2017-05-11

OED Wilderness Rules Draft: Carrying Capacity

More suggested refinements to OD&D wilderness adventuring mechanics. Notice how in this installment we use modern research to establish a mathematical formula between real-world creature weight and carrying capacity (in line with our observations last week). So: It's simultaneously more realistic, and also (perhaps more importantly) simpler to judge and to generalize. Comments?



Carrying Capacity

Animal carrying capacity is shown in the table to the right, as well as average weights for such mounts. All weights are given in stone. Light load (full move) is considered to be up to 20% of the animal’s weight; heavy load (half move) is set at 40% of animal weight.

Vehicle and ship capacity is given in the next table; units here are in tons (160 stone). Note that as a convenient rule-of-thumb, the capacity of the vehicle is its cost (from Vol-1), divided by 100, in tons. Galley types are the exception, with a capacity half normal by this rule (or in other words, about 1 ton per crewman; see Unger p. 176). Do not count normal crew against the cargo capacity given here (although any added soldiers, pilgrims, horses, etc., will be counted). Treat longships as small galleys, and warships as small merchant ships for this purpose.

Of course, in reality both animals and ships vary continuously in their size, weight, strength, carrying capacity, etc. As DM you may wish to permit a range of sizes for each (and load capacity can be fairly easily found by the rules-of-thumb above). This is easier to do with ships (likely only one owned by a given party), and harder to do with beasts (where many may be owned per party). Maximum constructable size for a merchant ship (cog) may be up to around 400 tons capacity in this time period.

For simplicity, assume that an unarmored man weighs about 10 stone, and medium or heavy horse with one week of hay and water weighs 1 ton.


Note and References

Update

After great observations in playtests from our patrons, we revisited the issue of horse carrying capacities and became convinced from modern research that 30% body weight -- or say, 1/3 for a simple fraction -- is a better cutoff for the point where horse mobility starts to fall off. (Or in other words: the modern 20% rule-of-thumb is highly conservative, kind to the animal, and has a large safety overhead built-in). This results in our 60-90-120 stone horses having light-load cutoffs at 20-30-40 stone, which seems to work pretty well, and happen to be quite close to the Original D&D numbers. See here for more.

2017-05-08

OED Wilderness Rules Draft: Food and Water

In the last year, I've spent some tweaking wilderness adventuring rules to make myself happy. Although OD&D's rules were based partly on Outdoor Survival it has numerous blind spots; like having no mechanics for running out of food or water, reduced movement rates, weather, etc. (things that were at the very core of Outdoor Survival play). Partly what I'm doing here is bringing in some more parts of O.S., looking in places to real-world research on certain effects (re: last week's post), and shaving off the hard edges to make it more streamlined and easier to run in play. For your consideration and comment:



Food and Water

In standard terrain, only food for men needs to be tracked. Cost is 5 and weight is 1 stone per man/week. Otherwise assume that water is generally available in small ponds and streams (each man with a waterskin; half-gallon, 1/3 stone), and horses may graze daily.

Severe terrain requires that food and water be tracked for both men and horses. Such areas include: desert, open ocean, deep caves, mountain peaks, arctic locations, and winter season. Total cost and encumbrance per week of supplies is shown in the table to the right. Note that weight will be prohibitive in some cases.

If a PC party in the wilderness runs out of food, then they can supply themselves by taking down sufficiently large random encounters (e.g., giant animals, dragons; say 1 HD will feed 6 men for a week, but won’t last beyond that time).

Lack of Food or Water: Living creatures suffer 1d6 damage at the end of each week without food or each day without water. This damage cannot be healed until proper food and/or water is procured, at which point they regain 1 hp/level for each like time period. If under half hit points for this reason, then assume the creature’s movement is halved.

Standard Rations Only: Only standard rations are generally available. Iron rations may be available in exceptional circumstances (dwarven or magical construction, etc.; one-third weight).


