Showing posts with label Howto. Show all posts
Showing posts with label Howto. Show all posts

Thursday, 2 February 2023

Getting started, thinking small


Last time, I uploaded a map of the area we normally think of as constituting what we call "Ancient Greece" - a designation that the people living there may have struggled to understand given that they so rarely thought of themselves as being anything other than rivals until Alexander the Great rolled in and told them all to shut up. After he died, of course, they went back to not thinking of themselves as one nation until the Romans rolled in and told them all to shut up and pay their taxes.

Anyway.

That map is fairly typical of a small campaign map. For comparison, the individual map sheets in Judges Guild's seminal Wilderlands campaign are each about ⅙th the size of the Greek map in area, but there were 18 of them in the full campaign, which comes out at 3 times the area. The famous Darlene Greyhawk maps cover about 10% more than that again. So our "Ancient Greece" campaign is not exceptional but it is a massive geographical area to cover. If you are starting out running a campaign, this sort of thing can be very intimidating. Where to start?

Let's have a look at a smaller map - the one used in the thumbnail above. There's a jpeg of this map scaled so that it will fill an A3 sheet at 300dpi (or A4 at 424dpi).

The hex size on this map is 6 miles face-to-face (the size of the small hexes on the Greek map) and it is a very special map because it is the map I live on. But more than that. It is the map:

  • I was born on (hex 0201)
  • My parents lived on when I was very small (0101)
  • I went to school on (0301)
  • I was legally married on (0301 again)
  • We had our wedding reception on (0304)
  • I had my first programming job on (0101)
  • And, as mentioned, we now live on (in a specific hex with almost no other inhabitation, so I'm keeping that to myself)
I have lived and worked away from this map - I recently returned after 10 years in England - but my parents only left it - ever* - for holidays and my grandparents maybe only even did that once or twice.

Since I've spent a lot of time on this map I can tell you something useful about it: those 6m hexes are huge

Even with modern motorised transport and decades of living here, there are entire hexes on this map I have never passed through and many places in the hexes I have which I have never seen or visited. This is a map you could explore on foot for a lifetime.

This little map of 22 hexes is in fact big enough for a campaign.

At this point, I suggest you try to make a similar map for where you live now. At A3 size, the scale is 1"=2m, or 1:126720. If you use QGIS and save an area to that scale from the Open Street Map dataset (included) as an image you can import the image into Inkscape and add the hexes with the Inkscape Hex Map Extension. Be aware that the extension currently takes "hex size" to be point-to-point, so you need to give it sizes which are 1.155 times what you would expect to.

Even searching a sea hex takes time.
(It took me about an hour and a half to track this
bloody image down and I'm not sure it was worth it).
Art: Don Simpson's Megaton Man

If you do that then you will immediately see what I can see on this map - finding something the size of, say, a tomb in one of those hexes is going to be bloody hard unless the tomb is Mausolus's or the hex is made of flat glass, or you have magic.

Going back to the post "A Lorry-Load of Sand" from last year, I would guess that most of the hexes on this map would have been forest with the exception of the Ards Peninsula (running south from 0401) which would have been, in ye olden time, forested hills; 0101 would be forested hills and marsh (plus sea). Civilisation/patrolled would have been basically restricted to 0104, 0204, 0205, 0301, 0302, and 0305 (Belfast is a very new city, if you're wondering about that large conurbation in hexes 0101/0102 on the modern map).

If we plug in the details to the sandbox generator and selecting only plains, forest, hills, marsh, and shallow salt sea we get (seed 3645131196):
  • 0101 3 forest lairs, 0 marsh, and 1 salt water shallow lair. I've divided the results from the table to reflect the distribution of terrains. All plain wilderness.
  • 0102 3 forest lairs, wilderness.
  • 0103 I'm classing as patrolled and we get no lairs
  • 0104 is densely populated and we get no lairs again.
  • 0105 is patrolled and we get 2 forest lairs.
  • 0106 is patrolled, 1 forest lair.
  • 0201 (hex 7 on the table) is sparsely populated hills (Craigantlet) with no lairs.
  • 0202 is wild forest with 2 lairs.
  • 0203 is sparsely populated forest with 1 lair.
  • 0204 is densely populated and probably plains (Downpatrick area), so no lair.
  • 0205 is half populated hills and half patrolled (fishing boats and traders for Dundrum) shallow sea, giving us 1 sea lair (I rounded up).
  • 0301 (hex 12) is the area around what will one day be Bangor abbey/monastery and is basically populated hills, with no lairs.
  • 0302 is about half and half sea lough and hills, busy enough to count as densely populated. No lairs.
  • 0303 is unpopulated low-lying forest, no lairs.
  • 0304 is semi-populated and divided between plain and shallow sea. 1 lair on the land.
  • 0305 is semi-populated woodland, 1 lair.
  • 0306 is shallow sea. Semi-populated by boats trading up and down the coast (and some actual patrols to protect them). One lair.
  • 0401 (hex 18) semi-populated sea and hills. One lair in the hills.
  • 0402 unpopulated forested hills and patrolled shallow sea. 2 forest lairs (4 indicated, halved), no sea lairs.
  • 0403 as 0402 with 1 forest lair.
  • 0404 same again but no lairs at all, and finally.
  • 0405 open shallow sea with nothing in it.
That's a total of 20 lairs in total.

What are the lairs? Let's develop one of these hexes and see. Things will depend on your mix of acceptable monsters for your campaign, of course, but for hex 0101 four rolls on the DMG temperate tables for forest and salt water gives:
  1. Tribesmen (20)
  2. Pseudo-dragon (1)
  3. Shambling mound (2: 11 HD and 9 HD)
  4. Giant shark (1: 11 HD) 
The giant shark doesn't actually lair and technically I should have re-rolled (just as I did for the merchants I rolled for #1) but I decided that perhaps this shark just patrols here a lot. 

Why does it patrol here a lot? Well, maybe those (Celtic) tribesmen are doing something. Let's look at them in detail.

The base 20 is augmented by another 20 women and 20 children, so that's 60 in the tribe. There is also (some of this is rolled, some is a set number from the MM text): two 3rd level fighters, a 4th level fighter, and a 5th level chief. Additionally, two 4th level "druids" under the leadership of an 8th level witchdoctor (also druidic).  There's 20 slaves, but no captives.

They have ivory - probably walrus or perhaps whale products like narwal horns - worth 4,000gp. The village itself is just a bunch of huts; there is no wall of any sort

The slaves will be a mix of tribal taboo-breakers and useful captives from other tribes. 

The 5th level fighter leading them has stats that look like this (from More IV):

Str: 18
Int: 6
Wis: 15, Alignment Neutral
Con: 12, hp 37
Dex: 12, AC 7
Cha: 15
Com: 16

Basically, a charismatic lunkhead. Presumably the witchdoctor is the brains. Let's look at him:

Str: 16
Int: 12
Wis: 17, Alignment LN
Con: 8, hp 50
Dex: 10, AC 7
Cha: 7
Com: 12

Yes - everything you'd want in a leader except no one likes him.

So let's say that they have no normal captives because they worship the giant shark and normally captives get sacrificed to him. Having run out they're on the lookout for someone else to sacrifice. The slaves know that they'll be next if no one else is found, so their reaction dice to strangers will be at -20% in terms of rebelling. The full tribal members will be even worse at -30%. However, they will deliberately hide it.

I've always assumed that the indication of "druidic" casters in tribesmen does not necessarily mean that the casters are strictly druids with druid alignment restrictions, so I would definitely go with a Wicker Man or Burn the Witch feel.

