Showing posts with label house rules. Show all posts
Showing posts with label house rules. Show all posts

Tuesday, June 24, 2014

Two Small Items

Whew! It's been a heck of a month. Summer teaching is finally done, four writing deadlines have been met (one to go), and things are starting to settle down a bit. Sorry for the month (or so) long hiatus, but the blog was the only thing I reasonably could let wait while I got other stuff done. But enough of my excuses!

Here are two ideas.

Patron Bond as Wizard Class Feature

First, I think every wizard in DCC RPG should get access to the Patron Bond spell--It should be a class feature. Yes, it would make elves slightly less special, but tough shit for them. The idea, here, is that supernatural entities are keen to keep their fingers in a variety of pies, and that being "successful" in ways that make sense to beings of such power, has a lot to do with that being's ability to exercise influence, either through bargains or through other control mechanisms. There also are plenty of people who might be greedy, crazy, or desperate enough to attempt such thing, even without a clear idea of what they're doing.

Having the patron bond (little p, little b) class feature, though, doesn't have to be the same sort of thing as having the Patron Bond (Big P, Big B) spell. The big difference is that a caster without the spell can certainly find some entity that wants to make a deal, but controlling the deal-making proceedings is often aided by incantations, rituals circles, and generally knowing what might get you better results, and what might get you killed.

The caster could simply roll the class feature version on a lower die. I'm tempted to say a d10, as it's an untrained "skill," but a wizard already has some knowledge of arcane magic's workings. So, a d14 would probably be a reasonable choice. You could even open it up to other character classes (but probably not clerics), and allow a d10 (or maybe a d8) roll. Even a warrior might try making sacrifices to beings capable of keeping the Big Sleep at bay for yet another day or two. Why wouldn't they take notice? I mean, hey, who knows where a warrior might be headed. A patron certainly would value a relationship with warlord or king, right?

Some More Stuff About Elves in Ur-Hadad

The elven caste system is as ancient as elven civilization itself, and entrenched in the minutia of elves' daily affairs. Before passage to Ore from whatever plane and or planet they came from, there was tension in that system, and many factions within elven society militated against its limitations. The Elven Dominion of Ore was one outcome of those earlier tensions. Now, though, the elves have been on Ore for millenia, both the Dominionists and the elves of the Old Kingdom. During that time they've been introduced to and (though they don't like to admit it) influenced by the ways of the other races, particularly the humans. This is especially true among the lower-caste elves.

Strangely, though, the bond with humans is not with the humans themselves--very few elves, even lower caste elves, interact regularly with the other races. Rather, the bond is with some of their political philosophy. Where elven civilization is stratified from the very top to the very bottom, human civilizations tend to allow for a lot more churning at the lowest levels. There's still aristocracy, of course. The humans aren't so crazy as to believe they could dispense with rule by their elites. But lower-class humans can rise up the ladder, especially if they're willing to step on their fellow humans to do so. This dynamic has give some lower-caste elves pretensions about How Things Should Be. Some of them have plans about this. Some of them are taking timid, tentative steps.

One odd thing that's come out of that emergence of class consciousness among lower-caste elves is in their slang. It's not uncommon to hear a lower-caste elf insult another by calling him or her "a'matrak kelorko" (more or less, "human fucker"). However, another insult has recently come into lower-caste elven parlance: "a'matrak kelorko-ul." The article "ul" in the elven language of Ore means "dead" or "dying," depending on the context. Given the sparseness of relations of any kind (let alone carnal or necrophiliac relations) among high-caste elves and humans, it's not clear why that insult would apply. If the graffiti in the elven quarter is any indication, though, the phrase seems to be growing in popularity. Also, it's becoming increasingly uncommon to see the masked and robed forms of high-caste elves among the hoi poloi of their folk, treating them almost like they treat humans and the other lesser races. Strange, that.

Saturday, May 17, 2014

Mighty Deeds of Arms, With Friends

I've been out on assignment the last couple of weeks, working on some writing, so not much time to post to the blog. It may be like that for a while, but I'll try to get some thoughts out there, even if they don't quite add up to the long-post glory that you've come to expect.

