Showing posts with label House Rules. Show all posts
Showing posts with label House Rules. Show all posts

Jun 5, 2022

Types of Terrain on Hex Maps

Someone on the OSR Discord server asked me to write this up in a blog post, so I thought I would talk a little bit about terrain for hex maps.

When I am creating hex maps for overland travel, I typically use 6-8 types of terrain so that I can assign them to a randomizer and have the PCs roll whenever I'm not sure what a given terrain type will be if I don't already know. The eight main types of terrain I use are:

1) Blight 
2) Desert
3) Forest
4) Hills
5) Mountains
6) Plains
7) Water
8) Wetland

I sort the terrain into three categories based on ease of traversing it:

Easy: Blight, Desert, Plains, Water (with watercraft)
Difficult: Forest, Hills, Wetland
Impassable: Mountains, Water (without watercraft)

Easy terrain allows PCs to move through it at their normal movement (10km per 4 hrs of travel per the Procedure for Exploring the Wilderness Redux). While following a path in easy terrain, you cannot get lost.

Difficult terrain has PCs move through at 1/2 the normal rate (two travel actions must be taken to cross it). Paths across difficult terrain double your movement: It costs one travel action to move across the hex).

Impassable terrain cannot be traversed unless the PCs find a path across it, and they can only traverse it in the direction the path does. Paths across water can represent significant shallows or fords or small island chains close enough to swim from island to island.

Within these terrain types, I aim for a certain level of variation based on what makes sense for a given area. In a setting based on Scandinavia (all the rage right now), a desert will be an alvar pavement, a forest will be mostly coniferous, and wetlands will be bogs. In a setting based on Nigeria, wetlands will be flood forests, a forest will be an acacia / peacock flower / long grass mosaic, and hills will be a classic West African highland rise. I don't bother to mechanise this fine a set of details.

I find this tends to incentivise looking for paths, especially when PCs want to cross formidable natural barriers like mountains or lakes.

Dec 27, 2021

Placing Locations in Hexes

Here's a simple and fast system for placing locations of interest in a single hex on a grid. I am assuming a four hour watch as the basic unit of travel movement. Hexes can be divided into six equilateral triangles, for anyone who didn't know that.

1) Number the six triangles of the hex in clockwise order starting from the top

2) Roll a d6 and a d4

3) The d6 determines which sub-triangle of the hex the location is in. The d4 determines how many hours of travel into that triangle the location is (4 is the centre).

Variant: You could use d4-1 if you prefer fewer things in the centre and more things by the edge.

That's it, that's the whole system. I find it very fast in practice, and you can use a simple notation in your key to track this that looks like:

AA:17 Haunted Castle (1:3) 

where "AA:17" is the hex coordinates and "1:3" is sub-triangle and hours of travel in.

When the PCs search a hex randomly, they either pick one of the six sub-triangles, or the referee can roll a d6 for which sub-triangle they search if they have no preference. I make each search take a single watch.

The speed really helps here with populating a lot of content into hexes.

Dec 30, 2020

Trapplications II

Five years ago, I wrote the original Trapplications post. After years of updating it based on use, it's time to present the more streamlined version I've adopted. This version is better for stocking and restocking dungeons, while also remaining usable in play as a "wandering trap" table.

To recap: To use this table, you roll 2d6 and 1d6 at the same time and the results determine which entry on the grid occurs. If using it during play, I roll about once per 10-minute exploration turn because it's easier to remember to do it that way. If I'm using it for stocking, I roll it once per room, and then once more per room every time I restock the dungeon, and occasionally for corridors with prominent room-like features.

The big update is the categories for the 1d6. I redesigned them because these ones are easier to understand and less work to create than the old set, with a clear progression in proximity, danger, and imminence between the three options on the table, and the need to only create 3 columns of content instead of a full six.

They are now:

1 - Null
2 - Null
3 - Null
4 - Signs
5 - Danger Zone
6 - Trigger

"Null" results mean nothing - no trap, no problem. These results help with stocking by ensuring that some rooms lack traps. 

"Signs" means indirect signs of the trap's operation - corpses strewn around, poison darts littering the floor, the sound of grinding gears or whirring blades far ahead. The intent is that they can be spotted ahead of the trap being an actual danger.

"Danger Zone" means one or more PCs find themselves in the area of effect of a trap that has not yet activated. When stocking, it means that trap has an area of effect that one can enter into without automatically triggering the trap. If the PCs freeze in this state they'll be fine, but the challenge is to extricate themselves without triggering the trap (perhaps by dismantling or jamming it?).

