Showing posts with label Tao. Show all posts
Showing posts with label Tao. Show all posts

Friday, 20 May 2011

A cry for abuse: Yet more on an Overland Travel System

So my attempt to build off the inspiration from ZzarchovAnthony,  and Alexis has met with mixed success.


Alexis, was particularly dismissive. That's completely fine by me. I don't put my ideas on the blog for congratulation but to try and build something better.


His point that medieval man was fearful of the wilderness and seldomly ventured into it, fits well with what I am attempting, though as always few are as eloquent as he. Probably why he is a paid writer, I only dream of such, and why I have a completely different day job.


The devil is always in the detail - and the detail here is a conflict between the idea by Zzarchov that wilderness travel leads to hit point loss, and the mechanical reality outlined by Anthony and Alexis, that this would mean a normal man (HP 1-4) would never survive a journey into the wilderness. 


Reconciling these two conflicts might just lead to something worthwhile and achieve what Alexis wishes, "spectacular collaborative sessions with people that led to collaborative or individual changes to my world."


I outlined a few ideas to reconcile this:

One option is the Alexis and new Anthony model, of time based accumulated loss, base 0.1 hit points per day + modifier, the hit point loss getting exponentially higher the longer the travel duration. Such that it is very unlikely a normal man will die on a 3 day journey. And even parties with lots of hit points and high level clerics would get nervous over time.
Makes sense but leads to a complex system requiring a calculator. The latter would present no problem for Alexis, given his use of a computer to calculate real time XP gain.

A second option was the use of modifiers that reduce hit point loss to something, which allows the normal man to survive familiar journeys eg familiarity with the journey. Such a system might result in characters seldom losing hit points, making the whole system defunct. One could add saving throws into the system to prevent damage as I first proposed.

A third option, would be to say that wilderness travel hit point attrition can not reduce a character below 1 hit point. Ok, I except that this is indeed crap. It remains crap, even if the next option is added. Or with Alexis eloquence, "Every detail richly describes how characters travelling through such a region would be likely to die regardless of enemies.  They would suffer damage, considerable damage, and not in some silly manner that left them one magical hit point at the end of a week."

A fourth option is to build off the game mechanic already given to us in D&D to cause hit point attrition and recognise the time based danger of exploration. Wandering monsters. Or as I proposed a Wilderness Encounter Roll, which would include non-creature events that led to hit point loss eg falls, laming of horses, land slides, worsening weather etc.

A fifth option by Richard is, "assigning each terrain type a number, either number of hours to cross (so high is bad) or speed you can go (so low is bad). Every [travel period] you have to roll against this number to avoid damage, because in general I'm convinced harder terrain is also riskier." Thus giving the normal man a chance of avoiding fatal damage.

A sixth option by JDJarvis is, "Each hex side has a score for getting out of the hex in each direction (along a hex side). A party will have a given number of rolls each day/outdoor turn based on their movement rate and can only leave a hex if they get or beat the required roll (for now I'm considering 2d6 to be the roll). Multiple attempts to go in the same direction could get a bonus. Any number of modifiers could be applied to the roll such as travel mode, weather, guides, racial abilities and class abilities along with clever planning." An example can be seen here. In itself this doesn't lead directly to hit point loss but obviously longer time in the wilderness may have other ill effects.

Now the seventh option, is what I have been waiting to see. It is Zzarchov's and this is his comment in Alexis' post.

"The rules are all available on my design blog, but there have been some major changes to both clerical healing and damage that for a quick recap it may be simpler to refer to the system I used in 2e.
A die of damage per week, with modifiers based on equipment, gear and retainers. For partial weak, partial damage. Specific skills would reduce damage (ie, rangers would take less, mountaineering would make you take a point less per die, etc).
This still didn't get around the infinite mobile hospital that is a cleric, but that isn't specifically a travel thing, its a damage thing. There is a reason clerics being "Use or lose em" healing batteries was one of the first thing I chopped.

So I checked out his Piecemeal the RPG: Beta Version 1e. Try here for direct download. I was blown away with the breadth and length of his endeavour. So please check it out. I was left feeling down hearted at just how far the Old School Adventure Guide has to go.

Anyway in dangerous events he outlines the following system for wilderness travel. It's a bit complicated because he uses body points and luck points. A test for injuries is made each week modified by terrain:
Pleasant, Normal,Harsh, Inhospitable, Deadly and Suicidal.

Zzarchov may wish to expand on his system further and point out any errors in my interpretation. Given that there is a roll involved then there is hope built into the system for the normal man.

So seven options. I'm not going to choose now, I want to do more research. Apart from my suggestion that wilderness travel can't reduce a character below one hit point I think all the above are not crap, or need not be if implemented well.

Sunday, 15 May 2011

More on travel systems - if Blogger allows!!!

ZZarchov (with humble apologies for not giving you full credit), Anthony Alexis and now Richard are all I have to thank for my enthusiasm.
Richard proposes a risk roll based on terrain, which I like but had already half prepared the below.

Well here goes - hold on blogger, there is a lot of work below.

Spawn and Carter - are your horse rules coming back soon or are they eaten by blogger for good? 


