April 2010

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Welcome back!

I’m coming late to the RPG Blog Carnival this month, but better late than never, right?

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NPCs are an area where I either go very deep or very shallow. For example, a common theme I have in running a game is putting an Inn/Tavern in every town and there always happens to be an old man or woman at the desk or available when someone rings the bell.

This old person inevitably was a) cranky, b) hard of hearing, and c) difficult to deal with. So whenever the PCs would try and find a room for the night, they’d have to verbally spar with the desk jockey.

Desk clerk (DC): “Eh?”
PC: “We’d like a room for the night.”
DC: “A broom for flight?”
PC: [speaking up] “A ROOM FOR THE NIGHT.”
DC: “You don’t have to yell… I’m not deaf you know… I have a couple of rooms with one bed in them, but all 5 of you might have to draw straws… or there’s the [mumbles] common room…”

Yes, I like to torment my players. It’s part of the fun of being a GM.

On the flip side of the coin are characters like Lady Dagor, the female knight in charge of the Order of St. Greggor – a group of knights seeking the destruction of all demons in the world of Immortals’ Wake.

In her case, I always had a mental image of Sarah Douglas as Ursa (Zod’s second in command) in Superman II, but a bit shorter and wearing a combination of chain and plate mail. She buries her contempt for civilians well, but holds them somewhere above pond scum in the order of things.

Dagor focuses on two things. Firstly, she studies all the battles between the knights of her order and the Changed demons who control raw elemental energies. She feels she has a better understanding of how her enemy operates than they do in many cases and far more knowledge than many of the organizations also studying the demons (including other church members, the House of the Magus (mages), and the Chasers). This feeling of superior knowledge is both a good and a bad thing.

Secondly, she focuses on strategies for capturing, testing, and killing demons. Using her knowledge of how they operate and many of their tactics, she finds weaknesses to exploit and is constantly instructing those under her command to test such weaknesses vigorously in the field.

Lady Dagor is a stern task master and a good soldier, but also knows how to play the political game. As the first woman in charge of the militant order of the Church of the Mother, she knows she is empowered to do just about anything in the name of the Church. But even with this knowledge, she obeys the letter of the law and will rarely break with church doctrine.

It was her laugh that I settled on first. A haughty, full-bodied laugh that has been practiced and perfected over the years to throw off allies and enemies alike. She has few friends, and only “befriends” people if it is politically or strategically necessary.

But at the bottom of this superiority complex and the haughtiness, she devoutly believes in the teachings of the Mother. What she is doing is right on every level and that gives her the strength to do what she must. Is she evil? Not from her perspective.  But from other people’s perspectives? Yeah, probably.

Some NPCs, like Athena from Zeus’s head, come fully formed in my mind when they appear. Others sneak up on me. And others just pop up like that damn innkeeper. “Eh?”

–Fitz

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Hopefully you’ve enjoyed the two short samples of life in the world of Immortals’ Wakepart 1 and part 2 – culminating in the demon trial of the merchant Evani Georgia.

This world has a little bit of everything…

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    Controversial religious-based persecution? Check.

  • Traditional wizards and people with the ability to control raw elemental energy? Check.
  • Hired swords, thieves, knights for various causes, and nobility struggling with court intrigue? Check.
  • A combination of oral and written history viewed through the eyes of the people of the present day? Check.
  • Immortals seeking… peace, revenge, an end to their eternal suffering? Check.
  • A broad world waiting to be explored and filled in by GMs and players alike? Check.

As was discussed in a prior post, I’m seeking input on how to make settings such as those created for Immortals’ Wake accessible to gamers in such a way that it would benefit GMs and players as source material and yet provide enough flexibility that it’s not stifling.

Tourq and Adaen brought up some great things to consider, including:

  • Fear of the Unknown
  • Room for Conflict
  • Ease of Immersion
  • Hooks
  • Open Space

I think all of these are represented in some way or another in this setting.

As far as “Fear of the Unknown” goes… The impending arrival in the city of Belan’si of “The Nameless One” will introduce the players and GM to the raw power of the Immortals of Immortals’ Wake. In every campaign and session I have run where the players encountered these beings, there has been awe, fear, and change left in their wake – followed by the fear of knowing that a character has changed in some fundamental way and is now hunted by the very society they were living in.

