Showing posts with label Combat. Show all posts
Showing posts with label Combat. Show all posts

Saturday, October 1, 2022

Target Swap

 Had a session of Feng Shui tonight with a fight that went twice as long as I thought it was going to.  It was one of those situations where each villain had a specific weakness that corresponded to a different hero, and the PCs noticed, but chose to fight different foes anyway, at least until the fight was nearly over.

 One NPC had a Defense of 12 vs Ranged Attacks, but a really strong Defense 15 vs Melee. So the team's biggest Melee hitter went after him, and kept missing by 1 or 2 every attack, while the team's shooters chose other targets entirely. And since he kept just barely missing, no one came to his rescue, as the shooty characters all assumed he'd wrap it up with one lucky roll.

 Meanwhile, one of the other PCs has a special power that lets them change their damage to be +1 higher than the damage rating of the foe they are attacking. He ended up dueling with the lowest damage rated foe all fight long, so they just nibbled each other towards death very slowly. 

 It was interesting, in that everyone was having fun and things were lively, but like I said the fight was at least 50% more challenging than intended, and ran nearly double the length I expected it to. If 2 or 3 of the PCs had traded targets, it would have been a much shorter fight.

  The timely application of the "Flying Guillotines" Schtick by the main villain meant everyone was excited and involved at all times, even if a lot of attacks failed to hit big. There's something pretty engaging about an enemy that can zap you with a weapon that's an all-but-guaranteed kill unless a nearby hero helps you escape from it. A lot of "somebody help!" and "I'll save you!" moments, so it kept things tense. At one point a PC with a Flying Guillotine wrapped around their neck had to jump out a window to reach to the only person that could possibly save them before the scissoring blades would have decapitated them. If that dynamic hadn't been in play, it might have been a boring match up (and I might have had to have the other NPCs try swapping targets to pick up the pace).


Friday, June 11, 2021

5 Parsecs, 1 Mission

This is a Battle Report (or "BatRep" as the kids say) for Mission 1 of my 5 Parsecs From Home campaign. 5 Parsecs is a solitaire miniatures game, which I'm playing on Roll20 (mostly because projects from work have consumed our dining room table). So instead of actual miniatures, I'm using little token images on a virtual tabletop.

As a refresher, the crew of the merchant ship The Rhapsody of Inanna have names starting with the letters G to L. At various points in these posts, I will no doubt refer to them by just the first letter of a character's name.  See also: Crew Roster, and the Index of my Five Parsecs articles.


G: GcViib, a standard Bot
H: H'Xex, a K'Erin soldier
I: Captain Inshubur Nastarastar, a Precursor hacker and spiritualist
J: Marshal Juniper Sasparillax, a Human enforcer
K: The Kid, a Human technican and Hopeful Rookie
L: Leonidas, a Human military brat and scavenger

Crew Member Spotlight: Captain Inshubur

Inshubur Nashtarastar spends a lot of her time online, experiencing holos and VRs about various ecstatic religious experiences. The pursuit of knowledge is of great importance to her, but she gets caught up in her eclectic, pantheist epiphanies. She's a religious experience junky, and a technophile. She won't lecture you about a one true religion, but will absolutely ask you a never-ending series of questions about your personal religious and philosophical beliefs. That's part of why she's collected this crew, is that she's gathered around her people that are capable of engaging in spirited philosophical debate.

Her own beliefs are a syncretic melting pot of philosophies. The foundations of it were the Precursors star-worship that she grew up with, but to that she has wedded parts of the K'Erin warrior goddess cult, terran zen archery and martial arts training, and a potpourri of interesting theological tidbits from a few dozen cultures.

Lately, she's fixated on a Skulker cult relic called "The Strange Brain", which she believes to be technohypnological in nature. Rumor is its hidden somewhere in this sector. While she'll be perfectly happy to give it to a Skulker religious community after it's been recovered, she hopes to interface with it before turning it over. This has caused her to run afoul of Ratlobe Kur, an insular and conservative Skulker community of dubious moral character. Skulker's are generally quite open-minded, but Ratlobe Kur is uncharacteristically xenophobic, and has threatened to kill any non-Skulker that comes in contact with The Strange Brain.
While Inshubur isn't afraid to fight (she's quite good at it, actually), she would much rather find an amicable solution to problems when possible. Who does she have to sleep with (or bribe, or rob, or kill) to get an hour alone with The Strange Brain Of The Skulker and the higher dimensional mysteries contained therein?

Pre-Battle Sequence:

Crew Actions:
J talks with Menrva Bail Bond company, gets a mission, and an introduction to Mr Manselli who will have another Mission for us later.
I trains for +1 XP
L and G trade for a pre-owned Jump Belt in need of repairs, and miscellaneous Trade Goods.
H explores, and is offered a small job to take out a particular baddie for 2 credits.
K decoys successfully.

Rumor Roll: 1, so a new Quest has been triggered, but I had not yet found the page in the rules that really explains that, so I started with the Bail Bonds job. As it turns out, the rules are pretty vague about what constitutes a Quest.

Later, I put together a random "Quest Object Name Generator", and rolled up something called The Strange Brain of the Skulker. That's why such a thing is mentioned in the Captain's bio, above.


Job Description: 

Patron Job from Menrva Bail Bonds. Danger Pay is +1 Credits. Time Frame is Turn 1 only.
Hazards is "Hot Job: After the Job, you will earn an enemy on 1-2 instead of just a roll of 1".
Conditions is "Busy: If the mission is a success, this Patron offers a new job next campaign turn." 


Battle Sequence:

Deployment Conditions: Nothing Special

+ Special Modifier this turn only: "Offered a Small Job" from Explore: "When fighting this campaign turn, select a random enemy figure. If your crew kills them, earn 2 credits. No reward if they run away."

Notable Sights: Priority target: Select a random enemy figure. Add +1 to their Toughness. If they are slain, gain 1D3 credits. (This is in addition to the Small Job above)

Objective: Eliminate: Select a random enemy figure. They are the target. If they are killed, you Win the mission.

So  there's three random targets I need to take out. One for 1d3 creds, one for 2 creds, and one to actually complete the mission. What they call a "target-rich environment".

Enemy Type: Hired Muscle:  Subtype: Skulker Mercenaries
So basically I'm fighting skaven / ratlings.  They come in large numbers. In this case, 5 regulars with Military Rifles, 2 specialists with Plasma Rifles, and an LT with higher skill and an extra melee weapon.

I deploy in the North-West. Skulkers are in the South East. There's a lot of open space along the major road in the middle, so this is going to be bloody and awful. The Skulker Mercs have got longer range weapons then most of my crew, which proves problematic.


When I was playing this first mission, I wasn't yet planning to blog these, so I didn't take good pictures. I'll try to at least save higher resolution shots for future missions, but these first few BatReps at least will have little imagery.

 

The green arrows represent the movement of the PCs. Red arrows are the NPC opposition, Skulker Mercenaries. Purple and blue arrows are the randomized motion (and intended motion) of neutral NPC cars, explained in detail below. The red "X" is where H'Xex (one of my PCs) got shot and taken out of play. Not visible is the ladder The Kid used to get up on a roof, and the underpass my team used to get into the starting position.


Round 1: The skulkers were waiting for us. They had guys on the roof, and started raining firepower down on us like you wouldn't believe. H'Xex took cover behind a bollard, but was hit anyway, and taken out of the fight instantly.

The Kid slagged one of our targets with their Infantry Laser. Good kid.

Round 2: The Skulkers shoot first. Inshubur had a close call, but Luck let her fall back around a corner out of sight. GcViib was hit but not damaged. No one died on either side.


Round 3: Leonidas took out their other specialist. GcViib took out their LT.  

Then the Kid nearly died, but Luck took them off the roof safely, and into cover. One could argue that the change in elevations should have been a fall, and potentially a hit of it's own, but that seemed to be against the spirit of Luck, so I assumed he landed safely. (Also, since I wasn't yet planning to blog these, I didn't take good notes on The Kid's actual position. It's possible he was actually on the roof of the building at the NorthWest corner of the map.)

Round 4: Leonidas took out our second "extra" bounty. The Kid hit our main target, but his laser didn't have the power to kill it. Two cars pulled out into the intersection and provided brief cover for Inshubur and Juniper to inch closer to the enemy. Their shotguns are not proving effective at long range.

Round 5: The cars nearly collide in the middle of the street and brake hard amidst the screaming and gunfire. Inshubur takes advantage of the opportunity and runs around them to blast a skulker that had been taking cover behind a dumpster. Two of the skulkers bail and run as Leonidas pegs our final target with a fatal plasma blast.

Analysis: That was a challenging fight. Both characters with Luck used it up. Two PCs never got in range for their shotguns, and one of them was knocked out by enemy fire well beyond his own range. Big wide empty areas like that are really dangerous in this game.

I did make it a little harder on myself by taking out the bonus bounties. If I had concentrated all my firepower on the "kill him to win" target, I probably could have won in Round 3 instead of Round 5, but that gamble seemed worth it at the time, and paid off successfully.

