Rules Sketch: Heritage Part 2

If you’re walking in on the middle of this series, there’s an index here.

To build our heritage, I need four lists: Heritable traits, heritable foibles, ethos and rituals. I’ll refer to the ethos section for a list of ethos.

For your heritage, pick:

Two minor heritable traits or one major heritable trait

One heritable foible

One ethos

Create a small action or daily ritual your heritage performs

Name your heritage

For the lists, I want nice even randomisable numbers if I can. Minor heritable traits are typically limited or low-level:

  1. Magic resistance (sleep)
  2. Magic resistance (charm)
  3. Magic resistance (fear)
  4. Proficiency (weapon)
  5. Proficiency (language)
  6. Proficiency (favoured enemy)
  7. Proficiency (speak to animals)
  8. Proficiency (hide in foliage)
  9. Proficiency (hold breath)
  10. Proficiency (mimic sound)
  11. Proficiency (track by scent)
  12. Proficiency (sense slope, direction or depth)
  13. Proficiency (sense tunnel safety)
  14. Proficiency (sense secret doors)
  15. Daily Affect Normal Fires or other spell cast at 1st level at hp cost of 1d6
  16. Natural armour against fire (2d6)
  17. Natural armour against cold (2d6)
  18. Powerful leap (unencumbered only)
  19. Prehensile appendage (tail, tentacle, etc.)
  20. Natural attack (1d4 melee)

Major heritable traits are more specific but powerful and all spell-like abilities last until sunrise and can only be used on self.

  1. Daily Invisibility or other spell cast at 2nd level at hp cost of 2d6
  2. Daily Monster Summoning I or other spell cast at 3rd level, at hp cost of 3d6
  3. Daily Polymorph Self or other spell cast at 4th level, at hp cost of 4d6
  4. Natural armour against non-silvered weapons (2d6)
  5. Natural armour against slashing damage (2d6)
  6. Natural armour against piercing damage (2d6)
  7. Natural armour against bludgeoning damage (2d6)
  8. Immunity (charm)
  9. Immunity (sleep)
  10. Immunity (fear)
  11. Advantage on saving throws (poison)
  12. Advantage on saving throws (wands)
  13. Advantage on saving throws (ill-fortune)
  14. Magic resistance (priestly)
  15. Magic resistance (wizardly)
  16. Magic resistance (devilry)
  17. Natural attack (2d4 melee)
  18. Natural attack (1d4 reach)
  19. Natural attack (1d4 charge)
  20. Flight (unencumbered only)

Heritable foibles are typically special consequences or abilities with significant drawbacks

  1. Infravision, but no normal vision
  2. Ultravision, but no normal vision
  3. Too large for common armour and clothing
  4. Too small for common armour and clothing
  5. Always recognisable as heritage (horns, tentacles, skin colour, eyes, etc.)
  6. Vulnerable to magic (charm)
  7. Vulnerable to magic (fear)
  8. Cause magical items to malfunction when using them as a consequence
  9. Disadvantage when exposed to hot weather
  10. Disadvantage when exposed to dry weather
  11. Disadvantage when exposed to cold weather
  12. Threaten damage when exposed to loud noises
  13. Vulnerable to fire damage
  14. Vulnerable to lightning damage
  15. Vulnerable to cold damage
  16. Vulnerable to poison damage
  17. Vulnerable to silvered weapons
  18. Magic (divine) ineffective at random
  19. Magic (wizardly) ineffective at random
  20. Magic (devilry) ineffective at random

Rituals are often related to a trait or foible, but it’s hard to do a picklist. I wonder if the better approach is a ritual grid:

A ritual or social action is something that happens regularly, and is reflective of your heritage. Usually it consists of a call or external prompt, and a response that you and your folk do Use these prompts to help create your ritual or social action, or roll 1d10 on each table:

Call: 1. Celestial sign; 2. Animal activity; 3. A specific accident; 4. A weather event; 5. A magical sign; 6. A meeting of minds; 7. An injury; 8. A request for assistance; 9. A death or loss; 10. An unexpected change

Response: 1. Celebration; 2. Meditation; 3. Prayer; 4. Utterance; 5. Gesture; 6. Physical Touch; 7. Ward; 8. Garment; 9. Grooming; 10. Mourning

Now, the basic rule is create your own, but I will do in the end is provide common sets of traits to relate to say, high elves, mountain dwarves, or forest gnomes.

Wood elves. Magic resistance (charm), proficiency (hide in foliage), ultravision. Protect the borders of the Forest of Murk from outsiders. We must celebrate drinking honey wine with our family each month when both the Maiden and the Full Moon are in the sky together, taking no rest.

I’ll do a few of those, just to cover the basic races. I think that’s a neat framework.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on the heritage lists, whether I’ve overlooked anything glaring, or anything of the sort!

Idle Cartulary

6th June 2022

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Rules Sketch: Saving throws

If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

I realised working on monsters, that I didn’t have a saving throw table for each class or for monsters (which are, in second edition, as warriors). The saving throw rule is:

If you are attacked, make a saving throw by rolling 1d20. If your position is controlled, roll with advantage, and if it is desperate, roll with disadvantage. On a full success, take no damage and no effect. On a partial success, take half damage and temporary or partial effect. On a failure, take full damage and effect.

The save you roll depends on the type of attack: Domination for psychic, enchantment, or death magic, Poison for physical fortitude, Wands for magical attacks, Transformation for anything that changes the nature of your flesh, Steel for physical attacks and Ill-Fortune for all else.

Second edition has this table to calculate your saving throw. Based on this we have for each class, a strong and two weak saves.

Or, focussing on strengths, you could say that warriors are strong against steel and poison, wizards are strong against wands and transformation, rogues are strong against steel and wands, and priests are strong against domination and transformation. Nobody is strong against ill-fortune, and there are plenty spare combinations for the supplementary classes I expect to appear.

But what does strong mean? And what are we rolling against? I like incorporating position here, but really positioning should change consequences, and be GM-facing (more or less). Maybe I need to go back and talk about consequences and positioning as part of the basic procedure – because it really should be. If I do that, I can forget about it here, and different classes can have advantage on different saving throws. Disadvantage, is not mentioned, mirroring ability checks.

If you are attacked, make a saving throw by rolling 1d20. Roll with advantage if your class has advantage on that saving throw. On a full success, take no damage and no effect. On a partial success, take no damage and full effect, or half damage and temporary or partial effect at GMs discretion. On a failure, take full damage and full effect.

The save you roll depends on the type of attack: Domination for psychic, enchantment, or death magic, Poison for physical fortitude, Wands for magical attacks, Transformation for anything that changes the nature of your flesh, Steel for physical attacks and Ill-Fortune for all else.

If I’m mirroring ability checks, we need a unique saving throw score, just like an ability score, between 0 and 20. We should generate saving throws exactly as we generate ability scores or, we should relate them directly like in fifth edition. It adds unnecessary complexity to randomly roll them; but it also gives the potential for interesting contrasts and balancing; I’m inclined to give both as options at character creation.

To generate your saving throws, either roll them as you’d roll for your ability scores, or derive them from your ability scores: Domination is equal to your intelligence score; poison to constitution; wands to dexterity; transformation to charisma; steel to strength and ill-fortune to wisdom.

Warriors have advantage against steel and poison, wizards are strong against wands and transformation, rogues are strong against steel and wands, and priests are strong against domination and transformation.

Looking at this rule, honestly, it feels a bit overpowered: Advantage on one saving throw is enough, because it’ll stack with heritage options like the halflings. In addition, the generation rule seems overly complex.

To generate your saving throws, either roll them as you’d roll for your ability scores, or assign the value of each of your ability scores to a saving throw.

Warriors have advantage against steel, wizards are strong against transformation, rogues are strong against wands, and priests are strong against domination.

