tag:blogger.com,1999:blog-42018850649793626322024-03-19T04:47:29.321-04:00of PedantryThere is a plague on Man: the opinion that he knows something - Michel de MontaigneAnthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.comBlogger135125tag:blogger.com,1999:blog-4201885064979362632.post-90100644668269328172013-04-18T10:00:00.001-04:002013-04-18T10:02:38.998-04:00Bardic SongcastingBuilding off of the <a href="http://antiledo.blogspot.com/2013/04/a-new-take-on-bard.html" target="_blank">outline </a>of the Bard class, here is how they cast spells:<br />
<span style="font-family: inherit;"><br /></span>
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<h1>
<span style="font-family: inherit;">
Bardic Songcasting</span></h1>
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<span style="font-family: inherit;">Bards perform their songs by singing, dancing, or playing
musical instruments. Songs performed at the Cantata or Concerto level require
an instrument.</span></div>
<div class="MsoNormal">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormal">
<span style="font-family: inherit;">Songs are performed by selecting a motif, a key, and a
duration. The motif determines the base effect, the key determines whether the
effect benefits the Bard's allies or harm's his enemies, and the duration
determines the magnitude of the effect.</span></div>
<div class="MsoNormal">
<span style="font-family: inherit;"><br /></span></div>
<ul>
<li><span style="font-family: inherit;">A Cappella performances require 2 segments* and take effect immediately. After the casting time, Bards may continue
to perform and take other actions such as moving, fighting, and being hit.
However, they may not cast other spells or invoke other magics without first
ending their performance.</span></li>
<li><span style="font-family: inherit;">Cantatas require 4 segments* and take
effect after the 4 segments*are spent. Bards must use both hands and an instrument to
perform a cantata and it requires full concentration that is broken upon being
damaged. Bards may only move 5ft per round and take no other actions while
performing a cantata. </span></li>
<li><span style="font-family: inherit;">Concertos require 8 segments* and take
effect after the 8 segments*are spent. A concerto has the same concentration
requirements as a cantata.</span></li>
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<span style="font-family: inherit;">Bards may perform any motif known any number of times per
day so long as the total number of rounds performed does not exceed their
Charisma score.</span></div>
<div class="MsoNormal">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormal">
<span style="font-family: inherit;">Bard songs have an area of effect of 60ft from the performer
unless otherwise noted in the Motiff.</span></div>
<div class="MsoNormal">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormal">
<span style="font-family: inherit;">Only 1 Bard song may be in effect at one time. 2nd level
Bards may Harmonize two A Cappella effects at once.</span></div>
<div class="MsoNormal">
<span style="font-family: inherit;"><span style="font-size: small;"><br /></span></span></div>
<span style="font-family: inherit;"><span style="font-family: "Times New Roman","serif"; font-size: small; mso-ansi-language: EN-US; mso-bidi-language: AR-SA; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-US;">Bard songs do not allow savings throws unless noted in
the Motif.<span style="mso-tab-count: 1;"> </span></span></span><br />
<span style="font-family: inherit;"><span style="font-size: small;"><br /></span></span>
<span style="font-family: inherit;"><span style="font-size: small;">All Motifs are described in <a href="http://sdrv.ms/XTaweC" target="_blank">the Compleat Bard</a> and also linked to on the right. </span></span><br />
<br />
<span style="font-family: "Times New Roman","serif"; font-size: 10.0pt; mso-ansi-language: EN-US; mso-bidi-language: AR-SA; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-US;"><span style="mso-tab-count: 1;"></span></span><span style="font-family: "Times New Roman","serif"; font-size: 10.0pt; mso-ansi-language: EN-US; mso-bidi-language: AR-SA; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-US;"><span style="mso-tab-count: 1;"><span style="font-family: "Times New Roman","serif"; font-size: x-small; mso-ansi-language: EN-US; mso-bidi-language: AR-SA; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-US;">*I
use the term segments here but not in the strict AD&D sense.
Whatever time scale you use, A Cappella performances should take half of
a round/action/whatever you use, Cantatas should take a whole round,
and Concertos should take 2 rounds.</span> </span></span>Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com265tag:blogger.com,1999:blog-4201885064979362632.post-62136878816041973022013-04-16T22:47:00.003-04:002013-04-16T22:47:45.771-04:00A New Take on the BardI talked about a Bard concept a while back; here is the final presentation:<br />
<br />
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<b><span style="font-size: large;">Bard</span></b></div>
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<br /></div>
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Requirements:<span style="mso-tab-count: 1;"> </span><span style="mso-tab-count: 1;"> </span>DEX
12, WIS 15, CHA 15</div>
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Prime
Requisite:<span style="mso-tab-count: 1;"> </span><span style="mso-tab-count: 1;"> </span>None</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Hit Dice:<span style="mso-tab-count: 2;"> </span>D6</div>
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Weapon Proficiencies:<span style="mso-tab-count: 1;"> </span>3
+ 1 every 4th level</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Bards are artists who have learned to alter reality through
the use of their artistic talents. Bards focus their magical artistic talents on song, music, and dance, but also
study other art forms from painting and sculpting to juggling and acting.</div>
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<br /></div>
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<b style="mso-bidi-font-weight: normal;"><i style="mso-bidi-font-style: normal;">Bardic Magic:</i></b> Bards learn motifs that enable to them to perform
their magic arts. Bards may perform any motif known any number of times per day
so long as the total number of rounds performed does not exceed their Charisma
score. Refer to the Bard's Compendium (<b>next post coming up)</b> for complete rules and effects.</div>
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<br /></div>
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<b style="mso-bidi-font-weight: normal;"><i style="mso-bidi-font-style: normal;">A Capella:</i></b> Starting at first level, Bards may perform motifs a
capella. These performances have a casting time of 2 segments* and take
effect immediately. After the casting time, Bards may continue to perform and
take other actions such as moving, fighting, and being hit. However, they may
not cast other spells or invoke other magics without first ending their
performance. </div>
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<br /></div>
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<b style="mso-bidi-font-weight: normal;"><i style="mso-bidi-font-style: normal;">Harmonize:</i></b> At 2nd level, Bards may Harmonize their a capella
performances with other Bards, allowing two such songs to be in effect at once.</div>
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<br /></div>
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<b style="mso-bidi-font-weight: normal;"><i style="mso-bidi-font-style: normal;">Cantata:</i></b> Starting at 3rd level, Bards may perform the Cantata
version of their known motifs. These performances have a casting time of 4 segments* and take effect upon the beginning of the following round. Bards must
use both hands and an instrument to perform a cantata and it requires full
concentration that is broken upon being damaged. Bards may only move 5' per
round and take no other actions while performing a cantata.</div>
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<br /></div>
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<b style="mso-bidi-font-weight: normal;"><i style="mso-bidi-font-style: normal;">Concerto:</i></b> At 5th level, Bards may perform the most powerful
version of their Motifs known. These performances have a casting time of 8 segments* and take effect upon the beginning of the following round. A concerto
has the same concentration requirements as a cantata.</div>
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<br /></div>
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<b style="mso-bidi-font-weight: normal;"><i style="mso-bidi-font-style: normal;">Read Scrolls:</i></b> At 12th level, Bards may cast arcane spells from
scrolls.</div>
</div>
<b style="mso-bidi-font-weight: normal;"><span style="font-family: "Times New Roman","serif"; font-size: 10.0pt; mso-ansi-language: EN-US; mso-bidi-language: AR-SA; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-US;"><br clear="all" style="mso-break-type: section-break; page-break-before: auto;" />
</span></b>
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<b style="mso-bidi-font-weight: normal;">BARD LEVEL
PROGRESSION</b></div>
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<b style="mso-bidi-font-weight: normal;">Experience</b></div>
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<b style="mso-bidi-font-weight: normal;">Level</b></div>
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<b style="mso-bidi-font-weight: normal;">Attack</b></div>
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<b style="mso-bidi-font-weight: normal;">Bonus</b></div>
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<b style="mso-bidi-font-weight: normal;">Hit Dice
(D6)</b></div>
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0</div>
</td>
<td style="border: none; mso-border-top-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 63.05pt;" valign="top" width="84">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
1</div>
</td>
<td style="border: none; mso-border-top-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 69.65pt;" valign="top" width="93">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
1</div>
</td>
<td style="border: none; mso-border-top-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 54.1pt;" valign="top" width="72">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
1</div>
</td>
</tr>
<tr style="mso-yfti-irow: 3;">
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 70.6pt;" valign="top" width="94">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
2,000</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 63.05pt;" valign="top" width="84">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