I forgot three rules during play, and taken in aggregate I think forgetting them made the game harder for me.
1) I forgot to have hit-but-not-killed figures fall back 1". This may have actually saved H'Xex from being taken out if I had remembered it, as he was stunned by a shot before the one that made him a casualty, and I know a couple of those attacks were at extreme range.
2) I forgot to roll on the Battlefield Events table at the end of rounds 2 & 4. This is hard to say if that helped or hindered me, but I did do something else more homebrew-y with NPC cars that helped and was hella flavorful, so it was still plenty unpredictable even without that chart.  
3) If you don't shoot, you can Dash an extra +2". This would have helped my shotgun characters get into cover, or maybe even get into range.


The Cars:

You can't really tell from the crummy image above, but I had a cool map with a bunch of streets on it, so I got out some car "models". (I'm playing on Roll20, so everything is virtual miniatures, basically just movable pictures.) I numbered 8 possible entry points, dictated by traffic lanes. After the PCs and Enemies were deployed, I rolled 3 random entry points and put cars at them, then moved each 2d6 inches forward. These represented innocent motorists unfortunately driving down the street at the worst possible moment. The cars provided mobile Cover if Line-of-Sight  on a shot passed over or through them. Each turn, I had each car move 2d4 inches forward. If this would have caused it to collide with anything, it would instead stop just short, and if that something was a model it would become stunned.  It worked really well. 1 car ended up irrelevant, just moving near the edge of the map. I had planned that if a car exited the map a new car would enter the map at another random spot at the start of the next turn, but it didn't quite happen due to how the die rolls played out. One really cool piece of emergent behavior happened, with two cars coming to an intersection at the same moment (not intended, and one had randomly traveled much faster than the other in order for it to happen this way). They stopped short of colliding, and this provided 2 consecutive turns where my fastest PC could rush across the street using them as cover, and get in range with her shotgun as a result. It was dramatic, unpredictable, and felt totally awesome like a moment from an action movie. I will likely try this again sometime. Now that I remember there's a +2" dash option, I probably should increase car speeds to 2d6, so PCs would be less likely to outpace them.


Post-Battle:


Pay and Benefits of Success: "Success" plus "Priority Target" and "Small Job" and "Danger Pay" pay a total of 8 credits, which is off to a great start.

Thanks to the Busy Condition, I also get another Job offer from the Bail Bonds company.

Battlefield Finds: Scavengers: Roll twice on the Battlefield Finds Table. I get another Plasma Rifle! I also find Vital Info that can be turned in to gain an automatic Corporate Patron without rolling.

Gather the Loot:
is a "Shatter Axe"! That sounds awesome.

Injuries and Recovery: H'Xex has a Serious Injury that will have him out of commission for 4 Campaign Turns! This is pretty dreadful.

XP and Upgrades:  G0 H1 I3 J3 K5 L3  - How to read that: The Kid got first kill (+1 XP), and their Hopeful Rookie reward (also +1 XP). So the Kid gets a total of 5 XP, and most of the other non-bots get 3 XP each. H'Xex gets only 1 XP because he was knocked out. GcViib is a bot, and thus gets no XP.

I spend a story point to give Inshubur an extra 3 more XP so she could level up her Toughness. Even with the Luck point, the Toughness 2 of the Precursor species is a very limiting vulnerability.

Purchase Items: Not worth it while my cash is in short supply, especially since I found a new gun and a shatter ax. Eventually I'll want some Gear and Gadgets, but for the moment getting my ship debt under control is probably a better early goal.

Campaign Event: Made friends among the locals. +1 Story Point.

Character Event: H'Xex find the local food is good. Reduces his recovery time by 1 Turn! Now I see why they let you roll Character Events even from the Sick Bay.

Thank you for reading my first 5 Parsecs From Home battle report!

Sunday, July 7, 2019

Sailing Off Into The 7th Sunset

I wrapped up my 7th Sea Campaign tonight. It was 7 sessions of play, mostly just fulfilling what was officially a 5-chapter story. There was a terrible monster on the loose, and the PCs eventually figured out it used to be a Montaigne noblewoman who'd blooded the wrong Syrneth artifact. When she tried to call it to her with Porte, she got her soul trapped inside it, and her body turned into a murderous Porte-wielding monster. The players returned the artifact to the Syrneth ruins where it had originally been found, and thereby put the monster to rest. One of the PCs sacrificed themself to seal the monster in, which wasn't my original planned solution but was suitably bad-ass enough to work and feel like an epic campaign-capper. Everyone had a blast, and it was nice to run a game to a logical and exciting crescendo in a relatively short number of sessions.

Now, we certainly could have continued from there with the surviving characters and 1 replacement. It was tempting to do so, but for one misgiving: I really don't like the 2nd Edition mechanics. I love the heck out of the 7th Sea setting, but I didn't really enjoy the new system. It wasn't awful, but it never quite gelled for me. The players enjoyed the game, because I gave them a compelling mystery and an intriguing cast of NPCs to interact with -- and because the PCs were themselves fun and colorful so I definitely can't  claim credit for everything good about the campaign.

For being such a light system, it took a surprising amount of work to make fights and chases fun. The Action Sequences worked well if I took a lot of time to prepare them with a bunch of Consequences (we're fighting on a boat in a storm) and Opportunities and Villain with a good special ability and a couple Brute squads to back him or it up. If the PCs unexpectedly picked a fight when I wasn't prepared for it the battles ended up being one-sided and lackluster. Maybe that's my failing as a GM, and maybe it's not as bad as I thought, as my players didn't have nearly as many complaints as I did. For a super-light system where your nastiest Villain only has 3 stats, one of which is literally the sum of the value of the other 2 stats, it took a surprising amount of prep to make Fights and Chases feel tense. None of my PCs were Duelists, so it's possible that fight scenes would have been more readily dynamic if we'd gone that route, but as I mentioned in previous posts I think the Duelist rules had some balance issues. In D&D if the players go off the map, you can pad out your run-time by throwing a handful of goblins (or something stronger at higher levels) at them. There's no 7th-Sea equivalent of the low-prep filler-fight.

The Dramatic Sequences had the same problem of being cool if I anticipated them and prepped all sorts of neat things happening during the Sequence for players to spend Raises on, and falling flat if the players chose to investigate somewhere or talk to someone I wasn't prepared for. I'm pretty good (I think) at improvising NPC dialog and I had a multi-layered mystery plotline so I made those improv scenes generally fun, but the lack of dynamic Consequences and Opportunities in most social or investigative scenes meant that the Players didn't necessarily get their "money's worth" for character points spent on non-combat skills. There was lot of GM-fiat involved. I probably could have done better in the planning department there. The age-old GM crutch of having the PC roll some dice and basing a decision on the roll is very complicated in 7th Sea. There's no equivalent to rolling a natural 20, and rolls where the PC gets no successes is almost unheard of. As GM, you have to build multiple Consequences and Opportunities into every die roll, or else just accept that the PC will automatically succeed. I did the later far more often than the former. Again, that might be my failing more than the rulebook's. I dunno.

We're almost certainly going to switch to a different campaign with a new setting and new rules when next we get together. If that weren't the case, or if I were to give 7th Sea 2nd Ed another go somewhere down the line, I can think of a tool I might create that would help make these Action and Dramatic Sequences easier to put together on the fly. Basically a deck (or a couple decks) of Consequences and Opportunities on notecards. This would provide some inspiration and help the GM spice up a Sequence or Risk. Having them on cards you could play to the table would also help the Players realize what options they had during each scene. I know we had a couple times where the PCs missed Opportunities and at least once suffered a Consequence because by the time we got to someone's third action in a scene they'd just forgot about a detail I'd described at the start of the round, and so they dumped all their Raises on a big hit. That was ok, I guess, but it was definitely a rough edge of the system that could be polished smooth with deck or two.

The other hard part for me as GM was balancing Story Chapters. I like giving my players a lot of freedom to chart their own course, so it made me reluctant to spell out the 5 steps to my story. I was crafting a mystery to investigate, so I didn't want to spoil it with detailed steps that revealed too much. A consequence of that was my steps were a little too vague and it took 7 sessions (by my count, one of the players disagreed it was this long and my notes don't include play dates to verify) to finish our 5 Chapter Story. None of the players managed to complete their personal Stories. Partly that was because they were very focused on the main mystery, but when I did go out of my way to introduce a new major NPC for one PC's Story, they bushwacked him in the very next scene and kinda short-circuited that Storyline. So, yes, I could have done better, but it was also at least a little on them. Over all this isn't insurmountable, as I think there's a learning curve to Story creation and we would have eventually found our footing (in writing them up as well as multitasking the pursuit of plot) if the campaign continued. It's just that given the other headaches and speed bumps in the system, we're choosing to move on before that learning curve has gotten past the initial spike.

Anyhow, it's not a horrible game, and I still love the setting. I just think I'd rather put my efforts into something different for now, and my players are willing to indulge that.

Thursday, October 11, 2018

The Balance Of A Sword: Dueling on the 7th Sea

I'm looking at possibly starting a 7th Sea RPG campaign next month. I'm all excited to try out the new-ish 2nd Edition of the game, but I've noticed in the past that sometimes games by that designer (John Wick, not Keanu Reeves) have some mathematical and mechanical issues. The first edition of 7th Sea had a few bugs (Panache was way too strong, damage calculation slowed combat considerably, Swordsman Schools and Sorcery both probably cost more than they were actually worth during character creation, and Half-blooded Sorcery in particular was a disaster), but was still worth playing because the setting was so cool. I've complained at length about the balance issues and lack of niche-protection in the otherwise conceptually excellent Wilderness of Mirrors by the same author. John Wick writes great settings, and comes up with innovative mechanics, but I feel like sometimes he's doesn't take enough care with play-balance and munchkin-prevention. Or maybe his home playgroup is made up of such high-caliber players that balance issues are tertiary to the story and fun. We should all be so lucky.

