Friday, August 21, 2020

DO YOU QUARREL SIR, or, Rules for Duels and Jousts

 


Here, have a couple small rules I've written for when someone wants a fight that could be described as "gentlemanly" because nothing says genteel conduct like two jerks on horses trying to drive a tree through each other's guts at full gallop.

DUELS

Duels are formalized one-on-one battles that work slightly differently than normal combat. Before a duel begins, the terms must be set - typically to yield, to first blood, or to the death. Duels can also occur during a mass combat.

Initiative is rolled at the top of each round. Before attacks are made, both combatants declare their Stance for the round -> Strike, Feint, or Parry
  • Strike beats Feint
  • Feint beats Parry
  • Parry beats Strike
If you win the Stance, you gain advantage on your attack and defend rolls. If you lose, Disadvantage. If you win, you can forgo advantage to try a combat stunt, like knocking your opponent down, kicking sand in their eyes, etc.

At any time one participant can yield. If the other combatant ignores that and continues attacking, revert to the normal combat rules. Ditto if other parties intervene in the duel.

Magic duels work similarly, but instead of casting actual spells the wizards are manipulating raw magical energy, on a hit dealing 1d6 damage per the level of their highest unspent spell slot. At the end of the round, both wizards roll test CON, losing their highest unspent spell slot on a failure.


JOUSTS

Full disclosure, I based these rules off of the jousting rules from OD&D. I had to pare them down a bit so they'd be a bit less, uh... OD&D-ish.

Knights love jousts, and will challenge people travelling through their domain to a joust in lieu of a toll. Plus there's always tournaments and the like. The usual terms for a joust are that the winner claims the loser's armour and horse - though landed knights may offer supplies and feasting instead.

When a joust begins, each participant selects an Aiming Point (Shield, Chest, Head), and a Saddle Position (Lean Forward, Neutral, Shield High). These are matched against each other to produce the result. If neither opponent has been unhorsed, further passes are required. Jousts go until one or both participants are unhorsed, or a participant has broken three lances.


If you are UNHORSED, roll on the Unhorsed table.

On a GLANCE, roll d6. 1-4 Lance breaks, 5-6 Helmet is knocked off (if you're not wearing a helmet, you are unhorsed and roll with Disadvantage).

UNHORSED d20
1-2: Bruised, but unharmed
3: Bruised ribs. Reduce Max HP by an amount equal to your level. Heals 1/day of complete rest.
4: Concussion. Any vigourous movement requires a CON save or spend a minute disabled by vomiting and vertigo. Heals after a weak of complete rest.
5: Broken limb. Random limb is nonfunctional. Heals after a month of complete rest.
6: Dead.


Wednesday, August 19, 2020

THOU BEEF-WITTED LORD, or, Include Flyting In Your Games You Cowards

 Flyting is a ritual exchange of insults, usually in verse, as form of entertainment or as prelude to a conflict (or sometimes as the conflict itself). Basically, insult each other until the crowd proclaims a winner or someone says something that offends the onlookers/host/gods and things go sideways.

I think flyting is heckin' cool and should be in more RPGs. So I've drafted some rules for how to model it in a game without relying entirely on calling your friends names and hoping it goes well, in the same way that we don't expect people to free-roleplay picking a lock or stabbing jerks. (unless you do in which case power to you). Plus I like it when discrete sub-experiences have their own minigames to set them apart both mechanically and cognitively.

All of these rules are untested and basically just made up on the spot in a flash of inspiration during my lunch hour. Just, y'know, caveat emptor.


RULES FOR FLYTING

Like a duel, flyting must be agreed on by both parties with stakes set and judges agreed on. Just yelling rude words at someone you don't like doesn't count. Consent is important.

In a similar vein, before beginning you must agree between players (including the Referee) how "roleplayed " insults are. You might insist that the general theme of the insult is stated ("I call him a coward"), a proper insult is said ("You eat like a dog, spraying food this way and that!"), or just skip the descriptions and rely on the mechanics. Basically the same conversation as describing the cut and thrust of combat. IN ADDITION, and this is important hence the caps, YOU MUST AGREE WHAT IS OFF-LIMITS. If you have Lines and Veils or the like set up for your game you should respect those, but it's a good idea to discuss whether topics beyond that are off-limits for the flyting, and it should be no-questions-asked. In general, err on the side of caution, eh? Avoid things that are hurtful in real life, especially if they're attached to anything structural.

With that conversation had, what are the stakes?

  • Entertainment: The flyting is to amuse the onlookers. The loser can expect a thorough but good-natured boo'ing.
  • As Conflict: What is the conflict over? Social status? Possession of an item? Odysseus and Ajax argued for the armour of Achilles.
  • As Prelude: Exchange of insults are a cool thing today before you get to the part with the insertion of sharp metal into fleshy bits. Winning the Flyting before a duel or battle should impart bonuses to the winners, and penalties to the losers. Maybe to morale checks? How cool would it be to see an entire warband nope out because their boss got well and truly dragged?

VARIANT A - PLAYER SKILL

This variant is purely on the players. No character sheets required.

  • The object is to be the first to reach 50 points. 
  • You gain points by rolling a pool of d6's. 
  • Each side rolls their pool simultaneously, and adds the result to their total.
  • If both sides pass 50 at the same time, keep going until one passes a multiple of 10 alone.
  • You begin with a single d6, and may add one more per round.
  • Specific results have extra modifiers:
    • Doubles: Reduce your result by d6
    • Triples: Increase your result by d6
    • Quads: If 1's, you lose immediately. If 6's, you win immediately.
    • Runs: 1,2,3: Remove two dice from your pool. 4,5,6: Add one die to your pool.


VARIANT B - MIXED

You'll need a stacking block toy for this one.