But, by divorcing saving throw scores from class, I’ve caused a monster problem; albeit a minor one because only boss monsters use saving throws. Basically, do I scrap saving throws for monsters altogether (and relate them to the success of the PC’s roll), or do we give them a specific array? Or we give certain monsters the ability to inflict disadvantage for a saving throw? Or we just make inflict disadvantage on an ability check or saving throw a hard move? That last one, I think. So, when a monster says “save as”, they can cause disadvantage on those kind of attacks as a move (wands and transformation for example). I’ll have to add the the monster conversion rules:

A monster requires the following statistics:

Number appearing, attacks/damage, save as, armour, hit dice, movement type, morale, treasure type, special notes on attacks and defences.

All numbers are compatible with the basic and second edition versions of the game, except for armour and morale.

It may be beneficial to in addition add information for the GM’s inspiration, on frequency, organisation, intelligence, ethos, diet, sleep cycle, climate and habitat, society and ecology, or tactics.

If using a monster in B/X, if their B/X morale score is <5, their morale rating is 5; if their B/X morale score is 6-9 their morale rating is 10; if their B/X morale score is >10, their morale rating is 15. If the monster is in Second Edition, use their morale rating.

To convert an NPCs armour class in B/X or AD&D 2e to Advanced Fantasy Dungeons, consult the armour table and assign an equivalent armour type.

To convert a monster’s “save as” in BX, simply impose disadvantage on attacks for their equivalent class: Warrior equivalents impose disadvantage against steel, wizard equivalents against transformation, rogue equivalents against wands, and priest equivalents against domination.

Thoughts going forward: Disadvantage needs to be clarified in its role and it’s consistency across systems, I think, and likely this belongs in the GM section as a GM action. Having eliminated positioning entirely (but it still being a useful concept), I think that needs to be incorporated into the basic rules and procedure and GM actions.

I also realise that there’s no way to increase ability scores or saving throws; should increasing scores be possible? Second edition says no for ability scores, but yes for saving throws, which suggests saving throw improvement should be a common class advancement. I haven’t written class advancements yet, so I can add that in easily.

Finally, I need to revise the basic procedure section and the GMing section to include the concepts of desperate and controlled positioning, and how those things affect consequences. This is about consistency between systems, and the inconsistency that’s been baked into the piecemeal way I’ve developed this should be ironed out as I work things together into an alpha document.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on saving throws! I don’t think I’ve missed any glaring things, but on the other hand I missed saving throws until this late stage so anything could happen.

Idle Cartulary

5th June 2022

Rules Sketch: Further combat: Monsters and ranged attacks

If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

I forgot a few details in combat again: Namely, how a GM runs a monster from a stat block, and how a ranged weapon hits an ally when attacking into melee rank.

A stat block consists: Number appearing, attacks/damage, save as, armour, hit dice, movement type, morale, treasure type, special notes on attacks and defences. So, what does a GM so with all this?

  • Initiative is equal the highest facing on the damage dice.
  • Roll hit dice to calculate HP.
  • Move up movement.
  • For each attack, threaten damage equal to a roll of a damage dice within range.
  • Take damage first to armour and then to hit points.
  • Roll a morale check when appropriate.

Cool. Rolls are supposed to be player-facing, so no saving throws at all, however HP work the same, so too-and-fro should continue. Let’s see in play how that works, or whether we need to incorporate saving throws into the GMs side of combat.

Now for ranged attacks. This is easy.

If attacking with a ranged weapon into melee rank, on a fail or missed success, randomly select an ally, and threaten damage against them instead.

Cool. Just filling in the gaps.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on further developments in combat.

Idle Cartulary

4th June 2022

Rules Sketch: Factions with gravity

If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

Factions are groups of people who share a similar goal and have collective power to shape the world around them. The community collectively considers them essential for making a world feel responsive and independent of the characters, but second edition has almost nothing to say about them.

I was hoping to run factions just like I ran NPCs, but it feels weak. Here’s what a A-DNA, A-VOW looks like for a faction:

The Garrulous Guild of Thieves have the map to the Jewel of Ichor, a jester’s hat tattoo, want access to the Vault of St Lemay, and want the ascension of St Lemay’s undead soul to godhood.

They pretend to be a thieves guild, but at high levels are a cult, and their leaders seek divine relics obsessively, but cannot allow the body of St Lemay to be disturbed before the ascension.

But if I instead base factions on apocalypse world fronts:

Factions are groups of people who share a similar goal and have collective power to shape the world around them. They might be a council, coalition, cabal, cartel, conspiracy or more. Give them one or more of:

A goal that will impact the PCs

An insignificant sign that they are impacting the world

A significant warning that they are close to achieving their goal

An action they can take to derail the PC’s plans

An action they can take to spur the PC’s to action

So, let’s try again:

The Garrulous Guild of Thieves

They access to the Vault of St Lemay so that St Lenays undead soul may ascend to godhood.

Thieves throughout the city bear their mark; a jesters hat.

When the Vault is claimed, the undead rise every night in the city in small but significant numbers, causing fear and unrest in the population.

They can send their thieves to set traps and thwart their gains.

They can frame the PCs for crimes they did not commit.

Which one is better? I honestly am not sure?

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on factions! What’s better? Is on on the right track?

Idle Cartulary

3rd June 2022

Rules Sketch: Your session

If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

Having separated out the advice for building a campaign and the advice for preparation. into their own sections, the advice for running a session is spread out throughout it the many books in sentences here and paragraphs there. As I read further in response to the impression the advice was absent, I realised it wasn’t, but rather wasn’t organised. Relying on a relationship with the legacy second edition inherited.

In terms of the GMs role, I summarised it earlier as:

The GMs job is to generously and truthfully say what every thing and every one in the world says and wants to do except the PCs, and to prepare for the campaign to the degree necessary to achieve this.

The GM’s job is also to make rulings where the rules are not clear or are unknown, and to maintain consistency in doing so.

This, plus the rules so far really govern what the GM does. So, this section is really an Apocalypse World style set of principles on how to do this. The work has been done for me, most effectively in my opinion Into the Odd and Mausritter.

Mausritter’s are principles are; make the world seem huge, create situations not plots, present the world honestly, make the world a consistent and understandable place, be an impartial arbiter of the rules of the game and the world, telegraph danger, don’t pull your punches and reward bravery. These are solid principles in keeping with the Principia Apocrypha.

Into the Odd’s aim differently: Give information , present choices and show impact. These principles focus on narration and improvisation focused rather than on preparation, which I like.

Throughout this project, especially once the benefit of introducing clocks became obvious, I’ve had to refrain from remarking how like Blades in the Dark the implied structure of second edition is. So, let’s go further afield to Blade’s principles, which are a bulky and cumbersome affair but insightful in my opinion.

In Blades the GM’s Goals are to play to find out what happens, convert the world honestly and bring the location to life. To achieve them, they use GM actions and are guided by GM principles. Actions are ask questions, provide opportunities and follow the player’s lead, cut to the action, telegraph trouble before it strikes, follow through, initiative action with an NPC, tell them the consequences and ask, tick a clock, offer a devil’s bargain, and think off-screen. Effectively, a GM takes an action when there’s a consequence as a result of a roll, or when a scene loses momentum. Note that there are a bunch of these in the other principles, but I like giving the GM concrete things to do, it’s one of my favourite tbh kings about Powered by the Apocalypse lineage games: The GM has a character sheet as well.

The GM principles are: Be a fan of the PCs, let everything flow from the fiction, describe evocatively, assess the characters and the players, consider the risk, and hold on lightly to your plans.

But then it has best practices (maintain the integrity of the fiction, be interesting, create an atmosphere of enquiry, help the players play the game to pursue their goals, sont block, keep the meta channel open, advocate for the interest and capabilities of the NPCs, play goal-forward, cut to the action, be aware of potential vs established function, zoom in and out of the action, being the game system to life on screen, put it on a card) and bad habits (don’t call for specific rolls, don’t make the PCs look incompetent, don’t overcomplicate consequences, don’t let planning get out of hand, don’t hold back on what they earn, don’t say no, don’t roll twice for the same thing, edit ahead and don’t get caught up in minutiae). All of these are good pieces of advice! But this is too much for me, so how could I include anything like this in the game?

