Is it time to lose another table?

I had sort of made a bit of a commitment to not rules bashing so much this year. I want to concentrate on adventure creation, with an aim of assisting new players and GMs when RMu arrives, and highlighting really cool tweaks that could be learned from other games. That is where my Zwei series is coming from and HARP before that.

It was Hurin talking about 3d10-15 on the superior power level thread, over there, that made me think. Hurin finished one post with “and it gets rid of another chart” or words to that effect.

Now I was thinking about skills a lot in the last couple of weeks. Gabe’s VsD contributed a bit, Spectre has been proofing and editing my Wild West game and that contributed a bit and of course Hurin as contributed a bit.

The standard Absolute Maneuver chart looks like this.

But I cannot think of a single Absolute Maneuver. Perception rolls? Well you will hear it eventually if the thing is getting closer, or not if the sound has passed. If you are looking for something then you will find it eventually if you keep looking or not if you run out of time and give up.

Picking Locks? Well given enough time you will pick that lock it is more just case of can you pick it in the timeframe of the adventure, the approaching guards or before the fighter smacks the hinges in with a mace.

I did think that adrenal moves may be absolute but it makes so much sense that sometimes you may need more than 5 seconds to get in the zone or for things like balance or adrenal landing it could take more than 5 seconds to recover your equilibrium after the event.

The Percentage Maneuver table has the same pass mark and the Absolute but without the grade boundaries of success, partial and failure etc.

But this the real insight. The Percentage Maneuver table makes starting out characters MORE capable.

Think of it this way…. There is a locked door (lock quality Medium +0) at one end of the corridor, the PCs are trapped in front of it and approaching them from the other end are a bunch of Goblins.

The thief sets to work on the lock and has a skill of +17, he is afterall 1st level. He rolls a 50 the first round, total 67. Under the old rules the result is:

You fail the maneuver and must pay the consequences. Hopefully this wasn’t a life or death situation.

Actually it was life or death and the entire party dies. The End.

Under the Percentage Maneuver idea the result becomes 60% complete so the GM tells the player that a couple of tumblers fall into place, keep working. The Goblins arrive and the fighters start a desperate defence.

Round 2 the thief makes a second roll and any roll over a 24 will open the lock. The thief throws open the door and ushers some of the other characters out. The fighters fight on for another round and then in the third round, risking opportunity attacks, turn and flee.

That is a much more dramatic situation. Maybe a character died in the three rounds of combat, maybe they didn’t. Is the thief the hero for getting the door open?

Percentage Maneuvers just mean that everything takes longer if you are not very good at it but you will get there eventually.

If there is an Absolute success/failure skill test that I have not thought of it doesn’t make a difference the pass/fail threshold for Absolute and Percentage are identical 101+.

We do not need the Absolute Maneuver table. Also for most things we don’t need to use the Percentage one either at the actual gaming table. The result is your total roll rounded down to the nearest 10. It is only when you need to over achieve, results over 100%, or critically fail, that the actual roll is important.

I have started a thread on the forums about this table. I also think that the results over 130 should be more in line with Action Points so if you spent 4AP picking a lock but roll phenomenally then the result should leave you with some APs remaining. The table results of 110 or 120 etc do not translate well into APs.

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The Stats, Kin and Cultures of Against the Darkmaster

For this article, part of an ongoing series, we begin to examine Against the Darkmaster’s (VsD’s) Character Creation as detailed in its QuickStart rules.

VsD uses the six Stats associated with Middle-Earth Role Playing (six Stats, that is, as long as we ignore the always-fun Appearance) and most d20 systems. Honestly, I prefer this to the ten associated with Rolemaster. I recognize the RM impulse towards specificity, but, when gamers find themselves with the trouble of applying multiple Stats towards individual Skill bonuses, then you know you have more tools than you need. VsD’s Stats depart from Rolemaster in another way: they are not rolled (so it’s a “point-buy” system), and they are not percentages. Players are given bonuses totaling 50, to be divided among the six Stats VsD terms Brawn, Swiftness, Fortitude, Wits, Wisdom and Bearing. The points must be divided into increments of 5. No starting value may be lower than 0 or greater than 25.

I think getting right to the bonuses makes a lot of sense.* What is lost is the mini-game, the random rolls that can represent the fickle nature of genetic influence and predisposition. But player freedom to rearrange these rolls moderates this simulation, anyway, and many gamers (as suggested above) might prefer a point-buy system. Something else that is potentially lost is a GM tool: I haven’t known anyone to do this, but the percentile stats can function as a neat assessment of how likely a character is to succeed at a test using the raw attribute alone. The only true mechanical process perhaps problematically missing, now, is a convenient measure of when, actually, a character should die through loss of hit points. The QS places this at a standard -50 Fortitude, which I don’t feel recognizes the variation that should result from characters with more or less Fortitude.** Of course, the GM can adjust the point of death up or down this measure, depending on a character’s Fortitude score, so problem solved!

Another possible problem for the RM gamer who (for whatever reason) is running VsD and not RM are the absence of Stat potentials, but again this is a problem that can be solved through the players making rolls either on a pre-existing table or one of the GM’s own devising to see if a character might qualify for a Stat increase at character creation or later (which in this case would be a straight bonus, probably—unless the gamer was getting really creative!—in an increment of 5).

Next the player chooses his or her Kin, and this decision, unsurprisingly, might alter the value of some of the Stats and now might result in some of them dipping below 0 or breaking 25. I already have said, in previous correspondence, that my familiarity with Rolemaster ends with its second edition, but I see consonance between at least some of the ideas in the latest iteration of RM still in playtest and VsD. Nevertheless, I will confine the following observations to VsD alone.

