Wednesday, September 11, 2024

Simple Firearms

 The concern about adding guns to d&d is that they tend to change the game the same way guns changed combat in real life; it's even more deadly than it was before and heavy armor is less useful. Combat skill is a little less useful as anyone can point and pull a trigger and kill.

I see these effects as reinforcing what makes old school d&d fun - deadly, unpredictable combat, focus on diegetic problem solving rather than relying on stats and abilities, weighing risk/reward before getting involved in combat, with the default being to avoid a fair fight at all costs.


There's lots of things to talk about when it comes to how to integrate firearms into your campaign, but I'm not doing that today. Instead I'm going to offer simple mechanics for handling firearms in the game. We can talk about the intricacies another time.


Primitive firearms

These include all ancient or early black powder guns, mini-canons, arquebuses, flintlocks, muskets, blunderbusses, and cap-and-powder pistols. These are probably the ones most refs will be willing to include because their primitive nature offers a fair number of counterbalancing drawbacks.


Looks like 4d6 damage to me.


First, these things take a long time to load. The kind of muskets used during the revolutionary war could get 2, maybe 3, shots off per minute, if you knew what you were doing. At 20 seconds reload time per shot that's about three rounds to reload, if you're using 6-second combat rounds. During that time you have to be standing still like a doofus.

As you can see in the above gif from Princess Mononoke, Lady Eboshi has peasant women busy loading rifles in preparation to hand to someone else to shoot. This is a good use of unskilled henchmen, like porters or torchbearers, and seems like something clever players might come up with to avoid the drawback of spending several rounds reloading to get one shot.

another alternative is what Blackbeard the pirate was famous for. Having a bunch of wheellock pistols lit in holsters all over your body. Just draw and fire. In WWN you can have half your strength score in readied items on your body. Leaving a slot for a melee weapon that gives the average player maybe 4-5 pistol shots. 

Difference between Firearms

The main difference between different styles of primitive firearms is power, accuracy, reload time, and how susceptible the weapon is to being ruined by water. 

First: water. If the gun gets wet it's ruined. In Princess Mononoke there's a scene where Lady Eboshi and her men fight off some giant wolves in a storm. They have the weapons wrapped in waxed/lacquered paper and large umbrellas to protect them from the elements. I'd rule that any steps like these would be effective. Maybe if the non-combatants holding the paper failed morale and fled the weapons would be ruined. Ruined could mean anything from the black powder being soaked, to the weapons needing to be cleaned or even taken apart in a safe, dry location.

As for Power, this really depends on your campaign. Compare to similar in-game effects. To my thinking d6 represents the ability of a weapon to kill a man in one blow - the average HD being a d6 (OD&D rules). Somebody 

For pistols I'd do 2d6 damage. Rifles are 3d6. Really heavy duty stuff is more, maybe 4, 5, or even 6d6 for stuff as powerful as a fireball spell: like mortars or cannons.

Of course, in real life people often don't die from a single gunshot wound, especially if it doesn't hit any vital organs. If healing magic is prevalent in your campaign you might even assume anybody who survives the combat is likely to make a full recovery. Some of your own guess work is required here to see what works for you and your players. 

Then there comes the problem of armor. Anyone familiar with the history of firearms is aware of the arms race between firearms and armor until the point at which it made more sense just to get rid of the armor all together. In world war 1 they started experimenting with metal plates woven into gambesons again, and eventually to modern times there are effective armors against firearm.

In medieval times plate armor was "proofed" against firearms. That means that the armor maker would shoot the armor with a firearm at a certain distance after it had been completed "proving" that it was capable of deflecting a bullet at such and such distance. Of course the average soldier couldn't afford such state-of-the-art fully articulated battle plate, but they could probably afford a steel cuirasse and helm which would be proofed the same way.

Shock Damage from WWN is pretty cool, but I don't like the fuss of implementing specific shock ratings and minimum damage values for each weapon and armor. 

Instead we'll split them into basic categories. 

Firearms come in Light (2d6) Heavy (3d6), and Artillery (4d6 or more). Probably nothing short of enchanted armor could withstand the force of Artillery, so we'll mostly ignore those.

Armor is either proofed or unproofed. Unproofed armor is basically no armor against firearms: you have to make a successful saving throw to avoid. Wands/Rays seems like a good choice. If you successfully save you "dodged the bullet", otherwise take full damage.

Proofed armor offers some protection. By the way, this is gonna use Ascending Armor Class. If you insist on using Descending Armor Class you're probably use to doing pointless math, so I'll let you figure it out yourself.

AC11 is unarmored, roll 11 or better to hit. That gives a regular ole human (1hd, AC11, +0 to hit) a 50/50 chance of hitting another regular ole unarmored human. That AC11 represents your ability to dodge an attack without bringing armor into the mix.