2</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 69.65pt;" valign="top" width="93">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
1</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 54.1pt;" valign="top" width="72">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
2</div>
</td>
</tr>
<tr style="mso-yfti-irow: 4;">
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 70.6pt;" valign="top" width="94">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4,000</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 63.05pt;" valign="top" width="84">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 69.65pt;" valign="top" width="93">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
2</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 54.1pt;" valign="top" width="72">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3</div>
</td>
</tr>
<tr style="mso-yfti-irow: 5;">
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 70.6pt;" valign="top" width="94">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
8,000</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 63.05pt;" valign="top" width="84">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 69.65pt;" valign="top" width="93">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
2</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 54.1pt;" valign="top" width="72">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4</div>
</td>
</tr>
<tr style="mso-yfti-irow: 6;">
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 70.6pt;" valign="top" width="94">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
16,000</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 63.05pt;" valign="top" width="84">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
5</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 69.65pt;" valign="top" width="93">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 54.1pt;" valign="top" width="72">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
5</div>
</td>
</tr>
<tr style="mso-yfti-irow: 7;">
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 70.6pt;" valign="top" width="94">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
32,000</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 63.05pt;" valign="top" width="84">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
6</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 69.65pt;" valign="top" width="93">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 54.1pt;" valign="top" width="72">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
6</div>
</td>
</tr>
<tr style="mso-yfti-irow: 8;">
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 70.6pt;" valign="top" width="94">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
64,000</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 63.05pt;" valign="top" width="84">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
7</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 69.65pt;" valign="top" width="93">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 54.1pt;" valign="top" width="72">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
7</div>
</td>
</tr>
<tr style="mso-yfti-irow: 9;">
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 70.6pt;" valign="top" width="94">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
128,000</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 63.05pt;" valign="top" width="84">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
8</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 69.65pt;" valign="top" width="93">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 54.1pt;" valign="top" width="72">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
8</div>
</td>
</tr>
<tr style="mso-yfti-irow: 10;">
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 70.6pt;" valign="top" width="94">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
256,000</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 63.05pt;" valign="top" width="84">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
9</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 69.65pt;" valign="top" width="93">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
5</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 54.1pt;" valign="top" width="72">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
9</div>
</td>
</tr>
<tr style="mso-yfti-irow: 11;">
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 70.6pt;" valign="top" width="94">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
512,000</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 63.05pt;" valign="top" width="84">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
10</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 69.65pt;" valign="top" width="93">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; tab-stops: 35.05pt center 38.1pt; text-align: center;">
5</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 54.1pt;" valign="top" width="72">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; tab-stops: 35.05pt center 38.1pt; text-align: center;">
10</div>
</td>
</tr>
<tr style="mso-yfti-irow: 12;">
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 70.6pt;" valign="top" width="94">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
725,000</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 63.05pt;" valign="top" width="84">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
11</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 69.65pt;" valign="top" width="93">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
6</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 54.1pt;" valign="top" width="72">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
+2</div>
</td>
</tr>
<tr style="mso-yfti-irow: 13;">
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 70.6pt;" valign="top" width="94">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
1,000,000</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 63.05pt;" valign="top" width="84">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
12</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 69.65pt;" valign="top" width="93">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
6</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 54.1pt;" valign="top" width="72">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
+4</div>
</td>
</tr>
<tr style="mso-yfti-irow: 14;">
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 70.6pt;" valign="top" width="94">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
1,275,000</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 63.05pt;" valign="top" width="84">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
13</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 69.65pt;" valign="top" width="93">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
7</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 54.1pt;" valign="top" width="72">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
+6</div>
</td>
</tr>
<tr style="mso-yfti-irow: 15;">
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 70.6pt;" valign="top" width="94">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
1,550,000</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 63.05pt;" valign="top" width="84">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
14</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 69.65pt;" valign="top" width="93">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
7</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 54.1pt;" valign="top" width="72">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
+8</div>
</td>
</tr>
<tr style="mso-yfti-irow: 16;">
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 70.6pt;" valign="top" width="94">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
1,825,000</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 63.05pt;" valign="top" width="84">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
15</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 69.65pt;" valign="top" width="93">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
8</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 54.1pt;" valign="top" width="72">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
+10</div>
</td>
</tr>
<tr style="height: 4.0pt; mso-yfti-irow: 17; mso-yfti-lastrow: yes; page-break-inside: avoid;">
<td colspan="3" style="border-top: solid windowtext 1.0pt; border: none; height: 4.0pt; mso-border-top-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 203.3pt;" valign="top" width="271">
<div class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
</td>
<td style="border-top: solid windowtext 1.0pt; border: none; height: 4.0pt; mso-border-top-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 54.1pt;" valign="top" width="72">
<div class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
</td>
</tr>
</tbody></table>
<div class="MsoNormal">
<br /></div>
<table border="1" cellpadding="0" cellspacing="0" class="MsoNormalTable" style="border-collapse: collapse; border: none; margin-left: 5.4pt; mso-border-alt: solid windowtext .5pt; mso-border-insideh: .5pt solid windowtext; mso-border-insidev: .5pt solid windowtext; mso-padding-alt: 0in 5.4pt 0in 5.4pt;">
<tbody>
<tr style="mso-yfti-firstrow: yes; mso-yfti-irow: 0; page-break-inside: avoid;">
<td colspan="2" style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: none; border-top: solid windowtext 1.0pt; mso-border-bottom-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 154.5pt;" valign="top" width="206">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
<b style="mso-bidi-font-weight: normal;">BARD MUSIC
PROGRESSION</b></div>
</td>
</tr>
<tr style="mso-yfti-irow: 1;">
<td style="border-bottom: solid windowtext 1.0pt; border: none; mso-border-bottom-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 67.5pt;" valign="top" width="90">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
<b style="mso-bidi-font-weight: normal;">Motifs
Known</b></div>
</td>
<td style="border-bottom: solid windowtext 1.0pt; border: none; mso-border-bottom-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 87.0pt;" valign="top" width="116">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
<b style="mso-bidi-font-weight: normal;">Musical
Ability</b></div>
</td>
</tr>
<tr style="mso-yfti-irow: 2;">
<td style="border: none; mso-border-top-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 67.5pt;" valign="top" width="90">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
1</div>
</td>
<td style="border: none; mso-border-top-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 87.0pt;" valign="top" width="116">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
A Capella</div>
</td>
</tr>
<tr style="mso-yfti-irow: 3;">
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 67.5pt;" valign="top" width="90">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
