Calculating experience values in Scarlet Horizons

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Update: I’ve converted the XP advancement system so that it’s not fractionally based.

Of course, treasure XP may still be fractional since 1 spent gp translates to 1 XP.


If I recall correctly, a day or two ago, I began spit-balling a way to determine fractional experience values for defeated monsters in Scarlet Horizons.

Here, I refine my thinking a bit more:

0.001 (per Hit Die) If AC < 7 add 0.00010 If AC < 4 add 0.00015 If AC < 1 add 0.0002 Special ability (attack or defense) add 0.0003 per ability/quality

I've attempted to apply this to aboleth spawn.

New Player - What is a roleplaying game?

- Posted in New-Player by

A Gentle Introduction to Roleplaying Games

◦◦◦ clueless to 1st character ◦◦◦
a 590-word article

Terms Defined in this Series of Posts:

- Armor Class
- Dungeon Master
- Initiative
- player character
- Round

Dungeons & Dragons is probably the most well-known example of what is known as a roleplay game. In a roleplay game, you take on the persona, or role, of a protagonist, usually an aspiring hero, but sometimes a miscreant.

Whether you assume this role via a video game, such as Baldur's Gate III, or with several friends sitting around a table with a Game Master and character sheets, the idea is to immerse yourself in a rich unfolding story in which you are one of — and sometimes the only — key actor. The computer programming handles the mechanics of how things resolve — does your sword strike land? Are you able to climb the castle wall without falling? Do you manage to hold your breath long enough to swim through the underwater tunnel?

In a CRPG (computer roleplaying game), the programmers who wrote the game have undergirded the unfolding story with a set of rules that govern what can happen, and the computer itself interprets those rules and referees what takes place.

In a table-top roleplaying game, such as Dungeons & Dragons, you and a group of friends gather together and the exploration, battle, and derring-do takes place in each person's imagination — just as it does when playing a computer roleplaying game such as Baldur's Gate III.

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Player Characters

In the tabletop version of a roleplaying game, there are usually two or more people who take on the role of players, and each player controls and makes decisions for a character. These characters are the actors in the unfolding adventure or story.

The players are the people sitting around the table, each player assuming the role of his or her character — in essence, stepping into that character's shoes, living in their skin. Because of this intimate connection between the player and her character, that character is often known as a PC — a player character.

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The Dungeon Master

One of the people sitting around the table for your Dungeons & Dragons (or some other) game usually takes on a role known as the Dungeon Master or the Game Master. Sometimes this person is simply called The Referee. This Dungeon Master describes the world, the conditions, the complications — she interprets the world for the player-characters.

When a player wants his character to do something, he tells the referee. If it's something commonplace that can be taken for granted, then there is no need to do anything further — it just happens. But if it's something risky, dangerous, with a possibility of failure, then the Dungeon Master is the arbiter who decides the outcome. Frequently, the DM does this by telling the player to roll a certain die or set of dice. The results of the roll help the Dungeon Master describe what happens in response to your character's actions.

Are you intrigued by the possibility of confronting and slaying epic monsters, discovering secrets long lost to history, developing never before seen magicks, or exploring steaming jungles, dark forests, or civilizations lost in the sands of a desert? If so, you would probably really enjoy a roleplaying game.

If you want to learn more, leave a comment requesting that I hurry and author the next article.

Next article

Winsome - an Ironsworn derivative

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# Winsome (screen-readable)

A simplified hack of Shawn Tomkin's Ironsworn RPG.

Overview

This is an attempt to free Ironsworn from setting & complexity by thinning it from 34 moves to just 2, removing conditions, & replacing ticks with boxes, among other refinements. The genuine, ardent spirit of the game is the same, the mechanics essentially identical, but for fewer gears & a fresh coat of names. I nearly called it "Tinsworn".

Create your Character

Envision your character's role in the world, then write their name & title on your sheet, like "Anika, Huntress of the Briar", or "Tenzar, Space Marine of the Chaosphere".

Methods

Assign the numbers 3, 2, 2, 1 & 1 to these methods of interacting with the world. The higher the number, the better your character usually is at that method.

