Showing posts with label house rules. Show all posts
Showing posts with label house rules. Show all posts

Sunday, April 21, 2013

Fear and Madness

Alan Lee


The psychedelic, demonic, Dung Age/Crapsack paradigm dictates that there be things that man cannot look upon without soiling himself or gibbering and quaking like a frightened toddler. I like the insanity rules in Call of Cthulhu and concur with whoever the hell it was I read once who wrote of the insanity rules as the reward mechanic of that system.

Now I am not going to go to the extent of constructing a whole 'nother mechanic because I believe in parsimony whenever possible. I like D&D because it is like a twelve-bar blues. One need not get too ornate to be able to tell a compelling story if one uses a solid foundation.

Fear and Insanity in Labyrinth Lord can be adequately modelled with spell effects. This is not an original sentiment and I am sure someone in the OSR has written almost precisely this post probably around 2009-ish but since I cannot secure the resource and intend to incorporate something of a fear mechanic into monster descriptions I will go ahead and describe the mechanics. Someone tell me and I'll credit the originator.

In ascending order of frightfulness;
Daunting - make morale check (hirelings only)
Fearsome - flee in terror (as cause fear)
Terrible - faint dead away (as sleep)   
Horrifying - freeze rigid in paralytic fear (as hold person
Abominable - become utterly bewildered (as confusion
Unspeakable - lose your mind (as feeblemind)  


 From Labyrinth Lord, it's not like I think you kids don't know this but I like convenient things;

Remove Fear (reversible)
Level: 1
Duration: 2 turns
Range: Touch
This spells instills courage in the subject, and potentially
removes the effect of magic-induced fear by allowing the
target a saving throw versus spells to attempt to remove the
effects. The subject receives a saving throw bonus of +1 per
level of the caster.
Remove fear counters and dispels cause fear. The subject must
be touched for the spell to take effect.
Cause fear (reverse of remove fear ) will cause a subject who is
touched to run away, hysterical, at full running movement for
a number of rounds equal to the casterÊs level.
Sleep
Level: 1
Duration: 4d4 turns
Range: 240'
A sleep spell causes a magical slumber to come upon
creatures with 4+1 Hit Die or fewer. The caster may only
affect 1 creature if it has 4+1 HD, but the spell will otherwise
affect up to 2d8 HD of creatures. Calculate monsters with less
than 1 HD as having 1 HD, and monsters with a bonus to HD
as having the flat amount. For example, a 3+2 HD monster
would be calculated as having 3 HD. Hit Die that are not
sufficient to affect a creature are wasted. Creatures with the
fewest HD are affected first. Sleeping creatures are helpless
and can be killed instantly with a blade weapon. Slapping or
wounding awakens an affected creature, but normal noise
does not.

Sleep does not affect undead creatures.
Hold Person
Level: 2
Duration: 9 turns
Range: 180'
When this spell is cast, most humanoids become paralyzed
and freeze in place. Undead and any monster of a greater
size than an ogre are unaffected. They are aware and breathe
normally but cannot take any actions, even speech. Subjects
may attempt a saving throw versus spell. This spell can effect
1d4 beings, but if directed at a single monster or character,
the saving throw is attempted with a –2 penalty
Confusion
Level: 4
Duration: 12 rounds
Range: 120'
This spell causes 3d6 targets to become confused, making
them unable to independently determine what they will do.
Roll on the following table at the beginning of each subject’s
turn each round to see what the subject does in that round.
Roll 1d10 Behavior
1-4 Attack caster’s group.
5-6 Do nothing but babble incoherently.
7-10 Attack creature’s group.
A confused character that can’t carry out the indicated action
does nothing but babble incoherently.
Feeblemind
Level: 5
Duration: Indefinite
Range: 240'
If the target creature fails a saving throw versus spell with a –4
penalty, it becomes a mental invalid. The affected creature is
unable to speak, cast spells, understand language, or
communicate coherently. The subject remains in this state
until a dispel magic spell is used to cancel the effect of the
feeblemind.