"Trigger" means that a trap triggers or is about to trigger with a PC in its area of effect. When stocking, it means a trap that can't be noticed through passive observation until it's triggered (a careful search of the area might reveal it ahead of time). 

I tend to make the entries here the actual triggers of the traps, even tho' this will require a bit of adaptation if you're using it in play when the specific object isn't necessarily present. Reusing triggers for traps helps PCs learn what kinds of things in this dungeon are likely to be dangerous and gives them an extra chance to avoid them, while also bringing a certain conceptual coherence to the traps.

The probability here is that 50% of rooms will have traps, and only 1 in 3 traps will immediately trigger without warning, which I think is frequent enough to be dangerous but not frequent enough to slam a halt on exploration. I recommend attaching "Trigger" results to interactable objects whenever possible

If you feel that's too many, I'd use a d8, push "Trigger" to 8, "Danger Zone" to 7, "Signs" to 6, add a "Broken" column at 5, and leave the rest as nulls. That reduces the number of traps that are difficult to discover beforehand to 12.5%.

"Broken"
implies a trap that's been activated and not reset, or that has broken down from age. Broken traps are a great way to telegraph that there are traps around, and create a sense of danger without actually requiring time to resolve in any detail.

Here's an example of this larger table:


Happy new year!

Nov 17, 2020

Using 2d4 for Hit Locations in BRP

I haven't yet, but I'm going to experiment at some point with using 2d4 for hit locations in Mythras. It has seven results on a bell-curve, to match up with the seven hit locations of a character. I think you could use this to emphasise armouring certain parts of the body that are likely to be the target of strikes, without requiring a full suit of armour. 

I think this might work particularly well in games where you wanted a gladiatorial feel where a combatant has one armoured arm and leg, but it could also work in a campaign where characters were scavengers who needed to eke out combat with only a few scraps of armour. I also think this is probably easier for people who have trouble remembering the d20 table from Mythras to keep in their heads as well.

For the system I'm thinking of, you'd decide at some point before a fight which side of a character is "dominant" (the right side in right-handed characters), and thus is more likely to extend towards the enemy at any given point. The other side is the "trailing" side.

Then, the distribution would go:

2 - Trailing Arm
3 - Dominant Arm
4 - Head
5 - Chest
6 - Abdomen
7 - Dominant Leg
8 - Trailing Leg

This would make wearing a helmet and cuirass (chest and abdomen-covering) particularly valuable since about 62.5% of all hits would land on one of these three locations. This would direct most strikes to the centre line of the person. The dominant side is more at risk (25% of all hits go to it - 12.5% to the arm and the same to the leg on that side) thus motivating the next heaviest armour to be placed on it. The trailing side's limbs each only have a 6.25% of being hit, representing them being both mobile and placed furthest away from the attacker. 

If anyone has experimented with this, I'd love to hear about it. Otherwise, I'm currently on hiatus from roleplaying and when I do start up again it'll be as a PC in a 5e game, so it'll probably be in 2021 at the earliest before I can test it out.

Apr 17, 2020

Verra: Ancestries, Nations, Languages, Religions

Broggia is fantasy 17th century Italy, and it's where the start of the Verra campaign is going to be set. The campaign will take place on the island of Ursino, which draws elements from early modern Corsica under the Bank of St.George. The equivalent of Catholicism is the Holy Krovian Occulted Church, which worships the Hidden God.

Broggia is part of humanity's heartland, so there are few demihumans, but the neighbouring state of Verloi (Savoy) is host to the largest populations of elves in southern Urovia, and the Canton of Serich is the southernmost of the dwarven communes in the foothills of the Bol mountains of central Urovia. Here's a few details useful for creating PCs:

Nationalities, Ancestries and Languages

Allowed PC Ancestries
NPC Only
Humans (incl. half-elves and half-orcs)
Hobgoblins
Elves
Dhampir, Vampires, and Tieflings
Dwarves
Ghouls and Gnolls (Both caused by curses)
Goblins
Orcs

Places to Be From
Language 
Description
Canton of Serich
Dwarven
Autonomous dwarven mountain commune
Duchy of Burgunta
Broggian
Wealthy, artistic police state; the oldest university in Urovia
Duchy of Montero
Broggian
Impoverished, honourable, wracked by civil war
Duchy of Verloi
Haranais
Home to most of the elves in southern Urovia
Empire of Yadia
Castido
The most powerful state in the world; vast overseas empire
Kingdom of Haran
Haranais
Scientific, cultural and magical powerhouse
Krovian Papal States
Broggian
The religious centre of the world; city of monumental ruins
Province of Ursino
Broggian
Chaotic backwater; owned by Gorga; valuable resources
Reggio Nerrali
Broggian
Multicultural pirate and criminal haven; subjects of Yadia
Republic of Gorga
Broggian
The wealthiest city in the world; run by the cult of Asmodeus