Thus, the first 10 points of AC are just you. If you want to apply Dex bonus to this base AC be my guest, but I don't.

Every point after that is your Armor. If a firearm attack (d20+Dex+Ranged bonus) beats the proofed AC, attack successfully penetrated the armor.

If the attack was at least 11 but less than the AC of the armor, it was stopped by the "proofing" or bullet-resistance of the armor, you only take half damage (roll damage, divide by 2).

If the attack was 10 or less it misses completely or deflects off the armor harmlessly.

Light armor is rarely proofed. Its main components are textile or leather. Maybe if the armor is Kevlar, or is woven with mythril thread it'll be bullet proofed.

Medium armor can be proofed, that's the steel cuirasse mentioned before.

Plate armor is ye old standby of proofed armor.


Another alternative is to have "proofed" armor simply deduct its armor bonus from the attack on a successful hit, so Proofed Light would reduce the incoming damage by 2, Medium by 4, and Plate by 6. Might be enough to save your ass.

Accuracy. I'm not gonna muck about with different accuracies for different firearms. Instead you can go look up the effective ranges for different firearms. If the attack is further than that it automatically misses. Don't forget that a lot of weapon accuracy for old weapons is typically assuming the weapon would be used in formation, like a firing squad, and shot towards a large surface, like an enemy battalion. Combat in d&d isn't like that, it's usually man-to-man skirmishes. So if some old ass rifle says it was effective up to 400 meters or some shit, I'd be skeptical. They probably mean it's capable of hitting a barn at 400 meters, not a little mustachoed goon picking his nose.


Reload time

We already touched on this before: 20 seconds for a trained musketeer to reload a familiar musket. That's roughly three 6-second combat rounds. Double or triple that for big guns, halve it for small guns like pistols.

pew pew

Monday, September 9, 2024

hermetic inoculation - Buddhism / Morrowind OD&D

 taking a break from the Internet, except for writing work, blog posts, research, and music. not doing anything social. those of you who know me on the discord are aware i retreat into hermetic semi-seclusion 3-4 times a year. i probably won't be very active again outside this blog until after Halloween, potentially until after new year. we'll see how it goes. if you really want to contact me for some reason I'm sure it'll happen.


in the mean time I'm tinkering with system stuff. my goal is to set up a system which matches my playstyle, which lends itself to quick generation of game content. i prefer to rely on randomization to cut down on prep time and increase player agency, and encourage me (the GM) to take a more backseat role in guiding the game. i like each session to be as much a surprise and discovery as my players. i don't like pretending to be in control or guiding the experience.

y'know, the reason why there are so many rulesets is because, if you want to do something other than totally vanilla rules as written d&d, if you wanna do *anything* out of the ordinary, you need houserules. if you have houserules you'll need a document of some kind. then, in order to educate players as to which rules you're keeping and which you're changing, you almost end up needing to rewrite the entire rulebook to some degree. 

thus, for every campaign there's the potential for a modified rulset to take shape. since GMs spend so much time tinkering with their stuff they get attached to it, make it wanna look nice, and before you know it they've put enough work in that, heck, i might as well put it out there.

the reason there's so few adventure modules, comparatively, is that at table play tends to be a mix of published stuff, original content, and heavily edited published stuff, stuff copied from elsewhere and spliced in. most people's games are pretty ad hoc compared to their carefully articulated rulesets, they take poor notes on what happened in the game, and their keying structure is often just what they need to run the game.

so then you have it people don't release as much of their adventure material. they crossbreed other people's content with their own gibberish and slop, and so it requires much more work to go back and replace all the recycled material with OC so people don't call you a thief 

of course, you could just take honor in being a thief and publish it anyway, hint hint. don't try to make money off it. just make it zines and fan work. this is a hobby, after all 


I'm not gonna lie, i really like the idea of skill systems for taking some of the weight off. i explain what that means below. Morrowind has a nice skill system, as does Worlds Without Number. What would happen if we mixed these things with my two favorite systems, OD&D and Knave? I'll be tinkering with these ideas over the next couple seasons.

=====

Attributes

Roll 3d6 for Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma


score (adj)

3 (-2)

4-7 (- 1)

8-13 (+0)

14-17( +1)

18 (+2)



Strength - Adjusts melee attacks, used for feats of strength.

Dexterity - Ranged attacks, speed, agility, reflexes

Constitution - Used to resist poison, illness, exposure. You can carry 1.5x this many slots. You can survive this many days without food.

Intelligence - You start with Int/5 languages. Languages include elements of cultural familiarity. Occultists start with Int bonus +1 spells

Wisdom - insight into karmic vicissitudes, intuition, ability to deal with spirits appropriately.

Charisma - Affability, charm, wit, leadership. Adjusts reaction rolls. You can have half your Charisma in followers.


