Thursday, December 1, 2022

DF Rules Tweak - Should Higher Purpose give per-die bonuses?

One issue with Holy Warriors in DF is that the other fighter-types, generally, do better against undead or demons than they do. A Knight or Swashbuckler with Weapon Master exceeds them in skill and damage, even against those the who the Higher Purpose applies. Barbarians do so much raw damage that they exceed the Holy Warriors as well.

One solution is to allow Holy Warriors to have Weapon Master. Sure that'll work.

But another idea I had is to make Higher Purpose do per-die damage bonuses. So a Holy Warrior with Higher Purpose 3 vs. undead would have +3 to hit, +3 to defend, and +3 per die to damage. A ST 13 Holy Warrior with a Fine Broadsword would do 2d+7 to undead.

You could allow this to stack with Weapon Master if you are a glutton for such things. Or just allow this instead.

I haven't tried this but I like how it plays out in my head, so far.

Wednesday, November 30, 2022

Possible Felltower Rules Changes

This might be a good time for rules changes, since we're essentially starting over.

Here is what I'm thinking.

Yes

Eliminate Trademark Move.

I've found that Trademark Move just doesn't do what it's supposed to. The purpose is, to speed up combat, you get to spend 1 point on a specific sequence of combat actions and get a +1 with all components of it. You keep using it, and thus the GM and player are on the same page and everything moves along more quickly.

Much of the time wasted in fights has to do with the players working out odds and consulting obscure rules. To combat this, the GM may suggest or even require that each player work out a few “trademark moves” that cover an entire turn’s worth of actions, and write down the effects in advance.

- Dungeon Fantasy 2: Dungeons


In actual play, this is 1 point for +1 to one particular combination which the player in question chooses from a menu of options. They pick whichever is their best option for that time, which may or may not be the +1 Trademark Move. It's essentially a one-combo +1 to skill for 1 point, with none of the game-speed benefits it's meant to bring with it. At best it has no benefit on play speed; at worst it slows things down as people compare move to move to move to pick the one that fits the best.

So it's gone.

Maybe

Fix Great Haste. This is a great time to fix Great Haste. We have literally no one with it at the moment or dependent on casting it. It's a game-play nerf, but it's also a huge time suck in actual fights pretty much except for casters.

We just need to settle on what it does, and any costs that come with it. Maybe it does less but doesn't cost the target any FP. We'll see.

But I'd really, really like to take the time to fix this while it's not a "but I need this to do the thing I do every fight!" issue.

Magic & Money. It might be a good time to throw down a big change on money, like I've thought about before. That is, rescaling magic and money costs. Paut at $1350 will probably produce squawks but in the long run that's not a change . . . it's just not being made as cheaply as swords and such are.

(Amusingly, one of my players suggested this today whilst this post was being written, but after I'd put this on the list. Great minds, etc.)

Fixed Feints. I mentioned this back in the day, too, in the same post.

I'd consider doing Feints as a fixed contest. Win, get a result, lose, don't. No margin of error to worry about. The Rule of 16 is another way to do it, but often necessitates more steps.

(Editing later - forgot one)

Eliminate Signature Gear. I don't think Signature Gear really fits Felltower as conceived and played. I'm not too sure about Weapon Bond as it means people tend to hold on to old weapons forever because they put a point into it, but that's a personal choice. SG just forced me to make sure an item sticks around and is accessible even when circumstances and play style dictate that it would not. I'm leaning more to yes than maybe on this one, to be honest.

We'll see if I do any of the maybes, but I'm thinking about them, at the very least.

Tuesday, November 29, 2022

What next in Felltower?

Sunday was a disappointing TPK. I'd thought the PCs would have gotten out of the predicament they were in, but here we are.

What now?

I agree with my player's assessment that there isn't a lot to do in Felltower that a group of 250s can do. I don't think it's nothing, but I agree that the pickings have gotten very thin. That's especially so given some limitations, such as:

- equipment lost in the depths (although it's likely keys, etc. were left behind in someone's posession.*)

- PCs design choices (places have been limited by people's character personalities)

- contraints of previous exploration (some options have been closed off by previous actions.)

