Friday, March 17, 2023

GLOGHACK: Copper GLOG

I've been challenged to write a GLOGHACK in a single day, 

I accept.

Here's a game that only requires a single coin.

This idea has been bouncing around in my head for a while.  It's not brand new, so I'm only cheating a little bit.

Copper GLOG

This is a game meant to be played under minimal circumstances, when you don't have dice or a table.

  • During a car ride.
  • On a hike.
  • Stuck in an elevator.
  • In prison.
  • Detention.
I want this game to be an OSR-style game at heart, but I also want it to be as much like the GLOG as possible.

However, this is a tabletop game that is meant to be played without a table (or dice).

If you want a resolution mechanic, flip a coin.  Or play rock paper scissors.  Or wager on whether the next license plate will be odd or even.

It's also a pen-and-paper game meant to be played without either.  This is the hardest part, since tracking things is such a huge part of the game.  I'm going to write these rules assuming that your materials are minimal-to-none, but if possible, definitely get some paper and pencils if you can.

by Irmirx

The Dungeon

If you can prepare, I recommend shoving a 1 page dungeon into your pocket, or pulling something up on your phone.

I'm assuming that this is probably going to be a quick one-off game, so start your players off at the entrance to the dungeon.  Everyone is assumed to have food, water, armor, a melee weapon, and an unlit torch.  

The goal of the game is to go into the dungeon and find big treasure and then haul it out.  Alternatively, if you want to give them 1-2 quests more specific to that dungeon, go right ahead (but if you give them quests, it may feel unfulfilling if you run out of time before you complete them).

We're gonna ignore time-keeping on this one.  I promise it'll be okay.

You can have a meaningful game without strict time records--barely.

Character Creation


Your character sheet is made up of the following fields.
  1. Class + Level
  2. HP
  3. Good Stat
  4. Skill
  5. Inventory
Pretty much all of this is easy to memorize, so if you don't have a pencil and paper you can probably still get by.  It's a pen-and-paper game that doesn't use either.

You can track HP with quarters or some other token.  That will help prevent fights.

Inventory is the hardest one.  Part of the game is stuffing your inventory with weird shit, so if you only have a Kleenex and a crayon, use it to write down your inventory.

Rolling Up

Everyone starts at Level 1 and has 2 HP.

Everyone starts with food, water, a blanket, a torch, armor, and a melee weapon.

Choose one or roll:
  1. ranged weapon
  2. rope
  3. lockpick (breaks on a success)
  4. piglet
Good Stat

Everyone has one good stat chosen from the following list: Str, Dex, Con, Int, Wis, Cha.  

If your players aren't familiar with the basic six stats, just let them pick whatever.  They can pick Toughness or Wit if they want.  Hell, they can pick Luck.

Skill

Everyone picks one skill that they are good at, like First Aid or Animal Handling.

No social skills.  No Investigate, Perception, Investigation, or Trap Finding.  (Taking a skill like "Mechanisms" or "Lock Picking" is still fine, though.)

Base Resolution Mechanic

Everything is a coin flip.  There are no modifiers.  You could make these rolls with advantage/disadvantage (flip two coins and use the best/worst) but this should only be done as a last resort.

Instead, if you are good at something, your successes tend to be better and your failures tend to be milder.

For example, an average character attempts to sneak past a guard:

  • Heads = they sneak past the guard
  • Tails = the guard sees them

If a thief whose Good Stat is Dex attempts to sneak past the same guard:

  1. Heads = they sneak past the guard and are able to bring another character along with them
  2. Tails = they realize that this guard is alert, and that they cannot sneak past them safely

This applies to both your Good Stat and your Skill.

This is the primary resolution mechanic.  Don't just roll advantage/disadvantage on everything.  (That's essentially just turning it into a d4 roll-under system.)

Weapons, Armor, Light Sources, Ammunition, Rations, Inventory Slots

Honestly, you can ignore these things and still have a fun game.  Trust me on this.

Classes


There are three classes.

Fighters count as 1 level higher during combat.  (See below.)

Thieves get 1 Luck point every level.  You can declare any roll to be lucky.  If a non-combat roll is Lucky, you can treat it as if you were Skilled in it.  If an Attack roll is declared to be Lucky, you deal double damage on a hit.  If a Defense roll is declared to be Lucky, you may roll with advantage.

Wizards start with a spellbook (2 known spells) and 1 Magic Penny (MP).  You gain 1 MP whenever they level up, and learn new spells by identifying scrolls.  When you cast a spell, choose how many MP you want to invest.  The more heads, the stronger the spell.  MP that come up heads are expended, and do not return until you get a good night's sleep.

They function more-or-less identically to GLOG wizards, so you can use those rules with the following conversions.
  • If you need to convert dice into d6s, a tails counts as 2 and a heads counts as a 5.
  • If you need to convert damage into HP, treat every 1d6 as 1 HP.  If that's not possible, divide the damage by 4 and round to the nearest whole number.

Dungeoneering


The game is a dungeoncrawler.  Go in the dungeon.  None of  your achievements count unless you make it back out alive.

Random Encounters

1-in-4 chance whenever the party lingers or backtracks.  (Even a little bit of back-tracking.)

Leaving the dungeon requires 2 random encounter checks.

Reaction Flip

Monsters, Heads = neutral/talkative but they still don't like you

Monsters, Tails = immediately hostile/aggressive

NPC, Heads = friendly

NPC, Tails = wary, one wrong word away from becoming hostile

Combat

First, everyone flips a coin.  Everyone who gets heads wins initiative, and gets to act in the round before the monsters.  Then the monsters go.  Then the players go.  It alternates from there.

To make an attack roll, flip a coin.  If you get a heads, you deal 1 HP of damage to the enemy.

  • If you are higher level than your opponent, you attack with advantage.
  • If your target is more than twice your level, you attack with disadvantage.
When defending against an enemy, flip a coin.  If you get tails, you take 1 damage.
  • If you are a lower level than your opponent, you defend with disadvantage.
  • If you are at least twice the level of your opponent, you defend with advantage.
Casting spells on unwilling creatures is treated the same way.  It's easier to cast spells on enemies when you are higher level than them, and much harder if they are more than 2x your level.

Healing

The party can eat lunch once and only once.  Everyone gets all of their HP back.  Afterwards, the DM immediately rolls for a random encounter (1-in-4 chance).

Death and Dying

If you drop to 0 HP, you're unconscious until the end of combat.  Afterwards, you're exhausted and you can't take any actions the first round of every combat, even if you recover HP.  If you drop to 0 HP a second time, you die.

But I NEED to Roll a d6

Just flip a coin, dude.  

So what if your dungeon only has two kinds of wandering monsters?  It works fine.  Why do you need more?  How many wandering monsters do you actually encounter on the average day of dungeoneering?

But if you insist, roll 3 coins.  We'll turn it into binary.