For “Room for Conflict,” there’s plenty of that in the world. The mages are at odds with the church. The church is at odds with the “Changed” and even a bit in conflict with itself. The people are caught in the middle, with little safe ground to stand on when the crisis hits. And beyond that, there’s the typical thief vs. guard interplay, the tenuous balance of power among the nobles and their knightly agents… even a rival guild of thieves trying to make headway in the city.

“Ease of Immersion…” This one is tough. The only benefit here would be that many of the groups are loosely based on those in our own history. The history of the Church of the Mother is loosely aligned with that of the Catholic Church, with its militant push towards converting the infidels and seeking to control the hearts and minds of its people through the Inquisition. Nobility and knights are much like those encountered during the middle ages, with different families, power bases and ideals clashing regularly. Magic? Well, magic would be foreign to any setting…

There are many “Hooks” scattered throughout the setting – from strange artifacts left over from ancient wars to rumors of improprieties among noble families, from hidden agents of change within the Church to wizards seeking to control the demons themselves… There are many points that would serve to hook players and GMs into the world.

And “Open Space…” I have a crude map of the world that offers island kingdoms to explore, mysteries to investigate, and huge open spaces yearning to gain histories and inhabitants.

So I think all of these are covered in some way or another.

If you were a player or a GM wanting to know more about the world of Immortals’ Wake what would you look for first?

–Fitz

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What follows is a continuation of the first vignette of Immortals’ Wake here. What would Maria do with the knowledge of a possibly demon-touched individual in the bazaar?

That night, all Maria could think about was the merchant’s magical bowl and the words of the deacon. Should she mention it to the guards just in case? She certainly didn’t want her inability to act to hurt someone, even indirectly.

After a restless night, she decided she would speak to a priest at the basilica before she went to work at the O’mani trading stall in the bazaar. Once inside, her worry seemed to attract one of the Sisters cleaning after the morning service. She introduced herself as Sister Wyland and asked Maria to sit.

“Tell me of your troubles my child,” she said gently. “We are always here to help.”

Maria spoke of the events in the bazaar, careful to leave out the merchant’s name until she was sure of a course of action. “Sister, what should I do? I don’t want to bring pain and suffering on his house, but neither do I wish for anyone else to be harmed should he turn out to be one of the… the… the demons…”

After a moment, the Sister spoke. “My child, ultimately is not everything in the hands of the Mother and the Maker? As vessels for their love and generosity, we cannot let our emotions cloud our judgment. Though you may not want this merchant to be harmed unnecessarily, would it not feel even worse if he was a demon sympathizer and brought destruction to the many innocents who travel to the bazaar every day?”

“I see your point Sister Wyland. Who do you recommend I speak to about this matter?”

“I can pass such information along to the guards for you my dear, so your involvement is further lessened. But you will know that this information will immediately get to those who can test this merchant properly and ascertain how he got this bowl of which you speak… So what is his name?” asked the Sister.

Maria rose, mentioned Eveni Georgia and where his booth was in the bazaar, thanked Sister Wyland, and headed to work for the day with the spring back in her step.

Later in the day, she heard and saw a group of heavily armed and armored men running through the bazaar in the direction of the market center. Her heart pounded in her chest in time to their marching steps. Maria knew where they were going.

Though the knights didn’t come past her booth, she heard descriptions of the two men they apprehended. One was the merchant Georgia, but she didn’t recognize the other one. If the authorities held to tradition, there would be a public trial and sentencing tomorrow at noon. She didn’t want to go, but knew she’d be there with everyone else.

Up to a few years ago, demon trials were just another story told to scare children. But in the last year alone there had been eight trials. And though they had yet to see any demons, eight men and women had been found not guilty after they died during the proceedings. Rumors explained that the families of the innocent would be repaid for the loss and heartache in gold.

Maria didn’t know any of the families to confirm such stories, but she and many others wondered about the truth.

Before the marketplace closed, A’Bas found her at her stall. “Did you hear what happened?” he asked, wide-eyed.

She nodded. “I caught glimpses of them as they ran down the next path. What do you think they’ll do to him?”

He shook his head. “I don’t really want to think about it Maria. Who do you think turned him into the guards?”

All Maria could do was look away and shake her head… “I don’t know, ” she muttered under her breath.

The next morning, as predicted, an edict was posted about the pending trial at Noon. Eveni Georgia was to be tried as a demon. If he lived, he would be proven to be a demon. If he died, he would be cleared of all charges.

