Showing posts with label Campaign. Show all posts
Showing posts with label Campaign. Show all posts

Wednesday, December 4, 2024

Upscaling d20 bullet damage

In a previous post tied bullet damage to the diameter of a round multiplied by the ratio of length to caliber in millimeters. This works fine for bullets which rarely go over 1 inch in diameter, and rarely have a ratio greater than 10:1 (which would max out at 10d12). I randomly mentioned this blog, and that got me pondering how the math would work out. Having looked into NATO Fox Calls for fighter planes, I came to realize that a large amount of weapon specs are available for US Munitions on wikipedia. I'm sure missiles are a bit more complicated than what is presented here, but I thought it would be worth the thought exercise. That being said, one note to mention is that in the previous post, the maximum size was d12 for 1". Most missiles are going to be more than one inch, and the inches should probably be multiplied separately from the ratio, but it seems easier to add the inches to the length ratio and multiply by that number. Both methods are shown here so anyone who wants to use them can use either method

Missile                     Dimensions (ratio) Damage
AIM-7 Sparrow (Fox-1)       ~8x144" (~x18)     d12x26 or d12x144
AIM-9 Sidewinder (Fox-2)    ~5x119" (~x24)     d12x29 or d12x120
AIM-120 AMRAAM (Fox-3)      ~7x144" (~x21)     d12x27 or d12x147
AIM-54 Phoenix (Fox-3)      ~15x154" (~x10)    d12x25 or d12x150
AGM-114 Hellfire (Fox-2)    ~7x64" (~x9)       d12x16 or d12x63
RPG-7 Round (~75x950mm*)    ~3x37" (~x13)      d12x16 or d12x39
AT-4 Round (~84x245mm*)     ~3x9" (~x3)        d12x6  or d12x9
Minuteman ICBM (~5.5x60 ft) ~5x60' (x11)       d12x785 or d12x46,800

Percentile Damage
You may have noticed that multiplying caliber and length separately produces damage in excess of 100 in all cases. It may be helpful to roll fewer dice and get bigger damage values. In that case, round the maximum damage to 100 points in whichever direction makes the most sense, and use that number of d100s. The following is the result of that.

Missile                     Damage Maximums    Percentile Roll
AIM-7 Sparrow (Fox-1)       1728               18d%
AIM-9 Sidewinder (Fox-2)    1440               14d% 
AIM-120 AMRAAM (Fox-3)      1764               18d%
AIM-54 Phoenix (Fox-3)      1800               18d%
AGM-114 Hellfire (Fox-2)    756                8d%
RPG-7 Round (~75x950mm*)    468                4d%
AT-4 Round (~84x245mm*)     108                1d%
Minuteman ICBM (~5.5x60 ft) 561,600            d%x5616**

Tuesday, January 5, 2021

Musings on Firearms in d20

A long time ago, way back before there were two kinds of Dungeons and Dragons, in an era where the first kind had only three editions, there was a modern version, with guns. It was sort of ok for generic purposes, but they ended up having to put out further supplements on additional firearms, both fact and fiction. That's all well and good, but ya know... it's probably out of print or something, and also you might not want to encourage piracy even if there aren't going to be particularly strong consequences for it. With that in mind, I came up with my own system for gun damage.

Damage Dice
Guns (and everything) deal(s) damage based on F=MV, but we don't need to complicate this. We can replace F with Damage, M with the size of the bullet, and V with a typical load of propellant. We don't have to even do it directly, we can just sort of provide a logical basis.

In this case, the M of the bullet is tied to its caliber, we'll assume that the following is true:

Caliber     mm           Dice
up to.25    up to 6mm    d4s
.26-.40     7-10mm       d6s
.41-.55     11-14mm      d8s
.56-.75     15-19mm      d10s
.76-1"      20-25.4mm    d12s

The V of the bullet is tied to its case length inasmuch as the case length defines what safe amounts of powder can be used to fire projectiles from it (actually thickness and material is more important than actual length, but it's a close enough abstraction for our purposes). To determine the number of dice, use (Case Length/Caliber in mm, rounding to the nearest whole ratio e.g. 9x19 Parabellum is 2d6 with 19 being 2.1x the length of its 9mm caliber. AK rounds (7.62x39) deal 5d6, and 5.56 NATO rounds deal 8d4. A .50 BMG being 12.7x99 makes it 8d8.  Likewise, a slug in 12 gauge is typically 18.5x70mm, which amounts to a ratio of 3.75, or 4d10.