Anyway, I saw something +Keith J Davies posted earlier today on the G+, for his Teamwork Feats element in the Echelon Reference Series. The whole idea of teamwork feats seems like it could easily be adapted to DCC RPG. Think about it: Two or more warriors attack an extremely large creature, say an ogre or something. Neither one of them is particularly strong, so brute force won't do. However, they have each other to rely on, and complementary might deeds of some sort.

 Wonder Twin powers... ACTIVATE!
No, not like that. Please, god, no. 
Oh, now I get it. They're elves. 

Maybe something like this is a little more apropos, given the probable intelligence of the average warrior.

Shake... and Bake!

One last image. This one better captures the gritty nature of the Mighty Deeds, because they are Warriors, right? Maybe it would be more like this, but without the Juggalo paint. The silly armor, though, that can stay.

A staple of my Saturday mornings in the 1980s.

Anyway, think about how individual Mighty Deeds could stack to achieve greater effects.

"Oh, what's that? An ogre? A big ogre? Whatcha gonna do, Sir Mighty Pants, with your 12 Strength?" (because you rolled 3d6 in order, right?)

You're gonna bring a buddy. That's what you're gonna do. None of that silly tagging in and out, either. This is a steel-cage deathmatch battle royale! So...

  1. The warriors attempting the team Mighty Deed go on the lowest initiative of the characters attempting the Deed. Doesn't matter if one of the people has a 20 and another one rolled a 1. You go on the 1.
  2. Each player must achieve the Mighty Deed, as per the rules--You have to hit, and you have to roll a 3 or better on the Deed Die.
  3. To determine the outcome, do some math. You could either average the results, add them together, or take the highest and add only part of the lower one. I like the idea of adding the results together, as they give a sense of added value of teamwork, and emulate the added Power of Friendship (or whatever) achieved by the Team Deed.
Sorry, daughter, no pony pictures for the Power of Friendship. That's a bridge too far.

Remember: The actual mechanic used to determine the nature of the outcome just needs to capture that the Team Deed is more potent than the individual Deed. Use whatever is easiest for your brain to handle. Like I said, I would add the results, as it makes it more like two (or more) characters have combined to make themselves equivalent to more powerful character.  

So, why do this? Because it could be fun, that's why. The Team Deed has the added benefit of moving the players away from just taking turns, rolling sequentially, and then waiting in between for the next attack, hoping they don't die in the interim, and probably dicking around on their cell phones. I think it also could promote better role-play, and even (I shudder to say) "team-building" among the group of players, and, by extension, the members of the adventuring party. When everyone is engaged, and stays engaged, the game session just got more fun for everyone (except for he wizard, but that guy's a jerk, anyway). 

I could even see the possibility of non-warriors getting in on the act (spell duels, anyone?), but I'm not sure how that might work. Maybe the thieves could start with "trust falls," and work up from there. Team-building is hard, guys, especially for larcenous types.

Oh, and if one or both of the Mighty Deeds doesn't go off as planned, the Big Nasty gets to play with the little warriors. That's where the Judge's fun begins (and the lives of the characters may end). But when it works, the result is <insert dramatic pause here> mighty, indeed. 

And then the players get to do this, because you just know they'll want to.




Thursday, February 6, 2014

Effects of Overland Travel in DCC RPG

A recent Google+ post Peter Leban, in reference to THIS BLOG POST, got me thinking about a subsystem for DCC.

In my experience, it's pretty rare for judges to really keep track of things like provisions, water, and the like. It's even rarer for them to concern themselves with the longterm effects of travel in the game world. But what if we wanted to do that, to introduce environment as an opponent, an enemy just as dangerous as a monster the PCs might face?

Think about it. 

The PCs are riding (or marching), at speed, for days. They've barely rested. (exhaustion)

The PCs are lost at sea, becalmed, and their water is foul. (deprivation)

The PCs are fleeing (or chasing) through a hostile environment (desert, snow, whatever). Though they have supplies, they need to be rationed for the long haul, and the endless marching is wearing them down. (deprivation and exhaustion)

In each of these cases, the PCs are trying to achieve a goal of some kind, and their ability to endure their circumstances is being tested. Certainly such a test should have some effects on the PCs, right? I mean, if you spend three days on a forced march, with little food and no rest, you're probably not going to be in very good shape to fight when you reach your destination. How do you model that, mechanically?

