Monday, March 12, 2018

Experience vs Experienced

Here's one of those conjectural things I joust at.

Gaining experience - it's done via several methods. Let's review?

  1. Experience from Treasure: Self explanatory. There's treasure out there - you get it, and make it back with the treasure, you get 1 XP for every 1 GP value.
  2. Experience from Creatures: If you defeat a creature by will or weapon,  you gain XP based of the difficulty of dealing with that creature.
  3. Experience from Construction: Constructing a stronghold meant to secure a domain nets you 1 XP per 2 GP spent.
  4. Experience from Domain Income: Up to a threshold based on your level, you gain 1XP/1GP over that threshold from earnings from the domain.
  5. Experience from Mercantile Income: You gain 1XP/1GP based off of profits above the threshold for your level from personally leading a trade expedition.
  6. Experience from Magical Research: If your per-month cost of research (new spell, new magic item, whatever) exceeds your threshold, you gain XP from the difference.
  7. Experience from Hijinks: This is equivalent to domain income for hijink-running classes - again, thresholds bound it.
  8. Experience from Spoils of War: Each participant in a battle earns 1 XP per 1 GP they receive in spoils (D@W:C pg 74-75).
  9. Experience from Command: Each commander in a battle gains XP equal to the difference between the XP value of defeated enemy units and lost friendly units.

All of these methods have something in common - they all include actions that directly interface into a particular subsystem in the game - be that plain old adventuring, domain-related activities, wilderness travel (mercantile ventures) or magical research.

Warfare is directly treated as adventuring; with the added hook of commanders receiving creature-based XP. Note that #8 - experience from spoils - is not bounded by a threshold - it's experience from treasure.

In fact, these boil down into basically five categories:

Experience from...DoingThreshold?Notes
Gaining Treasure
AdventuringNTreasure must be brought back to civilization
Spoils of WarNHalf of total spoils generally goes to commanders, total shared pro-rata
Defeating Foes
CombatNPersonal combat only
CommandingNGained from difference of units defeated vs. units lost
Gaining Profit
Ruling a DomainY
Mercantile VenturesY
Managing HijinksY
Magical Research...researchYFailed efforts do not gain XP
ConstructionBuilding a StrongholdN1XP/2GP; XP lost if stronghold is lost

Gaining Treasure is pretty straightforward - there's stuff someone has, and you defeat them and take it. So, also, is Defeating Foes - commanding mass battles takes on a "profit" motive in acting to balance a victory against what it takes to achieve it. One could, perhaps should, apply that to PCs leading mercenaries in quasi-mass combat as well. 

Gaining Profit is varied in application, but in each case the character is assumed to be the leader of a larger group performing a task on his or her behalf, more or less - either simply living their lives to pay taxes (domain rulership), coming along on a trading expedition, or working as part of a hideout.

Magical research is something that gains XP in the act of creation of magical items or new spells; a very specific mechanic for a specific subsystem.

Construction, of a stronghold specifically, is an interesting one. It's a quasi-permanent piece of the character - the most direct result of the conceit that experience=level=power.

Autarch's Axioms presented a 'non combatant' XP progression just recently, for a lesser amount of XP (what coincides with 40% less XP for a fighter to gain level 2, and advancing by the usual methods from there) any given class or monster, evidently, can gain their class or monstrous HD and features while avoiding combat.

The tradeoff for that is that one's attack throws, saves, HP are decreased every few levels, and the outcome for a fighter, at least, is that they come out in all but HP looking more like a mage (HP looks closer to a d6 class).

Regaining one's combatant form is simple enough - regain the difference in XP (and only allocate XP to that) until you catch up with where you should be; then continue on from there gaining XP as a "normal" class.

It's an interesting idea, but makes me wonder about going one step further - allocating progression in various things by source of XP.

The first thing we do is redefine Character Level and HD as separate concepts.

HD, which we could rename but won't, is then actual combative skill - attacks, saves, hit points. That's easy.

Let's talk about Character Level though...starting with a simpler example.

Take a 9th level Venturer, one that hasn't built his or her hideout/stronghold yet. They have amassed, or amassed and lost, several fortunes, likely. They've been out adventuring, they've recovered valuable artifacts and piles of gems and coin, they've executed on trading opportunities.

