Monday 30 January 2012

Thieves World 4e - troupe style

I'm putting together a 4e campaign around a group of siblings, I suspect brothers, as they build a thieves guild in the city of Greyhawk for the HATE crew. It's inspired by a little by Ars Magica, Fafhrd & the Grey Mouser and of course Thieves World. There is lots of the Sopranos and The Godfather thrown in too, but with some dungeoneering now and again for good measure.

I'm hoping that it'll hang together well, if loosely, as it will be very character driven rather requiring lots of DM work, which I just don't have enough time for and also allows for players to come and go without huge impact on the running of the stories.

Tuesday 24 January 2012

Hooked up with Google+

I thought I'd see what Google+ was like and hook up Illusionary Terrain to see how they worked together.

Sunday 22 January 2012

School clubs, wargames vs roleplaying


While playing Carcassonne with my daughter and partner last night I was talking them about how I got into roleplaying and my daughter mentioned there was a Warhammer club at school. I think it’s a something of a shame that wargaming has taken back it’s position within schools as the major hobby game.

Now I like Warhammer and I play W40K a great deal, as well as involving and enjoying myself in modelling side of the hobby but I think it serves children and young adults far less than roleplaying. When I was a school, when perhaps Dungeons & Dragons was at its peak in the UK, there were 4-5 active groups in the afterschool club and the one I joined meant I made some life long friends. I’m sure this is true of wargamers too, but roleplaying helped teach me how to co-operate with a group of people with differing needs and desires and achieve those goals together, which is fundamentally what cooperative adventure gaming is. This is an ability that has helped me in my career and private life far more than being a strong competitive and tactical thinker. Co-operating with people with different goals to mine in a way that makes everyone happy happens every single day and I think it’s a shame that more schools, parents and games companies can’t come together in the same way that Games Workshop manages to do to bring roleplay gaming to children.

If I lived closer to her school I think I’d get a great deal out of running a roleplaying club there, although I’m not convinced she’d stay playing for long, but she would be more interested in it that the Warhammer club, at which there are no girls I believe.

Wednesday 11 January 2012

Critical hits and Instant Death - for a Hit Dice based game near you

Critical hit and instant death.

Weapons have a critical threat range, which indicates how likely they are to do serious damage. If the threat range is 19-20 it means that if the d20 used to hit scored a 19 or 20 a critical hit has occurred. If the creature struck had only 1 Hit Dice (HD) point it’s reduced to 0 hit points immediately, which probably causes instant death. If it has more than one HD point rolling another d20 and if that roll too was a critical then drop the creatures hit points to 0 hp, and repeat if there are yet more hit dice until a critical isn’t rolled or all threshold . Note that if the roll needs to have hit the opponent to score a critical hit unless a 20 is rolled. 20’s always hit.

The basis for this is that weapons do two types of damage. Instantly fatal damage such as stabbing through the heart that requires precision to kill. Attrition damage, for example bone crushing and muscle damage, allows the wounded to fight on but eventually slays the individual. Attrition damage is generally more easy to achieve.

Example
Drogan, a dwarf armed with a battle axe (+1 to hit, 1d10 damage, crit threat 19+) is fighting a Dreadtouch Megapede which has 12 hit points from 3 Hit Dice. He rolls a 20 to hit, which is a critical. As the Megapede has 3 hit dice it needs 3 crits to instantly kill it. He rolls a 19 but then a 14. The 14, although it hits, isn’t enough to drop his foe to 0 hp immediately. However he rolls 3d10 for damage, 2 for crits and one for the finally successful hit.

Weapons - a rough guide

Daggers are moderately easy to use, do low damage but have a high crit range.
+1, 1d4, 17+

Swords are moderately easy to use, do medium damage and have a good hit range.
+1, 1d8, 18+

Axes are average to use, do high damage and have an average critical hit range
+0, 1d10, 19+

Clubs, Maces and hammers are easy to use, do better than average damage and have a low crit range.
+3, 1d8+1, 20

Spears are moderately easy to use, do medium damage, have an average crit range. They gain a +1 bonus to initiative and have a range of 1 in hand to hand.
+1, 1d8, 19+

Missile weapons generally are average to use, do average damage and have a good crit range.
+0, 1d8, 18+

Spells that target single opponents generally have a average crit range (19+) while area affect spells cause critical hits rarely (20) if they roll to hit.

From this you can see why those people who are poorly trained in combat or are fighting well armoured foes pick crushing weapons like maces, which hit more often at the cost of reduced chances of instant death. Feats, powers, spells etc,. might increase the crit range of attacks.

Creatures and Hit Dice

Most humanoid use 1d6 to determine their hit points, humanoids are more vulnerable to damage than many animals or magical beasts, which use 1d8. Some creatures are brittle but difficult to put down, like skeleton warriors, who have 2 or more hit dice but only 1d4 for hit points, while others are tough but vulnerable, like zombies who use 1d12 for hit points but only have a single hit dice.

It’s perfectly reasonable for GMs to average and round up for creatures when writing adventures rather than rolling all creatures hit point that feature in a dungeon.

And so a new chapter is born - Brass Wardens

This is a test paint for my Grey Knights based 'Brass Wardens' force. I painted the bases, well 15 of the terminator bases first for once which are based on lava terrain. The models were put together and glued onto standard bases by a single foot, based with black and now the painting has started.

I have to admit this is likely to be most Green Elf* army, although I'm still going for models and units I like rather than because they are the best that can be fielded. Except for the Rifleman Venerable Dreadnought, admittedly though I'm using a Contemptor Forgeworld model for that though. 

*AKA munchkin.  In Gauntlet 2, the Green player who chooses the Elf character is closest to the first potion. This was worked out by one of my D&D group back in the day. He still gets called a Green Elf sometimes.