Showing posts with label combat. Show all posts
Showing posts with label combat. Show all posts

Sunday, August 14, 2016

What Do You Mean, 'What Is It For?'?!

  Ah, the internet, where you can argue over all sorts of things. The most recent internet argument I got into was with someone explaining that monsters with a no-save level drain are badwrong and there is no reason to have them other than,
  "...imbecilic blind worship of the past..."
  Uh-huh.
  Of course, I had already pointed out some reason for having such monsters in your game, to wit;

  • Instilling terror in the players
  • Driving quests for spells, etc. to get Restoration
  • To 'throttle' level progression without nerfing XP/raising the bar or railroading players
  Now, I guess I might have just tossed in a link to a past article of mine, but there is that to say and more, so here we go.

What Do You Mean, 'What Is It For?'?!

  Ah, the internet, where you can argue over all sorts of things. The most recent internet argument I got into was with someone explaining that monsters with a no-save level drain are badwrong and there is no reason to have them other than,
  "...imbecilic blind worship of the past..."
  Uh-huh.
  Of course, I had already pointed out some reason for having such monsters in your game, to wit;

  • Instilling terror in the players
  • Driving quests for spells, etc. to get Restoration
  • To 'throttle' level progression without nerfing XP/raising the bar or railroading players
  Now, I guess I might have just tossed in a link to a past article of mine, but there is that to say and more, so here we go.

Wednesday, June 29, 2016

A Post Wherin I Commit Heresy

  Some time ago I read the interesting post here.

  The same writer, Lowell Francis also wrote this.

 A fair amount of both lists strike me as common issues (we all want combat to go relatively quickly with little need for a lot of book checks, etc.) and some of it is a well-stated preference (called shots, for example - in a really abstracted combat system they might not be possible in order to make combat smooth, etc.). A few of the items made me pause (why should reloading be a free action? It isn't in Real Life and can be a simple mechanic to offset the advantages of big guns). And others (describing wounds, number of opponents, etc.) are just, well, about the GM and the game and the setting and the adventure and such so....

  But a couple of them caught my eye. On the 'Player' list numbers 12
  'everyone should have someone to fight' 
  15
  'If I'm a magic user, I should be able to dish out damage relatively equivalent to a fighter. Some of those effects will probably be not measured in damage, but in my ability to debuff or disable. I accept that the flexibility of magic means a slight trade off, but I should not be significantly behind other characters. If magic costs mana, I shouldn't tap out in a fight unless I've really pushed myself'
  28
  'I should feel all players have equal opportunities'
  And from the 'GM list, number 2
  'Every player should have something to do in the combat'

Saturday, May 21, 2016

Misunderstood and Improperly Played: Reaction and Morale Rolls

  I was reading a solid post by Trollish Delver, a blog I am sorry I just found, and it inspired me (thanks, Scott!) to write a new post in the Misunderstood and Improperly Played series, although I fear a better titled might be Forgotten About and Never Used.

  Scott makes some good points in his post which I will not sum up - go read his stuff! The link is in the first sentence and it is a great, quick read and you'll like his blog!

  When I have new players being introduced to the game I often use weak undead for the second or third encounter: everyone knows they should be destroyed, so no moral qualms, and there is a reason they fight to the death. But immediately after that? As soon as they get the upper hand I have monsters try to surrender.

  I also use the reaction roll. You do, too, right? I mean, here is the quote from the DMG,
  "Any intelligent creature which can be conversed with will react in some way to the character that is speaking Reaction is determined by rolling percentile dice, adjusting the score for charisma...."
  The section on generating NPCs has a chart showing how their various personality traits affect their reaction rolls. And the section on random encounters also discusses reaction rolls (which I will cover later).
  In short, 1e assumes the DM rolls reaction checks with every encounter he did not explicitly set a reaction for. Walking through the briars and encounter a few men? Roll a reaction. In a dungeon and burst in on a group of dwarves? Roll a reaction. Bump into an ogre? Roll a reaction. Cast a Speak with Animals and talk to a cow? Roll a reaction. Gnome is asking the badger for direction? Cast Speak with Dead?
  You get the idea.