The bazaar was deathly still all morning except for whispered questions and murmurs about the merchant and the trial. Maria had not slept a wink, her own betrayal eating away at her from within. Even the nightly sermon hadn’t helped, as the Deacon spoke of the captured demon and its possible meanings for the faithful.

She and A’Bas made sure to find space in the crowd witnessing the proceedings, but Maria cautioned against being where they might be seen by the merchant. Maria didn’t want him to be able to point them out in the crowd.

The knight in charge of the knights of the Order of St. Greggor presided over the trial – Lady Dagor. She looked strong and proud in her practical mix of plate and chain armor. Her knowledge of Church law sounded official to everyone in the crowd, including Maria.

Eventually she asked some simple questions of Georgia.

“Where did you get the bowl?” “Why would you carry such demon-touched merchandise in your stall?” “What contact had you had with the demons?”

The crowd was unable to hear any responses from the merchant, as he was locked in a small metal box suspended by chains above a small pool of water. However, what they saw made everyone back up a few steps.

The box began to dissolve around the man inside. And the merchant looked ready to spring at his accusers wearing simple metal armor and carrying a large sword, both of which appeared out of nowhere.

The lady knight did not seem alarmed by this at all. Making a small gesture, the box suddenly plunged down into the water and a group of knights secured a large wooden lid atop the pool, locking the man and what was left of the box inside.

The wooden walls of the pool expanded slightly as though the prisoner within was pounding on them with great strength, but they held fast. And after a few moments, all grew still again.

Now addressing the crowd, Lady Dagor spoke loudly enough to quiet the cries and shouts of alarm rippling through the people. “You see, that is why we must remain ever vigilant. That was an Earth Demon living hidden among us. He could have brought destruction on us all…” She paused. “But one among you spoke up and shared a concern with us so we could deal with him before anything bad happened. One person made a difference. Don’t ever forget that.”

“Thank the Mother and the Maker that we were prepared for this. We should all give thanks and ponder what we have seen today.” At that, she turned on her heel and went back to her knights who were dealing with ensuring that the demon would not escape his watery grave.

Maria was in shock, as were many in the audience. How could such a thing have come to pass? Why didn’t anyone know he was a demon? But she feared that many may suffer such trials in the future if the paranoia spread too far and fast through the people…

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What follows is a taste of the world of Immortals’ Wake… Many, guided by faith, skill, knowledge, or logic, see this magical realm in very different terms. As in most worlds, there are Haves and Have-Nots. When the bells at the Basilica sound a warning, where and with whom will you seek shelter?

Marion O’mani keeps to herself most of the time. A girl of faith, she regularly attends mass at the Basilica to worship the words of Mother T’aibi who guides from above. And when she’s not attending services, she can be found at her family’s stall in the bazaar, selling handmade goods as the O’mani clan had sold for 100 years. As such, she had many friends among the other merchant families of Belan’si.

As a port city, trade caravans constantly bustled for attention from wealthy buyers who then turned around and sold those trinkets to the people of the city with coins to spend. Stalls on the side of the bazaar closest to the merchant and noble quarters were the subject of intense positioning, sometimes leading to bad blood.

Today, Marion had some free time before the sunset service began, so she decided to find her friend A’bas. A’bas Relan and Marion attended the church school where they both learned to read and write and do the basic math they would need every day in the bazaar. The pair often explored the dark interior of the markets to see what lost treasures they could find among the shops, stalls, vendors, and colorful people passing through the area each day.

She found him at one of their favorite stops, the booth of one Evani Georgia, a man of ill-repute who always ended up with the best strange pieces every week. A’Bas was admiring an azure pottery bowl that seemed to change and move as he shifted it in and out of a shaft of sunlight. “That’s beautiful, but how does it do that?” she asked tentatively as she approached.

“Ah, another distinguishing eye! Yes, this is a rare item indeed,” said Georgia. “It came to me by way of the ocean from Kardyn, island kingdom of the Saesi.”

“But why does it shift so?” she asked.

The merchant gestured for her to come closer as he whispered “The pottery is imbued with demon magic.” A’Bas nearly dropped the fine porcelain bowl, but recovered quickly enough to set it gently on the table.

“Demons? Really? Have you ever seen one?” asked A’Bas. “We’ve heard tales, but have never seen one ourselves. Beyond the strange rippling stone of the Mother’s Fold over the river, I started to think they were a myth.”

