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We've got about 43 (correction - 56.) days until we return home. Progress is really happening now. We have a heater, walls, floors and now paint. Windows come next week as do cabinets.
It is unbelievable how much work was needed to get this back to livable.
Before | After |
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Kitchen |
Kitchen (reverse angle) |
Bedroom 1 |
Bedroom 1 |
Living Room |
Living Room |
Dining Room |
Dining Room (Reverse angle) |
Bedroom 2 |
Bedroom 2 |
There was nothing left to take pictures of Bedroom 3 |
Bedroom 3 |
Bathroom |
Bathroom |
(Double damage for a 20 every game. I tried fumbles on a 1 exactly twice. Fumbles suck because they make no sense. Aggression against a critter results in harm to the aggressor... hmm. No thanks, it weakens everyone.)
Under B/X, a character did 1d6 + strength bonuses, which could be up to 3 points for an 18-strength. The average of that was 3.5 plus 1-3 extra points. It's simple to compare a 1d8 hit die for a monster to an average character. The average roll on a 1d8 is 4.5, so your average adventurer probably wouldn't down a monster in one mighty swing. They would do it on two hits. Or if profoundly unlucky, five hits. A fighter might do it in one due to those bonuses, but many other player characters are punished for taking a high strength over something else.
Looking at the variable damage table, only 4 weapons do 1d8 or better. Using only the averages of die rolls, a guy with a sword or battle axe should take out a 1 HD monster in one round. A polearm or two-handed sword would also do it, at the expense of having a higher AC due to the loss of a shield meaning the monster could hit you a little better. Against multi-hit die creatures, the two-handed sword or polearm is a clear winner.
But adventurers have a variety of hit-point dice which makes a PC getting hit different from a monster being hit. A Dwarf and Fighter were on par with monsters, they are combat beasts. Everyone else is worse than a 1 HD monster but had some control over their AC or the use of special abilities to make sure they weren't outclassed. Basically, PC control the pace of combat to remove the possibility of a creature taking a swipe at the squishy 1d4 Magic User or Thief.
Monsters are all over the place when it comes to damage. They get a number of attacks plus a damage die for each. They are not ruled by the 1d6 non-variable damage rule, but they are balanced for it. There is a tendency to give 1 HD monster 1d6 points of damage or no better than 1d8 or 2d4. NPC Elves are an anomaly, getting 1+1 hit dice and 1d8 for damage. They must be seasoned Elves.
There is a balance of character power against monster power in B/X when using standard 1d6 damage rules. But the balance shifts when variable damage is allowed. In the general form, by increasing some damage, I am expecting monsters to lose 1 round of combat survivability. A 1 HD monster should survive two rounds with 1d6 points of damage, but when that shifts 1d8 points of damage it means they survive one round less or just a single round.
The dynamic stays the same for multi-hit die monsters but is a little more fluid as the actual die rolls will change things.
In switching to variable damage, a couple of "other things" happen, all of which follow the form of "begging the question". It creates a logical flaw. A fighter might question why an axe to the head does different damage than a big axe or little axe. Isn't it lodged in the target's brain? All Magic-Users are now limited to 1d4 hit points of damage, they don't get missile weapons (except for thrown daggers or darts in AD&D), and most importantly, they can't wield a sword like Gandalf.
The superhero, Magik with a sword. |
What variable damage does is weaken Magic Users to 1d4 or 2/3rds of the hitting power of others. It also brings up "what is a hit point?" If some weapons are more powerful than others, but all are lethal, what does a hit point mean?
To me, it means that characters and monsters possess an inherent "toughness". Not like the toughness of a wall that just stands there taking abuse, but an ability to shake off stuff that would make other people lay down and quit. They aren't dead, destroyed, or whatever, they merely can't rise again. Some of this "toughness" is just luck meaning a hit isn't exactly a hit either. It could be a miss that forces someone to stumble and twist a knee.
In taking this view of hit points, I can give swords back to Magic Users as a modified standard damage rule. They can never do more than 1d4 points of physical damage because they either don't have the right weapon or the right training to do better. I suppose I could up this to 1d6, but I feel that makes Thieves less combat savvy than Magic-Users.
