Wednesday, March 14, 2018

The Five Marks




SEVERAL of the men were casting hazard dice near up the throne upon a table made for it. Loud and brazen were they even now. Imogene picked out each man by colors and by countenance, and told her squire of each one so she could take the size of them.

“First there, that be Abréhan d’Bayeux, he of hissing, raspy voice possesseth’d. Always doth he make a pretty shew of wearing fashionable boots.

“And next to him be Théodore d’Etretat, along the Alabaster Coast. You can be sure to know him by his barbe longue et grasse. A cur, that fellow be. However, mark this: need ye have your fortune read, he knows a Jew in quarter there who keeps an accurate astrology.”

“Quite good to know,” responded Nesta, she.

“The third man ere along is Francis Peter, he an Englishman from Kent. He excellent at falconry, and never took a wife to him.” Nesta saw he had a small and slightly pursèd mouth.

“Upon the other side, you see the two with backs to us? These two men with the blazons, each marked by two crossèd keys? The first one named he Cllémentin d’Lisieux, of he, that sleepy little thorp, who makes up life-like wooden carvings, and makes gifts of them for Christmastime. The second man is called Jean-Hippolyte d’Saint-Pierre-en-Auge, where Benedictine monks built up a market hall. It small, but be it très cosmopolite.”

“We’ll have to visit for a shops someday!”

“Now Nesta, tell it back to me whacht I just said.”

And she said, without she taking off her eyes of them, “Abréhan, he suffers from a lack of chest, and need he others’ blandishment for him feel his best; Théodore, he hides him his low breeding from the host, so but a wee reminder keep his psyche laying flat; Francis Peter, foreigner, unlike the other men, and quite susceptible to slander were he eft; Clémentin, like child doth he be inside, and can he be admonished down to subjugate his pride; and finally upon the end Jean-Hippolyte, dependeth on the charity of churchmen like my Pa.”

Imogene’s sweet lips aparted and then closed again. “Quite so!” Was all she mustered up. And in a moment, Nesta garnered good advantage over five of William’s men.


How I do Fighting


Someone on G+ started a thread about how to handle initiative in their basic-style game. We discussed it stylistically - some folks prefer very intricate steps to make sure each individual character is treated as an individual, and some folks prefer wargames style abstractions. I am in the second camp.

It is important to remember though that no matter how you do it, the unusual moves and cinematics are always possible because you have a referee, and not an AI, running things. For instance if you want to combine two attacks, or you want to have one guy throw another guy or something, that's covered in step 8, Misc. Actions.

Here's how I do it.

First here are the steps in a combat round.

Click to Enbiggificate
Here are the rules that go along with it!

0.       Combat Rounds Last One Minute, unlike in many other kinds of D&D. Therefore a lot of small actions can be presumed. 

1.      Each side checks morale, if appropriate. First the monsters, then the Henchmen of the Player-Characters and other NPCs on the side of the good guys. Check Morale for either side first when one side or the other has their first casualty, and then again when half of that side or more has been defeated. If the side passes both Morale checks, they will fight until death. Otherwise someone will surrender or try to run away.

2.      Once combat begins, each person and then the monsters declare what kind of action they intend. The kinds of actions are full movement, make a missile attack, cast a magic spell, make a melee attack, and “other” which includes anything else.

3.      Each side rolls 1d6 for Initiative. The side that rolls higher gets to make their actions first. In the case of a tie, everybody does everything simultaneously.

4.      Movement happens. Characters and monsters can move 1/3 of their base movement in scale inches for free. Moving farther than that precludes taking any other actions that Round.

5.      Ranged Attacks happen. Anyone with a sling or a bow fires off their weapon. In the case of hitting an enemy Magic-User, their spell is ruined!

6.      Magic Spells are cast. Again, if you are going second or there is a tie in the Initiative that Round, and you are hit with a missile weapon, your spell has been ruined and is lost from your mind.

