Showing posts with label Magic in Warhammer. Show all posts
Showing posts with label Magic in Warhammer. Show all posts

Friday, May 16, 2014

Munchkin Opposition

What is the point of the Opposed Check mechanic in Warhammer 3rd?  I only recently figured out the answer to that question, and until I did so, I hated the mechanic. Now, I realize it's kinda awesome and absolutely vital to the health of the game.

The point of that rule is certainly _not_ to provide results where both parties' stats have equal weight. Not by a long shot. Blue dice and purple dice just don't have anywhere near mirrored results, and really there is no accurate conversion ratio (because Chaos Stars complicate all the math). Even if they did equate better, the initiating participant in the challenge would still have the advantage of Green, Red, or Yellow dice, none of which are available to the opposing participant in the roll. The defender's stance makes no difference, and the defender's skills are devalued in comparison to the aggressors.

So there must be some other reason for using the opposed mechanic.

Having run a lot of math (see below), I've come to a likely answer to the above question. The answer is interesting, and it's a shame that the designers over at FFG never discussed it in something akin to one of those "Behind the Curtain" sidebars you sometimes see in D&D books. Why does the Opposed Check mechanic exist, and work the way it does? For the singular purpose of preserving character niche for those who didn't take a 2 in Fellowship and Intelligence.  It's main point is to ensure that the wacky non-combat careers in Warhammer (such as Agitator, Courtier or Scribe) actually have a relevant specialty that isn't easily encroached upon by the brute-force combat types just throwing 2 XP at a non-career skill.  Tangential to this, the Opposed Checks ensure that those who optimized their stats actually pay some trade-off for those 5 or 6 blue dice they're getting in their best areas -- there are some things they just can't do at all.

To elaborate: Warhammer 3rd is a game where characters generally begin with a high degree of competence. Starting characters can readily get above a 90% success rate from their best skills and actions. Even if something is well outside your focus, you've still almost always got a better than 50% chance of success for a standard roll.

There's two areas where this high success rate isn't true:
  • one is Opposed checks by characters with a low stat,
  • the other is arbitrarily high difficulty ratings used on plot-relevant checks specifically called out in published adventures. 

The later exist as speed-bumps to prevent PCs from whistling through a scenario due to dumb luck in a way that's not dramatically satisfying. If the PC does manage to short-circuit drama by grasping at straws / thinking outside the box / spamming some random skill at every NPC, the drama that was lost by short-cutting the plot is (hopefully) replaced by the thrill of having beat a high-difficulty (often 4 Purple) check.

The former, those Opposed checks when one side or the other has a 2 in the relevant stat, is there only to make sure that if you put a 2 in your Fellowship or Intelligence you will never succeed at a default roll of that stat. It does this to protect the character niche for those who did invest in Fellowship or Intelligence.  Tangential to this it also makes the person with the 2's occassionally and infrequently get brutally pwned by NPCs with high stats. Said pwnage is just the icing on the cake, it's not the main point of the opposed checks. The game already puts high success rates on the high-stat (N)PCs and if providing PC vulnerability was your only goal you'd solve it with something less like opposed checks and more like the elegant 1-purple of vs Target Defense rolls. There's easier ways to empower GM's manhandling of PCs, but there's not easier ways to protect character niche.

That's probably a good point to segue into all that math I alluded to. After I broke down the success-rate percentages of the official opposed check rule and the most common house-rule to replace it (many GM's use purple dice = opposed stat minus 2), I got a comment from one of my players that perhaps the problem with those numbers was due to the minus two, and the way it zero'd out the difficulties at the low end. If I did 1/2 or 1/3 the stat as purple dice, and any remainder as blacks, maybe that would fit a more reasonable curve. So a 5 in the opposed stat would always produce either 2 purple and a black, or 1 purple and 2 black depending on which variant I used, and a 1 in the opposed stat would always be a single black die no matter how high or low the aggressors stat was. That was actually pretty close to a house-rule I actually used in my first couple one shots, but had eventually dropped because I wanted to try a campaign with a minimum of house-rules to see how the game ran by the books.

