I feel like in this on you can sense the influence of both Jim Holloway and Mike Mignola. It's like if Mignola taught Holloway how to draw... or Holloway had Mike Mignola's hands surgically attached to the ends of his arms. Hey, it's a dark image. I think that the monster is the Ettercap King, a minor demon lord. That poor fighter is TOAST.
Wednesday, December 28, 2022
Saturday, December 24, 2022
First drawing for Kevin C's Game
Sunday, December 11, 2022
Feeling Like A Magic User
I statted him up using the 60-point rule, and made him level 3 so he doesn't immediately get eaten. I assigned wealth and treasure as if he was a level 3 monster... I figured he needed both the cloak and the ring for survivability; he's not going to last long without some ability to hide, and some ability to recover damage. I figure that Charm Person can help him get allies and minions, and Sleep can help with crowd control against weaker or larger numbers of enemies... against undead, I'm pretty toasted. He is called 'hoary' due to the salt-and-pepper in his beard, and his stern, relatively cold manner in interacting with others. Right now, he's kind of me.
STR 6; DEX 12; CON 8; INT 14; WIS 11; CHA 9
Friday, November 25, 2022
Tinkering with Armor Class
As I've been playing Hack'd & Slash'D more, I'm finding that the armor class ratings tend to be too low. A suit of leather armor only allows you to reduce damage 5% of the time... and a suit of plate mail is only effective 25% of the time. At the very least, I want to double these numbers... this would make leather a default rating of 2, and plate mail a default 10 (50% chance of success).
This would give plate +3 a rating of 13, making it 65% likely to cut combat damage in half. That's better...
I could swap things out a bit and get rid of the layer of armor between chainmail and plate, and move the basic tiers to every 3 ratings... this would mean:
Leather is AC 3 (15%); Studded is AC 6 (30%); Chainmail is AC 9 (45%); Plate Mail is AC 12 (60%). This means there are two types of light armor and two types of heavy armor... it also means that a suit of plate mail +3 would have AC 15, giving the wearer a 75% chance of succeeding with an AC check.
Furthermore, I have not been applying the level difference modifier to AC checks (upon review, the rules aren't clear about whether you should or not, but I always assumed you didn't - you are resisting unleveled damage, but a level-based attack), but maybe I should (you would be more likely to be able to use your armor effectively against a goblin than you would against a dragon, right?). I like how this alters combat based on level differences - your armor is pretty awesome, until you fight a foe 4 levels higher than you are, because you are 20% less likely to absorb that damage. At level 6, your suit of chainmail +2 is very effective when you are being fired upon by hobgoblin archers (it cuts damage in half on a roll of 16 or less, so 80% of the time).
This means I have to modify AC values for monsters as well to scale them to the new ratings.
The other benefit is that I can create all kinds of layers between the existing armors... a local smith could forge suits of armor from the giant ants that populate the area. This is heavy armor that is slightly more effective than chainmail, so it has a default AC of 10. It's not magical, so a suit of ant chitin armor +2 has AC 12. This ends up giving a lot of gradation between armors.
One more takeaway: this means that a level 10 wizard is going to have AC 10 against goblins even with his simple traveling robes... because he's a level 10 wizard. No matter what, you don't reduce armor below 0... and you always take half damage on a natural 1 AC check (so even unarmored characters get to check).
Thursday, November 24, 2022
A New Map for the Vault of Mischief
I was originally using an older map as the entry into the Halls Beneath Bryn, a layer called the Vault of Mischief... but then I started to like the new style of maps I was doing... and then I thought that there were a few things I could clean up on that map... and then I just re-drew the whole map and consolidated.