Notes and References


2017-05-01

Traditions of Real-World Statistics in Naval Games

So, I'm a naval-game junky. The first wargame I ever picked up as a kid was Avalon Hill's Bismark. Among the first video games I got hooked on was Sid Meiers' Pirates!. I'm always looking for the perfect D&D naval experience but haven't found it yet. The naval combat rules in OD&D Vol-3 (p. 28-35) are as close as I've found to date, but they have issues -- like (a) the move rates being scaled to around 2 or 3 feet per turn (so that ships zip across the board space in just a single turn), (b) the reference that melee be done by "Man-to-Man rules as found in CHAINMAIL" (so every individual man needs to be moved and rolled for attacks separately), etc.

As part of my continuing search, I recently, at long last, acquired a copy of the rules to Gygax & Arneson's first-ever game collaboration, Don't Give Up the Ship (DGUTS below). This is the 2nd Edition (1975), with added optional rules from Mike Carr (designer of Fight in the Skies, referenced in OD&D as inspiration for its detailed aerial combat rules). It's a great read, obviously made with a ton of love and affection to the milieu of fighting ships of the American Revolutionary period; and in very much the same style as a book like Chainmail. In some sense it has about what you'd expect: a Basic Game, optional Advanced Rules, super-detailed Single-Ship Action Rules, more abstracted Fleet Action Rules, rosters of possible ship-to-ship engagements (all historically based), a Bibliography of over a dozen historical texts, etc. The play involves tracking gun weights, wind direction & force (reminiscent of many tables in D&D), sailing points and gunnery with a protractor, and so forth. Boarding is entirely abstracted, with the mechanic based purely on opposed morale checks (and without any men being lost from such actions in the standard rule). Some of the DNA can even be detected in Swords & Spells; like, the overall format of the record sheet, and the percentage-based damage adjustments that likely require a calculator (e.g., the last ship-to-ship optional rule notes that "Various tests made have proved beyond reasonable doubt that U.S. shot was lighter than it should be", and so should do a proportional 7% less damage; whereas French shot was 10% heavier and therefore will do 10% more damage).

It's not immediately clear how this can benefit your D&D game, however. One thing I noticed is that the scale is wisely chosen: 1" = 100 yards, 1 turn = 5 minutes. It recommends ship models close 1: 1200 scale (note this varies from the surface equivalent to scale of 1: 3600, but by less than an order of magnitude). This is quite different from the D&D scale officially 1" = 10 yards, or arguably what should have been 1" = 5 feet to match the size of miniatures in Man-to-Man action. Yet despite this, OD&D recommends the same 1: 1200 scale for ships as DGUTS (Vol-3, p. 30), which is either 3 or 20 times too small depending on how you count that. (As an aside, we can reflect here how much earlier wargaming relied on the player to acquire or build their own materials from other products, as the rules were designed expecting toys like that to be commercially available; this is long before consolidated brands in which wargame rules are part of a company selling their own boxed products.)

The really startling thing (to modern eyes) is none of that, however. First let me observe that DGUTS seems to owe a rather large inspiration and debt to a halfway famous older game, Fletcher Pratt's Naval War Game (published in 1943, but developed and played for more than a decade before that). Pratt's game simulates fighting ships contemporaneous to its play in the era between the World Wars. The intriguing thing that Pratt did with it is to rely on the real-world publication of Jane's Fighting Ships for its ship statistics. I wouldn't know much about Pratt's game it weren't for Jon Peterson's sublime Playing at the World. Peterson writes (p. 280):

Pratt borrowed Jane's method of classifying ships, especially his notation for measuring arms and armor. The thickness of armor and the size of guns are quantified and compounded in an elaborate mathematical formula, to which additional figures are added for amenities like torpedoes or the ability to carry aircraft. This sum is multiplied by the speed of the vessel in knots, and finally the tonnage is added to determine a "value" for the ship. Ship values tend to be large; one example boat given in the rules has a value of 23,034. Guns, when they score a hit with a shell, inflict a certain number of points of damage depending on their size; the weakest 37mm guns might inflict 23 points of damage, the standard 4.7" cannon hits for 244 damage, while the implausibly large 16" cannon deals a whopping 10,550 points of damage. As a ship suffers points of damage, it begins to lose capabilities, including movement speed and the use of its guns. For the convenience of players, a "ship card" typically lists all of these attributes and details exactly which capacities are sacrificed at the various levels of disrepair. When it has taken damage greater than or equal to its value, a ship is sunk. 