  • Agile: When you are quick, precise or nimble
  • Open: When you are honest, honourable or trusting
  • Forceful: When you are strong, imposing or brutal
  • Sneaky: When you are silent, secretive or deceptive
  • Aware: When you are wise, learned or alert

Resources

  • Luck (how fate can turn) starts at 2, its maximum is 10.
  • Wealth (the things you own) starts at its maximum of 5,
  • Happiness (how good you feel) starts at its maximum of 5,
  • Health (how much you thrive) starts at its maximum of 5.

When you need to lose a resource, but have none left, reduce one of the resources below it. When you have lost all of either health or happiness, you are either too sad, or too dead, to continue.

Promises

Your story begins with two promises: the first promise is Tough or Impressive, made to yourself. The second is Tricky or Difficult, made to someone else. Envision the moment you made the second promise, & play from there.

Risk

When you take an action which involves a risk of failure, envision your chosen method, as well as the outcomes you hope & fear.

Roll 1d6 for your chance, adding your method to the result. If the skills inferred by your titles apply to this action, also add +1 per relevant title.

Roll 2d10 to see your fates. If your chance exceeds at least one of the fates, your action succeeds & your hope manifests. Each time a fate wins, some of your fears manifest.

Add +1 to a relevant resource (or luck) for each time your chance exceeds a fate, then Resolve the outcome & lose -1 for anytime your chance was matched or beaten by a fate. When only one fate is beaten by chance, you needn't negate your success in the story, just complicate it somehow.

If your luck is higher than one or both fates, you may choose to erase it all to beat one or both fates, respectively. Reset it to your starting value, add any new luck you gain, & enjoy the upgraded outcome of your action!

Resolve

If both fates were beaten by chance, envision a positive outcome. If only one fate was beaten, complicate your success. If neither fate was beaten, envision a negative outcome. If you can envision an obvious outcome, that is probably what happens. If you need ideas/surprises, either use the first table to answer a binary question, or the second table for random inspiration. Either way, adjust the relevant resources according to either the nature of your Risk, or the theme of the outcome.

Choose Likelihood Roll 1d6
Probable 2+
Likely 3+
Possible 4+
Unlikely 5+
Improbable 6
Roll 1d10 Theme
1 Trust
2 Safety
3 Unity
4 Wealth
5 Surprise
6 Scale
7 Duration
8 Complexity
9 Happiness
10 Health

Progress

Any task/journey/battle or promise which can't be resolved in a single action requires progress on a track of ten spaces. Find an empty track on the back of this sheet (or draw your own), name the task, then envision the difficulty:

  • Tricky (1XP): Mark 4 progress per success.
  • Difficult (2XP): Mark 3 progress per success.
  • Tough (3XP): Mark 2 progress per success.
  • Impressive (4XP): Mark 1 progress per success.

When you complete a track, gain the related XP. When your XP track is full, you can erase it all to add another title based on your greatest achievement during that time.

Imagine your World

Describe the places you explore, as well as who & what you discover or encounter on your hero's journey. Envision your fluctuating resources as actual gains or losses to your equipment, your state of mind & being. Make promises, to yourself & others, then set out to achieve them. If you're playing alongside friends as allies, everyone shares one wealth value, & everyone gets XP when completing collaborative promises.

Friendship

When you form a valuable friendship, it influences you even when they are absent or deceased, mark 1 progress. When this track is full, you have too many valuable memories to risk further adventures. It's time for a new story.

This work is based on Ironsworn (found at www.ironswornrpg.com), created by Shawn Tomkin, & licensed for our use under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/). The same license applies to Winsome itself.

Still interested in solo gaming

- Posted in gaming by

If you haven't read Part I (I confess, that domain is no more) of this, feel free to peruse it before returning here.

I mentioned previously that I've been reading Scarlet Heroes. This is a well-done Kickstarted project. The setting, in particular, is fleshed-out quite nicely, and gives an interesting Tolkienesque twist to the origin of elves -- or perhaps not so much their origins as their mortality and afterlife. As with many other rules systems I've read, I'm perusing this work to cherry-pick mechanics and kewl concepts.

With regard to my aspirations to start a solo game, I'm still leaning toward Brandon McFadden's Tiny D6 for a very simple combat mechanic. I like that there aren't modifiers to rolls that must be remembered. Combat using TD is simple: you get two actions, so you can move/attack, attack/attack, or move/move.

