Sunday, August 23, 2020

House Rules - Swords and Life Stealers - "Well, Mike. I calculated the odds and I went ahead and did it anyway..." (Part 3)

To the left is one of my favorite colognes, called Perversion. My other favorite is called Villain. However, at the game table, I hate being called either one of those words. 

I used to be afraid to use level or life draining creatures on my parties, but I got over it with a couple of house rules. By the way, you should probably pick up a copy of Ravenloft if you like sucking the life out of your players.  

The first house rule was on silvered weapons being an equivalent to magic weapons. That goes along ways when fighting the undead horde. Players still go through that whole "I'd be a fool to walk in there..." but at least they know they'll have an effective weapon. However, sometimes that isn't enough to get them to bite. 

I have a trick to life stealing that I unload on players. Life draining creatures live between worlds, their grip on this one is temporary. If the party kills the life draining creature, they get their levels back the next day, no saving throw. This is different than 3.5+ version of saving for recovery, which happens because it's the next day.  

This one is give and take, and I love it. Imagine the look on the player's face when they expect that they're going to get those levels back and end up with this discussion:

"No, you don't."
"Oh, crap. That thing is still alive!"
"Eyup." 

That one is as stressful as fun. It can really crank up the intensity of the game because now the players have to race back to the monster's lair to kill it before it can heal up. If the creature heals back to 100%, the loss of levels is permanent. Usually, the players have the means to heal themselves up as best they can, but the time limit stops them from padding the party with extras and alts. 

In the case of characters being turned into a life stealer themselves, it gives a brief window where the effect can be broken. Healing back up to full health is necessary immediately afterwards, so while it's fun, it's also a nightmare for the player(s). They get special powers for bit, but at a cost with a threat of death. 

This idea of having a life draining creature exist between two realms also creates the expectation that anything that travels the planes is a life stealer. Devils, demons, etc. all have this power in my campaigns. Usually it's in lieu of a different attack and I use it for drama. The basic criteria in my campaign is that the plane crosser must be immortal. Life stealing githyanki would be way too much, but it does explain their fancy swords. They probably encounter this problem all the time. 

Another quirk of this system is disruption. If a player strikes the life stealer with a weapon or spell that is 100% effective, that creature cannot drain in that round. It is also weakened to the point that non-magical weapons can affect it for the rest of the round. Silver arrows are life savers in this scenario, as are spells. Tick-tick-tick, the clock is running! Make those initiative rolls or beat feet. This makes those Lost Boys style combats incredibly likely and reasonable, which is also very fun. Just make sure you have a good map for the players so they can run in and out of trouble easily. 

I have not used the gimmick from Lord of the Rings where a character is immune due to some sort of basic definition, like being a woman or a hobbit. I'd like to, but that would cause a gender-race race. As funny as that is, the gag would be all used up by the ridiculousness. Play the character you love, not the character with the most mechanical advantages.

(I have a ridiculous gender crossing story here, and let me tell you, it was far less fun to be a participant than documentarian. It was painful because everyone's assumptions made for hard feelings.)  

Since the players are generally aware that if they kill the life stealer they could get their levels back, they go at it like the heroes they are. That is a lot of fun because they walk off extremely battered, but the next day, everything resets.

A lot of this is would not be possible or practical if not for one other thing that I do at the table. I don't always hand out experience at the end of the session. If I did, there would be a problem with ending a session after draining event. The characters would accumulate experience after the drain, then lose it if they get their levels back. That wouldn't be any fun and creates book keeping nightmares. 

I hand out experience at points where there are long pauses in the action, rather than at some real life time measurement. If they characters are waiting out a snow storm, training or researching, they get their experience dump at the same time. It puts the players on an "off topic task" at the table in lieu of boredom. I can tell stories as they do paperwork. 

It also removes the whole concept of "just 10 points way from the next level" occurring via a break from the game where the player is inclined to cheat. I avoid this by throwing out a mini-event for that player or players so they don't feel like they needed to cheat. I'm not inclined to give away the milk for free, but if I can play out a special one off event, I will because that is enjoyable. 

Click here for part one and click here for part two of this series. 

Saturday, August 22, 2020

House Rules - Making Swords Magical (Part 2)

Magic swords and other weapons are special in my campaigns. In my last post on magic swords, I wrote about allowing silver weapons to count as magical weapons and limitations I place on true magic swords. 

One of the side effects of allowing silver weapons to count as magically, they can be used to create "character feature permanence". There are a couple of ways of doing this, if the player wants his character to be "that axe wielding fighter". To be that, they always need an axe. Do I force them to be on the look out for magical axes in the future, or do I allow the axe to progress with them?

