Showing posts with label utilities. Show all posts
Showing posts with label utilities. Show all posts

Wednesday, 12 October 2016

In Brief: Random Wizard Generator for Mages

So I thought I'd knock up a quick Random Wizard Generator for use with Mages: the Awakening because why not? Also I needed to briefly rest my brain from paid work.

How it works:

  1. First, roll 1d6 to determine the Puissance of the Wizard. This has no particular mechanical effect but may guide the GM in portraying the Wizard.
  2. Roll 1d6 and read horizontally across the columns to determine the Tradition from which the Wizard comes. Each Tradition has its own thematic titles and names.
  3. All future rolls are read vertically down the same column.
  4. Roll 1d6 to determine the Title of the Wizard. Not all Traditions bestow Titles.
  5. Roll 1d12 to determine the Name of the Wizard. These are of course only a sample of suitable names.
  6. Roll 1d6 to determine the Epithet of the Wizard. Where a Tradition has two columns of Epithets, roll twice and combine the results into a single Epithet.

Names alternate as traditionally masculine and traditionally feminine in each table, but wizards do just as they please.

Tradition
Imperial Order of Wizardry Conclave of the High Guild of Truth Seekers Adepts of the Sign Thaumaturgical Cabal New Wave Sorcerers
Title
the auspicious...




Ascendant Crazy
the eminent...




Questor Slim
the marvellous...




Inquisitor Dead
the venerable...




Magister Bad
the perspicacious...




Annunciator Smoking
the ineffable...




Rubricator Weird
Name
Peregrine Actulf
Geraint Guillaume
Amadeus Jimmy
Andromeda Ermengaud Angharad Annabelle
Cecilia Alice
Tobermory Frodwin
Hywel Pascal
Tiberius Fred
Desdemona Osthryth
Branwen Noemie
Paloma Sue
Marmaduke Hrodegang Osian Raoul
Valerian Phil
Esmerelda Gudrun
Myfanwy Gabrielle
Cornelia Zoe
Hildegard Coenwulf Caradog Hilaire
Octavius Ralph
Leonara Osburh
Nerys Yvonne
Aurea Tina
Caspian Walpurgis Islwyn Blanchard
Gnaeus Ted
Jezebel Linveig
Tegan Lucienne
Marcella May
Quasimodo Aelfric
Tristan Sylvestre
Agrippa Neil
Serafina Wynflaed Eluned Marceline
Eliana Terri
Epithet

Eagle  Rider of the Ninth Eye Midnight Lightning
Haze

Dragon  Whisperer of the Four Gates Scarlet Flame
Susurrus

Tiger Caller of the Thousand Stars Emerald Tempest
Fractal

Serpent Hunter of the Fifth Wind Silver Blade
Vortex

Phoenix Master of the Seven Syllables Diamond Anthem
Quasar

Griffon Slayer of the Eight Secrets Dusk Wrath
Flux

For example, you might roll up the mighty archmage (Puissance 6) of the Imperial Tradition (1), The Perspicacious (5) Caspian (9), or the middling sorcerer (Puissance 3) of the Thaumaturgical Cabal (5), Questor (5) Eliana (12), or the feeble apprentice (Puissance 1) of the Conclave of the High, Osburh (8) Dragon (2) Slayer (6). Bit of an overreach there, Osburh...

If I get time I will write up a code snippet to handle this, but right now I can't spare the time.

Wednesday, 2 April 2014

One of our PCs is Missing: 20 reasons for absence

Daniel over at System Matters recently posted a list of 20 reasons why one of the PCs is missing. It's in German, but he generously agreed to let me post a translation here. Some are more flexible than others, some are more specific than others, but I think they're a pretty good starting point for handling this kind of situation if you don't just want to handwave it. You can either use them as a random explanation table, or just improvise around one of the suggestions below. Any credit is due to Daniel, any poor phrasing is undoubtedly my hurried translation.

Who doesn’t know the feeling: a game session with your mates and someone’s missing. Chiz chiz… what to do? Call it off? Pull out a board game? Play a one-shot? But what if you really want to charge ahead with your campaign, because everyone’s having a blast with it? How can I explain the PC’s absence? No problem, just roll on the table below for a quick and dirty explanation of why the character isn’t around today.

1. Note: Not guaranteed!

2. Note: You can find a discussion of this topic in Episode 6 of the podcast.

Also in German!

01 – The character has been kidnapped, and needs rescuing

02 – The character is hanging back as a rearguard, and if possible, has had a little adventure of their own that can be played through at the start of the next session.