My gut is to use the structure of goals and actions to simplify the most important of these principles into narrative-creation oriented actions and player-enjoyment oriented goals. The principles guide everyone’s actions, including the players. The actions indicate how you engage, and they differ between GM and players. Then, we have a clear list of things to do for the GM, which is the way I like it, and the major weakness for me in second edition, because there is no clear indication of what a GM does.

I think extending out the players principles and GM principles so that they mirror each other is a good idea. What are players equivalent to rulings? What is player prep? What is player improv? How do players bring fun to the table? These questions should be answered, mirrored, on one page, so that the players feel an equal part of the team. I’ll come back to this I think.

So, what are the GM and player goals?

Let the PC’s goals drive the story

Let the consequences of the PCs actions change the world

Hold lightly to your plans

Describe the world truthfully

Maintain the world’s integrity

Maintain the integrity of the rules and any rulings

Bring the rules to life on screen

These goals are for everybody, are general enough to apply to everybody, but are still key to driving the GMs preparation and how they direct their actions. Seven feels reasonable.

GM actions are always directed at a PC unless otherwise stated. When a session begins, when a scene loses momentum take an action, or when a consequence is the result of a roll, take an action. The actions are:

Ask an establishing or provocative question

Describe the fantastic

Differentiate options

Foreshadow danger

Threaten damage or something dear

Face temptation alone

Escalate the stakes

Offer an opportunity at a cost

Give what they earnt

Tell a secret

Show the impact of their actions

Follow their lead

Cut to the action

An NPC does something impactful

Something happens off-screen

That’s sixteen actions. That’s a lot. I’m not sure it’s too much. But it’s supposed to be o be inspirational. Ok, and finally, the the five don’ts (better name please help):

Don’t prepare plots, instead prepare powderkeg situations.

Don’t block the players; instead say yes, if they can first do this.

Don’t make the PCs look incompetent when they roll badly, instead make their foes look badass

Don’t overcomplicate consequences, instead choose the simplest logical consequence

Don’t roll twice for the same thing, instead hold the first result until the PCs are in a more desperate position

Ok, so this is still a lot, isn’t it? I feel like it’s digestible in a way that the Blades in the Dark ones isn’t, but practical in a way that Mausritter isn’t as well. They’re more supportive to acting during play than Into the Odds, which is something I think is a strenfrh. I think they’re comprehensive, too?

I’m not sure where to go with mirroring player and GM principles from here. I feel like there’s more to say to help players make choices. Consider how players of third through fifth editions look to their power list and proficiencies to choose how to a act. A similar action picklist to this so they know what to do instead of “I make a perception check”. I’ll have to come back to this, I think.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on GM principles and running a session. Have I developed this out too much? Too little? Mausritter, Into the Odd and Blades in the Dark expanded each of these. Should I expand them as well? I’m inclined to, but there are a lot of actions and principles here. This is one where I’d really appreciate input from the few people reading along, and I’d appreciate input about player actions mirroring these (albeit briefer).

Idle Cartulary

2nd June 2022

Rules Sketch: The basic procedure and revising procedures

If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

Second edition does not describe play at all except through the examples of play. Those examples are good, in my opinion, and I’ve gleaned a lot of designers intent from them. But I like to be more clear about what the procedures of play are. I’ve spoken previously about how different locations in second edition are effectively different boards for the same game, upon which the same rules apply. Like board games, those boards should have common elements. For Advanced Fantasy Dungeons, this is the basic procedure, which isn’t a new thing, but most recently I liked Prismatic Wasteland’s and I’ve adapted that here in combination with second edition’s first chapter.

My gut is that this goes at the beginning of the book, because it’s setting up the books structure, both in terms of we have a basic procedure and we iterate on it, and in terms of these are the PC rules and now here are the GM rules that reflect them. I can’t see anyone playing Advanced Fantasy Dungeons, a strange paraclone of a middle-school role-playing game as their first game, but it’s important to me to clearly set expectations for the rules text, even as it should be tossed aside.

First, we need to define player and GM:

Most players pretend to be a person in the world, their player character (PC). One player, the Game Master (GM), pretends to be everything else in the world.

The players job is to say what their player characters (PCs) say and want to do, what they think and feel, and to answer questions about their background and surroundings.

They depend on the GM to understand their surroundings and what is happening, and when, and where, so that they can do this.

The GMs job therefore is to generously and truthfully say what every thing and every one in the world says and wants to do except the PCs. The GM’s job is also to make rulings where the rules are not clear or are unknown, and to maintain consistency in doing so.

Everyone’s job is to be ensure that everyone at the table is enjoying themselves.

Then, we clarify the general procedure.The general procedure is this:

The basic procedure of Advanced Fantasy Dungeons is:

1. The GM describes the situation and what the PCs see, hear, feel, smell and hear.

2. The players ask clarifying questions and the GM answers until the situation is clear to them.

3. If a clarifying question would require a PC to take action, the GM confirms that they want to take action and if they do, resolve such actions to provide an answer.

4. The players state the action they want to take in response to the situation.

5. PC actions are resolved, changing the situation, and starting the cycle again.

If the actions result in a change of procedure (to combat, social, dungeon, wilderness or town procedures) transition to those procedures as appropriate. The basic procedure always applies.

Then, so I know this works, we fold in the combat, dungeon, wilderness and town procedures so we know they fit around this procedure and where they fit:

Most actions taken in a dungeon – movement, lockpicking, searching, bandaging, spell casting – take a turn. A turn procedes as follows:

1. Roll the exploration die and follow the instructions.

2. Follow the basic procedure until each PC resolves their action, transitioning to other procedures as appropriate.

3. If you do not carry a light source, spend 1d6 HP.

Repeat the cycle as long as the PCs remain in the dungeon.

The exploration die is a 1d6, +1 per turn with no result , interpreted as follows:

1-4, Nothing happens; 5-6. Wandering monster; 7. The environment changes; 8. Light sources exhaust; 9. Spells expire; 10+. Rest or spend 1d6 HP

If you are stranded in the dungeon at the end of a session, each PC rolls to return to the surface. Roll fortune or an appropriate proficiency, against a target equal to the number of turns traveled to escape the dungeon. For every point you fail by, choose either to spend that amount in HP or ten times that amount in GP.

Thinking about this, it might be beneficial to reintroduce the ten minutes dungeon turn because actions can vary in length depending on the location you’re in. Wilderness travel is next, and I note that the procedure is neat, but not clear.

Most actions taken while journeying through the wilderness take one watch. Each day has three watches. A watch proceeds as follows:

1. Players choose whether they will travel or rest for the new watch.

2. For each watch, the GM rolls on the wilderness grid. Roll d100 for what encounter, and 1d8 for the type of encounter:

What encounter: 1. Very rare; 2-3. Rare; 4-6. Uncommon; 7-10. Common; 11-14. Common; 15-17. Uncommon; 18-19. Rare; 20. Very rare; 21-100. Nothing.

What type of encounter: 1-4. Nothing; 5. Monster Traces; 6. Monster Tracks; 7. Monster Encountered; 8. Monster Lair.

Random encounters prevent a watch of rest from being completed, but do not prevent a watch of travel from being completed.

3. Follow the basic procedure until each PC resolves their action, transitioning to other procedures as appropriate.

Repeat the cycle as long as the PCs are journeying in the wilderness.

If you travel for a watch, move forward one hex. You must spend 1d6 HP to travel for a second or and 2d6 HP to travel a third watch.To travel on difficult terrain, roll fortune or a relevant proficiency or spend 1d6 HP.

If you rest for a watch, perform a rest action such as heal, memorise spells, prayer, or repair. There is no formal lists of rest actions, but rather you can only perform one such action per watch (in addition to all of the other things you must do while travelling). You cannot travel and rest the same watch.

