Showing posts with label coffee. Show all posts
Showing posts with label coffee. Show all posts

Tuesday, January 25, 2022

Sorcery I Like

Well, what do you know: a quiet moment around the old home front, for a change.

I'll be honest: I've (perhaps) had the opportunity to blog recently, just not the spirit. Just lots of things over-occupying my brain/attention. It gave me some peace to simply withdraw from the whole blog-o-sphere for a few days, rather than tread water with throwaway posts and comments. Not that this isn't (perhaps) a throwaway post, but there's enough quiet right now that I can sit and type-type-typity-type.

Mmm. With cup of hot coffee at hand.

Yesterday (or maybe the day before) I had the chance to read Clark Ashton Smith's second Xiccarph story, The Flower-Women (to give credit where credit's due, I only learned about Xiccarph after Maliszewski wrote about it a week or so ago). I like Smith's stuff, though I've read precious little of it (perhaps a dozen of his short stories). His work is reminiscent of other writers, though I recognize he was probably the influence on them, rather than the reverse. But his stuff is (usually) punchy and short, perhaps only slowed down by an expansive vocabulary that requires me to look up two-three words with every reading. 

[quick: who can tell me the definition of odalisque off the top of your head?]

I also like this bit about Smith's writing, aptly summed up by James in his (previously mentioned) post:
Smith is almost unique in the history of pulp fantasy for sympathizing with his evil sorcerers, or at least presenting their thoughts and perspectives sympathetically. It's what sets him apart from both Lovecraft, whose antagonists' motives are largely inscrutable, and Howard, whose dark magicians are never portrayed as anything but villains to be cut down.
I think it's fair to say that, for much of my life, I was one of those who tended to "root for the bad guy" both in story and film. Not always, but often enough. Many times over the years I found myself wishing the villain would triumph, the hero would be cut down (or disgraced), the evil plot would unfold according to its nefarious plan. However, this was certainly more the case when I was a kid...having (in later life) viewed films and such where evil did triumph, I confess that the result is generally unsatisfying.

[perhaps my initial rooting for bad was fueled by too much sympathy for Wile E. Coyote and Sylvester the Cat. My wife, to this day, HATES Tweety Bird, and I can't say it's difficult to understand why]

*ahem*

Anyway, black-hearted sorcerers have long been "my cup o tea;" I think it's fair to say that's part of my fandom of Moorcock's Elric stories, despite the general whininess of their protagonist (for me, his constant bitching-moaning is balanced out by his dark sense of humor and occasional bursts of action). But I like necromancers and black magicians of all sorts; when it comes to sorcerous characters, I become a BIG champion of the flawed, antihero type...a cardboard stereotype that I usually loathe in other genres (action films and supers comics, to name two).

I guess I just like my magic a little transgressive? I mean, sorcery transgresses the laws of reality, so shouldn't a sorcerer transgress cultural/societal norms (the laws of man)?

Eh. Not trying to get too deep here. The heart wants what the heart wants. The funny thing is this: with regard to Dungeons & Dragons, I have long said that my personal play style lines up far better with the fighter type than any other archetype. Even when playing another class (bards, clerics...even thieves) I tend to run my character like a fighter. Bold. Brazen. Hacky-slashy. My old DM famously precluded me from playing anything but a fighter in the last campaign she ran, because I 'always acted like a fighter anyway.' 

I've played a lot of too-loud "war priests" over the years.

Magic-user was the last class I was interested in playing...so much so that, with regard to D&D, I'd never run one as a PC until a Con game in 2019.

[okay, okay...I did play ONE wizard back in a SINGLE session of 3E/D20 years ago, but I gave him feats like "martial weapon proficiency" so that I could use swords, etc. Natch, I was doing Gandalf...and the DM quit the game in disgust when he saw I hadn't taken an "optimal build" for the character. One of the events that led to my disillusionment with that particular edition...]

HOWEVER, while I've generally stayed away from the magic-user class over the years, upon reflection (after reading The Flower-Women) I realized I actually had a hankering to play just such a character...a proper D&D (or, rather, AD&D) -style sorcerer. An old school magic-user. 

That character I played back in the 2019 convention? Probably the best time / most fun I've had as a player in a loooong time. And just to re-tell an old saw (for folks who don't want to read the old post):
  • We were using Holmes Basic rules, MINUS the wonky combat (no double attack daggers!).
  • PCs were rolled randomly at the table (3d6) in order; I took magic-user only because I didn't have the stats for anything else.
  • My one spell was protection from evil and it was expended in the first room of the dungeon.
  • I spent the majority of the three hour time slot with 1 hit point (due to being wounded) and no spells.
  • I was only slain by another party member at the end of the session for (reasons).
And it was still a great time. Despite my character's fragility and lack of "usefulness" (sleep spells, charm spells, combat ability, etc.) I was able to contribute and...many times...take the lead on our eight-man band of misfit adventurers. I used the character's multiple languages and negotiating ability, I used poles and oil and torches, I preceded others into trap doors and tight spaces (okay...probably a little foolhardiness there, but not much to lose in a con game), and I was able to help direct attacks...and throw the occasional dagger...such that we didn't lose a single party member over the course of the session. And that's with 1st level characters and zero healing magic.

