Showing posts with label races. Show all posts
Showing posts with label races. Show all posts

Monday, May 16, 2016

G.K. Chesterton's Fence, AD&D 1e, and What Happens When You Don't Understand What You Are Changing - A Varied Rant

  The subheading on my blog warns you about my rants.

  G.K. Chesterton was a prolific writer of the early 20th Century who once told a parable about reform and a fence, which I will paraphrase

  Two men are enjoying a pleasant stroll through the country when they come upon a fence barring their way. This rather stout, well-maintained fence stretches from the thick forest on each side and completely blocks the trail.
  The first man looks at it and declares,
  "I do not understand why this fence is here; I will tear it down so I may continue to enjoy my stroll!"
  The second man replies,
  "If you do not understand why this fence is here you certainly should not tear it down." "What if it prevents a mad bull from running wild? Go, research and think about it and once you understand why it is here, then you might still want to tear it down."

  This is a simple concept - understand why before you remove or change - that seems to escape a lot of people. Especially some in gaming.

  In high school I had a friend named George who ran a game of AD&D 1e. We had two players that were in both groups and he and I spoke about the game fairly often. One of our 'shared' players, a guy named Brent, loved to play elves but hated, hated, hated, the level limits on elves. He argued with me often that he should be able to go to any level he could as an elf. I always said no.
  George said 'ok' and removed all level limits on all demi-humans. Then he removed all class limits. Then he removed all characteristic limits from demi-humans. He had removed alignment restrictions to classes before any of this.
  Then he was wondering why there were so many half-orc fighter/assassins in his game. Never mind the slew of elven fighter/magic-users with castles. And no human PCs.

  They did not understand the why of class, level, and stat requirements in AD&D 1e and they tore them out without understanding them. As a result, they had a wild bull get loose.

  If you look at the 1e limitations on demi-humans you see some interesting things:

  1. Only Humans, Half-orcs, and strong Dwarves are establishing domain fortresses
  2. Only Half-orcs can't establish a thieves guild
  3. Only Humans, Half-elves, and Half-orcs can be cleric PCs and only Humans are any good at it

  Not only do these restrictions make guys who can, say, wear armor while casting Lightning Bolt rare and therefore more interesting, it means there are great reasons for playing humans - the domain game.

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  In 1e half-elves and gnomes have access to classes other demi-humans can't be: half-elves can be rangers, gnomes can be illusionists. Half-elves are (in my experience) popular because they have so many possible multi-class combinations but gnomes have that sweet niche of being illusionist/somethings. Who doesn't want a fighter/illusionist or illusionist/thief in the party?!

  In 3e there was a decision to let any race be any class. Sure they tried to give a sop to things by saying some races were 'better suited' to certain classes, but especially for gnomes that changed around a bit, etc.
  When 4e came out I remember reading a statement from one of the designers about why gnomes had become 'monsters'. He said [paraphrased] "Well, they were just a lot like dwarves and we really didn't understand why anyone would play them or what they were for."
  OK, leaving aside the different flavors of elf available, the reason that gnomes had nothing special about them because the designers of 3e removed what made them special! Team A tore down a fence they didn't understand and that resulted in Team B not really grasping why those post holes were all over the place.

  Half-elves and Half-orcs are, as I mentioned, the only demi-humans that can be cleric PCs. Despite the low level cap this works out to be an advantage because this makes these races the source of multi-class clerics, combos that are always welcome in any party. If you let every demi-human be a cleric and expand the access to multi-class combinations there is no reason to play a half-elf - after all, if elves, who have better bonuses, etc., can do the same thing being an elf makes more meta-sense than being a half-elf.

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  There are plenty of other examples. The most common one I see is 'Gee, I don't understand alignment, so I removed it' followed by 'why do all my players play murderhobos?!'.
 It's a puzzle.

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At the end of the day (and near the end of my rant!) the radical changes by some who want to 'fix' level limits, racial class restrictions, and even alignment where these limits are replaced by nothing reveal mainly two things about the people making the changes: they don't understand the why of these game elements and they don't grasp that Gary was actually a competent, good, even great game designer.

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End Rant.

Thursday, October 2, 2014

Intelligence, Items, and the Impact in your Game World

  No, I am NOT done talking about intelligent weapons! While this does seem to be the topic that I can't stop writing about, we are almost done, I swear!
  To sum up - according the the AD&D DMG intelligent swords are much more common than I thought (and based on comments, much more common than anyone seems to play), most of them are Good, and a lot of them talk. There seem to be good reasons for fighters to use intelligent weapons and equally good reasons for magic-users to not use intelligent items. And, the topic of today's discussion -
  Virtually anything can have an enchanted intelligence.

  The DMG specifically mentions archways, door, buckets, pools of water, fire, illusions, and more.
  When I was discussing this with my sons they alternated between stunned amazement and cackling with glee. Both reactions were about the sheer gobsmacking possibilities. Their initial ideas (in the order they gave them to me):
  My oldest: "What if there is an earthquake and a magical pool drains into a river that is also diverted? A village could be flooded by an intelligent river that likes its new home!"
  My fourth: "What if the fire that threatens the mill is a Lawful Good fire forced to burn buildings to survive? It can Heal people once a month but needs timber from a family's home to survive."
  My second: "Imagine this - a man comes to the party asking them to break the curse that plagues him. The party learns that he is an intelligent illusion that thinks he's a real man."
  My third: "The entrance to the cathedral is an intelligent archway that can Know Alignment on all who pass through and will tell people that they need to Atone."
  And my first blush: "A wizard's tower with an intelligent door that can speak, knows the password, and can cast Wall of Force - the door man is the door!"