As they should. In the Basic game, everyone hits the same as there is just one table. In the Expert rules, we see a shift where Fighters hit more often than Clerics, and Magic-Users hit the least frequently. Aside from this one detail, I have totally ignored the ability to hit focusing only on the damage done.
Ah, your standard, non-standard +1 sword. |
I permit Magic Users to use swords. I immediately describe such an item as being both magical and not a weapon. It is more like a personal fetish, a device that is possessed by a spirit of power. They do 1d4 for damage but don't have to be set down to the cast. This allows the player to have the "flavor" of the weapon without a significant bonus. I also encourage the Magic Users to have a sigil or power glyph on all weapons. They believe the item is there for the power, therefore it is marked and useful. The marking only really identifies the weapon as suitable for a magic-using person. In my world, silver weapons count as "magic" because they have some attributes of magic or special weapons, so this might crossover to ones meant for Magic-Users.
One bonus that I confer to all Magic-Users with any weapons is, if someone steps into melee range, they can abandon a cast spell to swing that weapon without losing the spell. A hit still foils a spell and they lose it. As an item of power, it assists them to switch tasks from mystical to physical but isn't a perfect defense. The reverse is not true, they can't switch to casting once the weapon is swung. They have to wait for the next round. They also have a defense to use in retreat. Someone without a weapon has nothing and is going to get hit or chased if they back up.
There is a couple of advantages in having an ill-defined definition of hit points that variable weapon damage causes. One, it really doesn't deviate from the rules too much except for shorting the staying power of monsters and NPCs. Second, it permits flavoring to settings because the concept of hit points is softer. You can easily tack on other rules like natural 20s do double damage or -10 hit points is death. I personally use the -10 hit as death because makes everyone tougher, it forces the players to either verify the kill with a coup de grace which eliminates the need to create an endless parade of suspiciously similar NPC because the original guy got back up. Having that padding softens the blow of a bad hit-point roll.The flip side of this is, 1d6 standard damage allows for different sorts of creative add-ons. The rule basically says anything is a weapon, torch, stick, or sword which makes Magic Users tougher because those daggers and staves do the same damage. You could spin this into a high magic campaign where Magic-Users and magical creatures can do 1d6 of damage with a thought or glance. Who cares if they don't physically use a stick to poke the target? That's really kind of cool and can only happen when you have a very stylized or abstract combat system.
Variable damage or standard damage are both effective methods of play, which one you pick is based on desire and need for the campaign.
I've been sidelined by real-life lately, but I had an alarm set for this Kickstarter project. This one is the Old-School Essentials Fantasy RPG Box Set. I missed it the first time around a few years back but managed to score just one book from one of my favorite local gaming stores, Iron Buffalo Games.
If you look over to the right, you'll see the countdown is on. We are set to return home by mid-April. 54 days. That means a lot of things.
Due to the time of year, everyone here is hauling ass. Nate and Cat have the school play the first week of March. Weddings are in full swing, so they are doing double duty with practice and work at the banquet hall. My older son is off with the Air Force Reserves, in and out of the house as duty dictates. My wife and I are starting new jobs.
Things are getting real.
The biggest change is that we won't have time to game much at all. Rather than go on hiatus, I will still have time to do some reviews. I also want to show off some cool stuff I have received from people who reached out after the fire. I should have time to post every week or two.
Before I check out for a bit, I wanted to show off something I put together today. I love the game Star Smuggler, a solo game created in the 80s. It's like Traveller Super Lite. You can download and print it from Dwarfstar Games.
One thing that always bothered me about the set is that the tiles used for the planets forced the player to invert one tile or another to create the necessary planets. Last night, I decided to correct that by flipping every tile with Gimp. This afternoon, I printed them out and pasted them on cardboard.It took forever. You see, the problem was each tile has text and numbers which are backward if you merely flip them. I went in flipped the words the right way around.
It wasn't until I had the whole set printed and mounted on cardboard that I realized the high production value of the artwork included with this game. Everything lines up correctly.