The player’s chosen Kin provides, in addition to Stat alterations, starting figures for Hit Points, the Max Hit Points the Kin is allowed, bonus Magic Points (if any—and Magic Points are RM Power Points), bonuses to Toughness Save Rolls and Willpower Save Rolls, available Background Points and starting Wealth. These last two values will be discussed with some detail in later articles. The starting HP values based on Kin range from 20 (Halflings and some Elves) to 75 (Dark Troll). A Man starts with 30. RM gamers might recognize that VsD uses just two types of Save Rolls (known in RM as Resistance Rolls). In addition to these modifications, various Kin enjoy certain abilities and/or bonuses to specific Skills and/or Saves. No surprises here.

Paired with every character’s Kin is a Culture. Again the latest, nascent RM might come to mind. Though many Kin have Cultures recommended—such as the ever-classic Dwarf from a Deep culture—the player, in most cases and without GM interference—is free to select the character’s Culture. This Culture serves in three ways: it provides “free Ranks” in certain Skills much in the manner of MERP’s Adolescence Skill Table; it provides a menu of “starting gear” from which the player selects; and it potentially increases the character’s starting Wealth score (the greater detail of which I’m still saving for later). Any Ranks given for Spell Lores have to be spent in Lores (RM Lists) specific to the Culture. The only Cultures listed with Ranks in Spell Lores are Fey and Noble.

Although the QS contains a chart giving Stat modifications for fourteen Kins and Skill Ranks and Wealth and Outfit Tables for thirteen Cultures, it provides deeper explanatory text for merely five Kins and six Cultures. This indicates the fractal nature of the playtest and suggests either that gamers are expected to experiment, at this time, with only these options or that these choices are the most common or the most likely to appeal to players.

There are two more aspects regarding Kins that I’m tempted to ignore completely. In fact, in my games so far, I have ignored them. But to give a fair read-through of the VsD experience as it is intended, I’ll wrestle with them here. In the QS, the deeper descriptions of the five Kins contain guides for character Passions and Worldview. Both of these features are tied to mechanics to be discussed later, but, at this time, something can be said about their problematic natures. Here is the QS:

Each Culture description will also include some of the beliefs, opinions and prejudices commonly held by members of that Culture, as well as some suggestions on how they could influence a character’s Passions. Obviously, these guidelines are only general assumptions made to help players bring their characters to life, and are in no way prescriptive. Players are free to interpret their characters as they wish, either playing along with these concepts or creating an atypical member of their character’s Culture.

p. 14

Okay, so these are stereotypes or archetypes, and the gamer can play to these if she or he wishes or… not. I’m going to try not to dismiss these out of hand. I know that not all gamers are creative enough to come up with even a modicum of a character background, and something—anything—to work with can be of value. So let’s see what the first Culture, Deep, has to offer here:

A player wishing to underline their character’s Culture could write a Motivation about protecting their home or clan from the forces of the Darkmaster. Alternatively, they could link their Nature to a code of honor, or maybe to their character’s lust for gold and precious stones. Finally, they could write about their unlikely or unstable Allegiance with one of their companions from another Culture.

p. 15

I recognize two things here. First, the three specifics Motivation, Nature and Allegiance appear, which demonstrate how difficult it is to discretely and systematically present a rpg rules system which is, because of its nature, interconnected. These three aspects of character creation, tied to a mechanic, come up later in the QS and therefore later in this series. Second, it’s not clear why these descriptions are specific to a Deep Culture. These features might describe anyone, anywhere. This remains helpful for the player who is devoid of ideas… sort of. But so might the descriptions of any other Culture. In fact, I’m guessing that the descriptions of all of the Cultures might be interchangeable.

What might be more useful for the gamer short on imagination are tables providing one hundred possibilities for each of these three features. But perhaps something even larger is going on here.

VsD does not intend to have an official setting. I think this is fine, probably my preference. But it therefore becomes difficult, not knowing what any particular game world might look and feel like, to design mechanics dependent on setting. Much might be assumed about the generic high fantasy milieu, but, as I believe I have demonstrated here, such generalizations might apply to anything. It is preferable, perhaps, to direct these discussions towards individual GMs, even better, as is my first inclination, to provide random Motivation, Nature and Allegiance tables to inspire collaboration between the GM and his or her players.

Our characters aren’t done yet! We still have to develop Vocations and Backgrounds. We also have to return to Passions. But we’ll cover these next time.

*This article is going to assume a shared knowledge concerning the major features of the Rolemaster game system.

**Elsewhere in the QuickStart, in a description of the “Body” Skill, the designers state, “If the Body value is reduced to 0, the character dies instantly.” This, to me, is evidence of how this work is a “living document.”

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Inspiration and Sources for Against the Darkmaster

This is the first in a series closely modeled after Peter R’s read-throughs of such games as Zweihander (sorry for the missing umlaut, all) and HARP. I’ve recently adopted the playtest of Against the Darkmaster (abbreviated as VsD) for my tabletop home game, and I’m also running VsD via play-by-post for a few folks on the official VsD Discord server. I have a number of thoughts about the system—at least the system as it is portrayed in the QuickStart—and I’ve been sharing these with the designers and now you, the readers of this blog, if you care to receive them.

I feel that it’s appropriate to establish my relationship with VsD. My first rpg was Middle-Earth Role Playing. I believe I was twelve years old at the time, so the game must have been just published. Later, I discovered other games, notably Champions and West End Games’s Star Wars, but I never got into D&D until years later when 3e was released and a local group needed someone to DM for them. Last year, nostalgic, I began a MERP campaign. I quickly “evolved” it to RM2, then, dissatisfied with some of RM’s mechanics, I “devolved” it to Original D&D. Naturally, I was interested in what the designers of VsD had done with the game for which they likewise had fond feelings.

