Thursday, June 29, 2017

A Matter of Honor or Blood


This G+ post asked how the community would handle duels not intended to go to the death (For those you should just go with Hack and Slash). It would be easy to just have the player roll hack and slash, and call it good, and that move even states that it is for attacking a prepared enemy.

But what if you're not trying to kill them? I present to you the following:

The Duel
When you cross swords for honor, roll +STR or +DEX. *On a 10+, hold 3, on 7-9 hold 2 and the enemy gains a touch on you. You may spend hold on the following:
  • Draw a small amount of blood, dealing 1 point of damage (2 hold).
  • Avoid the enemy's strikes (1 hold)
  • Touch the opponent without drawing blood (sometimes duels are to a certain number of touches, rather than blood)
*On a 6-, choose one of the following: 
  • You took the enemy's normal damage roll, and lost the duel.
  • You dealt your normal damage roll, and offend some witness for not showing restraint.

Wednesday, June 28, 2017

Material Sciences in Into the Heart of the Dragon

My Into the Heart of the Dragon campaign has a house rule where you can add tags to items that make them worth +50% price per added tag rather than a flat 50 gold. Some items are of a lower quality, and have modifications that make them cheaper rather than more expensive. This reduction is also -50% (usually). If an item’s price would be reduced to zero by modifiers, its price is -80% instead (minimum 1 coin).

As a natural extension of that, I've decided to make a list of qualities and materials using tags. They will vary in price based on the number of good and bad qualities they have. I know this one may not suit everyone, so don't read it if you don't want the extra detail in your campaign

Friday, June 16, 2017

Dragging a Corpse

RPG characters die or are knocked out a lot. In DW, there isn't really much in the way of unconsciousness either. At 0 HP you roll to see if you take your Last Breath. If you win, you're alive, and if you lose, you die. So what happens if part of the bargain is that you're unconscious. and your friends have to drag you to safety? What follows is copied over from here but usable by people who don't care about wench vital statistics.

Ned's Head has Weight 1 (because DW doesn't care about lbs, this is somewhat abstract). After a bit of a wiki-walk, and some Google Fu, I find that there are a number of both medical and non-medical consensus that indicate a head weighing between 4500 grams, and 6500 grams. It would not be unreasonable to assume 10-15 lbs is fair (and wt 0 items are below 5 lbs). a study in 1983 said that the head itself was about 8% of a body's weight. 8% is about 1/12th, so we can assume humans are base Weight 12. Given that, we can assume the following: 

  • A dwarf is weight 12.
  • An Elf is weight 10.
  • A Halfling is weight 6. Though I haven't seen them, gnomes are fairly traditional in gaming, so if your game has them, a gnome is weight 5.
  • An Orc is considered to be 15 weight rather than 12.
  • Add +Str.
  • Multiply Weight by 1d6+9 (which is a number between 10 and 15) to get lbs.
A minor note on Load
I've noticed that using a normal range of Load scores (6-12 plus +STR) would make it difficult for even the strongest party member to carry back anyone who died and any gear if using the +stat rather than the score. With that in mind, a fighter would have up to 30 Load with 18 Strength. It's actually pretty standard in a great number of RPGs for a 18 STR equivalent to have a maximum carry weight between 300 and 450 lbs. If you use +Stat instead, Fighters max out at 15 Load, which is only 150-225 lbs. Use whichever you prefer, I'm gonna use Strength SCORE+x

Tuesday, June 13, 2017

Expanding on Dwarven Stuff

There are a few things in DW that are already dwarven and have specific effects. First, let's talk about Dwarven Hard Tack
Dwarven Hard Tack
Requires Dwarf, Dwarves say it tastes like home. Everyone else says it tastes like home, if home is a hog farm, and on fire.
That one is mostly fluff, but the fact that it requires dwarf (racial trait) and is tagged as a ration suggests that it's a ration for dwarves, and trash for people who aren't (unless they have a move that lets them eat anything). Either that or they're unfamiliar with bacon.

Jokes aside though, there is something to be desired. I give you the dwarven tag:

Armor
Armor made to fit dwarves (i.e. has the dwarven tag) removes the Clumsy tag for dwarves, and adds -1 ongoing to Defy Danger with +DEX for anyone else. Price is increased by 50% for dwarven armor if you're outside dwarven settlements.

Weapons
Shorter than 6 feet, these weapons lose their reach tag. They are often very bulky though, replacing it with the Forceful tag. For weapons that don't have the Reach tag, they still gain the Forceful tag. Price is increased by 50% for dwarven weapons if you're outside dwarven settlements.

Next, let's talk about Stout
Dwarven Stout
When you open a keg of dwarven stout and let everyone drink freely, take +1 to your Carouse roll. If you drink a whole keg yourself, you are very, very drunk.
Nothing wrong with this tag, or with the notion that dwarves are the poster children for alcohol consumption in fantasy RP. But this is something that can stand to be expanded upon, and I will do so here.