Other Major Nations
Languages
Key Features
The Berenthian Union
Anthic
Island kingdom ruled by a ghoul queen
The Emirate of Kanna
Alav
Trade entrepots ruled by sorcerers
The Free Provinces of Vroostland
Nedens
Pirates and imperialists
The Holy Krovian Empire
Larnic / Czeyenk
Disintegrating through civil war
The Kingdom of Ulthend
Ulthendic
Brutal northern orcish military
The Sultanate of Chekevana
Thultikanish
Cosmopolitan eastern empire

Other Languages
Description
Abaki
Most widely known Arkheshi language. Spoken by the Ten Islands Alliance.
Barbelo
The language of demons, devils, and the like.
Carcano
The Urovian elvish dialect. Related to the ancient tongue of dragons.
Dwarven
Spoken in dwarven communes, descended from ancient Giantish
Farishtan
A major trade language of central Ethia. Used widely in magic.
Gargansh
The main goblinoid language in Urovia and Rafiya.
Gellasian
Greek-equivalent. Used widely in magic and philosophy.
Krovian
Latin-equivalent. The language of religion, science, and often magic.
Pturian
Extinct lizardfolk language. Mostly known by scholars.
Rathulusk
Language of ancient orcish pagans in northern Urovia and Ethia.
Suluuran
Most common language in western Rafiya.
Temmenic
Most common language in eastern Rafiya.

Religion


The Holy Occulted Church (the Krovian Papacy) is the oldest and most widespread human church worshipping the Hidden God. Most humans in Broggia are members. In broad strokes, it’s organized like Catholicism with priests, monks, nuns, bishops and a pope, except all offices open to both genders. Most of its priests can perform a few magical rituals but are not spellcasters. Spellcasting is mainly the responsibility of specialized orders, and the church has orders that produce champions, clerics, and monks. There are no alignment restrictions on belonging to any the churches of the Hidden God.

The Society of Mattens are scholars, seers, and missionaries who contest the mortal enemies of the faith. They are famous as their debaters, historians, theologians, lawyers, diplomats, and spies. Most members are clerics.
Divine Font
Heal
Divine Skill
Society
Divine Weapon
Dagger
Domains
Ambition, Knowledge, Perfection, Truth
Spells Granted
1st: Charm 3rd: Mind Reading 4th: Suggestion

The Friars Minor of the Rule of Liddora (Liddorans) are a popular group of mendicant friars and mystics who wander Urovia (and further) helping the poor and innocent. Most members are either clerics or monks.
Divine Font
Heal
Divine Skill
Medicine
Divine Weapon
Staff
Domains
Family, Healing, Protection, Travel
Spells Granted
1st: Longstrider 2nd: Animal Messenger 4th: Shape Stone

The Office for the Expulsion of Anathemas is a militant order charged with the exorcism, banishment, and destruction of undead, fiends, and abominations who challenge the church’s rule. Most members are champions, though they do have a few clerics.
Divine Font
Heal
Divine Skill
Athletics
Divine Weapon
Battleaxe
Domains
Destruction, Might, Sun, Zeal
Spells Granted
1st: True Strike 2nd: Enlarge 4th: Weapon Storm

The Cabernensians are the largest Disputant sect with councils of presbyters across northern Urovia and overseas. They’re fantasy Calvinists. Their presbyters (elders) are clerics, and they are starting to train champions.
Divine Font
Heal
Divine Skill
Society
Divine Weapon
Halberd
Domains
Cities, Fate, Perfection, Wealth
Spells Granted
1st: Soothe 3rd: Enthrall 6th: Phantasmal Calamity

The Ummah of the Final Revelation is the state religion of the Emirate of Kanna, the Sultanate of Chekevana, and much of near Rafiya and Ethia. It’s fantasy Sunni Islam. Much like the Holy Krovian Occulted Church, they have holy tariqa (orders) composed of murids who specialise as champions, clerics and monks

The most common tariqa encountered in Urovia are the piratical Baddawiyah murids from the Emirate of Kanna who master the wind and sky. Most members are clerics or champions.
Divine Font
Heal
Divine Skill
Society
Divine Weapon
Scimitar
Domains
Air, Moon, Sun, Water
Spells Granted
1st: Gust of Wind 2nd: Faerie Fire 4th: Aerial Form

The Servi di Asmodeo are the only cult of devil worshippers operating openly in Urovia. Membership is only open to members of the Broggian upper classes and is centred in the city of Gorga. The cult is firm believers in the Hidden God, etc., they simply think Asmodeus represents Its true will more than the orthodox church. They’re in control of the world’s most powerful bank (the Banco di Asmodeo) and have a concordat with the Krovian Papacy, though the circumstances of how they got it are very murky. They believe in the binding force of law over more abstract notions of justice. They produce champions, clerics and monks, just like the Holy Occulted Church but are not suitable for PCs.