I've been updating the megadungeon to move rooms into the proper places with the new key. I'm breaking some basic rules of megadungeons by basically stocking every room. I cannot really help myself. Plus, from a player's perspective, I don't really want to spend time looking around empty rooms for the chance of finding something that isn't really there. I know that it gives the dungeon more verisimilitude to have empty rooms... but when you can only get the gang together for 3 hours once a week, spending an hour of that time scouring empty rooms for nothing seems like a big waste. It is a design choice born from the practical realities of gaming, not from an effort to create a fully immersive game world.
It's a trade off around practicality. You can always say that room with a pit full of spiders is just empty. Knock yourself out.
Several Discoveries
I had heard about the five room dungeon before ('natch', as Max Traver likes to say), but had never really given the concept more than a passing thought. It seemed like, 'okay... yeah... sure', but not particularly revolutionary or anything.
Count me as a believer.
I have now created two mini-modules for Hack'D & Slash'D using the five-room dungeon design suggestions, and I love them both. I just posted the second one. I also have been playing with my mapping style a little bit to make maps that are 1) at least passably attractive; 2) stylistically aligned with the game; and 3) quick and easy to make. I think I've found a winning format, as you can see below... (this is the map for mini-module 2):
However, I can also see how this will allow me to build my mega-dungeon... I can conceive of it as dozens of these five-room dungeons... which each have 1+ entry/exits. Some will be dead ends (you only can leave the way you came in), some will be through-lines (you can go backward, or forward into the next section), or will be connected to other sections (the well in area 3 drops into a mini-dungeon two levels lower; there is a secret door in area 4 that leads into another mini-dungeon at the bottom of some stairs, the magically-sealed portal in area 5, once you find the command word, leads into a deeper extension of this module).
This is FANTASTIC stuff. Again, count me as a believer.
Oh, and Happy Thanksgiving!
Wednesday, November 23, 2022
When Play Testing Goes Off The Rails
Well THAT was a s**t show. I did a play test for the mini-module I posted, using my pregenerated character. I did the option of a rain storm... so first, I didn't realize to leap across the rocks. Then I hit the bear trap. And failed my sneak check. And failed my check to convince the gnoll to not start yelling for help. Then almost got beaned by a goblin with a sling. Then failed again to get the gnoll to stop yelling. Then failed to hit him with my sling, so I had to run up and cut his throat with my dagger, which I was trying to avoid.
Then my luck turned. I noticed the quality of the sling, so managed to upgrade my sling. And then I managed to sneak into the party with the goblins (area 5). And I managed to sneak around the outside through the trees without being seen. And I managed to sneak up and get close enough to the girl Abigail to tell her my plan - I'll cut her loose and let her borrow my boots to sneak back through the trees and wait for me... I'll follow a few minutes later, once she's clear (or create a distraction if she doesn't get out).
It was going so well. But I failed my CHA check with her. And she freaked out. Because I was too short for a stormtrooper or somesuch. I decide that there is a small chance (unlikely) that she sort of confesses what she's done, and I roll a 1. She blabbers something about how I'm not her boyfriend and she is SO done with him and she just wants to go home. Then she starts screaming.
I try to cut her ropes quickly, but it fails. Because that's how today is going. It's going to take me 1 round, but I don't have that because 9 goblins are alerted to my presence. They start pulling out bows. 9 of them.
I double-check my character's alignment. Lawful. Darn. I was kinda' hoping that I'd made him neutral. She would make a decent meat shield right now. Because I lose initiative, I don't have time to make a choice. 9 arrows come flying at me, but only 1 hits (because the goblins failed an INT check that maybe firing arrows towards your prisoner might forfeit your ransom). Unfortunately, two of those are 19's, which seems close enough to a critical failure that I need to see if she got hit. She does. Twice.
And she's dead.
She was about to make her big offer to the goblins, but didn't get the words out in time. They pepper me (and her dead body still tied to a tree) with arrows. They do a lot of damage to me, but once I've killed 5 of them, they fail a morale check and run.
Because I'm lawful, I feel the need to finish the job... I cut her down from the tree and try to sneak out of there (I think it's likely the goblins are in hiding at this point... I roll a 1. Yep. I can get out if I move quickly, which I do).
