Cardinality

May 19, 2012

Occasionally, I wander into less philosophical areas to speak about.  I was doing some V:TES deckbuilding searching on Cardinals and got kind of interested in the data.

Clan Group Total
Lasombra 2 2
4 1
Malkavian Antitribu 2 1
4 1
Nosferatu Antitribu 2 1
4 1
Toreador Antitribu 2 1
4 1
Tremere Antitribu 2 1
4 1
Tzimisce 2 2
3 1
4 1
Ventrue Antitribu 2 1
4 1
Grand Total 17

If we take a look at a table of Cardinals in the game by Clan and group, certain features readily pop out.  Of course, there are two advanced version Cardinals not included in the totals and I did include Sascha Vykos even though it would need to be merged to achieve Cardinaldom.  If that seems wrong, I can understand.

The absence of three clans – !Brujah, !Gangrel, and Pander – means what?  Does it matter?  Pander reasonably don’t have any on thematic grounds.  The other two also have some thematic sense with being either rebels or being flavorfully apolitical.  On the other hand, if we pull in Archbishops and Prisci, there are some interesting numbers as well, like how few (6) !Toreador and !Ventrue have any of these three titles while !Brujah jump ahead in total numbers (7) and !Gangrel don’t (5).

Getting off topic as I wanted to focus on Cardinals.  Why?  Just kind of interesting to examine one minor slice of a CCG and see where it leads.

There are five library cards a Cardinal can play that an Archbishop can’t.  I’m less interested in the ones a Priscus can’t play, but the list is longer for them.  In general, I’ve found that Titled Sabbat cards are a pain to get much use out of.  There’s not nearly as much of a concentration of titles within a given clan and the payoffs are lower to where mixed clan is less interesting.  Sure, Cardinal Benediction is always a way to Cardinal-up!  But, eh.

Auto-da-fé

I’ve put this card in decks.  I may have even passed one.  I just don’t recall all that clearly.  I just can’t get that excited by it, even in theory.  Which is good, since Protect Thine Own was one of the dumbest cards ever.

Chalice of Kinship

Seems simple enough:  put a bunch of Creation Rites in play or otherwise create a horde of dudes, invigorate them.  In practice, even when I put this card in a deck, possibly even when I equip it, I don’t recall ever using it.  With The Hungry Coyote, stimulating a horde is rather easy.  The hoops here are tiresome hoops to jump through for payoff.  Probably need stealth, which you don’t with The Hungry Coyote due to there being no single key action.  Need to get it into play.  Need to have nothing better to do with your Priscus/Cardinal.  Blah.

Gurchon Hall

I do recall having this in play.  It’s far more complicated than it seemed at first.  The lack of control is really annoying.  The unhappy face when having only one ready minion is … unhappy.  It has all of the disadvantages of being a hunting ground:  targetable by anti-HG plays as rare as those may be; not stackable with other HGs.  I probably should try it in a more wallish build – Tzimisce would be obvious.  I see it being a cut above the two cards above.

Harzomatuili

Now, we are talking.  This is one of the most efficient ways to self oust in the game.  Wait …  Doh!  I have actually seen Hazmat in play, if memory serves correctly, though it was out of an Ahrimanes deck.  I may have hired him, right before being ousted, or may not have.

Investiture

I’ve also put this card in one or more decks.  And, I never considered playing it.  What the-?!?  Why are Cardinalistic cards so awful?  Does point out why people aren’t so bothered by the distribution of Cardinals in the game.  Far more want to have Cardinals for their votes than for specific card plays.

Thanks to secretlibrary.info, by the way, for card text.

I didn’t actually intend to get sidetracked on Card-inals (my super awesome, totally not pretentious way to define cards that require Cardinals).  Getting back to the vampires.

Only one group 3 Cardinal.  Well, group 2 kind of made a mess of things since the grouping rule wasn’t foreseen when group 2 was being published.  Lasombra and Tzimisce do relatively well for Cardinality out of group 2/3 – “well” being kind of a stretch, but oh well.  Makes sense – helps define them as leaders of the Sabbat.

If we look at discipline crossover to get “Friendly Clans”, Ayalea is Lasombra friendly, making for a coherent strategy of putting out fat dudes with titles that aren’t that important.  At least DOM/OBT mitigates the lack of necessity in being a Cardinal (can upgrade fairly easily, could just live life as an Archbishop/Priscus).  There are a few other friendlies.  I’ve certainly seen Velya’s PRE used and I have a tournament winning deck with Melinda, but I never really thought about a group 3/4 AUS/PRE Cardinal deck running all three.  Did have something like that that was Third Edition only, so obviously sans Velya.

Then, there’s unfriendliness (to one own’s clan).  Radu, Radu, Radu.  I can’t say you are the worst of the bunch, but you sure try hard.  I can squint and see some sort of AUS/DOM deck use maybe with !Ventrue if it were a !Ventrue vote deck and not a grinder.  Except, !Ventrue vote seemed to die as a played archetype ages ago, even the stealthy kind.

The worst?  !Nosferatu for the lose!  It’s just such a pain to play these gigantosaurs lacking AUS or Dom.

I don’t know that a lot can be said about the capacity distribution of Cardinals.  For instance, how !Toreador seem to get young-uns just doesn’t seem to really matter, certainly not as much as the general lack of (meaningful Sabbat) titles.

Does any of this matter much?  Wouldn’t say so.  I hardly notice given how much less important Sabbat title breakdowns are to Camarilla title breakdowns.  Nor do I feel much of a thematic sense of how the Sabbat is put together.  I’m still far more likely to build a clan focused deck that has a mishmash of titles when I’m running some Cardinal or another.  Even Radu kind of ends up getting used for reasons that are highly questionable, though when you build Third Edition only decks where you want to run cards you never see, like Gurchon Hall, you kind of lack more exciting choices.


Samurai Squad

May 13, 2012

I’ve played an unusual amount of Heroes of Rokugan recently, two mods in the last week.  I commented recently to people I play with online that, while it’s obvious that the more you play the more you get into the campaign, I didn’t realize how pronounced the effect was.  I’m constantly in touch with the campaign due to weekly local play, where I either GM or superfluously hang out while another GMs an adventure I’ve already played.  But, I haven’t been as jazzed about my (main) character in ages.

Then, I had a few other observations from the unusually prolific recent play.  There are my usual views on party composition – unlike home play where a GM can adjust challenges, the living campaign challenges are largely out of a GM’s hands, so metagaming party composition is important.  Combat tactics was something I spent a good amount of time thinking about.  Sure, it may be ironic that someone who favors combat as an activity so much less than others thinks more about it, but it is an outlet for analytical thinking.

I guess I’ll start with some comments on recent mods.  I will do a new set of rankings on subjective desirability and attempted objective quality for what I have played to this point.  But, first, I enjoyed both recent mods I played – Cold Hands, Stone Heart (SoB15) & Tear Away the Darkness (SoB22).  I especially enjoyed the former.

One of my complaints about HoR3 – yes, I have a variety, no, I’m not trying to grief staff by regularly pointing them out – is that too many mods are underdeveloped.  The underdeveloped ones tend to just be short at least one scene or major challenge.  Some play okay but seem to hint at far more than what you end up doing.  I got really tired of investigative mods from HoR2 because they felt like they dragged, but it wasn’t due to having too much to do, simply that what you did had too much sameness to it.

SoB15 was not one of the underdeveloped mods.  It gave me plenty of opportunities to do the things I enjoy … going to try to avoid being spoilery.  The rolls in the game made my character useful mechanically.  It had one or more themes that speak to me.

Meanwhile, SoB22′s enjoyable experience had a lot to do with relief.  I keep telling folks that I really want to read the mod to see whether it’s as harsh as it seems and how it scales for different groups.  I’m a big fan of smiting evil in L5R – as the first Shadowlands mod for the campaign, there was evil to be smited.  I didn’t have as much of a thematic experience, but I got to use my analytical mind …

Latest thoughts on HoR3 mods:

Scenario Stars Rank – Quality Fun Rank – Fun
SOB07 3.5 1 4 2
SOB00 3.5 2 3.5 4
SOB18 3 3 3.5 6
SOB15 3 4 4 1
SOB06 3 5 3.5 5
SOB09 3 6 3.5 7
SOB13 3 7 3 10
SOB12 2.5 8 3.5 8
SOB20 2.5 9 3 11
SOB11 2.5 10 3.5 3
SOB19 2.5 11 3 13
SOB01 2.5 12 2.5 16
SOB14 2.5 13 2.5 14
SOB08 2.5 14 2.5 15
SOB21 2.5 15 2 17
SOB04 2.5 16 3 9
SOB16 2.5 17 2 18
SOB10 2 18 1 21
SOB03 2 19 1.5 19
SOB02 2 20 1.5 20
SOB05 1 21 0.5 22
SOB17 n/a n/a n/a n/a
SOB22 pending pending 3 12

Moving on, party composition.  Fairly sure I mentioned some elements to an effective party in another post.  Some additional comments and some reminders.