One option would be to model this on the Spellburn mechanic in DCC RPG. Reflect the cost of journeying (or whatever durance and/or deprivation) astemporary attribute loss (to Strength, Stamina, and/or Agility). When any of these goes below a threshold (say, 3), then the PC is unconscious. You could also tack on actual damage to HP if that happens, or permanent stat loss, or even death, if the circumstances suggest it. 

For example, the PC is fleeing through the desert, pursued by X. He has no water or food, and cannot stop to rest. Maybe for each of those factors, for each period of travel (whatever that might be, perhaps half a day), he loses 1d4 or 1d6 attribute points from each attribute (with saving throw, modified by current attribute, for half loss). At some point, it might pay to turn and fight X, instead of fleeing. If the PC continues to flee, he may become exhausted (reduced STA), weakened (reduced STR), and/or lack of mobility (reduced AGI).

Further, the PCs might find that their ability to fight or cast spells is reduced (via lost attributes), leaving them even less able to deal with whatever it is that they must face.

If we assume that some environments (more extreme ones) are more challenging than others (milder ones), perhaps we could use steps on the dice chain to represent the relative advantage/disadvantage conferred by environment. If the PCs have supplies and equipment that allow them to mitigate the environmental factors, then that also could be represented on the the dice chain.

First, let's make an assumption. Each half day of normal traveling costs 1d3 attribute points in Strength, Agility, and Stamina, with any extras taken from Stamina. This is the base die in the chain. 

Then, we consider aggravating and/or ameliorating factors. They have no food (+1 on dice chain), they have no water (+1 on dice chain), but they have beasts of burden to carry some of the their load (-1 on dice chain). I'm keeping this to a simple +1/-1 just for the sake of simplicity. I'm sure there could be other numbers. These just keep it simple to use and remember.

Factors that aggravate or ameliorate circumstances of travel could be environmental (weather and climate, geography), circumstantial (supplied for environment, or not; encumbered, or not; wounded, or not), and so forth.

The idea, in the end, is to encourage the PCs to think about resources and capabilities, and to make choices that reflect the actual circumstances. How the hell, for example, could a group of PCs march three days through the desert, in mail, carrying 30,000 gp, without water or rations, and then arrive at a crucial battle, ready to fight? That's silly. They'd be exhausted, at best. Hell, they might be dead in the desert, food for the vultures and jackals.

Does this seem like a reasonable system to model such circumstances?

Saturday, November 23, 2013

More about the Elves of Ore and the Effects of Iron

I've written previously (several times, in fact) about the Elves of Ore. While I don't like to play elves that much, I'm pretty fascinated by them as they are emerging in the Metal Gods project I've been working on with  +Adam Muszkiewicz+Wayne Snyder, and the rest of of the Divine Order of The Purple Tentacle. My next adventure will be very elf-centric, and will examine in great detail what might happen as elves attempt to deal with iron infection, as I wrote about in another post. I'd like to follow that idea up, here.

Elves have little tolerance for ferrous materials, and particularly forged iron. It's poisonous to them in the same way that heavy metals are poisonous to humans. Iron is debilitating, physically and mentally. It may even be that it's debilitating, spiritually, as well. Elves must avoid places with high concentrations of iron, like the aptly named Iron Coast. There are even some regions of Ore with sufficient iron that the water is undrinkable by elves. This is, in part why Ur-Hadad was one of the bastions of elven culture, before Man's rebellion and eventual triumph. Much of the land there is relatively low in iron content, though no place on Ore is totally free of iron. It was the least of the evils.

So, for the Elves of Ore, dealing with this peculiar relationship with iron has challenged their artisans for as long as elves have inhabited Ore. They have learned to cultivate and spin spider silk into thread so fine that their clothing is nearly impermeable. They have labored long to find means of purifying air and water. They have developed amazing means of sealing their enclaves off, using both arcane power and mechanical inventions. Their healers have tried, though largely unsuccessfully, to create means of leaching iron from tainted elves' blood and tissues. To put a point on it, elven industry is uncommonly fixated on dealing with the iron problem, and this issue permeates the work of virtually every class of elven artisan, and many an elf has made a glorious name through successful invention of new means of avoiding infection. What they've managed to produce is more a band-aid than a cure, but the various devices, tonics, and raiment they've produced, work.