  • TTT = 000 = 0 (reroll)
  • TTH = 001 = 1
  • THT = 010 = 2
  • THH = 011 = 3
  • HTT = 100 = 4
  • HTH = 101 = 5
  • HHT = 110 = 6
  • HHH = 111 = 7 (reroll)
This is also how you would roll a d8.  Treat 0s like 8s.

Bestiary


Enemies have HP equal to their level, minimum 1.

  • Goblin, Level 0
  • Bandit, Level 1, bow + arrow
  • Berserker, Level 1, makes a free attack when killed.
  • Sprite, Level 1, can only be killed when hit by two simultaneous attacks
  • Cultist, Level 1, MP 1, can cast sleep, rage
  • Orc, Level 2
  • Bear, Level 3, hungry
  • Swordmaster, Level 3, if you miss her with a melee attack she may make a free attack back
  • Wizard, Lvel 3, MP 3, can cast reverse gravity, wall of fire
  • Ogre, Level 4, 2 attacks, greedy
  • Owlbear, Level 4, 2 attacks, hungry
  • Giant Ooze, Level 5, grab, slow
  • Troll, Level 6, regenerates 1 HP/turn unless it takes fire damage
  • Lich, Level 7, MP 4, can cast animate dead, dominate, wall of ice, dimension door
  • Giant, Level 8, 2 attacks, can throw rocks
  • Dragon, Level 10, 2 attacks, can breath fire (attack everyone) with a 50% recharge each round

DM Resources


Adventures


Although honestly most of these are not as easy to run as your average One Page Dungeon.  You might want to search for some of those first.

From Dragonball



Thursday, March 16, 2023

Critical GLOG: Base Resolution Mechanics

It has not escaped my notice that GLOGhacks are sort of a thing.

There's even a subreddit with a list of GLOG resources. (And a lot of them are actually quite good.  At some point I intend to sift through them all and showcase all of their innovations.)

Usurpers, know that your challenge has been heard.  I am Very Advanced at the GLOG.  I, Arnold, will knock you all down!

I'm going to write ~5 GLOGs to demonstrate this, but not before philosophizing for a few blog posts first.

Anyway

The GLOG is a philosophy, not a specific ruleset, much less a specific rule.  (Although, yes, the magic dice are very nice, but they are not essential.)

To restate the central thesis of the GLOG:

It is folly to think that there is one true rule system. 
It is folly to think that one ruleset is superior to another in every way. 
Even the shittiest rulesets have something to teach us. 
The best game at your table will not be the best game at my table.  Our groups need different things--they are full of different people. 
Your job (as DM, but also as player) is to run the best game for your table. 
The best game for your table does not exist in one book.  It exists in several.  Your salvation requires you to steal.   
The best game for your table will also probably require some things that are not written down in any book.  Your salvation may also require you to invent.  
You have been lied to.  The only difference between rulings and rules is that one is written down slightly earlier. 
Steal, invent, remix, destroy, and recreate.  Sharpen your ruleset.  It will never be sharp enough, but it will be better, and it will be yours. 

There is a huge fallacy that tabletop rulesets are something that must be crafted by masters and carefully balanced.  I remember watching this internet woman talking about she was ready to play a custom class that had been made for her, especially now that she had paid to have it professionally balanced.  

It shouldn't be like that.  You should be authors of your own game, not renters of someone else's.

Anyway, the first step in making your own game is learning not to suck at game design.

Considerations

When you are considering a Base Resolution Mechanic, there are some things you need to ask yourself first.

There are also nine characteristics of a base resolution system, which I'll elaborate on below.

Why Have a Resolution Mechanic?

Why do we even need dice at all?

Weirdly enough, I've run excellent sessions where the dice hardly touched the table.  The gameplay was driven by player actions, and all of their choices had immediate, interesting consequences that didn't require any random chance.

Lots of point and click video games get along fine without any sort of RNG.  I'll fight you if you say that Secret of Monkey Island wasn't fucking great.

In tabletop, we use dice because:

  • some actions don't have obvious results (e.g. does my arrow hit?)
  • broadly, to have more unexpected things happen (especially for the DM)
  • specifically, to insert more dynamism into combat
  • it's just fun to roll dice and say "yay" or "boo"
Even shitty games are fun if you add dice.  Snakes and Ladders.  Monopoly.  They become fun because the dice add just a little bit of chaos into the mix, especially when you can alloy it to how much fun it is to compete against friends.

Bottom line, you don't.  You can just Monkey Island it.  But if you're reading this, you're probably already pretty committed to using dice, so I'll press on.

Why Have a Base Resolution Mechanic?


Why have just one resolution mechanic when you could have several?

This is a non-trivial question.  I've definitely played games that had too many resolution mechanics.  

But I think the opposite problem is more common--I've definitely played a lot of games that have relied too heavily on d20+number vs DC.  The D&D diaspora has turned d20 into sort of a lingua franca, and now it's essentially the evolutionary trunk of this tree, for better or worse.

Systems that want to differentiate themselves usually make a big deal of their core mechanics.  This my thing, my gimmick, and it's superior to everyone else's.

It's one of the big ways that game can distinguish itself from it's competitors.  VtM uses dice pools.  Dungeon World uses that 2d6 thing.  West End Games had a d6 thing.  BitD has a different d6 thing.  The frothing carcass-lineage of 3rd edition continually spawns d20 systems, and we will eventually drown beneath them.

So, a Universal Resolution Mechanic is often tied to a system's identity.  They rarely change.  Call of Cthulhu has always been d100 roll-under, even though you could convert it to d20 roll under relatively easily.  The central dice mechanics are the parts among the most resistant to change within a system, because they are the Most Sacred Cow.

Having fewer resolution mechanics is nice because players have fewer things to learn.

Having more resolution mechanics is nice because you can tailor the dice roll to what you want.  (Lots of people like using 2d6 for reaction rolls because it clusters in the middle--that sort of thing.)

Digression: What is not a Base Resolution Mechanic


Dice mechanics like GLOG magic dice, or Black Hack usage dice, are depletion mechanics, are so they are out of the scope of this post.  (Numenera's thing has a form of depletion baked into its primary resolution mechanic, so it can stay.)

I also won't touch the many, many types of rolls that get folded into subsystems, like combat.  Maybe in a later post.

Digression: You're Not Special


I'm going to be cynical and say that most of these dice mechanics don't matter very much.  At the end of the day, it's mostly just a % chance that you'll do the thing.  It doesn't matter what sort of tortuous route you took to get there--it's still just a % chance.

Advantage/Disadvantage is shockingly similar to +4/-4.  The two methods only differ at the extreme ends of the range.  I don't often use advantage/disadvantage for this reason.