Anyhow, I ran a bunch more numbers, and here (after a weird gap that blogger insists on inserting before all tables) are the results:









































Opposed Stats original success rate Purple = Stat -2 Purple = Stat / 2, Remainder = Black Purple = Stat /3, Remainder = Black 1 Purple
2 opposed by 1 44% 75% 58% 58%44%
2 opposed by 2 25% 75% 44% 44%44%
2 opposed by 3 14% 44% 33% 44%44%
2 opposed by 4 8% 25% 25% 33%44%
2 opposed by 5 8% 14% 19% 25%44%
2 opposed by 6 8% 8% 14% 25%44%
2 opposed by 7 8% 4% 10% 19%44%
3 opposed by 1 88% 88% 75% 75%60%
3 opposed by 2 59% 88% 59% 63%60%
3 opposed by 3 38% 59% 49% 59%60%
3 opposed by 4 24% 38% 38% 49%60%
3 opposed by 5 24% 24% 31% 40%60%
3 opposed by 6 14% 14% 24% 39%60%
3 opposed by 7 14% 9% 19% 31%60%
4 opposed by 1 94% 94% 85% 85%72%
4 opposed by 2 72% 94% 72% 76%72%
4 opposed by 3 72% 72% 63% 72%72%
4 opposed by 4 51% 51% 51% 63%72%
4 opposed by 5 37% 37% 43% 53%72%
4 opposed by 6 37% 23% 37% 51%72%
4 opposed by 7 37% 14% 29% 43%72%
5 opposed by 1 97% 97% 92% 92%81%
5 opposed by 2 97% 97% 81% 85%81%
5 opposed by 3 81% 81% 73% 81%81%
5 opposed by 4 81% 63% 63% 73%81%
5 opposed by 5 63% 46% 55% 65%81%
5 opposed by 6 46% 32% 46% 63%81%
5 opposed by 7 46% 21% 39% 55%81%
6 opposed by 1 98% 98% 95% 95%88%
6 opposed by 2 98% 98% 88% 91%88%
6 opposed by 3 88% 88% 82% 88%88%
6 opposed by 4 88% 72% 72% 82%88%
6 opposed by 5 88% 56% 65% 75%88%
6 opposed by 6 72% 42% 56% 73%88%
6 opposed by 7 56% 30% 49% 66%88%


See how every variant I tried* resulted in far more favorable numbers for those with a 2 in the relevant stat? It's a feature, not a bug. It was as if the designers had specifically chosen the official method just to screw with people who had 2's.  It's not monsters they're trying to hamstring, as a quick glance through the NPC stats and PC's Action cards will show you that even the most dim-witted beast has Willpower enough to resist any opposed check the PCs want to throw at them (it's almost always easier to stab a monster than to intimidate or charm it). The only rolls that these opposed mechanics specifically penalize are rolls only PCs ever make: haggling checks, all-or-nothing improvised social rolls, and intution checks to determine NPC motive. PCs with high stats are (as expected) very good at them, but PCs with low stats are terribly handicapped (far more so than a low-strength character swinging a sword).

* = (EDIT: running some more numbers, I just stumbled across a version that probably would work. More about that in a future blogging, as adding it here now would further bloat an already unreasonably-long post.)

Every character in the game needs a decent (at least a 3, and really it should be a 4) Toughness and Willpower, or else they'll spend most of the campaign carrying around a dangerous number of critical wounds and insanities, and slump over at the first sign of Fatigue or Stress. 2's in either of those stats will kill you. You also need either a high Strength, or a high Agility, to power your attacks. Wizards can get away with a high Intelligence + Willpower, and (at least some varieties of) priests can get away with a high Fellowship + Willpower. Between Strength and Agility, whichever of those stats you don't focus on, the other can be dropped down to a 2 with almost no associated downside or penalty. Likewise, each party needs a single character good at Fellowship, and a single character good at Intelligence, and everyone else could effectively dump those stats down to a 2 as well.

The opposed checks mechanic exists only to make that sort of min-maxing dangerous, and to reward the one person per party that decided to invest in the stats everybody else is ignoring. Opposed checks generate unfair results that double-dip on the stats and penalize those with 2's and 3's. Because the game fails to ever discuss the logic behind this, it strikes most readers as a bug. The moment you realize that Hans the shy dockworker can't ever pull a fast one on his coworkers, but Prof. Moriarty can always pass a Guile check vs Sherlock Holmes, you feel like you've just found a shocking loophole that the designers somehow missed. You didn't. That the system works like that was actually the entire point of their design.

