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This tip has been updated and revised. The new version can be found here.

A couple rules of thumb I use for crafting evocative descriptions as a GM:

THREE OF FIVE: Think about your five senses. Try to include three of them in each description. Sight is a gimme and a Taste will rarely apply, so that means picking a couple out of Hearing, Smell, and Touch. Remember that you don’t actually have to touch something in order to intuit what it might feel like if you did.

TWO COOL DETAILS: Try to include two irrelevant-but-cool details. These are details that aren’t necessary for the encounter/room to function, but are still cool. It’s the broken cuckoo clock in the corner; the slightly noxious odor with no identifiable source; the graffiti scrawled on the wall; the bio-luminescent fungus; etc.

THREE-BY-THREE: Delta’s 1-2-(3)-Infinity talks about psychological research demonstrating that repeating something three times takes up the same space in our brains as repeating something infinitely. Thus, once you’ve hit the third item in a sequence, any additional items in that sequence are redundant.

Extrapolating from this, for minor scenes you can describe three things each with a single detail. At that point, you’ve filled up the “infinity queue” in your players’ brains and their imaginations will impulsively fill in the finer details of the scene you’ve evoked. For “epic” descriptions, use the full three-by-three: Describe three different elements with three details each.

Like most rules of thumb, of course, none of these should be treated like straitjackets.

A couple days ago I followed a trackback from here to a Danish gaming blog called “The Voice from the River Valley”. Curious, I used Google Translate to take a peek around. The blog line, which in Danish reads:

En blog om rollespil af Morten Greis. Fra Tryggevælde ådal en dyb klang. Elverpigernes dans. Røre i det hvide slør. Disen hyller landskabet. De gamle stammer krogede trolde.

Is currently rendered by Google Translate as:

A blog about RPG by Morten Greis. From Tryggevælde creek in a deep tone. Elfin girls dancing. Stir in the white veil. Haze clothed the landscape. The ancient tribes hull trolls.

I don’t know anything about Danish, but I’m guessing something has gone slightly awry with that last sentence. The poetic imagery got me thinking about it, though… what if the ancient tribes actually were hulling trolls?

Trolls are regenerative, right? So imagine that a tribe of (let’s say) Vikings learned how to use certain alchemical compounds and rites to warp the bones and flesh of captured troll-spawn, twisting and stretching them until they formed the endurant, regenerating hulls of their longboats. Vulnerable to fire, of course, but so is wood.

Of course, for this technique to be worthwhile the trolls would still need to be alive. And the pain must be unimaginable.

Beware the Raiders of the Screaming Ships.

In the comments on yesterday’s post, I linked to my house rules for death and dying and my thoughts on save-or-die effects. One of the major thoughts in those posts was the fact that I’ve replaced death effects with Constitution damage in my campaign, and my hypothesis that non-deadly save-or-die effects could similarly be replaced with ability score damage. (For example, a petrification effect could inflict Dexterity damage. A flesh to stone spell would only turn you to stone if it reduced your Dexterity to 0. If your Dexterity wasn’t reduced to 0, then you can still feel your reflexes slowing down as your flesh stiffens and hardens.)

Using Constitution damage for death effects has worked really well: Death effects remain fearsome without bypassing ablative mechanics entirely, and the hefty hit point loss coupled to Constitution damage means that they have a meaningful impact even if death isn’t achieved.

Replacing other save-or-die effects with comparable ability damage, however, has run up against the fact that ability score damage can be a real headache in 3rd Edition. Dexterity damage, for example, means recalculating Armor Class, attack bonuses, and skill bonuses on-the-fly in the middle of combat. A certain degree of system mastery will allow you to simply note the penalty and then apply it to everything that you remember is based on Dexterity, but once you start tossing around multiple types of ability score damage it can turn into a real nightmare.

Recently, however, I’ve realized that the solution may have been staring me in the face. There’s another type of damage which would normally require massive recalculation of multiple scores and abilities: Energy drain. The designers of 3rd Edition, however, recognized what a pain-in-the-ass energy drain could be in previous editions and supplied a simple method for handling it in the middle of encounters: Negative levels.