Be aware, as you continue reading, that some of what I write below constitutes deviations from Tiny D6 rules. In fact, I go more than a little far afield of the TD6 RAW. Hopefully, my infatuation with my own spin on this rules set won’t fall victim to Wandering Eyes.

If you wear light armor in combat but do not have the Light Armor Proficiency trait, then when you are struck in combat, make a Test with Disadvantage. If you succeed, the light armor absorbs 1 point of the damage. If, instead, you do possess the Light Armor Proficiency trait, make a standard Test (i.e., 2d6) and the armor absorbs 1 point of damage if your Test succeeds.

You may not purchase the Heavy Armor Proficiency trait unless you already have the Light Armor Proficiency trait. If you wear heavy armor during combat without the Heavy Armor Proficiency trait, every test you make during that combat is at Disadvantage and the armor absorbs 2 points of damage on a successful Test. If you have the Heavy Armor Proficiency trait and are struck in combat, a successful Test on 2d6 negates two points of damage.

I'm not a fan of TD's rule that heavy weapons all have a ten-foot reach. I would agree that some do (polearms, for instance, or a long spear). I would tweak the rules to say that attacking with a heavy weapon requires both your actions for a given combat round -- therefore you can't make two attacks in a round with a Heavy weapon.

Heavy weapons deal two damage on a successful hit, 3 points if all dice turn up '6'. Note: 3 points of damage isn't possible if your melee attack with a Heavy weapon is made at Disadvantage. If you use a Heavy weapon in combat without possessing the Heavy Weapon Proficiency [Weapon Type] trait, all tests are made with Disadvantage.

Heavy weapons require both hands to wield, so you can't use a shield with them. You start play with a Light Weapon Proficiency [weapon-type] trait, and one other trait of your choosing. You can only attain the Proficiency trait with a particular type of heavy weapon after attaining the Proficiency trait with its Light weapon counterpart. If you have Light Weapon Proficiency [Swords], then you may purchase Heavy Weapon Proficiency [Swords].

For the sake of simplicity in a solo-RPG situation, I would simply rule that, when using ranged weapons (bows, javelins), any target you can see is within range, and I would therefore eschew range penalties.

I really like the core dice mechanic in TD: roll 2d6. If either die comes up a '5' or '6', your Test succeeds. Disadvantage means you use a single d6, while Advantage means you use 3d6.

Shield use: when you use a shield in combat but do not have the Shield Bearer trait, you may Test 1d6 when hit in combat and if that test succeeds you may negate that attack; the advantage of using a shield -- even without the Shield Bearer trait -- is this chance that you avoid damage, without having to sacrifice one of your two combat round actions.

When using a shield with the Shield Bearer trait, you may Test 2d6 when hit in combat and if that test succeeds you may negate that attack.

Light armor: use is highly recommended to be paired with the Light Armor Proficiency trait. If you possess that trait, wearing light armor permits use of Evade; otherwise, it doesn't. If you wear Light Armor without the Light Armor Proficiency trait, checks for damage reduction via the armor are made with Disadvantage. Otherwise, when hit, make a standard 2d6 test to shrug off 1 point of damage — assuming you’ve not already avoided damage via Evade or Goblin Agility. Note: it is possible (with good die rolls) to ward off 1 point of damage with a shield, and another point via light armor.

Heavy Armor: Requires Heavy Armor proficiency. Does not permit use of Evade. When hit, make a standard 2d6 test to shrug off up to 2 points of damage. You cannot gain Heavy Armor proficiency without first becoming proficient in Light Armor. Wearing Heavy armor without the associated proficiency trait forces all rolls made in combat to have Disadvantage. Furthermore, even with the appropriate proficiency trait, wearing Heavy Armor causes Disadvantage on any Athletics/Acrobatics type checks. Note: it is possible (with good die rolls) to ward off 1 point of damage with a shield, and two more points via heavy armor.

When you use the special action Focus or Evade, it uses up one of your two actions for the round. Therefore, when using one or both of the above special actions, you cannot attack with a heavy weapon that turn.

Over the weekend, I've read Dirk Stanley's Mere Anarchy. Nice job, Dirk! Atmospheric and approachable. I especially like the tables for fleshing out dungeons, and could possibly incorporate them into a C# companion app for soloing.