7.      Melee Attacks happen. Anyone attacking with a sword or mace, for instance, makes their attack now.

8.      Miscellaneous Actions happen. Maybe you want to drink a potion, use a magic wand, or push over a table as a barricade. These actions happen last.

9.      Repeat for the side that lost Initiative. Go back to #1 and see what happens next!

Like a lot of things in Mythical Journeys this seems like a lot at first. But in actual play, it happens very quickly. Now, there are a few exceptions we should talk about.

The Surprise Round: For the first Round of combat only, each side must check to see if it has surprised the other. Have each side throw 1d6. On a result of 5 or 6, they have achieved surprise. In this case, the other side may not act in the first Round of melee. It is possible for both sides to be Surprised at once!

During the Surprise Round, the side which has surprised the other gains a +1 To-Hit. This bonus does “stack” with other To-Hit bonuses.

The Opportunity Attack: Should a combatant currently engaged in melee attempt a Full Retreat or if a character moves right past you (including on a Charge), you get to have one “free” attack out of turn. If this attack succeeds at dealing at least one Hit Point of damage, the moving combatant must stop moving. Only one such Opportunity Attack may be attempted per combatant per Round.

Tactical Movement: Clever players and monsters won’t simply stand toe-to-toe beating each other’s brains out, but will rather make movements within combat- advances, withdrawals, and even full retreats when the time is right!

Fighting Withdrawal: A Fighting Withdrawal is the only safe way to leave a place that is threatened by an opponent. When a character withdraws, he backs carefully away from his opponent without turning his back or creating an attack of opportunity for his opponent.

Withdrawing is a move that takes place at the beginning of the Round. A withdrawing character cannot attack or cast spells, although he can still make opportunity attacks.

He does not attack, but moves backwards up to one-third speed (usually 4” or less) and retains his full Armor Class.

Full Retreat: Any melee combatant may attempt a Full Retreat. He moves away from melee at full speed (usually 12” or less). His opponent(s) get a free attack out of turn against him and the character does not receive the benefit of his Shield or DEX bonus to AC. If any attack deals damage to him, the Retreat is negated and the retreater is stuck in combat for another Round!

The exception to this free-attack rule is if an ally moves into melee with the same opponent(s) to cover the retreat.

The Charge: A "Charge" is a melee action in which your character moves as fast as possible, planning to use a weapon at a point of impact, benefitting by the force added due to momentum.

A PC or other character can "Charge" anywhere as long as he expends at least half his base full move in the process, and only if he is holding and using a melee weapon.

A Charging character is +2 to hit, but -2 Armor Classes. If your man’s “Charge” hits, the damage inflicted is double normal; throw twice the normal number of dice, and then apply bonuses (strength, magic, etc.).

Charging creatures must have suitable weapons: a skirmish weapon or large horns or tusks. A monster without such weaponry doesn't have the ability to charge.

Setting the Spear: If a PC or another character is aware of an opponent using the “Charge” maneuver against him and is acting first in a Round, He can use a tricky maneuver to stop the Charge: he can “set” a spear or pole arm against the charge by bracing it with his foot or against some heavy object. On a successful hit, he deals double damage and negates the attack at the end of the Charge. Only Fighting-Men, Men-At-Arms and Demi-Men are able to “set” a spear in this way.

Rear Attacks: Melee attacks to the rear of the target (aside from being dishonorable), gain a +2 to hit, and the defender does not get the AC benefit from his shield if he uses one.

Other Combat Rules

Cover: Should a character in missile fire combat find his mark behind cover of some kind, throw 1d6 after determining a hit. A throw of 1-3 means the attack hit the cover instead. Of course, characters may “cover” one another, like a Secret Service man taking a hit for the President.

Firing into Melee: A missile shot into melee that is scored a hit has an equal chance to hit any character engaged in that instance of melee, even the attacker’s allies. So be careful! Henchmen and Retainers will never fire into a melee, for fear of hitting their bosses.

Mounted Combat: Mounted cavalrymen and knights gain a +2 to hit and a +2 to damage over combatants on foot. Lances have an extra 10’ reach as well, which makes it likely that cavalrymen automatically gain initiative if he uses one.