Shotgun Shells
Instead of going into excruciating detail about how many different levels of buckshot and birdshot there are, we can just assume that buckshot reduces dice size by 1, but adds a 2 dice (5d8 instead of 4d10 for 12 gauge) birdshot reduces dice size by 2, but adds 3 dice (7d6 instead of 4d10 for 12 gauge), and Frangible reduces dice size by 3, but adds 4 dice (8d4 instead of 4d10 for 12 gauge).

Oh and one final thought: That original document may have propagated a myth that shotguns fire in a cone. They sort of do, but even at 150 feet you're only going to get about a 3" spread or so.

Weapon Actions
We will categorize weapon actions more broadly here for the sake of game rules--and because if we didn't a character with an M-16 can easily fire off their entire magazine in under a full round.

Single Shot
Covers breach action shotguns, flare guns, bolt action rifles, and single action revolvers.
  • Each attack with this requires a single action (in PF2e) to bring a new round into battery
Semi-auto
Covers magazine fed auto-loader pistols, double action revolvers, lever action rifles, and pump action shotguns. 
  • You can fire off as many shots as you can pull the trigger. It's a two action activity to multiply damage by 1d3, and a three action activity to multiply damage by 1d6. This costs 3 and 6 ammo respectively
Full-auto
Covers anything where one press of the trigger equals multiple bullets, including modified trigger assemblies that fire a second round when the trigger is released.
  • With selector fire you may treat the weapon as a semi-auto
  • If it's full auto only--or you've selected burst or full auto--you can still limit your trigger pulls to multiply damage by 1d6 with a single action activity (costing 6 ammo)
  • You can multiply damage by 2d6 as a 3 action activity.(costing 12 ammo)

Saturday, May 5, 2018

Damage is a Fickle Bitch

The chief complaint I get from my players about DW is that players roll 10 or 12, and get a damage roll of 1 (or sometimes 2-3 if they took the extra d6) and that damage tends to gets soaked by armor. On Reddit someone even told me that late game DW tends to turn into a bit of a survival horror. I haven't tested late game myself, but I can tell you how incredibly frustrating it is that people who are supposed to be capable combatants but roll a series of very low damage rolls can't always take it on the chin like a champ. It is with that in mind, that I randomly thought about making damage less fickle :

Typically a character's base dice will be a d6, d8, or a d10 (with one notable instance of a d12). In order to make damage less fickle, assume one of the following

  • Subtract 4 from everyone's dice type, and add the remainder to a d4. For example, a d10 would be 1d4+6, and a d6 would be a d4+2
  • Subtract 6 from everyone's dice type and add the remainder to a d6. For example, a d10 would be 1d6+4, and a d6 would stay a d6.
Whichever option above is chosen, only modify the base dice. Additional dice granted for any reason remain unchanged.

Sunday, April 1, 2018

Optional Spell Points variant

The default rule of Dungeon World is that Wizards can just cast a certain number of spell levels (Level+1) Clerics can Commune for the same number of spells, and everyone else in Core operates under the assumptions of any spells they chose for Multiclass Moves. It is with that in mind that I give you

Empowered Spellcasting
Replaces Commune or Prepare Spells
Instead of having to pray for spells or prepare spells, now you do that with Spell Points. You are not shoehorned into a restriction of which spells you can cast on any particular day, merely how many spell points you have. There are a few options here depending on what your GM wants to use

Eqivalent Spell Power
You get Level+1 Spell Points that you can spend as desired.

Attribute Based
You get Level+(Casting Attribute), where Casting Attribute for Clerics and Disciple (Class Warfare) based casters is +Wis, Casting Attribute for Wizards and appropriate Magician (Class Warfare) based casters is +Int, and Casting Attribute for Bards and other Magician (Class Warfare) casters is +Cha.

High Power
You get Level*Casting Attribute Spell Points.