Using vehicles or mounts does not allow you to travel further, but horse-sized mounts provide 10 inventory slots and wagon-sized vehicles 20 inventory slots. Flying mounts do not provide inventory slots. Your mount or vehicle may not be able to travel on some difficult terrain (for example wagons in swamps, or horses on mountains). Some vehicles or mounts allow you to travel on terrain that is otherwise impassible (for example boats over lakes, wyverns through the sky).

If you are stranded in the wilderness at the end of a session, each PC rolls to return to the nearest settlement. Roll fortune or an appropriate proficiency, against a target equal to the number of days travel to the nearest settlement, plus the number of turns traveled to escape the dungeon. For every point you fail by, choose either to spend that amount in HP or ten times that amount in GP.

We also need to clarify combat, although it’s very straightforward:

Most actions taken while in combat take one round. A round proceeds as follows:

1. Combatants declare their weapons.

2. Combatants proceed in order of speed factor.

3. Follow the basic procedure until each PC resolves their action.

Repeat the cycle as long as the PCs are engaged in combat.

Each weapon has a speed factor equal to its highest face. Order of action is by speed factor. If more than one person has the same speed factor, choose randomly.

To make an attack, make a strength check for melee attacks, a dexterity check for ranged attacks, or a proficiency check if you have proficiency your weapon.

On a success, threaten injury. On a partial success, threaten injury and suffer a minor consequence. On a failure, suffer a major consequence.

Consequences are at GM discretion. Minor consequences might include you are threatened with injury, the opposing side goes next or your morale is shaken. Major consequence might be two of these, or something else.

When you threaten injury, roll your damage dice to find out how much HP your target must spend to avoid injury, or how much damage their armour suffers.

On an NPCs turn, the GM declares who is threatened with damage. The PC makes a saving throw, and spends HP and armour as they see fit.

When your morale is shaken, make a morale check against either your morale rating (if you are an NPC) or your wisdom (if you are a PC). The GM may grant you advantage or disadvantage depending on factors such as training, overwhelming opposition, ethos, and how your allies are faring.

On a full success, you rally and fight on. On a partial success, your first concern is calculated retreat. On a failure, your first concern is immediate escape.

The social procedure is, it is revealed, not a procedure, just a rule, triggered by the basic procedure. Downtime looks like this:

Downtime is measured in real-time weeks occurring between gaming sessions. Downtime actions are of different lengths, represented as a clock, the length of which is dictated by the action. When the clock is full, you have completed the downtime action. For each week:

1. Choose an available downtime action that the PC took during that week.

2. Follow the basic procedure until the PC resolves their action, transitioning to other procedures as appropriate. The GM must agree that the action makes sense, that the activities being described are within the power of the PC, and that they would indeed plausibly progress you towards your goal.

3. If the downtime action is completed, resolve it and change the situation accordingly.

Repeat the cycle for each PC until you have

Downtime actions can have walls; walls are points at which you cannot process with any more ticks until you perform an in-world task. Downtime actions can have branches; branches are points where the clock ends prematurely, and you have the option to continue with one of a number of new clocks.

On a failure, tick one section of the downtime clock and there is a complication. On a partial success, tick two sections. On a full success, tick three sections. A complication is usually an unexpected wall, an unexpected branch, a relationship consequence, or a hook for further adventure.

A 1 step clock will result in a minor and temporary advantage. A 6 step clock a slight campaign goal or minor advantage. A 10 step clock a minor campaign goal or moderate advantage. 20 step clock moderate campaign goal or significant advantage. A 40 step clock is an epic or campaign-changing achievement.

War fits into the Downtime procedure, and social or appears to not be a procedure of its own, but merely a roll associated with the basic rules. Notes going forward: Revise timekeeping again to reintroduce rough time periods.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on basic procedure, the revised piar procedures, or if I’ve overlooked anything glaring!

Idle Cartulary

1st June 2022

Rules Sketch: Spells and Magical Items

If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

Similar to monsters, I really want spells and magical items to be cross compatible between B/X and Second Edition.

What do those spell descriptions consist of? For B/X, it appears to be range, duration and spell description. For Second Edition, range, duration, area of effect, casting time, and saving throw. These seem all to be present in equivalent spells, it’s just more structured in Sexond Edition.

Translating range and area of effect will require I incorporate the optional positioning rules into spellcasting, and add a range band called “touch” that is closer than melee. Saving throws are already a direct translation, but I suspect they are best ignored as new saving throw names are easier for the GM to rule. Duration and casting times should be equivalent, but casting time has an option for it to be added to initiative, which needs a ruling.

Magical items have a much broader range of descriptions and are not easily adjudicated. A lot of the spell conversion advice applies, as does some of the previous monster advice. I think there will likely be a conversion page sitting in an appendix somewhere, to centralise all of this, but it’ll take playtesting I think to iron out the creases across so many magical items and monsters, although spells aren’t so much of a problem.

Spells and magical items from previous editions will need to be converted. Some rules of thumb apply and will make this process simple and able to be done during play. In outlying or unsatisfying cases, the details of the spell or magical item are at the GM’s discretion. Basic rules of thumb are:

Range is equivalent. In combat, ranges that require touch are closer than melee, and hence always provoke a consequence, ranges in feet are in the reach rank and ranges in yards are in the ranged rank.

Area of effect spells always affect a single battlefield or 1d6 people if not in combat.

Saving throw choice is at GMs discretion.

Duration is equivalent, remembering roughly ten rounds to a turn, and six turns to an hour. Random durations are kept in secret by the GM, but the spell ending should be forewarned in some way when the time comes.

Casting time is equivalent, remembering roughly ten rounds to a turn, and six turns to an hour. In combat, casting times of one round are always last in the order of actions, and for casting times with only a number, this represents their speed factor.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on spell and magical item conversions if you have any!

Idle Cartulary

31st May 2022

Rules Sketch: Perception

If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

Thinking about a common question that will come up with my particular group who was born and bred on fifth edition: How do I make a perception check?

The obvious answer, and — I think — the boring one, is they don’t exist. A better answer is that every proficiency is a lena through which you perceive your surroundings.

“GM, I have proficiency in stonework. I’m going to examine the statue.”

While I’m not opposed to player skill and attention, I am opposed to wilfully withholding information. Information should be easy to find, and I don’t want it gatekept behind one specific roll, but this approach gives the GM an avenue through which they can hand out information, I think.

There is no perception proficiency. If you have a proficiency relevant to your situation, tell the GM. The GM will provide any insight your training might grant in the situation, although they may prompt you to clarify the extent of the insight (“Are you just looking, or do you touch? Smell?”).

I also want a GM facing rule here:

If a PC is using their proficiency to grant insight into the situation, take this as an opportunity to tell them secrets or foreshadow what is to come. Use clarifying prompts (touch, smell, listen, taste as well as sight) to provide them with more information if they agree to follow the prompt.

This is neat, I think. Is it necessary?

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on perception, particularly if this short rule is necessary at all!

Idle Cartulary

30th May 2022

Rules Sketch: Monsters

If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

Remembering that whatever weird design approaches I take, this is full intended to be a cross compatible D&D clone, there are two things to talk about on the topic of monsters: Compatibility in the context of changing combat systems and their role in the campaign itself.

In terms of compatibility second edition and B/X stat block looks awfully similar: Number appearing, attacks, THAC0, damage, armour class, hit dice, movement, morale, treasure, special notes in attacks and defences. The only differences are save as and intelligence. In second edition, all monsters save at their HD level of warrior, so Save As is unnecessary. I can’t speak for the importance of intelligence, though. For Advanced Fantasy Dungeons, we can eliminate the need for some of these, to remain compatible with both B/X and Second Edition. This minimum is:

A monster requires the following statistics:

Number appearing, attacks/damage, save as, armour, hit dice, movement type, morale, treasure type, special notes on attacks and defences.