2</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 87.0pt;" valign="top" width="116">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
Harmonize</div>
</td>
</tr>
<tr style="mso-yfti-irow: 4;">
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 67.5pt;" valign="top" width="90">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
2</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 87.0pt;" valign="top" width="116">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
Cantata</div>
</td>
</tr>
<tr style="mso-yfti-irow: 5;">
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 67.5pt;" valign="top" width="90">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 87.0pt;" valign="top" width="116">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
<br /></div>
</td>
</tr>
<tr style="mso-yfti-irow: 6;">
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 67.5pt;" valign="top" width="90">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
3</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 87.0pt;" valign="top" width="116">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
Concerto</div>
</td>
</tr>
<tr style="mso-yfti-irow: 7;">
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 67.5pt;" valign="top" width="90">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
4</div>
</td>
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 87.0pt;" valign="top" width="116">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
<br /></div>
</td>
</tr>
<tr style="mso-yfti-irow: 8;">
<td style="border: none; padding: 0in 5.4pt 0in 5.4pt; width: 67.5pt;" valign="top" width="90">
<div align="center" class="MsoBodyText2" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
5</div>
</td>
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<span style="font-family: "Times New Roman","serif"; font-size: 10.0pt; mso-ansi-language: EN-US; mso-bidi-language: AR-SA; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-US;">*I use the term segments here but not in the strict AD&D sense. Whatever time scale you use, A Cappella performances should take half of a round/action/whatever you use, Cantatas should take a whole round, and Concertos should take 2 rounds.<br clear="all" style="mso-break-type: section-break; page-break-before: always;" />
</span>Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com1tag:blogger.com,1999:blog-4201885064979362632.post-44227031015347068232013-04-14T11:33:00.001-04:002013-04-16T16:31:59.278-04:00Cannon in the Early Modern PeriodTaking a quick break from <a href="http://antiledo.blogspot.com/search/label/Economy" target="_blank">economics</a>, let's look at artillery for the time period.<br />
<br />
The early 17th century saw numerous types of cannon in every size and configuration between the major nations of the day. There was nothing approaching standardization, but that is something we need for our purposes. Let's jump right in: cannon break down into three categories based on trajectory of fire.<br />
<br />
<ol>
<li>Guns have a level firing arc and are used for direct fire. </li>
<li>Cannon fired at a roughly 45 degree angle and are used to shoot larger projectiles at targets behind obstructions. </li>
<li>Mortars have a high angle of fire to deliver indirect fire over walls.</li>
</ol>
<br />
While these were primarily siege weapons, guns and howitzers were employed as field artillery, especially after Gustavus Adolphus proved their worth near the end of the 30YW. Cannon ranged in caliber from 4-inch field pieces to 9-inch behemoths firing 80lb shot! Here's a convenient breakdown:<br />
<br />
<br />
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" /><br />
<br />
That might be a lot of artillery, but it covers pieces designed for sieges, field use, and medium sized cannon that could be used for both. To simplify matters, the list could be condensed to just a Siege and Field version of Gun and Cannon and just the big Mortar.<br />
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In regards to shot, there were plenty of choices. Solid iron shot was used to puncture holes in walls as well as to knock out opposing cannon with enfilade fire. In the field, solid shot wrecked havoc on deep pike formations as it mowed down men. <br />
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Mortars used stone balls since they were not employed to break through fortifications. In fact, mortars were designed to only use stone or explosive shot; loading an iron ball and extra powder into a mortar would result in a dead cannon crew. The Bombard's stats look to be incorrect based on the other values, but that is because it is a short, stout weapon (think of a cauldron rather than a cannon) reminiscent of 16th century technology.<br />
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Explosive shot was made by filling a hollow iron sphere with powder. They were lobbed by howitzers and mortars to destroy buildings, earthworks, and for general bombardment.<br />
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Chain shot was used in naval artillery for destroying rigging, it consisted of two sub-caliber sized round shots connected with a chain.<br />
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Canister shot was employed to a degree in the 17th century. However, they were not standardized shells and more like an improvised shotgun-type blast. Since cannon in the early part of the 17th century were still thought of as a siege weapon first, they saw relatively little use.<br />
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This information doesn't provide comprehensive rules for artillery use in battle, but should lay the groundwork for future development. Suffice to say, these pieces have to be very expensive as even the major nations of the day would rarely be able to field more than 50 pieces with their armies. Unless your group is at name-level play, these should remain out-of-reach for the moment.<br />
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Although, wheeling cannon into a dungeon would be interesting. One silence spell plus a nice Culverin allows you to get through a dungeon rather quickly. Of course, I expect you to enforce air quality rules for all of that powder going off in a confined area...Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com1tag:blogger.com,1999:blog-4201885064979362632.post-80385230874855707312013-04-08T23:11:00.002-04:002013-04-08T23:11:19.262-04:00The Supply Side of EconomicsIf you can only handle Excel math, you might want to invest in big girl panties.<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghvlibz0FSzVRVvOM-r77svg9pSIqP8Z9jLVyOB6Lr0jFUa4F6-KQ6aR5rojGIKUemSmIXSH9k9rLcIs4bgwWYf46Lgdr1ES_aTkMPb-KbcfFHwA18oe21LBFLb1txpk24KqZhqirA0rbG/s1600/EQ1.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghvlibz0FSzVRVvOM-r77svg9pSIqP8Z9jLVyOB6Lr0jFUa4F6-KQ6aR5rojGIKUemSmIXSH9k9rLcIs4bgwWYf46Lgdr1ES_aTkMPb-KbcfFHwA18oe21LBFLb1txpk24KqZhqirA0rbG/s320/EQ1.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">where G sub i is not equal to 0</td></tr>
</tbody></table>
First some notation. Lower case letters refer to local conditions and upper case refer to global conditions. So g is the local cost of a good and b is the good's base value (a fixed value). "g sub s" (lordy blogger hates math notation) would be the local supply coefficient and "g sub d" would be the local demand coefficient.<br />
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The first equation shows the general idea behind setting a price. The price is derived from the base value and then is decreased by higher supply and increased by higher demand. Nothing too ground breaking here.<br />
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Don't get too tripped up on the terms supply and demand and think this is modern economic theory here. You can instead think of "supply" as factors that reduce the price of a good and "demand" as factors that increases its price. <br />
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Supply is universally defined in the second equation. The supply coefficient is the product of a sequence of Global value of a good in a particular Center of Trade (COT) divided by the base value. This term is then taken to a root power of i + 2. i = 0 is defined as the COT in which the province resides. As i increments, it draws the COT value of neighboring COTs.<br />
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If you are still awake, we are basically saying that the supply decreases price in a root manner. So in order to drop the price in half, the supply would have to be 4 times the base value. To drop the price by one third, there would have to be a supply of 8 times the base value. And so on.<br />
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We do a product of a sequence so that farther COTs have a diminishing effect. Once you get one COT away, the sequence evaluates a cubic root. So to drop the price in half as a result of a distant COT, the trade value there would have to be 8 times the base value.<br />
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No chance you are still awake. But maybe a pretty picture will help. Here is a screenshot from EU3 illustrating a system of COTs.<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhu73ecRtojjBFoxr1ayZ-0k2noAMEeNWtdbUACUkehUCblO2gbqjEXeAUJPDTFxPKhiOIzdG3c8fNmA7-J2Sg0hYvK7BH2dFUUoHiVQl1NB_K_hN0T76zwC1hB1HA8vsaevRS8VghW1Ksu/s1600/EU3_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="292" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhu73ecRtojjBFoxr1ayZ-0k2noAMEeNWtdbUACUkehUCblO2gbqjEXeAUJPDTFxPKhiOIzdG3c8fNmA7-J2Sg0hYvK7BH2dFUUoHiVQl1NB_K_hN0T76zwC1hB1HA8vsaevRS8VghW1Ksu/s640/EU3_1.jpg" width="640" /></a></div>
<br />
Each colored region represents a COT and all the provinces that trade into it. Lets assume we are in Austria's COT Wien at "i = 0". COTs at "i = 1" include the Ottoman COT in Thrace, the Venetian COT in Venice, the north German COT in Hamburg, and the Polish COT in Danzig. "i = 2" COTs would be located in France, Genoa, Moscow, etc. So the supply of goods flows in from around the world, having a smaller impact as the distance traveled increases.<br />
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Nifty part is that the COTs in colonial powers such as Spain include their territories in the New World so colonial goods are also factored in.<br />
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That's it for considering supply for now. Go wipe up the drool from your keyboard. Tackling "demand" will be much more daunting.<br />
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<br />Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com0tag:blogger.com,1999:blog-4201885064979362632.post-51181002806482736152013-04-04T10:37:00.001-04:002013-04-04T10:38:09.682-04:00Thoughts on Building an EconomyI don't think I have to start with a discussion of why standard D&D book prices and equipment lists are completely useless for someone looking for a fantasy version of Earth. Let's just take that assumption and move on.<br />