03 – A personal commitment (audience with the king, a visit from the in-laws, an inheritance, accounting deadlines) has prevented them from participating.

04 – The classic: badly injured or knocked out, and left with no memory of what’s happened.

05 – The character wouldn’t be dragged into THIS adventure for ten thousand ducats… only to reappear during the next session, for after all, he can’t leave his friends in a scrape.

06 – A magical curse like Flesh to Stone or Imprisonment makes sure that the character’s out of the game for a spell.

07 – Just can’t shake this damned cough… and then the rheumatism too… it’s best that you go on without me for now… I’m sure to be back in form soon!

08 – The character knows someone in this adventure that he’d really rather not run into again: an old flame, an old enemy he couldn’t handle, an old friend he ended up hurting, etc.

09 – The character wanted to make the meeting, but something got in the way: the plane wouldn’t start, his horse threw a shoe, the caravan made slower progress than expected, the weather’s unfavourable…

10 – The other characters’ message didn’t reach its destination: the host of the “Prancing Pony” didn’t send on the letter, a messenger was shot, the letter went to the wrong address, etc.

11 – The character got the job of rustling up some important stuff. The potions of fire protection for the dragon-slaying, the excavation papers for the local authorities, the military support for a siege, etc.

12 – The character was badly wounded before the adventure, and during the adventure something can be found to heal him, such as the Grail, a hermit with magical powers, Athelas, etc.

13 – Wine, women and song have left their mark. The character has simply slept too late to make the meeting punctually. This also works if one forgets to dust the mantelpiece after an evening with a bunch of greedy dwarves (see 10)

14 – Professional obligations! The Professor has lectures booked, the Lord is required to sit in the Upper House, the soldier is needed in battle, the farmer has a field to prepare, etc.

15 – The character is a persona non grata in this district. He’s on a wanted list, hasn’t paid his debts or is considered a troublemaker.

16 – The character doesn’t want to be dragged into this matter. His situation or status forbids it. A priest in the Castle of Maidens! The heir to the throne in the City of Thieves! A Cambridge professor in the University of Oxford!*

17 – The character is scared of getting involved in the adventure, because of a prophecy predicting that it will be the death of him.

18 – A strange power has taken control of the character! A Stygian wizard with mind-controlling charms, an Insect from Shaggai, an elven sorcerer or the power of a god leads the character doing extraordinary things. Use with caution!

19 – A messenger appears and hands the character a message; he rushes off at once. Perfect for starting a new adventure next time, and seeing what sort of a mess the character’s got himself into.

20 – The character slips ahead to reconnoitre. He should have been back ages ago… what’s happened to him? Has he been discovered? Has he found a secret passage whose door closed behind him? Is he in the treasury, stuffing his pockets? Has he found a friend in an unexpected place? Or is he *gulp* dead?

*Note: this is, indeed, in the original German version.

Sunday, 30 March 2014

Utilities: Tyler's Timetracker weather and travel tool

After my earlier post about weather, reader Tyler Durden mentioned having created a tool that generates climate-appropriate weather for campaign worlds, including their effects on travel times. He was kind enough to offer to share it (and also translate it from Italian for the Anglophone readership) and you can find the link here.

There's a readme file with the tool, which covers how to use it; you really want to play around with it a bit to make sense of it, though. I do a fair bit of work in Excel myself, so I have some idea of the enormous effort that's gone into making this.

Okay, who's this good for? Primarily I'd say it's useful if you're doing games based on a fairly concrete map (either traditional hex-based, or just with a good sense of how places relate and their terrain type), and would like to include weather that doesn't depend on the GM's imagination and grasp of meteorology. This tool is neutral and systematic, but should produce consistent and believable weather. If your group doesn't want to be dependent on GMs making decisions, it should be an asset. It's not just about the weather; a map-based campaign typically involves a lot of travelling, and knowing how weather conditions will affect travel and hazards is a big help. Sandboxy old-school campaigns ought to like this.

More broadly, it should also be helpful to any game that wants to include weather for a touch of realism, helping to give a sense of place; this will be particularly the case if your game skips around between mountain, forest and seaside. Even if you'd prefer not to model travel in detail, you could use the tool's calculations to inform descriptions and narration. It might also throw in unexpected twists that inspire new opportunities - seeking shelter from a rainstorm, say, or needing extra water during an unseasonal heatwave.

Actually, this would also be a great asset to budding fantasy authors who want to feature the classic travelogue segments. No more worrying about plot holes and inconsistencies, just use the obligatory front-inside-cover map with this tool to calculate all your journeys!