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I think of this system as being something that can be applied to the more bizarre chimaerae and spectral entities and things from the bottomless pit and something that complements rather than replaces the caution of players - insta-kill and level-drain creates its own fear.
 -Dwarfs are next


Monday, March 15, 2010

Armed Combat



I have had some experience messing about with blunted weapons as a mediaeval re-enactor. I do not claim, by any means, to be an expert on the topic. There are a growing number of people dedicated to recreating European martial arts from original manuscripts and making interesting discoveries. I am not one of these people but I do have some experience and understanding of the dynamics of armed combat (or the simulation of such). Drawing from this experience I am able to make some assertions with confidence and better interpret the insights of others with far more experience than me regarding mediaeval armed combat.

When I was younger I thought D&D's armed combat was rubbish and had no resemblance to what real armed combat was about. I believed a lot of nonsense about two-headed battleaxes and extremely heavy swords, horned helmets and knights who couldn't get up when they fell over because of the weight of their armour.

In actual fact D&D, whether by accident or design, gets a lot of stuff right.

Armour class is a good example. I used to favour systems in which armour acts to reduce damage. In actual fact, armour tends to be tremendously effective at resisting blows. Plate armour is effectively sword-proof, it is virtually impossible to chop through it. Mail is also astonishingly difficult to chop through and, when combined as it usually is with a padded garment, resists arrows exceptionally well. The upshotof all this is that mediaeval warriors avoided striking at the armoured bits of their foes, it tended to be a fairly ineffective tactic, instead, blows were aimed at unarmoured parts of their foe and at chinks in the armour. Armour was effectively bypassed, rather than penetrated. I'm generalising here to an extent because some weapons and some blows could penetrate armour but as a general rule, armour makes you more difficult to hit rather than reducing the damage you sustain.

Hit Points is another conceit that I thought were terribly inaccurate. When I discovered games with body levels and wound penalties and critical hits I thought they were far more realistic and more fun. In fact, it is surprising how well hit points simulate reality. People tend to be okay, or at least functioning, even with terrible wounds, or they collapse and cannot do anything. In times of high adrenalin like deadly combat, human beings tend to ignore wounds. Individuals do not fight on from their knees, they fight on pure adrenalin or go down. Hit points make sense.

The one thing about the BECMI rules set that I do not like and will not use is the idea that two handed weapons are slow and therefore strike at the end of the round. A hangover from AD&D's weapon speed, it is precisely the opposite of what should happen. Real weapons were never slow. Reach is a very important factor in armed combat, weapons were not put on the end of long sticks for nothing. In a re-enactment simulated comabt situation (admittedly with a lot of safety regulations impairing the realism of the action but sufficiently realistic to investigate certain dynamics) attacking an individual or group of individuals armed with spears or other polearms (when you don't have one yourself and are armed with a sword and shield) requires you to parry, dodge, or otherwise defend against the pole weapons in order to close on your enemy. They get to attack first, every time.

My house rule answer to this is: In the first round of combat two handed weapons win initiative against one-handed weapons i.e. they strike in a different phase. Spears, used one-handed, count as two-handed weapons for the purpose of this rule. This is essentially just an inversion of the old BECMI rule.

This rule should make spears a more palatable option. They were, after all, the most common weapon on the mediaeval battlefield. And they were common for a reason.

Subsequent rounds of combat could mix things up a little more, a wise ruling in this case might be that, once a two-handed weapon wielder misses or is struck they lose their reach advantage.

In especially close combat, very short weapons gain the advantage. I would rule that once a short sword/dagger wielder strikes an opponent they are able to get in close and automatically win intiative in the next round.

This seems like it is getting too complicated, I am inclined to ignore the extras and just allow two-handed weapons a first-round-only automatic initiative win.

Similar rules should apply to larger-than-man-size monsters. I would rule that large monsters go in the same initiative phase as two-handed weapons.

I like the idea that this will encourage people to use not only spears, but all manner of polearms, the beautiful, deadly flowers of the mediaeval and renaissance battlefield. I could see how this might discourage shield use, I am thus inclined to increase shield's protective bonus to +2 instead of +1. I think this would be appropriate as shields are really a tremendous boon on the field and act to deflect more than 5-10% of potential wounds.