Wednesday, May 26, 2021

Some Selective Play-Testing and Reflection

My new rules modifications for Classic D&D seem to be going well enough. Most players converted over to the new system, finding a way to more or less keep their PC the same (Don's still playing a dragonborn, a race which got axed, but did update his class from Fighter/Magic-User to Lark, and Jeff is still running the old Ranger class that gets Druid spells). Of the new Fighter (and Assassin/Paladin/Lark) combat options that have been tried out, both my younger son and Jeremy opted to go with Defense (+2 AC, +4 if attacker is giant sized) for their Fighter Combat Style (a 4th level ability), while my older son went with Cleave (like the 3E feat) and Don went with, I think, Iaijutsu (like a backstab: +4 to hit, x2 damage; but only on the first round of combat if you get initiative). 

Cleave and Iaijutsu haven't come up yet (pretty sure my son could have used Cleave last game, but we forgot about it). Defense is obviously overpowered. Not sure what I was thinking there. Obviously I was thinking of the Halfling bonus to AC vs large creatures, but +2 base was ridiculous. Even 5E's Defense ability for Fighters is only +1. I will change it. At 5th level, Jeremy's Fighter has AC 23 (I use ascending, obviously), and my younger son has AC 22 at 4th level. I'll be toning that one down a bit, and re-evaluating all of the Fighter Combat Options (a bonus ability at 4th level). 

Yesterday, Delta posted this discussion of the Fighter's ability to attack multiple low level enemies across editions.

It's interesting on its own, but since I've given my Fighter class the Sweep ability (from 2nd level) to make one attack per level vs 1HD or lower opponents in Classic (which if you haven't read Delta's thread, Frank Mentzer is commented as thinking is totally unnecessary in Classic D&D). But they also get an option to Cleave (drop an opponent to 0hp, gain a bonus attack on a nearby enemy) AND at higher levels gain multiple attacks against more powerful opponents with 1+1HD or more (2 attacks at 8th level, 3 attacks at 12th level, level cap 15th), I feel like I'm just handing out extra attacks like candy! 

Still, I've got to say the Sweep ability has been pretty useful in games so far, as it helps speed up fights with the weaklings. 

This past weekend, I ran my procedural dungeon crawl game with the boys. Their encounters skewed humanoid, so they made good use of Sweeps. First encounter with 16 bandits, and after negotiations failed, the bandits were wiped out quickly. Fire beetles and giant black widow spiders were spotted, but left alone. A group of warriors appeared, but were evaded. A Red Knight appeared (as a "special") and tried to arm wrestle the PCs (the boys' PCs legit won with good rolls)! Then they tricked a pair of white apes into opening a portcullis to allow access to a ruined castle. In the next room were (as determined by random roll) 40 orcs. They tricked the orcs and apes into fighting, leaving 29 orcs alive when the apes were finally defeated. Then they went to town, using Sweep, and the Sweep ability evened the odds, although both characters took some fairly heavy damage, even with my younger son's PC's amazing AC. In the end, all the orcs were cut down and the pair returned to town with the loot.

In my West Marches game that same evening, they finished off Quasqueton. Well, not completely finished, there were secret doors they missed, despite having a wand of secret door detection which helped. They didn't always think to use it, though. Most of the 1st level was already explored, and they had about half of the second level explored when the session started. So they put in the effort to finish it off. They encountered troglodytes (which proved to be the toughest fight of the evening!), a pair of ettins (spells rendered them ineffective), wraiths (only one level drain, Justin's PC - and just as he was about to reach the level cap for a half-elf Warlock, before the dragonborn blasted them and himself with a fireball), some ghouls, and gnolls. They avoided stirring up the bats in the giant cavern. And they finally found Zelligar's wand (Roghan's spear and armor had already been recovered). 

As for the character abilities under the new rule set, Nate has been searching for a way to make use of the Shaman (cleric subclass) ability to perform rituals, but they haven't really come up yet. The three rituals they can perform 1) allow detection of astral/ethereal creatures, 2) sanctify a small area for 24 hours, 3) allow up to four creatures suffering from poison, disease, etc. to make a new saving throw. 

