Showing posts with label death. Show all posts
Showing posts with label death. Show all posts

Wednesday, 9 April 2014

Demihumans In Hardcore Mode

The basic superiority of demihuman player characters bedeviled the first and second editions of AD&D and haunted later versions of the game. In AD&D you got a raftload of benefits for being an elf or a dwarf - languages, dark vision, special defenses. Also, there were stat bonuses and penalties you could optimize to your class so the bonuses really helped and the penalties didn't hurt, especially with the generous "4d6 drop lowest" method of generating scores.

Simply put, there were few reasons to take a human over an elf magic-user, a human over a dwarf or half-orc fighter, a human over a demi-human thief. Most campaigns wouldn't live long enough to push up against level limits, and multiclassing could soften their sting by packing as many levels as allowed into a more slowly-advancing, super-skilled character. Then there was that other curious drawback of elves, again only really relevant at high levels: the raise dead spell wouldn't work on them because they didn't have souls.

Usually (certainly, in D&D from 2000 on) the solution is to give humans extra skills, feats, ability scores to compensate. But the raise dead peculiarity suggests another solution. Most house rules I know have some way to mitigate death at zero HP, whether it be AD&D's "bleeding out" or the kind of "death and dismemberment" rules I use in my game. Why not have these options available only to humans, or at least give humans a greater chance of surviving at 0 hit points and below?

In effect, the benefits of being a demi-human would be balanced by making them like computer games' hardcore mode, where there are no saves and death is permanent. At the very least, for example, they would bleed out at -5 instead of -10 HP, or suffer a -2 penalty to a 2d6 dismemberment table. Most harshly, they would die at -1 HP, with just the tiniest saving grace at 0.


The setting rationale could go as follows:
  • Elves: Have no souls, their spirits once loosed from flesh are quick to return to the great beyond.
  • Half-orcs: Likewise a bit light in the soul department. If a DM really is serious about making their social stigma count in the campaign, then they can compensate by giving only 50% of the penalty, and likewise for half-elves.
  • Dwarves: Are tough, but when seriously injured, have a tendency to return to the native stone; dead dwarves turn to stone statues and can be stone-fleshed back to a point where healing can work for a little while.
  • Gnomes and halflings: Have really sweet afterlives full of rollercoasters and second breakfast, and don't bother sticking around in this vale of tears.
  • Humans: Are uncertain about their final destination, so cling tenaciously to life against the odds.
Really, if you play by-the-book AD&D, PCs have to be handed huge amounts of loot in order to level up, so buying raise dead spells eventually fulfils a safety-net niche similar to death and dismemberment - a risk you take with the system shock roll, but by no means the automatic end of the character. In that case, the elf drawback starts kicking in around third level or so when it becomes economically feasible to buy clerical services. But my new idea is more in line with how a lot of new-old-school DMs run games, and extends to all the demihuman races.

Wednesday, 13 March 2013

High Numbers Should Mean Something


From the halcyon days of 2008, and the workshop of 4th Edition, comes this testimonial to the Ever-Rising Statistical Treadmill as design principle:
For example, we strongly disliked the inability of 3rd Edition D&D’s negative-hit-point model to deal with combat at higher levels—once the monsters are reliably dealing 15 or 20 points of damage with each attack, the chance of a character going straight from “alive and kicking” to “time to go through his pockets for loose change” was exceedingly high; effectively, the -1 to -9 “dying” range was meaningless. 
Okay. You've already survived two or three blows that would have pasted a lesser character. You are still on your feet and alive. And you are irked that the next blow certainly would kill you dead. You feel entitled to more, somehow, as a hero.

Think of it this way instead:

  • When, as a low level fighter, you are one wimpy blow away from permanent death - you are at -5 hit points or something, unable to move or do anything else.
  • When, as a high level fighter, you are one mighty blow away from permanent death - you are on your feet, able to flee, distract, negotiate.
yawn
This is known as a qualitative difference between low and high level play. It's what makes a giant's tree-limb club truly scary, rather than being just a force-multiplied kobold shillelagh.  Or to be (urk) simulationist about it - if negative hit points represent the wracking of your body instead of the wearing away of your heroism, how the hell does your twelfth-level body attain the durability of titanium, as in 4th Edition with its negative hit point threshold based on half the positive total?

