Showing posts with label RnR. Show all posts
Showing posts with label RnR. Show all posts

Monday, March 21, 2011

Armor Class without Shields

One of my favorite renditions of Swords & Wizardry is Mike Davison's Ruins & Ronin. One of the minor tweaks that I enjoy is the way R&R handles armor and AC. Since the Japanese historically did not make use of the shield in the same way the Europeans did, shields are not part of the game, nor are they there to create a nice, clean AC progression. Rather, R&R allows players to cobble together various armor pieces where a full set of O-yori armor is AC -1.

If this principle were applied to European armor, then several aesthetic and mechanical things could be accomplished:
  • It allows players to be more whimsical in their character conception through armor
  • It has more potential for respresenting historic armor types from a wider range of time and place.
  • It allows the shield to be something other than an AC modifier
  • It conceptually makes more sense with a Weapon vs. AC table than the traditional "+shield" AC progression.
  • It suggests a simple encumbrance rule where AC (modified by STR or DEX) x10 = movement (I must admit, I am borrowing this from something I read in the blogosphere, but I cannot remember who was the originator).
  • It can make helmets mechanically important.
At the moment, I am approaching this from an abstract pov, so as to make it as flexible as possible. If the body is divided into three parts (head, torso, lower body) and armor divided into three types (light, medium, heavy) this creates the potential for an AC progression of 9 (no armor) to 0 (heavy armor for all three body parts) where Heavy = -3, Medium = -2 and Light = -1.

In addition, the torso and lower body can be divided into parts. Each part can have different styles of armor. Add up the different parts, divide by the number of parts (rounding down) in order to get the AC. For example, a retiarius gladiator is often depicted wearing heavy armor on one arm, but none on either the chest or other arm. Thus -3 +0 +0 = 3; 3/3 = 1. In addition, they are often depicted with a heavy armor helm. Thus, the final AC would be 5.

Movement rate = ACx10. This can be modified by the STR bonus. Thus, AC 0 with a 13 STR would allow a movement of 10 ft. If the character is wearing nothing but light armor, the STR bonus can be substituted for the DEX bonus.

I must admit that I am thinking of using this set-up in context of the 1 hit = 1 hp experiment I came up with over the weekend. Therefore, the following are directly related to that concept; however, with a little fiddling I can see them applicable to a variable damage system as well.
  • Shields can negate one attack per round; however, the character using the shield cannot attack the creature whose attack was blocked that round.
  • Two-handed weapons do +1 damage (x1.5 in variable?)
  • Wielding two weapons affords a +1 to hit (allow the character to add their DEX bonus to hit?)
I would also consider making the latter two only available to fighters.

Saturday, September 5, 2009

Another Weapon vs. AC Table

A friend of mine recently showed off his copy of 1st edition Oriental Adventures, expressing an interest in playing. I have to admit, I am not much of a fan of these rules, because I am not much enamored with the proficiency rules, and never have been. I would, however, be interested in doing a Ruins & Ronins campaign.

Like many, I am fascinated by medieval Japan (Yojimbo is one of my all-time favorite movies). What many may not know, Christianity did exist in Japan prior to the Tokugawa era. As many as 250,000 Japanese became Christian, particularly in the South where Europeans made the most contact. They were wiped out, however, by Tokugawa, who saw them as being a negative foreign influence. Thus, I would be able to explore this aspect of Japanese culture — its mystery and its own fascination with and repulsion of a Christian theology.

My inner geek, however, relishes in the idea of applying weapon vs. AC adjustments in a new way. Ruins & Ronins does three things that are significant in this regard. First, there are no shields, so there doesn't have to be any debate about how to understand them in terms of AC. Second, AC is determined cumulatively by pieces of armor. Finally, characters are given a Base Hit Bonus which goes up as they level. This allows for the weapon vs. AC table to consist of target numbers instead of bonuses and penalties.

Using the weapon vs. AC table in Oriental Adventures as a starting point, I immediately ran into a problem. The Nodachi has vastly superior bonuses across the board than any other weapon in the game. In a European context, this works because there is a tactical choice between the offensive power of the 2H Sword and the defense of a shield (especially if you use a house rule where shields can be used as ablative armor to negate a hit). In R&R there are no shields, thus there is no tactical choice — the nodachi is a vastly superior weapon that everyone will want to use because it makes no tactical sense to do anything else. Thus, I had to start over from scratch.

As I see it, there are four possible patterns for weapons vs. AC that allow for a tactical choice in combat:
1) Weapons that are better vs. heavy armor but worse vs. light or no armor.
2) Weapons that are worse vs. heavy armor but better vs. light or no armor.
3) Weapons that are worse vs. heavy, light and no armor but better vs. medium armor.
4) Weapons that have no bonuses or penalties vs. any armor.

Traditionally, 3 & 4 do not exist in D&D weapon vs. AC tables; however, there is some semblance of them in Chainmail. Since the point of this whole exercise is to add a layer of tactics to weapon choice, I want to use all four patterns.