Attribute adjustment

You may subtract 2 points from one attribute to add 1 to another.


Saving Throws

Fortitude - overcoming with strength, effort, endurance. Adjusted by the better of Strength and Constitution.

Reflex - overcoming with agility, dexterity, reflexes. Adjusted by the better of Dexterity and Charisma.

Warding - overcoming with spirituality, intelligence, esoteric science. Adjusted by the better of Intelligence and Wisdom.


Each saving throw starts at 15, adding or subtracting your best attribute adjustment for each. To make a successful save, throw d20 Equal or Over the relevant saving throw. Each level you can distribute 3 points between saving throws.


At level 2 Maghada the Wise distributes 3 points between her saving throws. Her saves are Fort 14 Reflex 15 Warding 16. She puts 2 points into Fort, reducing it to 12, and one point into Warding, reducing it to 15.


Skill System

Difficulty

Rating

Easy

7

Average

9

Difficult

11

Impossible

13




Roll 2d6 + Attribute + Skill Level

Without the appropriate skill some things are impossible, like casting magic. Other things you can still attempt, like Riding a horse in difficult conditions, but incur a -1 penalty when it's clear none of your skills or backgrounds fit the situation. Further penalties and bonuses can be applied for careful planning, appropriate or inappropriate equipment, less than ideal environments, timing, etc. this is worked out via conversation between players and GM.

Lots of people groan about skills in OSR games, so I’ve never tried using them. This system is lifted straight out of WWN. I’m wondering if it’ll take some of the guesswork out of dealing with niche situations and coming up with, and remembering, new rulings for every case. This way I can just assign a difficulty, we pick out which skill and attribute makes the most sense, and throw. In some cases, like Sneak, Speech, Perception, they’ll be rolled behind the scenes so you don’t know when you’ve failed. In some cases, different skills with both fit the situation and we’ll all have to figure out what makes the most sense. Shrug. That’s the game. If it sucks we can throw it out.


Skill List

Administer - Running an organization, handling bureaucracy, performing scribal duties, identifying incompetent or treacherous workers, analyzing records or archives. Handling anything an executive or middle manager would do.

Alchemy - Treat wounds, cure diseases, neutralize poisons, diagnose problems of body and mind. Produce potions and poisons using alchemical ingredients.

Athletics - Run, Climb, Swim, Jump, Labor for long periods. Strength, Stamina, Coordination.

Combat - Knowing the art of war, being skilled in hand-to-hand combat. Added to attack rolls. each time you take combat you put a point into blades, axes, polearms, or clubs. Warrior-types like Nomad Blades get two-for-one when they spend points in Combat.

Connect - Finding people who are useful to your purposes, know who to talk to for favors or services, calling on help or resources of an organization you belong to. Covers ability to find people you need, though convincing them to help may require more.

Craft - Craft or repair items / technology appropriate to PC’s background. GM is within their rights to prevent PC from building complex things outside their background and experience.

Dharma - Understand the fundamental cosmic underpinnings of the world, perform clerical and ritual duties, familiarity with daemons, saints, and taboos, identify iconography, understand local faiths and religious hierarchies.

Language - Speak and write in a language, understand the culture and context of native speakers.

Leadership - Inspire others to follow you and believe in your plans and goals. Manage subordinates, encourage loyalty and motivation. A successful skillcheck can prevent morale decay and route of followers.

Lore - Know matters of history, geography, natural science, zoology, and other academic fields appropriate to a scholar. Some might specialize in a specific field, otters may have a broad range of understanding.

Magic - Cast or analyze magic, know things about famous magicians or magical events. non-occultists with this only obtain intellectual benefits. there's like d8 schools of magic and you have to spend skill points for each style.

Marksman - Firing a crossbow, maintaining ranged weapons. primitive, black powder, hurlant.

Mercantile - Running a successful business, buying/selling, identifying the worth of goods/treasures, dealing with merchants, finding blackmarket, knowing smuggling law

Perception - Identify ambushes, hear distant sounds, notice small details or concealed objects, find secret doors or traps. Frequently rolled secretly as a result of PC actions.

Perform - Sing, dance, orate, perform impressively for an audience. Compose music, plays, writings, or other performance arts. Most have a field they specialize in, though polymaths may exist if PC’s background is appropriate.

Profession - Pick some mundane workaday job thing you did in your past life. Bricklaying, Blacksmith, Incense Roller, Midwife, Well Digger, whatever. Make something up or I’ll get a list.

Ride - Handling riding animals and beasts of burden, driving carts / wagons, carriage repair, judging a good horse, shoeing.

Sail - Sail or reair ship, build small craft, navigate by stars, read sea weather, manage sailors.

Speechcraft - Persuade a listener. The more implausible or repugnant the claim, the more difficult. How they act on their new conviction is up to them and their motivations, not always predictable.