The shambling mounds will be in the marshes where the river flows out into the tidal mudflats - the area which has extensively been reclaimed and modified on the modern map. They - or the remains of their victims - are rich in treasure:
  • 1000 cp,
  • Jewelry (4): 7000 gp Seal, 3000 gp Chain, 2000 gp Crown, 2000 gp Buckle,
  • Scroll of Protection - Electricity, 
  • Spell Scroll (Magic User: Transmute Rock to Mud, Mass Charm, Mass Invisibility, Glassteel, Cone of Cold, Rary's Mnemonic Enhancer),
  • Bracers of Archery, 
  • Potion of Speed
The pseudo-dragon might be an ally against the tribesmen due to its N(G) alignment, but even if a party hears a rumour of such a thing existing how would they find a 1½' long creature in a 6 MILE hex which is, as mentioned previously, bloody huge? They would need magic, of course.

In any case, its treasure consists of gems:

2 x Aquamarine (500 gp), Black Pearl (500 gp), 2 x Bloodstone (50 gp), Blue Quartz (10 gp), Carnelian (50 gp), Deep Blue Spinel (500 gp), Fiery Yellow Corundum (1000 gp), Freshwater Pearl (10 gp), Lapis Lazuli (10 gp), 2 x Red-brown Spinel (100 gp), Tourmaline (100 gp), Turquoise (10 gp), 2 x Zircon (50 gp)  for a total of 3590gp.

So, there it is. A small campaign map into which to place your first dungeon and a hex fleshed out with some tougher opponents for later. Roll up the rest of the encounters, add a few settlements (I'd go with 0204 for the major one) and maybe a patron sending the party on their first expedition.

Get a ring binder or some electronic equivalent (or my Campaign Map Book!) and use a page for each hex, noting down what the PCs do in each which may affect other inhabitants and their views and actions in response.

If you can, once the ball is rolling get someone to role-play the leaders of particularly strong lairs - whether large groups of bandits or individual intelligent monsters. Then you'll get some use out of all those hexes you rolled up and someone else will do some of the work for you!

*Actually, Dad was evacuated during the war off the top of the map, but that was a bit exceptional.

Saturday, 4 June 2022

A Lorry-Load of Sand

Filling the Sandbox
Hex-shaped sandbox:
the gag writes itself

Whether starting a new campaign or simply needing to expand the "known world" to reflect the players' expanding range of operations, or because you dropped them through a hatch to China, a decent wilderness map is a necessity which is sometimes needed quickly.

By "decent" I mean: gives the DM ideas and information which can be fed to the players as scenarios, plots, and NPC motivations, and is able to support play when the players decide to ignore everything and wander off into the wilds to see what they find.

Arneson recommended setting four "adventures" per 100 square miles (i.e., 10 x 10 miles; Arneson seems to have been a bit reluctant to use hexes in the early days, perhaps because of a lack of suppliers of hexpaper). Gygax, in the DMG (p47) modulates encounter frequency by population density and terrain. This post combines these two facets of wilderness into an interactive cavalcade of numbers to get your map off the ground quickly. The calculation assumes that Arneson's number is based on forest (6 checks per day in Gygax's table) and wilderness (1 in 10 chance in DMG). It also allows for 25% of encounters in non-wild areas being patrols, which are not lairs. The chance of a lair being a fortress is left to the encounter tables proper.

The function below takes various parameters which you can manipulate to suit. The output is a long list of hexes and the number of lairs in each hex generated with a random poisson distribution based on the average number of encounters based on the above factors. I've amalgamated Gygax's population levels so that each hex shows the number of lairs if it is wilderness, sparsely populated, or densely populated. Similarly, each hex is listed for each terrain type since clearly I don't know what the terrain is on your individual map.

You can also choose between a simple list of "give me 100 hexes" or an area coverage with hexes numbered in the classic Judges Guild method of 3212 being the 32nd column of the map, and hex 12 of that column. The defaults for the area option are set to match the Judges Guild Wilderness maps's layout of 52 columns and 34 hexes per column (you need to set 5-mile hex size manually if actually using the JG mapping system). If you are a freak that has hexes oriented with the points up the page, you'll have to adjust to fit.

So, as an example, if I'm looking at CISO Map 1 at the Plain of Cairns, I could generate 15 hexes, selecting only "plain" and "hills" but, since the village of Dorn in in there, keeping all three levels of civilisation active. If, for example, I get this result:

# Encounters by Terrain
HexPlainHills
10/1/02/1/1
20/3/0
30/1/00/0/1
42/0/1
50/1/02/0/0
60/1/1
72/0/0
81/0/1
9
101/1/0
11
121/0/0
131/0/1
142/0/0
151/0/1

Starting in hex 3629 (wild, hills) I have two lairs (I rolled hobgoblins and werewolves on DMG tables). South one hex (wild and split between hills and plain, so I would usually take the higher number), we have nothing rolled for wild. Since each civilisation level is diced for independently it is possible for a hex to be, like this, free of monsters on wilderness but populated on sparse or dense. Beware of fudging the result to be "more interesting" as the tendency is to over-egg the pudding.

Then, going now to the hex southwest of Dorn (plain, patrolled) I have a lair (merchants are rolled but they don't lair, so a re-roll gives wild boar). The hex south of that (plain, wild), is clear, and the final hex in that column (3730 on the map) is again empty (the 1 indicated being for patrolled, not wilderness). 

Hex #6 equates to Dorn itself and we have a lair in the same hex - a halfling village.

And so on. Alternatively, I could have generated the lairs for the entire map and walked down the columns in a similar way, making notes as I go.

Here's the tool:

[Update: I've added a seed option. Basically, if you supply the same (numerical) seed the results will be the same for the same other options (number and size of hexes), so you can effectively bookmark a result and come back to it later].

Hex width (miles):
Base rate (encounters per 100sqm):
Output:
Population levels:  
Terrains:
# Hexes:
Seed:

Sunday, 8 March 2015

"Campaign" doesn't mean what you seem to think it means

Oh, I see.
Still smarting from the loss of last week's monster post, I thought I'd get back in with a short observation on a trend in "new school" thinking while has been niggling at me for a while.

It seems that for a lot of newer players a "campaign" is basically a process whereby a group plays through a pre-set list of modules and then calls it a day.

This is like saying that to really enjoy Art you must visit a pre-set list of the world's great museums - it confuses cause and effect. An art lover will probably visit as many of the world's great museums as they can, but they usually do it because they are art lovers already.

Similarly, many old duffers will tell you tales of how much fun they had playing through G1-3, D1-3, and (sometimes) Q1 (more rarely, A1-4). But there's no way in which that list constitutes a campaign in the sense used in the DMG. At most, it's part of a campaign. A small part at that, in my experience.

While our old group did indeed play through these modules (except the A-series which had real problems), they constituted only an incidental part of the campaign. The vast majority of the campaign revolved around the characters' actions in a sandboxed Greyhawk setting where events evolved out of the character's previous actions. Modules were hauled out only when things were quiet.

And "campaign" originally meant a little bit more than the idea that a party's adventures were linked; it meant a setting where more than one party of characters (and players) was active, allowing for one to affect the other. Personally, I only ever managed this with my CSIO campaign and it was a lot of fun seeing the players try to make sense of the other group's trail of destruction (and occasional shrine building).

But the idea that a simple list of maybe 11 modules might constitute a campaign has puzzled me for a while and I only recently, while scanning the bizarre world of rpg.stackexchange, realised what the root of this attitude might be. It seems that a lot of players are approaching the game (or at least the so-called fifth edition of the game) from the perspective of it being like a board game with an end goal and, therefore, a pre-defined win condition. The condition in this case being an arbitrary character level.