The other area that's come to my attention through the game is the Paladin's Aura ability. Denis has been confused the past few sessions about it. The effects are fine, but the wording is poor. I need to rewrite the section to make it more clear.

Thursday, May 13, 2021

Maybe this will work

I'm trying out an interesting arrangement for my wilderness encounter tables (mentioned in my previous post). I have a table for each terrain type: clear/grassland, forest, hills/badlands, mountains, desert/barren, swamp/marsh, jungle, river/lake, ocean, arctic, settled, city. For each table, there are five columns (six with numbering) and twelve rows. 

The columns are Animal, Human, Common Monster, Unusual Monster, Rare Monster. These are determined by a d12 roll: Animal 1-3, Human 4-5, Common 6-9, Unusual 10-11, Rare 12. A few terrain types get some adjustment to the number spread, but that's the basic. 

I haven't filled out the monsters in any of the tables yet, but I have 12 slots for each. If there aren't enough suitable creatures, I can double some up or adjust the rarity. It doesn't give quite as much variety as Mentzer's charts, but 60 creatures per terrain type should be enough for a general table. 

Oh, and these twelve tables only took up three columns of my 2-column layout, so I had room for tables for the Planes: Elemental, Ethereal/Astral, Upper, and Lower. These are arranged a bit differently, but I think it will be handy to have some random charts for planar adventures if I don't have anything worked up for a specific plane.

Sunday, May 9, 2021

Wilderness Encounter Table arrangements

I'm revising wilderness encounter tables. I've recently consolidated my "regular" and "Eastern" monster lists for TSR. Treasure tables, too. And now I'm working on new wilderness encounter tables.

In the past, for Chanbara, I pretty much copied what Cook/Marsh and then Mentzer did, with a table by terrain type for monster classification, then tables for each classification broken down by terrain type. In Chanbara, I also included seasonal variation for some of them. I'm not planning to go down the seasonal variation route again, but I am considering different ways to lay this out. 

AD&D and the Creature Catalogue go the route of the big master list (d%) by terrain type. There's an advantage to this in that it allows wiggle room to set monsters as common or rare. But every monster is jammed onto one table, and they take up a lot of space. I'd like to be able to lay this out on two facing pages if possible, for convenience. 

I have a couple of other ideas for how I could do this. 

First would be to do something similar to BX/BECMI, except instead of the initial table, just break down each terrain type by monster type. So the Forest Table would have columns for Animal, Fey/Yokai, Humanoid/Giant/Oni, etc. But I'd either need to give everything equal probability of appearing, or have numbering for each column. This would probably be the most space efficient way to do it. Although I've got more categories than Cook/Marsh/Mentzer, so I'd probably want to consolidate classifications a bit more.

Second would be to divide terrain types by proximity to civilization. So each terrain type would get columns for Settled, Borderland, and Wilderness (to borrow from the Companion Set's domain management classifications). This would end up with a grab-bag of monsters on each list, but they would be more sorted into challenge levels for low, middle, and high level PCs. This one seems interesting, different, and useful, but would probably take up more space than I'm hoping for, unless each list is fairly short. 

I've got over 400 monsters in this thing. Nearly everything from BECM/RC (a few I NEVER use or just don't like removed), plus monsters and NPC types from Flying Swordsmen and Chanbara, and some extra monsters from modules, 1E, 2E, 3E, and homebrew monsters from my Beast of the Week series way back when (many of the sillier monsters -- but by no means all silly monsters -- removed, so no more Saurons running around in packs :D). Of course, many of these are "dungeon only" or planar creatures, but it still leaves me with a lot to work with, and not every monster will make the cut. 

I guess I should spend some time building prototypes of each system and see which one I like most.

Wednesday, April 28, 2021

Emulation

 I mentioned this in my post the other day, and figured I'd write a dedicated post about it. 

A few weeks ago, I was checking out the NES Classic console - a mini emulation box shaped like the good old 8-bit NES. And of course that led me to similar machines for SEGA Genesis, SNES, PSX, etc. If you don't know, these come with an emulator program and pre-loaded with a selection of the "most popular" games for that system. 

Well, I've been playing emulated games for decades now, so that's nothing new to me. But the idea of having an emulation box like this with proper controllers (the touch screen emulator on my phone is less than ideal for games where that tactile sensation helps game play). 