Dungeon World's system (roll 2d6, 2-6 = fail, 7-9 = mixed success, 10-12 full success) is very close to: roll a d20: DC 8 = mixed success, DC 16 = full success.  Double the bonuses (+1 with 2d6 = +2 with d20) and you're pretty close--only a few percentage points off, in most cases.  And do those percentage points even matter?  Why is 41.67% superior to 45%?  It's not, but it sorta feels that way sometimes.  (But see also: Scaling, below)

Opposed Progress Clocks (in Blades in the Dark) are identical to skill challenges from 4e but no one talks about that.  You've been bamboozled just because it's round like a boob.  Wake up, sheeple!

I'm pretty cynical here.  Base resolution mechanics tend to feel very different but be very similar once you crunch the numbers.

Yes, there are significant differences in resolution mechanics.  But often these differences aren't drastic, and often a system will lean very heavily on a specific resolution mechanic (it's their identity!) without actually considering what that resolution mechanic is good or bad at.

Our resolution mechanic is a simple d20 + modifier!  Let's stop examining it and use it for everything!

Our resolution mechanic generates a bell curve!  Let's stop examining it and use it for everything!

Our resolution mechanic generates partial successes!  Let's stop examining it and use it for everything!

Our resolution mechanic uses special dice (FATE, Fantasy Flight)!  Let's stop examining it and use it for everything!

Anyway


Most games work best when players don't have to learn a bunch of subsystems all at once.  

It's okay to put extra mechanics on in places where the complexity can be built up gradually (wizards) or for players that intend to have a more complex class (modron mathmaticians).  But be cautious of mismatches between complexity and expectation, such as a brand new player who wants to play a wizard and doesn't like all the of the complexities.

So what are the characteristics of a resolution mechanic?  How do we compare them?

1. Law vs Chaos

How reliably can a strong character break down the door?

Let's look at a Str 16 barbarian.

In (one example of) a roll under system, that barbarian has an 80% chance of kicking down the door.

In a d20 + stat bonus system, let's assume that an average character (Str 10) has a 50% chance to kick down the door.  The door is DC 11, then, and our same barbarian (+3 Str bonus) has a 65% chance to kick down the door.

This is the difference between failing once very 3 attempts, versus failing once every 5 attempts.

The difference is even more drastic for a Str 18 Barbarian.

Roll Under = 90% success (fails once every 10 attempts)

d20 + Bonus = 70% success (fails once every 3 attempts)

Now the difference is getting more significant.  Failing once every 10 times is pretty rare.  Failing once every 3 attempts is pretty common.  This is pretty subtle, but those two barbarians will feel very different in play, even though they have the same character sheet, with the roll-under barbarian feeling much more competent.

Digression: Versimilitude

Versimilitude is what makes the game feel like it's an actual place, instead of a bunch of numbers on paper.  It requires the game to feel (a) internally consistent and (b) fair.

The DM is free to make up any rules and rulings that they want but good rules preserve the versimilitude of the game world.  If some quirk of the rule gives the barbarian a 30% chance to punch through stone and a 40% chance to punch through stone, it feels like a glitch.  Like a shitty computer game instead of a living, breathing world.

Similarly, lots of videogame-style exploits also destroy versimiltude.  Like the peasant railgun--since a peasant can pass an object to another peasant as a free action, and a party that has a lot of peasants acting in a single turn, a potato can be accelerated to frightful speeds, and one-shot a dragon.  (Although I would rule that since we are doing rules as RAW, the final peasant would have to throw an improvised weapon for 1d4 potato damage.)

Rules should generate outcomes that players think is mostly fair.  (Players don't mind the rare result--the natural 20 or the natural 1--since those are rare by definition.)  

But the barbarian should probably have a better than 55% chance of beating the wizard in an arm wrestling match.  95% is probably closer to an expected percentage.  So if you--as the DM--are ever called upon to come up to make a ruling on who wins the arm-wrestling match, please don't just have opposed Strength checks (d20+3 vs d20-1).  The wizard wins 30% of those matches, and it makes the game feel weird (unless that's what the players expect).

Lots of times, when people complain about realism in their tabletop games, this is what they're actually talking about.

"If I fall in lava, it shouldn't take me 18 seconds to die.  That's unrealistic."

What they're really saying is:

"The rules don't reinforce my vision of the game world."

That's why there's a risk to learning too much about medieval polearms and armor.  The next thing you know you'll be telling people that there's no such thing as studded leather armor and complicating everyone's day.

But here's the thing.  Those people have valid viewpoints, too.  Player A might not like it when the ranger falls off a 100' building and survives with most of their HP intact--they should be dead!  Player B might also dislike it for the opposite reason--they should be able to shrug that off!  This is high fantasy!  We're basically superheroes!

Those two players have different genre expectations.  This tension is at the root of a lot of perpetual attempts to fix the game.  It's also why people will never be satisfied with a single ruleset.  A group that includes both Player A and Player B will always have this internal tension.  There is no perfect ruleset for this group.  (Although there are certainly some rulesets that are less-perfect than others.)

2. Stat Spread

How much stronger is the strong character than the weak character?  

In a roll-under system, the Str 16 Barbarian has a 80% success chance, while the Str 8 Wizard has a 40% success chance.  That's a 40% spread.

In a traditional stat bonus system, against a DC of 11, the Barbarian with +3 to Strength has a 65% chance of success, while the Str 8 Wizard has a 45% chance of success.  That's a 20% spread.

I have a theory this is why older games used roll-under and newer games moved to stat bonuses.  Since everyone relied on the d20, as games inflated with more sources of bonuses to rolls (belts of giant strength, etc) the systems moved from a wider stat spread (roll-under) to a narrower stat spread (stat bonus vs DC).  More granular bonuses to rolls required the shift to d20 + stat bonus.

Digression: Bell Curves

A lot of people say that they like bell curves because they feel more realistic.

Sure.

But consider that anything that includes 3 or more dice rolls is going to generate a bell curve.  Even if everyone does a flat 5 damage on a hit, as soon as 3 attack rolls have been made against a dragon, probability graph of "damage done to dragon" is going to be a bell curve.  Keep making more attacks, you'll smooth out the bell curve even more.  If multiple rolls are involved, you can't stop it from being a bell curve.

Second, it's not the dice mechanic that matters at the end of the day.  It's the cold, hard percentage.  You can dress up your dice mechanic all you want, but a 40% chance is always a 40% chance.  So lets talk about bell curves.  We'll look at three of them.

First, the d20 flat.  This is no bell curve at all.  All probabilities are equally likely.


Next, the 3d20-keep-middlest.  You don't see this one too often, but it, too generates a bell curve of sorts.


Lastly, the 3d6. 


These three are easy to compare because they all have the same average.  If you told a player a player needed to roll an 11 or higher to succeed, they would have the same chance of success with all three methods: 50%

Average: Get an 11 or Higher
d20 flat50%
3d20 middlest50%
3d650%

But what happens when it gets a little harder?  The player needs to roll a 13 or higher?

