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Grumpy, yet verbose.
Showing posts with label combat. Show all posts
Showing posts with label combat. Show all posts

Monday, September 14, 2020

Moldvay Musings XXI: Surprise!


Surprise is one of those rules that I often see misapplied or simply done wrong. I admit I've not always done it correctly in the heat of the moment, but I honestly don't know why some people have trouble with it Perhaps it's because of its actual simplicity. In any case, let's take a look at it, shall we?

Like many rules in games like BX, the surprise mechanic is fairly abstract and is used to cover a lot of different scenarios. Being surprised is not just standing agog at the fact that there are six goblins with spears in front of you. Neither is it necessarily a "jump scare" type ambush.


Being surprised can be as simple as just being caught flat-footed; or a moment's inattention that gave the opposition the chance to act first. Maybe the door took an extra shove to open or the floor was a bit uneven. The point is you're playing a bit of catch-up for a few seconds.

Once the DM makes the call that surprise is at least possible for one or both groups, I think there are two main areas that throw some people off mechanically: The order of events and the nature of the dice rolls themselves.

Surprise isn't rolled until step 5 of the turn order. By that time, the party has already entered the area. Narratively speaking, people would expect to hear about the encounter right at that point. The thing to remember is that all this is more or less happening at once.
"If surprise is possible, the DM should roll 1d6 for each side in the encounter. A result of 1 or 2 for either side indicates that the side is surprised (unless given otherwise in the monster description)."
The stumbling block here seem to be that the die roll for "your" side is actually based on your opponent, not you (the PCs). It's the chance you are surprised, not of you doing the surprising. This becomes apparent when dealing with creatures whose surprise roll is not the default 1-2. For example, a bugbear surprises on a 1-3. That means the chance of PCs being surprised goes up.I've had to remind people of this at the table more than once.

I'd like to point out that surprise can actually be a big help to PCs. With smart play, the PCs will have many opportunities to be the surprise as opposed to the surprised. Things like sneaking thieves reconnoitering, careful listening, and detection spells give a party a decent to get the drop on things. It's important to pay attention to the text on B23. It points out that surprise is not always possible, but that doesn't mean it can't be possible for one side and not the other. Honestly, in my experience, PCs being surprised actually doesn't come up all that often.

Despite this, I frequently hear complaints from players that surprise is just for screwing the PCs over: "How can we be surprised by the goblins?! We're in a dungeon! We're ALWAYS expecting an attack!" and so forth.



If this sounds familiar, perhaps consistently applying these rules in a way that doesn't slow down play can smooth things out a bit and let you enjoy the added richness they can give to your encounters. 

Friday, April 13, 2018

The BX setting (part 3)

OK, I am wrapping this up. Seriously!

To finish up my musings about settings for a setting representative of the Basic/Expert game, I wanted to touch on just a few more topics: Resources, Risks, and Rewards.

Resources

For me, and many grumpy old-schoolers, managing your resources is no small part of classic D&D play. Heck, I even created products specifically to make it easier to incorporate into tabletop play. Rules like encumbrance, searching times, movement rates, and light source duration all lead to some real cost/benefit decisions being made: Do we take the time to search every room? How many torches did you bring? Do we hire someone to carry our extra stuff?

Now all these sound more game mechanics-related than setting, but bear with me. A BX world is a place where not only do decisions like those above matter, they matter because it's a world where dungeon crawls are a relatively common thing. Ancient labyrinthine ruins, extensive subterranean caves, mysterious catacombs, they practically flourish in a BX world. Of course this is true for many other versions of D&D, too. The point is the characters live in a world where someone, at some point, decided that it was a good idea to carve out an underground lair that looked like this.


There are weird, even zany places in a BX world. Maybe they are ancient ruins or a mad wizard's tower, but those that decide to brave those places prepare for mapping long corridors, regular booby traps, hidden passages, and foul monsters lurking around corners. Which brings us to...

Risks

Whether it's claw, sword, or spell, PCs face most of their risks in combat. The BX world is one where monsters are real and your character is going to have to fight for his life at some point, if not many times. A BX world allows for the possibility of a dragon flying over your head as you travel the King's Road or for a hill giant to be walking down a city street! This is a fantasy world. 