<br />
The excellent simulation series Europa Universalis (EU) utilizes an economic system that I think would work well as a baseline to create a working economy for the EMP. In a nutshell, the game world is broken down into 1,700 or so provinces that all produce a type of good. Each good is also collected in a Center of Trade, which is a regional hub where "trade" takes place. Each good has a base price and is modified by supply and demand. The actual value of that good to the owner of the province is a function of taxation, production efficiency, and a fraction of the good's trade value.<br />
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There's a lot going on here and my description doesn't do it justice if you've never played the game. There are a number of core elements that really shine:<br />
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First, every good has a base price. While there have to be some arbitrary numbers used here, a good place to start to determine a functional and relatively accurate price can be found in <a href="http://antiledo.blogspot.com/2010/11/reading-resources-grain-into-gold.html" target="_blank">a couple places</a>. Every item in an equipment list can be expressed as a sum of base prices, so a sword is so many units of iron, so many units of labor, so many units of fuel, etc.<br />
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Second, every good has a global trade value. While I might make widgets here, they will eventually propagate out via trade. However, the trade value will not be the same as the base price: trade value takes into account which market you are trading into and how much of the good is present there. This allows us to have dynamic prices based on where the item is being bought and sold.<br />
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Third, the value of a good to the province owner is not directly transferred to the province owner. The good itself has no value until someone else comes along and buys it or trades for it. This allows us to correlate the trade value of the province with the overall wealth of the province. This fact can then be extrapolated to the quantity, value, and price of all goods present in a province.<br />
<br />
So on the macro level, we can total up all the units of a particular good that are present in an economy. Then we divide out the amounts of that good to each province according to the wealth of that province. These factors then modify the base price of a unit of goods. The end result is that the price of any item is a function of its "intrinsic" value, the amount produced within the economy, and the wealth of the market.<br />
<br />
I think this is fertile ground upon which to build a dynamic economy...Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com0tag:blogger.com,1999:blog-4201885064979362632.post-26070173315589717872012-11-24T21:29:00.000-05:002012-12-04T15:21:24.426-05:00The Undead in the 17th Century - Skeletons<b><span style="font-size: medium;">Skeleton</span></b><br />
<span style="font-size: small;">No. Encountered</span>: Varies<br />
Movement: 120'<br />
Size: Man-sized<br />
Armor Class: 7<br />
Hit Dice: 1 (d8)<br />
Attacks: 1<br />
Damage: 1d6<br />
Special Attacks: <br />
Special Defenses: Vanity, Undead Resistances<br />
Save: Fighter 1<br />
Morale: 12<br />
Treasure: TBD<br />
<br />
<br />
Skeletons are the manifestation of vanity. They are walking
corpses stripped of skin and muscle leaving just a frame of bone, sinew, and tendons. Skeletons cling to vanity even in death, clothing themselves in the finest linens they can find and bathing themselves in scented oils. Skeletons are driven by a malevolent spirit bent on destroying beauty.<br />
<br />
Skeletons strike upon the <b>Vanity</b> of all who behold them as undead; Skeletons can pass for living beings from a distance. All must roll higher than their Charisma score on a D20 or flee in terror.<br />
<br />
All undead are immune to charms, enchantments, <i>sleep</i>, and <i>hold </i>spells.Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com2tag:blogger.com,1999:blog-4201885064979362632.post-44083490165068711702012-11-23T20:58:00.001-05:002012-12-04T15:21:24.461-05:00Turn LivingI was toying around with the concept of the undead <a href="http://antiledo.blogspot.com/2011/11/undead-in-17th-century-zombies.html" target="_blank">a while back</a> and I wanted to revisit it. Ultimately, I wanted to change the paradigm around. Rather than having the players being able to trivialize the undead with a Cleric in the party, I wanted that dynamic to work the other way.<br />
<br />
<b><span style="font-size: small;">Turn Living</span></b><br />
<br />
Every undead creature has an innate ability to terrorize living beings and send them screaming away in horror or cower in fear. In the case of the <a href="http://antiledo.blogspot.com/2011/11/undead-in-17th-century-zombies.html" target="_blank">Zombie</a>, they exude a "fear of the grave" that requires a wisdom saving throw. So instead of every zombie encounter starting with a turn undead, it now starts with a "turn living."<br />
<br />
As I said before, the undead should be something terrifying to characters and even a little bit for the players. With a turn living type ability and a re-imagining of their other abilities, undead encounters should be something special and a learning opportunity. We can create the opportunity for players to become undead hunters, rather than there being one in every church already.<br />
<br />
<span style="font-size: small;"><b>Turn Undead</b></span><br />
<br />
So the corresponding change would have to come upon turn undead or else a battle with the undead just becomes a battle of saving throws. Let's change turn undead to "Faith" and it allows anyone who failed their "turn living" check to reroll. Of course, this supposes that the Cleric himself succeeded in that initial save.<br />
<br />
Now, a Cleric becomes a weapon against the undead rather than an I Win Button.Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com3tag:blogger.com,1999:blog-4201885064979362632.post-43304887678938912732012-08-24T11:26:00.000-04:002012-12-04T15:21:24.459-05:00The Internet Amazes MeOk, here is a quick post about how awesome the internet is.<br />
<br />
Universities are putting videos, audio, and written materials from their courses online for free. It is staggering the amount of information that is publicly available. You can dabble in essentially any subject you want and pick up a pretty damn good introduction to that subject. <br />
<br />
For example, you could listen to lectures on <a href="http://itunes.apple.com/itunes-u/history-167a-001-fall-2011/id462290979?mt=10" target="_blank">early modern German history</a>. Or maybe brush up on your <a href="http://oyc.yale.edu/history/early-modern-england" target="_blank">early modern English history</a>. The reference material available can inform your game world in so many ways.<br />
<br />
Why are you still buying splatbooks?Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com13tag:blogger.com,1999:blog-4201885064979362632.post-44808788020290411202012-08-21T16:57:00.000-04:002012-12-04T15:21:24.463-05:00Bad InspirationEvery time I get a <a href="http://antiledo.blogspot.com/2012/05/why-saving-throws-hurt-game-why-they.html?showComment=1344346304138#c8291796599716811395" target="_blank">stupid comment</a> on this blog, it inspires me to pick it back up and write again. Then I realize that discourse online is such a joke. Well, it is a joke face to face much of the time as well, but at least civility persists when you are within arm's length of your interlocutor. <br />
<br />
Either way, I looked over the attrition spreadsheet and realized it has a logic error. It always assumes that the high is "hot" and the low is "cold". If you were adventuring in cold climates, the low and the high could very well be below freezing, but the calculation for the high temperature would return 0 damage since it is looking for high apparent temperature. That is fixed now and the link to the right is updated; each calculation will check to see if the apparent temperature is high or low and use the correction equation.Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com0tag:blogger.com,1999:blog-4201885064979362632.post-2446462367926844712012-05-21T19:30:00.000-04:002012-12-04T15:21:24.420-05:00Attrition System Complete (For Now)<h2>
Attrition For Overland Travel</h2>
This system abstracts the rigors of travel by calculating an attrition value that is applied as hit point damage for characters traveling overland. The primary factor for determining attrition is climate data, namely, temperature, humidity, and wind speed. These numbers are used to derive a hit point value that roughly corresponds to the impact of weather on the human body (heat stress, core body temperature, etc).<br />
<br />
<h3>
Climate Data</h3>
<br />
Apparent Temperature is a calculated value derived from temperature, humidity, and wind speed that is used to determine attrition. The best way to get good data is to use a historical database of weather (like <a href="http://www.wunderground.com/history/" target="_blank">this one</a>). Use a city that your party is located near and a establish a base date from which to draw the data. For example, if my game session is May 1, 1618, I would map that date to weather data from May 1, 2010. Specifically, you will need the high and the low, average humidity, and average wind speed for the day.<br />
<br />
<h3>
Generating A Value</h3>
<br />
Use the <a href="http://sdrv.ms/O1N0Sh" target="_blank">attached spreadsheet</a> and fill in the values that are shaded light blue. The attrition value in HP is the value highlighted in yellow. Use successive lines from the spreadsheet for successive days since attrition is cumulative.<br />
<br />
<h4>
Using The System During Play</h4>
<br />
The best way to use this sheet during play is to generate a month's worth of values. Whenever your party travels, delete all the prior days in that month and start counting forward from there. For example, if you populated the entire month of May 2010 as May 1618 and then your party traveled starting May 4th, delete the lines for the 1st through the 3rd.<br />
<br />
<h3>
The Mechanics</h3>
<br />
Attrition is calculated by using the Apparent Temperature in a correlation between temperature and mortality rate inspired by this <a href="http://www.ciesin.org/docs/001-338/001-338.html" target="_blank">reference</a>. Apparent Temperature is a simplified Steadman equation. Two values are calculated, one based on the low temperature for the day and the other for the high temperature. They are then averaged as the day's attrition value.<br />
<br />
<h3>