One the other hand, shooting a bow from horseback imparts a -1 penalty to hit, and only Shortbows can be used from horseback anyway.

Surrounding Individual Combatants: If you and your party want to surround an enemy, up to six Men may encircle a Man-sized opponent. Up to eight Men may encircle a larger opponent.

Fighting requires 5’ of frontage per man in any case, unless in tight formation. If a single target is at least halfway surrounded, the majority attackers get a +1 to hit.

Shields Shall be Splintered!: You get the usual -1 to your AC with a shield. However, any time you take damage, you can opt instead to say your shield absorbed the force of the blow. The shield is shattered and must be discarded, but you don't take any damage from that hit. It's quick, it's easy, and it's valuable.

Magic shields can be given up once per day without shattering, but then they are considered nonmagical for the rest of the day. If you give it up again, it is shattered permanently.

Shields made from the heartwood of the rowan tree (which is sacred to the Elves) can be given up to avoid one magic effect, even one that deals no damage or one that offers no Save.

Subdual Damage: Attacks made with the “flat of the blade” for non-lethal damage suffer a -2 attack penalty. Many weapons can be used this way.

If a character or monster reduced to zero Hit Points has taken at least some subdual damage, the he becomes unconscious rather than dead. A character knocked out in this way but not subsequently killed will wake up with 1-3 hit points in 1-3 Turns, or can be awakened by someone else after 1 Turn. This is one way to force a monster to serve you if you want.



Saturday, March 10, 2018

No Gamable Content

It's been ten days and I have made zero progress. Lots of editing work, but no more plot than what I had ten days ago. Tiens! The women are still in Rouen, and still nothing has happened. I know what happens after Rouen, but I don't know what happens in Rouen.

One thing I do know: They will meet Bishop Odo. Imogene and Odo know each other fairly well already. Each of them is a trusted lieutenant to William.


Odo is young, handsome, charismatic, flamboyant, very self-aware. He is also utterly amoral, rapacious, climbing, and selfish. Even among the most horrible people in the most horrible time, he is singularly horrible.

I know precisely what he looks like but I have not decided how to describe his appearance yet. His place in history is that he was the majority investor in the conquest of England.

Odo wants Imogene. He doesn’t even like her. He just wants the notch on the bedpost. For her part she is flattered because he’s much fairer and more powerful than her own husband back in Brittany. She wants to think she’s too smart to be seduced, but there’s definitely something going on there.

When he sees Nesta, he wants her too and for the same reason. She’s younger and prettier than Imogene. But she can see he’s a phony and a letcher. She’s going to be put in a delicate situation, and either kick his butt or somehow convince him she’s more trouble than she’s worth to him. Ultimately he’s a coward.

So Imogene, against her wits, takes out her jealousy on her squire Nesta. I am unsure where along the remaining parts of the tale they will have time to reconcile that thread. Thankfully there are sequels planned.

Nesta bests Odo, and he’s got it out for her when they’re at Hastings. We can deal with that later, right on the field.

Rouen

12 June 1066, Castle Rouen

Anon then, all the company had sated up on decent fare, and crossed the Seine by ferryboat. They were in Rouen proper now, a city of some four and twenty thousand Christian men and else six thousand Jews. The stench was unmistakable: Rouen! By eventide, they had reached up the gate of Rouen castle, it a wooden palisade about the motte and bailey. The palisade were two touises high, and marked about the boundary by guardsmen in their kit and carrying them crossbows, but not that many men were it.

The crossed the drawbridge o’er the moat, it filled in by the mighty Seine. Upon the gate approach, the keeper recognized the heraldry of Imogene; that be Breton Hermine pattern crossèd with our Norman shield. The gate was open up ere for the day and nary did he stop them, but to greet them coming back. They let the palfreys out to stablemen, and Ebren set alit and squawked, and ran off to molest the hens. “Kekaleku!” did he Heaven send.


The Keep at Rouen in the 11th century was likely made from stone.