With that in mind, I poked around the internet a bit looking to see what flaws my fellow gamers had identified in their 7th Sea 2nd Edition campaigns. The biggest complain I've read (aside from some folks just not taking to the more "story game" approach in the rules, or having been burned because they expected it to be more of a 1.5 edition instead of a completely new core mechanic) is about Duelists.

In short, Duelists are way too powerful. According to this article I read, a properly trained Swordsman from the Duelist Academy can do 3 to 5 times as much damage as a character with identical stats who just didn't take the Duelist Background. That's a problem, and a bad one. It's at least as big of a character creation land mine as the over-importance of Panache in the first edition. 

The problem seems to be mostly in Slashes and Ripostes. Both of these Maneuvers are significantly better than the default attack of any non-Duelist. Most starting PCs will do 1 damage per hit, maybe 3 or 4 damage total in a Round. A starting Duelist is will almost always do 3 damage per hit, and a total of 9 to 12 in a round while also preventing at least one wound to themselves with a well-timed Riposte.  When one character outperforms the rest of the party combined, it's a recipe for unhappy envious players.

The obvious power-level of the Slash and Riposte also have the side-effect of making the other Duelist options seem worthless in comparison. The only other option that compares favorably is the Lunge, but doing a Lunge ends your turn prematurely. Instead of providing interesting options and tactics to spice up duels, the strength of Slashes and Ripostes pretty much render the Duelists choices meaningless. The optimal sequence of plays for every Duelist in a sword fight is to Riposte against the first attack an enemy launches, use a Slash for the actions directly before and after the Riposte, and then a Lunge instead of a Slash for your very last action of each turn. If you're graced with the good luck of having more than 4 Actions to spend in a Round, you might throw in a single Bash, Parry or Feint, but this will be rare and you'll always know that these moves are inferior to every Slash, Riposte and your final turn-ending Lunge. That all feels like a missed opportunity to me.

I'm currently considering the following house-ruled Maneuver set for all Duelists. It reduces the overall bonus for being a Duelist to roughly a 50% increase in combat effectiveness, instead of the 200% to 400% increase that they receive with the default system written in the rulebook. Duelists have the following combat Maneuver options, listed in the same seemingly-random order in which they appear in the rulebook:


Slash: This is a basic attack, the same as any non-duelist can use. It does 1 Wound to the target. You may spend additional Raises to add damage to this attack, the same as a non-duelist can when they land an attack. Slash is the only Maneuver that is exempt from the consecutive-actions limitation on page 235 of the rulebook (you can Slash twice in a row, but cannot use any other Maneuver twice in a row without doing something else in between).
(Duelists will rarely use the basic Slash in this version. Their other options are generally better in one way or another. The only common exception to this is to use a Slash for a killing blow if your enemy starts the round close to defeat. When that happens, it will be worth it to dump a stack of raises into one large Slash early in the round to prevent them from striking back.)

Parry: This prevents a number of Wounds equal to your Ranks in Weaponry. Using Parry takes your action (and 1 Raise) and must be done immediately following the attack by an enemy that caused the Wounds your are preventing.  
(This is functionally identical to the Parry as written on page 235 of the rulebook, nothing has changed about Parry.)

Feint: This does no damage when activated. Instead, it puts the foe in a position that makes them more vulnerable. The next time your target is injured in this same Round, they take +2 extra Wounds. 
(Note that this house rule leaves the Feint at the same power-level it had in the rulebook provided you have another action to follow it up with (or an allied PC available to do the same), but I've made it just a little trickier to use. A Duelist needs good planning or a good roll at the start of the Round to get the bonus damage, and they will have to switch their tactics up from round to round. It's now usually, but not quite always, better than a non-duelists attack or an unraised Slash. Much like the new Lunge listed below, the two actions spent for a Feint+Slash are collectively 50% more damaging than two consecutive Slashes or two attacks from of a non-duelist.)

Lunge: Performing a Lunge requires 2 Raises (exactly). It does damage equal to your Ranks in Weaponry. (Unlike a Slash, this cannot be increased by Raises.)
(Note that there is no longer any restriction about Lunges ending your action. You can open your assault with a Lunge now, but it is no longer possible to spend extra Raises to increase the damage of a Lunge. The Lunge is now the only attack that does damage based on Weaponry Ranks. If your Weaponry Rank is 3 to 5, Lunges are better than Slashes. Most PC Duelists will start with Weaponry 3, so it's generally 50% better than a Slash in the early campaign. If you have enough actions available, a Feint followed by a Lunge can be very powerful.)

Bash: Does 1 Wound to the target. (Unlike a Slash, this cannot be increased by Raises.)  If that wound is not prevented, the next time this Round that target deals Wounds, their damage is reduced by your Ranks in Weaponry.
(If attacked with this version of Bash, if you can Riposte or Parry it's worth doing so to prevent the Bash penalty from effecting you. Note that a Feint preceding a Bash will boost it's damage up to the point where a Riposte cannot stop the Bash from landing and applying its penalty.)

Riposte: This prevents 1 Wound from an attack you just suffered, and does 1 Wound to the attacker in response. Using Riposte takes your action (and 1 Raise) and must be done immediately following the attack by an enemy that caused the Wound your are preventing. 
(Note that there is no longer a limit to how many Ripostes you can do in a turn, I just dramatically reduced the damage each Riposte prevents and does. Against non-duelists, the Riposte is pretty much always better than a Parry, but against a fellow Duelist the best defensive choice will depend quite a bit on what attack Maneuver they threw at you. Riposte effectively stops a basic attack, Bash or unRaised Slash, but is not a full defense against a Lunge or raised Slash or any attacked boosted by a Feint.)


 Hopefully that reigns in the power of Duelists enough to keep things fun for the other players, and also adds enough meaningful decision-making to each Round to keep the Duelist's player entertained and engaged. The idea was to keep the rules elegant, while enhancing the tactical variety from turn to turn.

Those house-ruled Maneuvers will require a few house-rules for specific Duelist Styles, as a few of the existing Style Bonuses give out too much bonus damage or interact weirdly with my revised versions of Riposte or Lunge. In general below, I haven't house-ruled any defensive powers, and have only worked to reign-in damage output. For balance reasons, I believe any particular Dueling Style should only add about +2 damage per Round, and getting even that much of a bonus should require the player to jump through a hoop or two to get it so it's not 100% guaranteed to happen every Round. Damage-prevention powers are less likely to need revision, because any PC willing to sacrifice offensive power and aggressive success to just concentrate on staying alive should be able to do so pretty reliably.

Aldana: Once per Round, when you perform a Feint, instead of adding +2 extra Wounds, it adds extra Wounds equal to your Panache.

Drexel: When the Metzger and Gerbeck stances talk about "additional" or "fewer" Raises, this is referring only to initiative order, and not any other effect. (I feel this is more a clarification than a House-Rule per se, but it's possible the original authors intended it to function differently with the old Lunge rules in a way that's not crystal-clear in the rules as written. Regardless of that intent, in my revised Maneuver system, it only affects initiative.)

Eisenfaust: Your Ripostes prevent up to 2 Wounds (instead of just 1), and inflict 2 Wounds on the attacker (instead of just 1).

Sabat: When you apply bonus Wounds from your own Feint to your own Lunge, instead of the usual +2 extra Wounds, you can apply +3 extra Wounds.

Those effects are intended to entirely replace the Style Bonus for the effected Dueling Styles, so the boosted Riposte mentioned for Eisenfaust completely replaces the "Iron Reply" text/ability, and the like. No other House Rules should be necessary to make any of the Duelist Styles in the core book play nicely with my revised Maneuvers.


On page 174 of the Pirate Nations book:

Lakedaimon Agoge: Your Lunges require 3 Raises to perform, but they do damage equal to your Weaponry Ranks +2. (This replaces the "Agoge Thrust" alternative-to-Lunge Maneuver rule, but does NOT replace the other effects mentioned for weapon type -- the benefits that you would gain a second of if you took the "Agoge Weapon Mastery" Advantage on page 150 of this book. On that note, I'm not convinced Agoge Weapon Mastery is worth the investment, even in the default rules system, but that's perhaps beside the point here.)

On page 195 of the Nations of Theah Volume 1:

Hallbjorn:  Your Feints are replaced with Slams. Slams do 1 immediate damage in addition to the normal Feint effect of setting up your target to take +2 extra Wounds the next time they take Wounds this Round.


None of the other Dueling Styles in the core 7th Sea 2nd Edition book, Pirate Nations or Nations of Theah volume 1 seem like they would need any house-ruling to work with these rules. I haven't read any of the other books, so I'm not sure if any of them have Duelist Academies or Swordsman Schools that need further modifying.