Limitations And Common Sense</h3>
<br />
This system is only designed for creating a hit point effect for overland travel. It assumes people and draft animals are taking appropriate precautions against the weather, are fed and drinking, and traveling at a normal pace.<br />
<br />
If these assumptions are not true, I don't change these mechanics. Rather, I increase travel time. For example, a heavy rain storm would slow the travel rate down by washing out roads, causing flash flooding, or washing out bridges or fords. So the damage calculation is the same, but the party is exposed to the elements for a longer period for time. If the party were eating only half rations, reduce their rate of travel as they can't keep a good pace up with an empty stomach. If they are under the effects of an <i>Endure Weathe</i>r spell, feel free to half the damage.<br />
<br />
In the end, this calculation provides a realistic damage for travel; it is up to each DM to use common sense in integrating this into your game world. At least you have a strong foundation for adjudication.<br />
<h3>
</h3>
Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com0tag:blogger.com,1999:blog-4201885064979362632.post-10582519282730560792012-05-21T13:30:00.005-04:002012-12-04T15:21:24.397-05:00The Importance of (Peer) ReviewDid you look closely at the <a href="http://antiledo.blogspot.com/2012/05/attrition-new-design-ethos-or-why-your.html">previous post's system for attrition</a>? Did you plug in some numbers to test it out? Did you find out where the system works and fails? Did you notice how incomplete it is?<br />
<br />
The post only details <i>hot </i>weather effects on attrition, what about cold weather? The heat index is only valid for temperatures above 80F and humidity above 40%, if you try to use the charts' equation for cold weather, you get nonsensical results.<br />
<br />
What type of data we we plug in? High temperature, low temperature, average temperature? Desert travel can be brutally hot during the day and freezing cold at night, how does the above system take that into account?<br />
<br />
So there's the direction for the next post, finding what the system is incomplete and making it more robust. Always push your design, always test the fringe cases, and always strive to make them better.Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com0tag:blogger.com,1999:blog-4201885064979362632.post-65675305576629047452012-05-15T09:33:00.001-04:002012-12-04T15:21:24.497-05:00Attrition: New Design Ethos, or, Why Your Design Has Been Found LackingI've been kicking around the concept of <a href="http://antiledo.blogspot.com/search/label/Attrition">attrition for overland travel</a> for a while now. Let's re-establish the current foundation for this system.<br />
<br />
Attrition accumulates per day, according to a base value added to a temperature/humidity factor. The next day, the base value is the previous day's final value, which is then added to the current day's temp/humidity factor. Rinse, repeat. Here's another way of looking at it:<br />
<br />
Attrition(0) = Base damage + Climate factor<br />Attrition(i) = Attrition(i-1) + Climate Factor<br />
<br />
Now the whole concept has been simplified to a single factor, that is temperature and humidity. Those two variables, also called the heat index, should cover the vast majority of the effects of weather on the human body. Precipitation will be factored indirectly, namely, heavy rainfall washes out (or covers with snow) paths and roads, which lengthens travel time, allowing for more attrition to take place.<br />
<br />
Now here we are at a crossroads, what numbers do we use? D&D was built on pulling numbers out of assholes in order to answer this question. This is where your design fails too, you do not have to guess at any of these numbers at all. Thanks to the information age, you can find peer-reviewed research on pretty much any topic you want. There is no reason to be building systems out of fairy tale numbers of useless heuristics you just made up.<br />
<br />
Ok, so where do we find this information? A quick google search lands me at the Center for International Earth Science Information Network, and a handy research article called "Climate Effects On Human Health". Why, there is even a section of predictive equations! Who would have thought of this, there already IS a system for determining how your environment affects you. All we have to do is translate it into hit points and we are off to the races.<br />
<br />
So stop pulling numbers out of your ass for your designs and put in the same amount of time into basic research.<br />
<br />
Ok ok, back to this system. Let's see what we can use: <u>TMR = cycle + 0.10e[0.2(F[1] - 90)]</u> This looks extremely similar to what I want, a "<u>temperature-specific mortality ratio</u>" expressed as a base value added to a function of temperature. But I want heat index, or a value that combines temperature AND humidity. Thank you NOAA:<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjQ8RnPog6A1FvxLEZo5ctTxAxsXd1MP-MTAuuYQeWUPAp-J73He6JfDivXXhedW7xqCkmnsX8nfd19kWAML5ctyC8lTIOlpaXWYc2EWmiee8G5ErfDjaCcse2XgJ26ug-Ay-pJShaiYFH/s1600/heat+index.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="451" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjQ8RnPog6A1FvxLEZo5ctTxAxsXd1MP-MTAuuYQeWUPAp-J73He6JfDivXXhedW7xqCkmnsX8nfd19kWAML5ctyC8lTIOlpaXWYc2EWmiee8G5ErfDjaCcse2XgJ26ug-Ay-pJShaiYFH/s640/heat+index.JPG" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">http://www.nws.noaa.gov/os/heat/heatindex.shtml</td></tr>
</tbody></table>
<br />
We have all of our pieces now. Stick our predictive equation into a spreadsheet along with inputs for temperature and humidity. Input the above chart into the spreadsheet and perform a look-up to pull a heat index value to stick into the predictive equation. Then, tune the factors around the exponential term in the equation as well as the output so it translates into usable hit point numbers (nothing too small or too big).<br />
<br />
Once the sheet is set up, it takes less than 1 minute to generate an attrition value for the day's adventuring or travel. In the end, you have a system that gives you an answer as fast as you can open a spreadsheet and the answer is based on our shared reality and science.<br />
<br />
Oh, need to find climate data for input? You have a few <a href="http://www.worldclimate.com/">resources</a> from which to <a href="http://www.schweizerbart.de/resources/downloads/paper_free/55034.pdf">work</a>.Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com0tag:blogger.com,1999:blog-4201885064979362632.post-86532948932369223622012-05-14T11:40:00.000-04:002012-12-04T15:21:24.527-05:00Why Saving Throws Hurt the Game, Why They Are NeededThe moments that call for a saving throw represent the pinnacle of tension in D&D. They lie at the crossroads of defeat and success, of life and death, and can be the culmination of an evening or a year's campaigning. So why are we rolling a die at this high point? Why are we leaving the resolution of our shared time to random chance, no matter how intelligently or recklessly the game has been played?<br />
<br />
The moments that call for a saving throw represent the mundane points of D&D: a pit placed in a hallway, a random trap rolled off some table, or the effects of a harsh environment. Again, random chance takes the place of smart/careless behavior and turns these aspects into something resembling adventuring attrition.<br />
<br />
Saving throws are overused. When I first <a href="http://antiledo.blogspot.com/2011/05/attrition-by-numbers.html#comments">talked about taking attrition</a> damage during overland travel, one commenter wanted to add a save to avoid a day's damage. Like you can really avoid the effects of the environment by being bad-ass? More likely, he was calling for saves because the PCs are precious and should be afforded every opportunity to survive/thrive regardless of smart/reckless play.<br />
<br />
Well, the real reason saves are overused is because D&D is under-designed. How many mechanics are just rolled up into a saving throw? Spells, abilities, effects, poison, traps, magic items, the list goes on and on. Just throw a save on an action to create a lazy mechanic to adjudicate its effects. It isn't even a robust and elegant mechanic that could be applied to numerous situations; it is just lazy. Maybe the original designers ran out of creative steam and then we all just kind of turned a blind eye to this gaping hole in the game's mechanics. Or maybe we are blind to the failings of tradition.<br />
<br />
Either way, saving throws are a boring, lazy, static mechanic that form an umbrella over countless actions and opportunities in game that could have mechanics designed to add tension, flow, and enjoyment to the game.Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com9tag:blogger.com,1999:blog-4201885064979362632.post-50961524120947530072012-05-11T12:06:00.003-04:002012-12-04T15:21:24.472-05:00Saving Throws Vs StatsI never really liked how saving throws worked in D&D. The concept of a roll to avoid some horrible fate seemed anti-climatic and antithetical to play, but that would be the topic of <a href="http://antiledo.blogspot.com/2012/05/why-saving-throws-hurt-game-why-they.html">a different post</a>. The mechanics themselves are rather stagnant.<br />
<br />
At lower levels, saving throws are pretty poor and you don't really expect to make a save in most cases. At higher levels, saving throws can get so good that they can be meaningless. I'd rather have a mechanic that is interesting at all times. 3rd edition used scaling saves, but that really just devolved into the edition's min/maxing attitude; saves became binary, either you maxed out your save or DC or you didn't. Not too interesting there either.<br />
<br />
The simple solution is to tie saves to stats, which are rather static. Roll a D20 and if you roll equal to or under the stat in question, you save. Saves stay relevant at all levels and the classes keep their unique quirks (thieves dodging fireballs, Clerics resisting mental effects). For NPCs/mobs without stats, we can make a quick correlation to HD. Maybe assume every stat is average (9), plus some fraction of their HD (half? third?). You will still have the monsters usual resistances/immunities (undead to mental effects) to guide any tweaks. Either way, saves for monsters are mostly "did he die yet or not" and are one more roll in combat; I'm not concerned with having a strict mechanic there.<br />
<br />
In the end, stat-based saves makes sense with a nod towards realism. Hell, I am just as susceptible to my wife's ziti today as I was 8 years ago; my willpower hasn't really changed through my adult years. Soldiers get better at fighting, but they don't become wiser or more hardy with age. If you throw in the age effects on stats, you get a small movement in those stats to reflect aging, and that small tweak seems perfect enough.<br />
