Thursday, January 7, 2016

Return to Starmada

Matt and I played a game of Admiralty Edition this evening, using fleets from the Imperial Starmada book (I had Imperials, Matt had Negali) and the Newtonian movement rules.  I had played one of the Hammer and Claw fleets against Negali before, and had had my cruisers cored by their high-impact, high-damage weapons, so I played pretty defensively, stacking up Evasive Action with my Countermeasures and forcing Matt's to-hit numbers up towards 6+ for most of the game.  By the time we got into a close enough range that he could start shooting at 5+ (or 4+ with double range mods), I had destroyed most of his escorts and mostly won by points.

Points of frustration:
  • Book fleets have lousy accuracy and prioritize impact and damage instead (compared to home-rolled fleets in our previous meta, where 3+ and 4+ were the norm for to-hit).
  • Countermeasures+Evasive Maneuvers+Fire Control is very effective.  The extra -1 to Matt's to-hit from evasive action halved his expected hits per shot (5+ -> 6+), and Fire Control let me ignore evasive action's penalty on my firing.  Fire Control, in effect, became a second Countermeasures.  This variable-rate stacking of to-hit modifiers was fixed in Nova, which we're talking about playing next week.
  • Shields 5 on Matt's cruiser - there was not much I could do about this, even with the impact 2 weapons available to my fleet.
  • Escorts are bad.  The optimal force composition for a straight-up, no-scenario fight in Admiralty Edition is, IMO, three ships of roughly equal point value.  This forces your opponent to destroy two-thirds of your fleet instead of half.  Escorts are best used as filler, for those last 50 points, in such a way that the destruction or survival of the escorts cannot impact the outcome of the race to 50% of the VP limit.  Matt constructed a fleet of three escorts, a destroyer, and a cruiser, while mine was two battlecruisers and a light cruiser.  Destroying all of his escorts and his destroyer in detail was easier than destroying his cruiser, and because a ship will often have guns left when it is destroyed (due to the random nature of damage allocation), destroying escorts piecemeal reduced incoming fire very effectively.  It is also sometimes possible to opportunistically destroy or badly damage escorts that stray into the wrong arcs, as their great speed sometimes lets them; flanking just lets the opponent bring more of his firepower to bear.
    • Full Thrust: Cross Dimensions addresses the weakness of escorts by changing the scaling factor on the point value of hulls from linear to quadratic with the growth of hull size, so that all other things being equal, a ship twice as big costs four times as much.
    • Battlefleet Gothic addresses the weakness of escorts with forcebuilding rules requiring everyone to have them.  I forget how they handle scoring / victory conditions.
      • BFG also has a rule that ships must fire on the closest target in each arc, unless they pass a leadership test.  Which is maybe silly, but a reasonable way to make escorts useful (and hardly the silliest thing in BFG...).
      • BFG escorts are also flotilla-esque; deployed in squadrons, take a single hit to destroy.  But they carry much stronger defenses and heavier armament than Starmada flotillas.
    • I am not sure if Colonial Battlefleet does anything in particular to make escorts useful, though I imagine there might be something in its Ship Role rules that would help.
    • Starmada Nova...  adds an Escort trait, which blocks line of fire through the escort ship's hex and costs about as much as adding three flights of fighters to the same ship.  This sounds like it would exacerbate the problem that "escorts lack survivability and are too expensive for their utility", especially given the somewhat-dubious utility of symmetric LOS-blocking with a ship that can be killed and is worth points.  Starmada could really, really use a better force composition system and non-VP victory conditions (for example, this battle I won by VP, but could probably not have effectively killed Matt's cruiser).
  • Newtonian movement was...  more work than it was worth, I think?  I don't think we ever did anything that we couldn't've done with basic movement; the only times it mattered were when some of Matt's ships took engine damage and had their potential destinations fixed, which allowed me to guarantee that they'd be in my arcs.  But that's typically also true of badly-engine-damaged ships in the naval or basic movement systems; if you're low on thrust, your options are limited.  There may have been one turn where I moved at speed equal to my thrust while using Evasive Action, which is not viable under basic movement.  I think Newtonian movement favors short-ranged fleets; it enables them to close more quickly under cover of Evasive Action (but then also forces them to slow and turn after making their pass at the enemy, during which time they are taking fire - so they must crush the enemy during their first pass).  In this case Matt was unable to turn his substantial thrust advantage into a tactical advantage, in large part because our ranges were matched and we favored similar arcs.
  • Matt commented that Starmada would make a much better video game than a tabletop game...  and he's not wrong.
 So...  meh.  We solved some of the old problems with fleetbuilding by using prebuilt fleets, and found new problems.  Nova solved some of these, but hardly all.