All numbers are all compatible with the basic and second edition versions of the game, except for armour and morale.

It may be beneficial to in addition add information on frequency, organisation, intelligence, ethos, diet, sleep cycle, climate and habitat, society and ecology, or tactics, to assist the GM in running the monster.

Morale is equivalent to second edition, but B/X uses 2d6 roll. I want simplicity, so rather than directly translating probabilities we’ll use rough equivalents:

If using a monster in B/X, if their B/X morale score is <5, their morale rating is 5; if their B/X morale score is 6-9 their morale rating is 10; if their B/X morale score is >10, their morale rating is 15.

Armour is more complicated, because it’s more meaningful under the Advanced Fantasy Dungeons rules. Simplifying, I suspect, will result in weird edge cases in conversion, particularly for high level monsters, but nevertheless:

To convert an NPCs armour class in B/X or AD&D 2e to Advanced Fantasy Dungeons, consult the armour table and assign an equivalent armour type.

This makes me realise that I probably need a “natural armour” comment somewhere, but that should just amount to “natural armour as leather”, or instead perhaps I need to include examples like “Red dragonscale armour” to give an indication of the breadth of possibility in the armour system.

I mentioned earlier in “stat blocks” frequency, organisation, intelligence, ethos, diet, sleep cycle, climate and habitat, society and ecology, or tactics, which brings me to different types of monsters: There are two types of monsters, the mythic and the natural.

Second edition leans into the natural monster. Paraphrasing Dan D.: A natural monster isn’t evil; it is a symptom, merely the the immediate threat. When it is defeated another will come, because the conditions that created it will create another. Those conditions are complex and rooted in past events, and are the true challenge to overcome (or perhaps, impossible to overcome). The question in response to a natural monster is: “What is disrupting the world?” How do I codify this?

For a natural monster, consider first the immediate cause, then the distant cause which caused that. Finally, choose a sign that might point you to each of those causes. All natural monsters have IDS.

For example, there is an bear-owl rampaging through the farmland, killing the dairy cattle that keep the locals in coin. The bear-owl’s diet consisted easy to catch humming-bloods, but a local priest ordered them hunted down and their nests burnt to prevent further plague. That plague was being spread by the humming-bloods, but only because they’d been used by a young love-witch who used them to steal blood for love potions for the youth of the local town. Corpses of humming-bloods full the bear-owls den and it is pocked with scars from their proboscis, and there have been a run of marriage among the young of the town lately, against all the expectations of the village gossips.

Mythic monsters on the other hand are without cause outside their own determination. Regardless of intent, a mythic monster is likely to be perceived as evil by those it imposes its will on. The dungeon hates you is the most prototypical version of this, but anything can be an incursive force. If your orcs are mythic, they are not born but bubble up from the ichor vomited out by their god Gruul when they died in range battling Ellicon the Bright. There might be only the five dragons, or better a singular Dragon. The Planetar of Elflander bringing their myopic vision of justice from above. Monsters are also often uncategorisable – perhaps a place, perhaps an animal, perhaps a spirit of vengeance? Most monsters in dungeons are mythic, and most monsters in the wilderness are natural. How do we codify the mythic monster?

For the mythic monster consider first the monsters alien purpose, secondly how it’s environment and its associated monsters, act in concert with its intent, and finally what it are it’s eyes to learn how to achieve them. Mythic monsters have PIE.

My biggest hesitation is that I’m not sure that this adds anything to the previously existing NPC framework. Should all monsters be NPCs? How do I choose when to IDS or PIE and when to A-DNA or A-VOW? This all feels a bit fucking much to me at this points. I’m going to rewrite them as a set of principles and not rules.

For a natural monster, always have an immediate cause in mind, then the distant cause which caused the immediate one. For the mythic monster, consider how the environment and any associated monsters will act in concert with it, and what it’s malign intent is.

That’s less concrete, but also less complex and clearer. The example for the natural monster is still useful, and I can write a similar example at a later date for the mythic monster.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on monsters, converting monsters, and how monsters fit into your campaign!

Idle Cartulary

29th May 2022

Rules Sketch: Societal and religious ethos

If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

The second edition DMG spends a lot of time on society alignment. It’s actually not too problematic on the topic:

  • The alignment of the ruler determines the nature of many of the laws of the land.
  • Where the ruler and the population are in harmony, the alignment tendency of the region is strong.
  • Area alignment allows a quick assessment of the kind of treatment player characters can expect there.

So, to summarise the relevant parts of ethos from last post:

An ethos can be a belief or a stricture.

A belief is a folkway, philosophy or superstition, taking the form of: This action is always the correct action, eg. Mercy must be given to all beings.

A stricture is a ritual, act of service, or behaviour, taking the form of:This is true, therefore I must do that, eg. Gods are evil therefore priests must not be tolerated.

If an ethos is observed by an NPC it may provide a bonus or penalty to a reaction roll depending on their own ethos.

Or first should be clarified that to a degree societal and religious ethos already exist because priests and paladins all have (religious) ethos lists and heritages all have (societal) ethos. So this isn’t complicated.

Societies and religions have ethos or a number of ethos, just as individuals do. Their ethos are defined by their leaders and their heroes or gods. Their ethos define their laws, how those laws are enforced, and the kind of treatment people are expected to find in their area of influence.

Choose three ethos for a society or religion. These can be the same for each area of influence, or similar:

A law, what drives its enactment, and how you will show it enforced.

A small common ritual or phrase, what it means, and when you will show it enacted.

A common belief, who it effects, and how people will act in response to it.

Not all members of a population will follow the societal or religious ethos within that society or religion. Societal and religious ethos are best used, therefore, as a way to impress upon the PCs the overarching attitudes and atmosphere of an area and its people.

I like my rules and guidelines to be concrete, but also flexible. I like the these three things structure here, because obviously you can ignore that structure if you wish, and there is further guidance earlier in the book if you want to go rogue from this guideline.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on societal and religious ethos, if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!

Idle Cartulary

28th May 2022

Rules Sketch: Ethos (Part 2)

If you’re walking in on the middle of this series, there’s an index here.

My first post on ethos, my elevation of a minor ruling to cover the failures of alignment as a concept, wasn’t very concreted in its approach, but working through the GM guidance section I realise ai need to revise ethos before I approach the topics of societies and religions in world-building.

Some examples of ethos in the broad second edition line include:

Protecting the wilderness, Maintain natural cycles, Maintain balance between good and evil, Keep the deeds of ancestors alive, Regard the undead as a mockery of true and noble death, Most individuals actions will not prove significant, Gods manipulate mortals for their own ends, and these games must be put to an end, prayer, rituals, proselytising, symbols/clothing, pilgrimage, healing the sick, deliberating children, caring for the sick, eliminating enemies of the faith, courtesy, honour, valour, generosity, fasting, cannot touch the dead, may not fight on holy days, Magic is suspicious and expected to have negative consequences, Lightning and violent weather changes signify the god’s displeasure, Nights when the stars are hidden precede days of ill fortune, Assign personalities and divine interventions to the phases of the moon, If a weapon breaks in battle, it is a bad omen, Stagnant water is an ill omen, The relationships between people and governments exists naturally, Laws should be made and followed, Strength comes through unity of action., There is no preordained order, Individual actions account for the progression of history. All individuals have freedom of choice and right to do what they want, Those in power are always in the right, The strong should always help the weak, Intentionally inflicting pain is wrong, Ignore the past; only the present is important, Knowledge is free and should never be withheld, Taking risks is foolish and wrong, Every individual should improve the lives of others at every available opportunity, Comforts and pleasures serve only to weaken, All individuals are responsible for their own well-being; reliance on others is wrong, Lying is always wrong, Mercy should be given to all beings, Gods are evil and priests should not be tolerated

Comparing the better ethos in this list, they’re largely following either a this is true, therefore I must do that structure, or a this action must be taken. With that we can write a rule.

All PCs have an ethos. Some classes and heritages will have a list of additional ethos you are required to choose from.