Weapons can be categorized into three basic types based on damage: Blunt, Slashing and Piercing. These neatly fit into patterns 1, 2, and 3 respectively. This, however, does not allow for the use of pattern 4. I am contemplating using pattern 4 for martial arts, given that Asia is famous for its unarmed combat and it has techniques that can ignore armor — the abstract nature of 0e combat can understand these techniques as holds and throws, for example. Weapons can be further categorized by being one-handed or two-handed.

Here is a rough draft of a Weapon vs. AC table for Ruins & Ronins:

--------Weapon Type
AC-----2HB-----1HB-----2HS-----1HS-----2HP----1HP-----MA
-1.......17......18.......23......22.......22......21......20
0........16......17.......22......21.......20......19......19
1........16......17.......20......19.......18......18......18
2........15......16.......19......18.......16......17......17
3........15......16.......17......16.......14......15......16
4........15......15.......15......15.......12......13......15
5........15......14.......13......14.......12......13......14
6........15......14.......11......12.......12......13......13
7........14......13.......10......11.......12......12......12
8........14......13........8.......9.......12......11......11
9........13......12........7.......8.......12......11......10

Please note: All numbers are target numbers. MA can also be understood to be AAC. In terms of missile weapons, a Daikyu is considered to be a 2HP and all others are 1HP.

2H=2 Handed; 1H=1 Handed
B=Blunt; S=Slashing; P=Piercing
MA=Martial Arts/Unarmed Combat

Friday, August 21, 2009

Lost Colonies Session 2

Our second session saw the addition of another player and an elf to the quest to retrieve Hamlen's spiked club. I would give the elf's name, but no one remembers it (see below). The party quickly brought the elf up to speed and immediately returned to the frogmen sub-level.

The frogmen had used one of their own corpses to grow a young shrieker to warn them of the party's coming. In turn, the party was happy to use the young shrieker to lure the frogmen into the open and peg them with spells and arrows. The frogmen failed their morale and the encounter turned into a running battle.

The party found the frogmen's lair, which included a fast moving underground river, along with a fair share of booty. The spiked club was retrieved from the giant frog's gut only to be lost in the currents of the river (I love making up fumble results on natural 1s). Greed got the better of Hamlen, and they busied themselves with retrieving the treasure and getting it from one side of the river to the other.

Feeling quite confident after their victory over the frogmen, the party decided to have another go at the rats. It proved to be as short and bloody as the last encounter. The elf was overwhelmed and killed. Beating a hasty retreat, the party encountered some orcs who held a dwarven prisoner by the name of Thog. After his rescue, Thog explained that he was captured by the orcs in order to find false walls and hidden traps within the catacombs. The orcs were led by a female magic user wearing a golden mask, though she and the majority of the orcs did not descend into the catacombs. Although they had figured out how to get into the catacombs, the orcs had no holy symbol to open the secret door and get out. Thog happily joined the group. Beaten, battered and tapped out of spells and healings, the party decided to head back to Headwaters to spend their treasure.

The brothers Hamlen and Guron made a contract with some local carpenters to build a barn on their father's land. Guron found that the weapon smith at the Ft. Headwaters had a flail available and Hamlen discovered that the local leatherworker, a man named Tithian, could work with giant insect chiten. A suit could provide the protection of platemail, but was semi-ablative. Any natural 20 would decrease its effectiveness by 1 AC. Tithian had already started one suit, so Hamlen commissioned the rest to be finished by our next session. Turgon was anxious to copy all of the spells out of their fallen elven companion into his own spell book. When he discovered that the only way to do so was through a Read Magic spell, which neither spell book contained, he busied himself with purchasing the necessary materials to scribe a scroll to send to his old master in the City. He sent this package along with a request for a Read Magic spell with a caravan headed towards the City. He was told to expect a reply in two to four weeks.

I keep track of time outside of our sessions by equating 1 game day for every 2 real days that go by. We only play every other week — there is a 3.5 game that is ongoing that the group plays on the off weeks. Had we played every week, time would pass as 1 game day = 1 real day. This allows for natural healing between sessions as well as purchases like Hamlen's armor or Turgon's communications to proceed at a more natural/realistic pace and yet not interfere with the adventures.

Prior to this session, I downloaded Ruins and Ronins by Mike D. over at Sword +1. It is compatible with the Swords & Wizardry rule set, but with an Oriental setting in mind. Mike gave his fighter class a Cleave-like ability that we decided to try out, given that the magic users were a bit more powerful using the Vancian magic system of Spellcraft & Swordplay where casters get a chance to keep the spells they cast. This resulted in an interesting twist.

The players of both spell casters and the fighter all thought their characters were too powerful. I was quite surprised, given that the base classes in LL are much weaker than their 3.5 counter parts. In the face of the first character death, the players were beginning to embrace the challenge of surviving with a weaker character class than they were used to. Giving their characters more powers cheapened the experience. As a result, we've gotten rid of the cleave-like ability for fighters and we've scaled back the S&S magic system. I converted it to a d20 roll and failure by 5 or more results in a backfire. Alternatively, the players may choose to cast and forget, thus eliminating the roll, but sacrificing the ability to hold on to the spell to cast again. I was looking forward to see which option they would choose in coming sessions.