Hard: Get an 13 or Higher
d20 flat40%
3d20 middlest35%
3d626%

Now the differences are becoming clearer.  Two points is only 10% on the d20 flat.  But on the 3d6, it's a whopping 24%.  +2 points on 3d6 is worth +5 points on a flat d20.  That's pretty big.  What if it was even harder?

Very Hard: Get a 16 or Higher
d20 flat25%
3d20 middlest16%
3d65%

Basically, it sucks to suck, but it sucks even more with 3d6 compared to d20 flat.  The underdogs are disadvantaged even more.

BUT take this with a grain of salt.  Remember what I said back in Consistency vs Chaos?  It's all about the ratio between random noise and +/- modifiers.  A d20 flat system might have stat ranges that go from -5 to +5.  A 3d6 roll-under system might have stat ranges that go from -2 to +2.  Those two systems are very comparable at that point (and you could even interconvert, if you wished).

What if things were easy, or very easy?

Easy: Get a 9 or Higher
d20 flat60%
3d20 middlest65%
3d674%

Very Easy: Get a 6 or Higher
d20 flat75%
3d20 middlest84%
3d695%

If you were good at something on a d20 system, you'll be even better on a 3d6 system.  (Or to rephrase, if your chances of succeeded were above 50% on a flat d20 roll, you'll do even better on a 3d6.)

Click to embiggen
Thank you anydice.com for crunching all the numbers.

So that's it in a nutshell.  If you swap a d20 for a 3d6 without any planning, the strong get stronger and the weak get weaker.  In a 5e game, the players are usually strongly favored to succeed on their rolls, so this makes players stronger (since players usually make rolls that they are good at, and try to avoid rolls that they are bad at).  Strong monsters get stronger, weak monsters get weaker (depending on, say, whether they were likely to hit players with an attack or not).

Dungeon World makes it work because there are such tight limits on the modifiers (typically -1 to +3) but it's very easy for a bell curve mechanic to fall sharply onto one side or the other, with players being either sure-to-fail or sure-to-succeed with little in between.

But this is also why I like the flat d20.  I like to cheer for the underdog.  I like more surprise upsets.  I want my players to have better chances against dragons, and worse odds against a goblin.

But that's me, and my tables.  Your group may be different.

3. Scaling

How do the probabilities change as a character gets really good at this task?

There are two basic types here:

With an unbounded system, you can get infinitely better at something.  Just keep adding +1 bonuses.  Soon you're getting 34s on your jump checks.

Even though 5th edition talks about bounded accuracy, this boundary isn't generated by the mechanic.  It's generated by the equipment and the classes.  There's nothing stopping a DM from tacking another +1 onto their monster's attack roll.

A truly bounded mechanic is one where you cannot get better forever.  At a certain point, you just get diminishing returns, or stop improving completely.  Blades in the Dark's d6 thing is bounded.  You can keep adding more d6s to your pool, but your chance of failure will never reach 0.  That mechanic is truly self-limiting.  

This is a gradient, since in some versions, the diminishing returns will diminish faster than others.

Like if you are doing d10*d10 roll-under, a stat of 24 gives you a 50% success rate.  A stat of 48 gives you a 78% success rate.

Dungeon World's mechanic has diminishing returns (since your chance of getting a critical success improves less and less with each +1 beyond the first) and is artificially bounded (since it is hard to get more than a couple of +1s).  It's not truly self-limiting, though, since you could theoretically just write down +7 next to your Coolness and God can't stop you.

When people talk about a dice mechanic being elegant, they're usually talking about diminishing returns, or how the mechanic is self-limiting.

4. Visibility

How clearly does the player know their actual odds of success?

The best mechanic for this is d100 roll-under.  

You're playing Call of Cthulhu and you need to drive a car really fast.  You look at your Drive Car ability and see that it's equal to 45%.  Quick, calculate what your odds are of success!  That's right!  45%!

d20 roll-under is slightly muddier.  A stat of 13 equals a 65%.

d20+stat is muddier still.  d20+1 vs 11 is not 50%, but 55%.  God help you if you're trying to figure out iterative attacks in 3rd edition (+17/+12+7 against AC 25).  I had a spreadsheet to help me figure out when to power attack (-1 to hit, +2 to damage, but you could later improve it to shit like -3 to hit, +6 to damage, etc).

This is another source of tension--in a game that supports min-maxing (e.g. Pathfinder, 5e) there are going to be players who want to min-max.  The players who will be best at this will be the ones who have taken stats classes and like to use spreadsheets.  Everyone else who wants to be good at the game will either have to copy homework from the nerds, or just resign themselves to being not quite as good.  Which kinda sucks, yeah?  In game, we're both bloodthirsty barbarian berzerkers, but I kill more troglodytes than you because I'm better at calculating when Power Attack was worthwhile.

And there is nothing wrong with min-maxing.  If the entire table loves that type of gameplay--do it!  Fuck OSR.  Play PF2 and revel in the dopamine that your diseased brains exude.

But, do recognize that visible mechanics makes it easier for everyone to min-max in a fun way.  If a mechanic is more visible, it makes it easier for everyone to see the effects it will have.

Pathfinder has a zillion feats, some of which were reviled as "trap options" since they look good to a new player but trap themselves in a sub-optimal build.  These feats don't have good visibility, since the math is pretty convoluted, and new players are unfamiliar with it.

So, there's an argument in favor of more visible mechanics on behalf on the min-maxers.

Here's another group of players who enjoy visible mechanics: OSR players.

OSR games have a lot of interesting, impactful, informed decisions.  Ideally, these moments are supported by the system, the adventure, and everyone at the table.

Now, inane life-or-death moments crop up fairly often in OSR games.  Do you attempt to throw the green slime into the summoned air elemental or light the goblin bomb?  If a decision like this is going to be informed, you need to know what your odds of success are.

Being informed means that you know what the stakes are.  It also means knowing the odds.

Which one of these scenarios sounds like a better game?

Scenario 1 (Least Informed)

Player: "Okay, I'll attempt the jump.  Hope I don't die." *rolls die*

DM: "Okay, make a Strength check."

Player: "Not a Movement check?"

DM: "No.  It's high-gravity here, so it's Strength."

Player: "I didn't know that".

Scenario 2 (mostly informed)

Player: "Okay, I'll attempt the jump.  Hope I don't die." 

DM: "Are you sure?  It's a hard Strength check, because the gravity is high."

Player: "Oh, wow.  If it's a hard Strength check I can . . . probably make it?  I think?"  *rolls die*

Scenario 3 (fully informed)

Player: "Okay, I'll attempt the jump.  Hope I don't die." 

DM: "Are you sure?  It's a hard Strength check, because the gravity is high."

Player: "Oh, wow.  If it's a hard Strength check I have a 60% chance to make it, which means I only have a 40% chance to die.  I'll take those odds."  *rolls die*

This dude understands dice mechanics.
If you recognize him, you're old.