Hey, speaking of Nations of Theah, Volume 1... I couldn't help but notice that the page that mentions the Rossini Style (page 79) fails to actually provide a Style Bonus for Rossini. I'm not sure if that's a publishing error, if it got intentionally cut, or if it's lurking on some other page and I've just missed it. Here's a proposed house-rule for the Rossini special move if you also can't find it in your copy of that book:

Rossini: You may perform the Parry or Riposte Maneuvers in response to another character nearby being dealt Wounds, instead of just when you take Wounds. It still costs your Action and a Raise as normal, but it prevents Wounds to the person you are defending instead of to yourself.



Monday, March 31, 2014

Myth: Great Game, Horrid Rulebook

Our copy of Myth arrived last week. It was a Kickstarter we backed last year, and should be available on retail soon-ish. Myth a big cooperative dungeoncrawl game with lots of bells and whistles (and cards and minis). It's in the same genre as HeroQuest or MageKnight Dungeons or the more recent Galaxy Defenders, but I feel it's a vastly superior game to any of those. (Though, to be fair, the only thing I have against Galaxy Defenders is its plodding and fiddly set-up before play.)

Here's a quick run-down of the things I really like about Myth:
  • Fully Cooperative: There's no GM. Everybody's a player, and we're all working together. There's no need for someone to run the monsters, or set up the dungeon, or be otherwise adversarial to the rest of the group. Everybody has the same amount of plot-knowledge, and the same goal.
  • Flexible: Play duration is in your control, and game play starts almost immediately. Set-up of each board is quick, fun, and collaborative. You can decide on the fly just how long a game you want to play. Somebody having to leave early doesn't anticlimactically ruin your entire session, and you should be able to easily bargain with them "how about we just finish this tile we're on and then we call it end of Act?"
  • Engaging: The turn structure is unique, and very clever. Things are happening all the time, and everyone is constantly involved in the action. You're never sitting around waiting for someone else to act. No one can dominate the game, because there's built-in mechanisms to keep everyone contributing at roughly the same activity level. Stealing the spotlight in consecutive turns is punished in a dramatic but enjoyable way. It's genius. The only place this "all hands on deck" turn structure breaks down at all is when a PC dies - but odds are good that a PC death will be followed quickly by either resurrection or a TPK, so I'm cautiously optimistic the downtime even in those circumstances will be short. Honestly, I'd love to see this turn-structure converted for use in an RPG in place of traditional Initiative systems.
  • Elegant: The dice mechanics are robust and quick. An area-of-effect blast on half a dozen minions, or a mass attack against a hero surrounded by minions, can both be handled in seconds with a single die roll each, but still feature meaningful depth and variety of results. It's a game that can handle 4 or 5 PCs facing off against dozens of badguys at once without ever hitting a speed bump.
  • Toys: There's so much in the box. Not only are the fancy physical components numerous (40 miniatures, a stack of beautiful map tiles, a bunch of decks, etc), but there's multiple game modes and a lot of quest-cards that create interesting scenarios to play out. The game feels like it has depth and replayability aplenty, with lots of eye-candy to keep you entertained along the way.
It's an excellent game. I've played it four times now, and I'm really diggin' it. Can't wait to break it out again.

Yo Momma Is A Crawla


All those praises having been said, the rulebook is wretchedly awful. It's beautiful to look at, but really hard to read. It jumps from topic to topic and back again without warning (but at least it has a better-than-average index). There are several topics, however, that never get addressed in the rules. They skulk silently between the pages waiting to ambush you.

For example:
  • Poison and Stun: These two status effects are caused by various cards (poison shows up a lot more than stun), but are never actually defined in the rules. Luckily, the rules do have a "Damage Over Time" status and a "Prone" status that can fairly intuitively be used for Poison and Stun respectively.  An easy fix once you're aware of the problem, but an ugly surprise if the first time it crops up is in the middle of a play session.
  • Combo and Optional: These two keywords appear on a number of player cards, but really aren't defined anywhere in the rules. The Archer character and the Brigand character both rely on those two keywords, and the consensus on the forums is that they mean completely different things in the two decks. To feel that I understood it at all, I had to read the rulebook cover-to-cover, then read two FAQ threads (one on BGG, the other at the publisher's forums),  then watch a couple gameplay videos, then re-read relevant parts of the rulebook.
  • Stretch Goals: There are plenty of cards, and charts in the rulebook, that reference things that aren't included in the base set. It's often not immediately obvious what expansion-product you'd have to buy to fill in these holes and complete the chains. That's no problem if you bought the "Captain level" Kickstarter pledge which includes nearly 1 of everything for a very reasonable price... but folks buying this piecemeal at retail are probably going to experience some frustration and confusion.
  • Action, Reaction, and Interrupt: These are pretty simple concepts in most games, and people can usually intuit what they mean. Not in Myth. As it turns out, "reaction" and "interrupt" are horrible names for what these cards do, and using those terms actually makes the game harder to teach. The rules themselves are straightforward, but the nomenclature is misleading.
There's a huge number of other minor complaints, but those are good examples. It's all stuff you'll eventually figure out, and since it's a cooperative game no one's getting an unfair advantage out of the confusion... but damn is it annoying to have critical terms and mechanics go undefined in the rules, and to have such inconsistent templating and phrasing on the cards.

All of this could/should have been caught with a just a single blind playtest before they went to print, or by any editing pass, and it blows my mind that such obvious holes and murkiness slipped through the cracks. It's like all the time that should have been used for editing and playtesting just went into art assets and layout... but at least it looks sweeet.



Tuesday, January 21, 2014

Skaven can't hit the broad side of an inn

My party of 4 PCs in the Warhammer Fantasy campaign tore through over 30 skaven last session.  Dead ratmen were scattered all around the inn they'd been staying at. Most of those were wimpy skavenslave henchmen, but it was still impressive. Even counting each stack of 4 henchmen as a single NPC, they were still outnumbered by 3-to-1 or so. Only two of the PCs ended up wounded at all in the fight, and then only lightly. Well done, players!

It was kind of remarkable just how badly the dice hated the skaven. Their basic "Cheap Shot" attack includes a Chaos Star trigger that lets the target make a free counter-attack. Again and again the skaven kept rolling this result, and each time it resulted in multiple dead henchmen in the middle of the skaven's turn. It was brutal.

A couple weird observations about specific skaven subtypes in the 3rd Edition of WFRP:
  • Stormvermin aren't nearly as tough as I imagined them to be. They only get one action card beyond the basics, which limited their ability to hit well. They had good dice pools on the attack, but since I chose an action with a large recharge rating, it only got to fire off once in the whole fight. That particular one action ended up paired with a bad die roll, so it accomplished very little. They do have a lot more armour than lesser skaven do... but it turns out it's not enough extra for it to actually matter. 3 of the 4 Stormvermin ended up being one-shot kills, IIRC.  Instead of being added challenge, it just meant the PCs didn't waste any unused damage points.  At least the PCs got to be bad-ass monster-killers. That's okay.
  • Poison Wind Globadiers are incomplete to the point of being unusable as-written. They have stats in the Creature Guide and Creature Vault, but no actions. The implication being the GM is expected to just have them use Basic Ranged Attack and their DR of 3. That means you'd be representing a vial full of poison gas as just a normal (kinda weak even) single-target attack that technically doesn't even use the Poison effect. It's odd. As written, their protective gear doesn't actually protect them from their own weapon either, since it only uses normal damage and no resilience checks. I realized the day before the game that there's no card representing the Globadier's weapon / action, so I cobbled something together.  It wasn't perfect, but it worked well enough for a single encounter. It was certainly the only real threat in this particular fight.


Memo to Myself: I probably need to make my PCs take Easy (1d) Corruption tests at the start of the next session. I posted the action above to the Warhammer Forums and got an immediate response of "don't the books say that one of the ingredients in the Poison Wind Gas is Warpstone?" Oops, yep, the books do say that.


  • I specifically chose not to use the Clan Skryre tracking sheet during this battle, because in general the monster's "Party Cards" never matter. They all rely on progress trackers that are 7 or 8 spaces long but only advance 1 space per turn. Fights are usually over in 2 or 3 turns, so it's not typically worth it. This time, though, the fight was actually a little longer than normal, and Chaos Stars advance the track. I actually kinda regret not using it.

Tuesday, March 29, 2011

Burying 3:16

Friends, Terrans, Troopers... I come not to praise 3:16, but to bury it... and I say that with slightly less irony than Marc Antony.  Our campaign of 3:16 Carnage Amongst The Stars has come to an end this past Sunday. It was a good game, it was a crazy game. I'm a little sad to see it go, but also very happy to have played it through to a logical conclusion and gotten clear without the rules collapsing too badly. In retrospect, it went about as well as anyone could hope for.

For the first few sessions, the weirdness of the rules were a huge source of delight. The narrative freedom granted by the combat system was a nice change of pace from more crunchy systems, and the gung-ho military setting was sufficiently unlike anything any of us had played recently. It took just half a session to get the hang of it, and then everyone was having fun. I'd planned to run a short campaign of 6 to 8 sessions, but we enjoyed it enough to play 17 sessions.