I was the only magic-user in the party.

The challenge of playing such a character is/was fairly exhilarating. Trying to find ways to be useful (without getting killed) was far more challenging than other (D&D) games I'd played: games where I had lots of hit points and/or good armor and a feeling of invincibility (at least for the first hit or so). I can only imagine the fun that could be had with the increased effectiveness (more spells) and survivability of playing such a character in the Advanced version of the game...it's not difficult to visualize the manifestation of an "imperious sorcerer" the likes of Maal Dweb. Gradually, of course.

The main difficulty, as always, is finding the right Dungeon Master. *sigh*

I've messed around over the years with a lot of different design tweaks for the D&D magic-user. Most of these have ended up being nothing but junk. What follows are my current "house rules" for the magic-user class in my home game (if not otherwise stated, rules are as per 1E PHB/DMG):
  • Magic-users begin the game with three 1st level spells, randomly determined (per the DMG). 
  • There is no read magic spell; magic-users can read magic-user spell scrolls automatically.
  • All spells known may be cast once per day; a particular spell may not be cast more than once per day (no multiple memorizations of a single spell).
  • New spells are added after training upon reaching a new level of experience; new spells are presumed in the cost for training. Preferred spells are chosen by player and then diced for based on Intelligence (per PHB). Spells from spell scrolls and spell books may not be added to the magic-user's repertoire of spells...a magic-user knows what he/she knows.
  • Spell books are part talisman, part grimoire, part journal/scientific notes. Study of the spell book is needed to regain spells. Spell books can be prohibitively expensive to replace; losing (stealing) one's spell book is akin to losing (stealing) one's power. Magic-users will endeavor to recover lost (stolen) spell books (and will punish thieves with great vengeance, if possible).
We've been using these rules for a while now (a couple years) and they work for us; i.e. there haven't been any complaints. I'm sure long-time AD&D players will recoil at the thought of NOT having the option of adding "extra" spells to their spell book; in practice, it's been a non-issue (and it's a lot more convenient to simply HAVE the spells available then to need to search them out). The bonus spells at 1st level provide additional effectiveness to the new character, and the randomness and single memorization clause ensures creative use of even the most "worthless" spell (all spells are precious commodities to be treasured by the first level magic-user). 

We have yet to see a thief reach 10th level (or any high level illusionists/rangers) so it's hard to say how their abilities to "read (magic-user) magic" will interact with these rules. As it's a bridge we've yet to cross, I'm content to leave the issue alone and continue with what works...for now.

As an aside: spell-casting dragons in my world know spells as a magic-user equal to their hit dice (a red with 10 HD, for example, would know spells as a 10th level magic-user). This makes dragons considerably more magical...at least the ones that can use magic (I've toyed with the idea of making ALL dragons speaking and magic-using, but I like the idea of there being more "vermin-esque" dragons who are ignorant...and mundane...threats to civilized folk). For me, in addition to dragons being more sorcerous, this helps justify the dragons' hoards, as magic-users pay them in coin and treasure to be trained in higher level spells (what "magic schools" there are being few and, often, strictly regulated).

All right, the coffee pot is empty and the brew in my mug is considerably cooler than when it was first poured (and the house is not nearly as quiet...the wife is wanting me to make lunch), so I'll sign off for now. Hope y'all are having a good January.
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Monday, July 20, 2020

Fit or Fat

For me, a steaming hot cup of (black) coffee in the early morning sunshine is just about my favorite vice to indulge, especially if I can savor it alone (i.e. before my family awakens). It beats even an ice cold (dry) gin martini or frosty pint glass of beer on a warm summer evening. In fact, just about the only way I can think to make the experience better (other than sitting on some outdoor veranda on Orcas Island with a view of the ocean and San Juans in all their splendor) is by adding a slice of apple pie, as I am doing this morning: home-baked (though not by me) with a buttery, flaky crust, and picked up at the local (Ballard) farmer's market yesterday. It was totally worth waiting in line the ten minutes (in mask) for a chance to buy one; Deborah (of Deborah's Pies) is only showing up every other week these days.