Let's take another failure of imagination:
Ask any high-level fighter whether he’d prefer the second-to-last attack from a monster to leave him at 1 hp or -1 hp; I’d put odds on unconsciousness, and how lame is that?
Hold on. This preference has to be based on monsters who you know will rationally leave alone the fallen heroes to go after the living. In the world of Wizards D&D, are no creatures sadistic, hungry, bent on kidnapping, or mindlessly corrosive? Shouldn't you be just as worried about ending up on the floor in a dungeon fight as in a bar fight?  Don't some monsters save their second-to-last attack to see what your head looks like when it pops like a coconut?

What's more, we are also imagining heroes who at 1 hp, or even 10 hp when fighting an average 20 damage dealer, irrationally fight on, instead of realizing they are near death and they need to go home NOW. If being unconscious is so great? Then fall down and fake it after the blow that turns you into a 1 hp fighter. The monster will go on to the next guy automatically and you probably won't even have to make a Bluff check.
Whatever system you're in, as I've mentioned before, approaching combat like a Rock'em Sock'em Robots toe-to-toe battle game is to blame for these absurdities. Fighting should be deadly, cruel, guileful - and it should not feel the same when you're battling orcs at level 1 as when you're battling giants at level 8.

Friday, 8 March 2013

One Page Damage

The rules for damage and healing. I'm particularly happy with "1 HP/level fatigue damage" because it covers so many situations - some to be expanded on in the wilderness rules in "52 Pages Expert Set". Walking through a rainstorm won't kill you, but it will make you less durable in your fight against those ogres.

"Injury" refers to my death and dismemberment table. I'll be refurbishing that a little, too.


Yes, I allow two saves for poison, just like getting knocked down to 0 HP won't usually kill you. I'm a softie like that.

Sunday, 22 July 2012

Today My Universe Killed A Kitten

R.I.P. the white kitten from the goblin room of Tomb of the Iron God. The elf Sivir carried this animal in her backpack for a month and a half of game time, somewhat implausibly - I never rolled a meow check when the party was hiding, ol' softie me.

As the party went exploring the cliffside of their current dungeon, seeking an alternate route to the tunnels below, they improbably came upon a second cave, the first one having been deemed empty. This cave, rolling for random room contents, I determined to contain a monster and treasure. The monster was a swarm of rats and the treasure was a sack with a few gold pieces.

After defeating the rats, Sivir decided to feed some of the dead ones to the kitten. Well, every one knows dungeon rats have a risk of carrying disease. This one did ... the kitten failed a save, and got sick ... the wood elf henchman tried to cure her, but failed ... the kitten failed another save later, and died. A brief service of burial was held outside the town walls.

Death from bad choices, so no regrets. And a memento mori the party scarcely needs, as the pressure slowly ratchets up in the campaign. How can I even begin to recap? High-level maneuvering among three power centers in the Durrin Hills Confederacy has delayed the consequences of the party's complicity in the partial destruction of the town of Goran's Anvil, via purple worm breach caused by a mysterious flute they unwisely granted to a priest of Ygg*.

But now, something's got a camp of Goranic warriors parked on the road south from the town of Parmentell and scouting the country north, which the party has been traversing to get to the dungeon. Lack of lantern oil is the main thing limiting their exploration of a network of spacious tunnels many miles long, revealed by digging through the clogging cast of a purple worm trail. Information from a panicked, hostile gnome miner leads them to believe that the tunnels lead eventually to the Purple Worm Graveyard, and treasure in crysknife-sharp ivory beyond reckoning ... but by the same token, to a rampaging, live purple worm variously described as "singing" and "piping."

Soon the moment of judgment will be at hand. Equilibrium will break, secrets will be revealed, and more than a kitten's life will be at stake!

