Tuesday, 26 February 2019

DnD Hit Points vs Lightning Bolt

This was asked on facebook the other day:

How much damage should a lightning bolt (one from the sky, not magic) do?

Resulting in a BUNCH of answers, Most of them answering with the premise that the question uses the world "Should" and suggests the DMG is wrong and the OP wants a more realistic answer.



The underlying problem is, DnDs HP system doesn't easily allow for 'pure' damage, its 'related' damage.

When a character takes a blow from an opponent, its suggested that the HP loss is a total combined amount from sweat, exhaustion, pain, bruising as much as broken skin, bleeding, internal damage and destruction of vital organs.

It also suggests that higher level characters can take more sweat, exhaustion, pain and bruising, before getting severly tired, and actual damage is mitigated by the character dodging enough to reduce any real damage, relaxing the body enough at the time of impact to reduce muscular damage, AND the idea that a higher level character likely has taken a few blows and their skin is a tad tougher.

So a 1st level character with 8hp, taking 8hp wound is going to be in so much pain and shock, they are reduced to a blubbering mess, and possibly will die just from the shock of the blow.
ok, so you take
3d4, 7d6, 7d8, 9d10 and 3d12 damage,
Still alive? 

While a 10th level character with 80hp, is going to feel a pang of pain, but will have 'mitigated' the blow as though it was only actually 1hp of damage if he were a 1st level.

This of course is often forgotten, players get the wrong impression that their character can take several hits from several weapons, and just keep going.

But when you get involved with actual damage, it goes awry.

Spell lightning involved factors such as dodge, target missing, arcing off nearby metals, seeing the spell coming and getting partially or mostly out of the way, even when hit, where a higher level character can 'notice' these things and mitigate the damage taken, a low level character takes the full brunt of it.
But pure damage should ignore level, and be as equal in killing a high level as it does a 0th peasant.

I think DnD 2nd edition used to have damage dice as a value, and pure damage was multiplied by damage dice. Creatures had damage dice, so certain spells or effects would do d10 x damagedice. But some creatures had d4 damage dice, so a d10dd effect would likely kill them, but other d12 or d20 dd creatures, could likely survive.

<rant>Of course, the modern gamer can't even add up basic numbers to do their own experience, so trying to calculate damage dice would ruin the experience and destroy their immersion</rant>

This is one of the main reasons I liked Dragon Warriors. your health was just that, Health. Checking if the attack was better than your opponents defence, if their armour was thick enough to absorb the blow all came way before health. and health represented the wounds that would bring you closer to death. You were lucky if you got 1 per rank, so while a 10th ranked barbarian with 16 HP fared better against a 10th ranked sorcerer with 9 HP, it was not in such a magnitude of difference than a d20 fireball couldn't kill them both, and all the 6HP peasants standing around.

I took it a few steps further for DungeonWorld v1->3 but HP was a staple for roleplaying games, so I stuck with what players expected..

Version 4, was a time of stripping back to basics and redoing the engine from the ground up with what worked, and trashing the flawed, old-school, chunky rules and looking at what really mattered.

Game Speed, Player Understanding, Luck and Realism.

Players, looking at a situation, see 100HP, see 2d10 damage from opponent, see average 10damage, see 8 rounds of safe combat. Wade in, taking blow after blow, not caring, just need to burn down the opponents HP.
Some DMs will tell them the HP of the monster, and the players will cross reference their damage and say "oh no, we need X more rounds, then include a few heal spells, and viola", why bother rolling the dice.

Sometimes players will slow down their game, to figure this kind of thing out..

So for games speed, My research suggested that players should just 'take damage' as the GM tells them, and if its excessive, make a check. The check should slow them down a few seconds.. because like their character, they are grasping at their chest/wound, life and death on the line.. ANY time a check is being made vs damage, the player can die right there, the tension is real, players are far more engaged and understand the threat.