If the player dies as a result of their decision, having more transparency in the decision gives them more ownership of the result.  In scenario 1, a dead character will probably result in a bitter player.  In scenario 3, the player is more likely to say "yeah, I guess I can see that".

And not just negative results.  Greater visibility in mechanics gives more ownership of all results, not just good ones.  

Imagine a game that never told you the rules, so you never knew what your chances of success were.  Your successes would feel just as unwarranted as your failures.

There is one group of players who don't need visible odds: storygamers.

Because storygamers are perhaps the most invested in the "play to find out" mindset, they are the group who benefit the least from knowing the odds.  The stakes are lower in most storygames, too, because the average story game is less focused on winning/losing and more on the emergent story.  (I've never heard of a TPK-go-roll-new-characters happening in Dungeon World.)  For most storygamers, the dice are oracular, not statistical.  Or to put it another way, the exact statistics are not as important as generating interesting story results.

5. Granularity

How significant is a +1?

Or to put it another way, how many fine graduations are there between strong and weak?

The standard "d20 + stat vs DC" has a good amount of granularity.  You can give out a lot of +1 bonuses if you want.  You can't hand out many +1 bonuses in Dungeon World, since the range is much smaller.

Conversely, you can hand out a shit-ton of +1 bonuses in a d100 system like Call of Cthulhu, since the range is huge compared to a +1.

To a certain point, the difference is trivial.  "Roll a 15 or less on a d20" is functionally identical to "Roll 75 or less on a d100".  

Do we want a granular system?

Granular systems are good for places where we have many small incremental improvements.  In Call of Cthulhu, you can improve each stat by +1, +2, +5, +8. . . whatever you want.  Granular systems are good for that.  

They're also help support min-maxing.  Part of the fun of Pathfinder is finding all the little ways to stack +1s onto your key abilities.  That's where the fun is!

Less granular systems are (supposedly) a little simpler, since you have smaller numbers on the page.  This is true, but only slightly.  "Roll 75 or less on a d100" is only slightly  more complicated than "Roll 5 or higher on a d6".

6. Multiple Outcomes

After you roll the dice, how many different outcomes are possible?

The simplest resolution mechanics are like coinflips.  You either succeed or you don't.

An increasing number of games (mostly storygames) are developing resolution mechanics that have degrees of success, or "success with a cost", or "complications".

Even bog-standard D&D has a minimal form of this: crits and fumbles.  Four results are now possible: fail, succeed, crits, and fumbles.  The fact that crits and fumbles are generally pinned to be 5% each shouldn't be seen as a weakness.  (I actually think that that rarity is close to ideal for most of my games.)

Storygames enjoy variable successes the most, often because one of the big tools in their kits is improv.  You picked the lock but you rolled a complication!  I guess a guard heard you!  (Or your tool broke, etc.)

There's also games that have more concrete results from a mixed success.  You hit your enemy but your weapon starts to break.  Multiple outcomes doesn't always mean improv.  However, the systems that support multiple outcomes mechanically will always have that extra complexity from it.  Every roll can't just be a succeed/fail--it must also have some sort of mechanically-supported mixed result.

Lastly, I do want to say that multiple outcomes sometime artificially overload the die.  Consider the following:

Make a multiple-outcomes roll to see if you make the jump.  Fail = you fall.  Mixed success = you make the jump but you slip on the ice on the far side and take 1d4 damage.  Full success = you make the jump safely.

VERSUS

Make a roll to see if you make the jump.

If you make the jump, make another roll to see if you slip on the ice and take 1d4 damage.

If this was a movie, there would be no difference.  Different mechanic, same result.

It's also not too different from old-school D&D rules like "if you are surprised by monsters, you have a 2-in-6 chance to drop whatever you're holding".  

7. Speed of Resolution

How long does it take to resolve the mechanic at the table?

One of the most sacred cows is pretty slow.  The venerable "attack roll to see if you hit" followed by the "damage roll to see how much damage you do" is slower than it needs to be.  Sure, you can roll both dice at the same time, but it still takes a second.

From fastest to slowest:

  1. Simple roll-under (or roll-over)
  2. Dice pools, look for highest die
  3. d20+stat vs DC
  4. Summing multiple dice
  5. Dice pools, look for highest
  6. Complicated roll-under (either modified stat, or the blackjack thing from Whitehack/Errant)
  7. THAC0
  8. Anything with playing cards
  9. Dice pools, look for matches and sets
  10. Anything with a reference table (although the simplest tables are faster)
Or more simply:
  1. Roll and compare
  2. Roll and find highest
  3. Roll, add, compare
  4. Roll, subtract, compare
  5. Roll and find matches
  6. Roll, look up result on a table
Speed is important because (a) you can do more adventuring if you can get through content faster, and (b) it helps with player engagement.  The faster you resolve things, the faster you can get back to the interesting part of the gameplay loop.  Learn stuff, make decisions, repeat.

Speed of play is critical, unless you have highly invested players.  It creates cohesion and builds momentum.

8. Comprehensibility

How fast can your players learn this mechanic?  How often will they make errors when using it?

I won't spend too much time on this, but I will say that 

  • there is a cost to having to teach your players a lot of rules.
  • there is a cost to having to re-explain a rule if a player forgets it.
  • there is a cost to a rolling something incorrectly, then getting and incorrect result.  
    • Especially if they thing they succeeded, play proceeds, then someone points out that they actually failed.  This has happened to me.

9. Fun

But is it fun?

This one will also be pretty subjective.

Some players hate anything with roll-under, especially if they come from a 5e background.  ("It just feels weird to want low numbers, you know?  I want high numbers for all of my other rolls.")

Some players hate having to add more than one number.

I have a weird dislike for blackjack roll-under systems (roll-under your stat but above the difficulty) that is entirely undeserved.  It's a perfectly fine mechanic.

There is something hella fun about shit-slamming two fists full of d6s onto the table (fireball, your marines are shooting).

The traditional d20-flat isn't very fun, although crits and fumbles can spruce it up a bit.

"Fun" is nebulous, subjective, and is often in opposition to all of the other considerations I've mentioned.  It takes a while to count all those d6s, after all, while your other players are sitting there bored

Upcoming Sections

Part 2 - Reviews of all major core resolution mechanics.  (See diagram below.)

Part 3 - Application.  Deciding on the design goals for your system, then picking mechanics that support it.



Saturday, March 11, 2023

Dragons, Part 3

 Here's Part 1 and Part 2

First, here are some things that people believe to be true about dragons.  

The Doctrine of Draconic Apocalypse

Dragons are the divinely sanctioned executioners of the world.  On the day of ordained apocalypse, the dragons will be empowered, and they will burn the world with fires that can never be extinguished but will only grow and spread.  Everything will burn.  In the end, even the dragons will burn (and this is why they are fire-resistant, not fire-proof).