There's one thing I'll say about FFG's crew: somebody over there (probably Jay Little) really knows their math. Words aren't always their strong suite, but numbers clearly are. The stance dice, and their complex interactions with the two sides of the action cards, are absolutely brilliant. There is a lot of very complicated math going on behind the scenes all throughout this game system, and so when I see something where the obfuscated math does something very pointed and unusual, I can only assume that it was put there for a reason.

As it turns out, if opposed checks it didn't work like that, there would be no downside to having a 2 in Fellowship. The game has such low difficulties across the board (outside of a low-stat Opposed check) that anyone can try their hand at any non-opposed check. If you're using the default difficulties for non-opposed checks (which is usually around 1 purple), anyone can reasonably do anything. "I absolutely suck at this" means I've only got a 62% chance of success. Unless it's an opposed check, that is.

While the game makes some nods towards Social encounters and progress trackers moved by "Influence the Target", the obvious truth is that most social situations likely to come up in play will be solved by a single roll of a single social skill. GM's might like the idea of building intricate social encounters, but it's a lot of work to do so, and is not an easy thing to improvise and still make it fun. The game is rather light in concrete examples of it in action, and off the top of my head I can't think of a single published adventure that has a really good one at it's core. If there is a good example, it's probably in the adventure from Lure of Power, but that came out very late in the game's development cycle.

This is Warhammer. The game has several-decades of reputation as the game where your party includes the dregs of the Empire. The party is more likely to be a ratcatcher, a blacksmith and a coachman than it is to be a knight, a wizard and a healer. That's a vital part of the setting and product identity, and FFG wasn't about to eliminate it entirely (even though they were interesting in making the game more cinematic and heroic than the previous editions). Part of the fun is being the unlikeliest of heroes. The spoiled nobleman fop, the illiterate peasant, or the malpracticing barber-surgeon that is thrust into the deep end and has to make do. Someone was going to draw those careers, and feel compelled to invest in non-combat stats just to be true to the character.

It's not fun for those players if everyone else (especially those lucky few who drew legitimate warrior careers) can sink those same points into killing things faster, and then still get by when forced to roll their one non-combat check of the session (because the difficulties are always low and success means the puzzle or social encounter is over). To make those colorful non-combatant careers worth playing at all, it was necessary to make 2s in non-combat skills suck.

The lengths the developers went to in the attempt to make these wackier careers worth playing is actually kinda cool and commendable. A vague framework of a social encounter system that takes a lot of GM prep time? That's to give the nobleman or agitator a chance to shine, and if you don't have one at the table the GM can skip it in favor of a single die roll. Obnoxious rarity and haggling system that relies on too many opposed checks? That's so merchants and conmen have an area where they feel needed, and if you lack that sort of character you can handwave it. Byzantine healing rules that involve a million die rolls? That's so barber-surgeons and physicians can be vital to the party, but if you don't have one, a liberal dose of GM fiat will whisk it all away.  All the clunkiest, most annoying parts of the rules exist just to make players of certain careers feel good. The only problem with all this is that FFG is so tight-lipped about design philosophy, they never actually say "skip this if you don't have a character at the table who cares about it."

Maybe I'm wrong and they don't intend you to skip them -- it could be that they expect high PC mortality rates to make all those careers relevant eventually -- but we'll never know because FFG never explains their motives or decisions.



Arcane Afterthought: Wizards and Priests sort of break this dynamic I was just raving about. They both use a non-combat stat as a combat stat, and so get a large number of spotlight moments both in and out of battle from that single investment. The game tries to compensate for this by making 1st rank spells and blessings weaker than default actions, so they don't come into power until late in the campaign. The game also makes them vulnerable to a bad channel/curry roll, so they have to invest in a second stat (Willpower) to fuel their effects. Intelligence has the most skills, so Wizards in particular are also subject to nasty miscasts (there are also thematic reasons for this, but that's beside the point) and minor restrictions on armor. Priests avoid those downsides, but require extra XP investment to unlock their "magical" abilities in the first place, so they trail behind wizards in the early game (at a time when wizards themselves trail briefly behind others in combat at least). None of which really manages to bring wizards or priests back in line with the other characters in a long campaign -- any Wizard (and any Priest of Rank 2 or higher) has tons more options and spotlight moments than a similar-rank scholar or merchant.