Under this model, the point of the game is to find the route to that level which is most efficient, i.e., quickest, and to traverse that route with the least fuss or, indeed, effort.

Realising this suddenly made sense of a lot of comments I had read over the years about the various copies of the game, not only the non-TSR versions either - this dates back to late 2e games I remember people talking about.

Basically, these players have mis-understood the whole concept of the role-playing game, and D&D in particular. They have swapped the side effect (high-level) for the goal (playing fantasy characters having adventures in a fantasy world).

The result is a massive drop in potential fun. Having "wrapped up" one of these severely curtailed "campaigns" many groups, it seems to me, move on to the next game system. Whereas many Old School games continued for years and decades, these shadow campaigns are over and done with sometimes in months, and almost always in a couple of years of not particularly intense play. And although they're presumably fun for the players while they last, they're very much at the "wham-bang, thank you, ma'am" end of the satisfaction range.

Well, this wonderful observation may not be news to anyone else, but I certainly feel like I at least understand the mistake that's being made a little better and while phrases like "we're playing a campaign to 20th level" have always irked me and probably always will, I can see where they're coming from now.

So, in summary: high-level isn't important, the story you tell while getting there is.

Sunday, 4 January 2015

The Post-Rationalised Universe, or: What would Dave Do?

The First DM
The wilderness adventure was a problem for players from the outset of D&D and reflected its semi-random collection of influences and cavalier approach to explanation and layout. The outdoor encounter tables in the original game includes various Martian creatures such as Tharks and White Martians, none of which are detailed in the game. Encounters are sub-divided into eight types: Animals (sub divided by terrain), Men (likewise), Flyers, Giants (including kobolds etc., the origin of the ranger's humanoid enemy list, although it includes ents and some other "lawful" monsters), swimmers, dragons, undead, and lycanthropes.

It's a fairly reasonable list until these last two categories which seem a bit specialized. Combining them with the terrain gives the final chance for an encounter to be drawn from a specific type, so undead constitute ¼ of all swamp encounters, and lycanthropes ¼ of those in woods.

Number appearing is given in volume 2 (Monsters and Treasure) and are more or less as seen in the AD&D Monster Manual, although the original note to this stat is that it should be adjusted to the party (in some way).

Anyway, the booklets give very little specific guidance on placement and the move into AD&D compounded this at least in the context of wilderness encounters. Reading the DMG and the MM together always leaves me with two impressions: that there's something missing, and that the wilderness is so hostile as to be out of bounds for at least 4 character levels and even then to be Russian Roulette until average party level reaches the teens.

OD&D: The Missing Bits
What's missing from the DMG is Dave Arneson. Arneson eventually published his notes in Judges Guild's "The First Fantasy Campaign" book and map. Within this he explains how he placed monsters both underground and in the wilderness. There is evidence that Gygax used these notes when preparing the various appendices of the DMG—if you ever wondered why the dungeon random monster level table conflates dungeon levels 2 and 3, it's because that's what Dave did.

In the AD&D game, it is repeatedly stated that random determination at encounter time is a backstop for not having prepared a monster population, but no guidelines are given for how to go about this in any detail and the impression is that the DM simply decides based on their personal vision of What's Going On in their world. Which is fine. but there is a very old school alternative method: Roll Randomly and Then Explain It.

The basic idea of RRTEI is that you roll for something completely without preconceptions of what is "right"; look at the result and reject it only, only in extreme cases; then adjust all the already-compiled information to make the new result fit better with it (this is the "explain it" part). This constructs a web of interconnected locations and ideas which magically become a pre-existing plot.

This new plot can remain undiscovered and static for years until a party wander into the area, or it can be dynamic and imply things which cause the party to be drawn in. Use of the treasure types, random fortresses, and of course monsters can come together to suggest quests or rumours which can reach the PC's ears and spur action; and the existence of pre-determined encounter areas will allow meaningful answers to divinations and sage-enquiries. Once the players start to interact with the randomly generated the threads from nearby areas can start to be woven into the pattern.

RRTEI is the "non occult" force to which Gygax refers on page 87 of the DMG:
It is no exaggeration to state that the fantasy world builds itself, almost as if the milieu actually takes on a life and reality of its own. This is not to say that an occult power takes over. It is simply that the interaction of judge and players shapes the bare bones of the initial creation into something far larger. It becomes fleshed out, and adventuring breathes life into a make believe world. Similarly, the geography and history you assign to the world will suddenly begin to shape the character of states and peoples. Details of former events will become obvious from mere outlines of the past course of things. Surprisingly, as the personalities of player characters and non-player characters in the milieu are bound to develop and become almost real, the nations and states and events of a well-conceived AD&D world will take on even more of their own direction and life. What this all boils down to is that once the campaign is set in motion, you will become more of a recorder.
Back to the wilderness (I'll talk about the dungeons in a later post). Arneson's system is fairly simple (I'll assume hexes, although he also used squares):
  1. Generate terrain, including rivers,
  2. Roll for population of each terrain hex. This is the semi-permanent population and is effectively the number of lairs in the hex.
  3. Randomly roll, based on terrain, for the inhabiting monster of each lair and the population as given in the MM.
  4. Roll 1d6x10 for each lair; when encountered this will be the base percentage not in the lair.
  5. Starting with one group of monsters which are not in the lair, roll 1d6: on 1-5 the monsters are that distance (in miles) from the lair; on a 6 the group is divided into two groups and the DM re-rolls. Direction from the lair is given by a d6 and groups placed in the same direction and distance can be assumed to be near enough to each other to hear any attack on the other. If one group rolls three 6's then it is assumed to more than be one day's travel from the lair; and if a group is placed on a hostile (to it) lair then it is instead placed back at its own lair where it will arrive shortly after any PC encounter to report its findings.
Probably more use than
the TSR version
Arneson used 10m hexes and this is larger than the more common modern 6m or 5m hexes and much smaller than the normal campaign-sized hexes of 30 or 36 miles. This matters a bit as one thing that doesn't scale well is time - a 10 mile hex with 2 encounters in it requires longer to clear out than a 5 mile hex, potentially four times as long. When the PCs are away from base and possibly relying on limited supplies of food and/or magic then this makes a difference.

For a 100m² area, Arneson rolled 1d6 for the number of lairs, counting a 6 as "empty", for an average of 2½ encounter areas per 100m². By the power of maths we can determine that this means that about 98% of wilderness square miles are free of lairs and from that we can work back to a 6m hex (31m²) and we have about a 60% chance of an empty hex and we want an average of .775 (2½*(31/100)). That looks like a d10 to me - 1 to 4 is that number of lairs; otherwise empty giving an average of 1 lair per hex and a 60% chance of nothing at all.

Using the tables in the DMG for temperate and subtropical wilderness, let's populate these seven hexes generated using the random terrain table on p173.

Hex 1 (plain): inhabited, single dwelling of 1 person; No lairs
Hex 2 (pond/plain): uninhabited, no lairs.
Hex 3 (plain): uninhabited, no lairs.
Hex 4 (marsh): uninhabited, 3 lairs: 3 owlbears, no treasure OB1 in lair (30%), OB2 3 miles to SE, OB3 1 mile to NW; 140 Gnolls, 6000cp, 12 gems, potions of rainbow hues, ESP, delusion, and love. 85 in lair (20%) out of lair one mile to NE; 2 giant constrctor snakes close together (0% in lair).
Hex 5 (plain): uninhabited, no lairs.
Hex 6 (plain): uninhabited, 1 lair: 6 trolls, 8000sp, 1000gp, 3 jewels, 7 gems, 5 in lair (40%) and 1 5 miles to the NW.
Hex 7 (plain): uninhabited, no lairs.