Unfortunately, I know that it's doing nothing good for my waist line (nor did the two pieces I had last night after dinner). Even before the pandemic hit, I was about 20 pounds overweight (floating around the 170s); in the last five months, I've added around 10 pounds to that figure (I'm somewhere between 185-188). For a 5'9" guy with a skinny frame (even at the height of my athleticism...in my early 20s...it was tough for me to get my weight much higher than 150), the extra pounds are noticeable. And it doesn't help that one of the "running beagles" tore his ACL a couple weeks back (though in a dog, it's called a CCL) so I'm not even getting the minimal daily walking exercise I was getting. I've tried limiting my caloric intake (cutting out the nightly booze for example) the last ten+ days just to stem the bleeding. But who can say no to fresh apple pie?

In working with encumbrance the last week or so (oh, you didn't see where I was going with this? Here are the prior posts, in case you missed them), I've been giving a lot of thought to how I want the system to run in my own game. And one of the things so many RPGs fail to take into account is how our own body weight encumbers us...carrying an extra 20-30 pounds of unnecessary body mass is the equivalent of strapping a couple bags of flour to your waist: if you add normal adventuring equipment and loot found on top of that, you're going to move slower and tire faster than someone who's fit and (relatively) svelte.

But "most RPGs" doesn't mean all RPGs: Jacob Norwood's fantasy RPG The Riddle of Steel was the first game (the only game? Maybe) to hip me to the concept. TROS's claim to fame is its ultra-realistic simulation of medieval combat, and so the ability to maneuver needs to take into account whether your character is slender swashbuckler with a case of rapiers or an obese bruiser ponderously swinging a cudgel. Crunchy as the system is, encumbrance in TROS is still more abstract than D&D (you base your encumbrance level on how well your character matches an illustration!) even as it divides characters into five categories: unencumbered, mildly encumbered, moderately encumbered, heavily encumbered, and overburdened. As far as tactical movement goes, these map fairly well to D&D's standard 12"/9"/6"/3" levels of encumbrance/movement, though making a distinction at the low end that D&D doesn't.

[what do I mean by that? Well, in D&D, so long as you're not wearing bulky armor, a lightly encumbered person moves 12" regardless of whether she's carrying minimal equipment or no gear at all. In TROS, "unencumbered" means nothing more than a single scabbarded weapon or a light bag/satchel; if you're carrying both (light bag AND satchel)...or a small backpack, or robes (which restrict movement), or a few extra pounds (ditto)...then you move into the "mildly encumbered" category. This would be the (D&D) equivalent of an 11" movement. In TROS it also subtracts one die from your combat pool, but the D&D rules do not provide combat adjustments for encumbrance]

[hmm...should D&D provide combat adjustments for encumbrance? A post for another time, perhaps]

When determining a character's encumbrance in TROS, you're not only looking at load and bulk, but also your character's body weight (relative to frame), i.e. how fat are you. An overweight character starts at moderately encumbered (D&D equivalent of 9" movement); an obese individual starts at heavily encumbered (D&D equivalent of 6" movement). Thus, while a trim "fit" warrior would only be overburdened (3")with an excessive amount of gear (a heavy and fully loaded back pack, multiple weapons, quivers and scabbards, both back-strapped and carried) an obese individual would count the same just by adding some light armor (say, a breastplate), a single hand weapon, and a large belt pouch.

But D&D doesn't take into account body type or fitness level. Heck, only AD&D has charts for (randomly) determining a character's height and weight, if you use the NPC tables found in the DMG (we always did, back in the day). I think most players (not all) probably think of their characters as reasonably fit with chiseled features and (in the case of fighters especially) washboard abs and rock hard biceps...a mental image drawn from adventure movies and comic books and supported by the illustrations found in modern day RPG texts.

Found the most ridiculous
image I could. There
were a lot of choices.
Consider, for a moment, that your campaign setting is some sort of pseudo-medieval one...or ancient bronze age one...or post-apocalyptic fantasy wasteland one. Consider for a moment that maybe there aren't 24 hour gyms, or pilates studios, or hot yoga classes to attend. Consider that maybe...maybe...the adventuring character isn't so much concerned with body sculpting, but rather with day-to-day survival, earning (or looting) gold coins, and using her skills in those pursuits. Maybe she doesn't have a battalion of hair and make-up artists to get her ready for her photo shoot; maybe she gets into a lot fights (fights that do damage), and spends a lot of time in dark underground caverns, going days (if not weeks) without bathing.

Maybe, in such a scenario, your character's ability scores are a reflection of her native ability and strength is simply a combination of genetics and raw "beef," not something carefully honed with nutritional experts, cross-training, and hours spent in the weight room. You have a high Strength score? You're big. And in OD&D, that's only really helpful if you're a fighter.