First, the more shugenja, the better.  Shugenja are just superior to other schools for the usual reason that magic is almost always better than the lack of it.  Supernatural stuff dies to Jade Strike like it totally doesn’t to a lot of other things.  Tempest of Air, though I believe GMs are too generous with how many enemy targets and how few friendlies get hit by it, wins fights, including fights that wouldn’t otherwise be winnable.  Fires of Purity is broken.  Path to Inner Peace is essential.  Commune is broken.

After that, we get into specific roles.

Always want a talker – Awareness at least 3, preferably higher, at least 3 ranks in Courtier and Sincerity with Etiquette being important if less so.  Why Sincerity?  A lot of adventures come down to convincing someone to shake off possession or the like.

Hunter – I used to call this the Perceiver but most folks realize the importance in Investigation where too many people don’t value Hunting highly enough.  Picking up trails is essential in a number of mods, more so in HoR3 than HoR2.  The Hunter will have Perception at least 3, preferably higher, at least 2 ranks in Hunting, preferably at least 3, at least 2 ranks in Investigation, preferably 3, should have Battle too since Battle is the only other Perception skill.

Brain – Intelligence 3+, Sage, Commerce, Medicine.  Engineering makes sense but isn’t rolled that often.  Yes, a number of party brains get by without Sage, but Sage is so stupidly good that it really should be part of any character who plans an INT of 4+ and gets the party by while the character works up from INT 3 to INT 4.

“Ranger” – a new category for me, someone who can control range, more specifically, prevent a target from getting out of range of the party when in pursuit and who can affect enemies at range when melee isn’t effective.  This isn’t as essential as the others, and shugenja typically fill this role by accident what with Tempest of Air or Water spells increasing actions/movement or Earth’s Stagnation/Grasp of Earth.  Fire has a harder time with this as Fires from Within is actually not that effective damagewise.

Grappler – grapple is broken, sometimes it’s the only way to deal with problematic enemies.

Murderer – massive damage is the party’s friend, good to target with buffs from shugenja.

Taking my characters’ roles as examples, we can see a bit why I’m so reluctant to play my alt (nevermind not wanting an XP suck for my main).  Typical online party for me is:  Utaku A’Nen, Kitsuki Ketsumei, Ide Xiao Xi, Kitsu Kagami, and Moshi Shigeo (moi).

Ketsumei is the talker.  Xiao Xi and, now that Ketsumei has Hunting, Ketsumei are the hunters.  Xiao Xi and Kagami are shugenja.  I have become a much more useful brain now that I’m INT 4, though I lack Sage.  I don’t think Kagami has Sage, which means no Sage in party.  I think Kagami can ranger, though my recollection is that we don’t ranger well.  A’Nen is a mild grappler (less mild outside of combat).  Xiao Xi can probably grapple well.  Xiao Xi murders well; I’m okay at slaughtering.

Now, my alt, Hoshi Takumi, is best at talker but inferior to Ketsumei.  Two talkers is okay but not thrilling, depending upon what is given up.  For instance, two Air shugenja talkers would be fine because they have shugenja brokenness.  Takumi recently went to INT 3 and is a Sage!  But, he’s been pretty much behind Shigeo at all times as a brain.  Takumi is only a demibrain and will likely never rise to quality braindom.  Takumi also offers nothing else in these categories, though he is a moneypockets, which is a category that’s occasionally useful.

Bottom line, a solid talker and demibrain isn’t as useful to my typical group as a demibrain (Shigeo lacks Sage!), front line fighter, and demimurderer.  Take Ketsumei, though, out of the party and Takumi’s value rises astronomically due to not having niche overlap.

Combat tactics.  I’m not going to go into a lot of depth on combat tactics in this post.  More, there are some bad tactics that amaze me.

Frequent bad tactic – attacking someone who has already gone in the round when there are enemies who have yet to go.  Another, though this is more of a 4e phenomenon due to the awful inversion of the wound chart from 3e – not murdering the wounded, aka spreading damage rather than concentrated fire.

Spellcasting – yes, any spellcasting tends to be highly productive, but not splitting Jade Strike, splitting is far more damage output than calling raises for damage, wasting spell slots on easily winnable battles, and not healing the damage sponges, er, bushi are the main criticisms I have.

Initiative and stance manipulation should be much more common; I’m particularly guilty of forgetting that Center Stance exists, though I rarely see it being a good idea for my character.  Typically, initiative is going to be manipulated by Void Point expenditures, well, speaking of spending Void, people seem to overlove spending VPs for damage soak when ATN boosts are likely to be better defensive return on investment.

Everything is situational.  Most fights aren’t deadly enough for a total party kill, but that’s what gets people dead.  Fight a tough fight and all of those bad habits actually matter.

And, those are my primary HoR thoughts today.


Ignorance Is Bliss

April 30, 2012

This may seem like a strange topic to write about.

CDGs (collectible dice games) and CMGs (collectible miniatures games) differ from CCGs in fundamental ways.  Which are?  CCGs have hidden information – the hand.  Because of the hidden information, it’s not necessary, though some have it, to have a randomization mechanic.  CDGs obviously use the dice themselves to provide a random game mechanic to make resolution nonpredictable.  CMGs, at least all that I can recall, use dice to accomplish the same thing.

If you know what is in someone’s hand at all times in most CCGs, the CCG has failed.  Perfect information can result in perfect play.  Sure, chess has perfect information and rarely has perfect play, same with tons of other games – games I don’t see the point in playing when you can play CCGs.

Why am I writing about this?  I think people don’t realize the importance of hidden information.  Some quite enjoy knowing what is in others’ hands.  I hate it as I hate perfect play (or, alternatively, paralysis by analysis).  That CDGs/CMGs have everything in play is likely why I never embraced them like I do CCGs.

Not that a game ceases to matter the instant someone peeks at someone else’s hand.  Or, like can happen in a CCG like Magic, the game should be stopped as soon as someone’s hand is empty.  The need is for mystery, not mystery at all times.

So, Le Dinh Tho rips a card.  Okay.  I probably find it less annoying then a lot of players based on the reactions they give when it happens.  On the other hand, superior Revelations strips the game of an essentially valuable element.

Not to say anything about how useful revealing hands is.  Someone with a known hand is clearly at a disadvantage, with the level of disadvantage varying immensely on the situation and how fluid the situation is.  Whether it’s worth investing resources to put someone at that disadvantage depends highly on the cost in resources.  Tortured Confession has far more costs associated with it than Prophecies of Gehenna, while Prophecies is taking up a precious master slot.

Not much more than that.  Just thinking about how much of a bad idea it is from a design standpoint to make knowing people’s hands easy.  And, another reason Magic should have had a different draw mechanic, so that playing off the top wasn’t so common.


Critical Nit

April 22, 2012

Critical hits, fumbles, hit location, bleeding, wounds, conditions, weapon damage, armor damage, and a host of other things are bad for PCs.  Feel it intuitively?  Take my word for it?  Perhaps.  Or, I can try to explain why.

One thing I think it takes time for people to realize, and it helps immensely to GM to see it, is that PCs and antagonists don’t have a symmetric relationship to combat.  This manifests in a number of ways.  One way is that PCs will usually be designed for greater efficiency in combat, eschewing certain weapon choices, armor choices, fighting styles, or whatever because they are suboptimal.  On the other hand, “people antagonists” in worlds where stuff outside of combat matters are usually much more focused on combat than an equivalent experience PC.

For example:  In Conan, a dagger is pretty much useless.  Can add poison, can have a bunch of Sneak Attack damage, but you can just substitute some other weapon and be better off.  The thief’s weapon of choice for a PC, assuming you go with some low damage weapon, is a shortsword.  There are examples in Conan of how a PC will go for more well-roundedness with Feat slots or whatever, but a really good example of how NPCs focus on combat was when I played in the battle event at Gen Con for HoR, where rank 2 Bayushi Bushi we fought all had 9k4 attack rolls as compared to my 6k3.  I might not get up to Kenjutsu 5 by rank 3(!!) at the rate things are going due to wanting a high Intelligence and putting points into noncombat skills, neither of which were relevant for one-shot antagonists.