When I talk about games, I prefer to differentiate “emulationist” from “simulationist.” In my definitions, an emulationist game seeks to imitate a very specific intellectual property or (sub)genre. A simulationist game seeks to be “realistic.” Now, I understand that games that I consider simulationist—and this includes Rolemaster—often contain magic and the supernatural, but I argue that, even while exhibiting those unreal elements, such rules seek to mechanize the content according to the “laws” of actual physics as best as we can understand them. This is not to argue that these systems can’t (in my definition) be used to emulate specific genres and properties, but this is not the purpose for which they have been created, and, in such situations, for a certain play experience the GM must be relied on entirely. With emulationist designs, in contrast, the intended experience is built into the rules (though a GM always could mess this up).

I don’t believe VsD seeks to “compete” with any other d100 system. Instead, I think VsD hopes to rewrite MERP to emulate a very specific experience, and the milieu for this interaction is epic, “heartbreaker” high fantasy. In the introduction to the QuickStart, the designers cite novels, movies and music as their inspirations.

I am most familiar with the novels, though I have puzzled over a hierarchy that the designers seem to be suggesting: VsD “draws its main inspiration from the classic works of the masters of the genre, from J.R.R. Tolkien to Ursula K. Le Guin, passing through the two Terrys (Brooks and Goodkind) and their followers, Weis & Hickman, Jordan, and Williams.” This appears to rank Tolkien and Le Guin (though both are fantasists, to me they are qualitatively very different writers from each other) as the “masters.” The two “Terrys” appear to be grouped simply because of their names. Though I am told Brooks’s later books get better, his 1977 novel The Sword of Shannara is a very bad, almost note-for-note imitation of The Lord of the Rings. In contrast, Goodkind (I’m only familiar with Legend of the Seeker, a two-season television series based upon his work) crafts a truly unique secondary world. If Margaret Weis and Tracy Hickman, Robert Jordan and Tad Williams are supposed to be followers of the Terrys (and not all of them together of Tolkien and Le Guin), then it’s puzzling that the Weis and Hickman and Williams publications predate Goodkind.

My confusion here almost certainly results from a simple error in phrasing. It’s no big deal (right now), and the point is understood. Possibly with the exception of Le Guin’s, all these works feature Iron Age Western and Northern lands of myth and magic in which a diverse group of usually-reluctant heroes band together on a long overland quest to defeat an Evil Dark Lord usually through the use of some legendary item. I don’t think it’s too much to say that there’s usually an even more specific element in these works: major characters around which an adventuring party soon forms begin their journey innocent and naive in a secluded pastoral community, usually in the West of the land. Into this intrudes an Evil Force that is seeking these very characters. During the course of the heroes’ quest, armies will be mobilized against the forces of the Evil One, and the principal characters either will be involved in the military campaign or in the final mission to find/destroy/use the relic of power that actually can defeat the Dark Lord.

That’s it. That should be the VsD experience, not just because the GM sets such a course but because the rules impel it. I will say right now that I’m not entirely convinced that VsD, at this point in the playtest, achieves specifically the form that I have described. In some aspects it greatly delivers. To preview some later articles for this series, it provides Encounter recommendations for overland travel that are highly evocative of this genre. It has rules for PCs to find Safe Havens (not in the QuickStart but detailed in the blog) that are likewise emulationist. It’s certain that the degree of correspondence should not be judged by the QuickStart alone: the texts and tables provide many evidences that the QuickStart is a living document and a fractal portion of all that the designers have written. But the developers have told me that (right now) mass combat is outside their designs. I understand. The final product is expected to be over 300 pages already, and, really, it won’t hurt to reserve some aspects for “support” purposes. But my point remains: in these sources there always is some space for a great big war.

I have had my say and completed my introduction, but still there are two more inspirations forming VsD. And, looking at them now, I’m realizing I might have had the wrong idea about VsD’s object of emulation. VsD is inspired by the “great fantasy movies” of the 70s, 80s and 90s. I’m not sure there were any “great” ones. They were all we had, so we made the most of them. If we still like them (and I do), it’s because they are a part of us now. The writers term some of these films “sword and sorcery”, and if this subgenre also is an inspiration, then some of the design choices seem at odds. Most likely the authors aren’t using these terms with the same specificity with which I understand them, so I’ll depart from this observation for now.

I’ll have to do the same for the final inspiration: metal music. Specifically, VsD combat is inspired by metal. I didn’t have any older siblings to introduce me to roleplaying or music. Roleplaying I managed to find all alone, but music didn’t mean anything to me until 1991 when the American Top 40 began playing tracks from U2’s Achtung Baby, Nirvana’s Nevermind, and R.E.M.’s Out of Time. I’m afraid I won’t be able to comment on how bands like Malmsteen, Dio and Black Sabbath inform VsD combat.

Well, that was more than anyone wanted! Next we’ll get into the rules themselves, and I’ll be keeping my mind on how well they emulate the fictions. First up, Character Creation, and I’ll probably have to tackle it in a few parts.

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A Murder of Crows

This will be a starting adventure for characters of 1st to 5th level*. The basic premise will be that the party will be travelling in the wilderness. This is not a particularly strong raison d’etre but it does mean that this also could serve as a drop in side quest to another adventure.

The main monster in this adventure will be Gorcrows. Gorcrows, if you are not familiar with them are 1st level, 20hits and AT1 but they have a 55DB. Their attacks are pretty feeble 10 SPi/10 SCl/30 MCl (3). When on the ground their DB is halved and they cannot use their claw attack. The number encountered is 5-50, so we get pretty big flocks of Gorcrows to play with. This is another monster that exists in C&T, C&M and CrL so it is safe to use. What I like about them is that they are both easily imagined and are both monstrous and menacing with their 8′ wingspan.

So the opening scene has the characters travelling when they will see the flock of birds circling, vulture-like, up ahead and diving down at something out of sight on the ground. Whether they choose to hasten and investigate or not as the site in actually on their path they will come across the location anyway.

