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

Saturday, December 16, 2023

"Making Ogres Tougher" or "How to implement Old Rules to make tough combatants tougher."

 "I thought Ogres would be Tougher"- Following two rounds of combat initiated by a party of 1st and 2nd level pcs vs a pair of Ogres. Something I have experienced for decades outside of playing Basic D&D.How to make "tough" combatants tougher?  By looking back to the early days of the hobby of course.

Once upon time Ogres were fearsome opponents that made parties quake in the their boots; 4 HD and 1 attack doing 1-10 points of damage was pretty fearsome vs a party of characters averaging 4 hp a piece. Over the years expanding combat options and incorporating critical hits would seem to make them more fearsome but it didn't it made them more vulnerable.

How do we get Ogres, Trolls, Giants and even Grizzly Bears to be a fearsome as they were once upon a time? By looking back to the origins of the game.


Once upon a time RPGs were a subset of wargames, they were even sold as such. The rules were written to that reality and would carry a lot of that baggage into the modern days but this influence reduced and this had an impact on games that followed. Once upon a time only 4th level fighters were heroes and 8th level fighters were superheroes and there were wizards,monsters, and normal men mixed into the fray.


One of the most signifigant rules passed by over the years is allowing combatants with multiple Hit Dice to engage against multiple "normal" foes alllowing one attack per HD. AD&D softened this to Fighters being able to make multiple attacks against "0-level" opponents equal to their level as a fighter... wow exciting, if people remembred this.


I favor the notion of PCs and multiple HD monsters layign to groups of normal combatants and sweepign them aside enmasse and dont' think standard improvements in hit and damage capacity serve to provide this facet to the game. There is a lot to consider however.


While 0-level NPCs are certainly normal men, what about goblins or even orcs, how about thieves and clerics? 


Are 1st level characters "Normal Men" or are they "Heroes"? If you have 1HD you are "Normal". If you have more than 1HD you are no longer "Normal" but you are not yet "Heroic".


"Heroic" combat kicks in at 4th level for Fighters and 4 HD for monsters. Before you are "Heroic" you are essentially "normal". 


An ogre mentioned above (having 4HD) is allowed to make 4 attacks against normal opponents under such a consideration. This 4 attacks against 1 hopeless normal man or 4 attacks against a mob of peasants. As a minor methiod of balance it is advised these blows cause 1d6 damage and are not otherwise modified for strength or allowed to deliver critical hits. Player Charcaters may still use thier melee weapons dmage ratign but lose any strength adjustments to damage and still deliver no criticals. I call this capability in my campaigns "Combat Dominance".


If you are a Heroic Combatant you keep adjacent allies from falling victim to sweeping blows or flurries of attacks delivered by more capable opponents. The ogres mentioned above can still deliver a single blow for 1d10 damage but they are forced to contend with the Heroic Combatants in reach and as such lose the abiltiy to sweep aside normal foes in the manner they normally would. 


Now I already see an issue. Are all PCs able to deliver multiple blows?  I say no. I want fighting-types to be special and distinct from other charcter types. Are all non-fighters "normal" defenders? No. Let's give PCS a fighting chance (for defense) even if they aren't fighters. It is necassary (in y consideration) to introduce the "Stalwart Defense" capability. This is any character able to offer a reasonable defense agaisnt monsters and other fearsome combatants. When a charcter is capabel of "Stalwart Defense" they may only have 1 attack directed against them by a multi-HD foe with "Combat Dominance". Now if singled out by a monster capable of making multiple attacks in a round you may still fall victim to those attacks.


How these guideleines are clarified in my campaing:


Monsters with 2 or more HD that have won initiative for the round can choose to attack a group of normal combatants with a flurry of blows. These attacks are made at normal chance to hit and will deliver 1d6 damage. A heroic combatant among your foes blocks this option. Monsters to do portect allies in heroic combat. Special attacks that poison or parlayze foes do not do so durign a flurry of blows.


Fighters of 2nd level and higher have "Combat Dominance" and are "Stalwart Defenders". On rounds when their side has initiative they are allowed to engage in single combat as normal or choose to make a flurry of blows(or sweeping attack if you wish to imagine it as such). This flurry of blows allow 1 attack per fighter level to be made vs non-heroic opponents. If the defender is a "Stalwart Defender" yuo are allowed no more than one attack per round agaisnt them in this manner.