On the theoretical average, they've gained 80% of their XP from treasure, and 20% from combat - that's 144,000 GP in treasure vs. 36,000 in combat XP. (HFH Venturer)

The venturer has several static abilities; bribery, diplomacy, navigation, etc; that do not increase by level. They do have one, however : Hear Noise, which increases in utility 5% per level.

What does it really mean to get better at Hearing Noise? What sort of experience leads one to be able to more sharply delineate one thread of sound over another? Once you've done whatever is required, what value is that success?

What about the thief that never picks pockets?

There's a certain level of bullshit here, really, it's a game and who cares - there's a point at which we have to give up. But once we've defined fighting capability as something that can be ignored, everything else lines up as a possibility for the same treatment.

Let's define a preliminary set of buckets for our Venturer that XP can go in - and for purposes of this experiment, I'm using the non-casting HFH Venturer, as magic skill isn't something I want to get into at the moment:

  1. Combat; self-explanatory.
  2. Trading; the mercantile networkbargaining and diplomacy
  3. Information gathering; hear noise (available as a proficiency termed eavesdropping in ACKS, and the name change fits this bucket), bonus languages, and read languages
  4. Traveling; either seafaring I or riding, plus navigation

As an aside, Hear Noise as eavesdropping paints a certain picture - while dropping those eaves, the venturer must also strive to not be obvious about it! It presupposes a certain level of guile must be employed - some of the same sorts of skills that move silently, hide in shadows, and disguise would require. It'd be easy enough to move that into a 5th bucket of "guile" let's do that.

Moving forward, let's assume the 5 buckets. At 9th level, all things being equal, our Venturer would have placed 36,000 XP evenly across the 4 skill buckets, plus 36,000 in the combat bucket. Let's entable that:

LevelCombat/HDTradingInfo GatherTravelingGuileTOTAL

Now, a resounding "so what?" - or, given this, the Venturer that puts everything into Guile or splits it between Trading and Traveling; or, never fights - what happens to them?

I don't know yet, but I suspect this table is going to see quite a bit of change to rationalize wherever it is I end up on this - the Combat/HD bucket is much more likely to look similar between different classes of the same Fighting Value (barring tradeoffs, I expect), at a minimum, and I'll end up burning down the proficiency system in the process...

One more windmill.

Sunday, February 4, 2018

A State of Play

Been a bit, again.

There are ...150+ blogs in my reading list, places I've found insightful or useful posts (the two things are vastly different) at and marked down, in case they keep coming. I can't say that more than 20 or so are updated with any regularity. Some of them I wish would do more; others seem to struggle for things to say, and still others seem to have careened into a place that's just not about gaming or the imaginary worlds we create anymore.

This one's at that middle category - not that I provide much more than the odd table or rambling, half-coherent introspection.

I've been quiet mostly because I have been playing - running one, at that - so rather than my brain wandering around constructing little windmills of half-baked ideas to joust at, the time I allocate to thinking about DND is now assigned to more direct purposes. I don't prep anything with an eye towards making it look publishable, and won't spend the time to do so.

Even then, we meet about once every 4 to 6 weeks, for a measure of the time available. Hell, it's 4AM right now while writing this; I'm up early for whatever reason and decided to throw down another vague screed. If it was a normal hour I'd be interfacing with family and deciding what productive task to start on.

In game, it's just turned January in 1409; the party still bases themselves in Kielce, Poland. The basic backdrop of the campaign - the valley of the Vistula north of the Carpathians reeling from twin catastrophes of plague and horde - still looms, the ruins of Krakow continue being ruined.

They've made a good showing of attempting to be the saviors of Kielce, tossing money and blood into it. They've hit 4th, and have started to poke around in the "wilderness game". The generation of possible lairs in the hexes around them was not kind. It'll be an uphill battle.

The brash, charismatic fighter; the nominal leader of the imaginary and physical side of the party (the most experienced player) overplayed himself finally. They made a good approach on a possible bugbear lair, made peaceable parley with the leader, and had a tacit agreement to reconvene in the spring for a campaign against what is/will be a truculent neighbor.

Part of that agreement was the fact that this particular subchief didn't like his chief all that much, and believed the fighter's outlandish boasts of his actual force size - so figured he'd get that chief sorted out sic'ing the party on him, do a little raiding in the spring, and depending on profitability...who knows.