The Drinking Contest

 So what does getting very drunk entail? Depends on the fiction. Just kidding, the reason you are here is because for you. there is no current fictional status quo. Here is mine: Whenever you engage in a contest of intestinal fortitude against alcohol, roll +CON

  • On a 10+, you survive the round no problems, and an NPC drops out. (if you want, you can use the Whole Damn Army rules and do 1 point of "damage" against the Tavern equivalent to a "green platoon", or 8 HP.)
  • On a 7-9, take a debility (other than Scarred since alcohol on its own is not disfiguring)
  • On a 6- take 2 debilities, and 1d6 damage
When you become Sick (when you gain the Sick Debility) you drop out of the round. The winner is the last person remaining. If a PC and an NPC are tied, the PC wins. If two PCs are tied, whoever has the better Con score wins. Alcohol based debilities go away at a rate of 1/hour.

Thursday, June 8, 2017

A Whole Damn Imperium

Conscripting a Whole Damn Army
It takes at least a City of Steady Population to conscript A Whole Damn Army, while a Steady Keep can conscript a Whole Damn Battalion, and a Steady Town can conscript a Whole Damn Platoon. If a population is better than steady, you can raise it in a steading one step smaller. Whenever they mobilize, the steading reduces in size by one step. If it is worse than steady, you need a steading one step larger. These conscripts are “Green” until they are trained and maintained They have -7 HP and deal (w[2d6+whatever] damage) no piercing, since they are not seasoned veterans. Also if they have no notable commander, they don’t add +whatever, it’s just w[2d6]. These statistics are modified as per Fortified Superiority if applicable.

Guard Forces
A Whole Damn Army is the equivalent of Legion Defenses, a Battalion is Battalion, and a Platoon is Garrison Defenses. Guard Defenses or less are not worth representing with A Whole Damn military unit (at least not without conscription above). If an army has trained for a season, or been to more than 3 real battles, they are no longer considered “Green”.

Collapse
You can militarily cause a steading to shrink based on its “Conscription” statistics as well. For example, if you have a Whole Damn Platoon, you need a steady town. A Whole Damn Platoon only gets 15 HP, but a conscripted one from a town only has 8 HP (and deals the worst damage roll as noted above). If any city has been reduced to 0 HP, it becomes a village in exodus. If they surrender beforehand, they are reduced to a size appropriate to their HP (benchmarks of 8, 15, and 23 HP, modified by Fortified). Prosperity is reduced a similar number of steps.

Want
When a steading is pressed to provide for an army larger than they could conscript other than their Defenses indicate, they gain Want (military and adventuring goods) and reduce prosperity by one step.

Resources (Everything from here down is Optional)
By default, a Whole Damn Army has far less stability than a steading due to not really having much in the way of consistent trade. They take what they can, and consume it. This is represented by Resources. By default resources are +0. You gain resources by lowering the Prosperity of a city (1 point for every step in reduction, and 1 point per every lost Resource), or by winning a battle against another army. Divide HP by 5 to determine how many points of Resources you get. for a steading of Moderate Prosperity. Add or subtract 1 per level of Prosperity deviating from that. “An orc warchief’s tribute” is reasonably 1 point of Resources.  Resources increase by about a point for every factor of 10 above that. You can spend Resources after battle to gain the following:
  • +2 HP in the form of new recruits, healing supplies from the infirmary, and so on. (For every +6 HP gained, you can add an additional move (or 5 if you want to go with the original rule, 5 HP))
  • +1 piercing damage for the whole of the next battle costs 2 Resource points.

Multiple Resource Coin Value
Whenever you are attacking a group of targets with multiple resource values, you don't add them up to determine the cash value of your earnings for the battle. For example, in a fight against a 6 Resource Whole Damn Army and a city of conscripts (22 HP or 4 Resource) you don't gain 10 Resource. You would need four 6 Resource Point  sources to have the fight be worth 7 Resource (it takes 4 250s to get to 1,000, 4 2,500s to get to 10,000 and so on). It would be fair to say that if you fight any fight involving a force of one level lower than your own, you gain 1 Resource (though not mathematically accurate). If the force is 2 points lower than yours, you need to fight two such forces to gain a point (again, fair but not mathematically accurate) and so on.

Opportunity
The normal rule for opportunity states: 
Subtract the distance (in rations) between the steadings from the steading with enmity’s defenses. If the result is greater than the other steading’s defenses +defense for each step of size difference (village to town, town to keep, keep to city) they definitely attack.
Under these rules, subtract the distance in Resources between the steadings instead to determine if a force will attack. If the distance is greater than the resources, the attacking force loses 2 HP per additional needed Resource.

Surplus and Settling Down
A Whole Damn Army can use resources once the war is over to set up a steading. They gain the default steading appropriate to their army size plus 1 tag per point of resource they spend to advance the steading.