Risks
As per normal spellcasting, there are risks associated with the amount of energy you spent to cast the spell. In this system it works differently. A badly cast spell generates a number of risk equal to its level. So a 3rd level miscast spell generates 3 points worth of effects

Variable
  • Forget the Spell: Doesn't happen. You know the spells you know and that's it. You merely lose additional spell points, reducing risk by a point per Risk reduced.
  • Let's Make a Deal: You are contacted by a powerful, potentially corrupting, entity. This removes all Risk Points your last failure or 7-9 generated.
1 point
  • Unwanted Attention: A single Horde tagged creature appropriate to the spell or the area arrives. before your next turn.
  • -1 to Cast: This lasts a number of your turns equal to the spell's Level
2 Points
  • Unwanted Attention: A single Group tagged creature appropriate to the spell or the area arrives.before your next turn.
  • Valuables are Damaged: When you roll Treasure, reduce the number of rolls you make by -1, or assume the value or amount of goods in a roll with a value or amount is halved.
3 Points
  • Unwanted Attention: A single Solitary tagged creature appropriate to the spell or the area arrives before your next turn
  • Environmental Effects: Everyone should Defy Danger for the remainder of Combat before they can make Hack and Slash attempts. If damage is to be had, the amount is either the Caster's Base Damage (possibly with added moves) or the Spell Damage, whichever is better. 
4+
Mix and Match: Choose effects from lower point value entries in combination with each other.

Backwards Compatibility
Some of the Risks are appropriate choices for 7-9 or 6- in games that don't otherwise use the rule.


Wednesday, December 27, 2017

A Whole Damn Army Simplified

I have discovered a shortcut for making Group/Horde monsters into A Whole Damn Army of its own
If two questions would grant the same tag don’t worry about it. If you like you can adjust damage or HP by 2 to reflect the tag that would be repeated, but it’s not necessary.
What I'm about to tell you is strictly not RAW... but it is simple. You ready for it? Here Goes:
Take any Core example monster of Horde or Group organization sizes and add 1 instance of Uncanny Endurance (+4 HP) for every multiple of the party's number. So a party of 4-5 members fights a horde of 50 whatever as if it had 10-12 levels of Uncanny Endurance.

If they number more than 50 or so, you should probably also add Huge since a platoon is roughly 4 squads of 10. That and 50 people probably don't fit into a house. This addition is optional though.

For the purposes of Damage From Multiple Creatures, add +1 per Uncanny Endurance (equal to +1 per multiple of the party's population) rather than one per individual monster. If the party has allies that make the ratio smaller, don't increase damage as much as normal (to reflect the fact that some of the damage goes to the players' allies). So for example, in the above 10-12 levels of uncanny endurance, the party would take the full +(levels) of damage if they were the only combatants. If they had 20 allies though, the ratio is 2/5 so players would take +4 damage instead of +12.

Saturday, July 8, 2017

A Whole Damn Army: Taxation and Upkeep

So I saw the following in Dungeon World

A hovel
20 coins
A cottage
500 coins
A house
2,500 coins
A mansion
50,000 coins
A keep
75,000 coins
A castle
250,000 coins
A grand castle
1,000,000 coins
A month’s upkeep
1% of the cost

Given how much I've written about A Whole Damn Army there's probably enough there to make some assumptions about what kind of fees are charged by legitimate road authorities, and The King's Tax Collectors. A good baseline is that the highest ranking feudal figure in the settlement's home determines the monthly tax based on a value roughly twice the amount of a month's upkeep (so a city supporting "A Grand Castle" has up to 20,000 coins in its coffers.) 

Resources
This article suggests that a "An orc warchief’s tribute” is reasonably 1 point of Resources." and that each extra point of resources is an order of magnitude (roughly a factor of 10). That means the Grand Castle settlement is worth ~3 Resource, the Keep or Castle settlements are worth 2, and the Mansion at 1000 coins is worth 1 Resource.

Taxation and Population
If we assume the majority of a population lives in cottages, and half of the upkeep is taxation, that amounts to a tax of 3 coins per person.  This means "A Grand Castle" needs a supporting population around 7,000 (6,666 to be more specific), a Castle needs around 900 (call it a thousand), a Keep needs 250, and a mansion 200. So...

A Village is less than 200 people
A Town could reasonably be 200-500
A Keep is probably 500-1000
A City is 1-10,000, with the largest medieval city ever being no more than a million or so (It would take less than 50,000 to make "A dragon's mound of coins")

Wednesday, July 5, 2017

Backstab: What I don't like about it and how I "fixed" it.

Let me just say it's not a bad move, but it has a few problems that don't really jive well with my idea of the fiction, and how I think thieves should work. Here's the default rule:
When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX. *On a 10+ choose two. *On a 7–9 choose one.
  • You don’t get into melee with them
  • You deal your damage+1d6 
  • You create an advantage, +1 forward to you or an ally acting on it
  • Reduce their armor by 1 until they repair it 
  • Use a bit of gear for another effect that fits within the fiction
What got me even thinking about it in the first place is a player asked me [sic] "would that provide any bonus? sneaking around attacking a creature from its opposite flank? or would it be just the same as running up and punching it in its smug face?" Initially, I couldn't really answer the question, or at least didn't answer it correctly.

