

- William Blake

Saturday, June 17, 2017

GURPS D&D, part II: Skills











Sample skills from the D&D Rules Cyclopedia.

The problem, then, is the skill list.






Also form the RC. Same page, actually.





Wednesday, June 07, 2017

A Quick(ness) alternative to Armor (Class)


If you do, please let me know in the comments!




Pretty simple, right? But it is incredibly effective because:

- It makes dodging feels riskier than wearing heavy armor.





What do you think?

Sunday, June 04, 2017

Fixing rests (5e quick fix)


This came up in a thread started by Anders H, from Mythlands of Erce.

The problem: the 5e DMG assumes 6-8 encounters per long rest. That might make sense in a dungeon, but in a wilderness setting not even the most "Fantasy Vietnam" games will have 7 encounters per day on average.

And long rests take too long. How can you rest for one hour in a dungeon without being attacked by its denizens? I don't remember how 5e treats this, but Moldvay makes random encounter checks every 20 minutes.

The result: "long rest" classes, such as the (already powerful) Wizard, are always on the top of their game. "Short rest" classes like the Champion Fighter look weak by comparison.

How to fix this?

Well, I have noticed whenever I have an issue with WotC-D&D the answer is usually TSR-D&D (and vice-versa).

As you know, Moldvay has different rules for dungeons and wilderness. In the wilderness, you're moving three times faster, fighting under the sun or bad weather, and often treading over difficult terrain. Combatants start far form each other, meaning they often have to run while being shot with arrows.

Wouldn't it make sense if rest was harder under these circumstances?

If you're concerned with realism, modern boxing and MMA have probably indicated that smaller rings are less tiring.

Here is the fix: short rests in a dungeon take 20 minutes. Yes! One single encounter check! Very elegant risk-reward mechanic. Long rests still take eight hours.

Resting in the wilderness takes three times longer. Which means one hour for a short rest, and 24 hours for a long rest (unless you're in Rivendell, Tanelorn, etc.)

Coincidentally or not, in B/X characters travelling through the Wilderness must rest for the whole day once per week...

But how many encounters will we have during this time?

Moldvay suggests one check per day as a standard, 3-4 checks as a maximum. I'll use three - not only because it works better for my example, but also because a "rule of three" seems to be the answer to many of my D&D problems. The chances are slightly higher than dungeon encounters (around 1-in-3 instead of 1-in-6).

Which means....

An average of 7 encounters per long rest!


The system is not perfect, of course; if anything, characters might have more than 7 encounters a week because they will be often looking for trouble. Of course, if they fight everything in the way, they have no right in complaining about how hard the game is!

And they can still take short rests as often as they want, but it costs them - leaving the dungeon or wasting one day of travel, for example. Fortunately, if they leave the dungeon for eight hours, that still triggers an wilderness encounter check if you're using 3/day.

These little mnemonic devices are extremely helpful for people like me, that are not interested in memorizing every rule.

That is it for today - off to my eight-hour rest!
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