Farming orcs for weapons with Galen in tow is boring to GM, as well, so hopefully it won't come to that.

I'm not enthused by the idea of a new area, either. I might need to do it, but every new area has ended up the same way:

- it's designed for X delves turning out Y loot.

- PCs go for 2-3X delves and over time earn about 2/3Y loot. Many delves are not particularly fruitful.

- It becomes a default area to drop in on when people can't think of what else to do, essentially draining game sessions and in-game resources from Felltower itself, to the detriment of play overall.

If getting to the Lost City wasn't unreliable, and if I didn't just say no to the Caves of Chaos, we'd be back at those again, too. The Cold Fens were explored over and over in fruitless exploration in the face of little else, hoping to blunder into an encounter with loot-carrying trolls or humanoid foes with valuable swords to sell in town. I'd like to avoid that.

But I may need to do something like that again.

I asked my players to opine in before I list some ideas that I have. People are welcome to suggest some here. I'm sure it would be a spur to my player's ideas as well. The only things really off the table are allowing people to start above 250 (a flat, hard no) or play multiple 250s so they can "level up" a few people at once for backups.

Tomorrow or Thursday I'll take a crack at listing what's been lost in the depths - there is a lot of amazing loot down there waiting to be reclaimed.




* I don't know who, which is an issue. I don't really allow for a "party loot pile" in town. Someone has to own any given item. Items that fall off of everyone's equipment lists just fall out of play. But keys and other unique items do tend to migrate in mysterious ways despite this. I'm not really complaining, but insert raised eyebrows here.

Monday, November 28, 2022

GURPS Dungeon Fantasy Session 176, Felltower 124 - Mission for the Masters III - Beholder

Date: 11/27/2022
Game Date: 11/13/2022

Characters:
Crogar, human barbarian (375 points)
"Mild" Bruce McTavish, human barbarian (349 points)
Gerrald Tarrant, human wizard (420 points)
Ulf Sigurdson, human cleric (366 points)
Varmus the Hanged, human apprentice (180 points)
Wyatt Sorrel, human swashbuckler (382 points)

We started off in the dungeon, with the PCs in a dark cave, with Wyatt getting injured with some invisible attack from presumably off in the darkness.

Wyatt and Bruce headed that way, while Varmus, Ulf, and Gerry hung back and cast spells. Crogar hung back with the casters and waited.

Wyatt ran far enough to see a half-dozen Eyes of Death in the darkness. (To be accurate, he knew roughly where they were because of our lighting/invisible icons being visible issues with Foundry last time.) They were roughly 5-6 yards off the ground. He just kept running at them. Gerry and Varmus readied explosive spells.

Wyatt suffered a lot more damage, until after Ulf put Protection from Evil 5 on him. The Magic Resistance 10 did nothing but the DR 5 helped. He ran up and swung at one with AOA (Long) and forced it to retreat up. A second later, Varmus put an Explosive Fireball into the ceiling near it. It dodged down, taking only 3 HP of damage. They're weak, but not that weak. Wyatt later finished it off with a jumping attack. He forced others to the ceiling, but they kept moving up to avoid the sword swings and away from the wizards. Gerry took a shot at one but it dodged completely out of the blast area of his explosive spell.

Bruce moved up as well, as Wyatt fell back briefly, and the eyes turned their damage on him. He has a good HT and a lot of HP but they were wearing him down steadily.

Then, as they felt like they'd figured out how to deal with the eyes, Gerry put on Dark Vision. He saw, off in the distance but closing in, a beholder. (He must have told them over lunch, because before lunch no one noticed it was there, and after lunch break the first thing people did was start doing stuff to deal with a beholder. Talking is a free action so clearly that includes when it's between people's turns. I should have delayed lunch break until the reveal occured!)

They found their magical enhancements - basically Wyatt's Great Haste - just ended. Colored rays came out of the darkness and hit them all, one each. That kept upf for a few seconds, costing some Luck to resist and lots of consternation - and more Protection from Evil spells. The eyes of death floated off to the side, either fleeing Wyatt quickly, or, when far enough, slowly backing up and higher and using their invisible gaze attacks. Varmus took damage from a couple of those, and then from a black ray from the darkness. Then the PCs saw the multi-eyed orb float into view.