Most of the asymmetry between protagonists and antagonists comes out of the typical fate we look for from each.  All players care about with regards to antagonists is removing the threat of them.  Usually, that means depriving them of life.  Don’t remotely care whether they have all of their limbs, whether they will never be able to breed again, how dented their shields are, etc.  They must be incapacitated, preferably permanently.

Meanwhile, lasting wounds, especially permanent ones, are a resource hit to a PC.  Weapon damage and armor damage – resource hit.  Even if it just takes money to fix something, if the money required rises to the level of significant, then resource hit.  Even survival can be a resource, as various systems have resurrection, usually at a great wealth cost.  Of course, survival can be even more important with the lack of resurrection.

Okay, all this seems obvious.  But, what about crits, fumbles, conditions, bleeding, and hit locations?

Bleeding, and what I really mean by bleeding is not someone in their death throes but someone who can start bleeding from lesser attacks, should be obvious.  Rules for bleeding from casual wounds force PCs to take noncombat actions or to put PCs on a clock.  Who cares whether the goblin bleeds?  The goblin is going to die or I am.

One thing about crits and fumbles is how often they occur and what the results are.  You can build these mechanics in such a way that they favor PCs.  For instance, you can say that fumbles only occur if you suck and make sure PCs never suck.  You can have fumbles reduce the amount of damage or attack percentage when PCs have a huge advantage with either.  Crits don’t tend to be so bad for PCs when PCs have far more hit points than their opponents and all crits do is increase damage.  And, so forth.

Yet, in all likelihood, these two mechanics will punish PCs.  There’s a crucial principle when it comes to RPG combat.  The principle is that PCs want combat to have less variance.  The more predictable combat is, the more reliably the PCs win.

But, you say, what about when the opposition is stronger than the party?  Of course that can occur, but why should it?  Why would the party be favored to lose?  Because … all sorts of reasons, you say.

Sure, there are legitimate reasons to put a party into a losing fight.  Parties choosing to bite off more than they can chew should be at a disadvantage.  Not every fight is supposed to be winnable.  In fact, if you are doing videogame roll-playing, like old school D&D dungeon crawling, the idea is that you go as far as you can as long as you believe you have the advantage and run/hide when you no longer think you can continue.  Though, if you were engaging in this sort of thing, you would expect every first combat in an adventure to be in the party’s favor, otherwise, the party will never get anywhere.

So, back to crits and fumbles.  They increase variance.  But, there are also other imbalances that normally occur.  For crits, antagonists usually make more attacks than PCs.  While this can vary, being outnumbered is a common combat setup for a party.  Even when not outnumbered, monsters often have more attacks than PCs.  There are plenty of RPGs where an animal would get both a bite and claw attacks or a bite and two claw attacks, while a PC will get a single attack.  Everything else being equal, which admittedly isn’t often the case, the increased number of attacks by antagonists leads to more crits.

But, you say, doesn’t this apply equally to fumbles?  Sure, volumewise, can tilt towards PCs.  Fumbles are primarily a screwjob on PCs because of the effects of fumbles.  For instance, if a possibility is to attack a friend or oneself, it’s rather normal for PCs to do more damage than their opponents.  Or, if the fumble is drop weapon, a PC will typically be highly dependent upon a particular weapon where some lizardman or whatever just switches to natural weaponry.  Actually, it doesn’t even need to be that complicated.  PC attacks are more valuable than antagonist attacks, if for no other reason than that the PC perspective is that PCs must win, where antagonists winning is … problematic.

It may seem like too many of my “typical” scenarios would be ones where the party is fighting a larger, but less skilled, force.  It’s also common to fight a single big bad or two badasses.  In these cases, if fumbles are just as likely and the effects of fumbles are normally things like losing attacks, losing defenses, attacking allies, or whatever, then fumbles can be worse for the antagonists.  At the same time, fewer opposition tends to go with more skilled opposition, so in theory, they will fumble less often, depending upon the system.

Again, though, we run into the idea of asymmetry.  If a party gets an easy fight because the opposition rolls badly, then the party is inclined to seek out more fights, to the extent such things are possible within an adventure, balancing out the results, or the party will be more successful, which, as long as it isn’t the norm that combats are easy, is likely not to make the players sad.  Meanwhile, a fight that goes badly because of unexpected results can either prevent the party from continuing on towards a goal or can result in permanent losses, which somehow seems sadder to the players.

As I’ve pointed out in the past, not even that long ago, while GMs can establish that the costs of failure be measured in things like lost reputation, prevention of story goals, being captured, and whatnot, the norm with FRPGs is death or other results that are of a similar severity.  Losing out on treasure, for instance, can be just as bad as dying in systems where stuff/wealth is critical to success.  I stopped playing my first RuneQuest character in part because he lost a bunch of Intelligence, reducing his skills to where I became more inept than I was at initial character creation.

Conditions are more nebulous.  What are conditions?  L5R 4e has a list that I recall fairly well that includes, among others:  Dazed, Fatigued, Blinded, Prone.  Pritnear every system has rules for being poisoned.  Attribute loss would be similar to a condition.  Some systems make these more permanent than others.  Permanent conditions, of course, are a major screwjob on PCs.  We played for over a year with a blind character in Conan.  There were unusual reasons why it worked at all.  In most cases, any sort of permanent injury means retiring or suiciding your character to get one that is whole.

But, what about temporary conditions?  Much less clear how they punish PCs.  Still, predictability.  That’s what we look for.  Dazed is an interesting condition in L5R.  It tends to be extremely bad in a fight, unless the one Dazed has nonattack combat abilities.  For instance, while not great for a shugenja to get Dazed, a shugenja can still cast spells.  A badass bushi Dazed is essentially useless, same with the vast majority of creatures.  I’ve GMed where a PC could Daze enemies, and it made fights insipid, in the favor of the party.

So, why bring up conditions?  Because conditions are more commonly inflicted on the party than inflicted by the party.  The whole point of supplements like the Monster Manual is to throw different stuff at parties and “different” often comes with special abilities that do weird things to enemies.  Also, an easy victory by the party due to blinding the enemy dragon tends not to be as problematic as an easy PC kill when your tank or spellcaster or whoever goes blind.  Anyway, that conditions are more commonly relevant to a PC than to an antagonist means having to deal with something outside of the norm, greatly increasing the reduction of efficiency of the party.

Conditions are things that have more impact the fewer combatants on a side.  If you kill a mook a turn, then you don’t really care if one of those mooks is also stunned.

Hit locations is interesting in that I see them being a PC screwjob whether the PCs are outnumbered or whether the party outnumbers the enemy.  While the Conan forums may have always given the impression that PCs fight similarly built NPCs, I have rarely played any RPGs where the antagonists were often built like the PCs.  Feng Shui, with named characters, comes to mind as a case where antagonists were akin to PCs, but usually, you either have a horde of mooks or a small number of big bads.

Obviously, if fighting your doppelgangers (not the monster but identical builds), hit locations would be fair.  But, when fighting inferior opposition, do you really care whether you hack off an arm or a leg when the enemy is dead either way?  Then, hit locations usually go with spreading damage around, i.e. the target can potentially receive more damage than a straight hit point system.  Even in RuneQuest, there’s some truth to this for PCs in that taking out a limb caps damage from a single attack.  I would argue that RQ is a good example of how this screws PCs on the other side – the big bad side.  If you spread damage around on a big bad, all that ends up happening is you end up taking far longer to kill the big bad.

But, you say, RQ has pretty severe penalties for losing a limb, so doesn’t this suck that much more for big bads, which are being outnumbered by the party?  No.  Hit points in systems with hit locations don’t tend to follow a “balanced” scale.  If you take a RQ character and give it 10 more hit points with the normal increases in each hit location, it becomes far, far more resilient.  How do I know?  I had such a character for a time.  One of my characters had roughly a 50% increase in hit points, and he became ridiculously more resilient to damage.  A big bad is not only going to have these defensive benefits but also improvements in offense to justify being a party challenge.  But, even ignoring the offensive side of the game, spreading damage on a high hit point target is awful for a party.

Note that one of the most played systems, if not a FRPG, which uses hit locations is BattleTech.  While BT is its own thing and lacks a lot of similarities to hit location systems in FRPGs, it is interesting to note just how resilient spreading damage can end up being in BT, something I think is a good thing in the game.  Of course, where limbs come off all of the time in BT and the player can not be too displeased, limb loss at the humanoid PC level is something I equate with a dead PC, displaying a way in which I find hit locations to be a screwjob to PCs – you would rather take generic damage and live or not live than lose the use of part of a body even if you do live.

Okay, you say, I get it – you just want PCs to never be threatened, for adventures to lack any sort of challenge, any sort of adventure.  Free XP and gold for all.