So, hex 1's encounter table is simply the inhabitant of the dwelling, Hexes 2, 3, 5, and 6 have no settled encounters (we'll look at this below), hex 4 encounters can be with: a single owlbear (30% the one in lair; otherwise equal chances of either other one), a gnoll group (80%) or the gnoll lair (20%), or the snakes. Each monster type has an equal chance of appearing (e.g., 1-2: Owlbear, 3-4: gnolls; 5-6: snakes). Hex 6 encounters will be with a group of trolls (40%) or a lone troll.

Encounters with monsters not in lair will occur in the direction listed from the centre of the hex containing the lair (you could specifically place the lair and go from there, but that's more work).

Ignore the horse
The Inhabitant
Going back to hex 1 and its lone inhabitant, I think that's worth a roll on the castle table which gives a small walled castle with keep and another roll indicates the inhabitant is a 9th level fighter.

Skipping over to page 100 we get more detail on this fighter: chaotic good, super-rich, old and rather ragged, sober, friendly, easy-going but rather anti-intellectual, vengeful, aesthetic, brave, driven, miserly, irreligious, with an interest in history.

Rolling on the table for Men, we find that he has Scale Mail +1, shield +1, +2 short sword, and a +4 spear. However, based on decisions below, I'm going to give him plate mail armour (or the best available non-magical armour in your campaign) when defending and leave the scale mail for when he's outside and needs the extra movement that magical armour allows.

His stats, modified for age: Str 11, Int 7, Wis 17, Con 13, Dex 11, Cha 13, Com 14, hp: 45, AC: 1 (3+2), combat level of 13 or 12 (spear or sword). Mv 6"

Okay, that's the rolls, here's the explanation: An old (64 year) lord still inhabits the remains of his ancestral home where his family were wiped out years before by some awful plague of which he was the only survivor, albeit weakened and never able to regain his former physical prowess. Dispite all this and the passing years, he remains a hansom and tall figure quite capable of turning the odd female head.

Convinced that there was some unnatural source for the disease he has spent the decades since trying to locate the entity responsible. Although the castle contains the family's total wealth in its well-protected dungeon, he does not care about it except insofar that it can buy him progress in his hunt. However, its usefulness for this purpose means that he is loath to leave it unguarded but although still a powerful fighter he is unable to eliminate the major local threat of the Gnolls. Indeed, the recent arrival of a group of trolls has greatly worried him—although the two groups might not aid each other the simple presence of them has made it harder than ever for him to hunt for food and his sleep is rarely undisturbed as both groups are active at night. If you've seen Omega Man or any of the other adaptations of I am Legend, that might give you some ideas for his life-style. The space between the keep and the rather tumble-down outer wall is filled with traps and he has several well disguised secret entrances which are too small for either trolls or gnolls.

What Sir Cowden (rolled a name from my local collection of names) wants right now is some allies that he can trust at least enough to help him move against either the gnolls or the trolls. He will not throw money at passing parties just to get their help, however, and will instead attempt to befriend them and evaluate their alignments and otherwise come to some agreement that will not cost him cash. The family treasure is, in his head, only to be spent on avenging that family or rewarding those that help him complete this task. He has pared his needs down to the minimum needed to survive while keeping his hope alive. He will only offer to join a party if they first help him eliminate the gnolls (he judges the trolls too stupid to be able to break into the castle's vaults if he leaves it for any length of time).

In conversation, he will always focus on a party's most charismatic fighter and will regard magic users as little more than supporting artillery to be directed by the fighters, and clerics as medical staff; he will assume that all divination rolls are unreliable and pounce on any evidence that backs this up. Thieves will, of course, be treated with the utmost suspicion, but otherwise he is relaxed and generally assumes the best of humans and demi-humans.

The old lord's hospitality will be stretched by any party but he will do his best to feed and water them, and will certainly replace any broken normal weapons from the castle's armoury if the party seem to need such. He will light the fire in the great hall with something of an air of excitement and PCs will note the armourial shield over the fireplace which depicts: on a field of gold, a spear proper on a bend of green. Under the shield, mounted horizontally, is a spear which those characters who spend any time looking at these things will notice is actually the spear depicted on the family arms. This is the +4 spear ("Avant") which was the symbol of the Silverwind family, of whom Cowden is the last scion. The family motto translates as "To Speak Light; to Silence Darkness".

Sir Cowden has a "% in lair" of 75%—all night, and about 50% during the day. The castle is easily seen during the day and there is essentially no chance of stumbling across it, but at night any encounter with Sir Cowden will be at the castle and the normal method for castle encounters should be followed.

The Gnolls
The gnolls consist of a fyrd of 170 warriors and a further 85 females and 340 females in the ruins (this is a roll from the MM entry for gnolls) of an old village. They have no guard animals but do have a selection of 25 slaves. The group speak orc and hobgoblin well enough to converse simple (usually violent) ideas.

The party in the field has 4 squabbling leader types (16hp each) with it, and the lair contains a further four who do little while there except bully the females and children, eat, and sleep. In addition there is a chief (22hp, AC 3, 4HD/CL 6, +2 damage bonus) with 11 guards (20hp, AC 4, 3HD, +1 damage bonus).

The gnolls recently raided a caravan and made off with a case of four potions which they have not identified yet. Several of the prisoners are from the caravan, including an apprentice alchemist who can read the markings on the potion bottles; the gnolls have no idea about this. Several of the slaves will claim that there would be a reward for returning them safely to civilization. This may or may not be true; it may even be why the PCs are out here in the first place.

Art: Wendy Pini
The Trolls
The troll lair is a simple arch under an old bridge over a stream. Their hp are 36, 30, 28, 23, 21, 21 (roll for which one is out of the lair). Like many monsters, they collect treasure for no better reason than they know that it harms those they take it off. All of the gold and half of the silver they have is in the form of a collection of small (roughly 3 inch high) figures of deities and their servants from the pantheon of your choice. The workmanship is good but nothing special and the figures will only reach their bullion value. The figures were in a set of wooden display/transportation cases which are scattered about under the bridge but still in usable condition and inspection of these will suggest that 7 figures (of 56 - 16 gold, 40 silver) are missing from the collection. The remaining 4000sp is in recent coinage.

The figures may have some religious significance which would prompt a reward being posted, or a cleric to be sent to look for them along with a party of his or her adventuring associates.

I think he's seen us
The Owlbears
The owlbear nest contains four young which are 60% grown (3HD) as well as a single adult. The three adults' hp are: 23, 20, 20, and the young are 17, 11, 11, 9. Their nest is a pile of branches and leaves on a slight rise in the swamp land.

The Snakes
The snakes are simply giant constrictor snakes hanging around in branches of scrubby trees in the marsh, waiting for something to walk under their coils. In any encounter only one will initially be met, the second one arriving within d4 rounds of the first combat attack (or spell) which makes a noise.

Hp: 31, 16

Expansions
Having rolled all this up, I feel that the gnolls and the trolls are likely to have encountered each other. I generally assume that monsters have reasonably well explored a radius around their lairs up to their move rate as miles, so the trolls' 12" and the gnolls' 9" indicates a substantial overlap (see fig). A reaction roll of 62 suggests that the groups are not in conflict but nor are they cooperating; the trolls are strong but the large number of gnolls is enough to keep a balance of power. Since they have no common enemy, they keep themselves to themselves.