From here the PCs kept up attacks mostly on the eyes. Varmus was charmed, and threw a 4d Fireball (he'd rolled a 4 casting!) at Ulf but missed. He passed out a second later from accumulated injury. Crogar was put to sleep as he ran over to grab the fallen Varmus (I think the plan was to try and run somewhere.)

Shortly after, Gerry was first slowed, and then petrified, after resisting multiple ray attacks.

Bruce was hit with fear and charmed, at the same time. He finished drawing a potion and drank it down, healing himself all the way from the low single digits to his normal 41 HP. (He readied his sword after this, presumably, or just forgot it wasn't in two hands anymore.) He swiftly ran up and did an ineffective Move and Attack on Wyatt. A second later, Ulf was paralyzed.

So Ulf prayed silently in his mind, sacrificing 11 xp for a +11 on the roll, asking for the Good God to unparalyze him. He made the roll (exactly, I think). The Good God removed all of their afflictions at once. Gerry was un-pretrified. Varmus had the charm removed. Crogar woke up. Bruce was no longer subject to a -1 from fear and was no longer charmed. And Ulf wasn't paralyzed.

The PCs went back into action. Crogar gathered up his axe and headed towards the eyes of death and away from the beholder. Gerry went back to casting spells - Great Haste, first, and then I'm not sure what next. The eyes of death focused on Bruce after it was clear they couldn't really hurt Wyatt or Ulf reliably.

Bruce rushed the beholder with Wyatt, but Bruce eventually failed a HT roll to stay conscious from his bewildering array of wounds and fell unconscious. Ulf went shortly after from eye of death attacks and the beholder's rays. Gerry after that from a black ray from the beholder and a failed HT roll put him very negative and then dropped him, mortally wounded.

Wyatt rushed the beholder alone. Crogar tried a running jump attack on an eye of death but missed. After that, he turned away from a new exit visible to him - which the eyes were close to - and moved back towards the way the PCs came in.

We ended up with two fights going on. Crogar was hit with a fear effect, and was at -8 to all non-fleeing actions for 8 seconds. He spent all of those running towards the Master's area. He reached it, only to find the way blocked by four obsidian golems (guardians they'd passed on the way in last session.) He Evaded but failed. He tried again and succeeded, and ran past them. One spun and punched him twice but he parried their attacks. He ran past them and out of the room into a new area and stumbled into six humanoid figures consisting of dark, tattered robes with ghostly hands clutching scythes. They formed a semi-circle blocking the only way out. He decided not to try to run past them, too. He ran back to the obsidian golems, who now blocked his way into the octagonal room from this direction. So he did a shield rush on one for 15 damage. It stood its ground (they're strong and heavy), and they all swung at him, injuring him with a hit or two. A second later, he tried to get by and failed, and they all launched their paralytic eye rays at him. One, two, three, four. The second succeeded, and we didn't resolve the others. He was paralyzed. One grabbed him by the neck and proceeded to try and Neck Snap him. We drew the curtain on that fight.

Wyatt kept after the beholder, running in and throwing a knife at it - a meteoric one, hoping it would try to disintigrate the knife like it did Hjalmarr's axe back in the day. It dodged. He kept after it, throwing knives and then his swords, as it kept dodging and playing various eye rays over him to no avail. The eyes of death kept after him, all four that remained (they'd slain 4 of the original 6, and then 2 more joined them.) They could only hurt him on a failed HT roll (most of the time) and then by rolling max damage (1 in 6 times, statistically.) But they began to slowly wear him down. Eventually, he was Slowed by the beholder, but not before it blew a Dodge and took a thrown sword in the body. It hurt, but its hard hide/shell protected it. Even slowed, Wyatt just kept slogging over to his weapons, kicking them into his hands, and then throwing them, once ever four seconds. Eventually, he scored another hit, putting out the main eye with a thrown dagger. But before he could do any more, his luck ran out - he eventually failed to resist a sleep ray, and fell asleep.