Seeking a specific weapon is how Fritz Leiber did it with the Gray Mouser. Scalpel and Cat's Paw were merely names that the Mouser tagged various weapons with. They changed, but not really, through out his adventures. Mechanically, they did the same task as the prior weapon, but were in some way better. Or not, Leiber wasn't really clear if the Mouser was breaking or losing normal weapons, or replacing with better.

While I like this methodology, it places an onus on me as the DM to provide special things. I don't like that because it creates the impression that I am screwing a character by the omission of certain items or it seems like I am singling a character out for special rewards. In some cases, the big prize will not be desirable to the party, it's a McGuffin for something else. I can't make someone's prize sword the McGuffin because by definition, the McGuffin exists for a purpose other than what it appears to be. I could, but that's just mean. 

Since I let players use silver or silvered weapons in place of magic weapons, I have a special formula for the pricing of such things. Basically, the character needs to pay the base price of the weapon plus the volume or weight of the silver necessary to make such an item. 

"Volume? Why volume?" Good question. If the weights of items are in gold coins and the price is in the same unit, I get a nice formula for silvered weapons, which are merely plated with silver. A dagger costs 2 gps, and weighs 10 coins, so the price for a silvered dagger is 2 gps, 10 silver pieces. That is one merely covered in silver. 

If the player wants a dagger made entirely out of silver, volume changes to weight. The character pays the base price of the weapon, plus the weight in silver of the manufactured weapon. So, a silver long sword costs 15 gps plus the weight of silver put into it. It weighs the same as 60 gold pieces, so the player must provide 60 gold pieces of silver, or 1200 silver coins. 

This gives me a nice formula for improvement of weapons constructed out of silver. An item can be reforged into a higher bonus weapon by repeating the process, with the only exception being plated weapons. Improving a plated weapon results in a magical copy, leaving a memento of where one has been. 

You might want to hold on to that, in case you drop your nice sword. Just saying. 

Improving a wholly silver alloy weapon merely has a cost and a time to produce. To go from a wholly silver weapon to +1, the cost is the base price of 15 gps plus the cost of the silver needed, which is again 1200 silver coins in the case of the longsword. The extra silver doesn't end up in the weapon, it is simply materials needed for the special task. It's basically a silver drain, which creates interesting scenarios if the characters can't get their hands on silver for some reason. Like they tried to do this with a suit of armor in a small town. This process is costly, but relatively easy to do if players are selling off treasure.

By creating a standardized way of improving weapons, I create item permanency for the players and a tool for magic users to make magic weapon. This is also a coin dump to explain why experience is equal to gold. It has many features.  

(Oh, my wiley players. I will mention that I do use encumbrance for carried items and I have had players request a new weight for their for wholly silver weapons. On paper, gold is almost twice the weight of silver. Since this would be an alloy, I say the weight of the silver weapon is only 80% of a regular one for the purposes of encumbrance. I never let this reduce the cost to make a silver weapon.) 

Anyway, what do you think? 

Click here to go back to part one and click here for part three of this series. 

Friday, August 21, 2020

House Rule - The Magic of Magic Swords (Part 1)

Magic swords are special in my campaigns. In the various rule sets +1 swords are denoted as special, but aren't the first magic weapon the characters get their hands on. These special weapons and tools are found right in the equipment lists. 

Silver daggers, holy water and symbols, wolvesbane and garlic are all magical weapons. So why can't a player purchase a magic sword right from the get-go? 

Because it's annoying and unbalancing for players to get a bonus right of the gate. In my campaigns, I have a system in place to limit the use of magical weapons.

Being a history buff, magical equipment in my campaigns mirrors the idea of Cursus Honorum from ancient Rome. Sulla was an exiled Roman who managed to set himself up as dictator for life. Since his ultimate plan was to step down from power, he set up the Cursus Honorum to prevent other people from making the power grab he did. Basically, he set up a system of term limits, age and rank requirements for every level government. If one wanted to be a Concul, one need to be 42 years of age and must have held the rank of praetor. Every rank on the Curus Honorum had criteria for eligibility. 

Although not intended by Sulla, the Cursus Honorum created a concept of superiority. This came about when people coming up for office were elected to that office in their very first year of eligibility. This was referred to as "in your year". A praetor who was elected in his year put on the airs of being superior by virtue of nailing his election to office the first time he was eligible. He was better than a praetor who was elected later in life. 

Anyway, back to magic swords. In pretty much all versions of D&D actually have this concept baked in. On the to hit tables, characters are sorted by levels and their relative combat effectiveness. Fighters beat clerics who are better than the lowly magic user.The tables prefer actual skill (level) over a magical weapons. Each bracket improves the to hit roll by two. So a 3rd level fighter with a +1 sword is not better than a 4th level fighter with a non-magic sword. The only negative for a higher level fighter with a non-magic sword is the ability to hit magical creatures. 