It was an unexpected gambit from the fighter, and the reaction rolls helped him get away with it.

This success led the party to overplay it's hand. They immediately tramped over to the lair of the chieftain a couple hexes away...and goofed it up. Two henchmen took mortal wounds; and the fighter escaped by dint of a natural 20 on a save, which still took him down to single-digit hit points.

At least the retreat was well done.


Two of the blogs I am never disappointed in are The Wandering Gamist, and the Tao of D&D, both generally for the same reasons, and they happened to collide on Alexis' space here. Alexis has been talking quite a bit about the underlying ...everything of gaming; and while there's focus on DND there, I think it's applicable in large swaths to gaming as a whole, with regards to the investment of time and thought one could, or should, put into it. Or, for that matter, humanity.

It is, today, Super Bowl Sunday in America. This'll be an all-day event for a lot of folks, getting together with friends and strangers to eat, drink, bitch about rules and rulings...while watching other people play a game. The investment of time is available, obviously, some double-digit percentage of those folks have spent the previous season worrying over their fantasy teams.

I single out football mostly because it's timely; and secondly the prominent place it has in expenditures of personal, corporate, and public monies. The game itself I like from a gaming perspective. One of the best DND players I know, and a good friend of mine, has a "football mind" and coaches youth league, and it's always an interesting conversation with him when we get into either the actual playing of the game, or, more often, teaching children and the oft unreasonable expectations of their parents.

There's still chess tourneys; there's card tournaments, etc; there's the inexplicable continuing fascination with Magic and Pokeman or whatever. And, there's this weird fucking corner of the world that video games have carved out for themselves, I guess, but I'll ignore that so I don't sound like an old man yelling at clouds. But, still. I don't believe I've heard much about chess since we started beating ourselves with computers, as a comparison.

Iain M. Banks, or Iain Banks, depending on the scope of the novel in question, wrote a series of sci-fi novels unofficially called the "Culture series", one of the main societies in the fiction.

The second or third novel in the series (they're not really anything more than loosely connected to each other, so don't feel you have to start anywhere in particular, but I do recommend starting) is "The Player of Games". The basic gist is that there's this other stellar empire who chooses their leadership based upon the outcome of this expansive gaming tournament. The game in question sounds very much like some overwrought Diplomacy+Civilization (Sid Meier's or otherwise) played on some sort of insane football-field sized board. The Culture sends in a man, their best game player - games of the mind, not sport - to upset the field in the hopes of influencing that empire.

I'd love to see a world more focused on RPG sorts of games; a world with more Alexises, at that. (some portion of the online RPG community just fainted probably) It might be the ennui of the working man in his early 40s, or the state of the world, but, man, it sure looks like something you'd only visit briefly as the world-of-the-week on a Star Trek rerun.

Friday, December 22, 2017

The world is yours.

(had to retitle the post, can't believe I missed a chance at a Motorhead reference?)

For Christmas, I give you the world:

or an approximation on 96 mile (approximately) hexes.

I've gotten my hex map project to a point where I'm using it in-game; and rather than go down my next rabbit-hole of figuring out the effects of population on forest coverage (and thereby illustrating the concentrations of population on the map itself, vs trackless forest), I thought I'd take a stab at replacing another bit of my toolchain with my own code - the one that takes the spherical grid and aligns it to a classic 'flat' hex map grid.

That's the initial result.

Few things to note:

  • The grey-blue or whatever was marking out 96 mile hexes fully within the 0-200m bathymetry of the ocean. Those 'lines' are where the code tripped on the fact some of the shapefiles are broken up into individual shapes.
  • The triangular inclusions into the map is where pentagons exist on the grid; the pentagons are what allow it to 'wrap' unto a sphere. My code is currently ignoring them, so bits of the landmasses, like where western Europe breaks off of Asia, are rotated off to one side or another. It's going to be an interesting problem to stitch those back together without human intervention, while keeping the same side of all the hexes 'north'.
But, not at all bad for an initial stab. Once I solve the 'split' thing, I'll come back through and figure out how to 'zoom in' on individual hexes rather than regenerate the grid at the wanted scale.

Hope ya'll are having a good holiday.

Tuesday, October 31, 2017

Post Interlude....

Forgot I had a blog there for a bit. Useless Summer Season continued a touch longer than expected, and the demands of employment have been a bit exhausting.

