Showing posts with label Structures. Show all posts
Showing posts with label Structures. Show all posts

Sunday, May 21, 2017

Mass Combat Revisited: A Whole Damn Army, and subsequent divisions thereof

Because I'd already codified how a large military unit could work with the existing Horde rules and constitute an entire horde rather than giving each soldier statistics here, Curiosity overtook me and I decided to find out what a A Whole Damn Army would look like in the Dungeon World Codex. This led to a posting and a discussion in the Dungeon World Tavern G+ community Some banter expanded the scope of what the Whole Damn Army could do. Once the whole army was ironed out there was further questioning on the line of writing an Army playbook. While I'm not sure I want to do that, the army does deserve something of a closer look. Here goes

Size
A Whole Damn Army should represent at least 1000 soldiers, but reasonably up to 5,000

Morale
A Whole Damn Army is immune to being Terrified by a smaller army (less HP)

Superiority
This article discusses Superiority. Rather than modifying its text, use the rules below
  • For mobility superiority, each "doubling" in the original rule provides armor 1
  • Armor superiority is only available for units with a default armor above 4. Use their new armor as the base.
  • Artillery Superiority has 4 Piercing (or more). The attack doesn't do more damage than normal, just 4 damage blows through armor
  • Engineering superiority or other armies with devious may ambush their foes, dealing +1d6 damage on the first attack.
  • Fortified armies (those that are garrisoned in a settlement) have several advantages. If they are at least Steady they add +2 HP, and another +2 for each of Growing or Booming. If they are at least a Town, they gain +1 armor, while a Keep gains +2 and a City gains +3. Keeps and cities also have Artillery superiority, while any smaller steading has Ranged and all have Transport. A town or better also has Sound the Reinforcements.
Scaling Down
A Whole Damn Army is an abstraction of 2-3 units plus a commanding officer. It is reasonable to divide them into military units. A Whole Damn Platoon only gets 15 HP, and isn't big enough to Shatter Their Morale. They get one other move of the ones listed. A Whole Damn Battalion gets that move, plus Shatter Their Morale and has 22 HP.

Scaling Up
Having more than 30 HP for any Dungeon Worlds monster was decidedly obnoxious, but it's not unreasonable to give armies over 5000 men one extra move per +5 HP. Even I don't recommend giving any more HP out after you've got all the moves.

If you're interested in playing these, or any of my other Dungeon World ideas, you can join my discord, DW Linky Here!


Tuesday, March 7, 2017

FF3e Houserules pt. 2


New Abilities
It was suggested to me that I should hack some stuff from FFd6 for use with FF3e. The first one isn't strictly canon FFd6, but it helps to make interesting characters. My Magicite Infused Thief, Rachel would pretty much be impossible without it. Been thinking about redoing her as a Cross Trained Thief/Red Mage. (Some of the abilities have been renamed)

Non-Job Abilities
Cross Trained
Level 8+
Target: Self
Type: Support Ability
Pick a class. The character gains all level 1 abilities of that class, as well as weapon and armor proficiencies, and gain an MP dice if they don't already have one, but retain HP Accuracy, Skill points and Aptitudes, etc. If the new class also gives expertise, the character gains that.

Subtract level when the ability is learned from total level and add 1 to determine effective level for gaining abilities in the new class. For example, if the character learned this ability at 8th level they act as if they are 7 levels lower for determining what abilities they can learn in the second class.

Different Strokes 
 Level 1
Target: Self 
 Type: Support Ability
The character has developed an unusual way of doing some things. Pick two skills. The character may trade the default attribute in those skills for another.

Infinite Arsenal
 Level 1
Target: Self 
 Type: Support Ability
The character is a master of using improvised weapons. If using the standard rules for Improvised Weapons found on p. 190, use the full weapon tier of your default weapon rather than half. If you don't have a default weapon, or are using the houserules I posed above, use full material tier rather than half. Furthermore, you have such an awareness of your situation that whenever an improvised weapon is used up, you can find another as a zero action. This ability can be used as an alternative to the monk's Brawler ability.

Defy Gravity (A New Resistance)
6 Points: Conditions of the Fatal type and Gravity subtype that target the character have their CoS halved after modifying for Evasion or M. Evasion. In addition, the character gains a Skill Affinity for Acrobatics. If the effect includes an ejection, the character is not immune to that effect, and the effect doesn't protect a character who has heavy objects fall on them by virtue of gravity.
Additional Options
This rule inclusion makes certain assumptions of the game world that aren't traditional of FF, but aren't really unheard of either--the effects of gravity.
  • Falls from a tall ladder or scaffold are probably equivalent to a Gravity spell.
  • Falls from a taller bridge onto a dry riverbed or a fairly high cliff are probably equivalent to a Demi spell.
  • Falls off of a mountainside or canyon are at minimum a Quarter effect that Ejects the victim. If the victim survives at all.
Demolisher (Advanced Trait)
Effect: The character's Strength Based weapons count as explosives for the purposes of dealing damage directly to the Durability of structures.
-1 Point (Tied): By spending 1 Key Point, a character can use his weapon's Strength Multiplier in place of Explosives Grade (up to x10 in the interest of maintaining compatibility) to attack the durability of a structure.
+1 Point (Tied): For 1 Key Point, any miss while inside a structure causes damage to it and bits of the structure may start to crumble around the party dealing (usually earth) Elemental damage equal to 10% of their maximum Hit Points for each Round spent in the structure; calculate this damage during the Status Phase.