*Ygg: with Crom, one of the two chief male gods of the North. What kind of stuff would Odin get up to in his quest for wisdom, if the universe contained Great Old Ones and Underdark realms? And what if the rivalry between him and Crom had a little bit of the rivalry between the Slavic gods Perun and Veles? You have a more sinister religion than our friends from the Church's lands perhaps realized. A bas-relief found in the dwarven shrine beyond the petrified purple worm's gullet shows Ygg whispering to a worm on his right and slaying a worm on his right. A vast worm - said to encircle the world - frames the depiction.


Wednesday, 30 May 2012

D&D Next: Two Worlds of Gaming

Slowly through conversations with players I'm getting a feeling for what happened in gaming around 1980 and around 1995, and how the legacies of those watersheds affect people's reactions to game innovations now.

Neither of these dates is exact, but they each represent a middle point of a process of change. There are plenty of intentional throwbacks after, some unintentional look-forwards before. But in general, games have evolved (devolved?) toward:

I have to roll a 6 to get out? What?
Low death, low frustration. Before 1980 or thereabouts frustration was an acceptable part of a game's modeling of life. This was just as true for computer games, as board games, as role-playing. OD&D's 1 hit point characters = Nethack's play-until-character-death = Dungeonquest's brutal, random death at every corner. "Stay in jail" mechanics were OK in board games back then, too (Source of the Nile, Mystic Wood...).

The AD&D Dungeon Master's Guide removed much of death's sting through a "death's door" rule covering survival from zero and negative hit points (not at all evident in the earlier Player's Handbook). Save-or-die poison took longer to go, being finally purged for good in 3rd Edition. Computer games have shown a similar exorcism of frustration, moving from no saving of game state, to save points, to continual saving. State-of-the art design today for many casual games even gives progress for failed attempts, so that eventually the game will be defeated. Time is the commodity here, as always, but the message is "you didn't succeed" not "you failed."

"Activate Mrs. White's Rolling Pin Flurry!"
Character powers for all. This broadly refers to things a character can do distinct from other characters, but more specifically combat moves that can be customized. The move toward this feature in 3rd and 4th editions usually gets blamed on computer gaming, but plenty of computer games in the 1980's and 90's used the standard D&D paradigm, where classes without spells only get to bash, shoot and hack using the standard combat procedure.

The origin of feats and the like in tabletop gaming can probably be traced to the prevalence of special character moves in fighting console games, and to increasing modularity and customization in the gaming world under the influence of collectible card games.

On to the present day.

D&D Next, as much as it draws from the old school, also has strong representation from these two concerns in the system. It's obvious that hit points are numerous, the margin of safety for low-level characters is great, and healing remains as available as in 4th edition. It's also obvious that classes, races, and "paths" each come with an addition to a suite of powers that can leave a 3rd level character looking at 3-5 different combat traits and moves.

And now my confession: My campaign players expect these features to some extent, steeped as they are in MMOs. And so on both counts I have gone about half the way that D&D Next appears to have done. I used a "death & dismemberment" system at 0 hit points or below that is scary, but in practice merciful. Save or die poison is a bridge we haven't had to cross, but I'm inclined to offer multiple saves on poison (one to be seriously incapacitated and one to die.) Meanwhile, class powers and fighting feats in my game are running about half the count of D&D Next, but still give enough of a sense of things to do.

To put it shortly: In order to compete with my homebrew, D&D 5th Edition is going to have to give me the option to cut down on the bones it throws to millennium-era gaming, and let me run a game at my desired level of "old world charm and new world convenience."

Wednesday, 29 June 2011

The Character's Hit Points

My current game goes with the idea that the hit points of player characters and other beings with character levels represent some intangible essence that keeps them safe from serious harm until they fall to zero. Thereafter, a table of serious injuries applies. I have the severity determined by what fraction of the character's Constitution score they take below zero, though for simplicity's sake boundaries at -3 and -6 might also work, or even a die roll modified by the negative damage for real uncertainty.

Here's the table in one page rules format. In play we had some questions about how zero-level NPCs use this chart, so I created a "monster" result for them and monsters. Yep, monsters are going to be somewhat harder to kill now, though they'll at least have the grace to remain stunned for a while. Monsters without the appropriate body part will still be stunned.

click for full size
The one remaining question is what hit points mean under this system ... which I'll happily defer till next post.