The man smiled. “Oh, they’re real. I once watched a battle between a group of fire demons and a detachment of knights from the Order of St. Greggor. Raw magic nearly destroyed their weapons and armor. But numbers were on the side of the Church that day. The losses though… I’ve never seen such carnage and the smell…”

“A’Bas, I think it’s time to go,” Maria chimed in. “We’re needed elsewhere. Thank you kind sir for your tales.” And she grabbed her friend’s arm and led him from the booth.

“Next time bring some money and I’ll entertain with tales of the wave demons!” shouted Georgia after them.

Maria and A’Bas hurried through the crowded marketplace to the Grand Basilica so they could get seats at the evening service. “All this talk of demons has me worried,” she said as they worked their way through the throngs of people. “Even Deacon Nobin has mentioned them in her sermons lately…”

“I’m sure this will pass. We’ve all heard the stories, but beyond some old stone bridge and that weird pot have you ever seen a reason to be scared?” asked A’Bas. “It’s just talk.”

As they shuffled through the double doors and under the great domed roof of the church, they were far from the first to arrive. Services, especially lately, had been very crowded of late. But they found room on a bench in the center as more people filed in. By the time the Deacon appeared with her acolytes, it was standing room only and a few hundred people were seeking spiritual guidance…

Deacon Nobin began… “Good evening, my friends. May the Mother’s Grace be upon thee…” And also on thee…

“Here in the city of Belan’si we have been blessed by all our guardians… The Queen’s Order of the Sovereign Rose, the King’s Order of the Missing Sword, and our own Order of St. Greggor help our overworked guardsmen patrolling the city streets and keeping us from harm. Thank the Mother…” Thank you oh wise Mother.

“But now we’ve seen evidence that our great, safe city once again lies in the Nameless One’s path… And we must pray for guidance during the dark times to come. May the Maker and the Mother watch over us all.” Amen

“In the days and weeks ahead, we must remain vigilant. Watch for signs of the demons all around you. And if you see signs, let our guardians know so they may deal with each threat as it comes. Do not wait. Do not stray from what you believe. For if these demons are allowed to run free, we will all pay the price.”

Eventually the Deacon finished her sermon and bid her flock good night and safe journeys. Her words left Maria and A’Bas wondering if they should tell someone about Evani Georgia and his strange, demon-touched porcelain bowl…

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Hi all…

I’ve been pondering putting aside my dreams of an independent roleplaying game in favor of doing what I love to do most, which is world and adventure design. So as I ponder such thoughts, I wonder…

  1. Role Playing | Technology
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    What are the top three things you look for in a setting?

  2. What types of settings do you tend to look at or read most often?
  3. What are the best setting books currently out there and why?

From my perspective, I look for (1) interesting locations, historical significance, and crunchy problems like the world ending. For (2), I am a fantasy guy first and foremost, so I tend towards traditional fantasy (swords & sorcery) more often than not, but I also like urban fantasy and space cowboys (like Firefly). And as for (3) the best settings, I love the Palladium Fantasy world books. Those guys not only provide amazing backgrounds and locations, but the artwork is typically phenomenal.

I have two nearly complete fantasy worlds (one more traditional and the other not) and some ideas for an urban fantasy setting and even a Steampunk concept I want to explore… So I have many areas to dive into. Is there room for more setting/adventure materials in the already crowded market?

Curious minds want to know. :)

Thanks in advance for any feedback…

–Fitz

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Hi everybody…

The good people at Kobold Quarterly are at it again, producing another fine issue of their roleplaying games (RPG) magazine. However, I have to warn you – perhaps this issue should have come in a paper wrapper because of the cover. The cover art features a scene right out of Shakespeare’s Twelfth Night, a forest clearing teeming with fae-looking folk, satyrs, unicorns, and other critters all getting ready to party. Now, there are some carefully placed shadows, hair, and arms, but it’s tough to ignore that a good number attending the revelry are stark naked.

Before anyone gets up in arms, I’m not a prude. But my concern would be for those game stores who carry KQ on their shelves and the pre-teen and teenage gamers who shop there. If we want our industry to be taken seriously, it’s tough if one of our best magazines (who have taken over for the once great Dragon and Dungeon publications from TSR/Wizards of the Coast/Paizo Publishing) is presenting Boris Vallejo-style pictures without properly warning folks first.

Yes, this issue does deal with sex and romance in RPGs, but you could warn a fella first. It’s funny, because I don’t typically object to magazine covers. Many of the KQ covers have been suggestive, but not objectionable. I guess it’s the pure… nakedness… that bugged me here.