I said no, DW doesn't do that per se, your situational bonuses are in moves. But then I read closer "you create an advantage, +1 forward (etc)." Alright, that's all well and good, but they rightly pointed out "surprised and defenseless". So it dawned on me that the onus is upon me to determine every time whether a foe is surprised and/or defenseless, and I thought the way to do that was Defy Danger. I didn't like that.

Next there was "you can choose to deal your damage or roll +Dex", then choose 1-2 options, one of which is damage with a bonus, and a couple others have nothing to do with hitting anyone. So I  removed the redundant option, and wrote the following "replacement" move for use in my games:


Skullduggery

When you engage in tricky underhanded tactics, roll+Something*. *On a 10+ choose 3 different options. *On a 7-9 choose 2.
  • You don’t get into melee with them
  • You deal your damage+1d6
  • You create an advantage, +1 forward to you or an ally acting on it
  • Reduce their armor by 1 until they repair it(edited)
*Depends on how you describe the tactics.

It removes the need for me as a GM to define if the opponent is surprised (that can be an assumption behind "tricky underhanded tactics", but it doesn't have to be) and make the player roll Defy Danger. It doesn't force the player to strike immediately, and allows them to represent flanking or planning as appropriate with +1 forward. And finally, I prefer "choose 3/choose 2" over "choose 2/choose 1"

Is it broken? Probably, but I thought Backstab was broken in the other way (in being too narrowly defined).

Sunday, July 2, 2017

A Whole Damn Army Example: The Hellfire Imperium

Taking in the rules expressed in this, that, and the other entry, my Into the Heart of the Dragon game features a nation-state called the Hellfire Imperium, and I can stat out the nation-state's Capital City, called Dis. Dis is responsible for the creation of A Whole Damn Army of Imps. We start with the base stats of Dis.
  • Dis is a City
By default a city is Moderate, Steady, Guard, Market, and Guild (Iniquities). It also has Oaths with at least two other steadings (Abaddon, Sheol), usually a town and a keep. If the city has trade with at least one steading and fealty from at least one steading choose one (as a capital city, it does):
  • The city has permanent defenses, like walls: +Defenses, Oath (Ikisat)
The city has one problem
  • supernatural defenses: +Defenses, Blight (Is a literal Hell on Earth)
These upgrade Dis' Defenses to Battalion, thus the city has a force with these stats on hand:

A Whole Damn Battalion                                                       Horde, Huge, Organized, Intelligent,
Terrifying
Tridents and Fireballs (b[2d6+7] damage 1 piercing)                                                    24 HP 7 Armor
Reach, Forceful, Near, Far
Special Qualities: A Metric Shitload of demons!
  • Shatter Their Morale! (any)
  • Loose! (Archers)
  • Hold the Lines! (Pikes)
Because they are practically Hell on Earth, in addition to these base defenses, they can conscript enough Lost Souls to also field the following army (who are not inexperienced, even though they are conscripted from the general population).

All the Damned Souls                                                               Horde, Huge, Cautious, Intelligent,
Terrifying
Wall of Woes (w[2d6] damage* and heal the same amount)                                         32 HP 7 Armor
Reach, Forceful, Near, Far
Special Qualities: A Metric Shitload of souls!,
  • Surround them! (Infantry)
  • Their souls are forfeit!
*These souls are loathe to cause any more harm than they may already have for fear they will be further punished, yet they are still willing due to their inability to escape said punishment.

If they have several days notice of an attack, they can call for another Whole Damn Army from the combined resources of Abaddon and Sheol--which would have +5 HP and an extra move--and some Dragon Riders from Ikisat.

Resources
At Moderate Prosperity with a 32 HP citizenry earning the Wages of Sin, they have coffers no larger than 250,000,000 (6 points)

At 24 HP, the Battalion has roughly 2,500,000 worth of military supplies.(4 points)


Saturday, July 1, 2017

Spout Lore: The Steel King


The Steel King was once a mortal gone to the mountain of the gods to become a disciple of the dwarven god of smithing, Navanor Truestone. Around this time, the god's daughter Inebra Truestone was but a godling. The mortal attempted to woo her while under her father's tutelage, and when the father found out, the mortal was cast to the fiery underworld. The citizens of Towmyen think this has something to do with why the Blasted Wasteland is so large.