Outside of the Hidden God, most elves, goblinoids and dwarves worship deified versions of the primordial dragons, spirits, demons, and giants (the so-called “Visible Gods”), as do smaller, mostly-rural human communities in close contact with them. They are known collectively as “pagans”. The priests of these religions are druids, not clerics. The most prominent of these cults in southern Urovia are that of Vorkallian the Father of Flame, an elvish dragon cult centred in Verloi, and the cult of Uker-Nahosh, the giant ancestor of southern Urovia’s dwarves. Almost all barbarians and druids in southern Urovia are members of one of these two cults.

Nov 2, 2019

The Encounter Grid: Six Years Out

This post about wandering monsters that I made back in 2013 remains the single most popular post I have ever made to this blog (over 17,000 views and counting). It crops up all the over place - Web DM has an episode that discusses it, here's someone posting it to Stack Exchange, and a link to the post has shown up on Reddit about once every two weeks for years now (example). Someone else started calling it the "encounter grid" a year or two and the name seems to have stuck.

In the nearly six years since that post, I've done a fair bit of experimenting with encounter grids, and have made some changes to how I use them. I thought it might be worthwhile to some of the insights I've had about it since then.

The first insight is that I reversed the order of entries so the monster is more likely to show up the higher the roll is. I also changed some of the categories. It now looks like this:

1d6 roll:
1 - Traces
2 - Spoor
3 - Tracks
4- Noises
5 - Monster
6 - Lair

In the old version, results of 5 and 6 were both "traces", so this has more variety and more clearly communicates that proximity is the value measured by this axis of the grid. Also, my official word on the subject is that if the PCs roll "noises" you have to act the noises out.

This rearrangement of numbers lets you use this more easily as an ersatz tracking mechanic - the PCs decide to search for a monster or enemy for a period of time (e.g. a watch), you roll 1d6, and that's how close to the beast they've gotten (I would then push them to come up with diegetic ideas to close the remaining gap). You might allow them gear or abilities that add small bonuses (+1 or +2 tops) to this roll when they're tracking, which should integrate smoothly with the way other gear and abilities add bonuses to rolls.

The second thing I encourage you to experiment with is to list more than just monsters on the encounter grid. I wrote this post about using a similar style of encounter grid to generate traps a few years ago. If you stick traps on the same grid as monsters, I suggest you reinterpret the categories slightly - tracks might be warning signs of the trap's operation, while a lair result means you discover multiple instances of the same trap in close proximity (this preserves the maximum die roll as the result with the greatest risk). Beyond traps, feel free to insert environmental obstacles requiring increasing difficulty and risk to overcome.

A third thing is that with an encounter grid that lists aspects or elements of the monster beyond just its existence, you can start repurposing your encounter grid for other uses. Need a simple fetch quest or bug hunt? Need a component for a magic item? The encounter grid lets you easily generate these things. I also use it when I'm restocking dungeons, where it creates a heavily-traveled in, almost palimpsestic dungeon that has lots of evidence of monster inhabitation.

A fourth experiment is to consider using a d8 instead of a d6, but with the bottom two entries as blanks or nulls. The table then reads:

1 - Nothing
2 - Nothing

3 - Traces
4 - Spoor
5 - Tracks
6 - Noises
7 - Monster
8 - Lair

I suggest this for a couple of reasons. First, in my game Into the Depths, when you're doing things like tracking people, you only roll a d6 if you're doing it yourself, but you roll a d8 if you're helping one another out. So this means tracking as a group instead of a single person is rewarded: You still roll the d6 as a lonesome individual, but without a bonus (from clever thinking, gear, a specialised tracking retainer, etc.) you'll never find the monster on your own. So it encourages team-work amongst the PCs to hunt down beasts.

From experience, I have found that rolling every turn as a regular part of a site exploration procedure is easier to remember than rolling every other turn or every third turn. Adding a few null results makes that easier on the players by spacing out encounters. The chances of a monster encounter of some sort (i.e. the Monster or Lair results) reduce from 1 in 3 to 1 in 4 using this method.

