Showing posts with label DnD 5E. Show all posts
Showing posts with label DnD 5E. Show all posts

Tuesday, April 21, 2020

Test Characters: Fighter as Baseline, Long Lived Races Amnesia

The Fighter is the Baseline

So I should balance the Professions and Specialists against this. From the looks of things I'm going to have to Defer a lot of Abilities and space them out.

Specialized Abilities (like Fighting Style) need some notation. You'll notice [X-Y] notation. X is the level its available. If there is a Y this means its part of a set of options. I plan to make abilities like Fighting Style. A set of options. This set of rules is basically like Taking the Fighter, Paladin, Ranger, and Rogue and making them into - something for more like fighting board game. 

Note the following Changes on the Mechanics* You see Numbers in Parenthesis to mark Conditions and Effects. I don't normally read "prose" anymore I usually prefer reading Bulleted Items where Ideas are as Discrete as Possible so that less is left to interpretation and

2 weapon fighting[1-1]. (1) Roll both Weapon Damage Dice during attack rolls, (2) but choose one. (3) Roll effects Die, (4) on a Successful Effects Roll, the Character can keep both Damage dice results. (5) Note you don’t add a second strength damage modifier. 
Great weapon fighting [1-2]. Damage advantage when using a 2-handed Weapon.
Protection[1-3]. (1) When wielding a Shield or Reach weapon. (2) On successful attack impose a disadvantage (3) on an Adversary’s attack against the adjacent Allies or Oneself.  (4) On a Successful Ready against Attack (5)  impose a Damage Disadvantage to the Adversary along with the Damage.  (7) On a Successful Defend impose a Damage Disadvantage to the Adversaries affected.
Dueling [1-4]. On the Character’s turn choose an Adversary - Increase Proficiency modifier by 2 against that Adversary, reduce Proficiency modifier by 2 to all other adversaries (this lowers the character’s defense). 
Ranged Speciality [1-5]. Increase Ranged Proficiency Modifier by 2.


Second Wind[1]. For this encounter, reduce the Wound Condition Penalty by 2. recover this ability after a Long Rest. 
Action Surge [2]. Declare a second action, on a successful difficulty roll, include the outcome to the result. 
Martial Archetype: Champion [3]. on a 16 to 18 check effects die for critical. 
Attribute Increase [4]. 
Extra Attack [5]. check the effects die for secondary attacks hitting (allows dealing damage to a second target when facing superior numbers). 

*Changes to Mechanics
  1. One-Side-Rolls. no interruptions. one roll per turn (Characters can simplify 1 roll for a Group; effects die determines how many additional attacks hit). 
    1. Costly Failure means taking Damage threats. 
    2. Defense = Lethality. which also means that Ranged Defense is your ability to avoid getting hit. 
    3. Defense Margin. Defense = proficiency modifier. The amount of Failure that doesnt result into being hit. Regular Failure. Shields Increase this Value. 
    4. Costly Success. On a Regular Failure the Option to have a Costly Success. the outcomes of the Success while taking damage. 
    5. Trying to Simplify it to One action per turn, dealing with Actions and Effect as "added Scope" or added Effect. 
    6. Successful Attack is defined as a Clean Hit. regular failure is missing, and a Costly Failure is taking damage. 
  2. Bell Curve Random Number Generator. Using a 3d6 for Rolls (Less Wild Result).
    1. Using the Effects Die. Rolling a D20 along with the 3d6, and the d20 is used for various things like Confirming Criticals, Effecting Additional Targets, if Additional Attacks Hit. etc... 
  3. Limited Modifiers. Dice + Proficiency Modifier + Stat Modifier + COndition
    1. Con Modifier Reduces Condition Penalty
    2. Difficulty (DCs) also have this Limitation: broken down to Scope and Odds. 
      1. Odds is a Difficulty Modifier when facing Superior Numbers (or having Superior Numbers lowers the Difficulty IF you're rolling for a group). 
  4. Armor Reduces Damage. about 50% their AC modifier. 
  5. Defending has a Roll. Considering doubling Proficiency modifier when attempting a Defend action. 
  6. Damage Advantage or Disadvantage. Rolling additional damage dice and getting the better or worse one. 
  7. Simplified Modifier to Stat. Stat is 10+ modifier. So a +4 modifier is a 14 and not an 18-19. 
  8. Condition Mechanics. Having death spiral effects in the game. Encumbrance and Wound Threshold 
    Mod
    0
    -1
    -3
    -7
    -10
    Wnd
    10
    20
    30
    40
    50
    Load
    10kg
    20
    30
    40
    50
    1. Which ever is the worse puts the character at that Condition. A dwarf with +3 Con modifier and 13 for Wounds. A dwarf can carry more without penalty and take more damage without taking that much penalty. In a Death Spiral. Armors like Full Lamellar and Scale Armor (Armor 8) 60kg (with Armor as a Primary Proficiency this counts as 30kg)
      Mod
      0
      -0
      -0
      -4
      -7
      Wnd
      13
      26
      39
      52
      65
      Load
      14kg
      28
      42
      56
      70
    2. Mooks, Mobs, Minions - only take 1-3 levels of Wounds. Tougher foes have higher. Role-playing that Minions, Mooks and Mobs have more to lose (their life) and will give up after 1-3 levels of damage. While some Bosses and Mini-Bosses can afford to take more risk. 
    3. Problem (WIP) Hit dice does not Increase. 4th level can take as much Damage as 1st level. Should high levels mean more damage? 