  In many of these cases the intelligent item will not have routine contact with a creator or wielder that could lead to a personality conflict, making these sorts of items much less dangerous for clerics and (especially) magic-users to make and use. Because of the costs we also can assume that the vast majority of these items would be made by demi-humans and clerics with the fraction made by magic-users both very small (probably 10% of the total at the very most) and the most powerful.

  I will let you and your imagination think of more amazing things you could do with autonomous intelligent items with magical powers!

  But this means that my discussion of types of intelligence in magical items might need to grow. The fifth category will need to be "true intelligence created solely by magic". This would be much more than a types of 'expert program of magic' that uses if, then statements to mimic intelligence, but a much closer approximation of actual intelligence with some autonomy and free will, and even its own knowledge unique to itself.
  This is at least implied by the spell Unseen Servant and its 'cousins'. An unseen servant is explicitly not a creature of any sort, but is a 'force'. This force can obey orders, such as 'open that drawer' but also can do things like clean and mend even if the caster doesn't know how to mend. And other spells point to similar autonomous skills and at least some level of reason - if we expand our attention to spells that are not in the core 1e books but were in modules and such we see things similar to an unseen servant that can cook, mend, make camps, hide tracks, etc.
  It isn't hard to imagine a powerful mage creating a new intelligence whole cloth for a powerful item, is it?

  But let's also think about what a world like a fantasy RPG is like from a new angle for just a few moments.

  In science fiction one of the most popular themes is First Contact, the initial encounter of Mankind with other sentient creatures. Many of these stories are classic books, movies, or TV; The War of the Worlds, First Men in the Moon, A Message from Space, Contact, A for Andromeda, E.T., His Master's Voice, Close Encounters of the Third Kind, and a lot more.

  One consistent theme is - how would we understand a different sentient being? How much of how we think and communicate has to do with what we are physically and how much is as abstract as the idea of consciousness?
 
  Many fantasy worlds have a lot of intelligent creatures in them that aren't human. AD&D is like that - there are a lot of intelligent non-humans.
  A lot.
  Many.
  A rather shockingly large amount, actually.

  And sure, we can argue that while elves, dwarves, orc, goblins, halflings, gnomes, goblins, kobolds, hobgoblins, hill giants, ogres, etc., etc. are, well, just 'humans that look funny' as far as the nature of their intelligence is concerned, we have some much more extreme examples.
  Mind flayers are lovecraftian horrors that communicate via telepathy and prey upon intelligent creatures; beholders make mind flayers look like a favorite cousin! We also have ropers, neo-otyughs, aboleth, boggart, etc., who are very inhuman in everything from appearance to senses to lifespan to diet.
  If you ponder 'how different must elves be from humans since elves live so very long?' try pondering how much different a dragon must be, or a foo lion, or a xorn, or a slithering tracker!

  Stanislaw Lem, perhaps the most widely-read science fiction writer fo the 20th Century, is justly famed for his book Solaris. Of course, one of the central themes of Solaris, and a number of Lem's other works, is the impossibility of two radically different types of creatures communicating even when both are highly intelligent.
  We can assume that the majority of intelligent humanoids in an RPG are close enough to communicate at least a fair amount (and I wonder if the grouping of 'demi-human' versus 'humanoid' is as much about communications and sympatico types of sentience as about alignment). But we also know, directly, that there are intelligences that fit into Lem's category. Cloakers are said to be so "other" that while demonstrably intelligent no intelligent communication is possible with them.
  So we know that 'totally alien intelligences beyond the possibility of communication' exist and are 'canonical'.

  Think of the possibilities in world building alone! What if the Elf-Dwarf conflict is innate to their comprehension of reality because of their modality of sentience? As mentioned, what if orcs, goblins, etc. are innately evil not due to a curse but because of the very nature of their intelligence - the fact of their sentience makes them hate creatures not like themselves? Imagine nations facing each other across an ocean where not only is communication between the nations very difficult because they have radically different emotions but also the aquatic race in the ocean between can't communicate with either nation at all?

  So let's get back to intelligent items. We know that residual magic can cause gret changes in the environment so that inanimate objects resemble living creatures and have at least a rudimentary intelligence (mud men, remember?). And we also know that intelligent objects are possible and varied.

  Imagine this - a wizard has a compound on the shore of a small lake. He has boats which are enchanted to move on their own; the stones of the quay were quarried by magical servants; The nearby arch was enchanted to sense the intentions of those who passed through it; friendly nixie live in the small lake; decades of residue of alchemy wash into the water. Then, tragedy! There is an attack and the mage and his servants all die with the powerful (but unintelligent) magical sword of his gurad captain falling into the water.
  Over the decades the compound falls into ruins: the boats rot away, the magical wood drifting into the lake bed; the arch collapses, its enchanted stones being worn away by the water alongside the magically-quarried stones; the magical sword corrodes into rust that mixes with the ashes of burned spellbooks that washed into the lake as they settle upon the corpses of the long-dead nixies who perished in the fight.
 A willow which first sprouted long years after the fight grows upon the shore of this small lake, its roots knotted along the bank and its withies dipping into the water. It takes many years but the willow begins to 'awaken', to sense its surroundings, and to think. It takes more long decades, but eventually the willow is, on its own, intelligent.

  Can it communicate? Could humans or dwarves understand it? Can it speak? Listen?