The Jovial Priest's two option Overland Travel System

I want to go back to basics here.

Wilderness travel causes hit point loss?
Suggested by Zzarchov in a post by Alexis, picked up by Alexis and Anthony.

I think this is a good thing.

Hit points are abstract for stamina, fate, survivability, exhaustion and skill in combat. They are not just damage. An exhausted fighter may have suffered no damage but their ability to fight is greatly reduced, reflected by lower hit points.

If the environment leads to hit point loss than the environment has consequences apart from determining the risk and type of wandering monsters encountered as well time spent travelling.
If the environment has consequences than this encourages player choice.

What is the best granularity to allow player choice?

Ideally the knowledge of hit point loss can be predicted, even if not exactly by the player, so risk can be weighed.

The best moment for player choice occurs, when setting off for the day’s travel and deciding direction of travel.

A one hex granularity is probably acceptable, assuming the Expert rules that suggest standard walking movement is 24 miles/day or one hex. As in, do we want players discovering that the left upper area of the hex is easier travel than the middle section and thence keeping to the upper left? Or is it enough the player climbs a tree, the hex north looks bad, the hex west looks better, they head west. I think I can settle on the latter, even if that means two days of travel in the same hex. The decision had to be committed to two days ago.



How do we best stop normal men dying on simple journeys?

One option is the Alexis and new Anthony model, of time based accumulated loss, base 0.1 hit points per day + modifier. Such that it is very unlikely a normal man will die on a 3 day journey.
Makes sense but leads to a complex system requiring a calculator.

Alternatively we could have modifiers that reduce hit point loss to something, which allows the normal man to survive familiar journeys. Such a system might result in characters seldom losing hit points, making the whole system defunct. One could add saving throws into the system to prevent damage as I first proposed.

The problem with either system I am discovering is I am deprotagonising my players.
DM: “You lost two hit points today travelling through the forest.”
Player: “But I was down to two hit points since I fought that Ogre and since I’ve been travelling, and our cleric died, I haven’t regained any.”
DM: “Ah, sorry. He died.”
Player: “What, how?”
DM: “Well you know, he fell over and then got bitten by a snake…”
Player: “I want a saving throw”
DM: “.. and fell down a cliff into rapids and drowned.”
Player: “You suck.”

I don’t think players can die without an event, that they can interact in and hopefully change the outcome. Dying off screen or without adequate reason…sucks.

One option would be to say that wilderness travel hit point attrition can not reduce a character below 1 hit point.

(I would probably relax this if I was modeling an army, every hit point less than zero on an army scale = 1 HD loss from the army.)

But what stops the 1 HP character dancing butt naked in a blizzard and laughing at the DM. “Ha ha, you can’t hurt me.”

Yes I can, it’s called wandering monsters, or Zeus’s lightning bolt, and here was my potential eureka moment, what if I didn’t just roll for wandering monsters every day of travel (and every night), what if I rolled for random events as well eg horse slips, quicksand, blizzard etc.

Two game design options came to mind:

1. Hit point loss, but when the character would have been reduced below one hit point, increase the chances of random events (that might still yet kill the character but this time they would die on screen). It’s what happens in real life, Farmer Giles encounters a wandering monster, gets caught in a blizzard, slips and falls… and all the more likely if he is exhauster after many days of travel (1HP)

2. Drop the hit point attrition loss and work on random events tables to complement wandering monster tables.

So here goes:

Okay I want a simple solution that encourages real player choice in keeping with heroic fantasy.


Option 1: Travel leads to hit point loss

What factors might lead to hit point loss?

1. Topography – but it already has travel distance effects shouldn’t that be the difference, and no two forests are the same, should there be a way of accounting for this? Not necessarily, it has risks as well as simple slowing capacity.

2. Climate and season = weather.
I imagine a world where summers are pleasant and winters are snowy and cold.
How often do you want blizzards = simulation (seldom) or heroic fantasy (frequently).

3. Other (see below)

Topography effects both time to traverse and damage (simple predictable). I will be inspired by Cook Expert set for types of topography.
Weather has a random element and is in keeping with heroic fantasy rather than simulation. Weather can make topography more challenging both in time to traverse and damage.
Normal men survive because they understand their local surroundings and know how to avoid damage.

Terrain
Movement
HP Loss / day
Weather Roll Modifier
Wilderness Encounter Roll 1d6
Clear
Normal
0
0
6
Trail
Normal
0
0
as surrounding
Grasslands
Normal
0
0
6
Forest
2/3
2
0
5-6
Hills
2/3
2
0
5-6
Arctic
2/3
2
-1 (-2 if winter)
5-6
Desert
2/3
2
-1 (-2 if summer)
5-6
Broken
2/3
2
-1
5-6
Mountains
1/2
4
-1 (-3 if winter)
4-6
Jungle
1/2
4
-1 (-2 if wet season)
4-6
Swamp
1/2
4
-1 (-2 if winter)
4-6
Road
3/2
-1
0
as surrounding

Could allow for option of light and dark forest (one step better and worse than forest, respectively)