Actually, several of these mechanics I’m fine with, if handled in a reasonable way.  The ones I’m never fine with are bleeding, hit locations, and equipment damage; not specifically because they screw PCs but because they generate a bunch of accounting hassles while punishing PCs in ways I don’t see any benefit in.

Yes, I do realize that not having bleeding makes for some undramatic situations where you can just leave a horribly wounded person lying around forever.  Actually, let me make an exception or modifier to my feelings on bleeding.  Bleeding from any sort of damaging attack is annoying since it generally requires being taken out of a fight to deal with, which is crippling to parties.  Bleeding to death from something like being in negative hit points might be fine, preferable even if the alternative is you just die when you hit negative hit points (or the equivalent).  Conan, for instance, has bleeding to death rules that I’m fine with.

I’m generally anti-fumbles not because I have no sense of humor and hate variance but because too many fumble systems are disproportionately brutal to a PC, and it’s not often funny if fumbling directly leads to dying.  Maybe, it’s the systems I’ve played recently that have colored my thinking.  In the past, when I played less gamist systems, fumbles were more entertaining.  Immortal saw a 10% chance of fumbling every single time you used your magical powers (that everyone pretty much had); it even seemed like the intent was that you would fumble so that you got weird disadvantages from being tainted.

Really, more my point is that GMs/groups need to be aware of how these sorts of mechanics affect party results.  In particular, the more of these mechanics, the greater difficulty PCs have in being functional, a major takeaway from my RuneQuest experiences.

Maybe this is another case of my being inconsistent or having a hard time articulating a point of view that hits a sweet spot on a spectrum, but I’m hardly in favor of predictable combat.  If I know success is inevitable, I’m inclined to not fight it out at all.  At the same time, I have no interest in combat just being a randomfest of randomness, where anything can happen.

Why?  Because high levels of randomness undermines strategy and tactics, as well as undermining character building.  Decisions should matter.  If I want to attack the enemy but just end up shooting my commander in the back every time due to fumbles (this basically happened in a Mekton game I played in for our party), then I have no attack strategy/tactic left.  Why does my build matter if combat is highly unpredictable?  I might know next to nothing about first aid and be an aggro character, only to find myself repeatedly being removed from combat to stop bleeding.  Or, maybe I’m the tank healer who just sucks up attacks and keeps everyone else alive … who gets critted repeatedly or who fumbles parries repeatedly or who takes a head shot and gets immediately knocked out.


Hosers Or Poseurs

April 17, 2012

Why don’t people play Scourge of the Enochians?

Is that the sum of my thinking?  No, but it is the most frequent question I have when I see Embrace decks win.

To be fair, I have seen winnie decks run Not to Be in addition to The Uncoiling more recently.  Still, I see people run 1 or 2 cap support vampires like it’s not a thing.  Let’s take a look at some winning decks.

2012

http://thelasombra.com/decks/twd.htm#2012secqggs

38 players.  Five 1 or 2 caps with no ability to olden.  No counter for Scourge.  Does the deck need the dorks to function?  Hardly.  However, in a world full of Enochians, that same lack of need for the support staff means a reasonable decision to go to 3.  That slows the deck some.  Maybe enough that it doesn’t win, in Enoch World.  In “oh, right Scourge exists” world, picking off the chumps might also have led to defeatitis.

http://thelasombra.com/decks/twd.htm#2012eotdhf

20 players.  Only five 1 caps, but five crypt slots were spent on Shalmath, so a deck much more dependent upon dork support.  Even an Inceptor.

http://thelasombra.com/decks/twd.htm#2012ecqfcqlf

23 players.  Three 2 caps and 19 babies.  Does run The Uncoiling but not Not to Be.

Don’t feel inclined to pull out the decks from smaller tournaments.  Yes, limiting to 20+ tournaments runs into sample size issues, but it also focuses on results of tournaments of significant size.

Of course, since we don’t know the lists of every deck or the results of every game, it’s entirely possible that Scourge did see meaningful play in these events.  Much of my surprise is from local play, including when the LA players make it up.  Sure, The Barrenness deck running around uses it, but that’s a special case.  I’m more wondering why I don’t see it in 75% of the decks people play.

Besides people hating winnies and besides crimping babymaker decks, who doesn’t want to grief Tupdogs?  Who doesn’t want to pick off first turn Anarch Converts?  Who doesn’t despise Chandler Hungerford playing Dual Form … uh, yeah, who?

Do I always play it?  Nah.  Ignoring decks that actually put out dorks, I may make a judgment call that my deck already griefs Tupdogs or whatever.  Then, hardly any of my decks get played in tournaments – I’m willing to not try to win in casual play to preserve slots for funner plays.  Actually, this philosophy applies to tournament play just as much.

Does it hit often?  Nah.  I rarely see Scourge impact.  This is one of the primary reasons hoser cards are insipid.  They rarely hose anything.  Yet, the reason one plays it is that when it does hose something, it obliterates the deck.  (Another problem with hosers is that most hosers don’t obliterate hard enough, so might as well play good cards.)

As much as I love me casual Tupdogs, Tupdog decks must be hosed out of existence.  It’s just righteous and pure.  Speaking of Tupdogs, Tension in the Ranks and Gran Madre, people?  Gran Madre is offensive in how annoying it is in any deck, and it was relatively scarce for a long time in these parts, but now that folks have them, it’s an odd choice that people don’t play such an annoying card that does more than devastate Tupdogs.  Tension is a more limited play, but where Fame drops all of the time, Tension should be dropping out of more decks, obviously especially combat decks, for the “I hate Tupdogs” and “I hate Nocturns” impact.

What is a hoser?

This comes up often, but I made a comment recently about my changing argument on the subject.  Defining a hoser is a pain.  Isn’t a Blood Doll a hoser against pool loss?  Isn’t Life in the City a hoser against blood denial?

The first thing, which I think all right-thinking people can agree on, is that a hoser is an answer.  Though, even that’s a bit of a problem.  Let’s say card ABC wins you the game if your opponent (assume two-player for simplicity) plays deck MNO.  That seems kind of hoserish in that the card is narrow and is dependent upon the play of something else, but if you win just by playing it, it’s kind of a threat more than an answer.  For instance, Magic has Karma.  Karma does damage based on number of Swamps you control.  That doesn’t stop the player playing Black, that just causes him to lose (eventually, normally).

In the above paragraph, we do get more that a hoser is a card that depends upon the opponent(s) playing some card or type of card.  What about some type of strategy?  Well, conveniently, this helps differentiate hosers from other effects.  Bringing out lots of 1 caps and Computer Hacking is based on specific cards, so Ancilla Empowerment or Scourge of the Enochians are hosers.  Bleeding is not dependent upon particular card play, so Deflection, Telepathic Counter, pool gain are not hosers.  Rather, they are defenses.

There is some spectrum of defense to hoser or, if you buy the argument that hosers can also be threats and not just answers like Karma or Anarchist Uprising, offense to hoser.  Protected Resources is more of a defense to Archon Investigation’s hoserness.  Telepathic Counter may get slotted into a deck because you hate Night Moves/Spying Mission decks or Night Moves/Enticement decks, in which case it’s acting more like a hoser, but it’s so general in its defensive properties, I don’t know how it would be claimed a hoser.  Archon Investigation, meanwhile, ends up serving a metagame role as a defense against the fact that bleeding for a lot is way too easy in the game, but it’s function is hoserish as decks can normally avoid it, making it a poor defense outside of Anu decks.

Those, Too

The point wasn’t just to talk about Scourge.  Scourge was just the most blatant example of people not running the tools available to mess with decks they hate.  Another startling example is how little Imbued hate people run.

After Imbued came out and dominated the tournament scene until cards got banned, a ridiculous number of Imbued/ally hosers got made.  My list for most relevant in the close aftermath, obviously, more got made later, like Invoke Poison Glands:

Autonomic Mastery
Chair of Hades
Cobra Fangs
Hard Case [how many non-Imbued allies would lose stuff?]
Liquefy the Mortal Coil
Permanent Vacation
Prison of the Mind
Set’s Curse

How often do these see play?  Maybe in your metagame, you expect them.  I don’t expect any, though I’m quite fond of Set’s Curse as it also hoses winnies.  I’m more inclined to run Chair of Hades these days, requirements permitting, and I think about Cobra Fangs, maybe even slot them for decks I haven’t gotten around to pulling the cards for.