Tuesday, December 29, 2015

On Hobbits

It is sometimes said that the whole point of hobbits as protagonists, for Tolkein, was that they were never meant to go adventuring in the first place.  They were weak, soft, sedentary creatures, with copious appetites and a great love for civilized niceties.

This doesn't really fit into the standard model for OSR classes, where you have a prime requisite, and for demihumans in ACKS at least also a minimum stat in order to qualify for your race.  However, rolling 3d6 in order does occasionally generate a set of stats which is literally unplayable; the simplest case would be something like a set where all stats were less than 9, though it would also be possible to do with a high Con and possibly a higher Cha, since there's no Cha-only class in Core.

And that's where hobbits should come from: the stat sets that don't qualify for any other class.  Give them a racial maximum stats instead of minimum stats, and maybe an inverse prime req bonus, where the more horrible your stats are, the more XP you get.  I'm only about half-joking.

I don't really know what else to give them - probably not great fighting, some sneaking, decent HD (they do not seem to die as often as one might expect...), tendency towards ridiculous circumstances...  But at the end of the day, playing a hobbit should be less like playing a ranger than playing a tourist who, despite his absolute unfitness for adventuring, makes do with a surfeit of either blind luck or divine providence.

Really good saves, I guess.

Saturday, December 26, 2015

BaltACKS

One of ACKS' default assumptions, which I've commented on before, is that of the "failing empire", with barbarians at the borders and corruption within.  Another of ACKS' standard assumptions it the inland sea, typically modeled after the Mediterranean in Antiquity.  But there's another perfectly good inland sea in Europe that gets a lot less attention: the Baltic.



Which, it turns out, is probably a fine model area-of-operations for a DaneACKS campaign.  Much more so than the North Sea, with its super-long travel distances and terrible weather.  The water-area of the Baltic is about 330 24-mile hexes, which is about a quarter of a 30x40 24-mile hex mapsheet, leaving plenty of room for surrounding lands.

One problem(?) with the Baltic as an ACKS setting is that Scandinavia and environs are, historically, not particularly well-populated.  At all.  In 1570, already somewhat after our target era, the population density of Sweden was only about 5.2 people per square mile, while that of Finland in 1550 was a mere 2.3 people per square mile.  At 300,000 people in an area of 130,666 square miles, you're looking at 60,000 families spread over (roughly) 4 30x40 mapsheets of 6-mile hexes.  In 1150, estimates (since at that time there was certainly no census, nor a centralized state to conduct one) place the total population of Finland between 20,000 and 40,000 people, or at most 8,000 families, giving a population density of about 0.3 people per square mile, which in ACKS terms suggests a handful of class VI markets over that entire area.  Which is...  rough, for adventuring and supply.  The rest of the Baltic isn't much better; Gdansk in the 1100s had a population somewhere between 1000 and 2000, which is a class V market.  Many of the population centers currently on the Baltic map above weren't even founded until Christianization hit, and population records for pre-Christian settlements (like Forsigtuna, the pre-Christian capital of Sweden) are basically nonexistent.  So...  I guess there'd be room for some "creative license".  On the plus side, such a setting does play very nicely with tribes as the autonomous domain unit, which would be fun.

Wednesday, December 23, 2015

ACKS: Orcish Assassins

Because sometimes you just need to kill some PCs.

