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. 

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).

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!