An ethos can be a belief or a stricture.

A belief is a folkway, philosophy or superstition, taking the form of: This action is always the correct action, eg. Mercy must be given to all beings.

A stricture is a ritual, act of service, or behaviour, taking the form of:This is true, therefore I must do that, eg. Gods are evil therefore priests must not be tolerated.

PCs gain experience for following their ethos, at the GM’s discretion. A guideline is if there is great cost, gain 500 XP, at a cost, gain 250XP, and gain no XP for no cost.

If an ethos is observed by an NPC it may provide a bonus or penalty to a reaction roll depending on their own ethos.

There is really only one remaining question with regards to ethos, which is can magical items change your ethos or have ethos? I think the answer to the latter is a solid yes, and the answer to the former is a solid magic can mind control you, if safety discussions have been had and accordingly mind control is allowed in your game.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on ethos, or anything of the sort.

Idle Cartulary

28th May 2022

Rules Sketch: Secrets, not rumours

If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

So, in my search for simplification, I realise that I want to amalgamate secrets and rumours. These only exist in passing in the text, so I have a lot of leeway. Secrets are just rumours PCs don’t know, so I think we can depart a little from my previous work on rumours here. As the connective tissue of a campaign; without secrets the PCs won’t have hooks into the world. What do we need from a rumour or secret?

  • Single sentence
  • Enticing
  • Never trivial
  • Abstract

So, a secret should be short, it should be enticing, it shouldn’t be pointless, and it should be abstract in the sense that anyone or anything might possess it. So, I modify the rumours work we did in the stocking section, and transfer it to secrets, which means we have to identify when a secret is revealed whether it is true, false, or misleading.

Secrets

Make a d6 or d8 (depending on size or population) list of secrets for each area. Secrets are not part of the world until a PC or NPC learns them or acts on them but they are all true once they are learnt or acted on.

Secrets should be a single sentence, enticing or interesting, are never trivial, and should make sense in the possession of most anything or anyone.

When a PC finds or seeks information, roll either fortune or a relevant ability check, where a failure indicates that the secret is false, but leads somewhere interesting, a partial success that is partly true, and leads to further secrets, and a full success that it is true.

Once a secret is part of the world, between sessions, when the PCs don’t follow up on a secret they’ve learnt, roll on the reaction table. Apply the reaction table’s adjective to modify the secret and change how the situation develops, recycling names and problems within the area.

Not-yet-real and real secrets co-exist on your secrets table, but play different roles in your game and your preparation.

So, what this does is give “quantum” secrets, simple enough to be tavern rumours, but flexible enough also journal entries or intel from a spy. One sentence can be expanded or flavoured, easily. Once it exists though, it starts to take on flavour and personality, it becomes less of a quantum fact and more of a changing, living part of the world.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on quantum and real secrets coexisting, if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!

Idle Cartulary

26th May 2022

Rules Sketch: Calendars

If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

One piece of preparation that really helps with world-building is a calendar. It gets a whole section in the second edition DMG, but I think of a calendar as twofold: It helps track what’s happened in your campaign to help you prepare for the future, and it helps you improvise.

A campaign calendar is in a real-time calendar, divided into 52 weeks rather than months or days.

Each week or fortnight, generate a holy day, a celestial occurrence, or a magical event. Don’t create the whole year in advance; leave it to your preparation time. Flexibility is better! Remember that different regions will celebrate different religions and festivals, so as your party moves, you can introduce different events.

Each time you complete preparation, be sure record of what happened in the world is written in the calendar. It helps to colour code or highlight different types of event, so it’s easier to track across the whole calendar.

This is a really simple addition, but in combination with a d100 random events generator, it’s pretty powerful for creating a sense of space.

There are some bits and pieces that I’m not sure for in the structure I’m picturing for the book, and this is one of them. I don’t want sidebars, really, because despite the optional rules abounding in second edition, they’re often clearly the lesser or greater choice in the opinion of the designer. In a way, everything in Advanced Fantasy Dungeons is optional, but because of that I want everything to have it’s place so players want to choose the option.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on calendars and time keeping, if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!

Idle Cartulary

25th May 2022

Rules Sketch: Shopkeepers and Fantasy Economies

If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

Economics gets a lot of words, especially in the DMG, but concrete implementations are non-existent. I want to cast fantasy economics in the context of the personal: The shopkeeper and their family. To summarise the NPC post:

To sketch a walk-on or one-note NPC, give them A-DNA: An asset the PCs want, a distinguishing trait, what they need from the PCs, and an agenda.

To portrait a significant NPC, add A-VOW: A preferred approach, a visage they falsely present to the world, an obsession they cannot let go and a weakness that will always defeat them.

And pulling from the DMG, the five principles of fantasy economics:

Shopkeepers are people. Give them at least A-DNA, and A-VOW too if they’re a local who will be met with every trip back to town. Shopkeepers can’t afford to buy things that they can’t sell to the people already in their town. If they could afford a 1000 GP diamond, it’s at a tenth the price, and they leave town to sell it and retire in the city.

Shopkeepers can’t afford to give discounts. If they like your chances, though they might just take a percentage of the treasure you bring back.

Shopkeepers can tell if you’re desperate. If you walk into town looking like adventurers, climbing gear and torches are going to be at a premium.

Shopkeepers sell rare items at high prices. The shorter the supply, the more expensive it is. If you buy the local stores supply of hemp rope, that last length will be double the price of the first, and next time even more so.

Shopkeepers think in whole numbers. Charge double or triple to sell. Offer half or a quarter of the price to buy.

It’s worth acting out shopping because shopkeepers have mouths to feed, and they’ll routinely charge double or triple price, or offer a tenth of the value of an item, because their job is to squeeze the PCs for all they’re worth. I’m not sure where this belongs — NPCs, probably?

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on fantasy economics, if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!

Idle Cartulary

24th May 2022

Rules Sketch: Equipment

If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

Equipment does need simple mechanics like the heavy descriptor which indicates it takes up two inventory slots. I want to minimise these mechanical hooks, though.

In order for us to keep tagging to the minimum, we need general categories and general category rules. Vehicles and mounts should clearly fit into horse-sized or wagon-sized and it is self evident that a wagon cannot travel in swamps or a horse over ice. I shouldn’t have to put “horse-sized” next to “horse”, and I shouldn’t have to put “not over water” next to “wagon”. But I do need to quantify and qualify certain things.

Most equipment simply does what it does. Climbing gear is for climbing. Wagons cannot be used off roads. When in doubt, discuss your equipment with the GM.

If equipment is not listed with mechanics in brackets next to it, it grants a success in a relevant challenge, facilitates the use of a proficiency, or is subject to a general rule. Examples include: Climbing gear, blacksmith’s tools. Covered wagon. Horse. Sailboat.

Encumbrance

Light equipment is purchased in a set of two and two fit in an inventory slot.

Heavy equipment takes two inventory slots.

Quality

Fine equipment is more effective for a significantly higher price. For each level of fine, gain +1, and the price doubles.

Lock (Fine 3)

Mounts and Vehicles

All horse-sized mounts or vehicles provide 10 inventory slots.

All wagon-sized mounts or vehicles provide 20 inventory slots.

Flying mounts do not provide inventory slots.

Weapons

Long-handles weapons can attack only from reach rank.

Ranged weapons can attack only from reach or ranged rank.

All weapons have a damage type that is usually self-evident (broadsword is slashing; rapier is piercing; club is crushing). Damage type should only be mentioned if it is unusual.

All weapons have a dice value that should always be listed.

For example:

Longbow (heavy, 1d10) — left unsaid is piercing, ranged

Clarity, the Tooth of Zeus (broadsword, 1d8, lightning)

Glaive (heavy, 1d6) — left unsaid is reach, slashing.