Then, during the Summer of Imbued dominance, in the first tournament I played at Week of Nightmares, I ran Mercy for Seth in my Harbinger vote deck.  And, yes, I’ve played in a tournament game where it went “Play Break the Code.  Discard Break the Code.  Discard Break the Code.” with three players in succession.  And, Theft of Vitae was all the rage before Memories of Mortality got banned.

On the other hand, what about Tenebrous Form and Entombment?  I’m not surprised by Entombment out of a deck that can play it.  I’m surprised by how rare it is.  Obtenebration just owns Imbued, even if Veil of Darkness is a counterownage for the Imbued.  Not that I see that anymore.

People whine about Imbued constantly, but if they aren’t playing the cards to hose them, why whine about it?  It’s like hating being bled for 5 at stealth and not running any bleed bounce or Archon Investigations.  Who’s to blame?

Sure, Prison of the Mind is a pretty ridiculous choice just to hate on Imbued.  It’s not like Dementation decks don’t already have an answer in the form of the “I bleed you with Kindred Spirits at a bunch of stealth and you can only Champion one of these bleeds before you die” strategy.  But, if your deck is screwed by Imbued, maybe try playing cards that eviscerate them.

Yet, I sympathize with the idea that loading a deck full of hosers to counter every annoying thing possible is not only counterproductive but unfun.  I don’t want to run Tranquility just to not get ‘schrecked and run The Diamond Thunderbolt to deal with Form of Corruption.  Nor do I have any appreciation of the Event war involving The Uncoiling and The Fourth Cycle versus all of the annoying Events in the game.

And, it’s also possible to metagame without hosers.  Carna + Theft was a common answer to Imbued and somehow doesn’t suck otherwise.  Anarchist Uprising, Ancilla Empowerment, and sort of Domain Challenge are ways to take counters out of the game in bunches, which is not just an anti-winnie play.

But, some things are a pain without a sweet, sweet hoser.  Like being inundated with 1 caps, even worse when the 1 caps have two superior disciplines, built in rush, replace themselves, and effortlessly hit for 3 agg that can’t be dodged or combat ended.

Scourge, my friends.  It’s not just a stain remover.  It’s a way of life.


Salmagundi

March 27, 2012

No theme, just some observations and thoughts.

CCG

Played V:TES in Pleasanton recently.  One game, about four hours, 20 minutes.  At the four mark, I was winning, even though my grandprey in the five-player had self-ousted right after rescuing one of my prey’s vampires (they were all in torpor).  It was an interesting game.  At times, some players didn’t have much to do, but everyone was highly involved some of the time.

It took me a few tries, but I nuked Jost with Anathema + Archon rush.  I was amused by my deck as I brought out Greger, gave him Potence, got blocked bleeding, so Disguised out a Deer Rifle!  If not for the Deer Rifle, I would have been toast as my predator had Basilia, who got both the Blade of Enoch and a Weighted Walking Stick, and my prey was Celerity/Protean aggpoke.  When my prey did get Desert Eagles, my guys started exploding.  I did end up using a couple of the Grenades I Concealed out as well as tried to punch a few times for five with Torn Signpost + Undead Strength.  Speaking of too many weapons, my grandpredator was playing a Pier 13, Ghoul Retainer deck.  Of my four Sabbat Threats, three were blocked and the other did a mighty one pool damage.

RPG

I am constantly amazed by groups that have had various campaigns that don’t make a concerted effort for party PC design.  I don’t mean the sort of “force you to storytell” mechanics of a game like FATE but just making sure that the party will have a reason to adventure together.  Nor do I mean mechanically fitting in a party, since GMs can adjust to party strengths and weaknesses.  Wargames, like D&D, might require that you have party balance to play “normal” adventures, but most RPGs handle unbalanced parties.  I mean in character reasons that my character would adventure with other characters I don’t like or have no respect for.  Same issue when introducing a new character to an existing party.

I’ve already designed a new character for one of my campaigns because I have yet to see how my current character would work with one of the other players.  Yes, I mean player, not PC.  His PC is an extension of his interests, like my character is the extension of mine.  The two PCs are polar opposites.  As I have an extremely collaborative personality and prioritize the plot and the party over individual goals/interests, it makes sense for me to create a better fit.  This was actually something I worried about as soon as I saw the other players’ concepts.  Now, I haven’t decided to switch characters yet as the campaign hasn’t progressed that far, but unless I see some real change in the party dynamic, I should pull the trigger soon.

I have frequently praised L5R.  I have noticed something, however, that is a weakness of the roll and keep system.  I quite enjoy the openended rolls possible when faced with a static target number.  I kind of ignore that the Raise system doesn’t work like it’s presented.  I have decided that I’m not much of a fan of contested/opposed rolls, however.  The random “I rolled 50 on 3k2″ is cool when it, 1., is better than rolling 25 and, 2., isn’t rolled against another PC to determine who wins something.  I’m not even that thrilled when a NPC rolls some crazy number to beat a superior dice pool of a PC, but it’s especially unpleasant when two PCs are contending (in a contest, say) and the inferior competitor so often defeats the superior.

Boardgames

Was a busy weekend.

I’m fairly bored with most of Scepter of Zavandor at this point.  The parts I’m not bored with are the endgame manipulation of VPs and certain subtleties of play.  Not that these mean much when I play a better game than the people I typically play this with.  While others pointlessly pick up Crystal Balls, I get Crystals of Protection and far outproduce.  I’m the only one who ever seems to get the Tomcat Sentinel and convert my gems into Opals.  I’m happy to believe that there are better players than I, but I don’t need to be clever in how I buy Sentinels, be clever in when to buy inactive gems, or need to figure out how to ever get any use out of Crystal Ball.

I could report on our Seafarers of Catan game, which nobody seemed to enjoy, and our Dominion games, but I don’t like either game.  I at least like Scepter, even if I’ve grown tired of it.  It’s normal for me to tire of boardgames since they are so limited, so no big deal.  I still consider Puerto Rico the best Euroboardgame I’ve played and I grew tired of that years ago.  I did comment to someone in the group that I should look around for a new boardgame.


Barsoom Or Bust

March 21, 2012

I don’t like movies.  In a general sense.  I just don’t like movies.  I’d much rather read a book or watch TV.  I’m not all that into special/visual effects.  Even better movies are typically too short and unsatisfying.

So, why did I see John Carter when I hadn’t been in a movie theater in years?

Eventually, I will get to how all of this relates to gaming, in the meantime …

I particularly think it’s a bad idea to see a movie when you are familiar with the source material, especially if that source material is a book (including comic books).  I’ve read the I Am Legend novella.  I didn’t like it.  I wouldn’t recommend it, though I’m not a fan of true horror, so maybe it’s more appealing to people who like horror.  But, it had a very specific point to it – the ending.  A point utterly failed by Will Smith’s movie.  Use the same names and a similar situation … and tell a different story – that’s what movie adaptions typically do.

The adaption might be far better, but I don’t recall any instance when knowing about the original going into the movie made the movie seem so, rather it just struck me as different.  There are James Bond novels I’ve read after the movies, and I enjoyed the movies more, hardly remembering the particulars of the books.  Can I think of an instance where I was happy to read a novel after being introduced to a story through a movie?  Not off the top of my head.

So, it may just be that I identify a story as something unique.  One can see this in comic books as well, where I rarely had interest in reimaginings of characters I knew, even though comic books do that all of the time.  Note also, this is why I don’t watch superhero movies, even ones that get good reviews, like Iron Man, though I never cared that much about Iron Man, so maybe I could break down and watch that some day.

Obviously, I’ve read the John Carter stories.  I think of them as an eleven book series, but originally, they were magazine stories as most science fiction, fantasy, and/or adventures stories from back in the day seem to have been.  I’ve read them multiple times.  I like them.  In fact, given how much other series I’ve read deteriorated to the point where they are embarrassingly bad (Laurell K. Hamilton’s stuff, Wheel of Time, Elric stories), my respect for series that didn’t fall apart had been growing.  I suppose it helps to just stop at some point and no longer continue a series just for monetary reasons.  That book 11 suddenly ends without a resolution to JC’s predicament is unfortunate.

While I never expected to enjoy the John Carter movie because of my experiences with not enjoying movies based on books I’ve previously read, I did feel compelled to check it out because it felt important.  I was amazed that someone had finally tried making a movie after only a hundred years.

The box office has been far worse than the reviews.  The reviews have been mediocre.  The reviewers have pointed out the numerous difficulties of selling an audience on the property, given how much later properties have drawn upon the (more) original and have already claimed the minds of those unfamiliar with the older stories.