Or maybe I just found an inspiring piece of art.  Nothing to worry about, players.  (riiight)
I've been avoiding the issue of Orcs With Class for a while now, because if I make them, then my players will want to employ them or play them.  On the other hand, standard-issue orcs are no longer much of a threat (except in hordes ten thousand strong, clad all in sable armor and bristling with swords and spears), and there are rumorings of the Troll Lord having a secret police of assassiny types.

So!

I'm not going to be consistent with building an orc race.  Not gonna happen.  Orc classes probably get +HD or +Fighting values, as appropriate, and some infravisiony stuff, on a class-by-class basis (that's right, folks - assassins with infravision.  Ruh roh).

Orcish assassins are a Fighting 3 / HD 2 / Thief 1 class build.
Prime Reqs: Str and Dex
Requirements: Con 9+
HD: 1d8
Maximum Level: 11

Orcish assassins are sneaky bastards who will kill your PCs.  They advance in attack throws at a rate of 1 per level, gain a damage bonus as a fighter of their level, and may cleave once per level per round.  They are proficient with all weapons and armor, and may fight with two-handed weapons or a weapon in each hand.  They save as fighters of their level, and may use all magic items usable by fighters.

When wearing leather or lighter armor, orcish assassins may Hide in Shadows, Move Silently, and Backstab as an assassin of their class level.

Additionally, orcish assassins are well-versed in the arts of looming, quietly menacing, and other forms of intimidation.

At 9th level orcish assassins can establish terrible orcish murdercults.

Class proficiencies: As Assassin, but remove Intimidation, add Goblin-Slaying, Man-Slaying (as Kin-Slaying...  that to-hit bonus is gonna be handy), and Combat Trickery (Knock Down).

XPMath: Racial (2 racial powers - infravision 60' (2), -1 *40 rounded to nearest multiple of 25) -> 50, Fighting 3 with 1 fighting style tradeoff -> 1650, Thievery 1 -> 200, HD 2 -> 1000 -> 2900 XP to 2nd, and weird races do weird stuff above 8th but I don't care.

Expect to see more orc classes soon.  Orc fighters are pretty straightforward (fighting 3 with no tradeoffs, HD 2, 50 racial XP for infravision -> 2550 XP to 2nd, max level 12, add Mountaineering and Hard to Kill to class prof list).  Orc legates are where this is going to get really exciting (fighting 2 / HD 2 / divine 2, maybe?), and orcsplorers (fighting 3 / HD 2 / thievery 1) should be pretty potent as well.

Friday, December 18, 2015

ACKS: Custom Magic Types

So there's a Patreon for new and interesting ACKS content, and their first release was today - rules for constructing new flavors of magic (ie, Divine, Arcane, Fae, what-have-you).  It doesn't quite go so far as letting you build True Sorcery, but there are still some interesting things I could see people doing with it.
  • Psionics are an obvious first candidate (if you're in to that sort of thing, which I'm not particularly).
  • Rather than a generic "Divine" magic source with the same effect-type multipliers for all deities, break it down further.  Shouldn't Thor's clerics be better at Blast spells than, say, Freya's?
    • Though I still ought to finish the Book of ACKSalted Deeds at some point.
  • Ooold-school Magic the Gathering (like, Arena-old), with each color having its own set of multipliers on different effects.
  • Corny wire-fu martial arts, with touch-range blast and death spells (Poisoned Buddha's Palm, Dim Mak), personal transfiguration (Giant Strength all over the place), protection (Shimmer, Iron Shirt), movement (Air Walk, Swift Sword?  Or should we say, Flurry of Blows, or A Thousand Fists?), and healing, optional enchantment (the old Ninja of the Crescent Moon hypnotic pattern) and detection.  Spell slots?  I think you mean ki points.
    • Heck, the sort of 'mythical China' you see in films like Iron Monkey or Crouching Tiger, Hidden Dragon actually checks out pretty well against ACKS' thematic assumptions - empire, threatened by corruption from within (and, less frequently, invaders from without).  You just have a few more certified bureaucrats and a few fewer feudal warlords (though depending on the time period...).