Monday, 20 December 2010

Death and Aftermath

Knights, samurai and other warrior elites know that the point of life is not just to live well, but to die well. Adventure games, though, typically give no rewards in themselves for a good death. Nevertheless, the recent heroic self-sacrifice of one of my campaign's characters gives room to illustrate how death may be given its consolations, both through mechanics and gameplay.

The game referee has to project a difficult illusion. On the one hand, the adventure must be seen to be gripping. Death and serious consequences must be seen to lurk around every corner, or the delve becomes little more than a parody of work, dungeoneers clocking in, clocking out, and collecting their haul.

On the other hand, character death really sucks. I'll leave it to Trollsmyth to spell out some reasons why, but it's no fluke that it's essentially vanished from commercial online gaming, and my Niecely Informant doesn't see much call for it in her own freeform online endeavors, either. For people who don't have a lot of time to spend playing, the grind back up to reasonable power levels can be very demoralizing. "Old school hardcore" is all very well and good, but it's a philosophy devised in an age when people gamed two weekday nights and all weekend.

One way I cushion the sting of death is to award half the old character's experience points to any new character the player rolls up. In fact, if I'd set out thinking from the start, I'd use this rule to separate good deaths from bad - a heroic or selfless death would allow a respawn at 2/3 xp instead of 1/2 xp. Interestingly enough, Ephemera's player (my wife) has rolled up another wizard, even down to the same main Sleep spell, so it's not too much trouble to pass the new character off as a student from the same school ...

Another way is the aforementioned negative HP tables, that dole out the threat of maiming or incapacitation as a less serious gradation of death. Sometimes the threat of consequences is enough. This goes even for systems like 2nd edition with its highly generous death's door rules - if the GM is plotting the campaign world well enough, failure in a mission will feel like the loss of a limb, as the consequences on the PC's allies and acquaintances make themselves clear.

Barring any further mechanical tweaks, this kind of social GMing can go some ways to showing the consequences of a good death. Ephemera's sacrifice has so impressed the man she saved, Fergus, that he has foresworn his bandit ways and with a few of his fellows has been sworn into the Trossley Village Guard and given domain over the newly opened east gate (facing the Castle). The bandits slept by her spell were trussed by the survivors and taken to justice - all are due to be hanged, even the Young Fergus, after a scene in which he rebuffed his older self. And Ephemera's mentor in Utherton, Joya, has been profoundly affected and is showing the party survivors a level of help she would have only given her student.

Ephemera has been given burial in the tomb-wall that lies in the garden in the back of the Temple of St. Hermas. Who knows? It may be that her name and legend will be enough to secure the party a more favored status in the town, as everyone awaits the tide of hungry treasure seekers ....

So how do you handle character death? Are the adventurers just leaves on the wind, rootless treasure seekers to be cut down and spring up again? Or does their death carry some meaning ... and in what way?

Sunday, 19 December 2010

Trossley: End of Innocence

Last week's session was a tense, hard and brutal slog with one of the three PCs dead at the end and the others unconscious, saved only by NPC allies.

With the bullying behavior of the Skull Stackers bandits dominating the Gray Courtyard rampart overlooking the dungeon entrance, a shadow was cast over the prospect of dungeoneering. But now is a good time to mention the NPC Fergus, a bandit from the rival Invisibles gang and veteran of the old days of the Castle, who had been hiding his cohorts in the illusion-concealed and empty Castle ruins.

What are the consequences of an empty dungeon that suddenly restocks itself for mysterious reasons?

Well, Fergus was disconcerted by the appearance of his dead comrades - and, amazingly, even his younger self - when the Skull Stackers gang "respawned." One session prior, he had turned up in town, having fled the Castle in the night after it reappeared and ... came alive.

This session Fergus pulled himself together and, urged on by the priest and Mayor, proposed that the party join the Invisibles in immediate hostile action against the Stackers. Fortuitously - as it turned out - one of my frequent "wouldn't it be cool if this happened" die rolls worked out and the woodland warrior NPC Burnsteen was back in town and eager to join the fight.