In an effort to get around this in my campaigns, I count silver weapons as magical, whether or not they impart a bonus or not. In this way, a high level character can hit magical monsters with silver, rather than a magic one. I have to do less adjustments on my monsters and encounters, because I can just follow the to hit table to determine how hard the event will be. 

An additional house rule is, one must have "ranks" necessary to hold a plussed weapon. Anyone can hold silver, but characters must be within a specific band to hold a weapon with a bonus and of a higher band to use it. Sort of like, "in your year". 

Silver  1-3 levels
+1       4-6 levels
+2       7-9 levels
+3      10-12 levels
+4      13-15 levels
+5      16+ levels

I like this schedule as a first level fighter could be given an heirloom +1 sword but can't use it. They don't need to search for a great weapon, they have it. 

At levels 1-3, they can merely carry it. At level 4, they can use it. The sword will refuse to be drawn for low level characters. If the character somehow figures out a way to draw it, it operates in reverse in the hands of the unworthy. It imparts a minus. This simulates a battle of wills between the magic of the sword and the would-be wielder. In the case of an heirloom, the character is fighting the spirit of the former owner(s) for control. It still counts as magical, even if the magic is a detriment to the player. 

This method also creates a game logic to specific tools. Characters, especially fighters, have a mechanical way to assess weapons which is linked to the settings. 

(I have all kinds of wiley player who find ways to get swords out of containers. I'm ready for them.)

Please let me know what you think of the classic +1 sword in the comments below. 

Click here for part two and click here for part three of this series. 

#RPGADAY2020 21-22. Push and Rare

 
#Push and #Rare

As mentioned in my last couple of posts, I like to push my player's buttons. Not for a rise, but for rare and unique gameplay. 

Yesterday, I posted on Investigate. Basically, the thing that every DM and player needs to do in a new setting. But it never stops. There is always the question of "what makes this tick". Once you have it, you usually end up with the answer to what is rare and what is not, which also answers the question of what pushes boundaries in a game. 

As the DM, usually I'm the one setting boundaries. But in some cases, the players do. Personally, I'm afraid of insects so I made a campaign where the main antagonists were insect like creatures. That set my players on edge. 

Too much. I was able to describe these creatures in such an eerie fashion, the players, by word and action refused to go up against them. I could have pushed, but being uncomfortable with insects myself, I did not. I created a new storyline and we ran with that. 

Ironically, the players hired a new band of heroes to go handle the insect creatures while they explored other avenues. I found that hysterical and of course made those heroes the alternate heroes, that received a more credit than the party. Oh, the burn... and the joy when the party finally found their groove and knocked them low by bringing them back into the action as hirelings and henchmen. 

It's rare that I have to scrap everything, but it happens. 

Speaking of rare, if the party comes up with an idea that makes sense, I will often push it to the limits. Not to steal the party's thunder, but to highlight how rare such a turn of events is. 

In one campaign, the heroes found a series of stone horses. If the characters touched them, they fused with the horse and could control it like a living creature for a price. These stone horses allowed them to travel very quickly and safely. They, of course, got into trouble goading a near by kingdom into attacking their hometown. 


Again, the urge to push came back, as did the urge to use something very rare. I had been hinting that these stone horses were not unique, not all that rare, as their hometown had a collection of wolf statues. The players utterly failed to noticed this until the final moment where the town walls were breached and the citizens were corralled into the temple and cemetery, where hundreds of these wolf statues existed. 

I have lots of figurines and decided to wow the party by stepping out of the theater of the mind and arraying hundreds of opponents on the table. Once they discovered the purpose of the wolf statues, they went wild with glee. And this explained why this one town existed outside of any kingdom, a very rare set of circumstances, indeed. 

That was a rare moment at the table, I don't think I could pull it off again. And I don't think I will try, so that it remains one of those rare push moments that worked. 

Thursday, August 20, 2020

#RPGADAY 20. Investigate

 
#Investigate.

The idea of investigation is hard coded into all of my RPG play. People do things for reasons, good or bad. When I have a bunch of people sit at the table, I don't have any idea of what they mean to do. I have to investigate. 

Coffee or Pop? Pop or Soda? Lots of role play or lots of dice? I have no idea at the first meeting. Once I start to feel out the players, investigate them, I then know. 

For this reason, I tend to put a lot of features into my world building. I offer some details but not all. The players, if they are so inclined, can investigate any or all or none of them. 

If I present an evil cleric at the head of an undead army, it is on the players to figure out the best course of action. If they are all hack and slash, investigation is limited to what weapons work best on undead. On the other hand, I have already thought of a goal and reason for this tactic used by cleric. It is equality valid for the players to figure that out, too. 

Role play is investigation, of both the real and imagined.