The fate of Sir Cowden's family and the gnolls' deserted village suggest that the plague was more wide-spread than just the castle, so I'd pencil in some major disease event and at this point I'll also commit to Cowden's suspicions being correct and that some daemon-worshipper was behind it. I'd also add a few more deserted villages in the area to give an attentive party hints that something bad happened here thirty years or so ago. To give the plot a bit more room to develop, I'll assume that the perpetrator is still alive somewhere and that his/her intention was to wipe out not only the family but the whole of their estate and that discovering that one of the core members of the family still lives would be of as much interest to them as their existence would be to Sir Cowden. Whoever they are, money was not the motive.

The final thing is the question of encounters in "empty" hexes. As mentioned, I assume a certain range for monsters so I could construct tables based on the chance that one of the listed populations are encountered outside their "home hex" but for now I'd just roll on a standard random monster table based on terrain. Note, however, that such monsters are by definition not in lair and therefore consist of 10-60% of the listed populations unless the type never lairs.

Notes
I've tried to set things up neutrally so that a neutral or even evil party have something to do here, including setting the gnolls and the trolls against each other as well as against Sir Cowden.

I've also avoided overruling dice rolls even when they didn't produce something I had in mind based on earlier rolls. For example, the gnolls do not have any hyenaoid guards. The problem with such interference is that one tends to select the same sort of things each time and unless it's the only way to avoid an encounter being completely dull, it's best to leave such things to be genuine surprises. The same goes double for treasure types; overruling those tends to lead to magic inflation such as we see in the G series.

Speaking of treasure types, the monsters with treasure were all in reasonably substantial numbers so I didn't have any problems giving them the values rolled; if they had been low in numbers then I would have reduced the treasure.

Finally, notice that prisoners are a god-send when inventing reasons for things to be where they are or why a PC party might hear about an encounter area.

Treasure
The treasure was rolled using my treasure type generator and the full lists were:

Gnolls
12 gems: 
 Gem stone (Oriental Topaz) 1000gp 
 Semi-precious stone (Onyx) 50gp 
 Gem stone (Black Opal) 1000gp 
 Fancy stone (Jet) 100gp 
 Semi-precious stone (Star Rose Quartz) 50gp 
 Semi-precious stone (Chalcedony) 50gp 
 Fancy stone (Spinel, green) 200gp 
 Ornimental stone (Malachite) 7gp 
 Semi-precious stone (Star Rose Quartz) 50gp 
 Semi-precious stone (Moonstone) 50gp 
 Semi-precious stone (Citrine) 50gp 
 Ornimental stone (Rhodochrosite) 10gp 

 Potion of Rainbow Hues
 Potion of ESP 
 Potion of Delusion (cursed)

 Philter of Love

Trolls
 8000sp 
 1000gp 
7 gems: 
 Semi-precious stone (Chrysoprase) 50gp 
 Semi-precious stone (Moonstone) 50gp 
 Fancy stone (Garnet, brown-green) 100gp 
 Fancy precious stone (Black Pearl) 500gp 
 Fancy stone (Chrysoberyl) 200gp 
 Fancy stone (Spinel, red) 100gp 
 Ornimental stone (Bonded Agate) 10gp 

3 jewels: 
 3000gp silver with gems coffer
 1000gp wrought silver goblet

 1800gp wrought gold goblet

The Silverwind Family Treasure Vault
 18000cp 
 50000gp 
83 gems: 
 Fancy stone (Amber) 160gp 
 Fancy stone (Alexandrite) 200gp 
 Fancy stone (Garnet, brown-green) 100gp 
 Fancy precious stone (Black Pearl) 500gp 
 Ornimental stone (Moss Agate) 45gp 
 Ornimental stone (Bonded Agate) 20gp 
 Fancy precious stone (Aquamarine) 800gp 
 Semi-precious stone (Smoky Quartz) 50gp 
 Semi-precious stone (Moonstone) 75gp 
 Fancy stone (Amber) 100gp 
 Semi-precious stone (Sardonyx) 50gp 
 Ornimental stone (Turquoise) 10gp 
 Fancy stone (Garnet, brown-green) 100gp 
 Ornimental stone (Blue Quartz) 10gp 
 Gem stone (Diamond) 2000gp 
 Fancy stone (Tourmaline) 100gp 
 Ornimental stone (Malachite) 10gp 
 Ornimental stone (Malachite) 10gp 
 Ornimental stone (Turquoise) 10gp 
 Ornimental stone (Obsidian) 10gp 
 Fancy precious stone (Peridot) 500gp 
 Fancy stone (Garnet, red) 100gp 
 Semi-precious stone (Carnelian) 55gp 
 Fancy precious stone (Garnet, violet) 500gp 
 Fancy precious stone (Peridot) 500gp 
 Ornimental stone (Hematite) 20gp 
 Ornimental stone (Eye Agate) 10gp 
 Semi-precious stone (Sardonyx) 50gp 
 Gem stone (Emerald) 1000gp 
 Semi-precious stone (Carnelian) 50gp 
 Fancy stone (Tourmaline) 100gp 
 Ornimental stone (Turquoise) 35gp 
 Semi-precious stone (Carnelian) 50gp 
 Gem stone (Black Opal) 1000gp 
 Gem stone (Oriental Amethyst) 1000gp 
 Ornimental stone (Blue Quartz) 35gp 
 Fancy stone (Jet) 100gp 
 Ornimental stone (Hematite) 10gp 
 Fancy precious stone (Aquamarine) 500gp 
 Semi-precious stone (Jasper) 50gp 
 Semi-precious stone (Smoky Quartz) 60gp 
 Gem stone (Oriental Amethyst) 1000gp 
 Fancy precious stone (Black Pearl) 500gp 
 Gem stone (Diamond) 1000gp 
 Fancy stone (Chrysoberyl) 100gp 
 Semi-precious stone (Rock Crystal) 60gp 
 Fancy stone (Alexandrite) 100gp 
 Fancy precious stone (Topaz) 500gp 
 Ornimental stone (Bonded Agate) 10gp 
 Semi-precious stone (Bloodstone) 50gp 
 Semi-precious stone (Moonstone) 50gp 
 Fancy stone (Garnet, brown-green) 200gp 
 Ornimental stone (Blue Quartz) 10gp 
 Fancy stone (Spinel, green) 100gp 
 Fancy precious stone (Black Pearl) 500gp 
 Fancy stone (Amethyst) 400gp 
 Fancy stone (Amber) 100gp 
 Semi-precious stone (Chrysoprase) 50gp 
 Fancy stone (Chrysoberyl) 100gp 
 Semi-precious stone (Bloodstone) 50gp 
 Fancy precious stone (Aquamarine) 500gp 
 Ornimental stone (Lapis Lazuli) 5gp 
 Semi-precious stone (Bloodstone) 50gp 
 Ornimental stone (Obsidian) 7gp 
 Ornimental stone (Azurite) 10gp 
 Fancy precious stone (Aquamarine) 500gp 
 Fancy precious stone (Black Pearl) 800gp 
 Ornimental stone (Bonded Agate) 10gp 
 Ornimental stone (Rhodochrosite) 10gp 
 Fancy precious stone (Spinel, deep blue) 500gp 
 Fancy stone (Spinel, green) 450gp 
 Ornimental stone (Rhodochrosite) 10gp 
 Semi-precious stone (Chalcedony) 50gp 
 Fancy stone (Coral) 100gp 
 Gem stone (Star Ruby) 1000gp 
 Fancy precious stone (Spinel, deep blue) 650gp 
 Gem stone (Emerald) 1000gp 
 Ornimental stone (Blue Quartz) 10gp 
 Semi-precious stone (Chrysoprase) 50gp 
 Fancy stone (Spinel, red) 400gp 
 Ornimental stone (Obsidian) 15gp 
 Semi-precious stone (Star Rose Quartz) 50gp 
 Fancy stone (Alexandrite) 100gp 