Approaching the redoubt of the Invisibles, Fergus was hailed by the small garrison left behind, as his rival for leadership, Brom, had gone foraging in secret with the main strength of the band. The two sides were facing each other on opposite sides of a tower with two doors and adjacent wall, neither side daring to step in the tower or make for the top. Now with the numbers and magic, the party decided to rush into the breach. The other tower door was open, the Skulls nowhere to be seen. Most of the force quickly gained the top floors of the tower, with two Invisibles bandits stationed at ground level - just in time to be swept forth by the charge of the fearsome half-orc fighter Grainne leading the Skull Stackers band.

The ground floor friendlies panicked and ran, Grainne chasing them out into the further court but then retreating after being peppered by missile fire from tower and battlement. The dwarf Grumpka held the stairs against the assault of the axe-wielding foeman lieutenant, while shooters behind and to the side took their angles as best they could, screened by Fergus. Once again, Grumpka's bad luck was good luck as she got downed to exactly zero, earning only a concussion rather than any roll for lasting effects. Fergus and shooters downed the axeman, and then Grainne took to the stairs, swinging her mighty two-handed sword, her armor of strong viridescent goblin-metal protecting her to an exemplary extent.

Fergus took a wound, quickly healed by the holy militant Boniface, and then counterstruck for a critical that faced Grainne with the option between maximum damage and falling from the stair. I chose the fall for her, and then Fergus made an exceptional morale roll that had him leaping on the hulking amazon, sword blade choked in gloved hand for an up-close brawl!

It was then, as Grainne's followers crowded around and tried to pull Fergus off, that the wizard Ephemera made her brave and selfless choice to try to save Fergus. Descending the perilous stair, she won initative and cast her sleep spell. All but Grainne, even Fergus, fell asleep... and getting to her feet, the half-orc won initiative, overtook the frail spellcaster, and dealt out instant death.

Grainne then leapt up the stairs. There fell Boniface - left arm out of commission for a week, by my new negative hits table. There fell the dull-witted Balm - loss of left hand, by the same table. Cordoon, Callow and Burnsteen finally faced her, and Burnsteen finished her with a well-placed sword thrust.

I'll finish with the "death & dismemberment" table I'm using, working off similar efforts by Trollsmyth and others, but leaning more toward Norman Harman or Eric Minton's bloodier versions.

A blow that takes a player character or follower to zero HP results in unconsciousness for 2d6 rounds.

A blow that takes the character or follower below zero HP requires a roll on this table, using 2d6 with -1 for each point the character finds him/herself below zero after the wound is inflicted. Yes, this one is a real killer .. if you roll boxcars at -1, you're well advised to play possum, as the next hit will almost certainly kill you. It's somewhat tempered by the "unconscious at 0" rule, though.

2 or lower: Instant death blow to random vital area.
3: Fatal wound to random vital area. Will die in 1d6 turns unless Cure Critical Wounds is applied.
4: Severed or crushed random limb. Will bleed to death in 3d6 rounds unless tourniquet, cauterization or Cure Critical Wounds is applied. Cannot act for 2d6 rounds due to shock. Limb is permanently unusable.
5-6 Serious wound to random vital area. Cannot act for 2d6 days or until Cure Serious Wounds is cast specifically to remove the wound, not for hit points - the unusability is independent of hit points.
7-8 Serious wound to random limb. Cannot act for 1d6 rounds due to shock. Limb unusable for 2d6 days or until Cure Serious Wounds is cast specifically to remove the wound, not for hit points - the unusability is independent of hit points.
9 Light wound to random vital area. Cannot act for 1d6 rounds.
10 Light wound to random limb. Cannot use limb for 1d6 rounds.
11+ Fight on you lucky (?) weasel! No effect.

Limbs are rolled on d6/d6: 1 = eye (1-2) ear (3-4) nose (5-6); 2= left fingers (1-2) hand (3-4) arm (5-6); 3= right fingers/hand/arm; 4 = non-vital torso wound that affects use of both legs; 5 = left foot (1-2) leg (3-6); 6 right foot/leg.

Vitals are rolled on d6: 1 crown/brain 2 throat 3 heart 4 lungs 5 guts 6 kidneys or other.

Next post, the aftermath of the slaughter and some more general comments on PC death.