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

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. 

Wednesday, May 24, 2017

Commanding a Whole Damn Army

So I recently made a blog and G+ post about size, tactics, and morale of military units in light of my Whole Damn Army creature. A question was posed "Do you see this as characters interacting with GM controlled armies, or allowing players to control armies as well?" in the context of me potentially making a book out of mass combats in Dungeon World. So I while I'm still not sure I want to create a whole book about mass combat, the idea was intriguing to discern the difference between a GM move and a player move as the distinction is relevant. Consider the moster as written, a pile of GM moves. Player moves are going to be based on different assumptions of GM moves.

Damage
As a GM move- Wall of Steel deals (b[2d6+7] damage, 1 piercing). This assumes a couple of things

1) a soldier deals 1d6 damage, so a group of them deals the best of 2d6
2) with enough adversaries at least one of them will get through for 1 piercing
3) The unit will be lead by a fairly reliable character equivalent in combat to a knight who deals (b[2d10] damage), so it's reasonable to attribute the +7 to the Knight. We can assume a knight probably has some score of 14 (reserving 16 for PCs), which means a modifier of +1. Because the knight swings the better of 2d10s, we assume an average of a 5 and a 6 and use that to come to +7. A leader that leads through fear and Intimidation could use STR, one who uses charm and likability uses CHA, one who uses superior memory of military history, and actively being educated uses INT, and one who has a "feel" of battle through experience with it uses WIS.

As a Player move- assumptions 1-3 above suggest that a fighter with a d10 should probably get STR of +3 ASAP to get (b[2d6+9] damage, 1 piercing). Other players could progress their optimal score to that point if it's one of the modifiers listed above. Each lower dice type reduces the 9 by a point (meaning d6+3 will hit the NPC Knight at even damage by virtue of taking the better of a 3 and a 4). GMs can also ignore the average and change the damage code for players to (b[2d6+2dx] damage, 1 piercing) where x is the type for your class if he wants really swingy combats.

Hold the Lines
As a GM move- Armies are not afraid of players, but they might be afraid of players' armies. Whether they are afraid of each other is a function of size (a smaller army being afraid of a larger one) and whether they are fanatic or frenzied. 

As a Player Move- Roll Defy Danger Subtract your army's HP from the other army's HP. if negative that means you have a bigger army and are more likely to Defy. Because you are a notable individual, you may add half of your HP to your army's HP for intimidation purposes.

Sound the Reinforcements
As a GM move- Since those reinforcement numbers count as HP, it would be reasonable to say that this recovers 1d8 HP, but a lot of people don't like rolling for GM stuff if they can avoid it so they can use 4 points. This move can be used as many times as appropriate to the fiction

As a Player move- Roll 1d8 to determine how many points each unit heals. You can do this once per unit of reinforcements you narratively have. Remember also that the default Whole Damn Army is 2-3 units, so if you know you have more on the field, HP can go over 30.

  • If you have Bardic Song, or can cast a Cure spell as a rote, you may use it on A Whole Damn Army.
  • Some moves may also effect healing rate

Racial Tactics
This section will cover a number of moves that players can earn to reflect their race's heritage for war. They are not like racial starting moves, because almost no members of a race are required to be born great tacticians. They can however be learned as starting Racial moves if you have a reason to have war in your background. 

Dwarves
Dwarven Turtle
Dwarf units have shields that can interlock, while also allowing their polearms to protrude slightly. In return for changing damage to (w[2d6+3] damage) they gain +1 armor and can negate Artillery Superiority. This means that a unit with this move can disregard the Ignores Armor and Piercing tags on their opponents' moves.

The Stonefist Gambit
When dwarves following a commander with this move fight with either mountains or a cavern ceiling looming overhead deal +2 damage.

Liquid Courage
When a commander with this move uses a Keg of Dwarven Stout to carouse with his men, he may also heal them for 1d4 HP.

Elves
Elder Guardians
When elves following a commander with this move fight within sight of The Great Forest, they may deal +2 damage

Treetop Striders 
When elves following a commander with this move do battle within The Great Forest, they count as devious, and negate both devious and Engineering Superiority of their opponents. If the commander also has Elder Guardians, that it applies as well.

Mystical Warpaint
There is a plant that grows within The Great Forest that bolsters elven morale. When a commander with this move orders his men to apply it, they are considered to have +4 HP for the purposes of Hold the Line. That is, they cannot be terrified by a unit whose HP isn't 5 more than their own.