When the characters reach the site of activity the Gorcrows will still be in a feeding frenzy.

Encounter: I would suggest three Gorcrows per PC but every gorcrow that is wounded will flee. They are feeding only because this is free food. If the Gorcrows have the initiative then they will fight launching into the air to use their superior speed and claw attacks.

Once the flock has fled they will stream away to the south. The sheer number of them should be exaggerated by having them circle the site a couple of times first and describing them as blocking out the sun before streaming south.

Their victims were, past tense, two riding horses and one older gentleman. He was wearing workman style clothes. He is dead and dreadfully mutilated by the flock. There are two horses. The first appears to have been his mount, a great heavy horse better suited to pulling a cart than riding. This animal had no proper saddle just a horse blanket and a rope halter.

The second horse was a smaller and finer animal with proper saddle. What remains shows that its mane was platted and bloodied shreds of ribbon can still be seen.

The only bodies here are the two mounts and the one body.

The characters may use skills such as tracking to learn a bit more of what occured here.

Depending on the success of their skill rolls you may reveal certain facts.

  • There are shreds of blue silk caught on some of the undergrowth beside the road. This is not of the same shade as the ribbon on the horse.
  • There is a crushed area of vegetation near the body of the riding horse where it seems the rider may have fell.
  • There are tracks approaching this site from both left and right off the road.
  • Most of the tracks that can be seen were human and barefoot.
  • One person worn small shoes or boots with a narrow heel.
  • The only tracks leaving the site were the barefoot humans.
  • An exceptional tracking roll may reveal that some of the barefoot humans were heavily laden.
  • A bloody and trampled ladies handkerchief is under the body of the riding horse. It is embroidered with the name Katiya in blue thread.

The fleeing flock of Gorcrows will give the characters a pretty easy sense of direction to follow at first. They should be able to follow the general direction.

As night falls then to the south a beacon or bonfire lights the horizon.

I would like to be elastic with distances here. If the characters are on foot then they are probably only going to manage 2mph on foot and cross country, on horses they would be a little faster. Either way I would suggest the characters arrive at night fall. This gives the characters the advantage that skill tests for stalking and hiding are going to be easier in poor light.

The trail leads the characters to a lonely tower. The roof of the tower aflame with a beacon making it visible for miles in every direction.

The map below is one of Dyson Logo’s maps. I have the commercial rights to use these so I can use these in the published form of this adventure. The only difference will be that the one I publish will have a grid for dimensions on it.

Once the characters are close enough they will hear a mix of god like howls, human shouts and cries, apparently of joy. There is also a great deal of rhythmic drumming.

Inside the drumming is coming from the residents beating on wooden tables and slamming chairs against the floors. There are no actual drums.

The floor is flag stone but driven into the joints between flags are wooden stakes and tied to the stakes is a young woman in a tattered blue silk dress.

Dancing around her are naked humanoids with jackal heads and just two clawed fingers per hand. There are as many creatures here as there are characters in the party.

These creatures are Hothrog, 7′ tall man demons. C&T pg 97/81, C&M pg and CrL pg 611.

In total there are twice as many of these demons as there are characters in total. Each is 2nd level. 60hits, AT11 and 15DB. So these creatures are hitable. The danger is that they are vicious fighters with 50OB with claws and two attacks per round or a 50OB Bash with a 100OB followup bite if they get a critical with the bash.

The half of these demons that are not dancing around the prostrated woman are on the first and second floors. On the first floor the second chamber houses a huge cauldron and a pair of Hothrog are stoking fires and pouring in buckets of water. This is Katiya’s destiny if she isn’t rescued.

The remaining Hothrog are on the third floor feeding the flock of Gorcrows. There is an evil symbiotic relationship going on between the Gorcrows and the demons. The Gorcrows are their scouts and in return the Hothrog, who kill simply for pleasure provide food. Once the Gorcrows are roosting the beacon is lit and this keeps the flock in the tower over night as they are afraid of the fire so will not fly out past it.

So the ground floor holds the most Hothrog and the woman, the middle floor has just two Hothrog and the third floor has the remaining Hothrog and all the Gorcrows that were not killed earlier. The top floor is open to the elements but contains the beacon fire but no living foes.

The challenge is how the characters will attempt to rescue the girl.

Katiya: is a healer of 5th level. She learned her trade providing healing for her local community. The man with her was her father. When they were attacked they were rushing to a nearby village that had been attacked by the Gorcrows. This was a precursor to the village being attacked by the Hothrog.

If she can be rescued she will of course help any injured characters. If any Hothrog survive then there will be a follow up attack on the village with Gorcrows acting as a vanguard and then the surviving Hothrog attacking the village once the villagers are in disarray. The characters can save the village if they can get to it first and warn them of the nearby danger. When the attack comes it will be during the day and if the village is unprepared then the first people killed will be villagers working out in the fields, your shepherds and outlying farmers. The tell tale circling of the crows should serve as a harbinger of the approaching danger.

At the end of the adventure Katiya will want to stay with the villagers to help them recover and eventually return to her own cottage where she lived with her father. So is not intended to join the party as an NPC healer.

So that is my latest ‘cliched’ adventure “Characters wander around and for no reason get attacked by monsters who have holed up on a tower.”

*I used to think 1st to 5th level as designating adventures for not only new characters but also characters that had had a few adventures. It took a lot of exp to get to 5th level. Now of course we have no idea what level people are starting at.

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Zweihänder Read Through – Trappings & Combat

Trappings is Zweihänder parlance for equipment. The default non-setting of Zweihänder uses three base coins, each of which reflects a social strata, brass pennies are used by the poorest peasants in society, the low born, including my PC. Silver Schillings are the currency of commerce and the marchant classes and then gold crowns at the top of the economic tree.