40 jewels: 
 6000gp gold with gems bracelet
 8000gp silver with gems coffer *exceptional gem*
 1200gp wrought gold chain
 3000gp silver with gems statuette
 1000gp wrought gold chain
 1400gp wrought gold decanter
 6000gp silver with gems statuette *exceptional gem*
 1900gp platinum anklet
 600gp wrought gold chain
 6000gp gold with gems statuette
 6000gp platinum with gems medallion
 6000gp gold with gems pin
 2100gp platinum pin
 1400gp coral coffer
 500gp wrought silver clasp
 1200gp wrought gold necklace
 6000gp gold with gems ring
 5000gp platinum with gems seal
 2200gp jade goblet
 2000gp gold with gems bracelet
 10000gp gold with gems chain *exceptional gem*
 7000gp gold with gems goblet
 8000gp gold with gems fob
 400gp ivory medal
 1200gp wrought silver and gold pin
 1600gp coral chain
 1500gp jade bracelet
 3000gp silver with gems clasp
 700gp wrought silver and gold idol
 600gp wrought silver chain
 5000gp silver with gems chain
 900gp wrought gold goblet
 1200gp coral pin
 5000gp platinum with gems choker
 8000gp platinum with gems pin
 2100gp platinum medallion
 1600gp wrought gold medal
 23000gp gold with gems bracelet *exceptional gem*
 600gp wrought silver and gold bracelet

 600gp wrought gold brooch

This is a Type H treasure representing the total treasure of an exceptionally wealthy and powerful family and should be hidden, protected by traps, and potent neutral or good-aligned monsters. I would suggest at least one iron or stone golem and perhaps a pair of caryatid columns, perhaps a Guardian Daemon, and various symbols which do not affect any true descendant of the Silverwind family as well as more mundane locks.

Any of the large-value gems or jewellery here could be the subject of a rumour in the civilized world which could send a party out in this direction; the hoard as a whole could be the subject of treasure maps based on leaked information from the days when the castle was full of people and life. Naturally, anyone trying to get this stuff away by land will attract attention, especially if they take the 50,000gp (nearly 2¼ tons of gold, or 4½ cubic feet)

Monday, 24 September 2012

Magic Resistance

Handling the way magic resistance scales is one of the most common mistakes I make when running medium and high level D&D. Many a mind flayer has unfairly bit the dust because of this. So, here's a better system:
  • Divide listed magic resistance by 5 and add 12, so mind flayers become MR 22. Note this on your stat block/map key.
  • When a spell is cast at a MR target, the caster rolls 1d20 and adds their level. If they equal or exceed the above number then the spell succeeds. 
  • For dæmons, add 13 instead of 12 to the creature's score but also add spell level for their attacker.
Simple and fairly obvious, but there it is.

Other issues that come up with magic resistance are:

Does magic resistance prevent area of effect spells from working? In the general sense I would say no, while an individual monster may be unaffected by a fireball its companions will have to look out for themselves.

The exception is when a spell is specifically directed at a monster. In those cases, if the spell does not affect the target then it is completely cancelled. This would potentially include lightning bolt and fireball, as well as meteor swarm, darkness 10' radius or silence 15' radius, and so on, depending on the intent of the caster.

Does magic resistance dispel magic which is ongoing? This is tricky because the example given in the Monster Manual of shattering a hold portal spell (obviously based on the scene in the Lord of the Rings [the book, not the film]) simply refers to "certain" spells and does not define them.

I suppose like many DMs I've flip-flopped on this over the years but nowadays I would generally say that if a magically resistant creature encounters a permanent spell against which it makes its MR roll, then the spell is negated. So, walls of iron or ice as well as hold portal and wizard lock would be negated as would, somewhat more controversially, a glyph of warding. A wall of force would simply allow the creature to pass through, sealing behind it again, since it is not normally a permanent spell.

Even with this, some spells are not treated this way. Dig moves earth in a permanent way not because of on-going magic but because the earth is now in a different place and simply remains there, for example, so its effect is not subject to magic resistance at all. Also, of course, the magical effect must be directly interacting with the monster in question; a demon can not cure feeblemind nor cancel the resoration of a lost limb on someone else. Find familiar is not subject to magic resistance.

Does magic resistance work against special attacks? If they are listed as spell-like, then yes. Otherwise (eg, ghoul paralysis, most magic weapon effects) no.

Clerical turning? No.

Is a magic circle affected by magic resistance? No. Protection from Good/Evil is, as it is a general spell effect but the various magic circles which protect from specific beings always work against those beings regardless of MR or anything else.

What is "standard" magic resistance? This is just normal saving throws, which magic resistant creatures also get.

What would "none" mean, then? A creature with no magic resistance would get no saves against magic. This is the suggested method for handling Gamma World characters encountering AD&D spells on DMG p114. I used this system for the time my main group went to the Car Wars universe too.

Sunday, 23 September 2012

Tasks and that

"If that's normal, I intend to be
a freak for the rest of my life"
Vivian Stanshall
Starting to get back on form with the new computer, so I'll continue some thoughts from the previous post on thieves and look at how I would resolve those rolls that were mentioned in the last part on DMing thieves. This in turn will lead onto a future post on how later versions of the game tried to systematize this issue and why those attempts ultimately failed to jell.

Ultimately, the game's the thing and any use of dice should be in the service of the game rather than fulfilling some letter of the law (although there are times when rules greatly aid fairness, such as combat). As such, when uncertainty, risk, or just plain luck needs to be resolved during play it is usually highly desirable that it is quickly dealt with and got out of the way.

AD&D is unusual, compared to the game designs that followed, in that there is no codification of how to decide the vast majority of chance situations that come up in play. When characters want to jump across a chasm, or climb a wall, or compose epic poetry, or arm-wrestle, or compete in archery competitions against King John's champion, or engage Gollum in a riddle, the DM is free (or obliged, depending on your point of view) to device any method for deciding the issue that they want.

There are hints in the books as to how one might go about this, but most DM's have their own systems and I think also that most DM's change their systems as time goes by and they invent new approaches. This post is about some of my solutions for AD&D task resolution.

So, here's the first part of the previous example:
Fighter: I check the door frame for anything odd; especially the lintel area.
DM: <rolls> There's something odd about it indeed. There's some sort of thin line running across the width of the lintel.
What is that "rolls" a reference to at the table? Let's reconstruct  the thought process I used:
  • The character is a fighter with some level of experience (let's say 2nd for sake of the example). S/he's faced danger before.
  • The player has specified the actual location of some part of the trap's mechanism and the character is looking at it.
  • The trap's mechanism is a blade which falls. Intended to catch anyone carefully pushing the door open in the middle of the night in the dark, the blade slot is disguised only by that assumed darkness.
  • The fighter's view may by chance be spoiled by the sort of lousy lighting adventuring parties often have at these levels.
Considering these factors, I'd roll 3d6 as a "quality roll".

This means that there is no real target as such, it's simply a way of tossing a coin with more finely grained control over the decision making. In short, as DM I'll look at the number with 3 being "as bad as this character could do" and 18 being "as well as this character could do" and decide based on a gut feeling (probably a 3 or 4 is needed to miss the slot). No numbers are added up or subtracted etc. Ability scores are not attended too, although I might make some allowance for very low Int.