When you look at two A tiles side by side, the available paths line up because they are mirrored. And the continents look like a Rorschach test. But that is not how they are supposed to be used.
In my post about our hexcrawl sessions, I was trying to show my son the difference between visceral and existential threats by using ghouls as the monster.
Ghouls are ghoulish. They are the wolves of the undead world. On either of two attacks, they can paralyze a target. And then they eat you. There is also the concept of being turned into a ghoul, which is out of scope mechanically but may hang out in your player's head. Dang, that's all so scary. It's also existential as it begs the question, do you want to engage this threat or flee?
Unless you are an elf who is immune. Or if you don't know what a ghoul is or does, then it's less scary. The existential threat changes from fear of being eaten alive (existential) to the likelihood of loss of life or limb (visceral).
In these events, a paladin slammed into a pack of 5 ghouls not realizing what they were. No one did. Once the paladin was paralyzed, everyone realized what these things could do. The party had a choice: try to regroup and come up with a plan or press the attack.They decided to press the attack for a couple of reasons. First, I was trying to explain to my son that a pack of ghouls against 4th level characters isn't much of a threat.
Ghouls have 9 hp, which makes them 2 or 3 hit monsters. I come from a wargaming background where hits count. With a d6, the average roll is 3.5. That's your damage against the 9 they have. Chances are you will kill them in 2 to 3 rounds and in that last round, they won't have time to do anything important.
Second, in pressing the attack, the party was preventing the downed Paladin from being eaten. The party had the ghouls outnumbered. The rank closing in on the ghouls was made up of a Fighter, an Elf, a Cleric, and a Ranger. On the wings, a Bard and Theif had bows ready. I used green to display characters that were not threatened by the ghoul's special attack: the Elf by her nature, and the Bard and thief were at a safe distance.
My son objected to this as the ghouls swing twice. But they are facing armored opponents and have much less of a chance of hitting than the player characters do. Additionally, they strike with much less power, 1d3 hp. If they hit, then the paralysis comes into play. That is a whole other die roll where the player characters stand a good chance to resist.
I explained to him that the threat is the most important part of the fight. With the odds loaded in the players' favor, the ghouls don't have much of a chance of winning. The players should know that, but maybe they don't.
That's great. The Cleric is in the front rank and has a chance of pulling a Big Damn Hero moment by attempting to turn. Potentially, the Cleric could take out some or all of them. If a ghoul paralyzed someone, the Bard and the Theif have a moment to save the day with a timely arrow. Even an unaware party has some great counter moves for a paralyzed character.
Thanks to some really awesome die rolls (from the DM's perspective), the last round of combat occurred simultaneously. In the exchange Rolf, the Fighter was hit and paralyzed as he took out his ghoul. I could not have planned that outcome, thanks to random dice.
"So, what happens next? How long are the paralyzed?" my son asked.
My answer was simple. The rules don't say, so I guess I, the DM can keep this sense of dread up as long as I want to. In a hexcrawl, that really doesn't come up as much as it does in a dungeon. A hexcrawl is ruled by long-term mechanics, usually days over minutes. Hurrying in a hexcrawl is done in hourly increments. By any reasonable measure, the paralyzed characters will be up before the DM has to call another event.
A party in a dungeon doesn't have the luxury of waiting it out. They will if they have to, but that cranks up the threat level. Stuff happens fast. When in a dungeon setting I will tell every player that they feel the effects of paralyzation kicking in regardless of their saving throw:
"Your arm feels like putty and lead..."
"Pins and needles race up your leg..."
"You are so cold..."
Unless I feel it's too much stress, that is. Sometimes, the players don't need more stress. It's a judgment call that needs to be made in the moment.
So what happens next? In this case, the party took action that resolves everything. They dropped the tent and walked the Paladin and the Fighter to the hex with trees and shrubs. Then some return to pick up the tent and settle in for the night. Presumably, the Fighter and Paladin will stand up on their own before morning.
The great thing about ghouls against a well-trained and armed party is you can adjust the feeling of threat without tinkering with mechanics or dice rolls.