I've only really had time to tinker with it a bit so far, but hope it will be useful to others who might read the blog and appreciate Tyler's hard work.

Friday, 4 October 2013

On Character Builder

As mentioned previously, I'm about to restart our lapsed 4E game, though as a series of sporadic one-shots rather than a fully-blown campaign (at least for now). And this immediately brought up the question of characters.

I would have expected to have at least some of the character sheets, but having turned my room upside down I cannot find hide nor hair of em. No worries, though - we used the Wizards of the Coast Character BuilderTM. I can just dig out the old files, which will at least show them up to the right level...

Turns out that doesn't work so well after a four-year hiatus.

The files tend to get stored in some unhelpful part of the computer, rather than in the folders I actually use. Over the last four years, I've done various backups, moved stuff around and so on. At some point, I definitely uninstalled the Character Builder - though I'm not sure why, exactly - and thereby lost forever all the updated files from my long-lapsed DDI subscription. The character files probably disappeared with it. Though I've still, miraculously, got the exe for the offline character builder, it's less help without any files!

I scrutinised my email, since files got sent back and forth a few times. Sadly, I used my work email for this, since all my players were work colleagues at that time. Again, what with auto-archiving (to a hard-drive location, it turns out) and computer moves (to different hard drives) I no longer have access to the attachments, even though I eventually dug up one of the emails. It's a bit heartbreaking TBH.

In the end, things aren't too awful. The two characters who were most unique had players who were using CharBuilder themselves, who have managed to find their own files; and the other returning character was a levelled-up versions of a Quick Start character, who I was able to more or less recreate myself. But it's been a pain nonetheless. Amongst other things, I'd been highly uncertain about character level (2 or 3?) and equipment. With two new players starting, we had to create a new character and convert a Pathfinder one to 4E. Due to scheduling issues, we had to do that some time before the game, before either existing player had found their characters again. Turned out they were level 3, while I'd helped new people create level 2 characters. Not a huge issue, but irritating.

Anyway! Character Builder. The decision, some years ago, to move Character Builder to an online-only model met with a very considerable amount of unhappiness, though not, apparently, enough to change Wizards' mind. Instead of a downloadable tool that regularly gets new content as a download, it's a Silverlight-based browser tool that always has only the latest content. There are a few reasons why that's awkward.

Pros and cons

Pro

Firstly, the new model would have solved my lost character problem. Characters are stored on servers and can easily be retrieved, no matter what you do with your computer. Of course, it's perfectly possible to back up things yourself (it's entirely possible that a long-forgotten backup does hold those characters). I will certainly try to be a bit more careful about backing up characters in future, particularly if I'm dealing with newbie players who aren't necessarily going to do that themselves.

They also have the big advantage of updating. New content is added, so that even without the books you can sample new character options, magic items and rituals. Errata are added in, very handy in a game as complicated and errata-ridden as 4E.

Oh, and it works on more devices than the download version, being browser-based. I don't care about that at all - library work really doesn't pay enough to have fancy devices - but I appreciate other people do.

Cons

It seems like you have a fairly limited pool of characters on the site - 20, in fact - and as far as I can establish, no exporting worth the name ("exporting" to PDF is nothing of the kind). I have more characters than that, and I'm not even playing. Five of those slots would immediately go on my players' characters, because they wouldn't subscribe to DDI under any plausible circumstances.

Auto-updating is potentially a problem if you're not consciously keeping track of things. Did that rule just change, or am I going slowly mad madder? What about changes to feats or powers that you might actually not be happy with? It's quite possible for an errata fix to make an ability no longer feel right for a character, let alone any mechanical issues. Careful fixes to abilities may change the way they synergise with other abilities, and even other players' abilities, but this may not be immediately obvious. That's important in a game that focuses so much on synergies. A more blatant example is the change to Magic Missile, which reverted to its old auto-hit status with low damage - this is a fairly dramatic change and one that players and GMs may not appreciate. There's also the complication of rulebooks (which are generally easier to use) being rendered mostly useless by such updates, since you can never tell what might have been changes.

Next very obvious problem: access. With the offline character builder, characters can be built, then sent back and forth between players and GM to be tweaked or checked. The demo version allowed players without accounts to view and update their characters created on your account. With an online version, you'd only be able to view and tweak a single character at a time, meaning even things like tracking spending or loot become a pain - a second bit of information you need to keep separately. I can't see how you'd create several characters simultaneously, which rules the classic first session out right there.