And I came across ads for the Super Console X. It's an emulation box -- actually a smart TV box preloaded with EmuElec and lots of ROMS for a wide variety of systems, including arcade and old PC games, in addition to most home consoles. This thing even has a few systems I'd never even heard of, or had only heard of in passing and forgotten, at least. 

Yeah, of course I bought it. It was around $100, and takes up a lot less space than five or six of the officially licensed ones would. Is it legal? I'm sure it's not. I doubt the company is paying anything to any of the companies that made all these old games. And while I'm not opposed to giving these companies some more of my money, like I said, this is just a lot cheaper and more practical. And my wife was on board with it, so that's a plus. I'm pretty sure she would have said "No" to me shelling out close to $500 for all of the individual licensed devices...and they wouldn't have had all the games I'd want to play, as well.

Is it nice? Well, it's not perfect. But so far, we've been having a lot of fun with it.

Here are the boys playing some Mario Cart.

One of my old favorites was Tenchu for the PSX, which did NOT come pre-loaded, but thanks to the internet, I got Tenchu and Tenchu 2 and loaded them on. There was a third PSX Tenchu game in Japan called Shinobi Hyaku Gaisen which was made of 100 fan-created levels which I had back in the day, but I couldn't find an ISO of that one. 

I did have one or two issues with it so far. Gauntlet and Gauntlet II for MAME don't work. I need to replace the ROMs, I think. A YouTube tutorial mentioned changing the video resolution for different systems to get a better picture, but when I tried adjusting that, it messed up the screen. I managed to fix that. There may be an issue with game saves, which would make replaying RPGs like the old Gold Box D&D games (yes, they're on it) impossible. But for more casual games, like most old arcade, Atari or NES era games, or things like Mario Cart or Street Fighter II, we're good to go!


Monday, April 26, 2021

An interesting weekend

 So, things didn't go as planned this weekend. 

Well, Saturday did. I had my West Marches game, and the party decided to track down a stone giant whose castle they'd heard rumor of, after a new rumor came that he had hired a small army of goblins and was harassing the Eternal Tournament, an Arthurian-style group of renegade knights who just joust and feast at their own camp in the Marches. 

The giant and his goblinoid foes (and grizzly bears) were defeated, and much loot was acquired. Both my older son's PC and one other are inching towards 7th level. So, yesterday morning my son said he wanted to play more procedural generation D&D with his brother to put him over the top (he seriously only needs 600xp or so). But one thing led to another, and in the afternoon both boys  were clamoring for Star Wars d6 instead. 

Well, I had a general idea for an adventure but nothing written up, so I spent an hour or so writing down some notes and organizing things. My younger kept coming to check on me, wanting me to hurry up. I got done just before my wife had an early dinner ready to eat, so we didn't start right away. I did tell the boys that I'd give them an extra 7 points to spend on skills (including Force skills) since the original 7 left them pretty weak and not so well rounded. But we ate before I could get them to divvy up the skill points. 

After dinner, the boys disappeared into my older son's room to play Minecraft or Roblox. I edited their character sheets to make it easier to level up (so we could write dice codes in pencil instead of having them pre-printed on the sheets like I'd done earlier). 

Then, since the boys didn't come out to play when I called them, I turned on our new emulation box (been meaning to write a post about that) and played some Street Fighter II. Man, I used to be so good at that game as Chun Li and E. Honda, and competent with the other characters (yeah, 25 years or so ago, I know!). Gotta get back into fighting shape! I did take 2nd place in a local classic video game challenge at my buddy's bar a few years back by beating one guy at a Super Mario Brothers (NES) speed run challenge, then another guy in a round of Street Fighter II (SNES), but losing to my bar-owning buddy at TETRIS. E. Honda and Guile kept beating my ass (as Chun Li). Gotta get more practice in!

Anyway, the boys finally emerged, and I got them to divvy up the skill points. They each have 2 dice in all Force powers now, and a more rounded selection of general skills. So hopefully that will make the next session a lot easier. But by that time it was time to get them ready for bed. My younger boy cried, but I promised we'd play again soon. And I'm ready to roll this time, with an adventure prepped.