Objects, Improvised Weapons, and Destruction
Basically I really had to dig for rules. I found that all objects have durability ranging from 1 to 10. I think it's probably fair to use Material Tier for this number.

Regarding scale, it can go from 1 (a trash can or crate) to 30 (large buildings) as an environmental feature, but I'd rather keep this consistent with Size Grades. This can be done by assuming that normally an object uses its longest dimension for Scale, but it can use its smallest dimension if that is significantly lesser (this would the large 4 foot tall trash can made of thin flimsy materials at scale 1 where it won't do any sort of absurd damage)

To advance Size Grade past 10, we can continue where it left off and multiply by 1.25 every time (at least for simplicity sake) and come to these numbers (which are admittedly rounded at my whim)

Scale/Size Grade Measure (in meters)
1           .1
2           .2
3           .4
4           .7
5            1
6            2
7            4
8            8
9            12
10          15
11          18
12          24
13          30
14          36
15          45
16          60
17          70
18          90
19          110
20          140
21          175
22          220
23          275
24          350
25          425
26          535
27          666
28          832
29          1,040
30          1,301

Improvised weapons deal (ScalexAttribute)+xdy where x is 1/2 Durability (Material Tier) and y is either d6 for Size Grade 1-3, d8 for size grades 4-6, d10 for size grade 7, d12 for anything bigger.

Reality Check:
It should be noted that the largest buildings are under about a thousand meters in the real world but nobody cares about that in Final Fantasy. Also, minimum durability should be no less than 1/3 of Size Grade. Note this applies to materials normally of a lower durability too. If a building is Scale 11, but made out of Iron Girders, it should not be tier 1, it should be tier 3 or 4. As well as the same Durability.


Explosives deal damage to Durability directly, based on their tier (1-10) we'll leave that unchanged, although it's noteworthy that if you want to use anything that's... say 1600 meters tall, you should probably try exploding it first.

Tuesday, September 20, 2016

Collateral Damage: Structures and Vehicles in World Engine games

So I was reflecting on how in Inverse World, vehicles have 3 stress unless otherwise noted, it takes 10 points to drop it by 1 stress, and removing all stress destroys the vehicle. Presumably they thought something was to be desired with vehicles that Dungeon World left out. I wasn't really satisfied with this static number because I felt that it fell a little flat on granularity between smaller and larger vehicles. I also saw potential to use it for buildings, but no building was gonna take 30 damage and call it a day. Thus, I decided on an expanded Stress Modifiers list
  • +1 per Occupant (Occ. Includes very basic but accommodations)
    • A bedroom is 2 Occ.
    • A booth table or pew is 4 Occ.
    • If a complex consists of multiple rooms, minimum occupancy is the number of rooms
  • +1 per point of Armor
  • +1 per notable feature, even if it’s decoration
  • +1 per Move an occupant can do (needs 1 Occ. per move unless otherwise stated. Any staff can tend to the number of people stated, multiplied by a relevant stat)
    • Armory
    • Kitchen and/or Dining Hall (waitstaff serves 4 people)
    • Infirmary (1 Nurse can tend to 1 room 2 Occ.)
    • Lore Library
    • Move like a vehicle (has additional stress of 1 per Control Stat) 
    • Mystical Library/Laboratory
Material                         Armor 

Particularly thin Wood 
or particularly thick Paper      1 

Wood                             2 
Iron or Stone (wood and
drywall counts as “or stone”)    3 
Iron and Stone (structural
steel and concrete
probably counts)                 4 
Magical Protection               Varies


After some experimentation with converting Dungeon World coin to other currencies (I put a coin equal to 500 yen to get prices that neared those in the Persona series for another project I'm working on) I came to about a coin for 500 yen or 5 dollars, I assumed a 1 room cottage was 2 stress, and at 2500 coins, Thus would make each point of stress is worth $12,500.

This runs into problems. For example, take a  3 bedroom 2 bathroom house with drywall interior. It can be assumed to have: 
  • space for 6 occupants
  • A kitchen
  • 3 armor
That would be 10 stress and $125k, which works for cars, but it's been over 20 years since that conversion rate made any sense for a house. For a GTA based game I created a while back, I thought 50k was a fair price per bed, bath, or other significant features. That would put this same house at 500k, but research suggests that a house with those features is between 3-400k.

I have further thoughts on this on: https://steelsmiter.blogspot.com/2016/09/collateral-damage-deeper-look-into.html where I basically peg "Basic Amenities" as an x20 multiplier.

For games that feature low "Harm" scores like Monster of the Week, 3 points of DW damage is 1 point of Harm. This isn't as much an attempt to convert to any particular system as much as it is a quick generalization. Feel free to make it 2-5 to better suit your game's survivability.