Friday, December 25, 2009
Geek gifts YOU should have!
Friday, October 2, 2009
Rules of War: HELLAS (and D20) Edition!
The Rules of War - HELLAS Edition
Warfare Mechanics Inspired by Sun Tzu
When 550 soldiers attack 1000 farmers, most game systems break down. These rules handle large battles quickly, with just enough strategy and drama to maximize the fun, while the PCs get a chance to influence the battle around them!
Size
The larger army always starts at Size 10. Divide the number of troops in the larger force by 10 to determine the worth of each point of Size and then give the smaller force a proportionate Size (round up). This represents quantity alone, quality is factored later. Size, for both armies, may be doubled for longer (i.e. more dramatic) battles.
Example: If 1000 farmers are Size 10, then 550 soldiers are Size 6.
There are six fundamental factors to determining the outcome of a battle. Superiority in all six of these factors all but guarantees victory. Therefore, advantage in any factor grants an army 1 Strength. Determine which army possesses the advantage in a coming battle by answering the following questions:
- Psyche – Which army possesses the highest morale?
- Heaven – Which army benefits most from the weather, time of day, etc?
- Earth – Which army gains more advantage from the terrain?
- Leadership – Which of the two generals is the better leader?
- Discipline – Which army is more skilled, trained, and supported?
- Spear – Which army uses the best weapons and technology?
Battle
To do battle, each side will implement a simple strategy to apply its Strength most effectively against the enemy’s Size. Each round of battle consists of the following phases:
2. Chaos – A D20 is rolled for each army, with the Degree of Difficulty determined by the following:
a. Strength applied to offense adds a +2 bonus to the rolling army’s DOD
b. Strength applied to defense adds a -2 penalty to the opposing army’s DOD
3. Reckoning – Compare the final roll, after modifiers, to the Omni Table as usual:
0 or Less Critical Failure Lower the rolling army’s Size by 1
1–5 Failure No damage is inflicted to the opposing army
6–10 Partial Success Lower the opposing army’s Size by 1
11–19 Success Lower the opposing army’s Size by 2
20 or More Critical Success Lower the opposing army’s Size by 3
Example: The soldiers apply all their Strength to defense ( -8 to the farmers’ DOD) and the farmers apply theirs to offense (+2 to their own DOD). A D20 is rolled for each army, the soldiers have a 15 and the farmers have a 16. After factoring in Strength, the soldiers remain at 15, but the farmers are dropped to 10 (16 rolled, +2, -8). The soldiers lose only 1 Size while the farmers lose 2. The farmers fought surprisingly well that round (rolling a 16), but still lost many men.
After each round of battle, PCs can volunteer for spotlight missions in an attempt to affect the factors contributing to the opponent’s Strength or their own. Many PCs can volunteer for the same mission, thus fighting together and increasing the chance of success, or separate to take on several missions. Missions can be anything the PCs dream up, scouting, assassination, demolition, etc. It’s up to the GM to determine the difficulty and opposition for each mission, but they are under no obligation to make a tough assassination attempt easier should only a single PC undertake it.
Note: Only PCs not directly contributing to Strength can undertake spotlight missions. A PC acting as the general of his army, thus contributing Strength through Leadership, cannot step down for a secret scouting mission without forfeiting his contribution to Leadership as well.
Example: Two farmers attempt to break the soldiers’ morale by undertaking a spotlight mission. They decide to defeat a group of 10 soldiers in a spectacularly bloody fashion, loudly proclaim themselves to be “The Chosen Warriors of the Right Hand of Areson”, thus sowing fear and uncertainty among the opposing ranks. Should they succeed in defeating those 10 soldiers, they’ll need a Deception roll vs. the soldiers’ or their general’s Deduce Motive as he attempts to rein in his men. The Degree of Difficulty for that Deception roll can, and should, be modified if they defeat more or less than 10 soldiers.
Players should be encouraged to get very creative with ideas for spotlight missions, but GMs should step in with any ideas or alterations of their own. If a PC wants to call forth Hephaeston to melt enemy swords, the GM should help out by declaring the number of swords necessary to make a difference.