This chapter covers four aspects. The first is actually buying stuff and prices. The second is how skills interact with these prices such as haggling for a better price. The third is the game mechanics and how items, particularly weapons interact with the game mechanics. This is a list of ‘qualities’ that equipment may possess and the effect of each quality. Fast is a quality and a weapon with the Fast quality confers a -10% to a foes chance to dodge, Slow is the opposite quality and confers a +10% bonus to dodge and parry. There are dozens of qualities from Adaptable (weapons that can be used one or two handed) to Weak (weapons whose damaged is capped).

Damage from weapons is described as Moderate, Serious or Grievous Injuries.

The final part of this chapter combines the previous parts into detailed textual and mechanical descriptions of all the weapons and equipment.

My character posesses a Mortuary Sword. This is what I now know about it.

MORTUARY SWORD: The most common weapon for explorers, it is useful and evokes little fuss. Not surprisingly, it tends to cleave violently – thus its namesake.

WEAPON: Mortuary sword
LOAD: 0
HANDLING: One-handed
DISTANCE: Engaged
QUALITIES: Vicious
TYPE: Bladed
ENCUMBRANCE: 1
VALUE/PRICE: 10gc

The Vicious quality has this definition:

VICIOUS: Weapons of this Quality grant an additional 1D6 Chaos Die to determine whether you inflict an Injury upon a foe.

We will come back to the Chaos Die.

The overall impression of the trappings chapter is that it is really well designed. It covered a variety of skills such as those for trading but also for repairing damaged equipment. Everything related to gear from superior materials to things that explode to haggling is all covered in one chapter. I cannot help but feel that in RM we would be flipping from chapter to chapter or from Character Law for the prices and then C&T for superior materials and so on.

Chapter 9 Combat

The first thing that stands out in the combat rules is the initiative system. Every character has an Initiative parameter on their character sheet that is derived from their agility and their encumbrance. This is added to a d10 roll and that is their initiative for the entire combat. Nothing exciting there.

Ever character, NPC, foe and event is then added to an Initiative ladder. Events that are not known to the the PCs are marked on the ladder as coded marks. This ladder is open for all to see.

Examples of these unknown events may be when a bomb is due to explode or when a hidden assassin has rolled their initiative.

I am not convinced by this system. It seems to me that the players will have some sort of a priori knowledge if they can see that there will be events that happen before or after their move. So far I have not had an opportunity to run a combat with multiple players to see how they react to this open initiative ladder system.

My other worry about this system is that with my players we do not sit around a table, we are scattered around a living room on sofas. No one is going to see this initiative ladder or it will be a massive disturbance to the flow of play as it gets passed from person to person and inevitably the players worry about a special marks at initiative points 4,5,6 & 7.

So let me put initiative to one side.

When it is your turn you get three Action Points to spend. You may hold APs to later in the same turn (what we call a round Zwei calls a turn and they are 10 seconds long).

There is a pretty good table of available actions and their AP costs. Movement costs AP, walking costs 1, spending a turn running costs all three and a charge costs 2 but that does not include the attack at the end of the charge. Called shots cost 2AP.

Attacks cost 1 AP each except magical attacks that are just listed as VARIES.

There is a menu of special moves like throwing/kicking sand in your opponents eyes to blind them or attempting to stun them. Being stunned robs them of 1AP.

Zwei uses zones of control although it does not use that phrase. Anyone leaving an engagement gives their opponents a chance to perform an opportunity attack against them.

So after the description of Initiative and then the list of AP actions there is a description and example of every available combat action. I found this bit quite interesting:

MULTIPLE ATTACKS?
In ZWEIHÄNDER, combat swings are abstracted to a great degree. Rolling to strike and dealing Damage has been carefully balanced, designed to be swift and merciless. Because of this, multiple attack rolls on the same Turn are not a consideration of the system. However, some Professions and Traits may allow you to take advantage of two weapon fighting in different ways.

So Zwei is a flurry of blows system.

Parrying

There is no self respecting RM player that doesn’t want to know how to parry. Parry in Zwei takes place after you have been hit but before they roll damage. You make a skill roll and on success you take no damage. Parry is a 1AP action.

The basic combat procedure is Roll your attack, defender defends and then you roll any damage. The defender has a choice of actions such as dodge and parry as you saw above and a few others.

Wounds

I had to read the wounds section twice to make sure I was not imagining things! Right at the top of the combat chapter the rules say that Zwei does not use hit points but in the weapon descriptions there was talk of rolling additional dice of damage, called the fury die. I was curious as to how this was going to be reconciled.

What I just read was basically like someone had lifted the entire character damage section out of 7th Sea. Believe me when I say 7th Sea is about as far away from Zwei as you can get.

So here is the basic mechanic. Your combat bonus (one of every characters basic stats) is the basic damage you do plus you roll 1d6 for the Fury die. That is the additional damage. The fury die ‘explodes’ or is open ended. So if you roll a 6 then you roll again and add the new roll to that six. The fury die can keep on exploding if you keep on rolling 6s. So the total damage is you CB value plus the total rolled from the Fury die/dice.

This total value is then converted into levels of damage by taking into a characters damage threshold which is made up of one of their stats plus armour.

So if the total damage is less than the damage threshold then no damage is taken. If you get over the damage threshold then that is one level, if you get 6 over the threshold then that is two levels, 12 is three levels. Any attack that does 3 levels is an instant kill.

So now we have turned points of damage into levels.

The levels push a character along a damage track. The track goes:

  1. Unharmed
  2. Lightly Wounded
  3. Moderately Wounded
  4. Seriously Wounded
  5. Grievously Wounded
  6. Slain!

So if you take two levels in the first round you are lightly wounded. If you take a further two levels the following round then you would seriously wounded. Another two levels and you would be slain.

