Showing posts with label party. Show all posts
Showing posts with label party. Show all posts

Monday, December 16, 2013

Horses, Dogs, and Falcons


Inspired by Tower of the Archmage's post on dog breeds, and designed to run with my basic system for combat and overland movement. I wanted to set up a system for animal ownership that reflected the same ideas of simplified accuracy, and gave each animal breed a bit of personality.

Animals

A variety of domesticated animals are available to assist the intrepid adventurer, merchant, or soldier. Mainstays are equines, dogs, and falcons. Animal prices are expressed in silvers per HP – healthier and tougher animals, of course, being worth more. Most animals consume animal rations, which weigh 1 stone and cost 1 silver piece, but dogs and falcons can both eat human iron rations.
All animals gain a +2 morale bonus when their master is present. A new master must be designated by spending a full month with the animal. Additionally, animals have their own reaction rolls toward NPCs, and must pass a Morale check to avoid attacking or fleeing on a 2, or in order to attack on a 12. They gain XP as normal and level up with the noted effects. Leveling also doubles their value. Animals must pass a Morale check to do anything other than fight or move with their master, with a -1 penalty applied for each word after the first.
Animal base saves are all 16 by default, though their base Might save increases by 1 for every 10 hit points they have. They cannot normally improve their saves.
Most animals have marching speeds equal to humans, but begin Forced Marches on their second march, rather than their third. Horses have marching speeds of 24/18/8 miles per Watch. Animals can be pastured for a full Watch, which in favorable environments fills 1/3 of their upkeep needs.

Equines
Horses are usually sold at 4 years, and begin aging at 20 years, penalized every two years. Mules and donkeys begin aging at 30 years, penalized every three years. Failed saves reduce HP by 2, encumbrance by 1, and running/sprinting speed by 2’. Horses can jump 4’ obstacles with a Will save, -1 per 6” of extra height. Failure means a 50/50 chance of shying away (with the rider passing a STR check or falling off) or crashing into the obstacle, inflicting 1d10 damage on both horse and rider. 
DRAFT HORSE
Phlegmatic, thickset horses for plowing or milling.

Price (per HP): 20sp
HP: 5d6
Encumbrance: 8/16/32 stone
Attack: 1@1d8
Defense: 8, Large Size
Morale: 6
March Speed: 4/8/12
Run Speed: 60’
Special: -
Upkeep: 3 animal rations, 15 water rations
ROUNCEY
A basic light riding horse or warhorse.

Price (per HP): 20sp
HP: 5d6
Encumbrance: 7/13/26 stone
Attack: 1@1d8
Defense: 10, Large Size
Morale: 7
March Speed: 8/16/24
Run Speed: 70’
Special: -
Upkeep: 2 animal rations, 15 water rations
PALFREY
Comfortable, easy-to-control riding horses.

Price (per HP): 20sp
HP: 5d6
Encumbrance: 7/13/26 stone
Attack: 1@1d6
Defense: 8, Large Size
Morale: 4
March Speed: 7/13/26
Run Speed: 60’
Special: All mastering & training only takes 1 month
Upkeep: 2 animal rations, 15 water rations
CHARGER
Fast cavalry horses, the most common type in war.

Price (per HP): 30sp
HP: 5d6
Encumbrance: 8/16/32 stone
Attack: 1@1d10
Defense: 14, Large Size
Morale: 8
March Speed: 8/16/24
Run Speed: 70’
Special: -
Upkeep: 3 animal rations, 20 water rations
JENNET
A small, quick desert horse, with low upkeep.

Price (per HP): 30sp
HP: 5d6
Encumbrance: 7/13/26 stone
Attack: 1@1d6
Defense: 14, Large Size
Morale: 8
March Speed: 8/16/32
Run Speed: 80’
Special: -
Upkeep: 2 animal rations, 12 water rations
DESTRIER
Heavy, highly prized battle horses.

Price (per HP): 90sp
HP: 6d6
Encumbrance: 8/16/32 stone
Attack: 1@1d10, 1@1d6
Defense: 14, Large Size
Morale: 8
March Speed: 4/8/12
Run Speed: 70’
Special: -
Upkeep: 3 animal rations, 20 water rations
MULE
A mix between a horse and a donkey.

Price (per HP): 15sp
HP: 4d6
Encumbrance: 8/15/30 stone
Attack: 1@1d6
Defense: 10, Large Size
Morale: 7
March Speed: 4/8/12
Run Speed: 60’
Upkeep: 1 animal ration, 12 water rations
DONKEY
Light, clever pack animals.