Recent extremely bitter experience suggests another major issue: what happens when you don't have internet? I've just come out of a month-long service interruption caused by incompetence - entirely unpredictable in arrival and end. I've managed most things by using cafes with internet, but I game at home. That combo doesn't work. Other people have far worse issues than me; some rural areas have really terrible signal, and many places are far less fortunate than the UK. It seems like gaming is a fairly common hobby in the armed forces, and I imagine they're often without internet, as are many other people working in difficult conditions where a simple RPG might be a really good option for entertainment.

On balance, I think this is a pretty appalling move for customers. Just about the only benefits are the break from Windows-based software and ability to access characters unexpectedly from any computer, without carting them around on a USB (though who doesn't go around with a massive USB full of random stuff?). For Wizards, I can see it's great. Permanent income stream, puts pressure on players to buy stuff as well as GMs, and total control over both the content and the tools.

The future

As I said, my characters are currently third level, which leaves me with a massive gaping question mark over what we're going to do when we hit the Character Builder limit.

Given all the drawbacks I noticed, and the fact that it's an ongoing £50-a-year cost, I'm confident I don't want to switch to the new Character Builder. So we're looking at three major possibilities.

Possibility one: P&P L&L

Gamers have, for years, generated and maintained characters on bits of paper. We could abandon technology and move to P&P roleplaying like in the good old days, when there was no prospect of retrieving a character if you lost the bit of paper. This is in some ways the simplest option. It would, I think, significantly increase chargen and charmaint time because paper doesn't have filters; people would have to scour the rulebooks for their options, cross-reference prerequisites and conditions, and there's no warnings flashing up if you do something "wrong". Again, I have only one copy of the books (my players don't have any) and so we'd be back to picking options only during game sessions, and one person at a time. Similarly, players have immediate access a reasonably thorough version of the rules just in the charbuilder is quite nice, and cuts down on the amount of rulebook-checking; in P&P, people are unlikely to do things like write down the full wording of every single ability.

Possibility two: alternative tools

Though I'm sure Wizards aren't that happy about it, a few alternative tools do exist that can apparently handle 4E. These include Hero Lab. Such tools can do all the character building stuff, with one proviso: you need a DDI account! Admittedly I suspect you could buy a single month's subscription and download all the stuff you need for the tool, but you'd also paying be for the tool itself - which you do at least get to keep and sounds pretty damn good. So, not awful. On the downside, I very much doubt my players are going to fork out £20 each for a tool to manage their characters in.

Possibility three: hybrid

I've seen, in my searches, a few in-between options. There are spreadsheets and things that don't actually offer any 4E content, but can handle the mathematical bits of character creation. I could write one myself, come to that - it's not like I don't spend enough time writing spreadsheets! I'm sure I could either find or make a tool that would let you create powers and would handle the maths for you.


In inconclusion, I don't really know what to do for the best here. Any ideas? What do other people do?

Saturday, 18 May 2013

Pathfinder serious injuries chart

A while ago I was running a Pathfinder game, and started thinking about death and injury in the game. I’ve always been a bit wary of the way D&D-alikes handle this, for several reasons.

The systems tend to combine several things that don’t quite add up: healing spells that can cure diseases, heal wounds and remove mental impairment; resurrection of the dead; and presentation of sickly, crippled and simply dead NPCs. With perfect healing magic, there’s very little basis for characters (PC or NPC) to acquire cool scars, interesting injuries and other characterful features. The hard-bitten pirate with the eyepatch might as well get a Remove Blindness spell and carry on as before. That’s a shame, because those are interesting additions to a character. “I was an adventurer, until a troll killed my friends and took my eye,” but there’s very little support for that in a system with hit-point damage and magical healing. Put simply, there’s no way to lose that eye except by DM fiat or player invention.

Also, it creates a situation where danger has quite binary consequences. It’s all-or-minimal at low levels, where healing dents your gold supply and resurrections are unaffordable; it’s very nearly nothing-or-nothing at higher levels, barring the handful of effects designed specifically to inflict permadeath. Foolish mistakes that get you mangled by trolls will have no lasting consequences, which means being hacked to within an inch of your life doesn’t feel very different from getting slightly scratched, so for low-level characters either you win or you die. Once characters can resurrect their party members, even death is an inconvenience rather than a serious issue. This binary win/die situation makes me a bit uneasy. I worry that either PCs will end up dying because they don’t take injuries seriously (why should they?), or I’ll end up being over-lenient on character deaths because I’m a softie, which also distorts the game.

In older editions of D&D there are hard limits on resurrection, and XP penalties as well. That prevents infinite resurrection, but doesn’t tackle injuries or offer much support for running a world with resurrection magic.