Inside the bailey, Imogene led Nesta to the gate and up the steps into the castle proper. Rouen, built it on a motte perhaps it three and ten touises high, built up into the heavens from the riverbank. The broad but shallow steps were made from logs brought in from la Forêt Verte just to the north and filled in with the blonded pack right from the motte’s steep slope. T’would be near quite impossible for mounted men to climb the steps; a good defense from horseman did it seem. Even there on foot, the dams had difficulty getting up the motte due to fatigue, ere from their venture from Le Mans (and in the case of Imogene, from there and fro again.) And of course on each the sides of this, the wood and blonded gradiation, were the palisade continued from the bailey on the ground; good timber of some fifty years or more and two touises up, and half of one beneath the ground.

The upper bailey had some room between the palisade and castle keep, and any foot-spanned soldiery who got this far would cross through wither-splitting bolts from ballisteers about the crenellations. Withers be the place to measure up a man or beast, and whither withers split by crossbow bolts shall whither measure down again.

The keep itself was mostly square, except for on the obverse side, where it were half a hexagon. Nesta knew to call it so for she had marked The Elements at Bamburgh and at Wolvesey, and some even there in Maine. The keep was riddled on each side with arrow-slits, and men they saw about the front with voulges and the uniform of gentlemen for William be: surcoats with the blazon and the Norman nasal helm.

The gate was less than grand, if truth be told, for Rouen was the oldest of the Norman castles in the land. As Nesta did approach, she noted all the edifice was stone, just like the castles she had seen before, and were it gray, per usual: stone bound up with quicklime, as the ancient Emperors would do.

Imogene to Nesta then admonished, “Careful, child, with your clever tongue, lest see it cut out from your head for insolence. They know you not about these parts and might take up you to be hedge-born and so good for sport. Or worse, for you are fair of cheek, a common doxy brought to make the whiles leap.”

“We’ll make the whiles, marm, but do it Nesta’s way.” She smiled and her smile shewed she had in mind some mischief there to breed.

Imogene then spun and grabbed at Nesta’s hackles. The elder dame brought to the younger countenance to blanche the bones, and knit her eyebrows up, and brought the girl unpleasant close. “This is make my reputation, Nesta, eretofore the Duke and all his useful men. It’s not court with dim and unctuous lads and ladies with a brain for flowers and aromas. Nor is Charles here to clean you up your pretty messes. Do this right. Take my droit. Speak in shortish sentences of a word or less. You mark me girl!”

Nesta set her jaw and turned her neck to roll a shoulder, out from Imogene’s macabre grip. Nary did this bastard girl be downadmonished by a show of bastardy. Never did our Nesta’s eyes depart from Imogene’s. “Yes, my marm, I follow eft your lead. I take your droit and keep it safe from all the useful men. Heaven help you, Imogene, I never seen you spooked like this before!”

Imogene, deflated then. Loosed she up her grip on Nesta’s collar. Stepped she back a scoche. “You could pretend, for me, my dear, to take my manner serious when I dost grab you so?”

“Nesta Mortimer don’t scare so easy, marm. But ere, for you, before the boys? I’ll play the rôle of Ebren for your shew.” She grinned a wicked grin. She fussed at her hindquarters then, scratching itches up where cramping up a bit from getting off the palfreys some ago.

Unlike her to be so clucky, estimated Nesta. Something be afoot indoor. And Imogen pulled open of the mighty oaken door by circlet, iron-wrought, and let then in some light into the great hall from the Southern side. 

The motelets danced in sunbeams as they jiggarded to hide, and could they smell the mixed aroma of a life well fully-lived by Vikings of some generations now and sorely passed. Two hundred years of feasts and fights; two hundred years of victories, and schemings and of vice. Two centuries of gambling and singing ribald songs, and fires licking up the oaken beams when some the kingsmen turned to knaves by alcohol, that fickle fluid flowing through the veins. All of this and more well met their noses here within the heart of heart of hearts of Normandy: the Bastard’s Castle, heart supreme.