When a fighter has reached 4th level they are a "Heroic Combatant" and may block monsters and others from attacking adjacent allies with a flurry of blows, Monster and NPCs can still attack allies as per standard single combat.


At 8th level Fighters are "Super-Heroic Defense" and may block others from attacking adjacent allies even in normal combat by taking the attacks upon themselves on any round they have won intitiavie over their opponent. This must be declared before the attack is resolved. Only one super-heroic foe per round may be so foiled (being any PC-type capabel fo super-heroic defense or monster with 8 or more HD.)


Clerics are "Stalwart Defenders" at 2nd level but do not have combat dominance. They may defend others as a hero beign "heroic combatants" at 5th level and are capabel of "Super-heroic defense" at 9th level. Clerics may exercise Combat Dominancce vs groups of undead and demons starting at 2nd level.


Thieves are "Stalwart Defensers" at 3rd level and "Heroic Combatants" at 6th level, they never become "Super-Heroic Defenders". They do not gain Combat Dominance.


Magic-Users are "Stalwart Defenders" at 4th level. They become "Heroic Combatants at 7th level and "Super-Heroic Defenders" at 10th level (but ony if they have not expended all their spells*). Magic-Users gain Combat dominance vs Demons and Elementals starting at 2nd level.


*no spell needs to be cast but the ability is lost if the MU has cast all their spells this day.


Heroic Defense rules apply on rounds one has and has not won initiative.Superheroic Defense only applies on a round the defender has won intiative.


What is Single Combat? This is when a combatant focuses all their normal range of attacks on a single foe. Monsters with mutliple attacks are only allowed to attack multiple foes with succesive attacks (if they normally have 2 or more listed) if they have hit another foe with an earlier attack. 


NOTE: Flurries of Blows( or Sweeiping attacks) due to combat dominance only apply to melee attacks not ranged attacks.

...


Now back to that pair of Ogres I mentioned at the top. Had that pair of ogres won intitiave over a band of PCs of 1st and 2nd level they would be able to lay into them with flurries of blows. Capabel of attacking 4 pcs for 1d6 damage or splitting multiple attacks as desired upon multiple foes. If a character in that party were a "stalwart defender" they could only suffer on hit (from eahc ogre) in a single round.


Those Ogres go from poetentially dealing 2d10 damage vs the party to dealing 8d6 the party.... Ogres are fearsome again, not to mention Grizzly Bears, Giant Boars, or tigers.


Note: All Humanoid monster Types with 2HD or more become much more fearsome under these rules but not orwhelming as the initiative must still be won to gain the option of multiple bloews.



Which intiative rules to use: whichever you normally implement. If using a side vs side intitive method where the highest roll has won it is recomended a side that outnumbers another gain +1 to the roll. A side attacking with heroic or super-heroic combatants against a force with neither should gain an additional +1 to the group inittivie roll.

Wednesday, April 21, 2021

Abstract combat and ranged attacks.

 In old-school RPG land and elesewhere in broader rpg land there has been an age-old discussion about the nature of HP and "abstract combat" with a major dis-junction being how to account for the abstraction of ranged attacks and melee attacks. In D&D and many similar systems you have an amount of "still up and fighting points" damage suffered in a fight reduce these "still up and fighting points" when the number of ""still up and fighting points" reaches 0 or less a monster/PC/NPC is no longer still up and fighting. The abstraction is in how we get from "still up and fighting" to "no longer up and fighting".

 

Fighting in melee is a complicated and involved mess with a multitude of feints, parrys, dodges, strikes, and shifts in stance we don't overly concern ourselves with and each combatant has a limited number of chances to inflict damage on a foes in around... that's PART of the abstraction. The impact of blows in melee is typically communicated and recorded as a reduction of "still up and fighting points" the damage these blows are causing isn't a measure of force but a measure of the impact upon the target's ability to still be up and fighting. That blow that causes 4  "still up and fighting points" just isn't the same thing against an insignificant combatant as it is to a Player character,  Godzilla, or a door. Becasue it is a rough abstraction in how much a blow can reduce the targets ability to be still up and fighting (or in the case of the door to be an impediment in getting to or avoiding a fight). Most folks can see to handle the single blow we pay attention to is the only one that could matter in melee but somehow there is a disconnect in rationality when talkign about ranged attacks.