Until that time, they are content to remain in their Desolations, where they serve as a divine instrument of instruction, teaching humility and fear.  The mightiest may challenge them, and steal some of their treasure, thus allowing the brave and the cunning to gain gold so that they may change the world.  In fact, many kings and great souls began their careers with a chest of stolen dragon gold–as the Authority intended.

Dragons may be challenged, but they can never be defeated.

The Theory of Aurocentrism

Dragons want gold because people want gold.  In places where people do not have the same desire for gold, neither do the dragons.  When people want things other than gold, so do the local dragons.  

People and dragons are local mirrors of each other.  But whose desires occurred first?  Why do we lust so much for gold?

All dragons want gold, therefore all humans want gold.  This extends even to animals, as it seems that all animals covet the rare metal.  Crows have been observed hoarding golden items in their nests.  Even cows enjoy having gold leaf on their horns, and have been observed resisting its removal.  Gold is universally valued, and this value is an extension of the dragon’s own.

The Theory of Wealth and Sin

Each elder wyrm represents a type of wealth, along with a type of sin.  Thus, people are poisoned by the emanations of these great wyrms, each of which inspires a great weakness of subhumanity.

Lagazotz, the Scornful Wyrm

        The desire to be free and unbounded.  Pride.

Beyoc, the Ancient Slug

        The desire to undo one’s mistakes.  Gluttony–since the great wyrm’s predilection for lightly spiced-and-oiled elephants is well known, he is the most likely to be “friendly”.

Tar Lath Lien, the Serpentine Surpreme

        The desire to be loved.  Lust–it is commonly said that Tar Lath Lien has become enraptured with something outside of the mortal sphere.

Grox, the Gravethrasher

        The desire to avoid pain.  Sloth.

Calaphon, the Many Splendored

        The desire to be someone else (dissatisfaction with one’s own body and role).  Envy.

The Theory of Decelestialization

Dragons are degenerate versions of the celestial serpents, or perhaps their children.

The Heresy of Primitive Celestialism

Primitive Celestialism maintains that Centerra was repopulated by the celestial serpents, which ended the Time of Fire and Madness and stabilized the incoherent world.  They arrived here from a distant location, beyond the outer stars.  They were not just beasts but vessels, and from their stomachs they disgorged the nine races of subhumans that populate Centerra today.

The celestial serpents then either birthed the elder wyrms or became them, and instructed the first temple-builders, establishing a peaceful world-wide religion that lasted until it was usurped by the heresies of the Prophetessa (may she live again).

Modern Celestialism is a branch of mainline Hesaya, and is (cautiously) sanctioned by the Church.

<sidebar> I started building Centerra in July of 2010.  Celestialism and the Serpents actually appear in August of 2010, among the earliest batch of entries I wrote when I was unemployed.</sidebar>

The Elven Theory of Dragons

Dragons are degenerate organic spaceships.  The fact that they appear reptilian is an anomaly, a type of essential corruption that they are susceptible to.  In their original forms, they were nothing like they are now.

The pre-dragon vehicular corpus was able to manipulate combustion, necessary for propulsion.  The fire breath of dragons is an atrophied corruption of this original ability.

The modern world has lost the methods to control these ancient tools (although rumors of dragon-controlling orbs do exist).  In the absence of any legitimate authority, the instincts of the predraconic vehicle-soul prepares for evacuation: collecting valuables, securing its area against threats, and remaining fueled at all times while awaiting a legitimate command.

The Theory of Auric Degeneration

Dragons are created by greed.  When a person accumulates enough gold, their greed grows proportionately, and so they gather more gold.

Gold is inherently magical–this is why so many spells require gold as a reagent.  And when enough of it is gathered in one place, it is capable of consuming the owner along with itself, turning them into a dragon.

This also explains why alchemists are able to convert dragon brains into gold (specifically, a subtype of gold called salangata).

A lot of Caliphon is inspired by Shin Godzilla (2016)
especially the unused ideas and ending (spoiler)

Caliphon (Elder Wyrm)

Cataphractus, The Many Splendored, The Ever Living, The Conflagration of Flesh

There have been more attempts to destroy Caliphon than any other of the elder wyrms.  Although Caliphon has been distracted and driven off, she has never been destroyed.  The nearest attempt was Lord Wreybellon’s Moonstone campaign, which successfully chained her to the ground.

To their surprise, the Many Splendored gave a great exhalation, then a shudder, then breathed no more.  Her eyes turned grey as they dried out.

Later on, they would move the great corpse, and then discover that that Caliphon had given birth while she had laid there chained.  Her offspring, seemingly serpentine in form, had burrowed away from the location with great rapidity.

Within days, a new dragon had returned to Caliphon’s desolation and had resumed her roles there.  The new dragon was slightly smaller, yes, but by all accounts it was not a child who had fled the chains, but Caliphon herself.

The great corpse was extremely light.  It was dismembered and moved to Bospero, where it was studied.  Trophies were made, and the great body was prepared for display.  During the victory feast, the bones and teeth of Caliphon cracked open, delivering draconic abominations to the festivities.  Among the dead were Lord Wraybellon and his wife, Cardinal Rontagel.  Their three children were carried off by the creatures.  Their fates are unknown, but most claim that they were carried back to Caliphon.

While all dragons are able to guide their growth and development, Caliphon seems to be able to control this process far more than her peers.  Her anatomy is fluid, and seems unbounded by any known limitation.  When decapitated, she grew two heads from the stump.  Afterwards, the two heads fought, and the larger consumed the smaller.  She has been observed to double in size in the space of a day, and even to birth smaller versions of herself to pursue prey into caverns too large for herself.

Her flame is the flame of mutation.  It does not burn, but it changes.  Its effects are the most potent on flesh, but all objects are affected.  Swords become twisted.  Stones become brittle.  Trees fall over and degenerate into cones of many-limbed “mushrooms”.

Nothing less should be expected from Caliphon, first-born and mightiest of the elder wyrms.

Caliphon’s Drakkencult

They sometimes guard Caliphon’s eggs.  These eggs hatch in times of need, always with an offspring perfectly suited for the drakkencult’s purpose.  The city of Caliphon's cult is said to be among the most beautiful of all.

Those that are favored somewhat, are given gifts of form.

Those that are favored most are eaten.  They live on inside her, and speak from her throat.

Chameleodrakes (Drakes)

Laterally flattened 800 lb predators with chameleon tongues.  So great is their camouflage that they function as if they were invisible.  Incredible climbers.

Monday, February 27, 2023

GLOG Character-as-Class: Viklof the Butler

Class-as-class is cool.

Race-as-class is cooler.

But have you ever tried character-as-class?

It's essentially a unique class.  You can get them to join your party (Final Fantasy style) either as a hireling or an NPC.  There will never be another one like them.

Anyway, here's Viklof.