This variant is a mix of player skill and character skill.
  • Both sides secretly choose a number from 0-2 (holding up fingers under the table, for example) and reveal at the same time. Save the total.
  • Then both sides make opposed Social/Charisma/Perform/Intimidate/Whatever rolls. The winner chooses who has to draw and place the number of blocks generated in the previous step.
    • If the result is tied, alternate drawing and placing blocks until the total is reached, starting with whoever placed last.
  • The one who knocks the tower down loses.


VARIANT C - CHARACTER SKILL

This variant is entirely based on what's written on your character sheet and it's kind of my least favourite, but also it's most in line with modern Big Name RPG sensibilities, so... :shrug emoji:
  • The object is to be the first to ten successes.
  • Each side makes opposed Social/Charisma/Perform/Intimidate/Whatever checks. The winner records a success.
    • If your result is at least double your opponent's, gain an additional success.
    • If your result is at least triple your opponent's, you also erase one of their successes.
    • A Critical Success counts as three successes.
    • A Critical Failure erases three successes.
You could make this entirely player-facing rolls by replacing the opposed roll with a DC to overcome, but that seems like it would be too static/stale.


OTHER THINGS

"But what if I know an insult that will be really loved/hated/demoralizing?" Given that knowing how NPCs think rests with the Referee and the Referee is likely going to be playing one side of this, I can see a couple options. One, have another player take the side of the NPC while the Referee adjudicates the appropriateness of the insults. Two, have the non-involved players come up with the list based on what they know of the NPCs. This gets everybody involved, but can have the same pitfalls as player-driven worldbuilding. Third, the participants also guess a number from 1 to 20, and if they guess within three of a roll of a d20, they get the bonus BUT if they're at least 10 away they take a penalty.

My original title for this post was "Flyts of Fancy" but as much as I love a pun, "beef-witted" will never not be funny.

Friday, August 14, 2020

CATS, RATS, AND HOODED MEN

In Gatopolis no-one may harm a cat or allow a cat to be harmed. The cats are sacred. They are also a pain. They keep the rats away, people say, and indeed there are few rats to be seen. But the truly deseperate, clawing struggle that goes on when humans aren't looking is known to few.

THE CATS

Each neighbourhood has its own cat congress, and each congress is headed by a queen who rules for however long she feels like and is chosen by being whichever cat wants to do it. Queens and congresses cooperate on matters that affect the entire city.

Cat Queen Titles (3d8)

All cat queens can speak with humans. Nobody knows if becoming queen instills this, if only cats with this ability become queen, or if (as some believe) all cats can but only some choose to.

Cat Queen Powers (d8)

  1. Vorpal Claws
  2. Can cast a random 1st level spell
  3. Has eighteen lives
  4. Can shadow-teleport
  5. True sight
  6. Urine wards off demons
  7. Detects lies
  8. Is actually a Cat Lord from the Violet City

Each congress is more or less independent, though individual cats have only vague notions of boundary lines. The cats go everywhere, see everything, are omnipresent.

WHEN YOU LOOK AROUND YOU SEE (d12)

Befriending a congress can be a great benefit, and angering one equally fraught. In either case, the relation is likely to prove fleeting unless the humans prove themselves true allies (or staunch foes).

THIS CONGRESS (3d8)

THIS CAT IS (3d8)

THIS CAT (2d8)

All cats have a 2-in-6 chance to speak, unless the Ref feels that they should in which case they do. All cats have d8 lives remaining. If a cat is reduced to 0 HP, it loses one remaining life and returns the next morning.

THE RATS

Most of the rats just want to be left alone, to feast on the riches humans throw away and scuttle and breed and live down in the dark. But the city is old, and the things that have leaked down to its roots - demonic tissue, discarded magics, potions gone wrong, and all the detritus of humanity - have changed many of the rats turning mischiefs into malevolences. To most, there is no difference between the rats and The Rats.

IN THE DARK, THEY GNAW

THESE RATS (6d6)

Even as warped as they are, The Rats are little more intelligent than monkeys. There is a controlling force that guides each malevolence.

THIS FELL INTELLIGENCE (3d8)

WHEN YOU SEE THEM THEY ARE (d6)

1-3  Ambushing you! Skreee!

4     Eating someone

5     Carrying loot

6     Fleeing from something

THE HOODED MEN

It's said they are seen at night, lonely figures tall and broad, cloaked in dark brown or green. When they are seen, people disappear. Children, elders, the sick, those who live alone. They are never seen again. Beware the Hooded Men. They live below.

The Hooded Men are cockroaches, grown tall as a man and shifted strange by eons below the city until they can walk the streets and hunt. Below, they take anything they can find, eating flesh or dragging it back to their eggs for the next foul generation.

HOODED MAN - HD 4

Ambush Hunter. Players have disadvantage on Initiative rolls in the first round of combat.

Jagged Mandibles - STR (1 Close) 5 dmg

  • Toxins! If a creature rolls 16+ to Defend they must pass a CON Test or be Paralyzed.

Stabbing Limbs - STR (1 Close) 3 dmg

  • Grabbed! The target is Stuck until they pass a STR Test or the Hooded Man is killed.

WHEN YOU SEE IT, IT IS (d6)

  1. Standing, watching
  2. Eating someone
  3. Stalking someone
  4. Cleaning its mandibles
  5. Dragging someone to its lair
  6. Fighting someone

WITH

  1. Mass of eggs
  2. Shredded corpse
  3. Eerie silence
  4. Regurgitation with loot in
  5. Another Hooded Man nearby
  6. A shrieking victim

THINGS YOU MIGHT FIND ON A HOODED MAN

1d4 loose coins per HD, shreds of clothing, undigested loot, pile of bones, freshly laid eggs, embedded weapon