Long-Lived Races Amnesia

I'm an Anki Users , I subscribe to the science regarding how memory works in Spaced Repetition (See also Supermemo's Articles about memory stabilization). I've also experienced it as an Multi-Media Artist and Wannabe Game designer going into the Family business. So its not far fetched for me to sometimes feel like I'm waking up in some kind of Amnesia where I can go into great detail about my Art Techniques and 3d Modeling, which was not so long ago  (2005-2008).

Imagining a more basic living and having learned to forget an irrelevant past is like forgetting I wanted and trained to be an Artist but because it was far harder than I could endure I chose to go into the family biz.  A dwarf or Elf, or Half elf who was once some great Manor or Mine holder becoming an Adventurer or a homesteader in some distance frontier.

Resettling conquered peoples was a practice in Rome, and goes back to even before First Empires of Sargon (lessons from Ancient Empires before Alexander; the City States of Mesopotamia). If a character can live for hundreds of years I can imagine having been transformed every time (like the movie The Man from earth)  what is immortality when our brains still pretty much the same brain from a hundred thousand years ago. Our sense of time is still distorted.

Elves and Dwarves are seemingly finding themselves in different lives. There is a lot of Tragic roleplaying there - forgotten lives (loves and losses) for Elves, and Long grudges for Dwarves. Especially if you get the "Man from Earth" type of migration where elves are moved around.


Thursday, January 23, 2020

Phandelver Notes - remaining Prep

Current Challenges.

I quit facebook > I cannot find other gamers

In the Philippines Facebook is everything. If you want to know what is happening, the most reliable way to keep in touch is facebook. Facebook in the Philippines has a lot of social mass that the gravity makes it a very difficult habit to manage and a source of unpredictable stress and complication. 

I quit it on October Last year (2019-10) and If I want to find gamers in my neighborhood I'd have to go back on Facebook. I think I'll just limit my posts... the thing is it tends to be a slippery slope that's why quitting was what happened, I'm not capable of moderating myself in Facebook. Quitting is easier than Moderation in some cases and in some people. 

So I'm in a Stalemate: Cons of Going back to Facebook and Breaking my Streak, and Finding Other Players. 

Finding Time to Play

Prerequisites for playing. 
  • within a 5-10 minute Radius of where I live. That's about 500-800 meters. 
  • 2.5 hours of Game Time. 
  • I can bring my son
  • in a 2-3 hour game 1 to 2 other players are fine. 
Minecraft as my Father-Son bonding experience has some serious challenges, particularly my Spatial Nausea I've developed because of my Age. I want to transition to TRPGs or storytelling.

Phandelver Preparations

200111 D&D5E Phandelver NPCS detailed stats.

Summary of NPCs

This is a Table of NPCs
1) Name and Vital Statistics 3.5 D20 Vital Statistics using Headings, hyperlinking him to the Entry in the MAIN story notes. 
  • Age - Age as a Number and In Parthenthis Appearance
    • Very Young Adult (VYA) = Starting Adventure Age, 20 and below.
    • Young Adult (YA) =  20s 
    • Middle Age (MA) = 30s  
  • Gender - M/F
  • Class - will use the Abbreviation and Note Subclass
2) Function. How they serve the story. are they a Hook for a Quest, Information about the Main Quest, Dressing, etc...

3) Pages of Information. Something like an Index where the NPC was mentioned and relevant. 

Summary of Encounters

This is a Table of Encounters that Happen in the Adventure.
1) Encounter Description. typically named after the challenges faced. "Goblins Guards" "Maurading Orcs" etc...
2) Encounter Function, what part of the story does it move forward or is it dressing, or scope limitation or an Opportunity.
3) Encounter Page Reference.  where to find it.
4) Code of Accounts or Work-Break-down Number. The numbering system that shows which Encounters are Sub-Encounters of a Main Encounter Body. So an encounter that is 1.2 means its a sub-Encounter of an Encounter 1. 