Some of that previous free time has gone into running a game, so it's been for a decent cause. We're in southern Poland, 1408; a bit outside the ruins of Krakow (cause it turns out the Wawel Dragon was real, not previously slain, and woke up cranky). They've hijacked a failed settlement (recast Orlane from N1) and have been gallivanting around getting in trouble.

4th level now, having started at 2nd; and there's a bit of a henchman train forming. So that's good!

The hex mapping project is going along fine. I don't have an image prepared, but I've got
  •  Campaign map at 24mi hexes
    • establishing elevation at 6mi
    • river flow at 1.5mi
    • Borders of various kinds (national, ducal and less) at 6mi resolution
    • Borders of the HRE expanse, where applicable
    • Class IV settlements and above centered on the 6mi hexes
  • Area map at 6m hexes
    • elevation at 1.5mi
    • river flow at .375mi
    • All settlements centered on 1.5mi hexes
which is a decent start. 

I'm working right now on establishing the Terrain Ruggedness of each .375 mile hex, which is an embarrassingly parallel computation that was started embarrassingly not-parallel, and it's taking a weeks, and I'm not invested enough in the output to stop it and do it right. I don't want to take this nice map I'm making and just throw up bands of hill and mountain icons - I want to mark hard-to-pass hexes on a data-driven basis.

I also need to loop back to vegetation and land use.

I'm fighting the boundaries of the computational power I have available to me inside my house. I'm really at the point where I could stand to port some of this up into a cloud service, but I'm so cripplingly parsimonious.

Oh well.

Some stuff, then:

I've branched into 3D balsa-craft, of a sort (longtime readers may recall I make flat wooden tokens for opponents on the battlemat). I decided that, as I've dropped a hint for Sakkara, I'd eventually want a dragon, and I wanted it to be special, so:

On the "Huge, Long" sized base I use, colored whatever that is as dragons are Fantastic Creatures. That's a 3/4 inch base to the left; the squares are an inch on the cutting board. 

He's balsa wood, and two-sided, this is all I've cut out. Two 'feet' extend into the base at the front and then the backmost leg, hacked out with a chisel.

I drew that guy based on a couple online images, and spent way too much time doing shading and coloring and scales...and the action of downsizing it and my friggin printer hid all of it. 

Blah. I hope it is suitably impressive for the players if they ever meet it.

And I did a mock-up of a hydra, just in case:

This is all balsa right now; and I need to do the "head base" in wood, because it's just not working balsa-to-balsa. There's a base that's the same size as the dragon's above with the "body" of the hydra pasted onto it, but I didn't have that with me at the time.

I'm mostly proud of this because the heads are removable - I'll have 12 heads, 12 slots, and I can set it up and take them down as the players attempt to defeat it. Or grow them back if warranted.

Finally, prizes:

Number #186 from Jeffery Talanian's AS&SH. The ribbon is either randomly and auspiciously within the cleric class or everybody got it that way.

I've been a fan of it for some time; and took the opportunity with 2E to get myself something nice. It drew me in with the art (1E's pencil-shaded art is glor-i-ous, and much is repeated in 2E) and the writing style - the eclectic language choices really help set a mood.

AS&SH gives me the same mental ambiance as reading 1E - a sort of anachronistic bad-assedness tied in with little arcane corners of rules, with the bonus of being wrapped up in a setting that's extremely-D&D but can be taken absolutely seriously.

Dunno when I'll be back, but that's what I've been up to. Once some of these computations wrap up, I'll at least have a map or two to show off.

Friday, May 12, 2017

Interlude - Ogres & Terrain

I've just figured out rivers in the computational hex mapping project - doing a bit of refinement now, but I believe I'll be able to display rivers with some nod to their relative size - so the Mississippi, for example, will be of a greater width than the Des Peres, and each river may at least resemble it's proper size as compared to the size of the hexes displayed.

More later.

Autarch's latest Kickstarter, Heroic Fantasy Handbook and Barbarian Conquerors of Kanahu, funded, and funded well, and the boards are alight with development, go check that out.

At any rate, I've been a bit spread out, so no dubious content for you this month. I can, instead, show you some relatedly fun things:

I'd 'accidentally' won an auction from my FLGS - the Ogre Designer Edition (Kickstarter version). I'd almost not won it - they called to tell me I won, didn't leave a message, and two more weeks passed for a 'final call'. Thankfully they left a message that time.