Honestly, the biggest thing keeping this in "balance" there is the low frequency of these character types. To be a wizard or priest, you have to get that one particular career card as one of your three random draws from the pile of 50 basic careers (and not have anything of greater personal interest on the other two cards). If none of the players get a lucky draw on day 1, it's a non-issue. If you have every expansion and follow the character creation rules as written, there's a less than 25% chance of even having an apprentice wizard in a 4-player campaign.

Obviously this mitigating factor goes out the window if the GM lets players pick any starting career instead of drawing randomly, but even then it's a least partially mitigated by the lesser chance of anyone playing the random non-heroic careers who get eclipsed early on by Priests and Wizards. Even in these circumstances, a min-maxed caster will eventually grow to be better than everyone else at nearly everything, but you'll get 20-30 sessions of balanced play before that happens.

So again, perhaps the designers just figured the game's high lethality and grimdark grittiness would prevent characters ever living long enough for that to be an issue.

Saturday, January 11, 2014

Steal These Cards

As mentioned in my previous post, I spent part of the holiday break converting 2nd Ed Warhammer Spells into 3rd Ed Warhammer Spells and Blessings.

Here's a present for your local Priest of Ranald:


Click for a larger image.

Converting Ranaldian lore into 3rd Ed blessings was a little tricky. Between Ranald and his related god Handrich, there's a ton of redundant "bonus to Haggle check" spells in 2nd Ed that mostly weren't individually powerful, but could quickly get out of hand if the GM let them stack. I certainly don't want to convert them all, so I've tried to expend energies on only the most interesting ones and build in mechanisms to prevent them from stacking.

Eye of Ranald is a loose conversion of the 2nd Ed spell of the same name. I added the chaos-star line to make it feel like other Ranaldian blessings in 3rd Ed. Making it recharge at sunrise prevents the in-game economy from taking a beating.

Conveniently Open / Undeniably Open is a high-level conversion of Open. FFG had already made Open into Lockbreaker, but it was underwhelming. It let you roll Invocation + Fellowship instead of Skullduggery + Agility to open a lock, but gave you the same (nebulous) odds for lock-opening that you'd have if you did things by hand. Making this an Epic action gave me some freedom to make the effects more dramatic, and play with the differences based on stance. So the green side is Ranald arranging for the door to have been left unlocked, and the red side is Ranald forcing the door open for you.

Perfect Empathy is such a strange spell, and hardly feels like it should be in the Ranaldite repertoire. In 2nd Ed it was mainly a gigantic haggle-booster, which I nerfed because it would have broken the system. I left in the translation and interrogation aspects, because they're a heck of a lot more interesting than just saving you a few more silvers.

Rumour of Bounty is one of the more flavorful and interesting haggle-boosters in 2nd Ed, but the "reversed" version Rumour of Dearth seemed at first glance to be all but useless. Even in Warhammer FRP, how often are PCs actually merchants? Then it occurred to me, PCs always want to pawn or fence the crap they've looted from the battlefield and are never happy if the GM provides them with realistic pawn rates (5% to 20% of the retail price of the item). Now PCs can occasionally sell items for much more, provided they're willing to take the risks associated with a bad die roll.

I ended yesterday's Bright Order article with a list of other spells I may eventually convert. For Ranald, I'm afraid I don't really have a list. The only remaining spell I'd dream of converting is Trapsense, and that was technically redone by FFG as the terribly underpowered Gut Instinct.

I have, however, made a "Pilgrimage of Fingers" card for Ranald worshipers. I nearly posted it here, but it uses the "Secret Society" rules from Liber Ecstatica / Lure of Power, and that system very specifically states those cards are for secret tracking by the GM, and the PCs shouldn't know what benefits they are getting until they earn them. Effectively, they provide a plot line that helps the GM track how fast the character progresses on the "Quest" and what rewards they get for doing so.