At certain points you have to roll from 1d6 to 3d6 and try and avoid getting any 6s. Sixes are bad and equate to actual injuries. One of the effects of injuries is bleeding and it is as bad or worse than the bleeding we have in RM.

So the net effect seems to be that if you are being hit then you will die. I haven’t run a combat yet so I haven’t tried it out but it really looks like parrying is really important to avoid being hurt in the first place and then if you are losing then get out of there!

So that is a brief summary of combat.

We are now on page 256 of 692. That is chapter 8 done. Next time it is hazards & healing and more excitingly we get our first look at magic in the Grimoire.

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Current “lay of the land” for d100 systems.

Essentials

Due to time constraints I don’t have the luxury to explore new or emerging game engines, systems or settings so I have to count on Peter’s blog posts to find out more about other d100 products. Peter is assessing Zweihander and Gabe just mentioned “Against the Darkmaster” in a blog comment.

I vaguely remember reading about vsDarkmaster but was quite surprised when I checked it out–the cover art, logo style and basic system seems very much like Rolemaster. In fact they frequently use *master to reference RM. Is this a blatant copy of RM but better adapted to a MERP setting?

Since my writing time might be better spent writing adventures for newer, growing game systems I thought I would explore these game systems further…but.. I have no time. Instead I thought I would shout out to the gamer community here on RMBlog. Which d100 games are worth checking out? Do they have a setting or good game modules? How close are they to RM? Any and all information is appreciated!

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Innovation Incubator: New Rule Ideas for Rolemaster or d100 game systems.

Ok, I’m going to dip my toe back into rules! Rather than me present my ideas I thought I would call upon the Rolemasterblog.com readers and writers to offer up suggestions on new rules. Today I want to solicit ideas for four rules that have undergone several revisions, companions, house-ruled and now addressed in RMU. I’m looking for simple, elegant ideas that fit into the current engine and make sense. RMU introduces various combat expertises that allow that skill bonus to offset a combat style’s penalty. AT first I loved the idea but now I’m really not a fan. RMU does have some good solutions for other issues…. Anyway, looking for novel approaches–explain why it works but identify any failings as well. Let’s begin:

  1. Two Weapon Combo. The mere fact that 2WC allows a player 2 attacks makes it a compelling option. RM offered 2WC as a skill equal to the combined skill cost acquisition, provided for a “off-hand” penalty but there are still many complication. Can a Dual Wield attack 2 different opponents? If so, what is the penalty? How far apart can the targets be? How does parry get allocated? Does the wielder develop one weapon in the main hand, and the other in the off hand, but must use the 2 only in combination? Can the wielder use just a single weapon with the normal bonus? Should weapon and shield fall under the same rules as Dual Wield?
  2. Mounted Combat. So RM kept this simple: your riding skill bonus acted as a percentage applied to your weapon skill bonus. That’s not a bad solution really, but doesn’t take into account some weapons relative ineffectiveness when used mounted. Another option is to have the weapon skill specify that it’s specific to mounted combat–but that doesn’t take into account a player taking “mounted combat-weapon” and not taking any riding skill whatsoever.
  3. Weapon Kata. I won’t even get into the optional rules in RM1/2. The real question is weapon kata really a thing? Is a martial artist using a spear any different than a fighter using a spear? Should a MA with striking ranks be allowed to do additional damage when wielding a kata weapon that is 2 handed? RMU deals with this by allowing different attacks with different weapons…spear & fist in this example. Not bad but it’s not a martial art weapon kata–more a universal solution for multiple attacks.
  4. Shield. Now that Shield is a viable attack option should it be treated as a second weapon? Should it be a stand alone skill that can be combined with any weapon is the other hand or should it be trained specifically with another question. Should you still get the shield bonus if you attack with the shield? Personally, I think RMU mostly nailed this, but I’m still thinking it needs to be tightened up.

As Rolemasterblog.com continues to publish adventures we are going to develop a short-hand lingo for versatile stat blocks and character attributes. Even though game rules are not protected IP, I have my own S.W.A.R.M. ruleset, Peter has developed a great reductionist stat block and all of us are working on a “Universal” language that is easily adapted to d100. I’m interested how our work will connect with Zeihander and other competing works. A simple solution for these would be great when utilizing other d100 rule sets. These aren’t obscure or niche issues: dual wield, mounted combat, shield use and even martial arts weapons are really core abilities in fantasy lexicons.

There may already be a good solution in all the various rules iteration. RMU may already have solved it to your satisfaction. However, if you have a novel idea, or just a glimpse of one that you haven’t worked out yet, please comment.

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Sneak Peek

For some time now I’ve been rambling on about my modern game stuff (to the great annoyance of many, I’m sure…). Well, I thought it might be time to give people a sneak peak at some of its bits. Not much, mind. Part of an attack table, a bit of background, and one Profession with skill costs. They’re working drafts, so the formatting is a bit ‘off’ in spots and they aren’t pretty by any means. But it will give you an idea of where this is going.

Attack!

Below is a link to the AT1 column of the Pistol Attack Table for my system. Note that it’s got two lines of division: overall weapon Mark and specific calibers. Since my system allows you to determine maximum damage based on actual numbers (bullet weight and muzzle energy), some calibers are capped at that point. This does two things: shows why it’s popular to “move up” in caliber and why small caliber weapons do maximum damage more frequently. With a lower max damage, recoil penalties (modifiers to hit) don’t hurt as much.

Attack Table

Knowledge!

The next bit is a sample piece of one of the elements of my character generation system. This bit represents a generic college eduction OR four years of work experience. This is the third part of four in my character generation cycle when it comes to skills. The first two (Culture, Background – which is optional) come before this and the last piece (Entry Training) comes after. The end result is a first level character who’s MUCH more capable than normal for RM. The numbers here are skill ranks, not DPs or anything else.