The disconnect many have baffles me and I believe it is becasue they don't understand the ultimate implementation of abstraction is on the results not on the means. A ranged attack just isn't the same thing as a melee attack, ranged attacks are generally limited by ammo supply. The nature of the attack isn't being particularly abstracted the impact is. Ranged attacks are an opportunity to impact an opponents ability to still be up and fighting without providing them the opportunity to do so against you as they would have in melee combat. the discrete number of attacks possible as counted by arrows in a quiver, charges in a laser cell, bullets in a magazine, or rocks in a pouch are not and never were what was being abstracted in old school combat the results of those arrows, bullets, laser blasts, and thrown rocks are what was being abstracted.Ranged attacks are the ability to impact a foes "still up and fighting points" over there instead of right up next to you.


Count those bullets, arrows, laser charges, and rocks, they aren't what is being abstracted.

Wednesday, February 24, 2021

Initiative and being the firstest with the mostest.

 Taking turns and seeing who goes first has almost always been a big deal in games and it's been no exception in RPGS but the range of ways we can do that and the rules tied to that can vary immensely.  Turn order, going first, going twice it's all serious business when we are having fun. I'm going to discuss a range of options and ways to tailor those options to an RPG campaign.

There's been reams of posts written by people analyzing the right way to do initiative in specific versions of a game and how most of us generally ignored the specific rules.  The original D&D rules didn't have an initiative system of it's own.  The first basic set of D&D did but it was a unique on all to it's own and later iterations had yet another version which also differed from what was in AD&D from edition to edition and simulacrum to heartbreaker. 

 

Who goes first at what? Is initiative just reflexes and reaction times? Shouldn't a 11th level sorceror be able to zap you with spells quicker than a 2nd level sorcerer, if not why not? Why is one's ability to weave magic factored in at the same rate as a Warrior with a sword? Is that warrior with a sword quicker or slower than a warrior with spear? What if the warrior with a spear is closing in on a warrior without a spear? Is the 9th level warrior faster than a 2nd level warrior? Does a PC or monsters movement rate impact when they act during a round? The questions can really pile up and this big mass of questions is something  D&D and future RPGs passed onto the DM.

Initiative systems can be broken down into components and concepts being managed and resolved. The Form of the over all initiative system, the time frame being resolved, the order of resolution,  and the cost of action are all things to consider when looking into an initiative system.

 Form

All the different forms of Initiative I could think up before breaking them down into further subsystems and  procedures:

Quickness: Initiative based on speed. (This is the most common, or the one we think we are using).

Alacrity: Initiative based on readiness and related competence.

Threat: Initiative based on the ability to project and deliver force (or the possibility of force).

Awareness: Initiative based on perception and clarity of positions and options in a conflict.

 Favor: Initiative based on the assistance one gets from luck and fate.

Opportunity: Initiative based on the ability to exploit opportunities during a conflict. What good is being fast when you are blind or clumsy?

Domination: Initiative based on the ability to control the encounter.

Command: Initiative based on the ability to direct and coordinate with others.

Power: Initiative as the ability to project superior offense (not necessarily physical).

Vigor: Initiative based on the ability to motivate and endure.

Reach: Initiative based on the ability to project harm over distance.

Stance: Initiative based on the ability to position to respond and deliver as needed in an encounter.

Focus: Initiative based on the ability to set and fulfill goals in an encounter. 

Advantage: Initiative as the ability to exploit advantage over a foe.

Delay: Initiative as the ability to work around the delay imposed by actions.

Exposure: initiative expressed as a factor of advantage based on one's exposing themselves to more and more danger.

 Time Frame

With each of those in mind now ponder the timescale of the fight resolved by the initiative sequence.  Is the determination of the initiative score set in stone or does it vary from turn to turn and side to side?

Suggested Time Frames-

Turn by Turn (or round by round): The initiative score determines the delivery and range of actions possible within each turn.

Battle by Battle: The initiative score determines the delivery and range of actions over a multi-turn sequence.

Segment by Segment: A full round is broken down into smaller segments of action resolution and any one of these turns may or may not allow combatants to act at different points in a segment of a round.

Standard Score: A specific and set core determines initiative throughout an entire campaign based on individual capabilities. 