<br />
Yea, nothing monumental.Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com1tag:blogger.com,1999:blog-4201885064979362632.post-12088868442382181792012-02-25T16:47:00.001-05:002013-02-13T20:40:33.825-05:00The Bard - One Man's TakeI guess there are tons of different Bard classes out there between the ever-growing amount of editions and home-brewed classes. Here's my attempt to introduce a new game play mechanic to 17th century fantasy gaming.<br />
<br />
<b><span style="font-size: large;">Motif</span></b><br />
<br />
Bards begin spellcasting by selecting a Motif. This is the base effect that will be further modified as the Bard performs. For example:<br />
<br />
Coraggio: A piece that affects courage to those who hear it.<br />
<br />
<b><span style="font-size: large;">Mode</span></b><br />
<br />
The performance can be in either minor or major key. The major key is an uplifting, positive tone whereas the minor key is a dark and melancholic tone. In game terms, the base Motif will have a positive or negative effect. For example:<br />
<br />
Coraggio (Major): bonus to morale<br />
Coraggio (Minor): malus to morale<br />
<br />
<span style="font-size: large;"><b>Accompaniment</b></span><br />
<br />
Each performance can have one of three accompaniments, which essentially affects the magnitude of its effects (oh, there's a grammar lesson for you). One example might be:<br />
<br />
A capella: +/- 1 to morale<br />
Cantata: Reroll a morale check<br />
Concerto: Force a morale check<br />
<br />
Each motif then is six potential spells; Bards gain motifs per level as a spellcaster gains spells. Maybe a Bard learns one Motif per level. He can always module that Motif in either key. Then, he can sing its weakest effect, play an instrument with the vocals for a greater affect, or play in a troupe of bards for a stupendous effect.<br />
<br />
Accompaniments are probably gained as a function of level, so a first level Bard can only perform a capella, a third level bard can perform a cantata to accompany (his own or other?) vocals, and a fifth level bard can lead 2 other Bards (at least one of which is at 3rd level) by playing a concerto. The level up mechanic would most likely increase the range or amount of HD affected.<br />
<br />
There's plenty of ground here to come up with tons of motifs. The idea needs some fleshing out, but building on this foundation could be a fun exercise.<br />
<br />
I think it is a neat mechanic, what do you think?<br />
<br />
<span style="font-size: x-small;">[Forgive me for massacring the terminology, I'm obviously not in the music world]</span>Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com0tag:blogger.com,1999:blog-4201885064979362632.post-42235271954274001332012-02-04T20:42:00.000-05:002012-12-04T15:21:24.456-05:00Divinity And MagicI've mused on metaphysical questions for the early modern period before, but I still haven't stumbled upon something that I like, fits a pseudo-historical interpretation, and is still recognizable with typical D&D tropes. Let's take some inspiration from the Trinity.<br />
<br />
There are a ton of denominations and religions throughout the 17th century world and I don't want them ALL to be Clerics or Druids and I probably don't want religion to dictate class when it comes to divine spellcasters. While it would definitely be neat to have a separate class or at least spell list for Catholics, Lutherans, Muslims, Animists, Ancestor Worshipers, Pagans, etc, I think the granularity would mostly be lost in meta-gaming, both in terms of players who WANT certain spells and players who WANT a certain religion making the decision mostly moot. So let's compromise and utilize the Trinity.<br />
<br />
<b>God the Father</b> is the omnipotent, uncaring creator of the universe. He created existence with a set of natural laws and is completely above the care of any individual person or world. Followers of God the Father worship "nature" and natural law, either in a tangible sense or as a personification of the Almighty. Spells for these followers are rarely personal and instead invoke upon the power inherent in the laws of creation and existence.<br />
<br />
<b>Christ</b> is a personal God incarnate in every living being. Christ is a God who was both divine and mortal and experienced life and death in a finite sense. Followers of Christ retain a personal connection with Him, whom offers personal salvation. Spells for these followers operate on the intrapersonal and interpersonal level to offer either salvation or damnation.<br />
<br />
<b>The Holy Spirit</b> is a power manifest in mortal beings who strive for righteousness. He represents power manifest in the self, derived from following the will of the Spirit. The ultimate expression of the Holy Spirit is the attainment of personal divinity, where one becomes part of the gestalt Holy Spirit. Spells for those who worship him are focused on achieving righteous power.<br />
<br />
You can probably see where the lines are drawn now. Druids, Rangers, and similar classes/faiths worship God the Father, in one name or another, and use the Druid spell list. Catholics, Christians, and monotheistic faiths follow Christ and use the Cleric spell list. The Holy Spirit is for pagan and polytheistic followers and will need a spell list. One could break all the divine spells into three thematic lists and assign them, adding spells from source books to have a robust selection for everyone.<br />
<br />
Either way, this interpretation allows for multiple religions that are all "right" without implying that there is some all-present celestial holy war playing out in heaven and on earth, which is how the Planes have been presented in canon D&D lore. Each individual religion can have its own flavor and doctrines but it derives all power from the same Godhead.<br />
<br />
Another thought crosses my mind. What about magic-users? Could they be shoe-horned into that third slot? One could play a Priest of a Pagan religion, or just an atheistic or agnostic magic-user with the same spell list.<br />
<br />
Or perhaps magic-users should stay separate.Whereas followers of God the Father pray for spells implicit in natural law, magic-users seek to cast spells that harness, manipulate, and/or contradict natural law.<br />
<br />
Fertile ground indeed and I like what has been sown better than previous ideas...Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com0tag:blogger.com,1999:blog-4201885064979362632.post-57475885991226735622011-11-05T13:40:00.000-04:002012-12-04T15:21:24.491-05:00The Undead in the 17th Century - ZombiesA fitting topic for a dead blog, right?<br />
<br />
The undead mostly blow in D&D. This comes from the fact that all the undead tropes are familiar to players, both in style and mechanics. So no one is afraid of the undead and everyone knows how to leverage their strengths and weaknesses. Let's change that up a bit.<br />
<br />
The undead have to be shrouded in the unknown in order to invoke any fear in the players. This means much more than just shuffling their abilities around or contriving new strengths and vulnerabilities for them. On a fundamental level, we have to strip the Cleric's ability to trivialize the undead. Then, we have to strip in-game and meta-game knowledge about the undead. From there, we can build undead foes while sprinkling in some of the (ir)rational fears that we share as people.<br />
<br />
Let's take up that second item here with a look at zombies in the 17th century. All undead need to have some sort of 'fear aura' that eliminates the 'undead hunter' trope. You know, the expert in killing undead, of which there is invariably one hanging out in each town. Nearly every encounter with the undead should result in death or fear in order to maintain the milieu.<br />
<br />
<a name='more'></a><br />
<br />
<b><span style="font-size: medium;">Zombie</span></b><br />
<span style="font-size: small;">No. Encountered</span>: Varies<br />
Movement: 60'<br />
Size: Man-sized<br />
Armor Class: 8<br />
Hit Dice: 2 (d8)<br />
Attacks: 1<br />
Damage: 1d8<br />
Special Attacks: Putrefaction<br />
Special Defenses: Fear of the Grave, Undead Resistances<br />
Save: Fighter 2<br />
Morale: 12<br />
Treasure: None<br />
<br />
<br />
Zombies are the manifestation of the fear of the grave. They are walking corpses who carry the stench of death with them. Zombies can be deliberately created by malevolent forces or arise from those who have not been properly buried and consecrated.<br />
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Zombies exude a <b>Fear of the Grave</b> upon all who behold them. All must pass a morale check or Wisdom saving throw or flee in terror.<br />
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The touch of a zombie causes instant <b>Putrefaction </b>to living flesh. These wounds fester with disease and heal at a severely reduced rate. <b>Putrefaction </b>wounds only heal at the rate of 1 per day of bed rest and only upon a successful Constitution saving throw; upon a failed saving throw, roll for the contraction of disease. Magical healing has its full, normal effect upon <b>Putrefaction </b>wounds.<br />
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All undead are immune to charms, enchantments, <i>sleep</i>, and <i>hold </i>spells.<br />
<br />
<hr />Zombies provide us with a template for the undead. All undead will have some sort of aura that plays upon a human fear and requires a type of saving throw or morale roll (these will vary with undead type). There will still be a shuffling of strength and vulnerabilities as a necessity, but I will strive to keep it fresh and new.<br />
<br />
The design intention here is that these two items will make encounters with the undead uncertain and prevent the players/characters from building upon a knowledge base that ultimately trivializes the undead.Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com0tag:blogger.com,1999:blog-4201885064979362632.post-41387300812070012802011-07-27T22:22:00.002-04:002012-12-04T15:21:24.453-05:00Building A Model For AttritionRound 3. Let's determine what factors we want to use to build a better model for attrition. This third approach will use actual climatic values for a given day to calculate attrition rather than arbitrary designations for season or region. Values will be randomly determined using bounds from the<span style="font-family: inherit; font-size: small;"> <a href="http://www.google.com/url?sa=t&source=web&cd=1&ved=0CBkQFjAA&url=http%3A%2F%2Fwww.schweizerbart.de%2Fresources%2Fdownloads%2Fpaper_free%2F55034.pdf&rct=j&q=kop%20climate%20classification&ei=o-7GTf_vOIqctwez69mMBA&usg=AFQjCNHUFNHy_qhS9VwCOOhQey4SNH0nrw&cad=rja">Köppen-Geiger climate classification</a> and/or <a href="http://www.worldclimate.com/">world climate data</a>.</span><br />
<br />