The key thing here is that as DM you have a god-like view of the character. You know not only what the character's on-paper stats are but you probably know a great deal about their history and how the player imagines their personality. As such you are in a position to make judgements of how unlikely it is for the character to miss things or understand things that goes far beyond any formula or rules set. Saying that you should trust your gut feeling about such a roll is not a cop-out, it should in fact be the best way to do it - much moreso than turning the character sheet into an array of numbers.

Of course, any DM can be a dick about this sort of thing. So: don't be a dick.

Next we had:
Thief: I'll have a look too.
DM: <no roll> It's a thin slot.
This is simple: no trained thief is ever going to miss such a simple trap once they've said that they're looking right at it.
Thief: Probably for a blade. We'll hammer a couple of wooden wedges into the slot.
DM: OK. It looks like it's disarmed.
The characters have found the trap's main function point and suggested a perfectly good way of trying to disarm it. No need for any rolls here. I might on another occasion require some sort of a roll but this is a low-level adventure and I'm happy to let it go at this.
Fighter: Can I see how it's set off?
DM: <rolls as above> Nope.
Okay, well I notice that I've been a little unclear here. By "rolls as above" I meant that we don't roll a thief skill; actually I had in mind a different type of roll from the quality roll.

In fact, the fighter is no longer specifying anything about what they are doing which would give me any reason to think that they have a particularly good chance of working out the mechanism, although I feel that they have enough experience as characters to have a chance (it's a common pressure pad).

In this case I'd be inclined to see this as a contest between the trap-builder and the PC party.

Of (Demi-)Human Bondage
The factors I like to take into account when one character's ability is matched against another are: natural ability, experience, caution, and of course luck. I can't use the generic "quality roll" from above because it's too vague and the chance of being inconsistent is too great and my experience has shown that if one member of a party fails a challenge then the others will want to go and even inconsistency can lead to an argument which is a waste of time. I need something a bit more formal.

The system I've used for this recently is partly ripped off from Pendragon: there is a limit value and the player makes a roll. If the roll is under the limit, the character scores the value of the dice, if it exceeds the limit then they score zero. In my version, the player (or DM) picks the number of d6 they want to roll (representing how much they are forcing the issue) and the limit they are aiming at is some applicable ability score.

In addition, a character may or may not get a bonus equal to their class level to the final score.
For example: two clerics are engaged on opposing sides in an ecclesiastical court and making closing summaries of the evidence. Cleric A is level 7 and wisdom 16; Cleric B (an NPC) is level 12 and wisdom 14. 
It is in the nature of this particular contest that one side goes first and the other side knows how well they've done before responding.
Cleric A decides to push his luck a bit and rolls 4d6 knowing that an average roll of 14 will score but that going just three over this will mean that they've overstated the case and blown it. The player rolls a 16, the best possible roll and with their level bonus this becomes 23. Cleric B is now under some pressure, as he needs a 11 or better on the dice to win the argument. With the lower Wis of 14 4d6 seem too dangerous, so the DM picks 3d6 and rolls. The result is 18 for a score of zero.
Even with the bonus of 12 the judge has found the PC's argument too strong to be refuted and the party are not burned at the stake for looting holy sites after all. Hooray!
What ability score? When is level appropriate? These are woolly questions for the DM to decide but when I have a choice of ability score (e.g., Int and Wis may seem equally valid base scores) then I tend to use the lowest to discourage dump stats.

When to use the character's level as a bonus is another time when knowing the character is the touchstone. Some fighters may ride horses all the time, they get their level bonus to contest scores for horsemanship; others never touch the things and don't. Some characters are constantly haggling with stall-holders, others don't. Some players like making rousing speeches and others just rely on Cha.

In addition to these aspects of how a character is played, there should be a whole slew of things which are implied by their class. All classes do things "off-camera" during training and the periods between adventures. Magic users read books and dissect animals, thieves deal in stolen goods and look at a lot of architecture, fighters bind minor wounds and arm-wrestle, clerics learn masses of history (at least from the PoV of their church) and how to quickly dispatch animals. Obviously, even here there is lots of room for DMs to insert their view of their world and what is "normal" for the classes within it.

Once more, the DM's omniscient view of their own world and their own players gives them much more insight into what bonuses or ability scores are appropriate for a given character in given situation. Most magic users will not get an experience bonus when arm-wrestling, but perhaps a particular one will. That's fine.

It's also fine to say that a particular task has no "natural ability" aspect unless the character has had some training or practice - for example, a character who has just entered a strange town will not be able to "work out" where the richest merchant lives without spending some time there. In these cases, treat their ability score as 3 (to represent blind luck).
"Damashcening, you shay?
Well, if thatsh what it takesh..."

"Do take the fag out when
you're talking, 007"

My cracked-record example of these class-based abilities is James Bond. We rarely see Bond down at the shooting range or actually on holiday in the Alps or windsurfing etc. but we all know that if he's handed some "Playboy Spy" related task or equipment then he's going to perform at a ridiculously high level of skill in it from that instant. Similarly, we don't expect this "level bonus" to apply to things like reading ancient languages or metalworking because we know - as his GM knows - that these are things Bond has no interest in as they are unlikely to get a woman into bed.


So, to get back to the trap example, we have a fighter who has experience of traps looking for traps but who isn't sure what to look for. I feel that looking for traps is a generic "adventurer" ability and so the character gets their level bonus. The player rolls 2d6 (Assuming the Fighter is Int 10 and the player doesn't want to push their luck) and gets 7, plus 2 for level is 9.

I compare this to the target score which was based on a mid-level (6th) level thief with decent Int (14) and an average 3d6 roll (11) giving a total of 17. For a second level fighter of average Int that's actually out of reach so the roll is just for show.

Next, the thief character wants to have a look.
Thief: Can I?
DM: <rolls as above, fails, so re-rolls thief's find traps skill and succeeds> The door saddle and the flagstone in front of it are in fact one piece and there are some on the uprights of the door frame. Looks like a pressure pad release.
Obviously finding the trap is a class skill even if I didn't classify it as a generic adventuring one. But the party thief is only 3rd level and isn't over-endowed with Int either so their "normal" roll is unlikely to reveal anything. It doesn't, and the character falls back to their special class skill of "Find Traps" which in this case works and they get the info.
Fighter: There must be some way to turn it off and on so that the room can be used. I'd be happier finding that than trusting these wedges.
Thief: I can't think of how to disarm that; can my guy? 
DM:<rolls remove traps skill> You find that part of the door-jam pulls out with a click. That's almost certainly the trick.
In this case, I didn't feel that the players were giving any useful hints about what they were doing that might suggest that they were engaging with the trap-maker nor did they describe any action to justify a quality roll, but the thief always has their fall-back skill and that is enough in this case. I probably would have given the basic roll if one of the players had mentioned the door or door-frame explicitly.

Generally, I think the DM should err on the side of too few task rolls than on too many and should attempt to make it clear that thinking about the character's point of view is a better way to discover things about the world than just thinking about mechanics and skill points and so forth.

As well as thieves, the ranger has explicit skills although in this case they are quite high (base 90% of tracking outdoors is not to be sniffed at) but they too can be crippled by the perception that the only way to track is to have a ranger and roll d%. Anyone can track over sand dunes or soft soil. Anyone who looks will find dropped items discarded by a prisoner. And a ranger can too, of course, and just like the thief the DM should make sure that this special ability is indeed an additional one and not a replacement for the normal.