Though, reviewers often give passes to movies they shouldn’t have, such as Star Wars Epidodes 1, 2, and 3, which I find to be abominations.  Maybe, if they weren’t Star Wars movies, they would be adequate movies, appealing to those who care about special effects.  But, they are just offensive in how boring they are, how unappealing the characters are, and how obsessed they seem with special effects over an enjoyable story.

The twin contexts of, one, having the books to compare to and, two, not generally liking the medium of movies left me quite unimpressed with John Carter.  Much like Natalie Portman was the only thing of interest to me in the more recently made Star Wars movies, Lynn Collins was the primary thing that held my interest, calling to mind someone I used to work with.  And, for those who have read of Dejah Thoris, perhaps read the comic book stories I’ve never read, it can be amusing to contrast the damsel in distress of the novels with the warrior/scientist of the movie.

Conan, Spellsinger, Gor.  Versus.  Thomas Covenant, Wheel of Time, any Eternal Champion.  I don’t expect people to have read the same series I have – I certainly haven’t read many series others have and don’t remember all that well some series I have read, such as Lord of the Rings.  So, the difference between the first group and the second group needs some explanation.  One could say the second group is either high fantasy or prone to high fantasy, but that isn’t the point.  The point is that the first group has worlds that make for good places to set a role-playing game where the latter group has worlds where that’s a problem.

What problem?  The problem that the world is far too dependent upon a singular character or small group of specific characters.  Conan may be the most badass dude in his world, but he isn’t necessary to it.  Whereas, no Eternal Champion story functions without an Eternal Champion or three.  It’s unfortunate in that Thomas Covenant’s fantasy world and Wheel of Time’s world are both well suited to having RPG characters – those characters just wouldn’t be the characters who are of prime importance (outside of playing an established character).  It’s certainly possible to play some bit character in the grand scheme of things; I just find it offputting to know that no matter what my character will ever do, it won’t be relevant in the way that the book characters are relevant.

John Carter may be the Jesus of his world, but he’s not necessary, unless you give a crap about every race uniting, which I just see as a side plot to the constant attempts to recover kidnapped women.  So, Barsoom fits well into the group of worlds where the characters can carve out their own destiny.  JC and Conan are much alike in how they both rise to a level of great prominence but are easily replaced.  When I reread the whole series, I’ll know, but my recollection is that about five of the eleven books in the John Carter series aren’t about John Carter at all.

While reasons have been given for why a movie took a hundred years to make, needing the special effects technology to catch up mostly, it has been amazing that so little had been done with a RPG.  I was in a local game store a few months ago and stunned by how a RPG completely ripped off the Mars books.  Why not just get the license for the real thing?  Probably because estates are weird and reluctant to do such, even if it’s unlikely to be screwed up.

I don’t hold out much hope that a new official RPG will be made.  There was the 1978 miniatures game John Carter, Warlord of Mars and there is the newer game, whose name escapes me and which I cannot find with an online search, that is a complete ripoff.  I’ll just have to check the store again.

Still, you don’t need an official RPG to set a game in a world.  I believe JC was written up as a 30th level fighter in AD&D terms.  Can scale however you want, but given unaging warriors who fight for the thrill of fighting to the death their entire lives, a mediocre swordsman on Barsoom could be 10th level, with 20th level fighters being rather commonplace.

I hadn’t thought much of what system would work well.  I don’t find that level systems model source material all that well, unless you freely start characters at mid/high levels or have them jump in level rather easily.  A percentile system could possibly capture the difference between the 90%/90% attack/parry “common fighting man” and the 99%/99% or 180%/180% or whatever elite fighting man of Mars.  I have a hard time envisioning L5R working, what with there being far too much variance in results and far too many rank 8, 9, 10 Swords skill characters.  I wonder if Savage Worlds might scale correctly with numerous d12+1 vs. d12+3 fights, though, again, variance.

The whole point of sword fights on Barsoom is that you are either clearly better and cut down a dozen warriors easily or face a highly skilled swordsman and have to open a dozen minor wounds before polishing someone off with a desperate/rage-induced/lucky final strike.  Actually, 3e L5R dueling rules might capture the nature of important one on one fights.

Speaking of one on one fights, another huge problem that RPGs have modeling.  Interestingly, Conan has a supplement that has rules for an epic duel.  But, in general, the mechanics just don’t lend themselves to duels.  I suppose I could play with it a bit to see if normal L5R can model general combat where my Agility 7 Earthling with Swords 10 just rips apart a dozen Agility 4, Swords 5 nobodies, while the Iaijutsu rules get used for one on one fights.  Though, a huge problem with one on one fights has nothing to do with mechanics and everything to do with the difference between a single protagonist in a book and a party in a RPG.

Well, okay, that and the rather important bit that book characters don’t die (unless they can be resurrected), that they are irreplaceable to the story where RPG characters are rather less interesting when they must win fights for the story to make any sense.

Given the nature of Barsoom, one could try to find players into modeling duels, one could abstract action to some degree to avoid having a single player fighting a long, drawn out duel while others aren’t involved, or one could just choose to find a more party friendly world.

Given that few people I know have read the books and, therefore, have no particular allegiance to Barsoom, probably just not bother coming up with something, just as I don’t bother with most of my RPG ideas.


[Classic] Strength of Air

March 18, 2012

Another instant classic, this time from a post to the Alderac L5R forum.

* * *

I started responding on the thread about Mirumoto Bushi when I realized I would have just been threadjacking, so here goes my concern.

So far, I feel like every school (even shugenja) is an Air school in 4e play. I’m not entirely sure why 4e feels so Air heavy, but it may be due to:

1. Inversion of wound chart, making even low Earth characters unlikely to be in wound penalties.

2. Lower attack bonuses (Free Raises, static) combined with higher base ATNs making it harder to hit, not only reducing damage which the lower Earth characters enjoy but also leading to high Reflexes making hitting much, much harder than in 3e (3e being when missing was never expected).

3. Less reason to buy up skills, leading to more points devoted to traits with the best bang for the buck with skill use being Awareness. Increased Void cost of 4e can siphon off points, but that still doesn’t encourage Earth above 3, Water, or even Fire (as important as Agility generally is, see 4. for more on Reflexes) for bushi and courtiers.

4. Far more tactical movement use, leading to combats that start further away, leading to more ranged combat.

5. Three key Awareness skills, generating increased value out of Awareness increases.

6. Agility no longer mattering for dueling.

All of this can be undermined, of course. Magic and special attacks are a great way to ignore ATN and make Willpower more relevant. Successful Fear is incredibly harsh. Cover or restricted combat setups and forcing characters to string bows (which I wouldn’t as it’s just annoying and shafts Tsuruchi, et al) would reduce the value of bows. Making Investigation, Hunting, Intelligence skills more essential to success reduces focus on Awareness skills.

But, still, given that the Awareness skills can’t just be ignored and Reflexes didn’t lose anything from 3e to 4e, while my sense is that Earth did and Agility has a harder time keeping up with Reflexes while losing dueling relevance, I’m weary of how important I see the Air Ring being. Only likely to be exacerbated when The Book of Air comes out.

* * *

While I probably disdain the Water Ring the most, I’m fond of Perception.  I just find the Air Ring a bore and try to ignore it when my characters aren’t forced into it.  This is quite detrimental, of course.  Putting aside how important Awareness is for dealing with people, by ignoring Reflexes, I’m hurting initiative, which was essential in 3e, the game of whoever strikes first wins, and Armor TN, essential in 4e, the game of grinding away where someone might actually miss with an attack.

I had a 3e character who sucked, hard, relative to the 3e standard.  But, I enjoyed him for his unkillability.  He could hit people, especially with Full Attack stance, which he could survive due to Earth 4.

I have a somewhat similar build with 4e and it’s obnoxious how dependent he is upon armor (for not getting hit and reducing damage).  Sure, I see all 4e bushi being largely screwed when not allowed to use armor, but at least a Reflexes character can dodge attack after attack and still isn’t that likely to be in wound penalties if someone rolls unusually well.  At least initiative is not as important as it used to be, though that does depend upon not facing a bunch of spellcasters who can make a mess of combat before you act.  On the flip side, those spellcasters do ignore ATN, so at least Reflexes doesn’t help as much defensively.

Maybe, it’s just that I play in less investigative adventures and more social + combat adventures where Intelligence and Perception become less relevant.


Bushido Mechanics

February 26, 2012

Can’t spell Compassion without Passion,
Can’t spell Courage without Rage,
Can’t spell Sincerity without Sin,
Can’t spell Duty without … um … doh!
… back to the drawing board.

No, not talking about the RPG Bushido, though I do own it and met someone recently who ran/played it, much to my surprise – very hard system.

I’ve been thinking increasingly about distinguishing character facets by pulling out each of the L5R tenets of bushido.