It's what I get for doing things on a lark. Only way I'll win a lottery is if I find a ticket on the sidewalk. I'd played Ogre once maybe a zillion years ago; and now I've got some ~25 pounds of cardboard. I forgot how fun/quick it was.

My weakness being completion, I'd ordered a couple of the after-market addon sheets, the first being some of the extra Ogres - starting with this:

That's the backer-funded Vatican faction.

I know, right? Pope Ogre III. I could not resist.

My ever-patient wife worked up some wonderful terrain - not for gaming, alas, but for educational purposes:

I guess I should have rotated that.

It's progression of...forest, I think? I think the rocks (handed out by the volcano?) erode and plants decompose into soil, which then supports trees. Most of the plastic plantlife was sourced from our local hobby shop.

Not shown were some very well done 'flood' dishes, the "murky" tinted goop for making train-layout lakes with some dirt underneath and bits of twigs for denuded trees. 

I've got some ideas for the volcanoes to bring them up to spec. Little battery pack, some red LEDs, and cotton balls in the classic plaster-of-Paris volcano mound should do the trick. I'd have to figure a way to have a river of lava with a minimum amount of backing, so the LED can glow through...

That previous statement is why she's ever-patient, for what it's worth.

We're quickly corkscrewing into the useless summer season of this blog, so curb-stomp your enthusiasm. I wager in a couple weeks I'll at least reveal some progress on the mapping project.

Friday, March 31, 2017

We Are The Sword

By the default ACKS treasure tables, 21% of all magical items randomly generated are magical swords. 4% of those are cursed.

So, .84% of all magical items  - almost 1% - are cursed swords. Who makes those?

I'm going to posit that nobody does.

Cursed swords happen because the wielder has done something to inherently curse the weapon - a deed (or deeds) so foul it seeps into the weapon.

However, that's a bit too interesting for this blog. Brief musical interlude:

Every once in a while someone brings up the overwhelming prevalence of magic swords above magical martial items of other types.

Roll d00Magic Type% Chance
(cursed swords)(0.8%)
88-92Misc. Weapon5%

In fact, magical swords are 21% of all magical items randomly generated, tied with Potions and Scrolls, which are consumable items.

Almost 1% of magic weapons (21% * 4%) are cursed swords - that's how prevalent swords are.

In Miscellaneous Weapons:

Roll d00Weapon% ChanceFull % Chance
88-100War Hammer13%0.65%

Full % Chance being you rolled your 5% for a misc. weapon, then rolled whatever for the actual piece.  There's no cursed miscellaneous weapons, for whatever reason - you're just as likely to find a cursed sword as you are magical ammunition.

In Armor, I've combined the Armor table and the Armor Type table to get started on something more useful for later in this post:

Armor SetSet ChanceFull % Chance
Hide + Shield1.15%0.09%
Leather + Shield5.75%0.46%
Ring, Chain7.00%0.56%
R,C + Shield8.05%0.64%
Banded, Plate7.00%0.56%
B,P + Shield8.05%0.64%
Hide (cursed)0.45%0.04%
Hide + Shield (c)0.10%0.01%
Leather (cursed)2.25%0.18%
Leather+Shield (c)0.50%0.04%
R,C (cursed)3.15%0.25%
R,C + S (cursed)0.70%0.06%
B,P (cursed)3.15%0.25%
B,P + S (c)0.70%0.06%
Shield (cursed)10%0.80%

So, warping this a bit, let's look at the chances our undefined magical martial item resolves to any given type, and then the percentage of classes that can use that item, by the expanded class demographics (NPC Parties table, pg 248):

Occurrence for all Martial Magic Items
Item Type% Chance% PCs can use it:
War Hammers1.91%87.95%

On the armors, I went with the given class being able to use the whole set - so, the leather and the shield counts the fighter, but not the thief.

Since our treasure tables don't break out what type of sword it is, we don't either - the "magic sword" found 61% of the time presumes it can be used by any class that has "* sword" listed in it's proficient weapons.

If you're interested, the class breakdown is as such:
Class% Chance

It hasn't been changed for the PC classes. However, out of the PC classes, only the 3 Dwarf classes, the Wonderworker, Priestess, Warlock, and Witch cannot use some type of sword. 