Since I mention dice rolls so much, The Red Dice Diaries has a nice pair of episodes on fudging die rolls.
I bought my first PBH for $9. Used. This replacement was priced $15 and I actually paid $50ish. Uhh. Inflation. |
Welcome to this week's Five Point Friday. This one will be a quick stroll through to current events to memory lane.
Point 1 - This week, the kids and I have really dug into Todd Leback's Hexcrawl books. We've got a couple of purposes in this. I personally want to run a hexcrawl. My son wants to run a campaign as a DM. My daughter wants to play with tokens and slay creatures. And if you are using Into the Wild or The Basilisk Hills Ultimate, you can do all of these things.
I'll circle back to this at the end.
Point 2: I am reminded of all of the wonderful coffee table books of the 70s, 80s, and 90s. To see unicorns through Robert Vavra's eye. Or take a flight with F-Stop Fitzgerald, in airplanes, or on the back a gargoyle. These books sparked so many creative flights of fancy in my youth, I love them. I spent hours looking at them. And I couldn't help it, I had one. My parents-aunts-uncle-grandma and neighbor had one. These photo books offered something for everyone.
They often show up at thrift stores and garage sales because tons of people had them for decades. You can also take a look for them over on AbeBooks.
Robert Vavra on AbeBooks.com.Kevin Stroud is the host of The History of English Podcast. In this audio-only title, he presents the fascinating History of the Alphabet.
The Alphabet has only been created once. And with this remarkable innovation, we have connected the English language to ancient languages. In this audiobook, Mr. Stroud traces the Alphabet from Egyptian hieroglyphs to Phenicia through Greece and Rome to us.
Ever wonder why C can be pronounced as S or K? Why not K and S and no C? And what about Q? What's up with that? Well, Mr. Stroud answers those questions in a fascinating study of how the alphabet came to English. I wish I could sum it up so succinctly but his explanation is excellent and informative. While this journey began in his History of English podcast, he takes on a journey through the history of all the letters of the Alphabet and even explains the ampersand. (Hint, it's badly rendered French.)
You can download each letter for $0.99 but you are far better off ordering the whole Album. For some reason, this is considered a musical offering. I don't know why, but give it a try.
Now that I have two sessions of a hexcrawl down, I thought I would share some tiny hacks and secret rolls happening.
The first is using The White Box by Atlas Games for tracking purposes. In my last post, I used meeples for character tokens, reserving the red ones for opponents.
Session two covered two days, which brings us to the 3rd day on the island. We break off from the action at midday of day 3.
The party rested up uneventfully the first night and is trying to figure out what to do next. Not having horses has them hamstrung. They have too much equipment to carry and some of it like the saddles is pointless to take along with them. Bartholomew, Masha, Alex, and the two sailors are charged with determining what will go and what will stay.
While they are busy with that, the rest of the party splits up into two teams, red and blue. Red Team is the Cleric Garven and William the Ranger. Alice the Elf, Rolf the Fighter, and Gerwinder the Paladin make up Blue Team. They decide to ditch most of their gear and set out exploring to the south by two different routes.
And much to my embarrassment, I realized that I accidentally set up the party on the map of Sardinia, not Corsica. I scrolled too far south. Oh... I'll just roll with it.
Each small hex is 1.2 miles and the weather is good. It's been cloudy and warm for winter, in the 60s (or 16° C). Since this map is based on a real place, I have simply been looking at the real weather in Palau, Sardinia. Why reinvent the wheel?
Red Team moves to the grasslands at a slow pace. On the way south, they encounter nothing. Blue Team moves down the beach and onto the grasslands. The blue team has an animal encounter right away. They notice two strange-looking donkeys or mules following them. They are unable to approach them too closely but determine they must be some sort of feral ponies.
On the way home, Red Team encounters Ezekiel the warhorse. The animal can speak to humans but is rather closed-lipped about how he got there. As the two teams return to camp, an odd thing happens. The feral ponies start to follow Ezekiel. The warhorse advises the Paladin that there is a herd of ponies and he has been trying to avoid the beasts since he got here.