Education

Jobs!

Or more to the point – how much skills cost. This is the skill cost matrix for one Profession in my espionage genre system (which is the core product). You’ll see the biggest change is assignable skill costs. Any Category that has more than three sub-skills is broken up like Combat Training. Players may assign the lowest cost to whatever skill they wish, then the next cost, and so on. The last cost goes to any remaining skills in the Category. GMs may also set some of these costs, creating an agency that prioritizes (say) Rifle training for their Direct Action operatives. That puts the lowest skill cost in Rifle. It’s a flexible, yet standardized system.

Profession

So?

Why put this out there? I’m doing it to show how the Rolemaster engine can be used in different genres. It’s also helpful to illustrate some of the things I run on about here and on the RM message board, especially when it comes to character generation and skill costs as they relate to Categories. I firmly believe you can retain elements of individual skill costs this way, and it keeps every character from looking more or less the same. Some of the reductions are small, but at lower levels that’s a big deal.

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Clarification Needed. When did Talents and Flaws become part of core RoleMaster?*

First, I did set a goal to not delve too deep into rule making for RMU or RM in the coming year. However, I do read the RM Forums and there is a ongoing discussion about additional Talents (and Flaws, though “surprisingly” those are obviously less discussed). And yes, for the purpose of this post “background options” are an interchangeable term with “talents/flaws”–to be referred as “T/F”.

There is something very proprietary about T/F–it’s a cumbersome bolt on to what I consider a pre-companion streamlined rule set. Many are one-off rules that reek of AD&D Class Abilities while others are just bonuses to reinforce a VERY specific idea of a profession/class. So what is the point of T/F’s? A few ideas:

  1. T/F’s add unique abilities to characters without the GM having to muster up the energy to do it themselves.
  2. T/F’s are meant to reinforce Professional Tropes.
  3. T/F’s are meant to power up Level 1 characters a bit.
  4. T/F’s are a bypass to increase ability outside of the normal skill acquisition/skill bonus/stat bonus/profession bonus system already established.
  5. T/F’s are used to bypass skill cost restrictions to give players abilities they could not otherwise afford in skill buy.
  6. T/F’s are used to min/max characters by bypassing Professional skill cost and balance issues.

Happy for anyone to add to that list, but as it stands it’s not pretty. Basically Talents are “cheat codes” pretending to be balanced with Flaws to give everyone the illusion of proper game design.

Am I too old school? Perhaps my origins in the original RM has biased me, but I’m reading forum posts and it sounds like many suggestions for Talents are just special Profession abilities similar to AD&D. Can someone adequately explain the need or justification for Talents using the same validations you use for other rule arguments?

*For purposes of disclosure, this blog is a side affect of Weller Special Reserve Bourbon.

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Zweihänder Read Through – Skills & Talents

This is obviously another Zweihänder post. I am trying to rattle through them a bit faster than I did the HARP read through for two reasons. Firstly, if you enjoy them then making you wait is not a good thing. If you don’t enjoy them then keeping them coming back for months is equally not a good thing. Personally I like to get projects over and done with, so I am keen to crack on as well.

I am going to split this post into two. The first part is the read through of chapters 5 & 6 as advertised.

The second part is more about ‘that which is Zweihänder , rather than Zweihänder itself’. By that I mean there are so many points of potential similarity between the Zwei that exists and the RMU I/we wish for that I believe that lessons can be learned. I have a cousin who is very wealthy and his money is entirely sel made (in an enterprising way not home printing sort of way, if you understand what I mean). He once said to me “If you want to earn a million pounds, don’t ask the unemployed bloke in the pub how to do it.” So learning from the example of the fastest selling game of the past three years now (if you include 2019) is probably a good analogy.

So Skills…

Below is a sample of the core skills in Zwei…

So in Zwei we have a base of 36 skills. Each of these have a number of focuses, which I thought would be Foci but I am often wrong. In RM2 many of the focuses would be individual skills in their own right. I am happy with the Zwei way as you all know that I simply do not use all those optional skills from RoCo2. Above I am looking at Athletics and I can see Climb, Row and Swim which were all definitely individual skills in our world.

If each character is getting 10 skills then you do need a party to cover most of these bases.

Where the Zwei system has less detail than the RM world is in levels of ability. A Zwei total skill bonus is made up of the governing stat or attribute on a scale of 28-55 plus your rank bonus. For a starting character that is +10 in your ten professional skills. So typically +52 in our parlance. A +10 is the Apprentice level. At journeyman level you get a further +10 and as a master you a final +10 for a total skill bonus of +30 on top of your attribute.

We are used to big skill bonuses added to small stat bonuses, this is the flip of that methodology.

The focuses can be bought as individual specialisms in addition to the base skill. If you have the particular focus you are using then you can ignore additional penalties when using the skill for that specific use.

So even if you had two characters with the same skills they can still differentiate themselves within their profession. Shockingly Focuses are not rolled randomly and assigned to you, to do get to choose them.

This is the skill listing for Perception. I have pulled this one out for the simple reason that we all know what a perception roll looks like. Just remember that a typical character has a roll under 52 (42 average Attribute and+10 for one rank in the skill) to succeed.


AWARENESS (Perception)
Awareness represents the ability to visually notice minute details and sounds, scents within the air, watch for ambushes, find hidden objects and spot contrivances designed to trap or kill. You’ll use Awareness not only to visually see, also to sense using smell, taste and touch. You may also use Awareness to estimate numbers and distances.

This Skill doesn’t allow you to see through lies, sense motives or innuendo – refer to the Scrutinize Skill in those cases. If you wish to listen in on a conversation or distinctly make something out you heard, refer to the Eavesdrop Skill instead.

