Friday, February 21, 2020

Strictly (Duke) Springer - Day 052 – Feb 21st

Welcome to the city! It takes one hour to get here and we can make one roll per hour. We have nine rolls.

It takes 6 hours, plus to the hour of travel time to purchase side arms. They are TL-2 and cost two each.

This is one of the things I don’t like. Side arms don’t take any space, so I can load up with them at no particular problems. They are also no more or less valuable based on tech level. I buy 7500 of them.

We use the remaining time to get into space to make another starship payment and head off into orbit.

1 Antelope starship with TL-5 Guns. I owe 117,000 secs. in principle. It has one point of damage.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
3 Boat guns, TL-2.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
10 Fuel Units in the Ship’s Boat.
9 Repair units,
5 Life Support Units in the Ship’s boat.
7 PS-bots, 1 per character,
10 TL-1 military U-suits
6 TL-1 Heavy Hand Weapons for sale, 4 for characters use,
7 Side Arms TL-1, 1 Side Arm TL-3, and one TL-4.
7500 Side Arms TL-2.
10 TL-4 heavy hand weapons with explosive effects
5 Doses of pheromones (e009) in Duke’s pocket.
and the ship is fueled with 6 hypercharges.

I have 6,271 secs. We are wanted in the Palatek system.

Tinkering with Worldographer Maps

I've created a couple of Roman Style Domus or homes using Worldographer. I'm tinkering with options and scales. Domus A has coordinates marked on it and is square to 5 feet. I've created a battlemat 1 inch to the square, 1/2 inch to the square and 1/4 inch version.

Unfortunately, my website doesn't easily permit scaling of images, so they have to be downloaded to be properly viewed.

Domus A 1 inch to five feet

Domus A half inch to five feet

Domus A 1/4 inch to 5 feet

Domus B is square to 5 feet. There are no coordinates. 

Domus B 1 inch to 5 feet.

Domus B, 1/2 inch to 5 feet

Domus B, 1/4 inch to five feet
I'm trying to get the hang of editing these in GIMP so I can have particular scales in my products. I am not sure which I like better, other than to never put coordinates in maps less than 1 inch to 5 feet.

Thursday, February 20, 2020

Chutzpah over Charisma

Let's face it, charisma in AD&D is a dump stat for most players. I like using ordered rolls for stats, so whatever is rolled first will be strength and the last die roll is charisma. This invariable causes me to play characters with sub-prime attributes and sometimes a character with amazing stats in the complete wrong order. A wizard with 13 intelligence and an 18 strength or constitution.

For my campaign, I ignore prime requisite scores and let people run fighters with 5 strength, a cleric with 6 wisdom and so on. I don't require it, I merely allow it for the sake of speed and fun. With my group, I have always received reciprocity from the DM where they allowed me to play such flawed characters, even if they allow for some other method of ability generation that would prevent it. It's just the way we operate.

Since I do this as a normal operating condition, I tend to see characters as problem solvers. Weak fighters develop a means to fight other than brute force. Wizards make up for a lack of spells with magic items, and so on. That's cool.

Except for Charisma. I have this mental image of a high charisma character as stylish and charming. A low charisma character, in my mind, is operating off of what they have in other stats. A low charisma doesn't force foolishness or rudeness which are the purview of intelligence and wisdom, it's merely a lack of polish. Low charisma characters are more likely to use chutzpah over an excellently described plan. They just go for it and have very little understanding as to why this shocks others.

One of these days, I'm going to pull a prank on my players. I will write down the character's stats and then pick on the guy or gal with the lowest Charisma. It will probably come up in a high pressure situation. I will ask that person to roll the dice and no matter the outcome, I will hand them a note and ask them to read it.

It will go something like this:

Mr/Ms. Charisma: Ok, the dragon is probably a sleep, so we'll kick in the door and kill it with arrows.
Me as DM: Good. You have surprise. Make your attack rolls. 
Other players: Wait! What?
Mr/Ms. Charisma: The dragon probably thought of this and hired some orcs to guard the lair. And an ogre.
Me as DM: You're right! There are actually 12 orcs and 3 ogres rushing into the room.
The other players argue while being forced to roll attack dice. For some strange reason, they always have initiative and do lots of damage from covered locations. Everything seems to be slanted to the player's benefit.
Me as DM: You have defeated the orcs and orgres, here is your experience points.
Mr/Ms. Charisma, still reading from the note: Oh, but the dragon fled to the next room. I bet he is casting a spell to turn into a giant snake!
Other players: Why the hell would a dragon turn into a giant snake?
Me as DM: You hear the swoosh of scales on rock and a titanic hissing noise. Roll for surprise!
Mr/Ms. Charisma: Oh, this doesn't look good.
Me as DM: Right! The snake swallows the paladin whole!
Paladin's player: I don't want to be eaten by a snake!
Mr/Ms. Charisma: Oh, yeah. That's bad. We can't do that...
Me as DM: Ok, everyone argues against kicking in the dragon's door. So, what is the plan?

That is pretty much how someone with low charisma operates.

I wonder how long it would take my players to figure out I actually handed out experience and didn't ask them to delete it. I think I have 7 charisma myself, so group dynamic analysis is not my strong suit. But I think they'd try to keep the points and I would let them.

Strictly (Duke) Springer - Day 051 – Feb 20th

We are still trying to buy stuff in the Military base.

We roll a 5, a 1 and 3, which is perfect. We purchase 10 TL-1 military U-suits plus 10 TL-4 heavy hand weapons with explosive effects for a total 500 secs.The U-suits can seal under explosive damage, which would normally kill someone. They can also heal 2 hits per turn, which is also a great way to have a suit failure result in death.

1 Antelope starship with TL-5 Guns. I owe 117,000 secs. in principle. It has one point of damage.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
3 Boat guns, TL-2.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
10 Fuel Units in the Ship’s Boat.
9 Repair units,
5 Life Support Units in the Ship’s boat.
7 PS-bots, 1 per character,
10 TL-1 military U-suits
6 TL-1 Heavy Hand Weapons for sale, 4 for characters use,
7 Side Arms TL-1, 1 Side Arm TL-3, and one TL-4.
10 TL-4 heavy hand weapons with explosive effects
5 Doses of pheromones (e009) in Duke’s pocket.
and the ship is fueled with 6 hypercharges.

We are packed to the gills with equipment. We need to move to the city tomorrow.

I have 21,571 secs. We are wanted in the Palatek system.