  And more importantly in the overall picture, imagine a world where this can happen, the impact this would have on life! Do foresters talk to trees before they cut them down not out of quaint folkways but rather because the tree might actually answer them? Could that brooch passed from mother to daughter for generations as part of bridal gifts actually tell you about the family's history? Might that cart horse actually be, yes, smarter that the teamster - and the teamster is pretty smart?!

  As above, I leave the rest to you. But the next time you roll for random treasure...

...don't forget to check to see if it is intelligent.
 

 

Monday, September 29, 2014

Are Only Swords Smart? And, if Not, What does this Mean? Part I

  As I have looked at intelligent weapons for the last few (hectic) weeks we have to pause to ask - are only swords smart?
  There is always a simple way of answering this - what did Gary/the DMG say?
  The obvious examples of things with intelligence are artifacts;
 - Baba Yaga's hut has an intelligence score. Of course, it is an evil tardis with giant chicken legs, so... why not be smart, too?
  - The Orbs of Dragonkind each have an intelligence score and an ego score and can struggle with their wielders just like swords!
  OK, so that seems to show that not just swords can be smart!
  What's that? Did someone say "yeah, but those are artifacts so they don't count"?
  Well, I have heard that before - that artifacts and relics are so 'other' that you can't treat them as examples. I don't agree with it, but I will admit it has merit, so let's keep looking.
  How about the Figurine of Wondrous Power - Onyx Dog? It has an intelligence of 8-10 and can speak Common. This seems to imply it is much more than the spirit or intelligence of a dog. [Well, unless all it can say is "I love you"]
Quick Aside: Can you see it now? An adventuring party of 4 - a paladin named Frederick, Dymphna the low-Int cleric, Vell'Ma the mage, and Norville the Shaggy, the thief. Norville has an onyx dog that says things like 'ruh-roh, raggy, a rombie!'.
  Anyway; the onyx dog looks fairly clever, although it isn't as smart as a dim sword. No mention of an ego, so let's keep looking.

  Then we get to Appendix H. I love appendix H because it implies so much! Gary tells us, rather casually, to simply take a few things from 'features' and a few things from 'attributes', randomly toss them together,and turn them into tricks.
  Why do I mention implications and stress how casual Gary was? Because Appendix H tells us, pretty clearly, that anything can have intelligence. From a pool of water to a machine to an illusion to FIRE - anything can be smart. Anything can have an intelligence score and, it is strongly implied, any smart thing has an alignment.

  Huh.

  Let's start with the obvious stuff, first.

  Intelligent daggers and staves shouldn't be a big stretch from swords. A dagger that can make its wielder Invisible once a day and can detect precious metals within 30' at will would be pretty valuable to a thief. A Robe of Eyes with its own intelligence could warn its wearer of creatures approaching while she slept. A smart Instant Fortress could act as its very own doorman, admitting people it knew without the owner being present.
  All pretty cool.

  But since this is obviously possible and obviously handy, why is it only really directly mentioned (and turned into a table) for swords? And why is it done for swords so often (after all, intelligent swords are almost 3% of all magic items)?

  Let's talk about magic item restrictions for a second..

  In 1e certain types of magic items are only usable by certain classes or class groups - a fighter can't use a Wand of Fire; a magic-user can't use Gauntlets of Swimming and Climbing, etc. This seems to imply that there is more than just power words or even force of will involved in activating certain magical items - there must be some sort of 'essence' associated with these items and their powers.
  Fighters seem to be the most restricted in this regard (I haven't done a real examination, this is just an impression). And many, of not most (or even all) of the powers seen in intelligent swords appear to be the sorts of powers a fighter could not use if the power was in, say, a wand.

  Here's my theory: the reason for the prevalence of intelligent swords is because the sword's intelligence is required to make the powers of the sword usable by a fighter. The intelligence of the sword is a form of proxy - since the fighter can't activate the sword's powers directly he, in the end, orders the sword to activate the power for him. The intelligence is, in a very real way, a workaround for the limitations faced by a fighter using a magical device.

  That seems to make sense for the powers that seem to mimic racial abilities, too. A human is never going to be able to use dwarven racial abilities. But a dwarven-forged sword with an intelligence could invoke those racial abilities on behalf of a human wielder.

  Suddenly intelligent swords with special magical powers make a lot more sense, don't they? And the fact that intelligent swords are the one thing really covered in any depth make more sense, too.

  Next: Part II

Tuesday, September 16, 2014

The Dwarf Chieftain Has What?! Demi-Humans and Intelligent Swords

  All of the discussion in the last article led me and the sons to go through the DMG and Monster Manual (1e, of course) and do some more number crunching. We looked specifically at two things:

  1) the powers of swords with intelligence, and
  2) the number of magical swords in the hands of NPC demi-humans

  The results are very fun.
  First, the Primary Abilities chart has a surprising amount of powers that are, well, demi-human; they mimic the racial abilities of dwarves, elves, etc. Many of the rest of the powers on the Primary Abilities chart are clerical. 38% of the powers are demi-human and 53% are at least possibly clerical, if not exclusively clerical. Only 5% are arguably only arcane (the total isn't 100% because some results are 'see other table', etc.).
  About 95% of magical swords with special abilities only have Primary abilities so the implication is that about 90% of intelligent magical swords are made by demi-humans and/or clerics.

  That changes how I look at item creation, how about you?

  Gary tells us that demi-human NPCs can make magic items, even (maybe especially) powerful ones.
  Quick aside: ever notice that when Gary discusses the creation of really powerful items he mentions that they may have been the result of lost technology?
  And we know clerics can make magic items and, unlike magic-users, they don't risk the loss of constitution to do so.
  This makes a lot of sense, doesn't it? Clerics and NPC demi-humans don't risk the loss of constitution to make permanent items - of course a great many weapons would be made by them! Suddenly all those +1 swords and axes make a bit more sense - it is either a cleric praying to God for a weapon to smite evil or a gnarled old dwarven smith chanting a battle hymn over an anvil as he shapes an axe head.