Attrition will be broken into two components, climate and route conditions. Within each component, smaller cumulative elements will sum to a total factor, then each factor will be multiplied by a baseline value (yesterday's attrition value). I'll get into the math in a following post.<br />
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<span style="font-size: large;"><u>Climatic Factors</u></span><br />
<br />
<b>Humidity </b>- Low humidity (especially combined with cold air) will dry out the throat and lungs, causing respiratory stress and increasing susceptibility to disease. High humidity reduces the body's ability to cool, compounding heat stress.<br />
<br />
<b>Temperature </b>- As a body heats up, it suffers from a multitude of debilitating and progressively fatal symptoms related to heat stress. Lower temperatures are dangerous to a lesser degree than higher temperatures, but will eventually lead to death all the same.<br />
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<b>Storms and Frontal Changes as represented by Precipitation </b>- This will be a catch all for storm activity in general, from a hailstorm to snow accumulation and sudden changes in weather conditions.<br />
<br />
<span style="font-size: x-small;">Major climatic factors sourced from <u>Climate effects on human health</u>, Kalkstein, L. S., and K. M. Valimont, EPA Science and Advisory Committee Monograph no. 25389, 122-52. Washington, D.C.: U.S. Environmental Protection Agency.</span><br />
<br />
<span style="font-size: x-small;"><span style="font-size: xx-small;">Pardon the horrible citation, I can get away without using MLA or APA style here :D</span> </span>Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com4tag:blogger.com,1999:blog-4201885064979362632.post-75273421158935255912011-07-14T09:21:00.000-04:002012-12-04T15:21:24.502-05:00Inspiration from Mr. MiltonSo what if the pagan gods in the EMP are all fallen angels? It helps to answer some of the <a href="http://antiledo.blogspot.com/2010/11/ontological-consequences-of-no-raise.html">ontological questions</a> raised before, but is it a satisfactory answer? Clerics can worship and draw power from beings other than God, but if we cast other divine beings as fallen angels then haven't we cast all PCs who take this road as 'evil'?<br />
<br />
An interesting take that requires some more thought for sure...Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com6tag:blogger.com,1999:blog-4201885064979362632.post-49372566668259174632011-05-10T20:01:00.002-04:002012-12-04T15:21:24.468-05:00Attrition By The NumbersOk, let's see how these factors for <a href="http://antiledo.blogspot.com/2011/05/attrition-better-overland-travel-system.html">attrition</a> play out. You might want to keep that post open in another window to follow along with the modifiers. I am going to present this as a narrative, but I can post raw numbers for those so inclined.<br />
<br />
Our first case will be your average peasant who wants to move some excess flour from the quaint plot of land he works on his lord's manor to market. Let's assume <b>Forest, Cold, Fall, Trail</b>, <b>Sufficient</b> provisions. He suffers no HP loss until day 5. This fits well with our implied world, a farmer would not live more than 2 days travel from a market to sell/barter his extra goods, so he can make a 4 day round trip with no harm done.<br />
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What if the same person struck out under the same conditions, but decided to not follow any trail? He would take his first hit point loss on day 4, and suffer death (to negative constitution) from accumulated damage on day 7. Does this sound reasonable? Assuming you had food and water, I believe I could survive 7 days wandering in the woods. Well, if it is a fantasy world, maybe HP loss can also abstract the fantastic dangers that lurk beyond civilization... Or maybe this is where sheltering down comes into play; parties stranded in the wilderness typically sit tight for most of their ordeal.<br />
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This time, a merchant sets out from market to move some goods a few towns away for a tidy sum. Same climate conditions, but now he is on an established <b>dirt</b> road. His wagon and oxen suffer no damage until day 6, or a journey of roughly 150 miles. This makes sense, 6 days of travel and 1 day of rest and no harm done. Maybe instead of traveling between markets, this is a pilgrim on a good portion of the Via Francigena (<b>paved)</b> heading to Rome. He can go 9 days without ill effect.<br />
<br />
So this creates our lower boundary. For a party who treks out during the right time of year in mild conditions (total modifiers: three at 1.1, one at 1.2) can go off the beaten path for 3 days before harm occurs and if they stick to a road, this can be as long as 6 or 9.<br />
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What about sheltering down? So our party is traveling in the above climate, but they have been off any sort of trail and into deep wilderness for 6 days now. They've suffered 7 damage total (1 on day 4, 2 on day 5, 4 on day 6) over the last 3 days, but they have been able to keep up with healing. However, day 7 will inflict 6 damage to everyone, more than they can safely cope with. Instead, they hunker down in their tents to rest and heal. One day in <b>camp </b>will reduce attrition to 2, two days back down to 1, and four days to get it back to 0. Even just 1 day of sheltering down replenishes healing spells and gets their attrition back to a manageable level for a few more days. If they have the provisions to last and feel safe risking the potential encounters, it is a way to trek through the wilderness.<br />
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Of course, the best way to shelter down would be in a wayside inn or some other <b>structure</b>, which would reduce an attrition of 4 down to 1 in a day and 0 in two days.<br />
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Ok, what about a gonzo example? Parties are pretty safe while traveling during the right time of year and avoiding difficult terrain. But what happens when they need to cross an expanse of desert, or need to make a quick move during the dead of winter?<br />
<br />
Let's take a perilous trek across Russia in the winter shall we? <b>Forest, Cold, Winter, No Roads</b>. First hit point loss on day 3, 4 hit points by day 5 (total of 7). Our land war in Asia is going well so far because this is a high level party that can drop tons of healing per day. Okay, 9 damage on day 6 (16 total) then 18 on day 7 (32 total) and even a high level party isn't going to be able to cope once day 8 drops a 34 hitpoint bomb.<br />
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Pretty brutal, huh? Well, sheltering down periodically can mitigate this damage, but how long will food last in this harsh winter? What if we take the same situation and throw in a PC Ranger or Druid to help? Instead of 66 damage after 8 days, the party only takes 18. So there is plenty of room for a party to conquer the elements as they reach high level and stay prepared.<br />
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Overall, the numbers fit well enough for my liking at the moment. Reasonable travel conditions permit safety up to a 75 mile round trip and judicious use of stops along the way in an inn or even a camp make long distance traveling feasible. Yet, the truly daunting terrains pack quite a punch even for high level parties. Just for fun, what happens when traveling across the Sahara in summer? Well, by day 3 they are doing ok and have only taken 2 damage. After 5 days of baking in the sun, they just took 15 damage (23 total) and a fool who wants to spend a week takes a hit of 94 damage. Realistic? Well, deadly for sure...<br />
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Feel free to let me know what you think in this post or the previous one.Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com7tag:blogger.com,1999:blog-4201885064979362632.post-16533246405793911802011-05-10T19:14:00.003-04:002012-12-04T15:21:24.408-05:00Attrition - A Better Overland Travel SystemOkay, Alexis blew <a href="http://antiledo.blogspot.com/2011/05/roughing-it-wilderness-travel-system.html">my overland travel</a> system out of the water with his <a href="http://tao-dnd.blogspot.com/2011/05/noodling-with-travel.html">improvement</a>. Using this idea, let's rethink the damage caused by travel.<br />
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This system focuses on accumulation of damage, so that short trips are very safe for our precious 1HD characters but longer journeys will eventually tax even high level characters. Here's some pseudo code to represent what I am talking about.<br />
<br />
Base damage = 0.1<br />
Attrition(0) = Base damage <br />
i = 1 <br />
<br />
Attrition(i) = Attrition(i-1) * Topography * Climate * Season * Road * Situation * Provisions + Base Damage<br />
i++<br />
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The Attrition value represents Hp damage taken. I would truncate the value and take its integer so anything <1 would be 0 damage. Then, all these modifiers act as a factor as follows:<br />
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Definitions remain the same as in the <a href="http://antiledo.blogspot.com/2011/05/roughing-it-wilderness-travel-system.html">previous post</a>. Here's a quick list of situational modifiers; there is plenty of room here to incorporate spells, non weapon proficiencies and skills, class abilities, hirelings/guides, etc etc. Feel free to tinker to your hearts content.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWa-32iYFphmlJ4Yn_uczv_Xj6XIp79NgqicZab08Hu_GIqkom9mHH3ox47lkVj6gbyJEwQJNWetlVgI7Ww31gFFVXGqvyLYPJ9XUg0nX8Xv-Kws6Nt7xj1XCi-GAkWWbPJcG1rE9eKgYo/s1600/Hex+HP+Loss+Situational.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWa-32iYFphmlJ4Yn_uczv_Xj6XIp79NgqicZab08Hu_GIqkom9mHH3ox47lkVj6gbyJEwQJNWetlVgI7Ww31gFFVXGqvyLYPJ9XUg0nX8Xv-Kws6Nt7xj1XCi-GAkWWbPJcG1rE9eKgYo/s1600/Hex+HP+Loss+Situational.jpg" /></a></div><br />
Sheltering down is a way to reduce the attrition rate currently being suffered. In order to shelter down, no travel may be undertaken for an entire day. Travelers are free to act without restriction so long as they refrain from strenuous activity outside of maintaining camp. Sheltering down works as follows:<br />
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Attrition(i) = Attrition(i-1) * Shelter<br />
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Shelter values are:<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcYxUiPSvWdy25BYgkt7iIzXEiij3klx6AlJM8gcxhyphenhyphenrEo3JALxqugr2AMAUxTaj-mT_hLTEYrYaP7Z6BbB0CmTik2qm0V7TM3IPRgKvR3RPLfBvpugAvq4SPWKzkr5azZNsdWK6RkOOJk/s1600/Hex+HP+Loss+Shelter.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcYxUiPSvWdy25BYgkt7iIzXEiij3klx6AlJM8gcxhyphenhyphenrEo3JALxqugr2AMAUxTaj-mT_hLTEYrYaP7Z6BbB0CmTik2qm0V7TM3IPRgKvR3RPLfBvpugAvq4SPWKzkr5azZNsdWK6RkOOJk/s1600/Hex+HP+Loss+Shelter.jpg" /></a></div><br />