Gygax & Arneson's (and Carr's) Don't Give Up the Ship uses the same basic idiom, somewhat simplified, for its ship statistics. Two types of damage are tracked: high (sails & masts) and low (deck and hull). The high damage score is simply half the real-world ship's actual tonnage, with these points split proportionally among each individual sail and mast on the actual vessel -- lose a sufficient number of points, and sails/masts are lost, reducing speed appropriately. The low damage is equal to the real-world ship's tonnage -- when damage scored is over 70%, the vessel may possibly sink slowly, while at 100% the vessel sinks automatically; in addition, crewmen are lost proportionally following any low damage scored. Specifically: "crew factors" (CF) are tracked where a ship has one CF for every 21 men on the real-world ship (a seemingly odd conversion rate, but this comes from an estimated 7 men to operate a gun, times 3 guns per fire unit; see p. 17 and below).

Likewise, guns are based on whatever guns the real-world ship was known to have. For example: Ship A in the simple "Training Game" scenario has 12 24-pound guns, 15 12-pound guns, and 3 9-pound guns (denoted 12-24#, 15-12#, 3-9#). Every 3 guns of a given type allows one "fire factor", that is, one d6 roll on the very simple combat table per turn (which can result in either a high or low hit or a miss, depending on range). Damage is simply equal to the poundage of the gun type firing -- for example, one hit from a trio of of 12-pound guns does 12 points of damage. In its way, a breathtakingly elegant mechanic!

The thing that I like about these systems is that by making an explicit connection/formula between real-world entities and game entities, the designers have immediately populated their game world with everything (of the appropriate category) in one fell swoop. Pratt doesn't need to include rosters of ships; he can just direct the reader to Jane's Fighting Ships, or other reference works. The ship rosters in Gygax & Arneson's DGUTS aren't really game statistics, they're just real-life profiles of historical ships (in terms of real tonnage, guns, crew, etc.). The designer doesn't have to spend time laboring over individual game-piece statistics. One's game is enriched by, and stands on the shoulders of, the amount of attention and detail given by military scientists tracking and documenting the things in the real world. If any balancing or revisions are needed, they are only in the game rules themselves (perhaps tweaking the mathematical formulae that simulate ships in the game).

Note how briskly this tacks against the fantasy gaming headwind that attention to simulating concrete, real-world elements cannot have any benefit (link). And how synchronized it is with our long-running observation that real-world solutions almost always give the most elegant in-game mechanics (link). In fact, by making the link explicit and mathematically precise, we instantly profit by the whole universe of whatever real-world thing we have simulated.

Of course, this assumes that there is a pre-existing compendium of measurable information compiled about our topic of inquiry, which we have in abundance for fighting ships -- and much less so for individual people, arms, creatures, or of course fantasy creatures. But I am tempted to think about what other quantitative fields of study exist that we can port semi-immediately, and connect explicitly, into our D&D games to their benefit. Let's be on the lookout for that in the next few weeks.

Can you think of any such field of study that we can mathematically connect to our D&D games in order to enrich them?


2017-04-24

OD&D Experience Levels


Question: Do Wizards need more XP to level up than Fighters?

This is one of those questions that has an answer which, for OD&D, is "clear, simple, and wrong" (with apologies to H.L. Mencken). Granted that Wizards start with a bigger XP step to 2nd level than Fighters have. But while Fighters consistently double the XP required to reach each level up to 9th, Wizards -- and also Thieves from Sup-I -- do not. Rather, in the range of levels 6-10 or so these latter classes add less than a doubling's increment, closer to 50% or so (specifically: between 33% and 75%). And therefore by the 7th level Wizards actually need less XP for each level than Fighters do; this is highlighted in the summary table below.