 Order

The order of resolution can have a huge impact on the game (to some people) other's find it to be an artificial hindrance to action.

Declare and Act: In such a system all engaged players declare actions prior to attempting resolution and than actions are resolved based on the types of actions chosen.

Phased Action: In such a system (which may or may not have declaration) all movement actions are resolved, than all missile fire, than or melee or some other set of pased actions as appropriate to the genere and type of initiative system being used.

Just in Time: In such a system all that matters is the timing of the action whether one is  swinging or sword or throwing a spell actions happen as the combatants  position within initiative permits.

Continuous:  similar to just in time but there is a specific count being tallied (or tracked) that determines when or when next a player may act in an encounter.

Simultaneous: The whole turn happens all at once everyone acts and than the situations presented are resolved.

 Expense:

The cost of action could be considered in an initiative system. 

Action Points: All actions have point costs and those points are paid out of a the initiative score.

Delay: Each action offsets when the next action can be attempted. 

One by One: Each round limts the total number of actions. There may be exceptions but it isn't a fluid environment like in an action point or delay system.

Exhaustion: Action causes an impact on future initiative itself (working very much like Action Points but not as particular). Exhaustion implies some resource can be lost and has to be regained before the full range of actions is as available).

Threshold: Initiative score must meet or beat some threshold before an action or class of actions may be attempted.

 Sides:

Team or Solo? Is the action being resolved based on sides or on individuals?

Side Based: the actions of all members of a side or team are based on a group initiative determination. Specific individual action smay still be limited but all ot the "winning side" go before the "losing side".

Individual: all characters, PCS and NPCs alike act according to their own specific initiative conditions.

Players go first: the players go first vs the NPCs all the time. It's a simple way to resolve heroic action ut the initiative determination can still limit what can be done.

Players React: the players are always reacting to the actions of NPCS they don't go first but they do have the ability to counter.

 Squad Initiative: Initiative is resolved base on which squad has superior initiative. A PC and dedicated minions could be a squad. Vanguard, Main Body, and Rearguard in each force could be a squad. 

Mixed Squad: Individual players act on their own determined orders but entire groups of NPC contolled by the DM act together.

 

There's a lot to ponder in resolving how to determine "Who goes first ?"


Next installment: Looking into how some games do initiative.





 

 




 




Friday, December 18, 2020

Alternate Attack Tables For Old-School Dungeon Fantasy

 These Alternate Attack Tables for Old-School Dungeon Fantasy RPG games are written to play combat as a challenge between the fighting prowess of combatants. These charts are written with the notion characters do not merely progress in their skill in striking through or past armor but in outwitting opponents and outfighting opponents.

Armor Class is still factored in standard missile combat and in combat between classed opponents.  If one wishes to match prowess of combatants instead it is adequate to convert character level to HD.

All of the tables show the modified attack roll or greater required to hit an opponent of specific HD or a range of HD. When there is an exception due to much greater capability of the attacker vs a foe that is noted in the chart with a special letter notification.

Fighter Types Attacking


Hit Dice of Monster Being Attacked

Level

1/2

1-1

1

1+1

2

3

4

5

6

7

8

9

10

11

12

13

14

15 to 16

17 to 20

21

0

Level

13

14

15

16

17

18

19

20

20

20

20

20

21

22

23

24

25

25

25

25

Man-at-Arms

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

23

24

25

25

1

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

20

20

20

20

2

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

20

20

20

3

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

20

20

4

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

20

5

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

6

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

7

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

8

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

9

A

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

10

A

A

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

11

A

A

A

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

12

A

A

A

A

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

13

A

A

A

A

A

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

14

A

A

A

A

A

A

2

3

4

5

6

7

8

9

10

11

12

13

14

15

15

A

A

A

A

A

A

A

2

3

4

5

6

7

8

9

10

11

12

13

14

16

A

A

A

A

A

A

A

A

2

3

4

5

6

7

8

9

10

11

12

13

17

A

A

A

A

A

A

A

A

A

2

3

4

5

6

7

8

9

10

11

12

18

A

A

A

A

A

A

A

A

A

A

2

3

4

5

6

7

8

9

10

11

19

A

A

A

A

A

A

A

A

A

A

A

2

3

4

5

6

7

8

9

10

20

A

A

A

A

A

A

A

A

A

A

A

A

2

3

4

5

6

7

8

9

Notes:
A- indicates any attack regardless of modification shall hit except for a natural d20 roll of 1 which will miss. 