Wednesday, March 7, 2018

B/X Style E6




Usual caveats: stream of consciousness, just spitballing.

Almost every D&D session I have ever been a part of has happened between levels 1 and 10. Probably 85% between levels 1 and 6.

I would like to limit levels to six, and somehow else grant magic and other cool things in other ways.

In 3.X the feat system and assigning XP values to new feats allow for a good transition from levels to an ad hoc skill based system.

There is a lot to like about low-level 3.X. But there’s a lot to love about B/X style play too.

It’s probably going to take a lot of work to wed these two ethics into one coherent game, but I’m sticking a pin in it to tackle it “someday.”

Here's a link to the original E6 document for your perusal and possible use!

Hits to Kill?

I’m just thinking this through out loud. There’s no plan here. As usual.

Cassowary School of Gladiator Kicking
Like a bard college, but for kicking gladiators

Idea one: I want to make hit point healing go way faster than it does without using healing surges. My brain pooped out an idea. 

What if you roll your hit points every day? Like, you head out into the world. You know how many HD you are but not how many HP you have. But when you come into contact with some effect which alters your hit points, then BAM! You roll them up and see what you get. 

As long as you live until the next morning, you will wake up “fully healed” and roll them all the next time danger strikes.  

Neither damage nor boons carry over past midnight. 

Dwarves Only Carry the Necessities

Idea two: what if you got your second hit die at first level? You don’t get another hit die at level 2, but you do get to re-roll your dice and take either the second result, or the first result plus one hit. 

What do you think?

Thursday, March 1, 2018

Story Update: Rouen


Prototype shiksa

The pilgrims finally reach Rouen so Nesta can swear fealty to Duke William. I feel like they've been riding for months because I wrote the start of their journey on about November 15th. But they've only been on the road for four days.

So they're there for Nesta to join William's army and to win England.

And he's not there. He's in Caen!

What now? Do we noodle around Rouen, which is an interesting place in the 11th century, or do we move on to the new castle William is just constructing to subjugate the Lower Normans? 

One interesting thing about Rouen is that it was home to a huge Jewish population - about 6k out of a total of 30k within the city limits. It was home to a first-class yeshiva as well. Very unusual for this time. Charlemagne made it safe and profitable to be Jewish in Francia, but this was 200 years later and still they persisted.

My take on William is that he was opportunistic and had a good eye for talent. He would have seen the Jews as a great resource to get around usury laws; to get things done on Sunday; to learn things he wouldn't otherwise be able to know.

However... this is probably a subject for another book. Maybe Imogen can have some Jewish adventures in her sequel. She has some serious shiksa appeal.

To read the first few chapters of the novel, follow this link!

We Own Weird Dice

I found this Weird Dice video interesting.




In Treasure Hunters Prolix, we only use six-siders. A lot of the mechanics are based on 2d6 or higher numbers of d6s.

Wouldn't it be really cool to put a couple-three nonstandard dice into ta RPG game box set? We could make up all kinds of weird tables and surprising arrays with some weird dice.

A d4 + d9? Cool! Or a set of Sicherman Dice?

There's a lot of places where you can buy weird dice (for example), but is there anywhere you can get custom dice for cheap?

Nine-Siders

Sunday, February 25, 2018

Lions Red and Gold



Continuing my adventures into long-form fiction, I've fixed up the first chapters of the book and present them here for your amusement.

You can reach me through my email, which is linked through my G+ page, which you can find through the link on the top of the sidebar. I am very happy to hear from you if you have some criticism of what I've written.

You can see the original post which explains the book a little and provides some examples of the inspirational artwork I have found at this link.


Prologue

Part One

Friday, February 23, 2018

Henchman Seeds

When someone plays D for the first time, they don't know what they don't know. This is a Really Good Thing.

Our friend Caty joined us for her maiden voyage into RPGs. She cast charm person on a goblin and bam! She had a very stupid henchman, but moderately useful because he could navigate through the other goblins. His name was Snotrocker. Sadly, he died (it was the best day of his life.) Caty's character kept his decrepit rusty short sword as a souvenir of the several Turns they spent as best friends.