  I mentioned in the last post that one of the reasons most intelligent swords are Good is because good creators are more motivated to do so and good wielders are less likely to kill the sword maker.
  Another reason most intelligent swords are good is because a large number of the creators of intelligent swords are demi-humans.

  The Extraordinary Powers chart, however, is very, very different. Only 6% of these powers are racial (and gnomish, at that!) and 6% are exclusively clerical. The other 82% are arcane (like above, the total isn't 100% because some results are 'choose', etc.).
  This implies that the 1% of swords that are really smart and really powerful are made by magic-users or illusionists.
  This also makes a lot of sense. If a wizard is going to give up a point of constitution (or an illusionist give up years of life) he probably isn't going to make a +1 sword, he is going to make as powerful a weapon as he can!

  Last, but certainly not least, we looked at the Special Purpose powers. As I mentioned previously, only about 3 in 1,000 magical swords have a Special Purpose and the Special Purpose powers are pretty much evenly divided between magic-users and clerics, although clerics have a bit of an edge.
  Say it with me - this makes sense. Really, really powerful clerics and magic-users that can make a powerful swords probably would, but clerics would be more likely to do so because they don't face the same penalties.

  After we did this analysis we did some number crunching on the demi-human listings in the Monster Manual. In the middle of this we realized something; the fact that only humans and demi-humans have specific listings for individual magic weapons, etc. while humanoids do not is entirely consistent with what we are learning by examining these charts - demi-humans and humans can much more readily make enchanted items! While we can assume that shamans and witch-doctors can and do make magic items these are probably almost always scrolls and potions; they rely upon evil humans and gifts from extra-planar creatures for the magic items they do not steal.
  [my oldest son is creating a supplement with write-ups for humanoid shamans and witch-doctors and item creation rules for them]
  Anyway, after crunching the numbers we discovered the following things to be statistically so;

  - 1 out of 2 large dwarven lairs has an intelligent magical sword (this is because dwarves prefer axes and hammers, or the number would be higher)
  - 2 out of 3 large halfling lairs have an intelligent magical sword
  - Each large gnome lair has an intelligent magical sword
  - Each large elven lair has an intelligent magical sword

  As I said in the first post  - HOLY MOLEY! This really changes how we look at NPC demi-humans, doesn't it? After all, it looks like each and every elven chieftain has an intelligent sword!

More on smart weapons next!

Monday, July 1, 2013

DM's Log: Blackstone Campaign, Group 1 - BONUS: Why your players should use Chant