Ultimately, though, the weirdness of the rules was exactly why the campaign could not be sustained any further. I find myself very skeptical of the notion that the later stages of the campaign-game had ever been playtested, as I found numerous problems that needed attention. Here's a few specific nits to pick:
  • When PCs are 90% likely to succeed at anything, kill hundreds of aliens per action, and never take any damage, the game gets a little weird.  And since you roll so few dice per session or combat, there's often 1 player that gets punished by the randomness while everyone else flies uninhibited. You just don't roll enough dice for "the Law of Averages" to ever kick in.
  • The game has just two attributes, and they are completely unbalanced. For a one-shot, FA is the be-all-end-all bomb. In campaign play, however, FA is a far distant second-place to the NFA that gets you promoted and keeps you equipped. Early gaps in stats or firepower can make someone feel useless until they fix it... which takes about 10 sessions' efforts to level the playing field.
  • Since stats can be so low at the start, you're inclined to keep the modifiers small and sparse. (-2 is pretty hefty nerfing when your stat is 3.) Due to the competitive nature of the game (kill count gets you levels and promotions), the GM has to be very careful with applying such modifiers fairly and evenly. My wife was playing, which makes fairness (and appearance of fairness) trickier, so my solution was to almost never called for modified rolls. But late in the game, that lack of modifiers means the PCs can shoot for the moon and hit it 90% of the time. 
  • The jump from 3d10 kills to d100 kills is huge. Once one player has it, everyone else will rush to catch up, but for some characters (ironically, those with the highest initial Fighting Ability) bridging that gap can take nearly a dozen frustrating sessions.
  • Most alien abilities are useless, but the few that aren't are positively devastating; Most sessions have an utter lack of tension, but then a killer power comes up in the next session and you have a pressing imminent threat of TPK in scene after scene. 
  • Planets can have raging volcanoes, toxic environments, and electrical storms that provide plenty of flavor but no mechanical effect. And they have to have no mechanical effect, because some of them would otherwise be instant killers if the PC's armor got a single crack.
  • Speaking of armor, the health levels are wonky too. Power armor protects you just once per planet, while the flesh of your body can take 2 or 3 times as much damage as the armor did and heals between fights even if you're captured or isolated. 
  • The APC and the Dropship do basically the same thing, but use none of the same rules to accomplish it. Ultimately the preference between them comes down to flavor text for everyone but the one PC who's driving, and that PC would much rather be firing their own heavy weapon.
  • Kill counts are hard to grok when the aliens are swarms, incorporeal, giants, sentient planets, etc, all of which come up pretty often. Just as bad is when the alien power is "Stop Technology" so the gun-cams and computers you'd been narrating for 15 sessions suddenly stop working, but the mechanics and medals still need an ongoing count. Down on the planet, I'm killing as many as 4d100 aliens per turn, but if I collapse a star with a missile and wipe out a civilization it only nets d10,000 kills? 
  • The math works well enough to sustain the game elements, but not to suspend the disbelief.
Despite all those complaints, we had a blast. Not just one blast, but 17 sessions of repeated blasting.  We ended on a high note, with everyone enjoying themselves (and all agreeing and intuiting this was where it had to wrap up).

So how'd I make it work in the face of all that? I just dialed the weirdness up to "11". Once it was clear that things were going to get hard to swallow, I started putting in little hints that things were not as they seemed. I made the game setting as surreal as the rules were unbalanced.  For a while, the PC's theories were that maybe they were being drugged or tested on VR by high command, or they'd been captured by aliens and put into a hallucinatory mindscape for brainwash or interrogation purposes. And then slowly they came to accept that maybe the PCs were just crazy. I structured a scene or two as if they were playing Power Kill instead / in addition to 3:16. I stole ideas from Shutter Island, Suckerpunch, and Lost Highway. I made overt references to 60's and 70's acid rock, and to the works of Lewis Carrol. That provided plenty of cover to hide the stranger properties of the game system.

Our final scenes were taking place on several different realities. They were simultaneously killing aliens, getting therapy in a 20th Century mental hospital, and being interrogated by a Jack Bauer type from the Department of Homeland Security who wanted to know where they'd hid the dirty bomb in downtown LA. The PCs faced off against the Brigadier (and each other) for a final confrontation in the launch bay of a Starkiller Missile. When one of them made an NFA roll to launch the missile into the nearby star, we all wordlessly knew this was the final combat of the game. The fight morphed into a car chase on the streets of LA with a mushroom cloud in the background.

At the end of that fight/chase (which ended with three players using Weaknesses, and one using a Strength), I let everyone narrate their own epilogue about how things resolved in whichever reality (or realities) they wanted.  A few of these epilogues strongly contradicted one-another, which we all decided was perfectly as it should be.

Monday, August 2, 2010

It was probably Fate

Played in a great session at the Fate Steampunk  campaign yesterday.  My character came very close to dying, repeatedly. Surprisingly, I took hardly any damage, just a single "clipped" result, but to get by with so little injury took activating all six of my aspects, spending all three of my fate points, and getting three different assists from other players (using the optional rule where they can spent two fate points to give me a +1 bonus).  I boarded two enemy vessels, one in the traditional "boarding party melee" fashion, the other more sneakily to plant a bomb. Trying to sneak back off the enemy battleship, I was accosted by guards, and had some bad luck trying to escape. I barely got off the ship before it blew up, and was left adrift on the luminiferous aether. Luckily, one of my fellow PCs was able to fly over and save me. Had it not been for the assistance of my team-mates, I would have gone down in a blaze of glory. Instead, I waded through the carnage virtually unscathed, as though I were protected from on high.

Of particular personal pride was that I used my "Phlogiston of the Sierra Madre" Aspect and my Fireman (+1), Mining(+1), and Midshipman(+0) skills to destroy the enemy ship. These were some of the wackier elements of my character, the sorts of things you take that give flavor and a sense of history. At the same time they make you worry that perhaps your wasting your points because they're rarely going to come up, and they're really outside the purview of the what your character was built to do.  Yesterday, however, they were absolutely vital to me having the tools and training to get into weird places on board the enemy vessel, and deploy the dynamite.



This seems as good a time as any to discuss the probabilities behind the mechanics of Fudge (which is the basis of Fate, and several Fate-derived games, as well as being the basis of F#). All three systems use Fudge dice (though, you can also play Fate or Fudge using two d6 instead, and just subtracting one from the other). The dice rolls end up having quite a pronounced bell curve, with around 20% of all rolls netting a +0 result, and the odds dropping off pretty fast as you approach the outer ends of the curves. Here's a graph comparing the three die mechanics I've played with for Fudge-based games.

Nothing terribly surprising in that chart. Four Fudge Dice provide more variance and a gentler curve than 3 Fudge Dice. The steeper curves emphasize your Skills, the gentler curves emphasize the random element. So F#, which (ironically?) abstracts and downplays skills, actually makes skill level matter more definitively than it does in vanilla Fudge, simply by using one less die.

You can compare these odds to the d20 system by extending the chart out to about +/- 10 and just drawing a horizontal line at the 5% level. Fudge characters have very narrow results windows that are very skill-dependent, unlike d20's haphazard and wide-ranging variations.

One more note: Your odds of rolling a -3 or -4 on 4dF are about 6%, but we always seem to get them more often than that at the table top. :)  I actually rolled -3 on three consecutive rolls last session!



The real point in making these curves was so that I could figure out when to use Aspects in Fate. In Fate 2.0, an Aspect can be invoked for either of two major dice-related effects. You can turn 1 Fudge die to it's "+" side, from a blank side or a "-" side. Alternately, you can invoke the Aspect to reroll all four dice.  At the tabletop yesterday, I had a hard time deciding which to use when my dice came up "+---". Flipping a die to it's best side was a guaranteed boost of two ranks, but since that would only generate a +0 result, it felt like maybe the odds favored rerolling instead. Looking at the 4dF bell curve, it becomes obvious that the reroll option is okay at -2, but really shines at -3 and -4.

  • If your roll is +4 or +3, obviously you don't want to (and really can't) use an Aspect at all. Be happy with your good luck, and don't get greedy.
  • If your roll is +1 or +2, you may consider using an Aspect to turn a "-" into a "+". Doing so would get you a lovely roll that's likely to be a success even if your skills are only fair or average. Personally, though, I'd only do that if this were a critical roll, with a life on the line. Otherwise, I'd hold on to my Aspects to save my bacon further down the road. You definitely don't want to reroll, as that has more than an 80% chance of being a wasted effort, and is very likely to backfire.
  • If your roll is -1 to +0, then it's definitely time to swap a "-" into a "+". Fudge-based systems tend to have a very unforgiving results ladder. The step from "nearly impossible" to "stupidly easy" is just about two or three points away. The sweet spot from the GM's point of view is difficulties just 1 above the PCs skills, as that gives them a less than 50% chance of success on rolling alone, but is still easily within the reach of a single Aspect of Fate Point to correct. If you're playing with a GM who's challenging but fair, there's going to be a lot of cases where the difficulty is 1 above your skill, so boosting your roll from +0 to +2 is frequently going to pay off. (At least when I'm GMing, my goal is for the players to win, but only after a hard-fought battle.) On a roll like this, never use an Aspect for a reroll - rerolls have a less than 40% chance of improving your position, and are just as likely to make things worse.
  • If your roll is -2, you'll want to reroll if your action is offensive (an attack roll, or a skill check that will advance the plot but not ruin you if it's failed).  If your current result is -2 on 4dF, the reroll has an 80% chance of improving my situation, and only a 6.17% chance of making things worse. If you reroll an attack, you can afford to be risky, as it's not usually the end of the world if the reroll fails. Your only real downside is that you've spent a resource (the Aspect) and wasted a turn. There's big benefits to be gained if your attack roll rockets up from -2 to +4, as not only does your chance of hitting go up, but the damage you do on a successful hit goes up as well. On an attack, a high roll always means more impact.
    However, if your roll is something defensive, you're actually better off flipping a die instead of rerolling all of them. Turning the die is a guaranteed +2 boost, which means it will always reduce the type of damage you suffer by category. Getting a bad reroll means not just depleting a resource, it usually means taking even more damage. A defensive reroll when you're sitting at -2 has only a 40% chance of saving you more damage then the single die flip would, and equal odds of being less effective. On a defense, a high roll is often no more effective than a medium roll, as either cancels all the damage - it's more important to assure you don't have the crummy below average roll that would amplify your injuries.
  • At -3 and -4, reroll, reroll, reroll. It doesn't matter if your roll is offensive or defensive in nature, you've got a better than 90% chance of improving your situation, and your average improvement is nearly double what you'd get if you just flipped a single die.