I also tend to be uneasy about resurrection magic, because it seems like making it make sense in game is quite tricky. This is especially true when it’s available to benevolent clerics and allied wizards: why aren’t they just resurrecting all the accident victims and murderees? What exactly do they need that money for? But of course, if you start doing that, you run into other problems.

Anyway, I ended up with the idea that injury rules might either help this, or be an interesting addition to the game, or just be fun to make. I never actually ended up using them, so I’ve no idea how well they work or whether they’re a faff, and it could certainly do with a few more ideas if anyone has any. But here they are, for your entertainment/inspiration/nitpicking.

The idea is that when a character would die by the Pathfinder (or D&D) rules, they instead roll on the chart below to determine the consequences of their injury. Most serious injuries are more stubborn than those incurred in the normal course of the game. These injuries cannot be healed by cure or heal spells, but require specialist magic: essentially it’s going to be down to questing of some kind. For those with a keen eye, this is very heavily inspired by Necromunda’s serious injury chart.

Roll a d100 on the following chart. If a character would be entirely or largely unaffected by a particular result, perhaps due to racial or class abilities, choose another. Some injuries may result in other situational bonuses or penalties not specified here, as the DM thinks appropriate. Bonuses and penalties should be applied with common sense; injury descriptions take priority over flat mechanical rules.