That said, the articles inside this issue are the typical top-rate variety that you expect from KQ these days. And alongside the articles about sex and romance, there are articles about gnomish flying machines, magic weapons, and some darker material about creatures like the Shoggoth and using Lovecraftian Gods in 4th Edition Dungeons & Dragons. Again, the mix of content is amazing and thought provoking as always.

Who knew the ecology and psychology of Shoggoths was a topic that needed exploration? These are vile creatures from H.P. Lovecraft‘s Cthulhu Mythos who can now be injected into your own RPG campaigns to add some additional “ick” factor if you need it. “Ecology of the Shoggoth” by Phillip Larwood describes shoggoths as an intelligent ooze that consume living tissue or material and add it to their bulk. But just because they’re intelligent doesn’t mean you can have a conversation with one if you see it sliming down the street. These grotesque creatures embody chaos itself and leave a path of destruction and insanity in their wake. Larwood introduces the concept of cults to these strange creatures who actually feed and worship them… not the kind of folks you want to take home to eat meet your mother.

And if that wasn’t enough to scare your players, Aeryn Rudel describes the properties of some of the Cthulhu elder god and some of the qualities of their worshippers in his article “Lovecraftian Gods”. These gods cover everything from chaos to true evil and I wouldn’t want to run into them in a dark alley. No goody-two-shoes gods here. I do wonder a bit at the game balance qualities of some of the powers the faithful get from these divinities. Things like the Veil of ‘Umr at-Tawil would drive me nuts as a GM or a player for example (a blue silk veil that gives the ability to see all possible actions an enemy may take and then interrupt them), but it’s nice to have additional options.

As a game designer contemplating a Steampunk setting, David Mallon’s article for Pathfinder – “The Arquebusier” – was intriguing. Introducing a class proficient with early firearms such as the Musket and Blunderbuss would certainly add numerous options to a game world. And some of the new feats included, such as Double Tap and Bulletcrafting make this class much more well rounded – giving such a character the ability to not only create such weapons and ammunition, but have proficiency in using them in combat.

By far my favorite article in the issue was Monte Cook‘s “The Thrill of the Unknown” – which cuts to the heart of game setting design, which is one of my favorite things to do. Cook suggests that instead of illuminating all the corners of every dark place in the world, the element of the unknown needs to remain ever present. As he says – “Remember… that the power of the truly unknown is that, because it is entirely undefined, we can never grow accustomed to it.” When you know what’s coming, you can prepare for it. And that’s fine most of the time, but leave a bit of mystery where you and your players can explore it together.

If you’re looking for inspiration as a player or a GM, look no further than an issue of Kobold Quarterly, past or present. Every time I crack open a copy I learn something new or find a new way to look at things… Be sure to pick up your copy of Kobold Quarterly, Spring 2010, Issue 13 at a gaming store near you or online at KoboldQuarterly.com. Even with the questionable cover of this issue, you’re bound to find something fascinating!

–Fitz

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Duel of Volker the minstrel and Ilsan the monk...
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Ok, so with the help of Chuck and Mike, I feel a bit better about a few things. But when I was trying to write up a concise summary of the combat rules last night, I ran into a few snags.

Like was documented in Starting Over… and Starting Over… Further tweaks, the basic mechanic for the MARPG revolves around these points for skill, characteristic, and combat resolution checks…

The idea is to roll on 2d10 and get a number below the designated target, which is always the characteristic or derived characteristic value involved, added to any ranks in an applicable skill, and modified by environmental or opposition effects. Sounds tough, but it boils down to:

[Characteristic or Derived Characteristic value] + [Ranks from applicable Skill] +/- [Modifiers]

For example, if we have our Tracker with a Mind characteristic of 5 and a Tracking skill at 3 ranks, by default any “tracking” he tries to do will have a target number of 8. If the rain washes away the tracks, the GM may make things more difficult (-2). Or if there’s a layer of snow that the quarry has walked through, the GM may make things easier (+2). And if the quarry is smart enough to try and cover her own tracks, she can roll against her own Tracking skill to do so. Success on her part would make things more difficult for the Tracker, and failure would make things easier.

If the character has no applicable skill, the target is based solely on the characteristic value and any modifiers from the GM or any opposition.