This could be a lucky 1st level
or an unlucky 20th level

Artist:Gui Guimaraes

Whats more interesting is that a character can, and should, be able to be taken down in any given hit. Not being hit at all should be priority no.1. Also, monster can and should, be taken down with one hit too, if its placed well. Players should be looking to get that hit, and not be hit. and be creative with that.

Luckily, they are Heroes, and can mitigate the wound or the check vs death with the luck rules, allowing lower level characters the chance to avoid mistakes made, and higher level characters should have players who have learnt not to make such mistakes.

There is no way to tell if your going to die from a single 8pt wound or 20 x 2pt wounds, so you can't calculate the odds of surviving several blows from a creature. Don't get hit is the way to survive.

Eventually if you keep putting your character in extremely dangerous situations, odds are they will die, so players will often retire a character that's reached a point of no return, and use them as a support character for their next character to join and learn from.

The Game runs faster, Players don't have 'pure numbers' to game, luck plays its part and its far more realistic without sacrificing game play.

and a lightning bolt will kill 20% of people, no matter their level.. though, holding a metal blade in a lightning storm is more likely to get you hit.

The Demise of G+, what does it mean?

If you're reading this on Blogger, or G+, and you want to continue reading future blogs, please book mark it, or somehow take note of where it is, because its only a few more days til G+ will shut down and you'll not be notified of it as far as I can tell.


The Demise of G+ and what it means to many websites.


There was once a time on this blog that I'd see a reader count of 500+

I noticed first, that the share with community button stopped working, it dropped to 150,

So I had to specifically go find the groups and post them there.. but then groups actively blocked blog posts.. and I was very confused, because as far as I was concerned, the whole point of the communities was to share like topic blogs. The blogging community thrived on topics being raised by those who wished to speak of it, and readers did the rounds of several blogs to get a balanced view.

Three months ago, I posted something interesting.. and hit 30 views!

My Last blog got 2.. Seems that even though G+ is still working, they're already shutting down small part of it.. what next? blogger too?

G+ has its tendrils in many things, the little +1 button for sites, was awesome, if underused.

Imagine, if everyone actually used the google search +1, visit the site and it is what you wanted? +1 so the community can see, this is a legit site, because the 3,000 people who visited said so..

the site that was click bait? 0 +1s..

Blogs got +1s for decent content, so googling blogs showed several sites with good scores.. worthy of a read..

Communities rose up on several topics, you'd join a community and +1 the good ones.

Humans are socialable creatures, without it, our minds retreat, put up defensive barriers to ward off attacks until we break those self destructive walls or die lonely. Google+ was one way to help find like minded people and communicate..

Now?? Don't know.

Facebook has, for the longest time, been shallow, full of haters, and too open to scrutiny.. all your friends, even ones you barely know, can see that you've made a cake or had a birthday or turned 40 or gotten interested in freaky looking board games, and they comment "arn't you skilled" or "happy birthday you ole fart" or "WTF is that? are you into satanic worship now?"

Its too open.

MeWe has so many barriers of entry, you can't see posts unless they are your friend, but you don't know their posts exist unless someone comments on them. There is no personal wall to put up things, you need to create groups and invite people into those groups, and then add all the people in the group as a friends so they can all see your posts..

It needs work. but what else is there?


Thursday, 7 February 2019

NPC Lists

I have run a few campaigns that have gone on for years, and I return to them time and again, because I have a lot of data on NPCs, that just 'makes' the game more alive.. Players always comment when they find out, and I thought maybe I should share.

NPC LISTS.. 

A simple 'how to take your game up a notch'.

When we start Gamesmastering, we often have simple notes, names of towns on a map, dungeon locations, maps of the dungeon, but often when players arrive in a town, we have to quickly invent names of Taverns and N.P.C.s. Its so common, many game systems even have charts to help the GM come up with these, in the rules. Usually the Casual GM with a fly by night campaign, will end there.

But what about the consummate professional?
Fable II NPCs.


When players are arriving back in your city or town, weeks or months later, will they ever see your NPCs again? or worse, will they only ever see your NPCS?

If they frequent the same bars, sure, the bartender will likely still be there, but what of the staff? the patrons who frequent the place, might on certain nights of the week, but every single day?