In many cases, wealthy elven characters look like fremen in still suits (from Dune) or Mass Effect quarians, hidden behind masks and filters, shrouded in folds of peculiarly tailored clothing, and wearing elaborate helms and headdresses or strange devices, which hum and glow with weird energies. These iron countermeasures also are very, very expensive (as expensive as plate mail, or even more so). Thus, elves with the means to buy them tend to be among the most elite of their race. They are long-lived and relatively healthy, avoiding most of the effects of iron (but certainly not all). Poor elves don't fare nearly as well. They are more sickly and the rate of birth defects among them is much, much higher than among wealthier members of their race. The poor also don't live nearly as long, at least if they remain on Ore.

The elves who can afford these countermeasures, though, also look alien to non-elves (and as privileged and uncaring to poor elves). They mark themselves as Other, seal their compounds off from the world and hide behind hermetically seals portals and windows, and otherwise isolate and alienate themselves from the world and its non-elven people. For this reason, any elf character who uses iron countermeasures should apply a penalty of -1 per countermeasure to his or her Personality modifier.

Modeling In-Game Effects of Iron Exposure on Elven Characters

Clearly, though, if I'm going to make this a part of play, I need a simple mechanic for doing so. The easiest thing I can do is to assume that the effects of iron impact character attributes, especially Strength and Stamina, though I think I could make an argument for effects on Agility, Personality, and Intelligence, as well.

Here's what I propose. Iron infection should cause attribute drain, and this effect can occur due to either acute exposure (e.g., being wounded with iron or steel weapons, wearing iron armor, etc.) or chronic exposure (e.g. living on Ore and not using "protection"). Acute exposure is relatively easy to track. Chronic exposure is a bit more difficult, and would require something to be tracked long term. If the mechanic is too granular it just becomes a pain to use, so I think a more abstract means is better. So, how about this?

Effects of Chronic Iron Exposure

At the beginning of each new adventure, Elf characters must make a d20 roll. If the roll is less than their character level, then the character must reduce one attribute by 1 point. If the elf in question is protected by the countermeasures discussed above, he or she may reduce the target number by 1 for each countermeasure used (up to 3). Failure to make the roll results in attribute drain of 1 point. The affected attribute could be at the option of player or Judge, or it could be rolled randomly. Luck is not affected by iron exposure, but an elf may burn 1 point of Luck to avoid the effects of a failed roll.

Example: Cresto the Elf is at level 3. Before starting a new adventure, he must roll a d20 and get a score of 3 or more. If Cresto rolls a 1 or 2, he must reduce one of his attributes by 1. He rolls a d5, getting a 2. Cresto loses 1 point of ... (*rolls randomly*)... Agility, permanently.

Effects of Acute Iron Exposure

Given the nature of the game, characters are going to get wounded a lot. Just to make this a bit more fair and simple for elven characters, acute iron exposure only occurs when they are reduced to zero hit points as a direct result of being hit with an iron or steel weapon (or trap, or whatever). That is, if the character is wounded during combat with an iron or steel weapon, and by that strike is reduced to 0 hit points, he or she must make a check just as for chronic iron exposure.

Example: Cresto (3rd level elf) is already wounded (down to 4 hit points). The fearsome Octo-man swings an axe (steel), inflicting 5 damage. Cresto goes down. After the fight, his companions attempt to "recover the body" (as per DCCRPG Rules, p. 93), and the Luck check is successful. Cresto is alive. He loses 1 point of Strength, Agility, or Stamina, as per the rules, but then must also roll a check to avoid the effects of iron exposure. He rolls a 7, which is equal to or higher than his character level. He avoids additional effects (this time). If he had failed, he would roll a d5 to determine which attribute is affected and subtract 1 point from that attribute.

Optional (Hardcore mode): Elves struck with iron weapons take an extra point of damage.

Long-term Impact on Elven Characters

Over the long term, as elves reach higher levels, the chances of debilitation increase. I think this is a simple way to measure the passage of time and how it increases chronic effects. It also makes elven characters a bit less durable over the long term, unless the elf in question takes measures to address the effects accrued. I think this could be done in any number of ways, most of which reduce to the best rule: "If you want it, then quest for it." A good mechanic also should be productive of better stories, after all, and should have a real impact on the characters and the game world. I think what I've offered here can achieve those things.