Stealth - Moving silently, hiding in shadows, picking pockets, disguise, pick locks, defeat small mechanisms. Hack security bots?

Survival - hunt, fish, navigate by the stars, deal with environment, identify plants / wildlife, craft survive tools and shelter.

Technology - familiarity with hyper-advanced technology from bygone ages. may be able to identify, use, or even repair ancient relics.

Unarmed - Fighting unarmed. Pugilism, grappling.



The Use of Skills

 The function of skills is intentionally loose and open to interpretation. some of them overlap with each other to cover different bases. for instance, a character with lore and one with technology may both be able to identify an alien artifact, but the character with technology may have better odds since the specifics align more closely with his domain. on the flip side, a character with lore+4 may have better odds than a character with tech+1 for identification, history, and source of said object, but likely wouldn't know how to use or repair it, as lore is considered of a more scholarly than practical knowledge. 

Skills are intended to aid in making more consistent rulings and support diegetic play, rather than act as strict rules or replace at-table discussion. The GM is encouraged to pick the closest option and move on rather than stick a player with a -1 penalty for not having the right skill.


D20 Background (will flesh these out later)

1

Artisan

blacksmith, tanner, carpenter

2

Barbarian

savage, hermit, wildman

3

Carter

hauling goods, riding post

4

Courtesan

prostitute, geisha

5

Criminal

thief, conman, burglar

6

Hunter

trapper, recluse

7

Laborer

skilled or unskilled worker

8

Merchant

trader, peddler, shopkeeper

9

Noble

spare son, exile, black sheep

10

Nomad

raider, tribal wanderer

11

Peasant

Peasant farmer, rural laborer, serf

12

Performer

bard, dancer, singer

13

Physician

village healer, chirurgeon

14

Priest

monk, ascetic, holy hermit

15

Sailor

bargeman, fisherman, pirate

16

Scholar

Scholar sage, mage’s apprentice

17

Slave

indentured laborer, runaway

18

Soldier

bandit, mercenary, guardsman

19

Thug

ruffian, gang member, village bully

20

Wanderer

exile, explorer, traveler



though a few interesting details are nice, long character back stories are discouraged.at most a quick paragraph in broad strokes is plenty. if you need an exact number keep it at 5 sentences or less.

 the game is about facing difficult dilemmas, making the best of bad situations - more about how our values come into conflict with reality, and how the goals we achieve in the end often aren't the ones we set out after. How you change, and the world changes with you, for better or worse.


karma

a character's karma can be chaotic, neutral, or lawful. how this is interpreted is up to the player. karma has background mechanics invisible to the players which affects various situations. it's possible a PC's karma can change enough to warrant a shift in alignment, though this will likely be rare and you'll never be held accountable for sticking to an alignment designation - you're always free to change your ways at any moment. if you're unsure, just pick neutral.


Leveling up

all classes use the same XP progression. prime requisites offer extra features and better abilities rather than XP adjustments.

PCs earn XP by defeating enemies, showing mercy, upholding difficult vows, finding clever ways around obstacles, recovering valuable treasures, completing quests, restoring shrines, purifying corrupted areas, and making personal sacrifices for the benefit of strangers. 

100xp is average, though it can be more depending on the potency. XP is awarded at the end of the session. this is less about playing to your particular character concept and more about making meaningful decisions and development as a person in the world. don't ask “what would my character do?” ask “what would *I* do?”

1g = 10xp

treasure and XP is split between the entire party, including henchmen who each take a 1/2 share for themselves first, the rest divided between the players. some henchmen may make additional demands according to their personality, karma, and morale. henchmen tend to be scrupulous and may behave unreasonably if they feel cheated.

an easy way to figure this is to divide the treasure by twice the number of total people in the pot (PCs+henchmen) to get the value of a half share. multiply it by the number of hechmen to get their earnings, which is subtracted from the total pot. the remainder is divided evenly by players.

a party of 3 PCs and 5 henchmen loot 200g.

200 divided by 16 = a half share of 12.5. times 5 henchmen is 62.5 total paid to the henchmen

the remaining 137.5 is divided between the players for 45.8g each.

if you wanted henchmen to get a third share instead you could multiply the total number of party members by three and divide the treasure by that to get the henchman's share.

i used to avoid doing this because i thought math was scary, but it's a lot of fun to imagine the hechmen’s greedy faces, sticking out their tongues and rubbing their hands together, as they eagerly wait on the PC that can actually do basic math to divide the treasure.


thinking about separating class types into warrior, magician, specialist, or adventurer types, allowing them to get two-for-one when they put points in appropriate skills.

OR maybe they pick major, minor, and misc skills like in Morrowind.

whatever will be fastest. 


I'll probably come back and add some art later.