Bushido Hierarchy

I have trouble seeing my HoR characters’ personalities.  Since I’m pro-Honor, I started thinking about which tenets they cared more about to act Honor-ably (try to up their Honor Ranks) during play.  It didn’t take long to realize that the obvious thing to do was to simply rank every tenet.  For the moment, not putting any numerical value on them but just seeing what was relatively more or less important.

My first pass was interesting.  I certainly realized that I didn’t really know for many of the tenets what they believed was important.  Also, I ended up with two very similar profiles, which seemed wrong.

Example:

Bushido Hierarchy:
Courage > Courtesy > Sincerity > Honor > Honesty > Compassion > Duty

I ended up redoing my hierarchy for my other character.  One thing that was throwing me was that I was using astrology, both Eastern and Western to aid forming these characters’ personalities and the keywords I pulled out for their signs pushed me into a lot of tenets.  At first, I had both characters caring little about Duty but realized that Duty was one of the most important aspects of my other character.

Of course, the higher one’s Honor Rank, the stronger the character feels in general.  The lowest tenet for one character may be more valued than the highest of another.  Which brings us to scoring.

Individual Scores

One of my characters is Honor 5 and the other Honor 7.  These are the averages of the rank values for the individual tenets, though I don’t think a lot of people really think about it from this direction.  While certainly people realize that Honor Rank is an average and that different tenets are ranked differently, that the average of those ranks should be the same as the overall can be surprising to look at.

A character may very well be 10 in Duty and 1 in everything else, a Scorpion say, and average out to a 2.  Not surprised?  Well, that’s a stereotypical case.  What about someone who is 10 in three tenets and 1 in the rest, averaging out to about 5.  This character is extreme, to the point where I couldn’t see it being all that reasonable.  Still, variance is an issue, though high Honor and low Honor characters are going to be much more limited in variance.

Example:

Bushido Hierarchy:
Sincerity – 9
Duty – 9
Courtesy – 7
Compassion – 7
Honesty – 6
Courage – 6
Honor – 5

This is, of course, my Honor 7 character.  What stands out to me isn’t the high end but that he’s really not all that Honor(tenet)able.  Just average.  Ignoring that Honor (tenet) and Honor (mechanic) get confusing, it helps me to realize what I can let slide.  There’s also a medium level of variance, in my opinion.  An Honor 8 character has to get into 10′s to have more than a slight variance.

It would be interesting to build more characters with one superlow number to really define the character in the setting.  Speaking of which, how do these numbers come about?

How To Score?

For my characters, I’ve given them astrological signs and went through my astrology books to pull out character traits.  Often, those traits correspond to tenets (or work against them).

Example:

Sheep – righteous, sincere, gullible, mild-mannered, shy, artistic, fashionable, creative worker, emotional, pessimistic, withdrawn, gentle, compassionate, forgiving, dislikes strict schedules, doesn’t take well to discipline or criticism, fond of children/animals, close to nature, homebody, subjective, food/shelter/clothing, lucky, survivor, placate/evade enemies, roundabout, worrier, romantic

This is for the second character.  Note that his Compassion isn’t all that high relative to other tenets.  Other tenets came up as important when looking at his Western sign.

But, not every character has had this much work put into it.  The mechanics of L5R, itself, help produce values or a hierarchy.  “Paragon of …” or “Failure of Bushido: …” should clearly distinguish tenets.  I’m working on a character at the moment with Paragon of Compassion and Failure of Honesty.  If I don’t score Compassion highest and Honesty lowest, I’m being inconsistent.

Then, there’s background and the more common stuff that players come up with for their characters.  My Sheep belongs to a family that puts in a lot of hard work and is very traditional but also went to a school that is very much into hard work.  All of this lends itself well to Duty being an important aspect, which was why I redid my numbers for the character to where, now, Duty is a 9.

There’s another way.  I don’t have much respect for random character creation out of a book – any system.  But, inconsistently, I find randomizing for my own benefit very helpful for coming up with a more fully realized (or weirder) character concept.  While building the new character, I hadn’t decided what Paragon or what Failure (if Failure at all) the character would have, so I rolled d10′s to give relative values for each tenet.  As the character is starting out with 7.5 Honor, I simply added two to each die result.  The average was right on.  The results kind of problematic.

A disadvantage of random results, which is why I’m against being forced to be random, is that you get results you aren’t comfortable with.

I also randomly rolled d12′s for astrological signs, getting Ox and Pisces.  That was less problematic, though, going with this will force me to stretch some as a role-player.

But, why does this all matter?

Tenets

I see the tenets being rather confusing.  In particular, sincerity and honor are confusing.  What’s amusing is that L5R doesn’t really try to define honor, even though that only makes it worse for players and GMs.  At least there’s some attempt to separate honesty and sincerity.

Compassion

Not much of an issue here.  Though, it’s interesting how much of Rokugani society is predicated upon the idea that your lessers aren’t even people when the encouraged philosophy says to be nice to them.

Courage

Courage is not the absence of fear.  Courage is making fear your bitch.  However, fear, itself, is considered a weakness in Rokugan, which is also inconsistent when courage can’t exist without it.

Courtesy

Okay, be polite at all times.  But, it’s no biggy if you murder someone for disrespecting your sword?  Okay, kind of weird.  Metagamewise, anyone accidentally touching your blades, you, or whatever should be left off the hook so that you look compassionate and courteous.  Though, see honor.

Duty

Simple enough, until you get into Scorpion “loyalty”.  Is loyalty just duty or something more?  Do Scorpion even make sense?

Honesty

I get the distinction between honesty and sincerity when it comes to speaking.  When it comes to philosophy, it’s messier.  So, just being truthful, in and of itself, is honorable, yet being dishonest in a sincere way is also (partially) honorable?

Honor

Big problem of definition in L5R because Honor is a mechanic as well as a tenet.  I did a dictionary search of honor for guidance.  Very interesting in that it went in a direction I don’t think about for L5R.

Respect, esteem, privilege, exalted position – these all tie heavily into Status.  The idea that honorable actions are actions worthy of praise or reward is different from the internal concept of integrity, which seems to be what L5R is going for.

Killing an oni is?  Dutiful?  To an extent.  But, really, it’s honorable in the sense of doing something that should be esteemed.  Yet, the game would think of this more as Glory-ous.  Similarly, everything under Glory would tie into honor if you look at honor externally as something to be proud of.

If you look to define integrity, once you get past honest, you get into a definition loop.  Moral, righteous, virtuous – it all ends up being the same thing.  Correct action.  But, that’s circular.  What is correct?  Can only know that by knowing what is honorable/virtuous.

Sincerity

At least honor seems like something we comprehend even if we can’t define it.  Sincerity’s problem is honesty.  Again, it’s simple to distinguish the two when it comes to what someone says.  If someone speaks truth, then honest.  If someone lies or hedges, dishonest.  If someone sounds truthful, then sincere.  If someone sounds dishonest, then insincere.

But, that just means that honesty and sincerity are differed by perspective.  That’s not entirely the distinction with sincerity that L5R is going for.  There’s a concept of sincerity of action that honesty doesn’t really apply to.

Being one in action and word gets mentioned multiple times.  What does this mean?  There’s an element of believing in one’s actions, including one’s speech.  There is no try, there is only do or do not.  Even if try is more honest.

How does this apply to playing the game?  Sincerity, to me, is very much about the lack of doubts, whether internal or external.  Credulity, believability.  Overconfident types aren’t sincere even if they have no internal doubts as they aren’t believable in what they think they can accomplish.

Actually, I’ve been trying to come up with a good model for opposing the Three Sins of Rokugan:  fear, desire, and regret.  Courage clearly opposes fear.  Duty clearly opposes desire.  What opposes regret?  I thought about honor, which also fits with seeing duty/honor/courage being the “action” tenets to compassion/courtesy/honesty/sincerity being the “social” tenets.

While sincerity’s lack of doubts lends itself to opposing fear, I can also see lacking doubts being anti-regret.  Then, compassion could have some element of overcoming regret, like courage overcomes fear, by being compassionate to oneself.  Maybe it’s easier to apply every tenet in some way against the Sins than I thought once you get into this line of thinking.


Fan-tizzy

January 29, 2012

I’ve been thinking about fantasy RPG systems.  In particular, it’s the age old question of what FRPG system I would want to use.  Hardly exciting.  Can already predict talking about L5R’s sweet spot with mechanics and flawed world.  But, I started thinking about some specifics.

First of all, what games are FRPGs?  I don’t mean so much whether Shadowrun counts as fantasy or whether mixed genre games should go in their own, though this is relevant.  I mean more that there’s a particular subtype of fantasy role-playing that I have in mind.