Later, they fought a bugbear and his goblin minions. I do the pumpkin-headed long and stringy bugbears. I showed them this picture.



To their credit, they attempted parley, but they got a terrible reaction check. So it was a fight! And Caty's wizard threw the Sleep bomb. SHWAZOM! Dead!

So after they killed it, Caty says, "I'm going to take the seeds."

"..."

"..."

"...what seeds?"

"From his head. I'm going to take the seeds from his pumpkin head and use them in my magic."


THIS IS AWESOME.

So I have decided they are Henchman Seeds. 

Henchman Seeds:

Bugbear's heads are filled with seeds. They look like pinkish pumpkin seeds. If you take 2 Turns to vivisect it, you can grab out a few big handfuls of seeds weighing 1 lb. 

If you plant these in your lab or a hothouse, 1d4 bugbear henchmen grow in 3 months. 

Or you can sell them for 500 GP if there is another wizard or something that wants henchmen. 

###

I awarded the party 500 XP for the awesome idea. And forever after, wizards who are In The Know will hunt bugbears for their seeds, just as people hunt dragons and rocs for their eggs today.

Sunday, February 18, 2018

Using All d6 Dice

Piker.


The more I play, the bigger hipster I become. I don't like it, but there it is. I'm a snob, and the kind of snob I am is the kind that likes it the way it was in the Old Days. Or, at least how we modern folk perceive it was played in the Old Days.  

In my case, I like the idea of limiting everyone to d6s and d20s. That's all you really need. In a way, this is a follow-up post from the last one where I groused about the puny d4 hit points a starting Magic-User gets. That complaint is part of a larger one I guess.

(I'm going to show you the tables I use for character level progression in my game, Mythical Journeys. The game assumes that people are going to use all their dice. But I'll also include a column for how many dice to roll when you are only using d6s.)

Using Six-Siders For Hit Dice:

For a little while at the very beginning of this hobby, the players only used six-sided dice for Hit Dice, rather than the more glamorous array we use today. Some say it's because those kinds of dice weren't much available back then. But believe it or not, there are good reasons to use only six-siders for these kinds of rolls.

The first reason is that there is symmetry between the different classes. Using only d6s means you can clearly see that, for instance, a level 5 Magic-User is about as tough as a level 3 Fighting-Man, because each has the same number of hit dice.

The second reason is that the player-characters can then use the same Attack Matrix as the monsters do. No longer do you need a different chart for PCs and their allies. Again, you can see how Hit Dice relate precisely to attack ability.

A third, less-obvious reason is that characters with more full hit dice (like Fighting-Men and Dwarves) gain more HP advantage from a high Constitution over time, which maintains balance between the classes a little better.  These three reasons please some players and referees.

But there is a downside.

First, PCs will have on average slightly fewer Hit Points than when you use the several polyhedral dice. It only comes out to about one-half hit point per experience level, but it's worth noting.

Second, part of the fun is rolling the many fun dice. People like dice. Taking the unusual ones out of the rotation may dampen the fun for some folks.

Presented for your use in the extended character level charts below are the alternate Hit Dice progression that uses only d6s alongside the normal progression. Due to the vagaries of the Blogger platform, the charts will be at different font sizes here, even though they are made in the same format on my computer.  As always, click on an image to enbiggify it.













Using Six-Siders For Weapon Damage:

If you make all Hit Dice into six-siders then it makes sense for weapon damage to work the same way. If you do this, then players can give their character the weapon they best imagine rather than picking a weapon that deals the most damage.  Therefore this actually improves the choices for many players. Additionally, since weapon damage is lower overall, the bonus Fighters get from Weapon Specialization and the damage bonus from high Str mean more.

The lower Hit Point totals from all d6s as Hit Dice matches the lower weapon damage output by all d6 weapons. 

On the other hand, the same problem happens here as with Hit Dice: people really like rolling the different dice, and this means they get to do it less.