Casualties
An army is defeated when its Size is reduced to zero. Whether this defeat is due to destruction, rout, or retreat simply depends on the narration up to that point. After the battle, each army attempts to recover its losses by healing the wounded or tracking the fleeing. This is done by rolling a D20 for each army, applying a Degree of Difficulty of -5 (loser) or a +5 (winner), and checking the result against the Omni Table:
0 or Less Critical Failure Army loses an additional Size from disease, injuries, etc
1–5 Failure Army recovers none of the Size lost
6–10 Partial Success Army recovers only 1 point of Size lost
11–19 Success Army recovers half (rounded down) of all Size lost
20 or More Critical Success Army recovers all Size lost
Monday, September 14, 2009
The Rules of War
The Rules of War
Warfare Mechanics Inspired by Sun Tzu
Written by Jarvis Mishler
When 600 soldiers attack 1000 farmers, most rpgs break down. These rules handle large battles quickly, with just enough flavor and drama to maximize the fun, while the PCs get a chance to influence the battle around them!
Size
Give the larger army 10 tokens. Divide the number of troops in the army by 10 to determine the worth of each token. Give the smaller force a proportionate number of tokens (round up). This represents quantity alone, quality is factored in next. Size, for both armies, may be doubled, tripled, etc. for more ‘dramatic’ battles.
Example: if 1000 farmers have 10 tokens, then 600 soldiers have 6.
There are six fundamental factors to determining the outcome of a battle. Superiority in all six of these factors all but guarantees victory. Therefore, advantage in any factor grants an army 1 Strength. Determine which army possesses the advantage in a coming battle by answering the following questions:
- The Way – Which army possesses the highest morale?
- Heaven – Which army benefits most from the weather, time of day, etc?
- Earth – Which army gains more advantage from the terrain?
- Leadership – Which of the two generals is the better leader?
- Discipline – Which army is more skilled, trained, and supported?
- Steel – Which army uses the best weapons and technology?
No significant edge, grants no bonus for that category. Clear advantage grants 1 Strength.
Example: Soldiers have high morale, good leadership, great discipline, and good weapons, giving them 4 Strength. Farmers gain advantage only from their home terrain, leaving them with 1 Strength. The sky, cloudless and clear, grants no advantage and no bonus to either side.
Battle
To do battle, each side will implement a simple strategy to apply its Strength most effectively against the enemy’s Size. Each round of battle consists of the following phases:
- Strategy – Armies choose how much Strength to apply to defense and how much to offense
- Chaos – Armies roll 6 dice and count successes
- Strength applied to offense adds automatic successes
- Strength applied to defense subtracts successes from the opponent
- Reckoning – Each remaining success lowers the opponent’s Size by 1 token
Example: Soldiers apply all their Strength to defense and farmers apply theirs to offense. Both armies roll 6 dice, soldiers roll 2 successes and farmers roll 4. After factoring in Strength, soldiers end with 2 successes and farmers end with 1 (4 rolled, plus 1 automatic, minus 4). Soldiers lose only 1 Size while farmers lose 2. The soldiers’ victory proved costly.
Spotlight Missions
After each round of battle, PCs can volunteer for spotlight missions in an attempt to affect the factors contributing to the opponent’s Strength or their own. Many PCs can volunteer for the same mission, thus fighting together and increasing the chance of success, or separate to take on several missions. Missions can be anything the PCs dream up, scouting, assassination, demolition, etc. It’s up to the GM to determine the difficulty and opposition for each mission, but they are under no obligation to make a tough assassination attempt easier should only a single PC undertake it.
Note: Only PCs not directly contributing to Strength can undertake spotlight missions. A PC acting as the general of his army, thus contributing Strength through Leadership, cannot step down for a secret scouting mission without forfeiting his contribution to Leadership as well.
Missions are resolved using the normal rules for the rpg you’re playing. A spotlight mission can be detailed and drawn out to add drama or shortened and summarized to speed the action. Ultimately, each spotlight mission should produce an opposed die roll to gain, or maintain, the advantage. After the roll, the Strength point for that factor goes to the winner.