SAMPLE DIFFICULTY RATINGS

  • (Trivial +30%): Listen for sounds through a thin door
  • (Easy +20%): Smell a distinct spice in a dish
  • (Routine +10%): Spot an obvious snare
  • (Standard +/-0%): Standing watch at a campfire on a clear night
  • (Challenging -10%): Find someone obscured by mist or darkness
  • (Hard -20%): Count a mound of treasure in under a minute
  • (Arduous -30%): Spot a trap melded almost perfectly into the flagstones

Every skill is laid out the same, description and then clear examples of what falls into each difficulty rating. What I do like is that not one of the skills has a hidden game mechanic built into the skill description. They are all uniform in format and implementation.

Talents

The core book provides 72 talents. Each talent seems to produce one effect and those effects fall into two categories. The first is to give a +20 bonus to a specific skill used in a specific situation and the other is to allow the character to ignore a specific penalty in a specific situation. So ambidextrous means you ignore penalties for using the off hand, Eagle Eyes means you do not suffer range penalties at medium and long range. Housebreaker in the other hand gives a +20 to lockpicking.

Every profession comes with 3 talents and the rules imply that you can buy more but I have yet to read the section where the rules for that are presented. I guess they will be in the Reward Points rules later in the book, or I misinterpreted the part where it implied you could by more talents of course.

There isn’t much more to say about the talents, there are some that relate to magic that at this point are quite intriguing. This one I particularly like…

BLOOD MAGICK
With great practice, you have learned to bend the powers of disorder to your whim. However, every dark gift requires a sacrifice in return.

Effect: After you have made the appropriate sacrifice of an innocent creature (a beloved animal like a kitten or puppy for Petty Magick, a farm animal such as a cow or sheep for Lesser Magick or a living person like an Elf or Dwarf for Greater Magick), you can cause any one foe to automatically fail to Resist one cast Magick spell within the next 24 hours. You can only make a sacrifice like this once per day.

I knew there was a good reason for having elves in the party!

Part II

What inspired this two part blog post idea was an announcement on Zwei’s discord server this evening, and I quote:

Daniel D. Fox – Lead Designer Today at 20:15

Hey gang,

You’re probably noticing a lot of changes on our Facebook and YouTube, formerly named Zweihänder Grim & Perilous RPG. This is being done on purpose across social media, YouTube, Discord and other channels.

For 2019, we are consolidating our brands, while changing ZWEIHÄNDER-only assets to reflect a shift in the company. With MAIN GAUCHE on the horizon, development of TETSŪBO, Queen of Embers and a few other unannounced products, we’re moving towards our new company line:

Grim & Perilous Studios, makers of tabletop games “Powered By ZWEIHÄNDER”.

So what does this mean for you? You’re going to see a D100 ‘free’ engine released later this year, taking the place of the SRD. You’re also going to get a look at some of the new products coming down the line for 2019 and 2020. You’re going to see our books up on Amazon, Barnes & Noble, Simon & Schuster, IndieBound, in your local brick-and-mortar and a whole lot more. We aren’t leaving DriveThruRPG, but our ‘big books’ will be as we reach commercial scale for true distribution across the US, CA and Europe. Plus, we’ll be announcing some new video content initiatives in the coming weeks (as an example, did you know Encounter Roleplay is running ZWEIHÄNDER every Friday on Twitch for the next 18 weeks).

Finally, we’ll be introducing you to some new people from our team. We’re growing, and can’t wait for you to meet all the fine folx who help make Grim & Perilous Studios successful.

So, join us for the ride in 2019 for a truly #GrimAndPerilous year for #ZweihanderRPG!

All the best,

Daniel D. Fox

So what has got me so stirred up?

I have been pushing for an open standard for D100 for a couple of years now including my own open100 and I am also happy to support vsDarkmaster’s OPEN00. I am not necessarily a fan of competing open standards but hey, too much freedom of expression is less of a problem than too little.

I have been trying to push for the “Powered by…” concept for RMu, in fact Intothatdarkness’s post this very week was all about the RMu game engine vs the game itself. That is a spin off of my push for the Powered by tag from that “So…” forum thread.

The other thing I find exciting is the bit about the hardcopy publications. I have been dabbling with this myself. I was using Createspace and Amazon’s KDP before they merged. DTRPG is the ‘safe place’ that is where everyone is and that is where all the experienced GMs buy their games. It is not the rest of the world though. If you want to reach completely new people than you need to be out in the real world. I called Zweihänder a cannibal last time. I take that back. They really are trying to build the industry.

This is something I have also been trying to do, I just haven’t talked about it on this blog but Egdcltd has read about my efforts. By comparison I have been pissing around with small fry but the principle is the same. I don’t really think that my ideas would work nearly so well with Zwei as they would with my wild west game. Different genre, different style, different target audience.

The more I hang around the Zwei world the more stark are the differences between the openness and dynamic nature of G&P Studios and the sullen silence of ICE.

And finally…

This is one of the examples from the beginning of the rules.

Nick’s Character Grover Caldwell has an Order Alignment of Mystery and the Chaos Alignment of Exclusion. During the game session, the GM reveals a dangerous bit of information to Nick in secret. Grover now has the choice to reveal an important plot point to the other PCs or hold onto it. Unfortunately, knowledge of this information could prove potentially
dangerous, putting Grover in a place of mistrust with his comrades. He decides it may be best to hold onto this information, alienating himself from the others while shutting them out from the mysteries that only
he understands. As the story led to this moment, not revealing the information taps into his Chaos Alignment of Exclusion – placing his closest friends’ life in danger. The GM, while satisfied that Nick was doing the right thing for his Character, bestows 1 Corruption.

Is it just me or is seeing Nick and Caldwell in such close proximity in a competitors RPG rules just too much of a coincidence?

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