Thus, in 3rd Edition, when you suffer a negative level you simply:

  • -1 on all skill checks, ability checks, attack rolls, and saving throws
  • -5 hit points
  • -1 effective level (for level checks, etc.)
  • Lose 1 spell from highest-level of currently available spells.

Can a similar solution work for ability score damage? I think so.

SUPER SIMPLE ABILITY SCORE DAMAGE

For every two points of ability damage you suffer during an encounter (regardless of which ability), you suffer a -1 penalty on all skill checks, ability checks, attack rolls, and saving throws.

Constitution Loss: Constitution damage also subtracts -1 hit point per HD for every 2 points of Constitution damage suffered.

Spellcasting: Spellcasters who have their spellcasting attribute targeted must adjust the save DCs of their spells due to damage suffered.

When the encounter ends, re-calculate the actual penalties of any damage which remains.

(The rules for healing drain/damage remain the same. Similarly, the rules for what happens when an ability score is reduced to 0 remain the same.)

AD&D Player's Handbook - 1st EditionYesterday’s post about hovering at death’s door got me thinking about AD&D’s system shock rules. In the 1st Edition Player’s Handbook, these rules read:

System Shock Survival states the percentage chance the character has of surviving the following forms of magical attacks (or simple application of the magic): aging, petrification (including flesh to stone spell!), polymorph any object, polymorph others. Example: The wicked necromancer polymorphs (others) his hireling into a giant roc, with the rather foolish agreement of the changee; the hireling must make a saving throw based on his constitution score using the table above. Assuming he survives, a further saving throw would have to be made if he was again polymorphed or dispelled back to original form. The saving throw must be equal to or less than the percentage shown.

Resurrection survival shows the percentage chance the character has of being successfully raised from the dead or resurrected by a cleric. The score of the percentile dice must be equal to or less than the number shown on the table, or the character fails to be revivified and is completely and totally dead forever. Remember that a character can never be raised from the dead/resurrected a total number of times in excess of the character’s initial constitution score.

Reading through these rules again prompted a couple of thoughts.

First, wouldn’t re-introducing some sort of save-or-die effect for polymorph spells pretty much instantly solve the balance problems those spells have in 3rd Edition? This is a pretty good example of how the long, slow retreat from lethal consequences in D&D can have some really bad tack-on effects when those lethal consequences were serving as an important balancing mechanism.

Second, the degree to which order has been imposed onto the Gygaxian chaos of the early rulebooks. It’s easy to look at big examples (like getting all the numbers pointed in the same direction) and ignore the multitude of smaller adjustments made over the years: For example, 2nd Edition just quietly smoothed away the fact that you have one set of saving throws resolved using a d20-roll-under mechanic determined primarily by class (but adjusted by race and ability score) and a completely different set of saving throws resolved using percentile dice determined by ability score. And even retro-clones like OSRIC follow suit.

Nor, in my opinion, is this something that’s limited to published rulebooks. Gygax was an effusively creative fellow, but his rulebooks are dizzying affairs of the contradictory and the imparsable. I’ve talked before about the fact that the ur-game of D&D basically requires you to impose your will upon the rulebooks in order to play, and I think, when confronted with AD&D, we all tend to quietly gloss over the grosser oddities while sorting everything into a more comprehensible order. And I think that’s true even when we don’t really think about the fact that we’re doing it.

As a final thought, here’s the same set of rules in AD&D2:

System Shock states the percentage chance a character has to survive magical effects that reshape or age his body: petrification (and reversing petrification), polymorph, magical aging, etc. It can also be used to see if the character regains consciousness in particularly difficult situations. For example, an evil mage polymorphs his dim-witted hireling into a crow. The hireling, whose Constitution score is 13, has an 85 percent chance to survive the change. Assuming he survives, he must successfully roll for system shock again when he is changed back to his original form or else he will die.

This may be the perfect example of the shift from AD&D1 to AD&D2: Like most of the rules, this one is essentially unchanged. But in changing a roc into a crow one gets an immediate sense of how AD&D2 rulebooks were turned into vanilla.

Untested: At Death’s Door

March 31st, 2011

I’ve previously discussed the odd-ball interpretation I’ve been using of OD&D’s proto-system shock rules. In AD&D these rules were fully developed into the system shock and resurrection survival mechanics, but in OD&D these rules consisted entirely of a few table entries reading “60% to 90% of survival”, “40% to 50% chance of survival” and  so forth without any word of explanation. Ergo, we decided to interpret these passages as meaning “chance of surviving at 0 hp”.