That was second 69 of the fight. He had five more seconds of Protection from Evil, after which the eyes and beholder would have just finished him off easily once his +10 to resist and 5 DR went away.

And that was that. TPK.

Notes:

- Not much to say overall here. Second year-end beholder massacre in the campaign. I'll follow up tomorrow with a post about what's on tap.

- Gerry's player opined that - even before the beholder showed up - that this was going to get them killed, uselessly. No power items, no time to recover energy after castings, etc. He didn't see the point. Wyatt's player argued that getting them killed off in the process of killing some enemies probably was the point. I know who is closer to accurate, but I also hold the Masters' cards close to my chest.

- My beholder isn't exactly an AD&D beholder, but it's not one of the later ones, either. It's very much based on the AD&D version but scaled to GURPS better. So it isn't incredibly slow, and its rays don't have crazy ranges, and it does have some weak points. It's dangerous and it's a boss monster but they aren't invulnerable. They can be lethal.

- Magic Resistance - in fact any non-HT-boost - has no effect on the Eye of Death attacks. I think my players were disappointed but I wrote the darn things up, and I know I'd have mentioned MR if I'd meant to mention MR. Beholder writeups do. Cosmic ignores all DR didn't seem sufficient when faced with DR 5 vs. supernatural evil attacks, which this clearly is. So that's one way to fight them . . . PfE 6.

- I'm taking over charmed PCs in the future. Varmus was going to throw his fireball at Wyatt, who was facing him, instead of back-shotting a helpless caster (Ulf.) I overruled that. Bruce did a Move and Attack on Wyatt from behind while within easy Committed Attack range. We've had dedicated eye snipers go for limb cripples, vitals-hunters shoot extremities, and so on. People can't help but kid glove their moves when it is a PC. Nice to know, but it means Charm attacks are a waste of time for the GM and I'll need to replace them with save-or-suck attacks that just take you out. Otherwise it's a foolish move - "Makes the victim completely loyal to the caster, except if he has to do something he wouldn't do without having been charmed, in which case he'll do the least efficient thing that kinda-sorta helps the caster" = a waste of time.

- I'm not sure what Crogar was going for. He was under a fear effect, and so at -8 to do non-fleeing actions for 8 seconds. But he was trying to get away before that, and was just cut off by the eyes. He ran into some new monsters, ran from them (probably a good idea), and then shield-bashed the obsidian golem. They finished him off quickly after that. Servants of the masters, sure, but the golems aren't smart enough to deal with "Defend yourselves, but don't kill other servants." I think he was concerned that lacking Protection from Evil he couldn't risk the eye rays or eyes of death, but I'm not sure what the plan was. As always, I don't really ask, I just referee.

- Prayer worked - and it had better, with an 11 xp sacrifice to do it. The ask was very small - to free Ulf from paralysis. The Good God did him a bit better, and just wiped out all negative status effects (and one Great Haste, too) and left the PCs all ready to restart the fight.

The issue with asks from prayers and wishes is that I often find them disjointed - people don't ask for one thing, but 2-3 vaguely related things, or they ask for something so constrained that I'm not sure what they really want. I figued this was close to what they wanted. On a critical I'd have just restored the whole party to fighting shape and HP and FP, but it wasn't a critical. I think he made the roll exactly even with that +11.

In the end, it didn't matter. It gave them another chance but they weren't able to capitalize.

- I'm bummed. I wasn't expecting this to go easy but I didn't think it would be a TPK. I was hoping they'd have won the fight and/or found a way out, to come back and get revenge on the Masters in the end. After the last beholder battle that they'd realize the best defense is a good offense. That, and when they discovered its real weak points - it depends heavily on its anti-magic ray (and Gerry could ignore that, albiet at a -5) and non-magic resistant targets for its eye rays - seemed like a turning point. But ultimately, it was not to be. They couldn't coordinate the melee attacks with ranged attacks that would force their foes down from the ceiling, and mostly ended up fighting one-on-one battles or piecemeal attacking. No one with thrown weapon skills aside from Wyatt even had throwable weapons, and the lack showed here.