A few other observations: In the original D&D rules, while it was explicated that "There is no theoretical limit to how high a character may progress" (Vol-1, p. 18) -- and also indicated patterns for hit dice, attacks, and spells at levels off the chart -- no guidance was given for XP steps above those shown here. Sup-I does state for the new Thief class that it requires "+125,000 additional points for each level above Master Thief" (p. 9), and from this we might infer a similar increment to the last step in the table for others (also: in synch with later rulesets) -- which would be 120,000 for Fighters but only 100,000 for Wizards, so the flipped relation would hold true for all higher levels. Also note that the "Name" level at which hit dice stop accruing is different for each class (Fighters at 9, Thieves at 10, Wizards at 11, per Sup-I); the table above matches everything given in the OD&D book tables.

Gygax made some edits to XP tables in AD&D but this artifact largely persists there (AD&D Fighters need 70,001 XP to reach level 7, Wizards merely 60,001; by 10th level the Fighter needs precisely double what the Wizard does). Cook in the Expert D&D rules made the tables completely uniform; everyone doubles XP requirements up to Name level, which is universally 9th. Even in OD&D, Clerics had a regular doubling of XP, like Fighters, starting from a low 1,500 XP needed for 2nd level (omitted from table above; a suspiciously low basis for a class that gets all of fighting, armor, and spell capability).

An open question would be: Why? The fact that Gygax maintained this asynchronicity in both OD&D and AD&D seems to suggest that it was intentional -- that Magic-Users were intended to get accelerated advancement compared to Fighters at higher levels. Perhaps this was an amplification of the idea that Magic-Users will be weak at low levels and need assistance, but increasingly more powerful at high levels.

Edit: User elphilm in the comments helpfully links to a recollection by original player Mike Mornard on how Gygax ruled on higher-level experience, different from my extrapolation above, namely: each class increments as per the total XP needed to get to name level (regardless of the increment before that). So higher-level increments are: Fighters +240K, Wizards + 300K. Some pros to this interpretation: (1) it's consistent with the method for Thieves in Sup-I, (2) it's consistent with the method for those classes in AD&D, (3) it solves the problem above where by at least level 20+ Wizards do need more XP than Fighters. Two cons might be: (1) It sure looks weird that Wizard levels that go 100K, 200K, 300K, 600K... (at levels 9-12), (2) it is different than the extrapolation given in B/X Expert D&D from Cook, et. al. Thanks, elphilm (and M. Mornard; link)!

(Also consider: Do Wizards get better saves vs. spells than Fighters?)


2017-04-17

OED Deck of Spells

For about 8 years now I've been using my custom Book of Spells in my own OD&D games. It's an Open Gaming Licensed version of magic-user spells that are in OD&D -- based on text from the d20 SRD, but massively cut-down and refined so they're short (usually just a few lines of text each) and more like the original game (subject to some small changes based on my own play experience). Now in its 2nd Edition, I really like being able to hand every wizard player at the table their own slim volume for looking up their spell effects (see sidebar; available at Lulu.com).

But now my good friend Paul S. has done one better and turned it into a custom deck of cards! This way you can pull out your memorized spells at the start of the day, have all their effects directly in front of you, and simply discard the spells when you use them. We're finding that many players actually prefer it in this form, because once chosen it entirely skips any book look-ups during the game. All the spells in the OED Book of Spells are included, and the text is identical to the 2nd Edition of the book.

I myself played a wizard in a game of Paul's (who's started running OED-style games himself -- which was a little Being John Malkovich-y for me) and I really liked being able to slap down a card on the table during my turn as a representation of what I was doing. Also: If it's an effect that boosts or protects another PC, I could simply hand the card over to them and they could use that as a reminder of what the effect was on their character. It's ridiculously nifty! Only $14.99 at TheGameCrafter.com (which is pretty close to the manufacturing price, so we'll see how long we can keep it at that level). Thanks to Paul for creating that resource!