 I have mentioned the background on the Blackstone Campaign a few places but this is my first post-adventure update.
 Which needs more background.
  This group, which we call Blackstone 1, has been playing for about 4 years, or about 120 individual sessions. The group is relatively high level for a number of meta-reasons. It consists of:
  Doomsman, a 10th level Fighter. A fairly realistic take on the barbarian, he is less like a raving berzerker and much more like an actual barbarian. Using the advanced weapon mastery and style mastery skills of Player's Option: Combat and Tactics he is a Master of the two-handed sword with 2 combat styles from the campaign - combined with a girdle of giant strength, a good armor class, and a magic two-hander he is a fierce hand-to-hand foe.
  Darkwalk, an 8th/8th Cleric/Magic-user. Since I use spell points (from PO: Spells and Magic) he casts about 100 spells a day. OK, that is an exaggeration, but Darkwalk is fine example of a cleric/magic-user and their flexibility.
  Stardust,  a 13th level Thief. Stardust is the character of the oldest and most experienced player in the group and is very good at the role of scout. She has worked to maximize her skills and items but is, frankly, about to the upper limit of what a thief can do (more about what I think is 'high level' in another post)
  Mournglow, a 10th level Magic-user. The player has focused Mournglow on the 'generalist with a lot of academic skills' mold and it is working. Very fond of using Polymorph Other to change foes into innocuous creatures, especially beavers and cows.
  Ember, a 10th level Fire Elementalist. Used the Skills and Powers rules so that he can fight with a short sword. The only spell the character likes more than Fireball is another Fireball. Ended the adventure Steading of the Hill Giant Chief about 8 rounds into the game when he caught the log fortress on fire with his 3rd or 4th Fireball.
  The party is very familiar with each other and is, frankly, fun to DM for.
  The Setup: About a game year ago the Grey Elven Kingdom to the East collapsed under the weight of a certain revelation and a Drow attack, greatly weakening the Eastern Elven Alliance. About 4 game months ago the party rescued a High Elven princess from the (rather modified) Hall of the Fire Giant King and sent her to her home with an escort of NPCs. About 2 game weeks ago the party received an urgent letter from the Princess informing them that 1) Her father and brothers were either missing or dead, leaving her in charge, 2) the Evil Eye Orcs were marching on her eastern border and 3) the remaining forces of the EEA had no hope of stopping the Orcs.
  The Previous Session: The party raced East on their hippogriffs and barely arrived in time. The session was a struggle to revent the Orcs from crossing the river border of the Elflands and, essentially, only delaying it. They were successful in wiping out a lot of the (leveled) leadership of the Orcs including the head Orc scout (a leveled thief), the Orc's chief Shaman (with levels in Cleric) and a number of other orcs.
  There was also a setup where Doomsman faced the champion of the Orcs, a half-orc with fighter levels, weapon mastery, and a sword of Human slaying. Although the toughest fight of his career, Doomsman prevailed and, as per the rules of the duel, the Ogre and Orog allies of the Orcs departed and the actual battle was set up for the next morning near the river banks.
  This Session: In between sessions the players had been a bit nervous because the Elves were outnumbered by 50% and the Orcs had used the time of the duel to set themselves up on a hill with the river at the back and left flank and a wood on their right while the elves would be forced to advance over an open field. During session setup Stardust discovered that the Orcs had also secretly hidden reserves in that same wood - the Elves were actually outnumbered over 2:1! Ember and Doomsman got the Elves into formation and began their advance while Stardust and Mournglow approached the enemy while invisible and flying. The general idea was that Stardust and Mournglow would target enemy spell casters and leaders while Ember provided battlefield spells, Darkwalk supported the troops and Doomsman fought in the front line.
  With his divinations Mournglow quickly realized the main Orcish leaders were within a Globe of Invulnerability and that the missing Elven king and prince were shacked to the Orcish banner right next to them, so he shifted his focus to the reserves. His engagement with the reserves resulted in his own Minor Globe being dispelled (!) but he was able to summon 3 Brown Puddings to engage the reserve forces and then fly away. Stardust left to see what she could do against the leaders and Mournglow looked for more targets.
  Ember began sending Fireballs against Orcish heavy crossbowmen while Darkwalk cast Bless, Prayer, Recitation, etc. over the Elven troops. Even with their help the Elven front line of swordsmen quickly went down as they hit the Orcish pikes. As the second line Elven Heavy Spearmen engaged the Pikes the Light Spearmen on the flanks prepared to be encircled by Orcish Spearmen. It was looking pretty grim when Doomsman, Darkwalk, and Ember all decided to do what they do best.
  Doomsman simply hacked his way through the Orcish Pikes to their rear as Ember put up a Wall of Fire on the Elven right flank and Darkwalk called down a Flame Strike on the Orcs menacing the left flank.
  About this time the invisible silent Stardust landed behind the Orc leaders and began to surreptitiously free the Elven prisoners while the Orcs were busy watching and directing the battle. During this process she realized that the Orcish banner seemed to incorporate some sort of holy relic.
  Ember slpped another Wall of Fire on the other Elven flank as Darkwalk kept using spells to assist the Elves. About this time Mournglow decide to Polymorph the Orc who had dispelled his Minor Globe into a - Ki-rin.
  This was interesting since the new Ki-rin 'lost his mind' and became a Ki-rin. I soon decided the Ki-rin would help, but not by crassly impaling orcs - the party watched as the Ki-rin flew up and away into the clouds.
  About this time Doomsman blew his Horn of Valhalla and 3 Einherjar joined him as he charged up the hill toward the Orc King.
  In the battle of armies the Elves superior skill and armor was beginning to tell and Darkwalk's spells were starting to really swing the fight, although the match was still against the Elves.
  The reserves soon finished off the puddings and started to form back up to join the fight, prompting Mournglow to head back towards them.
  Whew! We took a break at this point and gathered ourselves.
  Once back at it Doomsman and 2 of the Einherjar cut their way through the Orcish infantry behind the Pikes and continued up the hill. Ember started Fireballing Orcish shortbowmen, Mournglow began to start dropping spells into the reserves, and the Elves brought down the Pikes and resumed their advance, this time against the Orcish infantry.
  Meanwhile Stardust freed the Elven prince and began to free the Elven king.
  The Elves engaged the infantry but now had the reserves threatening their left flank. Mournglow was doing his best to slow the reserves but was struggling a bit. Doomsman was down to 1 Einherjar but was almost through the last troops before the Orc King's bodyguards. Stardust was rushing to free the Elf king before she was spotted by those same bodyguards. Ember was doing well but was actually running low on Fireballs, which is weird.
  About this time the party as a whole noticed that a storm was brewing very suddenly and Stardust realized the Orc king was occasionally casting spells, seemingly on his own troops!
  Mournglow attempted an attack on the leaders (he was still flying) and was hit twice by the Orc king's spear for his efforts. The Orc king's spear returned when thrown and Mournglow quickly learned it was a Wounding weapon, prompting him to return to slow the reserves.
  Doomsman and the last Einherjar engaged the main group of bodyguards in a fight that soon turned into a cuisinart. While he was taking damage a bit he was dropping a bodyguard per blow and was hitting 3 times a round! The Einherjar was keeping the bodyguards off his back but was fading fast.
  Ember shifted his focus to the reserves using the last of his Fireballs on them as Mournglow also returned to hitting them. The elves were starting to overwhelm the infantry but still had the reserves approaching their flank and had taken pretty severe losses.
  Doomsman finally cut his way through the first group of bodyguards, although he had taken two hits from the Orc king's spear of wounding (which had been thrown from the hilltop). The Einherjar finally went down as Doomsman charged the second group of boyguards around the King. The Ki-rin finally had enough clouds and did a Call Lightning on the reserves as Mournglow and Ember also continued hitting them. Stardust got the elf king free and began cutting down the Orc banner, hoping this would drop the Globe of Invulnerability and allow Mournglow to assault the leaders with magic.
  Although greatly slowed and weakened the Orcish reserves had still drawn to within moments of engaging the Elven flank and rear. Ember was almost out of spells and was contemplating drawing his own sword and joining the line. Darkwalk was out of attack spells and was tending the wounded and also preparing for the worst. Mournglow had a spell or two in reserve in case the Globe went down but was also largely out. Stardust was hopeful she could bring down the Globe but was very isolated.
  The Orc king shouted an order and his bodyguards allowed Doomsman direct access for the king and Doomsman to duel. Doomsman was not just hurt but the Wounding effect meant he was losing more h.p. each round while the Orc king was fresh and had Prayer, etc. active on himself.
  The duel was a lot of fun to DM simply because the party felt that the battle was riding on it. The previous day's duel had been the closest Doomsman had ever come to losing such a fight, and he had been fresh then. Being wounded and Wounded there was a bit more tension during combat!
  It was still over in just two rounds! Doomsman's player rolled well and hit hard and was able to parry each of the two blows that would have otherwise hit. As the Orc king died he uttered a curse on Doomsman.
  With the death of the Orc king his spells ended (he had the War sphere, granting him access to spells like Courage and Rally)  - this, combined with the shock of the last of their high leaders dying, broke the Orcish units that could see the duel which led to a cascade and, within 3 rounds, the Orcs were in a panicked retreat.
  Soon the Elves were gathered up and being cared for by their own healers and Darkwalk, their king and prince were returned, and the Ki-rin harried the retreating Orcs with his Call Lightning. Darkwalk had memorized Remove Curse for just such an emergency, so Doomsman received that before all his wounds were bound.
  Of the Elven force of almost 900 less than 430 survived the battle and many of the survivors were wounded. They lost no leaders and no spell casters.
  Of the Orcish force of about 2,100 less than 900 survived the battle and retreat. They lost all top leaders, most of their spell casters, the majority of their tough bodyguards, and even a large number of 'sergeants'.
  The party received the following treasure as a reward;
  -Each received a cloak pin that grants them a +2 on reaction rolls with Good elves from the continent and a +2 on saves vs. Cold.
  -2,000 g.p. in various gem stones.
 -Doomsman was granted the boon of being allowed to court the Elf king's daughter.