Sunday, April 18, 2021

Gaming with the Boys in a Galaxy Far, Far Away

 Instead of more procedural D&D, the boys wanted to play some WEG d6 Star Wars today. Even though it's not the sort of game you even want to try procedural play with, I agreed despite not having anything planned. I had a fairly simple scenario cooked up in my head (a simple rescue mission). 

But then they threw the curve ball. Despite my older son really being into this Mandalorian bounty hunter game on ROBLOX these days, neither wanted to play their Mandalorian characters. They wanted to play jedi. Of course. And since I'd set my game in the Rebellion era, there are already to many jedi running around in the game. And I should have been prepared for this, since they did ask back in December if they could have jedi PCs.

But after a bit of discussion, we decided to roll up the new characters and play in an unconnected game, with an "anything goes" Star Wars universe. Completely cutting the strings from canon. If we want to have to outwit Dooku and battle droids one session, then tangle with Kylo Ren the next, sure, why not? The Empire, Rebellion, Galactic Republic, etc can all just coexist. Sorta like the RTS Star Wars Galactic Battlegrounds (which we've played a bit). 

So my younger boy asked if he could play a "bulldog man" (yes, he's got a thing for bulldogs these days) jedi, and I said sure. We used the Minor Jedi template and made a few skill picks and some equipment purchases, and found a picture he liked online. 

My older boy decided he wanted a zabrak jedi, one with yellow markings and a yellow lightsaber. We used the Young Jedi template for him, and he's on a quest to get a kyber crystal for the yellow lightsaber he wants. 

That took quite a while, actually, because the boys decided to see what was on TV at the time (Men in Black III) and spent more time watching that than making decisions about their PCs. 

After dinner we played a little. I had Yoda send them on a quest to some ruins to look for kyber crystals. I meant to have them encounter some RP challenges along the way, but my 1st son asked for a combat, so I through some battle droids at them. Too many battle droids. Their game stats are much tougher than the way they fight in the movies! I dropped eight, but had them in two ranks and only the first rank was firing. 

Son #2 did try to be clever, trying to use telekinesis to attack them with his lightsaber from far away, but at beginning level, there just aren't enough dice in the pool for easy lightsaber combat. Son #1 had some success shooting with his blaster, damaging two droids, but then he took an unlucky hit and was incapacitated in one shot. Son #2's PC grabbed him and ran. 

I looked up the natural healing rules (neither had bought medpacs despite my recommendation), and noted that the zabrak would die if he rolled 8 or less. He rolled a 7. My son was pretty upset, but held it in pretty well. It was bedtime by then anyway, so we wrapped things up, I said it was just a training game, gave them some character points, and said we'd try again another time once I'd had some time to plan a proper adventure for them. 

d6 System is definitely NOT the sort of system where you just want to throw random monsters at characters, especially when they're just starting out!


Monday, April 12, 2021

Procedural Dungeon Crawl Results

Last night's game with the boys went pretty well. They both had a good time, and some good traits came out in my older boy that have been lacking in our online games. 

I didn't have the BECMI dungeon random encounter charts handy in printed form and didn't want to get my original books out, but I did have the AD&D Monster & Treasure Assortment handy (I've got it in pdf, and had printed it out). So I used that for creatures and treasures in the game. 

We dug out my Dragon Strike game, and when we got the game boards out, I also got out the trap cards to use for random traps. They didn't always make sense, and neither did the random monster rolls, but my 6-year-old didn't care, and my 13-year-old was happy to accept semi-plausible explanations to keep the game going. 

My method was to roll 1d6 in an area to determine if it was empty (1-2), had a trap (3), a monster (4-5) or something unusual/special (6), then roll a second d6 for possible treasure. Just like BX and BECMI dungeon stocking. If there was a monster or treasure, I rolled for it on the M&TA charts. If there was a trap, I drew a Dragon Strike trap card. If there was a special, I improvised.

My boys chose the "Town" board and I said it was a town that had been overrun with monsters (getting the idea from the old Gold Box Pool of Radiance game, something for another post soon). The PCs were asked to help clear the monsters out, and told they could keep any loot they recovered. 

My 13yo has a Half-Orc L6 Cavalier* named Calvin who rides a tamed tiger named Hobbes. Oh, and he got lucky and rolled a legit 18 Strength. 

