in their city pay their dues to the Guild, and you are not allowed to rob them.

Guild beggar: You might be a pretend cripple or a plucky street orphan. You work for Vomit, the eccentric leader of the Beggar’s Guild. Advantages: Free access to the sewers (from every neighborhood except the Baths, where the sewers are underwater). You can beg (a minigame that can make you money). Disadvantages: You start with 3 GP instead of 10 GP.

Struggling Artist or Student: You’ve been living in a garret working on your play/painting/translation/performance. If you could just get some rich backers, you could release it to the world and probably be a huge success! Advantages: If you can raise at least 300 coins, you could release your masterwork, which could pay you back ten times over if it’s a hit! Disadvantages: Success is based on your artistic skills.

Orc: Orcs are commonly used as bodyguards and mercenaries. You’re between jobs. (For orc, use the stats of either half-orc or goliath). Advantages: +2 Intimidate. Free entry to the orc camp. Once a day, you can get 1-6 orc friends to help you on a job. Disadvantages: Poor orcs are generally regarded with suspicion, because when they’re hungry they smash things.

Noble: You’ve sold your lands, pawned your heirlooms, and your friends are avoiding you. If you could just raise 5000 GP you could pay off your debts and get a fresh start. Advantages: Start with a set of fine clothes. You also have a masterwork weapon (+1 to hit), but it’s pawned. You can redeem it for 100GP. Disadvantages: Half the merchants in the city refuse to do business with you. Debt collectors are combing the city for you. If they catch you, prison is the best-case scenario.

Disgraced Paladin: The Order of Tima (the “knights in white satin” are a pretty easygoing group of paladins devoted to courtly love. I don’t know what you did to get under their skin, but they’ve kicked you out of the Citadel of Love. Advantages: You start with your uniform, a fine suit of white clothes that gives you a +8 AC bonus as long as it is immaculately clean. Disadvantages: Becoming Bloodied or travelling through the filthy Baths district has a chance of dirtying your uniform.

Illegal Necromancer: You’re a wizard or cleric who worships a certain god who is unjustly suppressed in these parts. You’ve been kicked out of your former church or wizard’s college for your progressive beliefs. Advantages: When you find a corpse, you can raise it as a level 1 skeleton or zombie helper. You can only have one helper at a time. Disadvantages: Necromancy is illegal; the guards had better not find out about your little helper.

super simple mass battle mechanics: saving throws to save the world

Tuesday, March 22nd, 2011

Like any rules hacker, I’ve tinkered with complex mass-combat rules. The other day, when I actually ran a battle encounter, I threw away all my precious rules in exchange for rock-paper-scissor mechanics, and it was a great success.

One of our players is moving away, and to see him off, I ran a one-shot epic adventure to kill Tiamat. Everyone took a beloved existing character, leveled them to 30, and I rolled the timeline forward a couple of years, to a day when Tiamat’s armies were poised for total conquest of the world. Only the PCs and their armies stood in the way.

I decided to Epic It Up, and go for over-the-top heavy metal high fantasy. Here’s the plot. Over-the-top Epic elements are in CAPS.

THE ENTIRE WORLD HAS BEEN CONQUERED by Tiamat’s forces, except for the encampment containing the PCs and their armies. The PCs are fiddling with a device that will let them TRAVEL TO THE MOON and KILL TIAMAT ON THE MOON surrounded by her DESERT EMPIRE OF DRAGONS AND DRAGONBORN SLAVES ON THE MOON. Tiamat is so big that, from Earth, she is VISIBLE SITTING ON THE SIDE OF THE MOON.

Tiamat’s UNSTOPPABLE ARMIES contain LEGIONS OF PRIMORDIALS, EVIL GODS, legions of cultists, dragonborn infantry, and an AIR FORCE OF DRAGONS THAT DARKENS THE SKY.

MASS BATTLE MECHANICS

PCs Leading Armies

There are 3 kinds of troops, set up in a rock-paper-scissors relationship: flying troops have +2 against infantry, infantry has +2 against ranged, and ranged has +2 against flying.
(more…)

mazes and monsters playtest concludes

Monday, February 14th, 2011
This entry is part 25 of 34 in the series Mazes and Monsters

Last week, our playtest heroes fought their way through the Crypt of the Twin Kings (one good, one evil), overcoming skeletons, traps, and a sealed room where they’d have to listen to Led Zeppelin… forever.

Now they stood before a magnificently carved ivory door that bore engravings of the Twin Kings fighting monsters! This was undoubtedly the end of the maze, the treasury of the Twin Kings themselves! Next to the door was a decrepit side-passage that terminated in a dead end. On the wall of the dead end were, carved into the stone, words in a strange, unknown language.

Our Holy Man, Sansange, was elated! She had been waiting for a chance to cast her new power, “Read Strange Languages.” There was just one problem: the spell cost 20 spell points. Sansange had 20 spell points at maximum, but had already spent 10 on casting an Instant Heal after a battle with skeletons.

Sansange convinced everyone that the words must be of paramount importance, and everyone should camp out and regain their spell points, and then next morning, Sansange could translate the words.

Here we hit, and fixed, a few rules problems. My initial rules had it that resting overnight restored 1 HP and 1 spell point per character level. We agreed that it might be fine for HP to regenerate at this rate, but that a full night’s sleep should restore all spell points.

We also adjusted the cost of Instant Heal. Initially, all level 1 spells cost 10 Spell Points, so that, for instance, a level 1 Holy Man could cast “Instant Heal” twice per day.

Instant Heal cured 30 points of damage: however, since everyone had 2d12 or 3d12 HP, no one had anything near 30 HP. Sansange felt bad about spending 10 points to cure a minor injury.

We decided that, since Instant Healing was the bread and butter of the Holy Man class, we’d give it a nonstandard Spell Point price. It could now cost any number of Spell Points: it cured that many points of damage. You could use it like D&D’s Lay On Hands to efficiently fix minor injuries. At higher levels, with bigger wounds, it became less efficient, but new healing spells would become available then anyway.

Rules issues resolved, the heroes made camp. Since there were no fatigue rules, Sir Robert, who had spent neither HP nor Spell Points, stayed up all night to guard the camp. And it’s a good thing he did! The camp was attacked by Mystic Skeletons!

Mystic Skeletons were much like the other skeletons the group had fought, except that, instead of attacking, they could try to Maze a player. A Mazed player would see everyone as a skeleton, and wouldn’t know who to attack.

This fight was more grueling for the party than the previous one, with several characters becoming Mazed and attacking their friends. Walmart Jr, hurling daggers at the Sansange the Holy Man, posed the greatest threat. She only stopped when someone gave her a chance to break the Maze by reminding her that “your father threw himself to his death in a pit! If I was really a skeleton, how would I know that?”

When the battle was won, the party got its reward: the chance to finish their sleep and refresh their Spell Points. Sansange cast her spell and read the words written on the wall, which said:
(more…)