General Notes from this Adventure: These are both my own insights and what the players shared after the two sessions.
  1) Unless prepared for it, even a high level party can really struggle against an army of more than small size. As Mournglow put it 'they can't really hurt us unless we are really foolish, but every encounter that slows us down means other units get through.' Even against really tightly-packed formations a Fireball can affect no more than about 60 targets. Since even the Pike walls weren't 40' deep Ember's Fireballs were affecting between 36 (pikes) and 12 (heavy crossbowmen) Orcs at a time.
  The orcish army was in three columns, each heading for a different river crossing. Even with hippogriffs it was difficult to even find the Orcs since they typically travelled at night and used trees for cover as much as they could during the day.
  2) Siege weapons are very vulnerable to PCs. A Flaming Sphere can wreck a catapult very fast. Fireballs tend to do it faster.
  3) Some combat spells work great on the battlefield; but most combat spells don't. Fireball and Wall of Fire had an impact on the battlefield as a whole. Almost no other combat spell (in this battle) had that level of impact.
  4) Clerics can be more important on the battlefield than mages. The War sphere spells of the Orc king had a huge effect, preventing three of his units from breaking and allowing another to fight more effectively. Without those spells the Elves might have suffered far fewer casualties and, perhaps, even won without the support of the PCs.
  On the other hand, Darkwalk's use of Bless, Prayer, Recitation and similar spells had a major impact on the battlefield, especially along the front line. Let me show you why with raw numbers;
    Orc = 1 HD and A.C. 6
    Elf - 1+1 HD and A.C. 5
  Right away we see that the average Elf will hit the average Orc 55% of the time and only be hit 45% of the time. Combined with an average of 6 h.p. vs. an average of 5 h.p. the Elves have a quality edge to begin with.
  Now, let's get the front line of Elves under a Bless spell;
    Orc = still has a 45% chance to hit
    Elf = now has a 60% chance to hit and makes Morale checks at +1
  Ok, that is a nice boost, especially since mass combat is a game of numbers. Now, let's look at the same situation if the Elves were under Prayer
    Orc = 40% chance to hit, -1 damage
    Elf = 60% chance to hit, +1 damage
  Even better, right? Now let's look at just Recitation;
    Orc = 35% chance to hit, -2 damage
    Elf = 65% chance to hit, +2 damage
  Wow, this is a major change! Here's the thing, though - these three spells stack their bonuses! The Elven front line were longswordsmen (who get a +1 to hit from being Elves) and were under all three spells at the same time, meaning that at the initial shock of impact the forces looked like this;
    Orc = 25% chance to hit, -3 damage
    Elf = 80% chance to hit, +3 damage
  The spells alone provide a 40% change in the battle odds! Add in the Elven long sword bonus and the damage shift and this is why a force of 100 Elven swordsmen were able to devastate 400 Orcish pikemen before they went down. Even with the fact the pikemen were making 3 attacks before the elves were able to respond with one the huge difference in ability to hit and the damage shifts made all the difference in the world. In the battle above if Darkwalk and not prepared the front line with the spells he did (which was a major impact on his spell ability) the Elven front line would almost certainly have simply been cut down in the initial shock while doing effectively no damage to the pikes. Instead while the swordsmen did fall to the pikes it took 3 times as long and they wiped out half of the pikes doing so.
  Imagine if the Orcs had simply put 3 low-level clerics along the back rank of the Pikes, all casting the spell Chant spell before and during the battle - AND Darkwalk wasn't there - this would have made the Orcs equal to the Elves!
  Suddenly the Chant spell makes a lot more sense, doesn't it? Low-level clerics man the walls of besieged castles chanting for hours at a time; the monks in the cathedral aren't just singing in the choir - it is a continuous Chant to help protect the sacred space; etc.
  Now the players are back to the West and where their Dwarven hirelings are still working on their combined stronghold!