Example: Two farmers attempt to break the soldiers’ morale by taking a mission. They decide to defeat a group of 10 soldiers in a spectacularly flamboyant fashion, loudly proclaim themselves to be “Dragon’s Chosen Warriors of His Holy Wrath”, and so fear and uncertainty among the soldiers. Should they succeed in defeating those 10 soldiers, they’ll probably need a bluff roll vs. the soldiers’ will or their general’s leadership as he attempts to rein in his men. Their bluff roll may be easier or harder should they defeat more or less soldiers.
Players should be encouraged to get very creative with ideas for spotlight missions, but GMs should step in with any ideas or alterations of their own. If a PC wizard wants to use a “Heat Metal” spell to melt enemy swords, the GM should help out by declaring the number of swords necessary to make a difference.
Casualties
An army is defeated when all of its Size tokens are lost. Whether this defeat is due to destruction, rout, or retreat simply depends on the narration up to that point. After the battle, each army attempts to recover its losses by rolling 1 (loser) or 2 (winner) dice for each Size token lost. One Size token is recovered for each success on this roll as warriors are healed, pulled to safety, etc.
Dice Pools
Missions always use the normal rules employed by the rpg you’re playing, but a simple dice pool is used during the ‘chaos’ phase of combat and recovering casualties. If the rpg you’re playing doesn’t already use dice pools and successes, just grab some six-sided dice. Any die that rolls 4+ is considered a success. A high target number (5+) places more value on Strength (automatic successes) where a low target number (3+) introduces more randomness during the battle. These rules were written with a 30% chance of success in mind (8-10 on a D10), but you are encouraged to adjust this as you wish!
Thursday, September 10, 2009
Mass Combat Plug-In based on Art of War: Intriguing or Useless?
1. Mass Combat systems in RPGs are atrocious at worst, groan worthy at best. Yet, 'epic heroes' will inevitably find themselves there time and again. As fun as it is in the movies, it's absolute shite in an RPG. Even DitV's awesome rules for Groups break down when you have a group of 50. (break down as in tedium, not 'realism')
2. The Art of War is simple, classic, deep, and heavy with the ring of truth.
My idea (inspired by Daniel's Fighting Fighters) is to design a plug-n-play set of Mass Combat rules that can drop into almost any game, using the classic Art of War as a starting point.
The Art of War 1:4The art of war, then, is governed by five constant factors, to be taken into account in one's deliberations, when seeking to determine [advantage] . . . These are: (1) The Moral Law; (2) Heaven; (3) Earth; (4) The Commander; (5) Method and discipline.
To me, this just screams for the initial skill rolls to martial your troops and the recon missions necessary to gauge the enemy's strength. The better your scouts or generals roll on their 'Knowledge Nature' checks to evaluate the terrain, the larger the bonus provided to your army for the upcoming battle. Etc, etc, etc.
So what do you all think? Is this a curious idea that you'd love to hear more on or is this a complete waste of time and something you'd never use?
Sunday, September 6, 2009
Done and Done
GM Duties
Saturday, September 5, 2009
The Order of Play
- First Sign of Trouble
- The True Threat
- The Chase
- The Countdown
- The Twist
Setting
- The Event awakened or gave psychic ability for every one equally. Everyone can now read minds. Whether this resulted from radioactive mutation, evolution, or alien invasion can be decided each time the game is played.
- Ideas become so easily shared or stolen that there are few secrets left in the world.
- Powerful or paranoid individuals become reclusive to protect their own thoughts and ideas.
- The Company formed as the most secure way to deliver an idea, message, concept or plan.
- Nulls, unable to be read, work as couriers for The Company.
- Unreadable minds produce psychic static, easily detectable by the rest of the population.
- Psychics are provided to the Null to act as security during the mission.
- Anyone is likely to capture the Null since whatever it's carrying must be important.
- The toughest missions require traveling through dense populations where the Null can be easily detected and thus easily compromised.
- Dead Running is about those tough missions.
Naming Conventions
Friday, September 4, 2009
The Mechanics of Mind Reading
Resistance Chart | ||||
Obstacles | Opponents | |||
2 | Easy | 2 | Novice | |
3 | Normal | 3 | Average | |
4 | Difficult | 4 | Skilled | |
+1 | Hurried | +1 | Group | |
+1 | Harmful | +1 | Harmful |