"I urge caution"
"Woof"
"Ignore Mr Trump"
Other Days, Other Rolls
I tried using a simple 3d6 against ability score roll for success, like the one in the dig spell, but it was problematic because, although it neatly balanced the rarity of the ability score with the chance of succeeding, it did not allow for experience. Also, it broke down somewhat once ability scores over 18 appear in the game.

The obvious solution - that the roll produced a score based on subtracting the dice result from the target ability and modifying by level is messy and involves subtraction, which is a bugbear for so many players as to almost instantly eliminate any mechanic using it from the table.

Of course, many DMs use a simple d20 and require a roll under an appropriate score and combined with the Pendragon idea that the quality of the performance was equal to the die roll or zero (if the die exceeds ability) this nearly gives a good basis for competitive rolling; one simply adds experience level to the total scored as a bonus. The problem here is that the d20 is too random for my taste. I don't mind it for combat where failures may be followed up by another try next round but for quick one-off rolls it seemed that luck was dominating ability and experience. So I combined the idea with multiple d6's and it seems to work quite well if the DM is flexible.

One thing I like is the ability to "play it safe" by rolling a few dice, or to "go all out" by rolling a lot of dice and risking a blow-out. What I don't like is the near impossibility of calculating the odds of success; one must just get a feel for the system.

The simple quality roll is something that I've seen done by a few GMs over the years but nevermoreso than in Bob Alberti's rules for Tekumel, which make them pretty well the only mechanic in the game. Again, I felt more comfortable with 3d6 than percentile because of the link with character generation and because there's just no need for 100 degrees of success or failure.

Friday, 31 August 2012

Travelling Fourth Class

Real World Thieves
making D&D thieves
look too highly skilled.
The thief was the fourth of the "core" classes to be introduced in supplement I of OD&D, "Greyhawk", along with the paladin sub-class and as such wasn't actually core at all in OD&D.

There's a lot of complaining about thieves from various corners of the D&D world - too weak in combat, too reliant on non-human characteristics to make them viable (eg, infravision, slope detection), poor AC, high chance of skills failing, the fact that they have skills at all instead of some more roleplayey system.

Some of these complaints are derived from the style of play. A thief does struggle in a dungeon compared to a city, in the same way that a druid will be more at home in the wilderness than in the thief's city.

It's also undeniable that a thief that can see in the dark has a substantial advantage over one that can't.

However, combat ability isn't such an obvious criticism in the same way that it's not really an issue if magic users are not great at combat; it's not their "thing". Even so, a thief is not that much worse at fighting than a cleric.

A thief that could see in the dark
might have noticed the dragon
watching him trying to steal its
favourite car
Because a thief levels slightly more quickly than a cleric, a party with both will tend to find that a thief's combat level rarely lags behind the cleric by more than one or two points, assuming that xp is evenly divided. In fact, when the thief reaches 9th level (110,001 xp), they will be fighting at the same base level (5) as the cleric for the whole of the cleric's current level as s/he requires an extra 115,000 xp to gain their next step up in combat skill.

Poor AC is also a real factor. Although magic can help here at low levels it really pays for the single-classed thief to have a high Dex. However, any character wishing to use stealth even in the minimal sense of not looking immediately out of place in a street scene, will have to forego substantial armour anyway so if the thief was not in the game someone else would have to fulfil the unarmoured scout role instead.

That leaves the skills issues. Some people have objected to the thief not "feeling" like the other three classes, because of the percentage skill ratings. Whereas the fighter's skill uses a d20 and the magic-user uses various dice for their "skills" (mostly in the form of damage) and their opponents use a d20 for defense (and clerics are a combination of fighter and magic-users) the thief has this big list of d% scores to roll under.

But there's no real difference here. The fighter's chance to hit armour class 5 increases with each new level, and the thief's chance to climb a wall increases with each new level. This is not the same as later games under the D&D name that introduced skills that were completely orthogonal to the class system. The thief's level (and some ability/race bonuses) determine their chance, just as with the fighter. I don't really see that the fact that a number is rolled against makes it essentially different from the fighter's chart.

The most substantial criticism in this vein is, I think, the one that can be levelled at all systems wherein the character has a list of skills. The question naturally arises in the players' and DM's minds of what happens when a character does not have a skill listed. This question links into the complaint that the thief's skills are too low.

Underlying this combined problem is the fact that AD&D doesn't have any other skills expressed in the way that the thief skills are (just as it doesn't have any that are much like the fighter's primary skill either, although the all the classes share the basic combat mechanic). This has led a lot of DMs to run the game as if no one else other than thieves can climb walls, pick pockets, hide in shadows etc. etc. and that, as a logical extension, all a thief player needs or can do is roll the dice and see if the character succeeds.

Here's an example of what I mean:
Player: I enter the room and search for traps.
DM: <rolls dice> You find nothing.
Pretty dull stuff and, since neither the player nor the DM are expecting anything else then the whole chance of success comes down to that roll which, except at very high level, is unlikely to succeed.

Here's a better version, based on a game I ran some time ago:

Fighter: I check the door frame for anything odd; especially the lintel area.
DM: <rolls> There's something odd about it indeed. There's some sort of thin line running across the width of the lintel.
Thief: I'll have a look too.
DM: <no roll> It's a thin slot.
Thief: Probably for a blade. We'll hammer a couple of wooden wedges into the slot.
DM: OK. It looks like it's disarmed.
Fighter: Can I see how it's set off?
DM: <rolls as above> Nope.
Thief: Can I?
DM: <rolls as above, fails, so re-rolls thief's find traps skill and succeeds> The door saddle and the flagstone in front of it are in fact one piece and there are some on the uprights of the door frame. Looks like a pressure pad release.
Fighter: There must be some way to turn it off and on so that the room can be used. I'd be happier finding that than trusting these wedges.
Thief: I can't think of how to disarm that; can my guy? 
DM:<rolls remove traps skill> You find that part of the door-jam pulls out with a click. That's almost certainly the trick.
Thief: OK, I'll try it with a jump onto the flagstone and a roll forward into the room.
DM: Fine. You do your action-movie roll and spring to your feet. Nothing else happens.
Thief: I look under the bed.
DM: You see a mechanism to spring a bed of spikes up through the mattress.
Thief: Kinky.
etc.
The point here is that the players should still be interacting with the environment and those interactions should not simply be ruled by the dice but by the question of whether they are actions which would elicit the information. If there is doubt, then sometimes a character - any character - will have a chance to roll for it, and sometimes they won't. I'll talk about what is being rolled in these cases in a later post but many DM's just go with rolling d20 under Int or some other ability score.

A thief gets the same chances as everyone else. Only if that fails does the DM need to look at their special skills and roll them when they are applicable. If that fails too, then that's just the way it is.

To go back to the spiked mattress in the example, if the DM had noted that the underside of the trap was covered by cloth so as to not be visible, then any normal character looking under the bed simply would not see it unless they said they were actually touching the sheet (which might be dangerous in other ways). A thief character who simply says that they are looking should get a roll even if the player did not suggest something as specific as checking the undersheet and the DM should assume that it is done carefully too.

Bloody Amateurs
Likewise, any character can try to move silently enough that an inattentive guard does not hear them, but a thief can do it so well that a dragon can not hear them. Anyone can try to climb a cliff, a thief gets a second roll if that fails. Anyone can try to pick a key out of a distracted merchant's pocket; a thief can do it while standing talking to the merchant.

When handling thief skill rolls, always start with what chance you would give any other character to perform the action based on what the player has told you they are doing and add the specialist thief skills on top of that. Otherwise you can end up hamstringing not only the thief but all the characters.

Hopefully by my next post I'll have a proper computer again instead of this decrepit laptop that can't even run Firefox.