And now a brief rant about a house-rule that's been used at the game I'm playing in. This house rule, which apparently originates in Spirit of the Century (and I've been told appears in Starblazer Adventures, Dresden Files, and other Fate-based games), goes like this: "Spending a Fate chip gives +2 on a roll instead of +1." Man, I think that rule is awful. I don't think I would never use it in a game I was running.

Aspects are cool character-specific things you can invoke to boost your rolls. They help differentiate between characters, because not everyone will always be able to invoke all their aspects in every situation. Finding a good use for your "Phlogiston of the Sierra Madre" Aspect is, as previously mentioned, a spotlight moment where your character stands in stark relief from the rest of the party. So it's very cool that the Aspects have a little bit of complexity, a great deal of variance, and some serious power potential. Aspects are hugely potent, but not very reliable - they're great for saving your bacon in a tight spot or fumbled roll, but don't tend to be helpful on average medium rolls and are useless if the dice are deliver their top natural results.

Fate points, per the default Fate 2.0 rules, can be spent on any roll to get a flat +1 boost. This can help take the sting out of a failure, but it can just as easily turn a home run into a grand slam.  While a Fate point's over all power is less than an Aspect, they're simpler to invoke and much more reliable. They also don't add to character flavor or differentiation at all. An Fate point says to the world "I'm a Hero", where as an Aspect says "This is the type of Hero I am." Fate points make any hero a little more capable of doing the same things everyone else can do. They make the other stats on your sheet matter less, and make the characters less unique.

Given the steep bell curve of the system, I completely understand why Fate points are needed, as the odds can be pretty harsh if the players lack the most relevant skill. But I think the balance between the two mechanics in Fate 2.0 is very deliberate and intentional. Aspects are meant to be more powerful, but narrower in scope and less reliable. Aspects make you an expert. Fate points make you a generalist. If you had to choose between getting an extra Aspect point or getting an extra Fate point, it'd be a tough call.

Once you've applied that house-rule, however, that balance is upset. Suddenly Fate points grossly outstrip Aspects, because they're now just as potent as an Aspect 98.77% of the time and yet still much easier to utilize. This really degrades character niche and uniqueness. I'll admit that's a personal hobgoblin of mine - I really like it when characters act and play differently, and I'm known for playing some oddball characters.

I just feel that if a game like Fate or Spirit of the Century is going to have a long involved character creation process (where you chart out the PCs life and assign skills using complex little tree diagrams, and dream up these catchy flavorful Aspects), it's really counter-productive to have some mechanism overshadow all that. If Fate points give +2 to a roll, making them better than Aspects, and more beneficial than most of the skill ratings on the typical character sheet, then they really do threaten to dwarf and trivialize all other mechanics. I think that's a shame.

If someone else is playing the Mad Scientist and I'm not, I really don't want my character to be able to build steam mechs and reanimate corpses. That's their "thing", their niche, and I'd rather they get to keep that spotlight for themselves. But a double-strength Fate chip means I've got a decent shot of duplicating their efforts. It filled in the conceptual gap between our characters.

I despise that house rule, but not to such an extent that it's a game-breaker. I'm still really enjoying the campaign I'm playing in, and yesterday's session was incredible. A big chunk of that is because our GM is really good at improvising and putting us in difficult positions with no obvious solution. I enjoy having to squirm out of the situations he creates for us. But honestly, I took some ridiculous risks in that last session, and I probably should have at least been badly injured. Fate points are what saved me, and they're what allowed me to pull of three stupidly high-risk rolls that I really had no business succeeding at. Talk about biting the hand that feeds you.

Friday, June 18, 2010

You got your Everway in my Warhammer!

This is an article about how I folded two very different game systems into one another, and found the place where they intersect to be more immediately enjoyable than either on it's own.

First, some context about the two games:
The new(-ish) Warhammer FRP has some really awesome groundbreaking elements like group initiative, abstract movement, multiple-axis of success, and wickedly cool dice. However, on the whole it's a lot more fiddly than I'd like it to be, and it involves a boatload of components that hog the table-space. It's a strange (but mostly enjoyable) mix of complicated bean-counting and elegant time-saving innovations. It's a game that can't quite decide on its target audience. Too fiddly for fans of most indy games, too revolutionary and abstract for those who approach combat as a comfortable tactical challenge.

Everway is a cool older game that was one of the first really light and abstract game systems. But it's in practice, too light. Combat is entirely narrative, and things like damage, healing, initiative, and even who wins any given conflict is almost entirely a matter of GM fiat. With the right group, and the right GM, a good dose of trust, and plenty of time to get the balance of the non-mechanics fine-tuned, it can be incredible. I've had some fun with Everway before, and gotten a lot of joy from Amber, another game with roughly the same level of GM fiat and rules non-existence. While I like that style of gaming, I know they're not for everyone. If you're playing infrequently, don't know your play group well, or want a little more "game" in your game, Everway is not a good choice.

Hauling out my old Crunchometer, I'd say Everway is an umistakeable c4. It's light and simple, the rules could fit on a single page. Character creation is entirely open-ended, with the exception of four very basic and flexible attributes. There's hardly any math involved in character creation, and far less while you're actually playing.

Warhammer 3rd, on the other hand, occupies no single niche, and instead is spread across a hazy band near the other end of the spectrum. It's a c20 that plays more like a c12 (and gets to that lower rating by incorporating some features usually found in a c6).

The resulting hybrid was about a c8, which for me is pretty much the sweet spot where the gaming is really good. I was very happy with the way it turned out.
I'm not sure exactly how I realized that Warhammer had exactly what Everway was missing, but after that thought popped into my head last week, I started noticing other similarities. The real breakthrough came when I realized that in both games, nearly all character attributes will be in the range of 3 to 6 (the extreme apex of the range is higher in Everway, but in practice I've never seen a PC go above 7 and most don't go above 5). Which meant the basics of Warhammer's intriguing dice system could be ported over into Everway without having to make major changes to the character creation system of the lighter game. From there, it all fell into place organically.

Friday night, after arriving in Portland, I taught the basics of the system to my three players (two of which had never played either Everway or Warhammer), and they created characters. On Saturday, we played all day long (about 10 hours of play, IIRC), and everyone had a blast. It was probably the best gaming I'd ever had with this particular group.

So here's how "EverHammer" works. Character creation is identical to Everway. All the differences are in game play, not character creation.

The four elemental attributes use blue warhammer dice to actively do things. The difficulty is a number of dice equal to the defender's relevant stat, of which the first die is purple and rest are black. So if an archer with Air 5 attacks a target with Fire 4, they'd roll 5 blue dice, 1 purple and 3 black (about a 57% success rate, and the counter-attack with the stats flipped would be about a 37% success rate).

Powers added either white or yellow dice to active rolls. As I ran it, I had 0-point powers add a white die, and powers that cost a point or more add a yellow. I'm not 100% certain that was the right break point. The way I did it worked, but it might not have been optimal. I could see reserving the yellow die for powers whose points come from the "Major" quality, instead, for example.

If a power was defensive in nature, it added a purple die to the roll.

Additional white and black dice could be (and frequently were) applied as improvised situational and terrain modifiers.

In all cases, dice pools flow from the character creation system, and causality comes from the shared game world and goes into the dice. Never the other way around. In other words, you can't buy a yellow die on it's own, or upgrade a power to Major just to get a die.
Likewise, if a power is defined as "immunity to fire" and that character is attacked with normal mundane fire they cannot take damage. We still roll, to see if there's any fatigue changes or fortune effects (see below) but damage is off the table. If they were attacked by magical fire, or dragon breath, or some complicated mix of fire and something else (such as a volcanic explosion) then damage might be a possibility but they'd get the bonus purple die for defending with the fire immunity.
I ditched the stance system from Warhammer. I'm not sure I had to, there's probably some reasonably elegant way to work in red and green dice (possibly Fire & Air = Red, Earth & Water = Green), and finding meaning for the delay icons despite not having action cards (more about that later). I was a little pinched for time (having gotten the idea for this system less than 72 hours before we were going to be playing it), and didn't want to try to figure out how to include that extra layer of complexity that comes from stance.

You roll the dice, do all the cancellations, and if there's at least 1 success left, you hit for normal damage. If you score 3 successes, you hit for double damage. Normal damage is 1 card. I made some wound cards to handle this, they were basically the equivalent of a critical wound from Warhammer. I'll probably devote an article to discussing them in depth at some future date, because I think there's some non-obvious considerations on what types of criticals enhance a fight scene, and what just ruin the game. If you suffer more wounds than you have points of Earth, you pass out. Any hit after that point could be a Coup de grâce.