Success or failure is determined by comparing the die roll (2d10) to the target number. Roll the target number or less and you succeed. Roll above and you fail. The Quality of Success or Failure (QoS or QoF) can then be used, as in the quarry’s case, to make an opponent’s task easier or more difficult.

Great, so that handles the skill or characteristic action resolution. Not too tough. Pretty consistent even.

Now we apply it to combat.

As its bare essentials, combat boils down to one opponent trying to do damage to another. The damage may be direct, as with a sword in his hand, or indirect, as in a trap laid for a pursuer.

So let’s say our Tracker has caught his quarry, a female thief who took something from his employer. She is wearing leather armor and carrying a short sword. The Tracker is wearing chain mail and carrying a longsword. (Let’s forget for a moment that most trackers would probably wear less noisy armor while stalking prey.)

Each character has Hit Points (HP) like in most other systems. In MARPG, HP is equal to the character’s Body characteristic value times 4. So since each of our characters has a Body of 5, each has 20 HP.

Let’s talk about armor and weapons for a moment.

  • Armor has two main values (beyond weight). First is the number of Armor Points (AP) it has, This is equivalent to the number of HP a character has. Second is the Absorption Rate (AR), which notes how much damage the armor can take to itself in a single blow before the strike cuts through the armor to the character’s HP. For instance, a suit of Chain mail has an AR of 6 and an AP of 48. Soft leather armor has an AR of 3 and an AP of 24.
  • Weapons also two main values beyond weight. First is the Strength (Body) needed to wield the weapon. Second is the Damage Potential (DP) of the weapon. For example, a long sword has a Strength to Wield (StW) of 6 and a DP of 8. A knife only has a StW of 1 and a DP of 6. A short sword has a StW of 3 and a DP of 7. (Values for StW and DP may change.) A character with a lower Body score than needed to wield a particular weapon will drop the DP of the weapon an equal amount.

With these ideas, let’s look at our Tracker and his Quarry. Both have a Body characteristic of 5. The Tracker is wielding a long sword (StW 6) so the DP in his hands will go down by 1 for the weapon and be 7. On the flip side, if the woman he’s tracking (Body 5) is wielding a short sword (StW 3) and has no issues getting the max damage for the weapon.

Now let’s talk about how armor affects each character.

  • Each character has a “passive defense” (PD) as a derived characteristic value equal to the total of their Body + the AR of any armor they’re wearing divided by 2. So the formula is (Body + Armor’s AR)/2. If the character isn’t wearing armor, their PD is equal to half their Body characteristic value (rounded up). PD is similar to the concept of an Armor Class (AC) in other systems.

So with that in mind, our Tracker has a PD of (Body 5 + Chain AR 6) / 2 = 5.5. We’ll round it up to 6. His Quarry has a PD of (Body 5 + Leather AR 3) / 2 = 4. The Tracker’s armor will obviously absorb a bit more damage than our thief.

Really we’ve only added a few new ideas to the basics we discussed earlier in the post.

Our Tracker now looks like this:

Tracker

  • Characteristics: Body (5), Mind (5), Soul (6) (we’ll talk about these in another post)
  • Derived Characteristics: HP (20), PD (6)
  • Skills: Swords (Body) (4 ranks) (default target 9), Tracking (Mind) (3 ranks) (default target 8 )
  • Items: Chain Mail (AR 6, AP 48), Long Sword (DP 7)

And our Quarry (thief) looks like this:

Thief

  • Characteristics: Body (5), Mind (6), Soul (5) (we’ll talk about these in another post)
  • Derived Characteristics: HP (20), PD (4)
  • Skills: Swords (Body) (6 ranks) (default target 11), Tracking (Mind) (2 ranks) (default target 7)
  • Items: Leather Armor (AR 3, AP 24), Short Sword (DP 7)

(Acronym reminder: HP = Hit Points, PD = Passive Defense, AR = Absorption Rate, DP = Damage Potential)

Now let’s walk through a bit of combat. The Thief heard the Tracker coming, and is not surprised. She has her sword out and is ready to defend herself.

Let’s ignore initiative here and just say that the Tracker goes first. He’s going to attack the Thief with his long sword. The Tracker’s player rolls a 5 on 2d10. The Tracker’s Quality of Success (QoS) is Target 9 – Roll 4 = 5. Great. It’s a hit!