Price (per HP): 10sp
HP: 4d6
Encumbrance: 4/8/16 stone
Attack: 1@1d6
Defense: D10
Morale: 5
March Speed: 4/8/12
Run Speed: 70’
Upkeep: ½ animal ration, 8 water rations

Birds

Birds are sold at 2 years, and begin aging at 10 years. Failed saves reduce HP and Attack Bonus by 1. Birds fly and soar instead of sprinting and running, respectively, and must fly before soaring. They all have encumbrance of 1. Leveled birds increase their defenses and attack bonus by 1, and their fly speed by 4’.

FALCON
Price (per HP): 10sp
HP: 1d6
Attack: 1@1d6
Defense: D15, Ranged 18
Morale: 6
Fly Speed: 150’
Upkeep: 1 meat ration, 1 water ration
Special: +4 attack bonus while diving
RAVEN
Price (per HP): 10sp
HP: 1d4
Attack: 1@1d4
Defense: D15, Ranged 22
Morale: 6
Fly Speed: 150’
Upkeep: -
Special: Small size, +2 Will & Wile saves
Dogs
Dogs Run and Sprint at 50’ rather than 40’, and have Swimming at 30’.  All have upkeep of 1 meat and 1 water ration, and encumbrance of 3 stone (though objects weigh triple for them). Dogs with 2d6 HP weigh 8 stone, and with 2d4 HP, 4 stone. Dogs are usually purchased at 2 years old, and must begin making Will saves against the effects of aging at 10 years, penalized each passing year. Failed saves reduce HP by 1, and running/sprinting speed by 2’.

GUARD DOG
Mastiffs, Rottweilers, Dobermans, German Shepards, & Bulldogs.
Big, strong, relatively intelligent.

Price (per HP): 4sp
HP: 2d6
Attack: 1@1d8, +1 bonus
Defense: 12
Morale: 7
Special: +1 encumbrance
Leveling: +1 HP, Might, AB, & Melee Defense

SHEEPDOG
Collies, Shepards, even Corgis and Dalmatians. Smaller, faster, smarter. Independent.

Price (per HP): 3sp
HP: 2d4
Attack: 1@1d6
Defense: 12, Missile 13
Morale: 7
Special: Wile save vs. Surprise
Leveling: +1 HP, Run speed, Wile

BIRD DOG
Setters, pointers, retrievers, even early poodles. Loyal, energetic, but disciplined.

Price (per HP): 4sp
HP: 2d4
Attack: 1@1d6
Defense: 13
Morale: 7
Special: Swimming 60’
Leveling: +30’ Swimming, +1 HP, Morale


HOUND
Hunting and tracking dog, for flushing out game. Best sense of smell.

Price (per HP): 4sp
HP: 2d6
Attack: 1@1d6
Defense: 12
Morale: 7
Special: Examination, per the skill
Leveling: +1 HP, AB, Examination

GREYHOUND
Includes Whippets and other racing/sight hunting dogs.

Price (per HP): 5sp
HP: 2d6
Attack: 1@1d6
Defense: 13
Morale: 7
Special: Run/Sprint 60’
Leveling: +1 HP, AB, & +2’ Run Speed

TERRIER
Small but stubborn. Vermin hunters.

Price (per HP): 3sp
HP: 2d4
Attack: 1@1d6
Defense: 12, Missile 13, Light Armor
Morale: 7
Leveling: +1 HP, Melee Defense, Attack Bonus

LAPDOG
Luxury, toy dogs for rich people.

Price (per HP): 5gp
HP: 1d4
Attack: 1@1
Defense: 12
Morale: 7
Special: Very fancy, weigh 1 stone
Leveling: +1 HP & triple value

Sunday, October 13, 2013

Resource Management and Aakom Poisoning

The most complicated part of Qelong - as many have pointed out - is the system for handling aakom poisoning. The system handles poisoning in 1-2 point increments, but the symptomatic doses will be in the dozens, and differ for each character. This means that, until characters start reaching symptomatic thresholds, there will be be a lot of slow, detailed record-keeping, without tangible effects.

The point of this design choice is, of course, to evoke a feeling of Qelong's hostility - a slow corruption of the characters' bodies that might take a while to build up, but nevertheless inexorably forces them out of the province. Aakom will affect the player characters in basically the same way that it has affected the setting - nothing apparent at first, but with catastrophic effects and no way to easily recover. It forces the players to really integrate themselves into their environment, and experience the war and devastation as inmates, and not tourists. It turns Qelong into a negadungeon. For these reasons, it's taken me a while to figure out the best way to simplify the aakom poisoning rules, because their complexity is so important to their purpose in the module.

Part of the solution is in slightly realigning the module's structure. Qelong assumes a seasoned party, having had some adventures under its belt, traveling across the world and arriving here. The players will have established their own baseline, and they are strong and tough enough to weather the River's hardships for a week or two and come out unscathed. Of course, aakom should have started making things go awry by that point, and then the module sinks in its teeth. But even then, a way out is consistently within reach - just a plundered stupa, or a cardamom caravan, or a midnight raid on Sajra Amvoel away.