My 6yo has a "Bulldog-Man" L3 Lark* named BulldogTV who rides a dragon horse (just like a regular horse only a wingless, breath weapon-less dragon) and has a henchman named Bulldog Bro, who is an alien.

*Cavaliers used to be my name for the paladin class in TSR, now it's a subclass of Fighter with no clerical ability. Larks are basically the Elf class from BX, except open to a few more races. And yes, the name is from Ultima Exodus.

When the game started, they went in by the drawbridge (bottom of the picture above), and checked out the two gatehouse guard rooms. The first, random die rolls indicated 12 giant centipedes. When they opened the door, Calvin tried to shut it, but I rolled randomly to determine that 9 escaped before he could do so. But with the sweep ability (1 attack per level vs 1HD or lower creatures) they didn't last long enough to do any damage. They checked out the other side, and random die rolls indicated a Hero, who of course I made an Evil Hero. But a reaction roll was Helpful (12!) so when they talked to him, something they initiated, I had him offer to go along and help (with a mind to steal some treasure along the way). Oh, and he had a +1 shield. 

Well, the boys said if he wanted to join he had to finish off the centipedes, which he offered to do. But due to the quirks of the dice, he got bitten and failed his save vs poison. So the boys took his magic shield and also (random roll) 1500cp. 

They went on to the fountain, which was an empty area (actually a trap with treasure, a cursed -1 sword). The trap card was an entangling magic rope, which Bulldog triggered, but avoided with a saving throw. He took the sword and gave it to his henchman (he already has a sword +1, +3 vs goblins). 

From the fountain plaza, they entered the house on the southwest side, which was trapped with a "jaws of death" bear trap, but again a saving throw by Bulldog avoided it. They decided to look inside for secret doors, and while looking, had a random encounter with four giant crab spiders. Bulldog's sleep spell took out three, while Calvin killed the unaffected one. 

The next building was on the southeast side of the plaza, and die rolls indicated six Warriors. They knocked on the door, and the warriors readied tables as cover and cocked their crossbows, but when the boys' PCs kicked the door in, they negotiated. The PCs offered the warriors the copper coins if they'd just leave town, and the warriors agreed. 

The building on the northeast of the plaza had another trap - a pit trap, this time Calvin sprang it, but again a saving throw avoided it. There was a pair of bags with 1250ep in them in this house. So they had some treasure again, and more valuable. 

On the building on the northwest side of the plaza, I rolled a special. I decided it was a magical hologram from a wizard asking whoever saw it to help free the town of monsters. A bit more interesting than a magic mouth, but basically the same effect. 

They headed west and had a random encounter with 6 dwarves. Neutral reaction roll. The players tried to recruit them, but a reaction roll suggested they'd rather not. So after swapping a bit of intel, the dwarves left. 

Finally they went to the central west house, cracked open the door, and peeked inside. Random rolls told me there were fire beetles in there, so I described the eerie red glow. A bit freaked out (and realizing it was getting close to bed time), my 13yo suggested they leave town with what little treasure they'd collected. My 6yo, also realizing it was close to bed time, demanded that they keep going. As Dad, I had to agree with my older boy, and we wrapped up the game. They each earned around 300xp. Bulldog TV also paid 900gp to have the curse removed from his henchman's sword after rejecting Calvin's suggestion to try and con someone into buying a "magic" sword.

This morning, taking my 6yo to school, he asked if we could continue the game every night. My older boy also told me last night that he had a lot of fun with it and wants to do it again. So I'd consider that a success. 

I've got some more maps and things we can use for visuals (they're important to my 6yo). He was a lot more engaged than when he tries to join my West Marches games. 

When I used to run West Marches face to face, my 13yo (10-11yo then) always had lots of creative ideas for encounters. Lately, online only, he's just not that into things and not very creative at all. Last night, he was all about non-combat solutions to problems when possible. I'm glad to see that back in his gaming again. 

The procedurally generated content wasn't the most coherent (as you would expect), but it definitely got the job done, and will allow me to run for the boys with very little prep. I may also try digging out a few of my old dungeons from the 80s/90s, making some battle mat size versions for them, and having a go with them as well.