For purely mental attacks, I ginned up a "disorder deck" that's basically criticals for mind powers. It's got a bit of overlap with various critical hits, insanity cards, and party tension meter effects from Warhammer. Again, when I get around to writing the article on the wound cards, I'll revisit this topic in depth.

Boons and banes were handled more simply than in Warhammer as well, eliminating all the complicated effects of various action cards. I kept fatigue, but rolled stress into it so there was just one type of fatigue point to worry about. I ran it with the existing Warhammer rule of 2+ banes = 1 fatigue, but in hindsight, I think I'll run that as 1+ bane = 1 fatigue next time. There were a lot of rolls of 1 boon or 1 bane, and not enough fatigue going around (An Everway character is less likely than a Warhammer character to have a weak-spot that fatigue penalizes.) If fatigue is higher than the active attribute, each additional point of fatigue adds a black die. Passing out sucks, and the wound system already emphasized Earth enough, so I set the pass-out to 10 instead of something attribute-based. One could argue the other way around (that wounds should be a set high number and fatigue based on Earth), and I wouldn't have a good counter-argument. I did what I did, and it seemed to work.

In theory, I still kept the door open for location cards to have more elaborate / non-fatigue-related boon or bane effects. I wasn't quite organized enough to implement that to the extent I would have liked this time out, but I'll be ready with it next time we play.

The biggest changes to the dice mechanics involved the Sigmar's Comet and Chaos Star results. In Warhammer, there's a lot of options when one of these is rolled, and deciding which option to invoke really slows down the process as either can change the other dice in the pool. Comets can, on a Warhammer attack roll, be used as a success, used as a boon, trigger a comet-line of an action, or add a critical hit. It's a lot to contemplate, and the chaos stars aren't any easier. I got rid of all the dice/symbol switching options, and just made these special symbols trigger a card draw. You'd flip over the top card of Everway's Fortune Deck, and if you rolled a Comet the GM would interpret that card in a beneficial way. If you rolled a Chaos symbol, the GM would interpret the card in a negative way. In theory this could have been as severe as a wound, but in general it was narrative effects and bonuses or penalties on future rolls. For next time, I may draft up a list of suggested/default effects by card type or severity.

I used the "group initiative" system from Warhammer 3rd. Initiative rolls were made with the water attribute, because it's linked to senses and awareness, and because Water was looking to be the least-used attribute otherwise (since Earth determines health and Fire and Air determine most attack rolls).

We used abstract movement rules and manoeuvre system per Warhammer 3rd, and the associated fatigue costs. Late in character creation after everyone was done with the Everway Vision Cards, I sorted out all the pictures of places to use as Warhammer Location Cards. I definitely need to supplement this deck, but it worked well enough for 10 hours of mostly-improvised adventure.

Pretty much everything else was pure Everway.

The hybrid system worked well. It had enough going on to spark some interesting challenges during the fights, including an interesting exchange with 2 PCs trying to draw the attention of the bad guys to protect a third that resulted in a very fluid rolling battle. Outside of combat, it was non-intrusive and simple enough that no role-playing scenes were disrupted by needing to consult rules. I think we were all very pleased with the results. There's a few things we'll do a little differently next time, but in general it exceeded all my expectations. Good gaming all around.

Friday, May 7, 2010

Filling up the tablespace

Last night I GM'd Warhammer 3rd for 6 players, 5 of whom had never even looked at the game before. It wasn't without its bumps, but overall I was pleased with the way it went.

6 PCs, with all their cards and sheets really eats up some table space. A friend showed up half way through the night, and we really couldn't free a place for him to sit at the table. Even before his arrival, I had to move my GM screen to a nearby empty chair, and I kept track of A/C/E pools in my head instead of with tokens because there wasn't room for them on the table. Likewise, I couldn't use a progress tracker for the beastman's morale like I wanted to, because most of the puzzle pieces ("event" markers in particular) were being used by players, and there wasn't much space to lay anything out.

We didn't get very far narratively, a tiny bit of role-playing followed by one encounter, and then another scant round of role-playing and wrap up after that. That was mostly about time constraints, though. Two of the 6 players had card problems and arrived late. Laying out the character sheets and explaining the rules ate up a big chunk of time after that. So, the actually adventure was only from about 7:45 to 10:00 pm. So while we didn't get far, the truth is that you really can't expect to get a lot done in 2 hours and 15 minutes with 6 players who are learning the new system. Second round of combat went around the table in about half the time of the first round, so it felt like we were getting over the learning curve pretty quickly. I think with a little more familiarity with system and characters, I think it'll run pretty well.

A few observations:
  • The system is pretty bloody, a direct result of the high success rate on attacks. Our fight lasted less than 3 complete rounds. This is a system where one mistake puts you in grave. None of the PCs went down, but most were within one more hit of being down, despite some great support and defensive actions being used at the right time. All 6 of the monsters went down, including the three who tried to escape.
  • Speaking of high success rates, if my count is correct (and I could be off because I tallied after the game instead of during), we had 27 die rolls during the night, and only 6 of them failed to generate net successes. 78% success rate is pretty heroic for fresh starting characters.
  • The abstract movement really shined. One of the PCs started the fight by launching an arrow while the others approached. If we were playing a game with a more rigid movement and range systems, his bit of showboating probably would have resulted in 2 or 3 rounds of just him firing arrows while everyone else closed ranks. Instead, everyone that wanted to was swinging swords in the very first round.
  • The ratcatcher's SBVD (Small But Vicious Dog) is a total bad-ass. Peter sent the dog in after the main bad guy, and got a good roll that essentially pinned the Wargor (beastman leader) in place for the whole fight. They peppered him with arrows, and then the troll-slayer ran in to finish him off. But that little dog was what kept him from using his best moves. So, while I honestly think the fight would have been a little more exciting if they didn't pull that off, I can't fault the players for identifying their character's strengths and using them to the fullest. They did exactly what they were supposed to.
  • The fortune refresh mechanic feels really different with a large group. When there's fewer PCs, you get your points back faster, so you're more motivated to spend them. Plus, the points accumulate based on clever actions and role-playing flourishes. But with a large group turns get long enough, you're less inclined to put those flourishes into your actions. Double-whammy. I suspect it probably works best with 3 or 4 PCs.
  • I love the flexible nature of the white and black dice. Being able to throw reward and penalty dice onto actions so freely was sweet. The big nasty Beastman leader had a special battle cry action, and I narrated that it was so loud and nasty, it shattered limbs off of trees. It was total fluff, just trying to put some color into the action. Then I realized I could penalize all actions for a full round with a black die because of branches and pinecones falling on people. That was kinda fun.
All in all a good night, even if it was a little rushed and light on plot.

Thursday, April 29, 2010

Savagely Tricky

Here's what the Savage Worlds rule book should have said about Tricks, but didn't:
Tricks are only really worth it if your character has a low Fighting die but a high Agility or Smarts, and the enemy has a Parry higher than your average attack roll.

Despite what you might have inferred from the concept and fluff text of Tricks, they are not actually intended to model crafty or sneaky fighters. Any character who has actually invested points in their Fighting score and related combat stats will be more effective making normal attacks than wasting their time and actions throwing sand in the opponents eyes, or telling the enemy to look behind them.

What tricks do well is they enable typically non-combatant characters (such as gadgeteers, healers, and spellcasters who've run out of power points) to contribute to the group's success during a fight scene. Tricks are most effective against foes with a low Agility or Smarts, so they're better against Extras and henchman than against a named criminal mastermind that's intended to be a challenge for the whole party.

Even then, the best benefit of a trick will be felt only if someone is prepared to follow it up with a normal attack before the tricked foe acts again. Players should coordinate tricks so that one PC sets it up, and someone else acting right after them takes advantage of it. If you cannot guarantee this sort of situation, only use Tricks if you're the last PC acting in the round, as then a lucky initiative draw may allow the trick to be in effect when yourself of an allied character acts next round. If no one is positioned to follow up on your trick, the low-Fighting character is generally better off firing a pistol at a distant foe than using a trick on an adjacent one.

One exception to needing teamwork, however, is when a character that is not combat-oriented at all is stuck in melee and just wants to flee. With a lucky back-to-back initiative draw, you might be able to use a trick followed by an attack to shake a foe and get away without provoking a free attack. This is of course a desperate move, one best used when the alternative is probably the death of your character. If you succeed at the Trick escape, the GM should proceed to use the Chase mechanics instead of normal movement rules, as without the special Chase rules most foes will be able to automatically catch up with you again if they successfully unshake on their turn.
Honestly, no one writes rule books like that, but I really wish they did. If every game book discussed mechanics so frankly it would improve performance at the table for the casual gamer, and eliminate much of the advantage that can be gained by rules lawyering and munchkinism.

My buddy Erik recently did an amazing mathematical analysis of the Trick mechanic in Savage Worlds. Here's the link. Go ogle his charts and probability graphs for yourself. My proposed text above is really just a straight-forward summary of his discoveries and hard work. I've been meaning to provide a link for the past two weeks, but wanted to find the best way to summarize the heart of his findings. Thank you Erik, it was really helpful to me to see these things spelled out clearly!