I'm going to run Qelong for a first-level party, and that means a lot of those assumptions won't be true. There's much less gear, magic, and hit points for the players to fall back on, making it commensurately more difficult for them to pull off a big treasure load to pay for a ticket home, or for a well-executed plan to actually allow them to capture the lich-garuda and fly to safety. There isn't technically even a home to return to, or at least a "home" that the players have tangibly experienced. Qelong's primary objective becomes survival, not escape and profit. And in a survival story, the main antagonist is resource management.

In the module, aakom poisoning is inflicted in these five ways: breathing air, eating food, drinking water, and taking damage. The last one is even more granular - there are four different ways of taking damage that lead to varying levels of aakom poisoning. Fighting the Naga faction is the most dangerous - every wound they inflict causes an equal amount of aakom contamination.

Most of these are easily conceived of as effects on resource management. Breathing air makes time spent in Qelong its own resource. Consuming food and water do this as well, though there are some ways to mitigate this. The damage effects are an additional cost to the existing resource trade-offs that occur in combat. Since a 1st-level party can be expected to be spending a lot of time in Qelong already, and mundane damage and disease are inherently more significant costs to the characters, I'd change the poisoning conditions to this:

  • 1 point per water ration consumed (as normal) and 3 in 6 chance per food ration consumed, ignored for mountaintop springs or alpine plants
  • Points equal to damage from Naga faction
  • Snake poison adds 1d4 aakom for three rounds, rather than inflicting 1d4 HP damage
Now, time (measured by meals consumed) is a trade-off. The party can either move freely, at the cost of  aakom from the natural environment, or it can stay put in a mountain hex, avoiding aakom accumulation but not taking any actions. Since I'm running the four factions as active and dynamic groups, "staying put" can incur significant costs on Qelong's power situation. Survival in Qelong is thus about balancing food needs, water needs, and aakom contamination, with encounters and combat positioned as the opportunity cost of engaging in exploration or treasure-hunting.

The rest of the aakom rules stay the same, though with significantly less granularity due to a 1st-level party's lower HP totals.

Wednesday, July 17, 2013

First Level as Survival Horror

Some tangential thoughts prompted by a discussion at The 9 and 30 Kingdoms:

What I value most in a class system and rule-set are the principles of definition through play, and the ability to play with understanding as little of the complete system as possible. Though I'm currently using LotFP's class system with few modifications (save the magic system), I'm working on a three-class system with "specialist classes" that are sort of like prestige classes, but available after 3rd level and with no other requirements. Basic classes would be reduced to the three archetypes - fighter, mage, thief.

As it is, each class knows some of the elements of each of the other classes - thieves and mages know how combat works and can use some weapons and armor. Mages and fighters have a limited ability to find and disarm traps. Everyone's a little bit of a jack-of-all trades, enough to give a bit of leeway in adverse circumstances.

What if, instead, the only "combat system" available to a mage was, "The orc stabs you in the guts and you die?" Obviously, this would absolutely require the dungeon to be structured such that every problem lent itself to all three conflict-resolution systems, or at the very least, complete avoidance. The "obviously present" trap becomes paramount. And it would also require the GM to be open to players creatively forcing problems into their niche ("All I can do is attack? Well, I attack the trap mechanism!"). But if Amnesia: The Dark Descent could get away without letting the character attack the monsters, at all, ever, why can't a dungeoncrawl?

So far, I've been assuming only one player. A party composed of characters like this wouldn't be immune to the survival-horroresque problems faced by the single character - as each individual is still only capable of one type of action, and vulnerable to all the others. Teamwork becomes an absolute necessity. And, most of all, creative play becomes the only possible way to survive.

Wednesday, July 10, 2013

Party battle stances

I've been running LotFP, where some classes get expanded access to battle stances like Press (sacrifice AC for a hit bonus) and Defensive (vice versa). Nobody has been really using these (even though it's printed right on the character sheet), but everyone's been pretty involved in figuring out combat tactics, which is heartening considering most of us are newcomers to RPGs. The problem is, nobody's attempting to use the mechanics for combat tactics.

It came to a head (for me) in the last session, when the fighters and rangers (who could use stances) were in the rear with ranged weapons, since they'd taken a lot of licks and the cleric and specialist were in the front line, with mercenaries. The players wanted to try a fighting retreat against a large goblin horde charging out of the Caves of Chaos but nobody had the abilities to really do it.

I think next session I'll change the battle stances so they're accessible to the entire party - but only work if everyone agrees on the same thing. This would reflect the advantage of coordinated tactics, and make each class a bit more flexible in combat, and hopefully reward teamwork.