That of course begs the question of how he got here.
Ezekiel tells the party that the horse sling fell overboard as the sailors tried to take it down. Two sailors went in the water with it. The horse jumped in to rescue them. Having done his duty honorably, he was annoyed when the men walked off northwest.
Back at camp, everyone greets their newest adventurer. Bartholomew and the sailors are super excited to see the extra pack animals and tried to lasso one of the ponies. The thief took a kick to the chest for his trouble.
While Garvin quickly ministers Barth's chest injury, Alex, Alice and William assess the ponies. They are too small to ride and too skittish to capture. It's an odd standoff as the ponies seem to be attracted to Ezekiel but too scared to approach the adventurers.
The party settles in for night two on the island, no further along than when they landed. But they discover quite a few things about each other. It turns out that both sailors were rowers elevated to seamen. Sammy likes to fish and the George likes to whittle. They were leading the mules because neither is very adept at seamanship, yet.
Ezekiel shares that the other two sailors took off towards the northwest. Gerwinder explains that the horse is being literally accurate. The last time the horse saw them, they probably walked exactly direction up the beach.
Alex discovers that Sammy and Alice can sing and the music brings the ponies closer. Alice was able to toss some fruit at them and they tolerated it. Once to food was gone and the music stopped, they retreated. They hope the routine will tame the ponies, but they have their doubts.
The day three plan has the party moving westward and then south. It wasn't the plan, but the two missing sailors are without food and water. Also, the party has more food than they can easily carry. The Ranger and Theif want to hang it in a tree. They can see the foliage of shrubs and small trees to the southwest. They'll be moving pretty slowly due to the load, but if they can find the other sailors, they can share their supplies and load. If not, they'll cache the extra food.
I am using the item-based encumbrance tracker for OSE. The party is trying to tote their personal gear, two tents, and 24 saddlebags full of extra food and supplies. I've decided that each individual saddlebag is a little smaller than a backpack so two together are about the size of 1 and 1/2 backpacks. Each mule can carry 4 or one of the tents. Ezekiel can carry two saddlebags and a rider.
Before setting out, they fill the rowboat with the saddles, extra baggage cover it with the tent, and rope it down. The sailors were great at this.
They have 24 saddlebags. The equines are carrying 10, the two sailors are carrying 4. That leaves 10 extra bags. They leave the remainder at the campsite with the intention of reaching the stand of trees and shrubs by midday. This should leave time for them to cache some food in a tree and return for the rest. However, the party is of the opinion they may not want to or have to.
They make it 3.5 of the 5 miles to the shrublands before trouble occurs. William spots footprints leading south. He gleans that two men passed through the area at a run. The terrain is undulating, so they don't see anyone in the distance even though it's grasslands.
In a low spot, Ezekiel freezes and Misha lets out a shout of warning before unleashing a magic missile. Five men are approaching from behind the party, the magic missile strikes the first to little effect. Alice, Barth, and Alex pull their bows and step in front of Misha. The sailors form a second barrier between Misha and the attackers. The 4 fighter types have to turn around and rush back to defend the rear of the party, with Gerwinder and Ezekiel looping wide to avoid missile fire.In the first round, a flurry of arrows and missiles hits three of the men, but none drop. They are approaching fast. Misha and Barth with the two sailors start backpedaling. Alice advances with Rolf, Alex, Garvin and, William. The Paladin is just out of striking range.
In the second round, the Paladin surges forward and slashes one of the men. As one, they turn on her. As the party rushes to her aid she yells out, "Ghouls!" Since all of the ghouls have attacked, the party runs straight into them. They down 3 ghouls as the horse stands over Gerwinder.
Round three starts in a tie for the initiative. Alice barks, "Get back!" but no one listens. Alex and Barth have moved to each side hoping to angle an arrow into the ghouls next round. Everyone gets hit. All of the ghouls are down, but Rolf flops to the ground paralyzed moments after the last ghoul falls.
Bartholomew makes an executive decision and unloads the tent mule so that Rolf and Gerwinder can be carried to the shrublands. He will stand guard over it with Alice. Once the party makes camp, they can come back for them. Garvin the Cleric makes only one change to this declaration, he will also stay with the Theif and Elf.