2017-04-10

The Fallible Fiend

I recently had the opportunity to acquire and read L. Sprague de Camp's The Fallible Fiend (1972), and it's completely delightful; a real treasure and highly recommended. Of course, in Gygax's Appendix N, it's one of two works by de Camp called out by name (the other being Lest Darkness Fall).

In terms of D&D, The Fallible Fiend falls into a category of possibly lesser-known works that are (a) great literature, and (b) loaned a few very critical ideas to the D&D game. Other examples would be: Bellairs' The Face in the Frost (on the profession of wizardry and spellcasting); Anderson's Three Hearts and Three Lions (alignment, paladins, trolls); and so forth.

In the case of The Fallible Fiend, the primary ideas that it gives us are those around the D&D concepts of planes, extradimensional creatures, how they are summoned and controlled, and their overall demeanor in response to such summons. The opening paragraph of the book reads as follows:
On the first day of the Month of the Crow, in the fifth year of King Tonio of Xylar (according to the Novarian calendar) I learnt that I had been drafted for a year's service on the Prime Plane, as those who dwell there vaingloriously call it. They refer to our plane as the Twelfth, whereas from our point of view, ours is the Prime Plane and theirs, the Twelfth. But, since this is the tale of my servitude on the plane wherof Novaria forms a part, I will employ their terms.
This alone give us several central concepts to D&D: The idea of calling other dimensional spaces "Planes" (is it the first in pulp literature? Possibly so). The idea of the place of your origin being called the "Prime Plane". The fact that at least 12 such planes exist -- explaining my earlier mystification as to why, in Original D&D, the spell contact higher plane went up to exactly 12 planes (Vol-1, p. 29).

Other now-familiar tropes to us also seem to come from the first chapter of this book, such as -- The powerful "demon" being something of a mundane citizen in his own realm. The need to give very precise, literal commands to avoid ironic downfalls by the creature (or a wish). The extradimensional creature returning to their own plane when they seem to be slain. And so forth.

Moreover, I have to say that this slim little work of fantasy also provides an almost uncannily sharp cultural commentary for this exact time that we find ourselves in. The titular character is in all regards well-meaning, but subject to constant unwarranted abuse due to his strange appearance, language, and place of origin. We manage to follow him through a travelogue of various fantasy kingdoms, each of which has deeply insane customs -- but whose citizens are generally entirely convinced and willing to argue as to their rightness, in ways that are unsettling echoes of our own world. At a key point the Fiend meets with a crude and addlepated former entertainer (wrestler), who by a random electoral process has been named Archon of his nation, and has since let the country fall into complete ruin and anarchy.

Within this latter chapter the first-person Fiend finds temporary shelter at an otherwise abandoned inn, and engages the innkeeper, named Rhuys, who at one point finds himself needing to muster a defense of humankind:
"We're not all thieves and murderers at heart," quotha. "In fact, most of us do be peaceable and orderly, asking only to be let alone to earn our livings."

"But enough of you are of the other kind, if I may say so," I said.

Rhuys sighed. "I fear me you are right. Do no demons ever misbehave?"

"Oh, certes; but the fraction is small enough to be easily mastered. Besides, our wizards have puissant spells, which compel one accused of crime to speak the exact truth. This greatly simplifies the task of ascertaining the culprit's guilt."

Rhuys looked sharply at me. "Does the Twelfth Plane permit immigration?"

"I misdoubt the question has hitherto come up. When I return thither, I will try to learn and let you know."
Prescient commentary indeed, for a work of pulp fiction. The book is not without its flaws: most notably, it has a rather obvious sexist blindspot. But the ending is as pitch-perfect as any I've seen in a fantasy novel. You should read The Fallible Fiend. 

2017-04-03

HelgaCon X

We held HelgaCon X in Plymouth, MA this past weekend -- and it was probably my favorite one yet. Saw some stuff happen in games that I'd seriously never seen in my life before; amazing. Also: I finally broke my decades-long streak of train-wrecks and finally crafted one actually successful puzzle/riddle in a D&D game. So I'm psyched! Here's a few quick snaps of the activities:





Google photo archive here.