1X: Dead.
Can only be raised with an appropriate ritual.
2X: Head Wound
20AnosmiaThe character’s sense of smell and taste is impaired. They suffer a -4 penalty on any checks to detect tastes or smells, such as scenting an enemy or detecting poison, and their pleasure in eating or drinking is reduced. This may prevent them from gaining the full benefits of certain fine or magical foodstuffs. However, they also gain a +4 bonus to resist negative effects, such as the nauseating stench of a troglodyte.
21Partial DeafnessThe character takes a -2 to initiative, appropriate Perception rolls and -2 on ritual casting rolls.
22DeafenedA deafened character cannot hear. They take a –4 penalty on initiative checks, automatically fail Perception checks based on sound, take a –4 penalty on opposed Perception checks, and have a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
23Sensitive EarThe character becomes unusually sensitive to certain noises. They suffer a -2 on saving throws against effects with the [sonic] descriptor, and find loud noises in general uncomfortable and unsettling.
24Blinded In One EyeThe character takes a -4 to Perception rolls based on vision, -2 to attack rolls and -1 to Armor Class. Choose an eye at random. A character blinded in both eyes becomes totally blinded, though may slowly overcome some of their impairments. If the same eye is rolled twice, reroll on the Head Wound chart.
25Partial VisionThe character takes a -4 to appropriate Perception rolls, -2 to any other skills based on vision, and -2 to attack rolls. They read at half speed and can see half the normal maximum distance.
26Light SensitiveThe character is blinded if they are exposed to bright light or take damage from spells with the [light] descriptor. They can make a Fortitude save (DC 12 + level) at the start of each round to recover. In ordinary daylight, they are uncomfortable unless their eyes are shaded or protected, and may become dazzled.
27Hampered SpeechThe character suffers a -2 on speech-based Bluff, Diplomacy, Intimidate and Perform checks, and has a failure percentage chance equal to the spell level when casting spells with a verbal component.
28Light-HeadedThe character is more vulnerable to dizziness and fainting. The character suffers a -2 penalty to Acrobatics checks to keep their balance, to Climb checks, and to saving throws against effects that cause unconsciousness, dazing or stunning.
29Severe HeadachesThe character suffers agonising headaches at times of stress. In any highly stressful situation (DM’s decision) they must pass a Fortitude save (DC 5 + level) or suffer a -2 penalty on attack rolls and skill checks until the situation passes. Pain-suppressing magic, such as delay pain, can alleviate the effects.
3X: Emotional trauma
30-31NightmaresThe character has regular nightmares, and may scream or behave oddly in their sleep. A character that does not sleep may have flashbacks instead during periods of rest. The character suffers a -4 penalty against any effects that manipulate their dreams (positive or negative).
32-33PhobiaThe character has intense fear of a particular situation, creature or object related to their injury. This might impose a situational penalty on morale, e.g. counting as shaken while the trigger is present; sudden unexpected exposure might make them flee or freeze. The phobia might manifest as flight, violent self-defence, freezing or any other suitable response.
34-35RevulsionThe character finds a particular item or substance disgusting or hateful. They are distracted in the presence of the trigger object, and will avoid it where possible. A Will save may be necessary to interact with it (DC 12 + level).
36-37HatredThe character hates a particular type of creature, defined by the GM (anything from “orcs” to “Bone Islanders” to “elderly male elves with long beards”). The character suffers a -4 penalty on Diplomacy checks towards the target creatures, preferentially targets them in combat (other things being equal), and is likely to misattribute motives or intentions. They may need a Will save to break off an attack or hostile confrontation (DC 12 + level or as DM determines). Hiding their hostility is a matter of roleplaying and possibly Bluff.
38-39Personality changeThe character’s personality changes, either as a response to the near-death event, or due to an injury. They might become more nervous, bitter, irritable, more cautious; they might gain behavioural quirks appropriate to their injury, such as obsessively checking for traps, or always carrying a backup weapon.
4X: Lingering Injury
40-42Aches and PainsThe character’s ability to withstand hardship is reduced. The character is treated as having 1 permanent point of nonlethal damage per character level. This damage does not heal from normal healing, nor from healing magic.
43-45WearinessThe character is quickly tired by strenuous effort. They suffer a -4 penalty to skill and ability checks made to avoid nonlethal damage or continue strenuous activities (See the Endurance feat). They may need to make checks for physical activities that wouldn’t normally risk fatigue (such as significant climbs, or walking long distances with a heavy load).
46-47Low Pain ThresholdThe character is unusually vulnerable to pain, suffering a -4 penalty on any effect that causes pain.
48-49Old Battle WoundThough mostly healed, the injury flares up at odd moments. If the character rolls a 10 for any physical skill check (DM's definition), they immediately suffer the effects of a pain strike cast by a wizard of their level (save applies).
5X: Scarring
50-52Restrictive ScarsThe character has scar tissue, badly-mended bones or damaged nerves that limit their movement. They suffer a -2 to Athletics and Acrobatics checks.
53-55Impressive ScarsThe character has an obvious scar that makes them appear tough or dangerous. They gain situational bonuses or penalties to social skills (usually +4/-4), depending on those involved.
56-58Horrible ScarsThe character has an obvious and disturbing scar. They gain situational bonuses or penalties to social skills (usually +4/-4), depending on those involved.
59CallousedThe character has reduced sensitivity in a body part (select at random) due to dense scar tissue, but is less sensitive to pain. Apply this ability as appropriate, with a typical -4/+4 modifier. For example, a character with calloused hands might struggle with lockpicking, but be able to shrug off heat long enough to drag something out of a fireplace, or climb a thorny vine without rolling to see if they can maintain their grip. This ability doesn’t necessarily prevent hit point damage, it just suppresses pain.