Armour

Armour is used to prevent certain types of damage. When armour is first purchased, roll its total HP. When it has no further HP it is destroyed. While it still has HP, it can be repaired by someone with the right proficiency and tools. For example:

Breastplate (heavy, 10d6 slashing)

Rubber shirt (5d6 lightning)

Scale shirt (heavy, 7d6 piercing)

Steel helm (2d6 piercing or slashing)

Shields

Shields can be destroyed to ignore all or half damage from a certain category. For example:

Shield (all mundane, half magical)

Tower shield (heavy, all area of effect, mundane, half magical)

Buckler shield (light, half mundane)

I’m sure new things will come up, but there wasn’t anything else in the Players Handbook that isn’t covered by these rules and tags.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on equipment, if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!

Idle Cartulary

22nd May 2022

Rules Sketch: Combat positioning

If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

I realise some people hate the idea of combat without location. But I hate the idea of grids and stuff. And most of the solutions I’ve seen seem overly complex. Here’s my take:

If you do not consider positioning on the battlefield important, consider this optional rule, and allow the GM to apply their discretion.

There are three ranks, equivalent to the three weapon ranges: Melee, Reach, and Ranged.

Each combat has one or more battlefields based on interesting and interactive landmarks or objectives involved. These areas each contain their own three ranks.

Melee weapons can only attack people in the melee rank from the melee rank.

Reach weapons can only attack people in melee rank from the reach rank.

Ranged weapons can attack from the ranged rank into any rank or other areas, but are likely to hit allies if firing into the melee rank.

Movement takes a character between adjacent ranks, or from ranged rank into an adjacent battlefield.

Areas of effect always affect an entire battlefield.

The idea is to minimise the presence of location to something that could be done on a scrap of paper without miniatures. Unless there are scores of enemies, you don’t even have to track who’s where. For a complex combat with five battlefields (seems excessive), you could manage with a three row, five column table on a notepad.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on combat positioning, if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!

Idle Cartulary

22nd May 2022

Rules Sketch: Journeying (Part 2)

If you’re walking in on the middle of the advanced fantasy dungeon series, there’s an index here.

In the context of the dungeon grid, I’m going to revise Journeying. It shouldn’t change much, but I’ll take the opportunity to reduce the rolling mechanics as well. The extra roll is purposeful in the dungeon, as it’s attached to resource exhaustion. Not so much in the wilderness, where I’ve minimised resource management.

Each day has three watches.

For each watch, the GM rolls for a random encounter. On a result of 1, there is a random encounter. Typically, the GM rolls a d10, however it may be decreased for hostile territory or increased for safe havens.

For each watch, the GM rolls on the wilderness grid. Roll d100 for what encounter, and 1d8 for the type of encounter:

What encounter: 1. Very rare; 2-3. Rare; 4-6. Uncommon; 7-10. Common; 11-14. Common; 15-17. Uncommon; 18-19. Rare; 20. Very rare; 21-100. Nothing.

What type of encounter: 1-4. Nothing; 5. Monster Traces; 6. Monster Tracks; 7. Monster Encountered; 8. Monster Lair.

Random encounters prevent a watch of rest from being completed, but do not prevent a watch of travel from being completed.

If you travel for a watch, move forward one hex. You must spend 1d6 HP to travel for a second or and 2d6 HP to travel a third watch. To travel on difficult terrain, roll fortune or a relevant proficiency or spend 1d6 HP.

If you rest rather than travel for a watch, perform a rest action such as heal, memorise spells, prayer, or repair. There is no formal lists of rest actions, but rather you can only perform one such action per rest watch (in addition to all of the other things you must do while travelling). You cannot travel and rest the same watch.

Using vehicles or mounts does not allow you to travel further, but limits or facilitates your ability to travel on certain terrain and allows an expanded inventory.

If you are stranded in the wilderness at the end of a session, each PC rolls to return to the nearest settlement. Roll fortune or an appropriate proficiency, against a target equal to the number of days travel to the nearest settlement, plus the number of turns traveled to escape the dungeon. For every point you fail by, choose either to spend that amount in HP or ten times that amount in GP.

The only adjustments here are around the wilderness probabilities being flatter than before the 2d6 and having 10 rather than 11 entries. Worth it for less die rolls in my opinion. I cut out the part on mounts and will move it to equipment.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on journeying (that’s better than overland travel, right?), if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!

Idle Cartulary

21st May 2022

Rules Sketch: Restocking & Wandering Monsters

If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

There are two things in the campaign that need restocking or refreshing intermittently: Dungeons and Rumours. They’re reflective of the dynamic change that occurs in these locations. Rumours change when they’re not investigated by the PCs, but dungeons should change in response to PC interference or extended absence. A lot of inspiration for these procedures comes from John Bell here and here.

Dungeons require a monster and a trap grid. The grid is simply the areas 2d6 wandering monster or trap table, with the following 1d8 across the other axis; this grid is inspired by amalgamating John Bell’s work here and here.

Monster & Trap Grids

Roll 2d6 for what encounter or trap, and 1d8 for the type of encounter or trap on this table:

1-4. Nothing; 5. Monster Traces/Broken Traps; 6. Monster Tracks/Trap Signs; 7. Monster Encountered /Trap Triggered; 8. Monster Lair/Trap Danger Zone.

(5) is nondirectional signs there is an encounter in the area – a trap not reset, a shed snakeskin, an old camp or a victim. (6) is a directional sign there is an encounter in the area: Tracks, poison darts on the floor, the sound of grinding gears or growling owlbears. (7) is the encounter itself, the monster being in sight (perhaps not aware) or the trap has triggered and the PC has to act or be trapped. (8) is where the monster sleeps, holds its treasure, or sits on its throne, or the PCs realising they’ve put their foot on the pressure plate.

Restocking

Dungeons require restocking after the PCs cause a power shift or they spend extended time away from the dungeon. Restock areas in the dungeon — be they floors, zones or lairs — not the entire dungeon. Each area can have its own wandering monster and trap tables, or the entire dungeon can have just the one: It’s up to you.

When you restock a dungeon, first roll on the transformation table, and then for each room roll on the areas monster and trap grid. If an entry doesn’t make sense (for example, is a transient effect), leave the room empty. Generate treasure as appropriate.

And now we need a transformation table.

Transformation Table

Roll on the transformation table prior to restocking the dungeon. The entries are intentionally vague: Always ask why the transformation has occurred and work it into your new entries.

1. New Tenants. Use a random encounter table from an adjacent area or the wilderness.

2. Trappers. After your first monster, roll twice on the wandering traps table instead of the wandering monsters table.

3. Warlords. The first two lair monsters lord over the monsters in their adjacent rooms. They are at war with each other.

4. Dominator. The first lair monster mind controls all the other monsters in the area.

5. Burrowed. Any two rooms with the first monster rolled in them will have a new secret passage connecting them.

6. Hostile Takeover. Roll again for any empty rooms, on a wandering monster table from an adjacent area.

John Bell’s transformation table was a list of rules, which I’ve simplified considerably. It randomly iterates on each restock, generating depth that traditional restocking doesn’t.

The math in the wandering monster table means that half the time an encounter won’t eventuate. That means I should adjust the Exploration Roll accordingly, which is easy, because spoors is now part of the monster grid:

1-4, Nothing happens; 5-6. Wandering monster; 7. The environment changes; 8. Light sources exhaust; 9. Spells expire; 10+. Rest or spend 1d6 HP

Rumours are similar, but instead of using the transformation table, we use the reaction roll to modify them:

Make a d6 or d8 (depending on size or population) list of rumours for each area, some false, misleading, and true:

1. False; 2-3. Misleading; 4-6. True.

Between sessions, when the PCs don’t follow up on a rumour they’ve heard, roll on the reaction table, applying the reaction table’s adjective to modify the rumour or change how the situation develops. Recycle names and problems within the area as things develop to give the area more personality.

Rumours are much simpler, and I feel like I might be able to replace rumours with secrets in preparation as well, which simplifies preparation.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on restocking dungeons and rumours, and about wandering monsters and traps, and the grid. Have I left questions unanswered or overlooked other things needing restocking?