Body of Notes

This is the long body of notes that breaks down information into Bullets and Sub-Bullets. Its easier to visually see things as discrete itemized elements. Its meant for Phone or Tablet Reading. 
Also centralizing all the mentions. 

Appearance. I but more detailed appearances here. Both for Role-playing and Describing it to Players. As well 

Plot Twist. These are notes for Additional Depth and Complication in the Game. It provides details that can be taken at face value or leads to or foreshadows more complicated twists. Its used when:
  1. Players are Metagaming or Murder-Hobo-ing.  
  2. Players find the Simple Plot Flat. 
Tactics and How to Play. Instructions and how to use this NPC Optimally.  

The estimated Work remaining is about 20 hours. About 10 evenings after work If I'm not busy with studies.  

After this I'll go back in Prepping Dungeon Fantasy. 

Wednesday, January 15, 2020

Dogs as Familiars

Just to get over the annoyance that Dogs cant be the "Form" taken by the Spirit of the Find Familiar spell.

Dog

Small Beast


Armor Class: 11
Hitpoints 3 (1d4+1)
Speed 40ft; 


STR
DEX
CON
INT
WIS
CHA
3 (-4)
13 (+1)
10 (+0)
4 (-5)
12 (+1)
7 (-2)


Saving Throws Con+3, Str+6
Skills Perception+3, Survial+3 
Sense Passive Perception 13
Challenge 0 (10 XP)


Keen Smell. The dog has an advantage on Wisdom (Perception) checks that rely on smell. 


Actions


Bite. Melee Weapon Attack: +0 to hit, reach 5ft, one target. Hit: 1 (1d1) piercing damage.


Notes 
These small dogs are to serve Familiars. 
Cocker Spaniels (for Bird hunting), 
Terriers, Brussels Griffon  (Used for Rat Hunting), 
Dachshund, Beagles (Hunting foxes),


In the research, someone asked why cats were able to evolve and diverge into 3-7lb varieties to the 310kg (682lbs; Tigers) butut the biggest Canid is the Epicyon at 135kg (300lbs). 

Monday, January 13, 2020

Distracted by D&D

So I was distracted about D&D since I invested in the Starter and Essentials Kit. I thought it would be "easy enough" to get my son into. But I was wrong and strangely It took me about 20 hours of reading everything and videos to really grasp how much I was out of my scope.

My brother has the PHB and DMG which I then borrowed to understand more about the rules.

Even with all these reviewing, I still have to check the books because my understanding is really fragmented.

Modifier Inflation

The Modifier Inflation in D&D5e is a BIG change, especially coming from someone who would run Epic level games in 3.5. I largely agree with the decisions to cut the Inflation to 1/5. A +6 to +8 iscan be found in one ability of the PCs and takes considerable character resources.

Maxing out the Magical Bonus to +3 and Focusing on "Qualities" instead of numeric advantages is a great improvement.

The easy-algorithm would be Get the STAT modifier (-1 to +4) plus the Proficiency Level (+2 to +6). With some classes, the Proficiency level for Non-Combat options are doubled (+4 to +12).

They also limited the Actions Per Turn to One Reaction, Max-One Bonus Action, and An Action. No 4 Attacks of Opportunity.

If you find the ACs low, note Cover modifiers SSRB-12, EKRB-36, PHB-196. These come into play a lot. Movement SSRB-10, EKRB-35, PHB-190 is done in a way that you can "displace" - which means 1) Reach weapons automatically provoke opportunity attacks if opponents do not spend the turn to "disengage", 2) Having reach to attack without provoking opportunity attacks, 3) forcing enemies to move to engage creates a very interesting behavior on the Board. ( When I get experience running the combat I'll try to give a Visual Mental Model of tactics).

Heavy Armors removes Dex Penalty to AC. So by implication and it's not definitively stated that Dex penalty lowers AC in light or medium armor. Stumbled on this when Trying to reflect on the Starting Characters and their Optimum play.