6X: Leg wound (select a leg at random)
60-61Missing LegThe leg is severed or rendered entirely useless. The character can crawl, or walk at -5 speed with support from allies or a crutch. With practice, they can learn to walk on crutches at full speed or run at double speed (speed-and-a-half in heavy armour) but cannot use the crutch arm – which is usually the opposite arm. With an artificial leg and some practice, they can treat this as a Wounded Leg (see below).
62-63Wounded LegThe character’s leg is painful and has reduced mobility. They suffer a -4 penalty to Acrobatics and Athletics checks involving the legs. They run at double speed (speed-and-a-half in heavy armour).
64-65Slow MovementThe character’s movements are slower and more awkward than usual. The character suffers a -5 penalty to Speed.
66-67Weak LegThe character's balance and carrying capacity is hampered by a weakened leg.They suffer a -2 penalty on checks to avoid falling prone or being moved, and when attempting to bullrush opponents. Their weight thresholds are calculated on three-quarters of their Strength.
68-69LimpThe character moves with a distinctive limp and struggles with obstacles. Their overland movement is calculated with a -5 Speed penalty, and they treat difficult terrain as x3 rather than x4.
7X: Arm wound (select an arm at random)
70-71Missing ArmThe arm is severed or rendered useless. The character may no longer use that arm to hold or manipulate items. In addition, they suffer a -4 penalty to most Dexterity- and Strength-based checks using the arms, including combat manoeuvres where appropriate.
72-73Lost FingersThe character loses 1d3 fingers from the chosen hand. The character suffers a -2 penalty to most Dexterity- and Strength-based skill checks using the hands, and finds it hard to hold or grasp objects. They suffer a -2 penalty on attack and damage rolls using that hand.
74-75Wounded ArmThe character’s arm is weak or difficult to control. The character suffers a -4 penalty to most Acrobatics and Athletics checks involving the arms, and a -2 penalty on melee attack and damage rolls using that arm. They may suffer other appropriate disadvantages.
76-77ShakesThe character’s movements are shaky or clumsy. They suffer a -2 penalty to most Dexterity- and Strength-based checks using the hands.
78-79Muscle LockThe character's hand muscles are damaged, leaving them strong but barely mobile. The character can hold items, but must force their fingers open and closed using their other hand: for example, they can use their left hand to grip a bow in their right, then fire left-handed. They can't pick up most items, or use the hand for any task requiring manual dexterity; this imposes a -2 penalty on tasks such as grappling, lockpicking, playing the lute or forgery because they must rely on a single hand. Tasks such as climbing are very difficult (-4 penalty). Spells with somatic components may suffer a failure percentage chance equal to the spell's level (DM's decision per spell). The character can still attack using that hand, suffering a -2 penalty on ranged and melee attacks.
8X: Intellectual trauma
80-81Memory LossThe character struggles to recall and use information. They suffer a -4 penalty to any checks requiring recall of information, most importantly Knowledge checks. They may forget names and messages, or get lost easily. Deciding the parameters of a character’s memory loss is a matter for negotiation.
82-83Attention DeficitThe character struggles to focus on a task. They suffer a -2 penalty to Concentration checks. In addition, any time they need to spend more than a few minutes on the same task, they are liable to become distracted and a Will save may be called for.
84-85DisjointedThe character’s intellect is unimpaired, but they struggle to marshal arguments or arrange ideas in a logical order. They suffer a -4 penalty to Diplomacy checks, as well as any attempts to explain or discuss complicated topics.
86-87LightmindedThe character’s resolve weakens, leaving them inclined to stare at lights and easily lulled by soft voices. The character suffers a -4 penalty against fascination effects.
88-89BefuddledThe character becomes unusually prone to psychotic episodes. They suffer a -2 penalty on confusion effects. Narratively, the character may suffer from mild panic at stressful moments, or suffer occasional hallucinations.
9X: Complications
90-92Liver DamageThe character’s ability to handle toxins is reduced, leaving them unusually susceptible to poisons of all kinds. The character suffers a -4 penalty on all saving throws against poison effects, including alcohol and other drugs.
93-94Lung DamageThe character's lung capacity is reduced, making it harder to breathe and leaving them more susceptible to airborne hazards. The character suffers a -4 penalty on saving throws against gases of any kind, or any roll relating to controlling their breath, including appropriate Perform checks.
95-97Weak StomachThe character is unusually sensitive, suffering a -4 penalty against any effect that causes sickening or nausea. They are likely to find certain foods, perfumes and other strong scents unpleasant.
98-99Sleep DisorderLingering pain, emotional trauma or metabolic damage disrupts the character's sleeping patterns. They may struggle to stay awake for long periods, or find it difficult to sleep. They suffer a -4 penalty on any effect that effects sleep in any way.
0X: Special
00-01AnomalySomething very strange happens: the character is saved by an alternate-universe duplicate; an apparently-inert bracelet erupts into a miniature golem that absorbs the killing blow; a spirit or deity revives the character with a message, offers a bargain, or places a geas on the character; the character becomes a ghost, shade or other intelligent undead.
02-03Wandering SoulThe character's spirit goes astray and must be brought back before they can reawaken.
04-05Soul InfestationEvil influences or psychic predators latch onto the character as they lie unconscious. It may take some time for their presence to be noticed, even once the character reawakens. Use any suitable monster, or invent your own.
06-07Spiritual AcquaintanceDrifting in unconsciousness, the character encounters wandering spirits that may try to steal their body, become parasitic, befriend the character etc.
08-09AwakeningThe character develops unexpected abilities, but usually at a cost... for example, they might gain a minor spell-like ability or a lesser feat, but lose a point of statistic. They might begin to speak visions, without knowing their meaning. This may be a good opportunity to introduce features from another setting in a very limited way.