<b>Structures</b> would be buildings and permanent shelters that provide protection from the elements and a warm hearth (wayside inn, homestead, monastery). <b>Natural</b> shelter would be a cave or enclosed canyon that protects against all but the worst weather and temperature extremes. <b>Camps</b> consist of tents and other temporary shelters.<br />
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Next post, I'll tease out the numbers and demonstrate some examples. I'm sure these numbers will shift and change over time. Feel free to make them more forgiving or brutal as desired.Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com2tag:blogger.com,1999:blog-4201885064979362632.post-10169045800231189262011-05-10T09:06:00.000-04:002012-12-04T15:21:24.394-05:00At Death's DoorDue to a common complaint that the <a href="http://antiledo.blogspot.com/2011/05/roughing-it-wilderness-travel-system.html">overland travel system for HP loss</a> is prohibitive to low hp (N)PCs, I will add my houserule on death and dying.<br />
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When a character falls to 0 hit points or below in combat, they are considered <i>Hors de Combat </i>and can take no further actions. They will continue to lose 1 hp per turn (10 minutes) until 1 turn of medical assistance can be administered. After aid is administered, the character can act normally again. Magical healing will instantly prevent further hit point loss and enable normal action.<br />
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When characters are able to act and are at negative hit points, they receive a penalty of 1 to all stats per negative hit point. If any stat goes below 3, they are considered comatose; characters die when their hps reach their negative Constitution value. In addition, spellcasters lose the ability to cast when their prime requisite no longer reaches the minimum for their class.<br />
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Hit point loss from overland travel that brings a character to 0 hps or lower does not cause a character to be considered <i>Hors de Combat</i>, cause further hit point loss, or require medical assistance before the character may act again. However, penalties to statistics do apply as above.Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com0tag:blogger.com,1999:blog-4201885064979362632.post-31958465421578095662011-05-09T13:46:00.000-04:002012-12-04T15:21:24.434-05:00On The Road - Tolls and TravelingWhile <a href="http://antiledo.blogspot.com/2011/05/roughing-it-wilderness-travel-system.html">overland travel</a> has its perils when you go off the beaten path, taking the established travel routes has its cost as well. Nearly any man made or natural feature that facilitated travel is an ideal place to extract a toll from travelers. This includes obvious examples such as roads, bridges, towns, ports, or river crossings but even natural mountain passes could feature toll collection.<br />
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Collecting tolls is typically the business of the ruling governance, whether it is the emerging national governments in centralized states like France, local lords extracting a toll from traveling through their demesnes, guilds, bandits, strongmen, and anyone who thought they could get away with it. The question of legitimacy could often be raised when away from areas with a well established and strong rule. Even so, the collection of taxes and tolls could also be sold by rulers to other parties or delegated to the emerging class of bureaucrats, leaving behind a tangled mess.<br />
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The exact amount of tolls could vary widely; the following table lists a standard toll rate.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBtulrat4rlwUHW6fjXNJPewwkzpojhqpZiWGrSp-OUYnANFNr9mOTzUDrOmu8AKeUp7gDkbaEVwmYXBixKAxUzbuhV8ngOUOVFP6xm_4nacNgupljBmncof_xJKV3AFVBrjWcZ_6jpdzx/s1600/Tolls.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBtulrat4rlwUHW6fjXNJPewwkzpojhqpZiWGrSp-OUYnANFNr9mOTzUDrOmu8AKeUp7gDkbaEVwmYXBixKAxUzbuhV8ngOUOVFP6xm_4nacNgupljBmncof_xJKV3AFVBrjWcZ_6jpdzx/s1600/Tolls.jpg" /></a></div><br />
In general, the toll rates above should be applied for travel; however, rates may change as the world situation changes. As a rule of thumb, any wild deviation from these numbers should probably be reserved for a situation that would require role playing or as a part of a plot or adventure storyline. Deviations from these amounts can occur as a result of an increase in taxation and tolling, as a consequence of petty corruption to skim an extra coin, an illegitimate toll, or any fathomable plot hook. Otherwise, you will be role playing a lot of pointless toll collection.Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com0tag:blogger.com,1999:blog-4201885064979362632.post-18496522840761327002011-05-08T19:10:00.001-04:002012-12-04T15:21:24.411-05:00Roughing It - Wilderness Travel System<b>Ninja Edit</b>: Download the Attrition Calculator spreadsheet from the side bar to the right and look at <a href="http://antiledo.blogspot.com/2012/05/attrition-system-complete-for-now.html" target="_blank">this post</a> for the system in it's final/current form. <br />
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Zzarchov has a great house rule for handling the rigors of wilderness travel:<br />
<blockquote style="color: black;">
"I use more abstracted rules than this, basically boiling down to you take damage as you travel and heal slowly while going through the wilderness without creature comforts ... as well as different terrain types having different "Miles per day" ratings. This leads to two things: 1) an increase in taking the longer route if it passed through civilization, roads and inns; 2) No more 'rushing through the wilderness', the bean counters came out and 'frontier living' was replaced with carefully planned expeditions."</blockquote>
Let's shamelessly steal the idea. It feels like the perfect abstraction that highlights the contrast between traveling through civilization and wilderness without bogging down into a level of detail that would detract from the evening's fun.<br />
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Essentially, every hex of wilderness (at the macro scale, roughly speaking 1 hex = 1 league = 1 day's travel on foot) will deal X hp of damage per day as it is traversed. Roads, settlements, proper provisions, the right clothing, and such will all reduce the damage taken. This damage is applied to everyone traveling, including animals. The damage abstracts all negative aspects of travel, such as animals foundering and an increased chance of disease.<br />
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Tally the following adjustments to find the total damage taken per hex traveled. Select one value from each column of the following table:<br />
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<b>Terrain type</b> is highly abstracted and can be expanded to fit more thorough hex maps. <b>Climate </b>uses the five main definitions of climate according to the<span style="font-size: small;"> <a href="http://www.google.com/url?sa=t&source=web&cd=1&ved=0CBkQFjAA&url=http%3A%2F%2Fwww.schweizerbart.de%2Fresources%2Fdownloads%2Fpaper_free%2F55034.pdf&rct=j&q=kop%20climate%20classification&ei=o-7GTf_vOIqctwez69mMBA&usg=AFQjCNHUFNHy_qhS9VwCOOhQey4SNH0nrw&cad=rja">Köppen-Geiger climate classification</a>. <b>Season</b> is a temporal factor, so after every hex has been populated by terrain and climate type, the DM will have to throw in season as well. Likewise with <b>roads</b>; roads could also be defined as major roads (such as Imperial highways or </span>Reichsstraße), maintained roads between towns, and trails that are only maintained by foot traffic. However, the road modifier would not apply to the entire hex, rather only if the party was traveling along it.<br />
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The following situational modifiers are applied on the fly and are not part of a hex's intrinsic HP penalty.<br />
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This provides a backbone for an abstraction to cover overland travel. An enterprising DM can calculate the HP loss value for each hex on their map and have a valuable resource for gameplay. More situational modifiers can make the calculations more robust if needed. Feel free to chime in with any suggestions on adding more entries to either table.Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com10tag:blogger.com,1999:blog-4201885064979362632.post-76933674513603091092011-04-27T12:14:00.001-04:002012-12-04T15:21:24.508-05:00Magic In DesignSo we have magic in D&D, and we have D&D's implied setting. We have a continuum of responses on how to reconcile magic and how it affects the daily existence of our fantasy constructs:<br />
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On one end, magic doesn't alter the fundamental fabric of an implied setting. This could be accomplished in a number of ways, but at its extreme, the affect of magic on the setting is completely ignored on the macro level. Society runs like our anachronistic notions of how medieval life might have been.<br />
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One justification here could be that magic has no net affect on the history and development of a setting. For example, Alexander the Great gets a Raise Dead on 323 BC, but a weak later an assassin hits him with a Disintegrate spell, so the whole affair is a wash. Or use any other justification one desires.<br />
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The other end of the spectrum, easily enough, is a setting that is devised, designed, and developed with the affect of magic in mind. For example, continual light spells function as medieval gas or electric lights, so work can be performed at night, leading to a more advanced industrial capability, etc etc etc.<br />
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Your mileage may vary, feel free to pick any point on that continuum. I hope this is all very obvious.<br />
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This campaign leans heavily towards the "no net affect" aspect of magic. I want to play in a pseudo-historical 17th century, so why would I want to drastically alter the social and technological fabric of the world? But I also want to play D&D, so magic is definitely in. So there's your justification for <a href="http://antiledo.blogspot.com/2011/04/magic-users-dont-make-for-better.html">why I hate science. Or magic</a>. I can't even tell at this point.Anthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.com5