Taverns

A simple approach is to have a page from a calendar, rip one out of an old calendar, re-write over the month with the name of the tavern, jot down the name of the bartender, and depending on your size, 2-3 bar wenches. 
Now, on the first row assign the bar wenches to days of the week, busy nights, get all 3, average get 2 and empty, one or maybe just the bartender. 
On the rows below.. roll on your favourite NPC generator and jot in regulars, each 'day' could cope with 3-6 names, in a social 'group' and on the very last row, non regular visitors.
Busy nights, should have 3-6 regulars per bar wench, so make sure you've got a bunch of names in those columns.. They aren't all going to be brawling 2nd-3rd ranked fighters, there should be some kind of hierarchy, choose 1 per 'group' as a leader, mark him as such. F2 or something. add some key 'visual' feature "broken tooth" or something..
Thomas Schmall: The Inn Keeper : oxpal.com
Viola, Your players arrive in town, you pull out 2-3 'calendar' taverns and ask which one they want to visit, remind them of the day of the week (they should be able to tell based on market activity). Once they choose, glance at your days of the week to determine how busy or empty your tavern is, roll d6 more irregulars, space them out on separate tables.. based on the weather.. cold: put em all closer to the fire, warm? the windows.

If your players engage in conversation, it'd be likely the leader who'd address them, point out your visual feature.. because weeks later when they return to this tavern, they'll remember 'broken tooth' better than they'll remember "Bob Farnsworth"

Now.. heres the fun part..

If your players are using this town as a base of operations.. have your irregulars turn up in different taverns, maybe broken tooth might be brokering a deal in a different place when the players turn up. Players aren't playing this game 24/7 so they'll forget and blunder over to talk to him, remind them.. "You see the broken toothed man from the Boars head, but he's engaged in a private conversation, seems like a bad idea to draw any attention to yourselves", If they now decide to go talk to broken tooth, its their own fault that they've angered him and he's now against the players.. add a -1 friendly to his name.

Over time, you'll add notes to N.P.C.s that players engage with, events that may (or may not) be relevant to the game.. maybe they sold a magic dagger to Klint Korgush, so next time there was a brawl in the Boars head, he accidentally killed a guy, and he sits in jail, blaming the players, his friends in the tavern don't look kindly on the PCs from now on.. 

But how will you know this?

Each session your players are going through adventures.. at the end of the session, roll some dice, consult some charts, and modify some N.P.C.s. Maybe Two NPCS have fallen in love with each other, a regular and a bar wench, or some guy fell off a ladder at work, and has a broken foot..

Make up a chart of things that might happen, roll once per tavern, 3d10 to find which 'day' of the month it happens to, d4 or d6 for which one in your list. it takes all over 5 minutes, 

But when your players come back after a quest, and spy Lillian the bar wench being overtly friendly to Bob.. then after the next quest, Bob has a black eye and Lillian is with Steve, then next time, Lillian has stopped working at the tavern they might inquire and find that she's married Steve now..

Years later, the characters have traveled the world, and return to grab some stash.. and you've been making the rolls all this time, and they walk into the Boars head, and find that Steve is no longer around, Bob is, and he's talking to a 16yr old kid that looks a little like Lillian and Bob, and he's interested in being the players sidekick, learning the ropes to be an adventurer, because Steve used to tell the stores of the adventurers often, before he died defending the town against goblins, and Bob took over as dad, but turns out all along that its Bobs kid..

20 rolls on the chart got me that.. 20 adventures, taking between 3 months and 2 years to perform, 17 years of adventuring, in real life, maybe 2 years, and the players return and the look on their faces when they see Bob in the Tavern, with a kid that looks like Bob, That's the moment, as a Gamesmaster, that my players understand the level of depth my world 'potentially' has.

Not just taverns, but town halls, guilds, and market squares all have the same or similar regulars, and goings on..  Noble families, administrations, governments too.. just a few more rolls.. and now you have a whole continent of NPCs for players to interact with.