Monday, 15 April 2013

Monster Maker

It's been a bad day, and coding pointless things usually cheers me up.

I mentioned when I posted the Random RPG Generator that I'd like to add an antagonist maker. This isn't quite that, but it's a random monster generator. Click the button, pick which bits you like, and ignore the rest.

Many of the creatures listed here are real organisms. I've used technical terminology, because that makes it easier - if you're intrigued - to look up the specific traits of your chosen monster. You might find some surprising, fiendish or bizarre biology to inflict on your players.

This is a draft, and I'll probably come back to it sometime. I'd like to add some kind of genre filter, and also some kind of weighting function so that people can (if they want) overcome the statistical skew towards invertebrates.

 

 

Friday, 25 January 2013

WoD percentifier

BRPifier

A work in progress: discussion on the Dr&Di thread.

This is a fettle in response to Arthur's modest proposal on Dreamers and Dicepools.

This script will (I hope) convert a World of Darkness-style dots and targets system into a percentile chance, allowing a quick and dirty conversion into BRP or some similar system. You can use this to determine what skill percentage corresponds to a dot rank.


Your percentage chance of success is:

 

WoDifier

But that's not the only option. You may be keen to import your old Call of Cthulhu characters into the World of Darkness, and who am I to stop you? This called for actually quite a lot of effort.


You need this number of dots:

 

Note: At some point in the rather complicated process of moving things between HTML editor, spreadsheet, plain text editor and back again repeatedly multiple times, the exact numbers to many decimal places have apparently got slightly broken. So this will in fact mostly return very slightly inaccurate numbers, until I get round to fixing that.

So it looks like it's actually probably a Javascript issue with logarithms, not an error in the data. This might take longer than I hoped. Or I might come up with a nasty hack for it. Nasty hack found, and not actually all that nasty. Javascript is actually not that good at maths, it seems...

Nerdy calculationy bit

The Percentifier is a rough and ready option, right there. But it would be nice to have a way to convert the other way, right? To be able to convert a mathematically-elegant BRP character, with its straightforward capabilities, into WoD’s dicepools.

This, unfortunately, is going to call for maths. Wait, I don’t dislike maths. I just don’t have to do very much of it these days.

The calculation for turning the dicepool into percentages basically points down to:

p = 1 - ((t-1)/10) d

where p is the probability of success, t is the target number, and d is the number of dots (or dice).

At this point I realised I couldn’t remember high-school maths. Things like “what’s the general term for the power of something, like ‘squared’?” which would help answer other things, like “how do you calculate the value of that thing I can’t remember the term for?”. Luckily, at this stage my dad called for a chat. Amongst his many excellent qualities, he is professionally good at maths, and reminded me about logarithms and the word ‘exponential’. Thus:

p + ((t-1)/10) d = 1

1 – p = ((t-1)/10) d

LOG(1-p) = LOG(((t-1)/10) d)

ln(((t-1)/10) d) = LOG(1-p)

dLOG((t-1)/10) = LOG(1-p)

d = LOG(1-p)/LOG((t-1)/10)



Arthurfier

But there's more! Arthur has a suggestion for making skill more relevant in WoD, and suggested how it might work, so I've fettled up a quick Arthurfier (for want of a better word) to see how that does.

EDIT: This doesn't, in fact, do what Arthur suggested: it just triples the relative value of Skill vs. Stat dogs dots. It's been a long few weeks, okay?

Your percentage chance of success is:

 

Arthurfier II

Thanks to me rolling a critical fail on my Reading, the Arthurfier doesn't actually do what Arthur suggested. Oops.

Enter the Mark II.

Your competence at this task is:

 

Your percentage chance of success is:

 

Descriptions

I eventually managed to track down the descriptions from WoD.

Stats

  • * Poor. Unexercised, unpracticed or inept.
  • ** Average. The result of occasional effort or application.
  • *** Good. Regular practice or effort, or naturally talented.
  • **** Exceptional. Frequently applied, tested and honed, or naturally gifted.
  • ***** Outstanding. The peak of normal human capacity. Continuously exercised or naturally blessed.

Stats

  • * Novice. Basic knowledge and/or techniques.
  • ** Practitioner. Solid working knowledge and/or techniques.
  • *** Professional. Broad, detailed knowledge and/or techniques.
  • **** Expert. Exceptional depth of knowledge and/or techniques.
  • ***** Master. Unsurpassed knowledge and/or techniques. A leader in the field.

I can definitely see why Arthur was unconvinced.

Friday, 5 October 2012

Random RPG Generator

During a recent very silly conversation with (inevitably) Dan and Arthur, inspired by random character trait rolling in The Dying Earth, I brought up the idea of an RPG where everything was randomly generated. It's very simple. You just start from scratch, considering and randomly determining each element of the game.

This is a very, very simple version of that. There's plenty of scope for extension; one of the reasons it's still so simple is I got into philosophical quandaries about exactly what category of feature things fell into. Is "mystery" a game genre or sub-genre? Is "sci-fi" a genre or an aesthetic wrapper?

One thing I'd vaguely like to have - but which would be quite a lot of work - is to generate antagonists and approximate goals (or at least, activities) for the game, and have various fields linked so they couldn't produce logically contradictory results. But that would be more work, and maybe a completely random one is more entertaining (and more inspirational). Anyway, have a go and make suggestions. I might expand on it one day.

breakdown