Idle Cartulary

20th May 2022

Rules Sketch: Non-player Characters

If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

“Nothing is more important to the AD&D game than the creation and handling of nonplayer characters. Without nonplayer characters, the AD&D game is nothing, an empty limbo”

Second edition’s DMG is pretty clear about the central importance of NPCs. Second edition categorises them into monsters, hirelings and full NPCs, but I’m expanding them to everyday people, monsters, grand villains, gods and even factions.

An aside: I rail against the term non-player character, and am a fan of game-master character instead, because I don’t like the implication that the GM is not simply one player of many. They might at most be considered the captain of the team, useless without the larger team but with a unique role with unique responsibilities. But I’m trying to hew to original language here as best I can, unless the results are hurtful, so I’ll continue to use the offending term.

In terms of creating an NPC personality, the advice is to choose one or two of a character trait, physical habit, and physical trait, exaggerate them, and call that a day for a “walk-on NPC”. I’ll call that a “sketch”. For a “significant NPC”, they suggest growing them out of small questions to these sketches traits. Some NPCs are developed to be significant, and for those they have a table for which they recommend two random results, calling out specifically not to develop a background story. I’ll call these more in depth descriptions portraits. This is fascinatingly i’m stark contrast to the approaches taken by popular properties that drove second edition such as Ravenloft and Dragonlance.

Finally, I’m going to come back to the campaign advice, because I think that these are really about NPCs. Campaigns are driven to unexpected outcome by passion, desire, intrigue and virtue. My interpretation of this is that characters either just do it, they build and plan, or they act in good faith. Giving each NPC a preferred course of action of impetuousness, subterfuge or faith (are these good iconic names?) seems like a good implementation of this in my opinion.

So, going forward, we need NPCs to be expandable in terms of sketch to portrait, to be memorable, and to have a preferred course of action (is approach a better name?). And I want it to be flexible enough to encompass everyday people, monsters, grand villains, gods and even factions.

One popular sketch approach is DNA, standing for distinguishing trait, what they need from the PCs, and their agenda. (I’m not sure my source for this, please, if you know it, let me know so I can link it in). This makes for a pretty solid base for a walk-on NPC. For more significant NPCs, add to your DNA: a VOW: A visage they falsely present to the world, an obsession they cannot let go and a weakness that will always defeat them. I pulled this from my Playful Void post on NPCs, simplified. There is one other thing most NPCs have, and that’s a thing the PCs want, but this acronym is pretty sideways already to be honest. I could call that an asset maybe, and then we need a series of random tables to help with A-DNA-VOW.

Factions, then, fit this acronym as well. The Garrulous Guild of Thieves have the map to the Jewel of Ichor, a jester’s hat tattoo, want access to the Vault of St Lemay, and want the ascension of St Lemay’s undead soul to godhood. They pretend to be a thieves guild, but at high levels are a cult, and their leaders seek divine relics obsessively, but cannot allow the body of St Lemay to be disturbed before the ascension.

I did that without looking back, so the acronym works pretty well for a pretty complex summary (portrait) and still is effective as a sketch. I realise now that i this I didn’t use course of action, but I suppose either A could be replaced with action. Or even better: A-DNA-A-VOW. Obviously the guild acts with subterfuge, but if they acted with blind faith? Very interesting twist.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on NPCs, if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!

Idle Cartulary

19th May 2022

Rules Sketch: Preparation

If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

Preparation gets the barest of nods in second edition, compared to campaign building. It’s hinted at here and there, particularly in regards to talking with other players Bout their characters and what they want, but there’s no mention of strict time keeping or records or restocking or rumours or factions.

So, the section in preparation that I think is essential discussion is the first section that’ll be mainly just what I think and what I do, drawing from a lot of the legacy principles that second edition builds upon and doesn’t support. It’s another section that screams “have a worksheet” to be honest.


There are four types of preparation you can perform as GM for play, and you shouldn’t do all of it at once or all the time.

  • Campaign prep the campaign is infinitely expanding. Do this as little or as much as you wish.
  • Living world prep should take between ten and twenty minutes. Do this every week or between sessions, whatever is longest.
  • Improv prep should take about ten minutes. Do it between sessions.
  • Response prep should take about ten minutes. Do it immediately after a session.

For all of these, it is useful to keep is a campaign history: A record of what the PCs do in session and how the world responds, in addition to things happening in the background. Whenever a piece of prep becomes part of the world because a PC or NPC acted on it or reacted to it, add it to your campaign history. Whenever a piece of prep changes a map or map key, do the same.

Living World Prep

Living world prep consists all the moving parts of the world that the PCs do not interact with but which make the world feel alive. This happens in real time, so do it between sessions or once per week, whichever is longer. Progress things randomly or as it interests you, especially as the campaign becomes more complex:

  • Response Prep check: Implement response prep if you haven’t already.
  • Dungeons: Progress the dungeon using the dungeon transformation procedure.
  • NPCs and Factions: Progress projects randomly or as per your interest.
  • PCs: What are the next stages in their projects?
  • Rumours: Delete investigated rumours and progress uninvestigated rumours using the rumour transformation procedure.

Improv prep

Improv prep is quantum prep, in the sense that it doesn’t exist until a PC or NPC acts on it or reactsee to it. Keep your prompts topped up, but delete things you haven’t used in a while as that usually indicates they aren’t inspiring you. These prompts need to be generic so you can work them in easily, but also specific and interesting to serve as hooks in a pinch.

  • Top up your improv prompts to six each of:
    • Secrets
    • Strange or fantastic locations
    • Named and sketched NPCs
    • Unique treasures
    • Monster transformations
  • Events: Check your campaign calendar for events you can incorporate this session
  • Modules or locations: Review any module or location you’re using
  • PCs: Review any PC goals or backgrounds that might be relevant to the upcoming session

Response Prep

When responding to a session that just happened, you simply have to let the world change in the PCs wake. Each PC changed the world in at least one of these ways:

  • The PC emptied something, cleared out someplace or took something away. How did it change the world permanently and obviously?
  • The PC interacted with an NPC who did not die. How did they change that NPC irrevocably?
  • The PC gave something away, told someone about something or left something behind, How did it change the world permanently and obviously?
  • The PC chose inaction when action would have helped someone. How did it change an NPC irrevocably?

Implement these changes immediately if you can, and record them in the campaign history. Change any maps or map keys.

Campaign prep

Continue to expand your campaign world in discrete chunks between sessions at a leisurely pace. Pick any of the following, whatever seems most interesting to you at the time:

  • Map out a similarly sized area adjacent to an already mapped area
  • Map out a similarly sized area related to a PC after asking them for details
  • Create a villain, important NPC or god
  • Create a faction that interacts with an existing faction but in another area
  • Create a faction that is related to a PC after asking them for detai
  • Add an arcane conjunction, celestial event or festival to the real-time calendar
  • Add two or three rumours and two or three events to an area you have developed to draw PCs or NPCs there from afar
  • Create a unique magical item and its ancient and recent history
  • Make a special random encounter table for a terrain that already exists on your maps
  • Expand an existing dungeon by one to three floors by opening up blocked passageways
  • Add a dungeon to an existing map that doesn’t have one

For any of these, simply follow the procedures in the worksheet or in the chapter on NPCs.


So this is the first time I’ve wrote an actual chapter text here, and I’m not sure I’m happy with the loose leash I’ve given myself here.

Things here are drawn from many places over many years, and as I don’t keep a file on which blogs I’ve read for the last ten years, I can’t be more specific with inspirations, except that improv prep in particular takes inspiration from Return of the Lazy Dungeon Master. I need to write a dungeon restocking procedure, a rumour restocking procedure, about campaign calendars, and some examples and definitions around improv prep to fill this out. Prep is a lot!

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on whether this is a good approach to preparation, if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!

Idle Cartulary

18th May 2022