Conan d20 is certainly a FRPG, but it isn’t what I’m concerned with at the moment.  Conan simulates swords and sorcery, a genre with limited magic and where supernatural elements are typically rooted in the “bad”, the enemy.  Or, if “good”, only show up to counter evil.

What I’m wondering about these days is what system would I play something like Wheel of Time in or Spellsinger or Young Kingdoms – worlds where magic is in the hands of the heroes.  There is a Wheel of Time d20 supplement, yet there’s no way I would want to use d20 as a base.  Young Kingdoms is covered by the Chaosium model, which I have no interest in either.

Why not these systems, though?

d20

Too mechanical.  Too much accounting.  I feel like I’m playing a MMORPG, which should give an idea of how pointless I view 4e D&D, which is an obvious MMO ripoff.

Starting characters are too weak.  Experience benefits are too slow and awkward.  Feats are boring.  The only thing I actually like about d20 is the skill system and “improvements” on d20 keep trying to “fix” the skill system.  I don’t even like how d20 or any D&D version does attributes, even though it’s the 3-18 system that I was first introduced to and has been used extensively in RPGs.  I hate using a d20 for resolution as to me it produces far too much variance and too many dull rolls.

I can’t speak to how well the magic system works for D&D d20, too little experience too long ago.

Chaosium

RuneQuest, Stormbringer/Elric, Call of Cthulhu, Basic Role-Playing, etc.  d100 resolution has the same problem as d20 resolution, only providing more “empty” values – rolls that don’t interest me in any way.

All of these games are far too crippling to PCs in my experience.  In our RuneQuest play, I just figure that a limb will be lost every fight, that death is two or three hits, that combat doesn’t really work unless you are superior to the enemy, have a bunch of potions (mainly Heal 6′s to restore limbs), and enough PCs know Healing 2 or Xenohealing 2 for recovery and stopping bleeding.

It’s RQ that inspired me to about a few things.  The first is the usual problem I have with features such as hit location, bleeding, fumble charts that screw over PCs.  Other than building the “there’s no symmetry between PCs and what they fight” arguments for why these things suck, which is kind of interesting when you think about just how much difference there is and how that impacts game design, there’s not much gained from this line of thinking.

The more interesting line of thinking for me that got me on this kick was two-fold:  what sort of magic system I want to see when the PCs are expected to be spellcasters; how games should handle recovery.

The more I’ve come to participate in RQ’s magic system, the less it makes sense to me from a marketing standpoint.  Much like Vampire: The Masquerade made a mistake by having variety of abilities at discipline dot levels PCs wouldn’t have and not at the levels that players care about, RQ is all about having this giant world of magic that PCs barely touch.

Even Battle Magic, which is readily attainable, depletes power points in a death spiral way and the costs of learning it are absurd relative to our income.  My recollection is that, in fact, the intention is to limit each PC to a few spells.  Unfortunately, that rules out the focused spellcaster and just causes everyone to look the same, which is the number one thing that I complain about.

Then, there’s Rune Magic, which seems like it would be important.  It’s laughable how poor the incentives are.  Sure, we are dumb and don’t sacrifice to learn Rune Magic every chance we get, which seems to be the way the game is supposed to be played.  But, even so, when I knew a Rune Spell, I never wanted to cast it, just like any one-shot effect that seems good is something no one wants to ever use.  Even at Rune Lord, every spell is a one-shot.  To actually play the game they talk about requires a bunch of Rune Priests, which I’ve been told shouldn’t be adventuring, anyway.

So, what should a “PC magic” system look like?  Daily spell slots?  It might get tiresome to hear, but I do think it works with L5R, though maybe only because the need to cast is relatively rare.  I actually have found, in my not so recent experiences, that D&D spell slots work okay.

Power points?  I don’t find this to work.  It’s all about replenishment rate.  In games with this mechanic, I find someone blows their wad out in a fight and, then, can’t do anything forever.  In Conan, sorcery is better suited to bad guys as they can replenish with human sacrifices.  But, then, Conan isn’t a “PC magic” system.

Fantasy Hero

Which brings us to Fantasy Hero.  The Hero engine was intended for Champions, and it often shows in how the system often doesn’t capture the flavor of genres without a lot of work under the hood.  On the plus side, the engine is so customizable from a power standpoint (the skill system blows), that you can eventually find a particular flavor.

Anyway, if you play it without a bunch of limitations, casting a spell is pretty much just a factor of making a skill roll (which blows) and spending END.  Rechargability is easy, so you can produce consistent effects (depending upon making skill rolls) each and every fight.  This is more what I’ve been thinking of when it comes to recovery.

I find that recovery can be a huge problem.  In Conan, sure, you will get your hit points back after three days of rest, but fighting back to back major fights is crippling.  L5R is not remotely designed for multiple battles in a row – shugenja will run out of Water slots for healing fast and possibly all slots; Void Points will be gone by the second fight.  Another case of how D&D does things better, as the whole engine was built around the idea of multiple fights.

Take an extreme example.  You fight a major battle with everyone a mess and half your offensive spells gone.  Clerics replace enough hit points and the other half of the offensive spells enable a second engagement of the same level.  When tapped out (spellwise), you are done for the day.  Now, of course, D&D’s dungeon crawling philosophy is predicated upon the idea that you can secure a part of the dungeon long enough to refresh, which is not different from other situations where you know when you have to stop and you stop.

With Fantasy Hero, if you want to enable an easily recharged battery, it’s simple to have that recharged battery.  Can take five phases, or whatever, to replenish END every fight.  I think a lot of people are opposed to this.  I’m not sure if they’ve thought it through or not, but I can see how it sounds wrong.

If you can instantly recover (heal, have full spell options, etc.) after every fight, then what’s the real cost of a fight?  Preventing death could be, though death is not a viable option in some worlds, like worlds that make any sense.  A lot of adventures don’t have a viable alternative to winning a fight.  In fiction, you would just get captured or you would fail some mission critical objective, like preventing the damsel from being whisked away or a village being burned to the ground.

Being captured has often been considered worse than death in the hack and slash world.  After all, can get resurrected, but being captured means losing stuff, and stuff is the game’s god.

Precious

Okay, I forgot to mention earlier another thing that always bothers me in FRPGs that I’m choosing to dredge up.  I hate stuff.  I hate external power.  To me, characters and not just fantasy characters should be defined by what makes the character special and not how special their stuff is.

Admittedly, in certain cases, a character is tied to stuff.  Elric is tied to Stormbringer, even if he is special without it.  There’s a certain allowance that can be given to a character, though only when the stuff is unique.

I particularly hate armor.  I quickly got tired of AD&D’s armor system where you always chose the heaviest armor you could.  RuneQuest is exactly the same way.  I don’t care if it’s realistic or not.  It has terrible flavor, and again, it makes everyone the same.  I find that in RQ, every single one of my characters gets exactly the same armor because any other choice is moronic.  For a variety of reasons, Conan has grown in my esteem, but one thing I always credited it with was that armor was something to be minimized.  Sure, it’s hecka useful to have some, more so than I thought for quite a long time, but in a world where the outdoors matter, anything above light armor is suicidal.

So, what system succeeds in the stuff department?  Conan does a very good job, even though some weapons are much better.  L5R does well enough, though 4e is a step back with how powerful armor turns out to be.

None Of The Above

And, so it goes.  I may really like L5R at the moment, but I have major questions as to how adaptable it is to more generic fantasy with even just the system.  I suppose anything can be house ruled, with house ruling the closest system being more sensible than another.  I could change basic healing in L5R to something where you pretty much restore all your wounds after every fight without Path to Inner Peace.

But, I wonder.  I wonder if I’m overcomplicating things and missing an obvious choice if all I wanted to do was dungeon crawl or reflect a specific fantasy genre where magic resided heavily in the party.  AD&D or oD&D would probably be fine for dungeon crawling.  As for high fantasy, I’ve already argued that the nature of it is antithetical to mechanics.  Medium fantasy, for lack of a better term, is not even something I have a clear grasp on.  Maybe Spellsinger would fall into it.  Maybe when you cross swords and sorcery with high fantasy, as Moorcock does, you get a balance rather than two different genres.

Maybe if I understood Ars Magica better.  Maybe if I went to the trouble of playing around with Fantasy Hero (and just ignore how much I hate skills in Hero).  Savage Worlds isn’t going to do it – I never developed a good sense of the mechanics.  RQ, in theory, could be made more palatable to me, but it would completely change the nature of the game, and it would likely be less palatable to others.


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