[here, again, is a good reason to play with the stripped raw OD&D rules. A high strength can help build a better fighter (bonus to XP earned as a prime requisite) but it provides no other (or minimal) bonuses. I actually really like Gygax's house rule (STR>14 gives a +1 attack/damage for fighters only) in this regard..the higher QUANTITY of muscle mass does not equal a lot of extra QUALITY]

Country strong, if you will. All those hours spent swinging a sword, riding a war horse, and trotting around in armor builds up certain muscle groups, endurance, and skill but this is all modeled with hit points, class, and level abilities (higher attacks and saves, etc.).  Your character isn't "cut" but she is harder...and she knows the proper way to use her size and weight to her advantage. And she probably has eating habits to match (and the metabolism to maintain it).

The fact is, being bigger and heavier puts a greater strain on your body regardless of whether it's muscle or fat. Large humans (even...and especially...professional athletes) tend to have far shorter life expectancies. More weight is more stress on muscles (including the heart), tendons/ligaments, and fragile joints.

You just don't see
enough portly wizards
(well, I don't).
SO, assuming you want to take this into account (and why else would I be writing this if I didn't?), is there a way to model a character with extra bulk in the D&D game? Sure, lots of ways. I could use random height/weight charts from the DMG, cross-reference them with the Adult Body Mass Index provided by the CDC and base my encumbrance calculations on that. But I prefer something simpler and a bit more abstract...especially as I'm using a rather abstract system of encumbrance and movement.

In OD&D, the Strength score represents (for me) size and mass, with muscle being a component of these (larger persons have larger muscles to move larger bodies). Constitution, on the other hand, represents a combination of health and fitness, and it is the intersection of these two things that determine how fat (or not) a character is.

[manual Dexterity isn't taken into account because, for me, it represents hand-eye coordination rather than agility. DEX does not provide a bonus to armor class in my game]

STR is thus compared to CON to determine how "svelte" a character is, relative to her size. If a character's strength exceeds constitution by more than three points, then the character is overweight ("husky," if you prefer). If a character's strength exceeds constitution by more than six points, then the character is obese ("fat," in other words).

What are the ramifications of this? A reduced movement rate in D&D. Since D&D uses a four-tier system (unlike TROS), being overweight would reduce you to three-quarter speed (9" movement) while being obese would reduce you to half speed (6" movement) with a reduced carrying capacity (for encumbrance purposes) in both instances...you're already carrying an extra load, buddy!

Is it realistic to consider this aspect of human life in your game? I think so. Do these rules suck? Sure...but I allow PCs to arrange their ability scores to taste, so I'm not forcing them to be a high strength character with a low constitution. It's your choice if you want your PC to be "big boned."

But can't my character go on a diet? You heard the part about no gyms and pilates classes, right? There's no Weight Watchers, or Atkins, or Jenny Craig, either! I have some starvation rules (for characters who lose their rations) that will result in a gradual loss of Strength points over time, so a fat character could eventually have her weight balance as her mass comes more in synch with Constitution...but a character regains Strength after resuming regular meals (ah, the bounce back! It's why starvation diets don't work), so that's a short-term "solution" at best. Maybe a magical tome or manual of healthful eating? Oh, wait: that already exists in AD&D (the manual of bodily health: raises your Constitution by 1 point after following "a regimen of special dietary intake;" good enough).

All right, all right...I can see some players will still hate these rules. Sorry. Personally I like the variation they add (at least, I'm intrigued enough to try them out). However, to help mitigate complaints, I'll throw folks a bone: the extra "padding" your character has is worth a few extra hit points:

Overweight characters: add +1d4 hit points
Obese characters: add +1d6 hit points

This is a one-time bonus, received at 1st level only, unlike the bonus for a high Constitution which is added every level as long as a character gains hit dice. Note that because OD&D doesn't award a HP bonus for anything less than CON 15, it's impossible to receive both a bonus for "fitness" and for being overweight: the two are mutually exclusive.

Cheers, folks. Stay safe (and sane).

This jolly soul only moves 6".

Sunday, December 4, 2011

Crap on a Stick

My coffee maker's broken.

I've got a pound of Diva's special dark roast, I picked up half a dozen donuts this morning, there's football on the tube, and I have no coffee. This is a very bad thing. For folks who don't know me, I drink coffee like I used to smoke cigarettes...a pot a day up to two pots on the weekend.

Dammit!

I have a (*phaug!*) french press, that I am using due to the emergency nature of the situation, but I am going to have to make a trip to Fred Meyer today as this situation cannot be allowed to continue.

Ugh. Garbage. As my wife would say, tastes like sock tea.

In other news, I'm sorry for the delay in the next chapter on Land of Ice. It's coming, hopefully today. The weekend responsibilities have, as usual, taken over but I've been mentally scripting the chapter in my free time.

Ugh...this is truly terrible. I'm going to need to run to the coffee shop. Sorry.
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