Weather roll 2d6
Extra Travel Risk
Effect
Example Descriptors
2
Lethal
Additional 1/2 normal movement, extra 3 hit point loss
Blizzard, sand storm, treacherous and wet footing
3-4
Dangerous
Additional 2/3 normal movement, extra 1 hit point loss
Freezing winds, scorching sun, slippery footing
5-6
Not a good day to travel
Additional 2/3 normal movement, no extra hit point loss
Heavy snow, thunderstorm, heavy rain
7+
None
None



Daily Modifiers of Hit Point Loss (use all that apply)
Knowledge
Sustenance
Clothing and Equipment
Effort

Night time shelter (apply the next morning)
Familiar Route
-2
No water (apply every day after 1st)
+3
Excellent gear
-1
Half Speed
-1

Full exposure to the elements

Lethal Weather 3HP
Dangerous
2HP
Not good
1HP
Guide
-2
No food (apply every day after 2nd)
+2
Adequate gear
0
Forced March
(3/2 movement must rest full day following)
+1

Partial shelter
Lethal Weather 2HP
Dangerous
1HP

Ranger/ Druid or a Barbarian in their own terrain, in the party
-1
Half Rations (apply every day after 3rd)
+1
Poor gear
+1
Mounted
-1





The hit point loss is applied at the end of the day’s travelling with the exception that the Night Time Shelter potential hit point loss, which is applied at dawn.

It is possible to gain hit points while travelling, reflecting the potential uplifting and joyful freedom, the heightened survival instinct and the increased fitness, that can come with overland travel.

Hit points can not be reduced below one from attrition due to travel but if hit point would be reduced below zero for that day for any member of the party, roll a second wilderness encounter roll , for every member of the party who might have had their hitpoints reduced below zero.


Wilderness Encounter Table

I’ll just give one example table using Cook Expert (1-8) and modifying with my new non-creature encounters.

 Mountains

Standard Daily Encounter Chance 4-6

1 Men
2 Flyer
3 Humanoid
4 Unusual
5 Animal
6 Humanoid
7 Dragon
8 Dragon
9 Non-creature
10 Non-creature

(As an aside Cook had the characters having in the mountains a whopping 1 in 8 chance (1/2*2/8) of encountering a dragon or their kin every day!)


Non-creature encounter table Mountains
(hit point losses on this table kill just like a wandering monster sword or claw would)
1 Rock slide (on a 1-2 for every character or mount: save vs paralysis or take 1d6 damage)
2 Major rock slide (on a 1-4 every character or mount: save vs paralysis or take 1d6 damage)
3. Weather deteriorates one step worse overnight and lasts all of the next day
4. Noisy and obvious progress, any wandering monster today will not be surprised and may have set up an ambush
5. Driving winds (or snow or sand) progress is slowed by a 1/3 and everyone must save vs death ray or suffer 1 hit point loss.
6. A pocket of bad air, save vs poison or lose 2 hit points
7. Haunted rocks: without a clerics blessing or exorcism the party is cursed (like the spell) for one whole day
8. Hidden runes in the rock: what do they say?

So that’s a taster of what could be created.


Option 2
Scrap the attrition element of travel and focus on the Wilderness Encounter Table element.


Terrain
Movement
Wilderness Encounter Roll 1d6
Clear
Normal
6
Trail
Normal
as surrounding
Grasslands
Normal
6
Forest
2/3
5-6
Hills
2/3
5-6
Arctic
2/3
5-6
Desert
2/3
5-6
Broken
2/3
5-6
Mountains
1/2
4-6
Jungle
1/2
4-6
Swamp
1/2
4-6
Road
3/2
as surrounding


Wilderness Encounter Table

eg Mountains

Standard Daily Encounter Chance 4-6

1 Men
2 Flyer
3 Humanoid
4 Unusual
5 Animal
6 Humanoid
7 Dragon
8 Dragon
9 Non-creature
10 Non-creature

Expanded Non-creature encounter table Mountains
(hit point losses on this table kill just like a wandering monster sword or claw would)
1 Rock slide (on a 1-2 for every character or mount: save vs paralysis or take 1d6 damage)
2 Major rock slide (on a 1-4 every character or mount: save vs paralysis or take 1d6 damage)
3. Weather deteriorates overnight and lasts all of the next day, progress slowed by 1/3 (roll again for a wilderness encounter 4-6)
4. Noisy and obvious progress, any wandering monster today will not be surprised and may have set up an ambush
5. Driving winds (or snow or sand) progress is slowed by a 1/3 and everyone must save vs death ray or suffer 1 hit point loss.
6. A pocket of bad air, save vs poison or lose 2 hit points
7. Haunted rocks: without a clerics blessing or exorcism the party is cursed (like the spell) for one whole day
8. Hidden runes in the rock: what do they say?
9 Weather lethal, shelter or suffer 1d6 exposure damage, no progress
10 Dark and foreboding area roll twice today for a wilderness encounter.
11 Easy days travel, path more open and weather calm, extra 1/3 distance covered
12 Glorious weather and vistas, all party members gain 1 hit point but can not exceed their maximum.


So that’s another taster (longer table) of what could be created.



Thoughts anyone….