Rest Variants: Gritty Realism  DMG 267

I cannot help but prefer gritty realism because there seem to be minor "Consequences" for bad decisions or bad planning. All damage is "Recovered" in a Long Rest, is pretty potent. As story telling goes to say "A week passes" and "A night passes" is just a slight change in Mindset and a some of Preparation for the GM (1-2 hours of discussions with other GMs and preparing the options, and forecasting the type of behavior the options will create). 
  1. Short Rest is 8 hours.
    1. Non-Spellcasters are able to recover faster.
  2. Long Rest is 7 days.
    1. Resting 16 hours a day.
    2. Able to do Light Activity -
    3. mostly mental tasks with DC no higher than 8 plus modifier,
    4. or Physical Tasks with a difficulty of 3 plus Modifier. So part-time work is 1gp per day.
  3. Healer Feat and Healing Kit are key in Short Rests. PHB 167
    1. 1d6+4+HD of the creature. Once per Short Rest.
    2. Healers Kit is 50sp, 10 uses, and 5lbs.
  4. PHB 186 Resting
    1. Each PC has up their Hit Dice + hp modifier of recoverable HP. They can recover these Short-Rest HD after a Long Rest.
  5. PHB 187 Downtime Activities
    1. Practicing a Profession.
    2. Recuperating
    3. Researching

Lifestyle Expenses PHB 157

The notes below are all DM Homebrew Rules. 
  1. Wretched  --
    1. Potential Encounters
    2. Cannot Rest. Just lets time passes.
  2. Squalid  0.1 gp/day
    1. Potential Encounters
    2. Con Save DC 15 per period or rest is interrupted.
  3. Poor  0.2 gp/day
    1. Potential Encounters
    2. Roll tools proficiencies at DC 10 to fix surroundings to be tolerable for a Period. Margin of Success is number of Periods fixed.
  4. Modest  1 gp/day
  5. Comfortable 2 gp/day
    1. An advantage in Recuperating with Healer visits (1gp/vist)
    2. With Short (8hr) Rests Healer visits healing 1d6+4+HD (1gp/vist).
    3. Or delegate Unskilled Tasks.
  6. Wealthy  4 gp/day
    1. As with Comfortable.
    2. Delegate Tasks to Skilled Professionals.
    3. Hire healing from an “Adept” Healer, able to cast 1st level healing spells.
  7. Aristocratic 10 gp/day
    1. Delegate Tasks to a few of Skilled Professionals.
    2. Hire multiple or better “Adept” Healers .
D&D5e Notes. Of Course Spoilers and all WIP. Planning to run on Feb.
  1. 200111 D&D5E Homebrew Rules
  2. 191202 Lost Mine of Phandelver
  3. 200111 D&D5E Phandelver NPCS
  4. 200110 D&D5E Table Notes

Experience PointsLevelProficiency BonusRequired XP to AdvanceYears of AdventuringYears of Experience
0120.00
300223000.00
900326000.11
2,700421,8000.43
6,500533,8001.07
14,000637,5002.216
23,000739,0003.526
34,0008311,0005.238
48,0009414,0007.453
64,00010416,0009.871
85,00011421,00013.194
100,00012415,00015.4111
120,00013520,00018.5133
140,00014520,00021.5156
165,00015525,00025.4183
195,00016530,00030.0217
225,00017630,00034.6250
265,00018640,00040.8294
305,00019640,00046.9339
355,00020650,00054.6394
Notice that advancing from 10 to 11 is HARDER than 11 to 12, and out of place when I consider 12 to 13, and 13 to 14

I swapped it out and made them in the order of increasing.

Req XPLevelXP
01
3002300
6003900
180042,700
380056,500
7500614,000
9000723,000
11000834,000
14000948,000
150001063,000
160001179,000
200001299,000
2000013119,000
2100014140,000
2500015165,000
3000016195,000
3000017225,000
4000018265,000
4000019305,000
5000020355,000

Years of Adventuring. 

For very Upwardly Mobile NPC/PCs or Retired NPCs. Based on the Speed by which Starter Adventure will conclude in Game Time.

Years of Experience

Using 3.5 Race Ages. Adventurers or Upwardly Mobile Characters are a "Meta Game Construct". The GM and the Players can say who is an "Adventuring" NPC/PC. Non-Adventuring NPCs are characters who just want a LIFE. 

Race
Years of Experience
Human
x1
Dwarf
x3
Elf
x10
Gnome
x3
Half-elf
x1.5
Half-orc
x1
Halfling
x1.25

Cashless Incomes

Incomes are a challenge. Particularly changing the Rewards in "CASH" to Favors, Holdings, and Prestige. If the designers Didn't want a lot of Modifier Inflation, creating a Cashless set of rewards would have been the natural progression of course, that would have nerfed selling more "WOTC" approved options. 

I'm trying to Check out Strongholds and Followers but I plan to just Draw from GURPS and HARN and follow the D&D5e model and simplify. Like at work: Simplify and make a Detailed Breakdown of Assumptions (which I learned in PMBOK its called an Assumptions Log).