Ice House

Up on top of Mount Maggaroth, the Ice House is the highest of the Light Collector's three mansions.  He's been dead (missing?) for a long time, though, so 

The mistress of the house is the Good Lady Tura Lossifar.  She is an enchantress and has a few spells.  But more critically, she has fucked a dragon and now has a small piece of their power to rewrite reality.  She doesn't have a lot of control of this ability--mostly it just boils down to the ability to turn people into furniture by treating them as furniture.

If she can get someone to pretend to be a chair, she can sit on them and turn them into a chair.

If she can get someone to spit tea into her cup, she can grab them by the beltloop and turn them into a teapot.

She is accompanied by Shau, the wild boy, covered in animal parts.  Shau is a shapeshifter, and can turn into any animal he has personally collected a trophy from.

There are three ways to get Lady Lossifar to part with Viklof, who she treasures.
  • Steal the hand bell.
  • Kill Lady Lossifar and take it.
  • Solve Lady Lossifar's problems and she'll give it to you as thanks.
The hand bell summons Viklof the Butler, who joins your party as a level 1 Viklof.

from Black Butler

Viklof the Butler


A - Butler, Fashion Armor, Trusted Ally
B - Useful Item
C - Message
D - Ghost Household, Beg Your Pardon

Butler

Viklof's soul is bound to whoever holds his bell.  He cannot disobey that person or cause harm to that person directly.  He cannot hold or move his bell, under any circumstances.

Viklof is capable of exiting the world and entering butler-space whenever he is unobserved.  Butler-space is timeless.  Nothing occurs there.  Viklof can exit butler-space whenever his bell is rung.  He will appear by entering the room from the nearest unobserved corner (up to 2 corners away).  If there is no unobserved corner within a 2 room radius, Viklof cannot return from butler-space.  Viklof cannot take any actions on the round that he is summoned (he's too busy walking up and giving a bow).

Viklof can not move between the two dimensions more than once per minute.

As a magical butler, Viklof doesn't sleep.  He enters butler-space every night for an equivalent amount of time, and that suffices.

Fashion Armor

Your body is protected by the power of fashion.  Fashionable items cost as much as regular armor and protect an equal amount.  They take up no inventory slots.  However, you lose the benefits of one piece of armor each time you get wet, get bloody (take damage), or get dirty (anything with mud).

As a butler, your fashionable armor is repaired each morning.  However, it must always be appropriate for a butler.

Trusted Ally

Viklof is known to the other residents in the Light Collector's former domain (listed below).  Viklof is welcomed by all of the primary residents.  The party can expect to be promptly introduced to the masters of those places, and given a hot meal, along with a small amount of trust.
  • Vine House
  • Ice House
  • Honey House
  • The Reflector
  • Quicksilver Hall
  • The Conjunction
  • Light House
Useful Item

If Viklof is summoned back from butler-space for a specific purpose (held in the mind of the bell-ringer) he will be dressed for the task and have the appropriate mundane tools (worth no more than 5s).  For example, if summoned to help cut back vines, he will appear with gardening attire and a pair of hedge clippers.  He is limited to the roles and tools that a butler might have access to.  First aid kit?  Yes.  Grappling hook?  No.  Basically anything that you might find in a mansion.

Viklof cannot bring food, weapons, torches, or any type of magical item.  This ability is useable once per day per Viklof template.

Message

Every night, Viklof can visit the those locations that he is allied with, deliver a quick message, and then return with a quick response.  He can visit up to [template] locations per night, but is permitted only one minute of roleplay conversation at each.  Only conversation is possible during these visits.

Once all seven locations listed above have been (more-or-less) explored, Viklof can add other locations to that list, as long as that new location has (a) some sort of boss living there (b) some sort of domestic servant structure (even if it's just goblins under a chieftain), and (c) a good relationship with some amount of trust.

Ghost Household

All of the dead servants of the Light Collector's domain ally themselves to Viklof.  He gains 4 MD that he can only use to cast invisible servant.

Beg Your Pardon

Once per lifetime, Viklof can avert a TPK by intelligent enemies in Mount Maggaroth who recognize him (see the list above).  Viklof apologizes profusely and promises that this will never happen again.  The enemies will allow you to collect yourselves, and they will escort you out.

In addition to the list of locations above, this ability applies to all servants of the Light Collector, including golems, spirits, elementals, ghosts, winds, undead, brass men, Drosk, the drakkencult, and demons.  It doesn't apply to wild animals.

Discussion


I wanted a character-as-class that would feel unique, and that would plug into the setting.

I don't think I did a very good job of plugging him into the setting, since it would be trivially easy to reskin Viklof as a generic magical butler, but I'm convinced that the idea of character-as-class is a good one.  

I may stock the mountain with a few bosses that can be beaten down to level 1 by a good ass-kicking, really just kicking all the demon blood out of their body, whereupon they will ask to join the party.  I always liked that trope.  A cool new hireling character is a good type of treasure.

Anyway, I still like the class.  I think he's extremely useful (a level 4 casting of invisible servant is basically the equivalent of 200 hours of servant labor performed in 10 minutes).  He has a lot of cool utility, and the ability to slip into-and-out-of butler-space is something that I'm sure players will love abusing.  A powerful toolkit for OSR-style problems.

Derelict Armies: Rose Army of Dzorum

 So I've been playing Elden Ring and I like the idea of all these dysfunctional armies scattered all over the place.  Soldiers without a war.  Beaten, diseased, scattered.

The City of Roses

The city of Dzorum was destroyed by the Apocalypse Maggot.  In their darkest hours, no one came to their aid.  Only the fey offered to help (although many say it was demons, not fey).  

The terms of this assistance are not known.  Dzorum was still destroyed, most of its people were still eaten, and their walls were still toppled.

But now the city sits in the Crawling Bog.  It has new walls now, made from thorns.  And at night there are new lights burning in new towers.  No one knows what is inside the fallen city, or who the its new masters are.

The remnants of the army wages a ragged war, attempting to claim their old forts and establish a new border.  Everyone wars against them, since they are widely agreed to be demon-tainted.  And they war against everyone else, revenge for abandoning them in their hour of need.  (Although they do not war with the alabaster paladins.)

by Narandel

Why Are These Guys So Ragged?

1. These are deserters, hunted by their own kin.

2. Recently fought the Lon Barago Militia.  1d6-4 (min 0) prisoners.

3. Recently fought orcs. 

4. Recently fought Fire Cult Remnants.  1d6-4 (min 0) prisoners.

Any prisoners have a 50% chance to be someone the players know from that faction, as long as it seems both reasonable and interesting.


What Are They Doing Here?

1. Securing a nearby location.  (50% chance that it's the same one that the PCs are going towards, as long as it seems both reasonable and interesting.)

2. Gathering information.  (PCs will be questioned and scrutinized.)

3. Waiting for something.  Hungry.  (Will attempt to buy food or take it by force, depending on reaction roll.)

4. Burying their dead and/or tending to their wounded.  (Easily ambushed.)


Forces (Roll a d6)

Use the stuff in the left (Encounter) column.  If you want to generate an entirely new enemy group, use the right (Generic) column.