The Thief can choose to actively defend with her short sword (i.e. parry the blow), dodge, or take the hit and strike the Tracker. She chooses the last option. The GM rolls a 7. The Thief’s QoS is Target 11 – Roll 7 = 4. It’s another hit, but the Tracker tagged her as well.

Though the thief didn’t defend herself, she has her PD on her side, which is 4. And she has her Leather Armor on, which has an AR of 6.

Here’s where my questions come in… Should the Thief’s armor absorb all 6 points of damage, doing 6 points to its AP of 24? Should her PD kick in, absorbing 4 points (to where exactly?) and letting 2 points get through to her HP?

In the next round, the Tracker chooses to attack again with his long sword. He rolls a 8, which means a QoS of 1. Not a great hit, but a hit nonetheless.

The Thief decides not to let him just smack her again, so she parries with her short sword. She rolls a 3, which means a QoS of 8.

Her parry beats his attack and she manages to avoid any damage.

Moving to the third round, the Tracker attacks again. He rolls a 10, which means a QoF of 1. He missed.

Not waiting to see if he was going to miss, the Thief dodges, which is a Body characteristic check. She rolls a 6, which gives her a QoF of 1. It’s ok though, his attack missed anyway. And on the other side of the Dodge, she attacks with her short sword. She rolls a 2 (natural 1 and 1 on 2d10) for a critical success. Critical success means she gets all 11 points of her target number. Her short sword has a DP of 7 however, so she can only do 7 points of damage maximum.

Again, my question is… how does damage get computed? The Tracker has a PD 6 and an AR 7 for his chain armor. Should the armor absorb all 7 points of damage? Or should it take 6 and have 1 get through to HP?

On the flip side of this, it doesn’t seem fair that a Critical Success in this case would only allow the thief to do her maximum. Should she perhaps do the same amount of damage as her target number, which would be 11? This would be tantamount to finding the chink in his armor and exploiting it.

So what do you think?

–Fitz

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Hi all…

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Image via Wikipedia

Chuck and Mike have thrown a few good comments my way that I’ve been pondering a bit since my last Starting Over… article, so I thought I’d address them before moving on…

A couple of things came to light, including:

  • The need for a more static or passive defense number instead of an always active defense.
  • Damage and how armor affects it needs some work

Fair enough on both parts. Since we’re going for light, quick, and playable, we want something straightforward to use and evidently the whole Quality of Success vs. Quality of Failure argument doesn’t hold much water (or holds water, but seems to be full of holes like a sieve)…

So to answer both questions a bit, it comes down to something like the old Armor Class idea for D&D. Not only does the armor have a certain value, but the PC‘s ability to move and dodge out of the way comes into play as well.

Chuck, you mentioned a static defense of something like (Attribute + Skill)/2.

How about if I counter the argument and say that it’s (Body + Armor’s Absorption Rate)/2. For example, a Chain suit has an AR of 6, vs. Leather armor has an AR of 3. Armor in the MARPG system is broken into a couple of broad categories – how much damage can it absorb from a single blow before you go through to hit points (HP) and how many total points of damage the armor can take before it’s useless.

If a character with a Body of 8 is wearing Chain, it would deflect (8 + 6) / 2 = 7 points of damage by default. If the same character is wearing Leather, it would deflect (8 + 3) / 2 = 5.5 = 6 (always round up) points of damage.

That doesn’t seem right, does it?

Though a character with less Body would get hurt more quickly, even in Chain. Let’s take a character with a Body of 4. In Chain, he’d deflect (4 + 6) / 2 = 5 points and in Leather he’d deflect (4 + 3) / 2 = 3.5 = 4 points. Obviously the wimpier character would die more quickly.

The question then becomes a matter of where does the damage go… If the armor, say Chain, can absorb 48 points of damage 6 points at a time, an opponent swinging a mean axe doing 10 points a swing will do 6 points to armor each hit and 4 points to Hit Points. Ouch. It gets worse for the poor slob in Leather (absorption rate of 3) with the lower Body score. It would be 3 points going to armor and the remaining 7 going to HP. He wouldn’t be long for this world.

Should combat be this vicious? I tend to think yes. It makes characters think twice about getting into combat without preparation and backup.

And characters can also actively parry with a weapon or shield to avoid damage all together. For example, if our buff Chain-mail wearing character has a long sword and a shield, he can attack with the long sword and parry with the shield doing an opposed roll.

Ok, this is starting to sound better. Active vs. Passive Defense. Coolio.

Thoughts? Ideas?

–Fitz

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