Saturday, June 1, 2013

Fantasy Demographics, or: Why Elves and Orcs Fight Different Wars


Note: This post deals with Real World ideas, concepts, or choices that are very personal. It is not meant to offend but is just a discussion of how these factors impact fantasy role playing game campaigns. Thanks.
  Waaaaay back when, my Dad took me to see Soylent Green. Now, I was very young, but in my father's defense we both love science fiction movies, so we went anyway. This began my rather odd hobby of studying demographics (which led me to reject the threat of overpopulation by 5th grade, but that is another story). Thus there was something in both the Complete Book of Elves and the Complete Book of Dwarves which just intrigued me. In the complete CBoE they state that the average Elven female has 2 children. In the CBoD they state that the average Dwarf female has 3 kids, but 2/3 of all births are males.
  Why does this matter?
  Math.
  Not to get too wonky (although I can talk about demographics for literally hours. And I am not using 'literally' for emphasis, I mean it literally) (see what I did there?), but a key metric in demographics is Total Fertility Rate (TFR for short) which is, simply, 'how many children does each woman in a population have, on average?'. TFR means a lot - it allows you to calculate the growth or shrinkage of future generation, determine the demographic momentum of a society, all sorts of really... boring... to... anyone... else... stuff....
  Yeah.
  Anyway, when the books say 'the average Elf female has two kids' this means 'the TFR is 2'. This is important because in the Real World replacement TFR (the TFR where the population neither grows nor shrinks over generations) is between 2.1 and 2.4 - each woman has just over 2 kids each on average. Since a certain number of people never have kids for a variety of reasons, it must be above a flat 2.0. In a modern industrialized nation like, oh, France, 2.1 is equilibrium. In a modern nation with a higher rate of mortality for youth it is more like 2.4.
  Here's the point, though - in pre-modern societies replacement TFR was more like 3.5-4.5. Why? Poorer health care and a higher mortality rate. Remember, the reason the average lifespan before the mid-20th Century was 35-40 for most of the world was because so many children died - if you lived to be 14-16 you were almost certainly going to live to be 75-80! Well, barring other factors. Like war.
  Chronic war really increases the replacement TFR number, for obvious reasons. Plague can do the same.
  Well, the CBoE said 2, but maybe they reaslly meant, oh, 2.3. With magical healing, a natural resistance to disease, etc., this probably means that Elves have a stable population, barring war.
  Let's talk about Dwarves for a moment.
  In the Real World we assume a gender ratio of about 50/50, so the 66/34 male/female of the Dwarves is really important.This means if you start with 300 Dwarves you will only have 100 couples (it takes two to make little dwarves and, more importantly, TFR is tied to the number of females). If they have a TFR of 3 that means the next generation will be = 300 Dwarves. Also perfect equilibrium since that generation will also have 100 females
  "OK," I hear you say, "so the generations are stable, so what?"
  One, it means that if you accept these numbers Dwarves and Elves can't really expand - if there is already a city that houses 2,000 Dwarves why build a new one? After all, there is no population growth. Sending people off is a drain of the most important resource of a society - the people. There are probably a number of social pressures to avoid this.
  Two, it will have a huge impact on how Dwarves and especially Elves go to war. Here are some of my thoughts on this:
  While Dwarves have an 'excess' male population (the 33% of each generation that will have no wife) allowing them to go to war relatively easily, women and children are virtually irreplaceable. So while male Dwarves roaming the mountains prospecting and killing Orcs for fun might be common, they will almost certainly guard their women and children fiercely. This is a simple explanation for why you traditionally never see Dwarven women - they are quite directly the most precious thing in Dwarf society.
  For Elves it is even more extreme - any loss of life might not be replaced for two or more generations. That is pretty serious.
  This means the Elves must really strive to limit battle deaths and while Dwarves can sustain some heavy losses of life on the battlefield women are too precious to risk.
  Which leads me to a fantasy element - lifespan of non-humans.
  It takes a human about 16 years to be considered an adult and human generations are counted as about 25 years. If we follow the age guidelines in the DMG (and why wouldn't we?) it takes a Dwarf about 60 years to mature and an elf about 120. With a bit of extrapolation we can guess that a Dwarven generation is about, oh, 60 years and an Elven generation is about 250.
  Wow. That's big.
  Why? because it takes at least a generation to recover from a major loss of life. World War I caused the death of a huge number of young men. One of the reasons World War Ii was a generation later is, arguably, the hostiles needed to wait until the next generation finished growing up to continue the fighting. The Black Death caused so much loss of life that it really took five generations for Europe to recover.
  This means that it would take the Dwarves 75 years to recover from a war that killed their 'excess' males and about 30% of the rest of the males. This means an Elven society struck with something like the Black Death wouldn't recover for more than a millenium. That is high stakes stuff.
  Let's change tacks just a little bit and think about Orcs. We can extrapolate that they mature around 12 and that an Orcish generation is, oh, 20 years. We know they are 'fecund' because we are told they are. What does this mean in comparison with Elves? Well, in the Real World there are societies that reached TFRs of 9+ in the 20th Century, so 'fecund' could be quite a large number! But let's just assume that between disease, violence, and generally being Lawful Evil Orcish societies grow about 25% per generation.
  What does this mean? More directly, what does this mean for a campaign (since this is about a game, after all)?
  Here is a scenario;