Halflings
Don't Disturb the Shire
When halflings following a commander with this move hide in the hilly terrain surrounding their homeland, they are short enough they can ambush for +1d6 damage.

Can't Touch Dis
When halflings are fighting an army whose individual members are Large or Huge, or an actual creature that is Large or Huge, they gain +1 Armor.

Humans
Racist Bastard
Pick another race. Whenever you fight that race, you deal +2 damage. It's probably fair to allow you to pick multiple races for this one, but if you pick very many it may also be fair to assassinate you in your sleep.

Inquisitorial
When you fight an army whose leader's alignment opposes yours, you deal +2 damage. Alternately, if you are a cleric, you may take this bonus against people who are heretical from your god's point of view if the GM and group allow it. It's probably fair to pick multiple religions but if you pick very many it may also be fair to assassinate you in your sleep.

Pincer Maneuver
Whenever you have Engineering or devious units, you do not have to use your +1d6 damage on the first attack.

Orcs and Half Orcs
Berserker
Whenever orcs work themselves into a frenzy before battle, they are considered to have +4 HP for the purposes of Hold the Line. That is, they cannot be terrified by a unit whose HP isn't 5 more than their own. If you are their commander, and you order a retreat, you must Defy Danger to avoid becoming the enemy.

Troll Blood Stew
If a commander with this move has allied with trolls asks them to augment the rations with their restorative blood, he may roll +Stat for the stat used with Wall of Steel. On any 10+ over the course of the next battle, his unit heals 2 HP. (for NPCs, this occurs when the PCs roll 6-).

Race Trained
You may take a move not belonging to your race only if you either have a background of significant time with them, or spend enough in game time that the advance follows logically from the fiction. Statements within the move that refer to the race you chose refer to you.

Relevant Core Rulebook and Class Warfare Moves
Dwarf
When you share a drink with someone, you may parley with them using CON instead of CHA.

Halfling
You sing the healing songs of spring and brook. When you make camp, you and your allies heal +1d6.

When you attack with a ranged weapon, deal +2 damage.

Human
Once per battle you may re-roll a single damage roll (yours or someone else’s).

Thursday, April 6, 2017

Into the Heart of the Dragon


So I made a map for a Dungeo World campaign in which the party is swallowed by a dragon big enough to eat a village whole. The idea is that they escape the dragon by killing it from the inside, and it crash lands, This map is where the dragon crash lands.
DW Campaign by steelsmiter
Since the game also takes place in part, inside a dragon, I'll also leave you with the starter for the group inside the dragon:
World Eater was once a normal dragon. For many centuries now, the dragon has been so big it could eat a village. The additional size means the dragon does not have the same physiology as other dragons. Old tales tell of ancient heroes with legendary weapons could once pierce its scales, but nobody has succeeded in doing that as long as anyone can remember. Assuredly, larger holds survive by sheer volume of siege weaponry they can bring to bear. You are from no such land. Some of you may have been here a while, others only a month. This is your story.

First Impressions
Ø  World Eater was once an ordinary black dragon, but now has a variety of gemstones and minerals that have become embedded into the dragon due to its hibernation and feeding cycles.
Ø  The town of Gullet as far as anyone inside can reckon, is a little way past where the Dragon’s esophagus meets its trachea, hence the name. Occasionally the dragon eats, and the whole town shakes like an earthquake. Dirt and rubble from a new town becomes a part of Gullet.
Ø  Gullet is situated deep in a “valley”; deeply enough that when the dragon breathes fire, the citizens are not harmed. They do however feel an intense pressure wave.
Ø  Gastric Fog occasionally comes from “south” of Gullet, leaving those who are stuck outside with mild acid burns for the next several days.
Ø  There is something the villagers are not telling you.
Ø  A constant faint creaking sound accompanies a slight rising and falling, as if the entire area is in a constant tide.

Questions
(in addition to the bonds you make with the other players, answer +Wis of the following)
Ø  Are you on good terms with the citizens of Gullet?
Ø  How did you survive the fall from the Dragon’s maw to the town of Gullet?
Ø  How long have you been in Gullet?
Ø  What rumors have you heard about escaping the dragon?
Ø  Whence did you hail before your home was swallowed?
Ø  Who do you know in Gullet?
Ø  Who would try to stop you from escaping the dragon if you could get out of Gullet?