In practice, our system is pretty simple. Whenever a character is reduced to 0 hp, they make a percentile check using the following table:

CONSTITUTION
CHANCE OF SURVIVAL
12 or more
90%
11
80%
10
70%
9
60%
8
50%
7
40%
6 or less
0%

If the check is successful, then the character is merely unconscious and can be restored with normal (or magical) healing. If it fails, the character is dead and requires magical resurrection.

These mechanics are not the untested portion of this post: After dozens of sessions of play, they’ve been repeatedly tested and we’ve been generally pleased with the results. I may even be modifying my 3E house rules for death and dying to reflect my experiences with this system.

But recently I’ve had a desire to add some additional consequence for getting blasted down to 0 hp. So taking a page of inspiration from Jeff Rients, adding a dash from Chaos Wars (also by way of Jeff), stirring in some eldritch madness from the Vaults of Nagoh, and throwing in any other crazy ideas that I happened to have laying around my cobweb-filled mind, I came up with the table below.

Roll on the table whenever a character is reduced to 0 hit points but survives (either due to their percentile check or a raise dead spell).

d30
Result
1
Rolled With the Blow. Character actually still has 1 hp remaining, but is stunned for 1d4 rounds.
2-8
Knocked Out. Character is just unconscious and will wake up in 4d6 hours with 1 hp.
9-10
Mostly Dead. Character can only be revived if magical healing is used (like a cure spell). Revived characters must save vs. death ray or be at -4 on to-hits, saves, and damage for 4d6 hours.
11-13
Scarred. The wound results in an awesome scar.
14-15
Crippling Wound. The character has received a grievous, lingering wound which permanently impairs them. Roll 1d8 to determine which of the character's scores is permanently reduced by 1 point: 1 = Strength, 2 = Dexterity, 3 = Constitution, 4 = Intelligence, 5 = Wisdom, 6 = Charisma, 7 = maximum hit points, 8 = roll again twice.
16-17
Crippled Limb. One of the character's arms or legs has been maimed or severed and can only be restored with magical regeneration.
18-19
Crippled Senses. Roll 1d6: 1-2 = blind in one eye, 3-4 = deaf in one ear, 5 = blind in both eyes, 6 = deaf in both ears
20
Throat Trauma. Character has suffered vocal cord damage and cannot speak. (Requires magical regeneration to restore.)
21
Spirit's Command. Character returns from death's door with a geas from the spirit realm. (Random Geas Table)
22
Demon's Soul. The character's spirit has been claimed by a demon or devil, which will appear and fight for its possession. The character can only be revived once the demon has been defeated.
23
Demonic Possession. A demon comes back in place of the character's soul. The demon must be exorcised or the body killed again (requiring a raise dead) before the character's soul can be restored.
24
Valhalla's Fight. The character's spirit has been recruited by the gods to fight in battles beyond the mortal realm. (For generic resolution, assume they won't return to their body for d6 days but they will earn 1d6 x level x 100 XP for their deeds.)
25
Crack in Death's Door. The site where the PC was restored becomes a temporary weak point in the veil between this world and the next. 1d6 days later, something follows them through (either to pursue its own sort of mischief or possibly to drag them back to hell).
26
Evil Twin. The character is pulled back from beyond death's door, but so is an exact duplicate of inverted alignment.
27
Vision. While peering into the next world, the character received a mystic vision. This might be of immediate practical use; great oracular import; or merely vague and unsettling.
28
Dead Friends. The character has a chance to converse with deceased friends and family before returning to the mortal plane.
29
Death's Ordeal. The strain of returning from beyond the veil costs the character one experience level (as per energy drain).
30
Bleeding Out. Character is still in mortal peril. Must save versus death ray every round for d6 rounds, then every turn for d6 turns, then every hour for d6 hours. Each failed save requires a new system shock check (with failure resulting in death). Any magical healing halts the bleeding. Someone taking one round to make a Wisdom check can slow the bleeding, bumping the time scale for saves to the next category.

Note that if you want to skip the more existential/supernatural elements of this table, you can just roll 1d20 instead of 1d30.


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