Friday, January 10, 2014

New Spells From Old

One of the things I've done over the holiday break is make some new action cards for my Warhammer 3rd Ed campaign. The first several were loose conversions of 2nd Edition spells into 3rd Edition spells and blessings.  Here's some Bright Order spells I (re)made:

Click for a larger version.
Choleric Provocation is roughly a lighter version of "Choleric" from 2nd Ed's Realms of Sorcery. In the original, you got to choose who they were angry at, but they also got a lot of extra willpower rolls to try to shrug it off and would only actually attack if they really blew the test. I made it simpler and more elegant, but it lost some of the raw power in the translation. This seemed like a serviceable compromise.

Flashcook was pretty minor in 2nd Ed, where all it did was cook your food. However, I felt the precedent set by the Halfling Chef's meals enabled a 3rd Ed version of Flashcook that would actually be worth the XP.  So, here's a Flashcook that aids later Recovery checks. Cantrip can't do that. To eliminate excessive die-rolling, I made it possible to cook food for the whole party in one roll, and made sure it didn't stack with itself. It's just Rank 1, so it's not particularly potent, but healing is one of those areas where every little bit helps... maybe I should cut the power cost in half so you could make a banquet in a single roll?

Hearts of Fire is probably the best one in the group here, being much easier to use than the version in 2nd Ed. The problem with the old spell was you had to know in advance that you would be needing to take Fear tests, and cast no more than 10 minutes before the encounter. That wasn't likely to happen very often, so the solution was to make it a Reaction. For a relatively modest 4 power, you're getting bonus dice on the whole party's Fear checks, and giving them something useful to do with Boons on those rolls.

Soothing Red Wind is more or less a conversion of Shield of Aqshy, which had already been roughly converted by FFG into Shielding Winds of Aqshy. In the process, they changed the nature of the spell, instead of being protection from fire it was magical armour. It felt like "fire doesn't burn me" was totally a thing that Fire Mages ought to be able to do, so I made a card for it. Making it a Reaction frees up the caster to not have to anticipate the need nor waste a turn casting. The total damage or fatigue prevented is pretty small, but that's actually in keeping with the scale of the existing location and condition cards. It won't invalidate the dangers of a dragon, but it will let you escape from a burning building or most miscasts.

Other Bright Order Spells that I may convert down the road if I find time:
  • Boiling Blood and/or Breathe Fire: Bright Mages really don't need more single-target kill spells, but these at least have interesting visuals to go with them. If I can think of a way to make them interesting instead of redundant, maybe I'll take a stab at them.
  • Burning Vengeance and/or Consuming Wrath: Spells that make people angry and violent. If there's elegant ways to make them distinct from each other, Choleric Provocation, and all those many "white die to certain rolls" actions FFG made, I just might convert them one day.
  • Cauterize: FFG already converted this one, but basically made it an unreliable healing spell that's not worth it unless you have Spell Mastery (or your GM hasn't read the Player's Guide and still lets you spam-cast healing spells). In 2nd Ed, it was a reliable way to save the life of a mortally wounded ko'd character, but it did no actual healing. Also, you could use it to brand people. I've got my eye on it.
  • Inextinguishable Flame: Technically FFG already converted it (into Unquenchable Flame), but the duration of their version is in mere actions (not weeks or months), so a higher-level version that fixes that flaw would be a lot more useful.
  • Ruin and Destruction: This was also technically converted by FFG (into Destructive Fires) but their version takes 8 turns to accomplish, and is thus useless during a fight. So, maybe a faster Rank 5 version is in order? I'm not certain.
  • Taste of Fire: It made booze stronger and food spicier. So, it'll probably just stay "cantrip" unless I can think of some elegant way to make that useful in-game.


Tuesday, July 16, 2013

What does a brewery look like via Magical Sight?

A few months ago, someone on the Warhammer Forums posed a question asking what the winds of magic look like via the Magical Sight skill. There's a couple minor references in passing to it in various 3rd Ed supplements (page 15 of the Tome of Mysteries, and at points throughout Chapter 3 of the Tome of Magic), but the core book and skill descriptions really aren't helpful at all. I made up an answer on the spot, and then promptly forgot all about it. Yesterday someone reminded me it was a really good answer.
Read the original thread, or just the text of my post repeated here: Magic is described as "winds" so I would have it twist, flow, and move. Each order has it's own color, and associated properties, which I would draw in to the description. Bright Order magic flickering like flames. Jade Order magic taking organic shapes, then drifting like discarded leaves falling ever slowly to earth. Amber magic skittering about like a busy little chipmunk, then suddenly standing stalk-still when it realizes it's being watched.  Amethyst magic forming little skulls or ghostly hooded figures, then slinking off to hide in the shadows. Each order has it's own glyph or sigil, too. Some are basically arrows, so they may blow in a particular direction ceaselessly. Others are represented by concentric circles, so they may orbit or linger more.