As an additional aid, it helps distinguish which die is which, since rolling 3d6 and picking one out either requires a die of a different colour, or a lot of trust in one's players (I have them roll the dice for wandering encounters). Having one die be a different type reduces the chances of a misunderstanding or misreading of the dice.

These are some of the tweaks and expansions I've made to the system over the years. I encourage you to experiment with them yourself and see how they work for your table.

Sep 18, 2019

Determining What PCs Find When They Search Hexes

My overland exploration procedures typically allow for three possible activities. The first is resting, the second is travel, and the third is searching a hex. This article is about the third procedure, searching hexes, and in particular, how to execute step #7, "Referee determines whether the PCs find anything". I'm going to discuss this step from two angles - firstly, placing content in hexes and secondly, the PCs conducting their search.

 As a reminder, I use hexes with a 5 km radius from centre to edge (a 10 km incircle diameter or "10 km hex" for short). A hex this size contains 86.6 square kilometres of area. Here's a calculator that will tell you the dimensions of hexagons of various sizes (metric) if you want a different size.

The Placement of Content in Hexes

My solution here is very simple. Hexagons divide into six equilateral triangles.In my hexes, each triangle covers an area of about 12.5 square kilometres, with a maximum distance of 5 km from base camp (assumed to be in the centre of the hex).

I number the triangles from 1 to 6, and roll 1d6 to determine which subsection any particular piece of content is in. ktrey over at d4 Caltrops has a tessellation system that breaks hexes up into 12 lozenges of equal area if you would prefer that level of granularity, but in all honesty my hexes rarely have more than two items in them at a time to start (not counting wandering monsters) so I don't have much need for that level of granularity.

I also assign each object a Concealment Score that interacts with my group perception rules. When in doubt, I randomly roll a Concealment Score of 1d6+3, knowing that anything with a Concealment Score equal to or lower than the # of PCs is going to be automatically spotted when they enter the hex. I try to make something immediately obvious in at least a third of all hexes, sometimes as much as a half, depending on how aggressive and interested they are in searching hexes.

Searching Hexes

In step #1 of my search procedure, PCs break up into search parties and each search party chooses a subsection of the hex to search. The most common choice in actual practice is that they all stick together and make a random roll of which subsection they're going to search, but they have the option to split up if they're in a rush or feel confident.

PCs searching a hex counts as an active search, so they roll 1d6 and add the # of PCs in the search party, and if it equals or exceeds the Concealment Score of the content, they find it.

A single iteration of a search takes one watch to complete (typically 6 hours), including time spent returning to base camp. Multiple search parties searching different subsections do their searches simultaneously.

This means that if the PCs stick together and search a hex, they will clear it in one full day (6 watches) of searching (without rest), or 2/3rds of a hex if they do. My experience is that they tend to work to the 2/3rds level by spending a day searching before moving on.

I'm not sure of how realistic this is (probably not very), but it strikes a good balance between giving them a change to discover a lot of content and leaving a level of uncertainty about whether they've truly found everything.

Lazybones / No Prep Method

If you're in a rush and having had any time to prep, you can just roll 4d6, preferably of different colours, when the PCs search a hex. The first is the subsection the content is in, the second is the subsection they search, the third is the Concealment Score and the fourth is their active search roll.

If the first and second die don't match, the PCs don't find the content because they're in the wrong spot. If the third die's result is higher than the fourth, the content stays hidden.

I usually do d6+3 for an actually randomly generated Concealement Score, and the fourth d6 will be +# of PCs since it's an active search, but you only have to get to these calculations if the first and second die match.

Once you've rolled the subsection the content is in, I suggest mostly keeping it consistent across further searches because a) it means fewer die rolls and b) it makes things less frustrating for the players because they can whittle down the location by progressively searching all of the subsections.

The sole exception I can think of where it becomes more fun is if the content is moving (e.g. it's a fugitive trying to hide from them by running around the hex), and this will incentivise the PCs to break up into smaller search parties to search more subsections simultaneously. In this case, you should still only roll the first d6 once per watch of searching.

Conclusion

I find these methods allow me to quickly establish whether the PCs have found anything when they search. You have one roll for stocking, and one or two rolls to resolve searching. The level of risk and difficulty of this system can be adjusted using three factors - the granularity of subsections (more likely to miss things), the length of a watch (more resources consumed, esp. time), and the Concealment Scores of content (more difficult to ensure you've cleared a hex). I hope this helps you stock hexes more easily.