Clerics or Thieves Attacking 


Hit Dice of Monster Being Attacked

Level

1/2

1-1

1

1+1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

to 16

17

to 

20

21

1

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

23

24

25

25

2-3

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

23

24

25

4-5

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

23

24

6-7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

23

8-9

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

10-11

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

12-13

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

14-15

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

16-17

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

18-19

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

A

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

Notes:
A- indicates any attack regardless of modification shall hit except for a natural d20 roll of 1 which will miss. 


Clerics Smiting Undead by Any Means


Hit Dice of Undead Being Attacked

Level

1 

or less

2

3

4

5

6

7

8

9

10

11

12

13

or more

1

12

13

14

15

16

17

18

19

20

20

20

20

20

2

11

12

13

14

15

16

17

18

19

20

20

20

20

3

10

11

12

13

14

15

16

17

18

19

20

20

20

4

9

10

11

12

13

14

15

16

17

18

19

20

20

5

8

9

10

11

12

13

14

15

16

17

18

19

20

6

7

8

9

10

11

12

13

14

15

16

17

18

19

7

6

7

8

9

10

11

12

13

14

15

16

17

18

8

5

6

7

8

9

10

11

12

13

14

15

16

17

9

4

5

6

7

8

9

10

11

12

13

14

15

16

10

3

4

5

6

7

8

9

10

11

12

13

14

15

11

2

3

4

5

6

7

8

9

10

11

12

13

14

12

A

2

3

4

5

6

7

8

9

10

11

12

13

13

A

A

2

3

4

5

6

7

8

9

10

11

12

14

A

A

A

2

3

4

5

6

7

8

9

10

11

15

F

A

A

A

2

3

4

5

6

7

8

9

10

16

F

F

A

A

A

2

3

4

5

6

7

8

9

17

F

F

F

A

A

A

2

3

4

5

6

7

8

18

F

F

F

F

A

A

A

2

3

4

5

6

7

19

F

F

F

F

F

A

A

A

2

3

4

5

6

20

F

F

F

F

F

F

A

A

A

2

3

4

5

Notes:
A- indicates any attack regardless of modification shall hit except for a natural d20 roll of 1 which will miss.

F- indicates any attack regardless of modification shall hit except for a natural d20 roll of 1 which will miss. If the spell or magical device normally allows an opens to make a saving throw that saving throw automatically fails.


Magic-Users Attacking Physically


Hit Dice of Monster Being Attacked

Level

1/2

1-1

1

1+1

2

3

4

5

6

7

8

9

10

11

12

13

14

15to 16

17to 

20

21

1-4

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

23

24

25

25

5-8

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

23

24

25

9-12

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

23

24

13-16

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

23

17-20

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

Magic-Users Attacking with Spells and Magical Devices


Hit Dice of Monster Being Attacked

Level

1 

or less

2

3

4

5

6

7

8

9

10

11

12

13

14

or 15

16

or more

1

12

13

14

15

16

17

18

19

20

20

20

20

20

20

20

2

11

12

13

14

15

16

17

18

19

20

20

20

20

20

20

3

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

4

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

5

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

7

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

8

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

9

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

10

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

11

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

12

A

2

3

4

5

6

7

8

9

10

11

12

13

14

15

13

A

A

2

3

4

5

6

7

8

9

10

11

12

13

14

14

A

A

A

2

3

4

5

6

7

8

9

10

11

12

13

15

F

A

A

A

2

3

4

5

6

7

8

9

10

11

12

16

F

F

A

A

A

2

3

4

5

6

7

8

9

10

11

17

F

F

F

A

A

A

2

3

4

5

6

7

8

9

10

18

F

F

F

F

A

A

A

2

3

4

5

6

7

8

9

19

F

F

F

F

F

A

A

A

2

3

4

5

6

7

8

20

F

F

F

F

F

F

A

A

A

2

3

4

5

6

7

Notes:
A- indicates any attack regardless of modification shall hit except for a natural d20 roll of 1 which will miss.

F- indicates any attack regardless of modification shall hit except for a natural d20 roll of 1 which will miss. If the spell or magical device normally allows a target to make a saving throw that saving throw automatically fails.