Monday 28 January 2019

Weapon Proficiencies

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF


Weapon Proficiencies:

A weird lumpy limb that wiggled forth somewhere in d&ds many lives.
Often disdained, but generally forgotte.

 And not something I've seen anyone try to  "OSRify" . 


BUT TODAY

I will do something with its wretchedness. 

If you have spend anytime reading homebrew content you will have encountered numerous house rules for making weapons more complicated and differentiated . 
So that it matters that a spear is long and an axe chops and a warhammer is really good for punching holes in plate etc.

The other thing you might read is rules for people doing tactical stuff in combat like "full dodges", "suppressing fire"  , "shield bashes" etc

The trouble is these are often over looked, forgotten or neglected by players.

Which is BAD if you are perpetual tinkerer dm who wants to try out all these little mechanic options.

And you don't (and shouldn't ) want to have constantly remind the players about them.

However there is going to be some players that do care about it, and chances are they are playing a Fighter.

So making use of all this underused potential is give Fighters a form of Weapon Proficiencies.

Except I'm calling them Training Regimes , (Regime  for short) 

The Dempsey Roll might be known to a boxer , but unless they have trained , sparred , and keep themselves in condition they will be unable to apply it to its best potential. 





A regime means the fighter has studied and regular trains in the use of particular weapon, weapon technique, marshal strategy, special move, new foot work , esoteric stance , etc


A Regime will allow a fighter to , for example, not just use a spear like everyone else, but use it with those weird reach rules you came up with.

 
They have one per level actively undertaken and practiced enough for it to be as second nature to them as drawing breath.

They can know far more than this, but they limited on how many they have available in their muscle memory and reflexes.

More regimes can be learned from studying books, sifus, weapon masters , secret schools and sometimes their own experiments. It will take anywhere from a week to a month to learn one.

They can swap a regime over, but it requires a week to get up to speed again with the techniques involved.


Examples of Fighter Training Regimes:

Desperate Defense : The "shields will be splintered" rule

 The Long Stance : Always resolve your attacks first when you have longer weapon

Opportunity Knocks: Free attack with a shield bash if your opponent misses twice in a row

Cloud Step : If fighter does nothing but move and avoid attacks their base armour class is their dexterity instead of 10.

Le jeu de la hache : while using an axe 2-handed or axe type pole weapon , if this fighter reduces an opponent to zero or lower hitpoints , they can make immediate additional attack against someone/thing in reach . The benefits of this regime can only be used once in a round



Notes
This assumes any class can use any weapon or classes have a set list of weapons available to use. It's not another thing to spend proficiency on , but I guess it could??

Its also very similar to feats; however they can be swapped in and out in downtime and shouldn't stack or provide passive bonuses like feats. Some feats could be repurposed to this system though.


All Regimes don't have to be in equal in power, and some could even be better versions of more common ones.

 The time and resources it takes to learn a new regime is going to vary on how rare and/or powerful it is as well.

Let how much you make wizard players sweat to learn new spells be your guide for how expensive or difficult it is to learn a new regime.
 




Sunday 20 January 2019

Votaility

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF  

Volatility :

I've been trying to come up with a formula for "volatility" in a location and location.
By volatility I mean a setup that will change in complex cascading ways  in respond to nearly any player action or inaction.
Something that can give the most potential for adventure and campaign material for the minimum of content.  

The "complex and cascading" ways don't need to be directed at the players , they just need to create change in the campaign world and be "chaotic" , i.e difficult for the d.m to foresee the future results more than 1-2 steps and with early minor factors capable of causing disproportionate results.

An example with limited Votality:
Secret Grove that if the players stumble on the Blood Druids will be freaked out and try and kill them unless placated etc.
 It's a fine encounter or hex filling but the results and potential interactions are not as rich as I want for an adventure.

An example with Volatility :

Lizard people and toad people in a landscape of swamps.
They are  evenly matched, distrust each , but have to share a rich fishing spot because neither can risk or afford the loses caused by conflict.

Especially as there's a small border town nearby that would love to clear the swamp and build a trade route through there. However they lack the martial might to do so , but can find investors to hire mercenaries if the numbers of swamp people are depleted first.

The Lizards and Toads will monitor the pcs moving through their respective territories but only resort to conflict if they pcs interrupt their fishing (as they take turns fishing and can't afford to lose their allotted time).
If the players kill enough Lizards or Toads , the other faction will attempt to drive the rest out. If they manage to kill an even amount of both they wouldn't.

Regardless, after the players leave the swamp and (assuming) they go to town , the town will ask them for (and offer to pay for ) information , as detailed as possible.

If the players refuse to give any information the town will kick them out.

They will then send scouts to confirm if the information  was legit.

The Lizards and Toads then freak out , assuming an attack is imminent , (even if the town decides not to ) , unite , and start a process of guerilla warfare , with a high chance of wiping out the town.

Potential Future consequences (  even if the players ignore everything)
-A new trade route where the swamp was makes the town grow
-Lizard and Toad refugees show up in other places
-The town being wiped out
-and depending on if there/where the survivors end up and how much influence they have , the kingdom the town is part of might send a retributive force and/or resettlement
-this might trigger escalating miltary tensions with the kingdoms neighbours



So a basic framework for "volatility" could be

Stasis between intelligent agents.
Too Expensive/risky or unable to change status quo

Must be a fulcrum /resource that players could conceivable want , the "conceive" might only exist in the minds of the intelligent agents.

Always least risky for the intelligent agents to assume any new activity involves other party.

and possible  a third factor  (can be intelligent or unintelligent) that will leak in if status quo changes?)

 
I've been milling over this post for a while , trying to have more to add , but I don't .
Was going include 2 other under sized posts  but I think there's enough here to chew on , so y'all get those posts sooner than 3 weeks . Huzzah