I hit the second bear trap crossing the stream (because of COURSE I do), and limp back to the manor house with a dead hostage, both legs wonky, and 3 hit points. I fail the CHA check with her dad (because of course I do) and he has me arrested. Fortunately, I make my CHA check with the local constable (I had advantage because I am telling the truth and all... that should matter) and they let me go, but tell me to never come around this family again, and to maybe lay low for a while.
But that's ONLY after I pay back the 10 gp I was given for taking the job in the first place.
Thinking Spells
In my draft for the druid, I have them getting access to nature magic (well, duh)... and I was thinking that I'd organize this as under faith spells, with a tag as 'nature' so that you know these are 'special' faith spells. But maybe the better way to go is to view the subclasses, and whatever special spells they might use, as a whole different sub-system. Rather than druids are a sub-class of cleric which gets special forms of cleric spells, maybe druids are an optional class with a secondary spell line. In the game, the four main classes and two spell lines are the biggies... but druids have their own spell selection (which I guess is how 5E does it... and kind of how 3E did it... so good for me for solving a game design problem others solved a few decades ago). I suddenly have more 'room' to work with because I am viewing this game as an almost entirely digital book, so page count is not even remotely a concern, and ease of finding things is paramount. If I end up with the same spell written up in three different spell lists, it's no big deal.
That tracks.
Okay, back to re-organizing that...
Tuesday, November 22, 2022
Productive Snow Day
We had our third snow day in a row, so I got a TON of work done expanding Hack'D & Slash'D. I've always thought of building a game by releasing completed supplements, and using this blog to give 'in progress' updates as they seemed appropriate. However, there is a lot of design work I do behind the scenes that never sees the light of day. I have decided to do that work in a very public and immediate way, and created a series of Google Docs that are set up to expand the game ever forward. There is a companion (sort of a combined Unearthed Arcana and Monster Manual II), a campaign guide (world book), and megadungeon... and I love it. I don't feel the need to stock every room of a level before releasing it. I have a map (which I recycled from seven years ago, turned sideways, and re-keyed) and a bunch of foundational information. I don't have a map for the inn yet, so I just did a quick write up. Great. There's enough there for me to play, and enough for you to improvise around, so it's worth sharing. As I do actual plays/more writing, I can go in and edit the document, and (if you happen to be in the document at the moment), you can watch me edit in real time.
All these links are on the left side, the top link.
The way I set up the core rules has allowed me to frame all expansions in the same format, which is a tremendous help. I have the core rules that are pretty well locked down, and a way to expand the game in multiple directions. The ONLY thing I'm missing is a regular presence on DriveThruRPG. People 'out there' need to see that I'm updating the game with some regularity. I think that maybe a series of one-page adventures is the way to go. I can design these relatively quickly, make them look pretty sharp, and put them up as pay-what-you wants. The whole idea of these is that they increase visibility for the core rules, not necessarily serving as a money-maker on their own.
I mean, the core rules are only a dollar, so none of this is a cash cow, but maybe I'll end up starting a Patreon or something at some point if the game catches on. Who knows? For now, I'm having fun working on it, and I'm happy that more people than I expected have downloaded it.
Thanks!
Hack'D & Slash'D Resources
The Realm of Veil
Monday, November 21, 2022
A Game Needs A Game World
Sunday, November 20, 2022
I probably need an intervention
Because I have a problem.
If you download this game, you might be an enabler.
Live with THAT.
Friday, November 18, 2022
Armor Class Ideas
In the draft for Hack'D & Slash'D, I have armor class as a negative value you subtract from damage. In theory, I like it... in practice, it kind of sucks. If you deal 4 points of damage against a foe in decent armor, you might end up dealing no damage, or 1 point, which is sort of discouraging. It also requires me to tamp armor class down... a -5 is basically game breaking.