  The Orcish tribes and the Elven kingdom have been on edge for a decade, but now war is really begun. The Elves are smarter, better trained, have better gear, and have more spell casters. The Orcs are more disciplined and there are many more combatants. When they begin the war there are 3,000 Elven soldiers (out of a kingdom of 20,000) and 7,500 Orcish warriors (out of 20,000 Orcs).
  After 5 years of brutal fighting the Elves prevail; they slaughter over 5,000 Orcs while losing only 1,000 Elves. The Elves return to their homes, triumphant, and the good feelings and other factors cause a spike in births, meaning the next generation of Elves will be about 10% larger.
  Humiliated, the Orcs retreat to their homes. There is no surge for them. At this point, the Year of the Great Battle the two sides are roughly as follows;
  Orcs: 3,500 surviving warriors. 7,500 potential warriors not yet mature from the 2nd generation. And 6,000 females with mates available to birth the 3rd generation.
  Elves: 2,000 surviving soldiers. 3,000 potential soldiers not yet mature from the second generation. And 9,000 females with mates to birth the 3rd generation.
 In Year after the Great Battle (YGB) 20 the second generation of Orcish warriors are mature and ready to fight - all 7,500 of them! They face off against - the first generation Elvish warriors again. After all, the young Elves still have over two centuries to mature! The Orcs are young and the cream of their army dies in the Great Battle. The Elves are battle-hardened and fierce, so this time the Elves kill another 4,000 Orcs but only lose 500 Elves. So in the second generation we have;
  Orcs: 3,500 surviving warriors. 7,500 potential warriors from the 3rd generation (25% growth, remember?). 6,000 females with mates to birth the 4th generation.
  Elves: 1,500 surviving soldiers. 3,000 potential soldiers from the 2nd generation. 9,000 females that will eventually birth 2,700 soldiers in the 3rd generation.
  Reeling from two defeats in two generations, the Orcs wait, biding their time and skirmishing with Humand and Dwarven forces in raids, raids which whittle down their comabt numbers but mean their warriors are experienced.. Finally in YGB 60 the 4th generation of Orc warriors, whittled down to 7,500 (remember that 25% growth?) but battle-hardened face off against - the 1,500 surviving 1st generation Elven warriors! As evenly matched individually as the first battle, but incredibly outnumbered, the Elves fight as defensively as possible. They barely manage to drive off the Orcs losing another 1,000 elves to 4,000 Orcs.
  Barely able to send 500 soldiers to the field, the Elves retreat into the mountains.
  As you can see, the humanoid races, with their higher fertility and shorter generations, have a massive advantage in warfare over multiple generations!
  In other words, if Elves and Dwarves do have such low fertility, they are going to be wiped out. As a matter of fact, as DM you need to explain why they haven't been wiped out already.
  Please allow me to digress from fantasy to reality for just a moment. I am going to assume that most readers of this blog like most roleplayers are from nations with low birthrates. This is, historically, an anomaly. While real world demographics do show periods of stability and periods of decline, these were caused by bad weather and plague - birthrates remained high relative to modern birthrates. While the majority of the current world is below replacement TFR this is very unusual.
  Back to FRPGs. As you can see from the example I give above, have only replacement TFR is a big problem because it means that societies can't replace major losses in anything approaching a reasonable amount of time! For this reason in my campaigns I tend to have birthrates higher. Add in the fact that FRPG worlds tend to be shockingly lethal, I tend to make them much higher than you see in the modern world, much more akin to Europe of the High Middle Ages. I essentially assume that per generation population growth for Humans is about 30%, for Halflings it is 25%, for Elves, Gnomes, and Dwarves it is 15% and for the major humanoid races it is 40%-60% (not counting war or disease for any of these). I also have the sex ratio be about 50/50 for everyone but Dwarves where it is 55/45 male/female.
  Even with more reasonable TFRs, though, the issue of the length of generations remains - Orcs can go through almost 4 generations before Dwarves get to 2. For Elves it is closer to 12 generations to 2. This will have a profound effect upon how the various races wage war.
  First, the various bonuses Dwarves and Elves have (bonuses vs. certain races or with certain weapons) make sense because of their longer lives. The same applies to the greater numbers of powerful individuals in their forces. In any given battle Dwarves or Elves will prevail over Orcs of the same number. It will be more lopsided in their favor against Goblins and much more even against Hobgoblins. But Dwarves and Elves must do their utmost to avoid a long-term war of attrition because they simply can't win such a war.
  Suddenly, there is a reason Dwarves built such strong mountain fortresses and Elves live in thick forests with many sylvan allies; these positions are defensive, giving them the advantage, and can give them better warning of potential attacks. Both races will be as selective as possible about engaging forces they cannot overwhelm and must limit their losses as best they can.
  In a similar vein, Gnomes and Halflings make a lot more 'sense', too. The Halflings have great stealth and skills with missile weapons because they rely upon avoidance and ambush. Gnomes, with their illusions, are natural commandos. Like Dwarves and Elves they have these skills because they need them to survive as a society.
  Humanoids, on the other hand, are much more like hammers than rapiers. Their goal in war is to close with and engage the enemy with as much force as possible. With their numbers than can afford to be profligate on the battlefield because they recover from the loss of soldiers faster than their foes. Wave attacks by Goblins to 'soften up' the front lines for the hammer blow of a Hobgoblin charge may seem like a terrific loss of life but every Dwarf they kill is one less Dwarf their grandchildren will have to fight!
  This can also explain why Humans so often seem dominant in FRPGs; with a birthrate and generation length much closer to the Humanoids they are both much more capable for fighting humanoids on their own terms and invaluable allies to the other demi-human races.
  Please think about it and I hope this can add to your campaigns.