EncounterGeneric
1Knight Squad
4 Militia1d6+1 Militia
2 Knights (Mirek)1d3 Knights
2Priest Squad
5 Militia1d6+1 Militia
1 Knight1d2 Knights
1 Priest (Rowan)1 Priest
3Priest Platoon
8 Militia2d6 Militia
2 Knights1d3 Knights
2 Priests1d3 Priests
Ormo the Attentive1 Lieutenant (Lvl 3)
4Sprite Platoon
7 Militia2d6 Militia
2 Knights1d3 Knights
3 Sprites1d4 Sprites
Captain Lack1 Lieutenant (Lvl 3)
5Cypress Platoon
6 Militia2d6 Militia
2 Knights1d3 Knights
1 Hunting Cypress1 Hunting Cypress
Satherine Rosehip1 Lieutenant (Lvl 3)
6Company
12 Militia2d6+5 Militia
4 Knights1d4+1 Knights
1 Priest1d3 Priests
6 Sprites2d6 Sprites
1 Hunting Cypress1 Hunting Cypress
Bontlebrak1 Captain (Lvl 4)



Rose Militia
Lvl Def leather  Spear 1d6
Speed human  Int human  Dis cult

Rootbelly - When killed by a piercing or slashing weapon, vegetable growth traps the killing weapon.  It can be removed with a successful Str check, or 5 points of slashing damage.  Begin turning into a rosebush immediately after death--this process takes 1 minute.

Tactics - Interpose yourself.  Protect the Priests and Knights.



Rose Priest
Lvl 2  Def leather Mace 1d6
Speed human  Int human  Dis cult

Spells - entangle, blood rose

Rootbelly - When killed by a piercing or slashing weapon, vegetable growth traps the killing weapon.  It can be removed with a successful Str check, or 5 points of slashing damage.  Begin turning into a rosebush immediately after death--this process takes 1 minute.

Tactics - Use blood rose against dangerous targets with low armor.  Use entangle to control dangerous opponents and trap fleeing ones.




Rose Knight
Lvl 2  Def plate  Greatsword 1d8  Arrow 1d6 
Speed on horseback  Int human  Dis cult

Bloodseeking Arrows - Can shoot around corners.  Ignore cover.  +4 to hit wounded targets.

Rootbelly - When killed by a piercing or slashing weapon, vegetable growth traps the killing weapon.  It can be removed with a successful Str check, or 5 points of slashing damage.  Begin turning into a rosebush immediately after death--this process takes 1 minute.

Tactics - Hang back and shoot arrows.  Use your horse to stay out of range.



Sprite
Lvl 3 (HP 1)  Def plate+4  Razor 1d6
Fly dragonfly  Dex high  Int human  Dis loyal

Team Attack - When sprites attack the same target simultaneously, they each get +1 to hit and +1 to damage.  Up to 3 sprites can attack the same target simultaneously.

Tendon Attack - Whenever a sprite does 6 or more damage with their razor, they damage a tendon, rendering a random limb useless (as Injury) until it heals.

Tactics - Sprites are normally hidden up in a tree prior to the start of combat.  They swarm the biggest threats (think Attack on Titan).



Hunting Cypress
Lvl Def leather  Slam 2d6
Fly slow  Str high  Dis loyal

Crush - After ending one turn in the air above a battle, they can drop down on the next turn, attacking a target with a crush attack (2d8).  

Pin - After landing on an opponent with a crush attack, they can remain there, pinning them and suffocating them.  A pinned target gets one (and only one) attempt to escape (Str or Dex check) on the turn after being hit by a crush attack.

Wooden - immune to crushing, half damage from piercing, full damage from slashing.

Tactics - Crush an opponent, then just stand there, slamming everyone who comes close.



Mirek is a rose knight in charge of leading his squad.  He has a mouse as a squire (a gift from an faerie princess).  He wants a bath.

Rowan is a rose priestess in charge of leading her squad.  She can cause any plant to generate a rose by touching it.  She wants tobacco and sex.

Ormo the Attentive 
Lvl Def plate  Sword 1d6 - Impossible to Surprise, Rootbelly
Ormo is a huge man with two dozen ears nailed to his tower shield.  Cruel, bitter, patriotic.  He wants to buy a good dog and train it to be mean.  Desperate for news of his estranged son (now working on a fishing ship in 

Captain Lack
Lvl 3  Def plate  Sword 1d6  Arrow 1d6 - Horseback,  Bloodseeking Arrows, Rootbelly
Captain Lack is a small woman who carries a flute.  She wants money, and is looking for a good opportunity to abandon her post.  (Her soldiers are loyal to Dzorum, not her.)  Hates orcs.

Satherine Rosehip
Lvl Def chain  Staff 1d6  Spells  (charm, lightning bolt, speak with dead)
Satherine is a woman who wears a fox mask and a dark purple robe.  Roses peek out from beneath (she is wearing a rose bodysuit-thing).  She hates Ormo.  She loves clothing and silks.  She has a secret boyfriend in Lon Barago.

Bontlebrak the Unquenched
Lvl Def chain  Greatsword 1d10 - Burrow (20' per round)  Rage (as barbarian)
In battle: a lunatic who rides the hunting cypress into the fray.  He only uses his rage ability when he is sure he can win--he doesn't want to lose too much control.  Out of combat: a canny old soldier with a bad back, desperate to bring back the kingdom that he failed to save.








Spells

Entangle
R: 50'  T: objects  D: 1 min
A target who fails their Str check is immobilized and gets -4 to attacks.  They can attempt to break free (Str check) once per turn as a free action.  Prone targets get no initial save.  This spell cannot be used in locations where there is no plant growth.  In areas of high plant growth, the initial save is Difficult.  Splittable. 

Blood Rose
R: 50'  T: creature  D: 10 min
Whenever the target takes lethal damage, roses bloom from their wound, charming them.  Until the roses are plucked, they cannot take hostile actions against the person who harmed them, nor can they willingly remove the roses.  If restrained, the roses can be plucked in 2 rounds (1 round with a successful Dex check).



Treasure

Rosewater - Breathing through a rosewater-scented handkerchief gives you +4 to save against contracting diseases.  If drank, it gives you the same bonus against ongoing diseases.

Treasure Map - Leads to a tree filled with exquisite wine.  Worth 1000s and counts as a Treasure.

Sprite Instruments - Tiny drums, flutes, tamborines, and a guqin.

Tiny Scroll - Entitles the bearer to one favor from the fey.  It is signed by "Lord Reiff".

Dancing Bug - Knows 25 dances.  Worth 200s.

Beautiful Wound - Never heals.  Absolutely beautiful to gaze upon.  It doesn't matter if you hate gore--everyone thinks this wound is beautiful, without exception.  Can be transferred to a willing bearer by skin-to-skin contact.  The Wound will also willingly leave a corpse.  Worth 500s.