For the chaos gods, their magic would seem tainted, but maybe not obviously so. One cool way to do it would be to always start describing it as the nearest "proper" form of magic, and then describe how it's been twisted and distorted almost as an after-thought. Or, if you prefer, more over-the-top. Nurgle magic vomits and oozes, or flits about like ghostly flies. Slaneshi magic keeps making eyes at you, and has some hypnotic rhythm to the patterns of its movements. The magic of Tzeentch the great deciever constantly reimagines itself, cycling through colors and forms in a ways that other magic cannot. Magic done by Beastmen seems feral and adversarial, even long after it's casting. Magic of the Skaven hisses and runs away when directly observed. Ork magic bumbles and cavorts in an unpredictable fashion. I'm just making this up.

One thing I would bear in mind is that magic doesn't really create magical energy, so much as it gives form to and strengthens the magical energy that is already there. On the typical city street of the empire, there will be little wisps of half a dozen different winds blowing at any time. The dead rat in the gutter has beads of Amber on its fur, but as time passes they fade and an Amethyst mist gathers about it. The watchman passing by carries an old lantern hanging disused from his pack. It's not lit at the moment, but has been a thousand times before so with Witchsight you can still see it glow or smoke ever so slightly. His coin purse has only ever held brass or silver coins, but when viewed with Magical Sight it may seem faintly embroidered in gold or yellow. Magic blows, drips, and oozes throughout the Old World. Wizards don't walk around with Magical Sight turned on at every single moment of the day, and at least part of the reason is because it would be terribly distracting to do so.
I think. Like I said, I'm mostly making this up.
I wish they'd reminded me of that post a couple days earlier, because in Sunday's game I sure could have used my own advice and descriptions. One of the PCs in my group (Lina the Bright Wizard / Mystic) activated Magical Sight during an improvised scene. She was in a completely mundane place (a brewery), there were no enchantments in play, the location was only mentioned briefly in passing in the scenario notes with no expectations the PCs would find it, we were late in the session, and there was a totally unrelated potential fight scene across town I was hoping to get to before the session ended. So my response was "Nope, Magical Sight reveals nothing. The place is clean."

Technically accurate, but good only in the sense that it didn't slow down the plot any further.  Here we have a wizard, using their signature ability to see wonderful magical things normal people can't. It's a great opportunity to give that PC the spotlight. A chance to remind the players that magic is bizarre and dangerous and permeates everything in the Warhammer setting. A potential moment to be artsy and descriptive and make the game memorable. I squandered those opportunities in the most boring and workmanlike way possible. "No magic here. Move along." Lame.

Here's what I should have said: 
"The brewery is a minor source of raw magical energy of many colors and flavors. Grains and other harvested plants are brought here, softly leaking a thin haze of jade energy that has magically stained the walls and floors in ways that are only visible to wizards. The constant exposure to this energy has made the weeds along the base of the brewery's outer wall grow just a little taller than similar plants next door. After they arrive, the grains are subjected to chemical processes that transforms them. This alchemical distillation has a Gold Order correspondence, and your gifted eyes can spot tiny drops of yellow energy beading up on every dent, kink or seam of the stills and brew tanks.  Faint golden wagon-ruts appear superimposed on the spots on the floor where the wheels of commerce roll out the door with regular shipments of ale and liquor. The place is damp with energy, but all of it raw and untamed, having never known a wizard's hand."

Pointless and long-winded, perhaps, but it would have made for a better scene and a richer campaign world.

Minor The Enemy Within Spoiler Alert:
Because of the gunpowder that had been spilled inside by the villains (which the PCs didn't know about yet) I could have added to the description: "One thing does strike you as out of place. A tiny bit of Aqshy, the whispered potential of future fire, seeping sluggishly under the crack of the door. It winks at you, slowly and longingly, hoping to catch your eye and unleash the inner spark." Not that player characters ever need an excuse to burn things to the ground, mind you, but it might have been kinda cool.