This brings us to midday of day 3. We'll pick back up next session.
This week, I would like to welcome my first guest poster, Ian Borchardt. I have annotated this post with some images for clarity. Also, my thoughts are in italics. I managed to keep my commentary to a minimum, which is also for clarity. This post came about as a MeWe response to last week's Antiquity Tuesday and Ian has graciously allowed me to use his response for the Blog.
Thank you, Ian. And thank you readers.
A legionary conturbium after the Marian reforms consists of eight soldiers, two slaves, and a mule. The items required to set up the camp were shared amongst the conturbium, which was the lowest indivisible group of Roman troops for that reason. Thus they were often assigned duties together. The two slaves and mule stayed at camp, so were often ignored in accounting for the components of a century. Thus you have the strange situation of a "100" only having 80 soldiers. The military slaves/servants (servus) made up the other 20 since they also had to be fed. Camp and the baggage therein was a pretty important part of military life, hopefully, kept separate from battles. Until you lost.
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Tents highlighted in yellow, 1 per conturbium. Image from http://www.trajans-column.org. |
Unlike D&D the legionary didn't fight whilst carrying this load. The two advantages of the furca, or carrying pole, was that you could wear armour whilst using it to carry goods and that it could easily be dropped if you were ambushed en route so that you were unencumbered in a fight. And you could carry the three pilums along with it fairly easily.
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Ian's Icon |
The furca continued to be a very convenient way to carry baggage for a long time (cf my icon, for example). The alternatives tended to be large wicker baskets and porter's trunks, which are not readily shed and more often used for carrying heavy loads. Slinging loads were poles was pretty common.
Wonderful inventions, poles. Although not very useful in a dungeon, but then any sensible legionary would have left the bulk of his gear back in the camp before they went exploring a dungeon.
The loculus, or goatskin satchel, was made from a single goatskin because that was the only way to keep it pretty watertight (as far as the rain was concerned). They were not particularly large as a result. It generally held the few personal possessions of the legionary. This and the other gear of the sarcina were carried in baskets or nets slung from the furca. Including food supplies and tools. All readily discardable in an ambush.
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Loculus details from Trajan's column. Image from Wikipedia. |
Most legionary food was prepared normally, and locally sourced. Again supplies were delivered to the conturbium as a whole to be prepared for all of its members by its members. This was fairly standard for most armies up to the 18th Century. technically the locals, if neutral or friendly, were given scrip for any supplies that were "requisitioned," but the ability to redeem that scrip depended on the local tracators. Iron rations were never really a thing until the 17th Century when you could determine an army was thinking of going to war because cheese and sausage were suddenly impossible to get for love and money (food that could easily be eaten cold). Most military preserved rations still needed cooking, even if they had a longish shelf-life and could be easily be transported. For example, salted food needs to be soaked to remove a lot of the brine before being prepared.
Next week, I will be trying out a recipe for Roman Hardtack from Pass the Garum, a food history website. As the recipe only has 4 ingredients, hardtack was probably invented and reinvented a zillion times over as a way to preserve the wheat harvest for lean times. (Edit - this has been canceled due to my daughter's Birthday Party. We will properly have cake instead.)
I also base my encumbrance rules on the Roman legionary but tend to consider armour as the primary encumbering item for determining movement rate. The next question is asking what you are doing with your hands, which I often find to be a more useful question to ask when you are carrying stuff than the weight of a thing.
In many regards this is similar to RQ1/2 method of measuring encumbrance in the amount of things. The last question is the weight of what is being carried, which is the strength requirement. Usually such loads are self-encumbering from step two: what is he doing with his hands? Strength really only comes into it when they are trying to lift a specific load.
And I much prefer using Constitution in these matters, not least because it is the characteristic most associated in my game with the Peasant Caste.
Ian has saved me a post on Old School Essentials encumbrance rules. OSE has an item based encumbrance system which trades mass and weight for an item/bundle system which is intuitive and easy to use.