Let's look at another breakdown:

Occurrence for all Martial Magic Items
Item Type% Chance% D@W Units Trained% D@W Armed% Guns Units Trained% Guns Armed
War Hammers1.91%12.50%2.38%13.64%10.26%
Leather (Jack)1.71%100.00%45.24%100.00%46.15%
Chain (Half Plate)2.39%54.17%23.81%72.73%35.90%
Plate (Full Plate)2.39%37.50%23.81%22.73%20.51%

The percentage of D@W trained units, that, if that training followed them to an adventuring class directly, would be able to use the item, plus the number of unit types/subtypes actually armed with the item. I'm allowing polearms to be spears in this case.

By way of a little explanation, Alex mentioned on the boards that D@W unit training is "cumulative": i.e., Heavy Infantry know what Light Infantry know, and a unit like Cataphract Cavalry know pretty much everything but longbows and crossbows. And, you don't train conscripts to be Light Infantry D - you train them as Light Infantry, and it's a wide skill set.

I'm still fiddling with the Guns of War units, but I think this is what I like based on their qualifying conscripts vs. training time - for example, I'm betting Coutilliers, Reiters, and Harquebusiers are all cross-trained, since they're the same qualifying conscripts and the same training time, and their differences are the same as Light Infantry A->G in D@W - armaments only.

Lastly, swords versus other melee weapons appearing on the magic item chart by price:

Short Sword1d67
Hand Axe1d64
Battle Axe1d6/1d87
2H Sword1d1015
Great Axe1d1010
Grant the fact swords cost more because they're more complex to make; but; that makes them take longer to enchant - ignoring the spear, which also has a lot of conversation going on around it, the hammer takes half as long to enchant as the sword, and it is, in ACKS, mechanically the same.

Time is money, as they say - in this particular case, time is XP.

A sword +1 costs 5,000gp, and takes (1*10)/10 == 1 month to enchant
A hammer +1 costs 5,000gp, and takes (1*5)/10 == 2 weeks to enchant

A 5th-7th level mage could double her XP income from magical item creation doing hammers instead of swords - getting 5,000-(GpThreshold) twice in the month.

At any rate - 61.76% of magical martial items are some sort of sword, which is ~80% of all magical weapons, and they can be used by ~78% of player character classes, or ~87%+ of trained combatants.

It's cultural - the assumed game world mirrors our own here. Swords are such a large portion of the magical item list because we, generically, want them to be. Swords have held a certain status across a large swath of cultures around the world, and that's been carried into a game written initially to emulate medieval European warfare that got dragons stuck in.

It's such a bias that classes who can make magical weapons evidently make more swords than anything else despite the fact they get more out of making hammers.

It's such a bias that the only class as a group that has martial training and can't use swords (excepting the cleric, which is theoretically a religious choice) and has martial training is the Dwarven non-Vaultguard classes, because we are purposefully making them culturally distinct from humans. (note, above, the occurrence of Dwarven Craftpriests and magical hammers roughly coincide...)

We are the sword.

I don't see any classes' inability to use magical swords as an issue - they are largely unable to utilize weapons in general or have made a conscious or cultural decision not to.

I'd be more interested in what it would mean to simplify the proficiency system beyond the specification of individual weapons - focus more on what it takes to master the mechanics of fighting with a weapon type - or for an able combatant to not be reduced to a peasant's level if they pick up an unfamiliar, yet regular, weapon.

Zaharan Ruinguards, for example, are not proficient in daggers. From the class writeup: "The chthonic powers a ruinguard channels revel in the chaos and brutality of face-to-face combat, and frown upon weapons and attacks which draw blood from a distance." Is there anything more intimate than literally embracing your opponent as you slip a dagger into his heart?

The ruinguard strikes me as the sort of butcher who can kill you with anything, but greatly prefers weapons that slash and pierce - actively practices it, is better with it, in fact. Same with the bladedancer, really - if you catch a bladedancer unarmed, in a room full of hammers, should you have the advantage?

Certainly not. She'll atone for her transgression in your blood.

Less picturesquely, the cleric's lack of proficiency in blades is more specifically limiting if they could absolutely use them with some skill - but choose not to. Denial of opportunity via player choice versus denial via mechanics.

It's something I've been puttering with for a while.