That being said, most of these creatures are monsters, not NPC or PC "playable" races (BtB at least). But "monster' does not always equal "enemy." A decent reaction roll and the appropriate language slot can result in parley or even friendly communication. 

Combat can be de-emphasized and other aspects of play can be focussed upon, but by default at least the threat of violence is deeply ingrained into a D&D setting. What can give this a more "BX feel?" Well, BX is a fairly lethal flavor of D&D. PCs tend to be fragile with their lower hit dice and -by the book- 0 hit points being dead. Even mid to high level PCs can be killed fairly easily, and morale rolls can lead to the better part of valor being exercised by monster and hireling alike. Compare that to some of the later versions of the game and you can easily picture a world where life can be a bit cheap and those that live by the sword are likely to pick their battles carefully as well as try to squeeze every advantage out of a situation. And once the battle is over, they will be sure to get as much of the spoils as possible to offset the risks.


Rewards

XP for GP. That brief statement tells me this is a world where its inhabitants gain influence and become more competent by getting as much as they can for as little risk as possible. It's not the slaying of the monster, it's the treasure it was guarding. A BX world is a place where foul humanoids have piles of loot stolen from victims or looted from old castles they now infest. Half-rotted coin pouches lie among the bones in the lairs of terrifying trolls and gigantic spiders. And that axe of antique design wielded by the bugbear chieftain? It has a +2 enchantment on it. 

This is a world of coin-filled coffers and magic swords. Of scrolls containing mystic spells or treasure maps. Of idols with a single ruby eye the size of a golf ball. Of dragon hoards, staves of power and magical rings. The DM may not wish to flood his world with  magic items but in a BX world, such things exist and even leaving it to the random treasure charts the PCs will encounter at least some of them. 

Assuming the characters live long enough, it's also a world where lowly murder-hobos and would-be heroes might accrue enough wealth, fame, and connections to become lords (and ladies) of the land themselves. It's not a place where everything is 100% fixed sociopolitically. Maybe there are wars, or dynastic struggles, or rebellions and invasions. Maybe there are young nations that are still growing. The point is even if your PC started as a turnip farmer, he could one day be a knight in a keep with a fiefdom of his own to rule.

Wrapping Up


What does all this mean? Have I answered the question? Well, no. probably not. But I don't think that it's a question that can be answered definitively. What I do think I've accomplished is to work through some concepts of what I think a setting should or shouldn't have to be a good fit for Moldvay/Cook. 

And maybe it's done a bit that for you, too.

Monday, April 2, 2012

Kelvernia: Combat House Rules (a first take)

OK, I want to tread lightly here. What I'm after is to increase the fun but not the overall complexity. At the moment, here are a few things I am considering adding.



Jeff Rient's Big Purple D30 Rule
Once per session each player may opt to roll the Labyrinth Lord’s big purple d30 in lieu of whatever die or dice the situation normally calls for. The choice to roll the big purple D30 must be made before any roll. The d30 cannot be roll for generating character statistics or hit points.

Of course, my d30 isn't purple, but you get the idea.


Critical Hits & Fumbles: I intend to include these. Some people think it ends up screwing over the PCs, but as long as crits and fumbles affect monsters too, I say it's fair. The exact charts are in flux, but criticals will most likely include extra damage, gaining a free attack, and knocking an opponent off his feet. Sample fumbles are things like dropping a weapon, breaking a weapon, or losing your next turn. "Nat 20s" = crits and "Nat 1s" = fumbles. Using the d30 to hit means any roll of 20+ is a critical.

Quaffing: Taking a stiff drink (ale, wine, spirits) can restore temporary hit points, but runs the risk of getting drunk and gaining temporary penalties to attack rolls.

Follow Through: Killing an opponent in melee allows a free "swing through" (cleave) to an adjacent foe. Magic-users, thieves, and clerics lack this ability.

Trained warrior: Fighters (and only fighters) get one attack per level vs. creatures of 1HD or less if they (the fighters) do not move that round.

This list is far from final, but it should give an idea of the direction I'm going with combat.