Monday, December 1, 2008

1 Hit = 1 Wound

One area of Savage Worlds has consistently bugged me: that being Damage. Here's why:
Most of the game is really fast and simple, and practically math-less. Unless a die explodes, you never do anything more complex than adding +1 or +2 . When a die does Ace, you can generally stop counting/adding somewhere around 8, as there's rarely any benefit to going above a single raise. 

Damage, however, breaks that rule/generalization. Getting a higher roll on damage means doing more wounds, which in turn means it's far harder for the enemy to soak the wound away.  Even if one wound was likely to kill them, you still are encouraged (by the system) to keep rolling and adding as high as you can to get an unsoakable total. Getting to 40+ on an open-ended 2d6 happens more often than you'd think, as it turns out, and takes forever to roll and count it out. 
From my first play of the system, I wanted to simplify that damage roll in some way, but I wasn't willing to do so till I had a some experience with Savage Worlds from the GM's seat.

Well, I've now run about 13 hours of it, all very combat-intensive (old-school D&D-esque dungeon romps), and I'm even more convinced that my initial instincts were correct. Damage rolls have some serious potential to bog the game down.

On top of that the spectre of the one-hit-kill looms pretty large. The owlbears and the dragon both came pretty close to doing just that to PCs in my most recent session, which would have sucked. (The PCs dropped one big badass NPC in a single hit as well, but that's rather less of a problem.) I want there to be danger and risk to the PCs. I'm okay with it being random. I just don't want it to happen in the first round of combat, or without warning, or as a result of a fluke die roll where the main character (a PC) gets killed by some two-bit extra. 

Some GMs would just fudge the dice - for me, with my Magic Tournament Judge background, and my Amber Diceless background, I don't see the point in ever lying about the dice. If I wanted something to be a foregone conclusion, I wouldn't roll. I roll all my dice in the open, unless I'm rolling for something the player shouldn't know - like, say, the results of a "Detect Lie" spell.

So, I've come up with a really simple house rule to solve what bugs me. Here it is:
Any single attack can only do 1 wound to any single foe. 
Only exceptionally deadly forces can break this rule. Exceptions would include Heavy Weapons, such as Rocket Launchers, and Powers intended to represent really big and dramatic earth-shattering magics, and really nasty traps in the second-to-last-room of the dungeon. Your typical Bolt or Blast won't do more than 1 point, nor will the swing of a mundane sword by the beefiest hero or villain. The GM has the final say on what can circumvent this rule.
I think that's sufficiently elegant and easy to remember. Obviously, it's only meant for fairly cinematic campaigns, as it lacks gritty realism. It does, however, have many benefits for campaigns concerned with story and character:
  1. This greatly speeds up the damage process, as the GM can tell the player the target's Toughness, and once you hit 4 more than that number, there's no need to keep counting. Less math = faster combat = more excitement.
  2. It also makes it very clear when a PC is really in danger of dying. Players can act bravely and heroic, at least at the start of fights, with no fear of character death. You'll have lots of warning before getting greased, unless the GM throws something special at you (like the nastiest of Grimtooth's Traps, or a rocket launcher ambush, or the fight with a dragon that starts with a breathweapon inferno), which he should do only when dramatically appropriate. 
  3. Lastly, it empowers the GM to have a finer degree of control over the length of encounters and the challenge they provide. In addition to the current distinction of Extra vs Wild Card, you could add in Henchmen (ala 7th Sea) that can take one wound just fine (well, a -1 penalty like a Wild Card would get) but are incapacitated by the second wound. Likewise, you could make a boss extra tough by  giving him 4 or 5 wounds instead of 3. 
Of course, it's not without some measure of troubles. Soaking wounds would become much easier, and that may have subtle ripple effects I haven't foreseen. I'm considering this corollary rule to keep that in check:
Possible corollary to "the 1 wound rule":
Soaking wounds is now a bit harder. Instead of soaking the first wound with a roll a simple success, and an extra wound for every raise, soak rolls would have a difficulty of 8. 
I might also consider a Legendary Edge (with Trademark Weapon and No Mercy as prerequisites) that would let you break this houserule with your Trademark Weapon. Spellcasting could get an Edge that mirrors that, or just have one or two "high level" spells/powers that count as heavy weapons. I haven't made the big decision on how (or if) to deal with it at the higher ranks, as so far I've run only Novice-rank games. 

Common gaming logic would be to give "higher level" characters access to more potent weaponry - but at the same time, it feels like high level fights need the "no one-hit kills" policy more than the low level conflicts. You certainly don't want you all-powerful wizard or two-fisted-pulp-hero to go down in one hit, after all. I'll try the rule out first for a few sessions before deciding whether or not to make it circumventable at the high levels. I imagine the call on that will have a lot to do with just how cinematic the campaign is. 

Wednesday, October 22, 2008

Savage Idea

I not only missed that Joshua had more than just 3 pages on Savage Worlds, I also missed the coolest page. His specific, concrete advice on how to make Savage Worlds combat more exciting is very cool.

Italso just inspired an idea... Fights tend to be more exciting if there's stuff in the environment to interact with. A battle amidststeaming geysers is far more interesting than one that's set on afeatureless plain. Some games spend a lot of word count achieving this,with rules to govern every possible terrain type and improvised weapon.However, Savage Worlds doesn't have quite the complicated run-down ofterrain features that, say, D&D 3.5 has - and that's largely a goodthing, as it makes SW combat Faster and more Fun (though I suppose itdoesn't make it any more Furious). FFF is what it's all about.

Here'sa simple house-rule for Savage Worlds - it's not even a house-rule somuch as a philosophy or plan to use existing rules in specific ways.Basically, as a SW GM, you'd just commit to including in every fightscene one feature which you'll apply as a modifier to one specific typeof action/roll. Possible roll types include Agility Trick, SmartsTrick, Intimidation roll, Fighting roll, Shooting roll, Damage roll,etc. In the steaming geysers example, you might add +2 damage to anyattack that involves knocking or backing a foe into a geyser. You stillremain open to applying modifiers where appropriate when the playerscome up with something cool. The only difference is you're preplanning/ guaranteeing at least one such modifier is out there per encounter,and telling the PCs this at the start of the adventure. It's sort oflike there's a puzzle to figure out - a hidden bonus in every scene.

Theplayers already want to describe their actions colorfully, as the gameis more fun when they do. Sometimes, however, someone's having "writersblock" and keeps falling back on "I shoot them again!" Sometimeseverything's going so fast, people just jump at only the most obviousmoves. If they know, however, that there's a bonus out there waiting tobe discovered, and all they have to do is work it into the descriptionof their actions, I think it will jazz-up combat nicely. You'll want tovary it a lot, probably putting it on Tricks and the like slightly moreoften than straight-up attacks, so that you reward cleverness andexperimentation.

NPCs can use the bonuses too, by the way, but only once a PC has discovered / used it.

Update: An obvious alternate is to do it like Stunts in Scion. Anything coolthat uses the established terrain / setting gets +2 automatically. Thatmay be a little too powerful, but at least it doesn't require any prepwork on the GMs part.

Monday, July 21, 2008

Brute Squads of the 7th Sea

At the Scion forums there's a discussion of how to streamline the use of followers, a topic brought up by someone with a 12-player Scion campaign. This made me think about the 7th Sea RPG, which really handled followers and squads well.

7th Sea had "Brutes". Brutes came in squads, and could act independently, or under the direct command of a named character.

If acting independently, they had kinda meager stats, simplified a bit and toned down (like Extras in Scion, but taken to a further extreme). One hit was enough to drop them. The cool part was you could choose to raise the difficulty of your attack roll in order to take out an entire squad at once, instead of having to harm them individually.

If used as a bodyguard / assistants, Brutes wouldn't get an action of their own. Instead, they'd act when their boss did, and simply add bonus dice to his roll. They also added their health levels to the boss. You'd have to take out the brutes before you could do any actual harm to the Villain.

It was a pretty sweet mechanic. Elegant and streamlined, and lots of fun. It really captured the feel of cinematic battles, where the mooks aren't really important, yet having dozens of underlings is an advantage somehow.
  • I've considered adapting it to Scion on more than one occasion, but have never gotten around to it. I could see such brutes work as a Charisma Knack, or as a War Boon, or as just a general tactical rule not unlike Coordinated Assault, or as a specific type of Creature/Follower you can buy. The big flaw with using it for Scion has to do with the greater extremes in character power level. In 7th Sea, PCs were human, and so were the brutes. They moved about the same distance, had similar biology, etc, and the rules were abstract enough to make that work. Scion is bit more crunchy, and a much higher power level. You could have a Hero-level PC that can leap 25 yards or run 72mph accompanied by his followers that can only manage to jump 8 feet or run 18mph. At that point, it stretches credibility for them to move with him and assist his rolls.
  • This is one area that Wushu doesn't handle as well as I'd like it to. That game seems to take the abstraction to slightly more of an extreme than it needs to. The lack of timing rules doesn't seem to support using mooks and a nemesis at the same time, and there's nothing to stop PCs from just concentrating on the big bad since Mooks can't fight you if you don't fight them. There's also "nothing" for the GM to do in a scene where the PCs fight only mooks, since Mooks don't act or roll. This could be very easily and elegantly house-ruled, though, so I may just do so if I ever run Wushu.