MVP was Wyatt's player, for basically almost making this work somehow.

Sunday, November 27, 2022

Felltower pre-summary

Short pre-summary today:

- Suprise! Eyes of Death in the darkness, and the PCs without much ranged firepower.

- Suprise! There was also a Beholder.

- No more surprises after that . . . but there was beholder and PC blood spilled. Details tomorrow.

Saturday, November 26, 2022

Foundry Lighting - Fixed!

This morning, Vic and I finally fixed the lighting.

It turned out to be a bum token - Gerry's token was, for some reason, emitting 360 yards of dim light in a 360 degree radius.

How we found it was the old fashioned hard way:

- we reset all the settings we could on the original map

- we created a text dungeon and did the settings from scratch to see if they worked (they did)

- we created a duplicate of the original map to see if the problems persisted through changes (they did)

- we created a new map and pulled the walls over to see if that worked fine (it did)

- we brought over the tokens . . . and the problem reappeared.

So we then put down one token at a time until we found the problem.

That fixed on the original map and on Gerry's prototype token, the problem went away.



We/I also solved a few other issues:

- How to make Gerry invisible to everyone but him, even if they de-select their icon. That took making him Owner-only, and using an invisibility macro that Vic gave me a while back.

- How to put icons down invisibly - hold down Alt when you click to place them down.

- How to add icons invisibly to the turn tracker - have them toggled to invisible (the above Alt-click method works fine if you're placing them the first time) and they will be invisible in the tracker.

- How to make someone invisible in the tracker (it's the eye icon).

- How to shade the lighting so it's dimmer outside the bright circle (at max, "dim" and "bright" look identical.)

I also experimented with Perfect Vision - I'll likely use it next time, but not muck with the game at the moment. And I deleted a bunch of modules we don't use anymore or which didn't keep pace with Foundry updates.

So that's a lot of fixes done. Thanks Vic!






For you guys playing along at home, here is the Invisible Macro:

const effect = token.actor.effects.find(e => e.getFlag("core", "statusId") === "invisible");if (effect) return effect.delete();await token.actor.createEmbeddedDocuments("ActiveEffect", [{ icon: "icons/svg/invisible.svg", label: "Invisible", "flags.core.statusId": "invisible"}]);

Friday, November 25, 2022

Links & Thoughts for 11/25/2022

Friday links and thoughts gripes!

- I didn't know there was a CRPG based on the Odyssey, kinda, in German. Where you can play a butterfly.

- I aspire to this level of fatality in my games. And diversity of deaths. We're getting there.

- This is a very cool city make called Queensport.

- I still can't seem to figure out lighting in Foundry. I have a dungeon room where the PCs get full, unrestricted line-of-sight dispersal of Fog of War, despite having light sources that only extend out a few yards. Instead of darkness, they just have areas that are less-than-fully-lit that they can see out until a wall blocks them. Resetting Fog of War does nothing. Changing their vision to nothing and lighting to nothing and resetting it all gives the same results. I just don't understand how to make it so that they can see normally within range of a light source but not otherwise. I did not have this problem on an earlier map. Just now.

- So many sales, but I haven't painted more than a few minis in a year or so, and haven't finished reading everything I've already bought. So I'm largely sitting this out. Even this 3 for 2 on top of 50% off 5e D&D sale isn't quite doing it for me.

- I'd linked to the kickstarter for Tonisborg. Here is a post talking about why they didn't do a PDF. I understand, but I also remember fully OCR'd PDFs of out-of-print books popping up in the early 2000s. And I understand what others have said - including at least one independent author - that those who would steal your book weren't going to buy it anyway. I'd love to see Tonisborg, but not enough to pay a lot to get a physical copy shipped to me. I eye my game collection and wonder who will end up with what when I move to a smaller, more distant place . . . and I'm reluctant to add anything to the collection that isn't going to follow me forever at this point. Or which has some trait that makes it worth owning on paper in order to benefit from its use now. So no PDF . . . I'm not likely to want it at all.
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