However, (as I started to suggest last post), I could swap it so that every time you are hit, you check your armor class. If you roll your AC or lower, you sustain half damage (sort of like a check to resist magic). That's reasonable, and fits with other mechanics.
So, leather might give +1, while plate mail gives +5... so wearing a suit of plate mail +2 gives you AC 7. Any time you are hit with a physical attack in combat, you check your armor class (roll 1d20, wanting to roll 7 or less). If successful, you suffer half damage from that attack; if you fail, you suffer full damage. Armor then doesn't totally neutralize damage, but it's always helping you (or potentially helping you)... and even an armor class of 10 (which would be very, very rare) only cuts damage in half 50% of the time. So, it's a nice thing to have, and it has an ongoing effect in play, but it doesn't break anything.
File that under LOVE IT.
Oh, and shields then grant you advantage on a number of AC checks each round. A small shield would give you advantage on one check, a large shield on 2, while a large shield +3 would grant you advantage on up to 5 armor class checks per round (which would probably just be all of them all the time).
Desert of Despairing Souls Session One
Teothas the Lawful Elf Magician 5
Staff (1d4); sling (1d4/short range); AC -2; hp 20
STR 7; DEX 12; CON 7; LOR 15; INS 12; CHA 7
Spellbook; adventurer’s pack; 100 gp
Spells Casting (Tier 5/1d8): All Cantrips; Charm Person; Magic Missile; Sleep; Levitate; Portal; Web; Haste; Lightning Bolt
Cloak of Protection +2
Mace +1 (1d6+1); sling (1d4/short range); AC -3; hp 30
STR 11; DEX 8; CON 9; LOR 9; INS 13; CHA 11
Chainmail Armor +1; Small shield +1 (2/round); adventurer’s pack; 100 gp
Spell Casting (Tier 3/1d8)
Wand of Paralysis (Hold Person) Td4 charges.
War Axe +1 (two-handed; 1d10+2); AC -3; hp 40
STR 15; DEX 12; CON 12; LOR 7; INS 7; CHA 7
Chainmail armor +1; adventurer’s pack; 100 gp
Bag of holding; 3 potions of healing
Short sword +1 (1d6 +1) or short bow +1 (1d6+1/medium range); AC -2; hp 25
STR 9; DEX 13; CON 9; LOR 8; INS 11; CHA 11
Leather Armor+1; adventurer’s pack; thief’s tools; 100 gp
Elfin cloak and boots (advantage +2 to sneak)
Grym attacks with advantage and gets 7, so hits. He has a 5 in 10 chance of getting a second attack, and rolls 8, so no. For damage, he rolls 9. The giant soaks 3, and suffers 6, so he’s at zero. The heroes win after four rounds of combat.
Did I Just Solve Spell Points?
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Spell Tier |
1 |
1 |
2 |
2 |
3 |
3 |
4 |
4 |
5 |
5 |
Tally
Die |
1d4 |
1d6 |
1d6 |
1d8 |
1d8 |
1d10 |
1d10 |
1d12 |
1d12 |
1d12 |
Please excuse my hyperbole, but I think that this system if frickin’ brilliant. All I have to write on my character sheet is (tier 3/tally 1d8) for my spell casting ability, and I know everything I need to know to run my spell points for that day.
Sunday, November 13, 2022
Climbing out of Burnout with Statistical Analysis
The tally system % chances of success
|
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
D4 |
100% |
75 |
37.5 |
9.4 |
-- |
-- |
-- |
-- |
-- |
-- |
D6 |
100% |
83.3 |
55.4 |
27.7 |
4.6 |
<1 |
|
|
|
|
D8 |
100% |
87.5 |
65.6 |
41 |
20.5 |
7.7 |
1.9 |
<1 |
|
|
D10 |
100% |
90 |
72 |
50.4 |
30.2 |
15.1 |
6 |
1.8 |
<1 |
<1 |