Wednesday, December 9, 2015

ACKS: Wilderness Movement Points (Also: Snow, Weasels)

The current "you have n miles of move, times m for terrain, and you can go that far in a day" wilderness movement system works great in homogeneous terrain.  In heterogeneous terrain, however, it becomes a pain in the ass.  Hence, a simplifying abstraction!

A lovely, grassy, flat 1.5 mile hex of plains or farmland costs one movement point to traverse.

A party in the wilderness has 4 MP/day per 30' of movement speed.
  • 30' -> 4 MP
  • 60' -> 8 MP
  • 90' -> 12 MP
  • 120' -> 16 MP
And so forth for mounted parties.  Forced March increases the MP available in a given day by 50%.

The following terrain types have the the following costs to traverse in movement points:
  • Grassland hills, flat forests: 3/2 (Three per two)
  • Wooded hills, barren mountains, swamps: 2
  • Forested mountains, icy mountains, forested swamps?: 3
  • Truly miserable haunted mountain glacier hellscapes not fit for man: 4
Following a road drops the MP cost down one category (so following a road through a hex of flat forest costs 1 MP rather than 3/2, road through mountains is 3/2 rather than 2, and so forth). Bad weather, snow, or mud increase the cost by at least one category (ie, snow-covered mountains are 3 MP instead of 2 because they have standing snowdrifts, and go up to 4 when actively snowstorming).

Snowshoes may be used to negate the movement penalty for snow on the ground (and weigh one item (sixth of a stone) per pair).  Skis on snow-covered terrain can reduce its cost to traverse to one category lower than its base (ie, snow-covered mountain is only 3 MP per 2 hexes when traversed with skis in good weather), but weigh one stone per pair.  Fighting while wearing skis is sort of hard, and may require Riding (Skis) to move and attack in the same round.  Snowshoes and skis are not compatible with livestock, except for dogsleds, riding sabretooth tigers, packmammoths, and other extra-fuzzy beasts of burden specifically adapted to the snow, who count as having snowshoes.  Characters with Riding (Skis) may skijor behind such beasts under snowy conditions.  I will figure out rules for this later, but it will be fast - as the beast doesn't actually need to carry the rider's weight except on the uphill, skijorers probably count as less encumbrance than their actual weight for determining the overland speed of the beast+skijorer combo.

TODO figure out sled dog prices and availability in markets.

Iceweasel: Not Just A Firefox Fork Anymore
Begin digression

Huh, giant weasels are actually very competitive with grizzly bears and giant boars stat-wise (faster, lower AC, comparable HD, low damage but they latch on so they only need to hit once, best carrying capacity of the three, scent, noted to sometimes burrow into dungeons -> you can probably take them into dungeons).  Not trainable as war mounts per DaW:C ("Anyone can ride a giant weasel...  once."), but hunting/packweasels (or Beast Friendship henchweasels) would be pretty great.

In the Cons column, if they fail morale they might flip out and try to eat you.  They're also pretty pricey, but that sword cuts both ways when you're using them as garrison (Excellent for garrison duty.  "The peasants' revolt has reached our gates, sire."  "I had hoped it wouldn't come to this, but...  release the weasels."  "I...  I've never seen so much blood, sire.") or you've established a giant weasel breeding program to corner the market.

Apparently "a confusion of weasels" and "a boogle of weasels" are both valid collectives for weasels.  If I just came up with a random-ass collective noun for some animal, I wonder how long it would take before google decided it was actually a thing.  Your homework assignment for tonight is to use "a conspiracy of cuttlefish" in a sentence somewhere on the internet (seriously, with those w-shaped pupils and adaptive camouflage, they can't be up to any good).  I look forward to your reports.

End digression

Right. Where was I before I started thinking about snow and weasels?

If the party doesn't have enough MP to traverse the next hex at the end of the day, keep track of how much of the next hex they still need to traverse.  You know, the sensible thing.

I think that's all there is to this.  Should make dealing with the sort of overland adventures in mixed terrain we're doing a touch easier.

Monday, December 7, 2015

Wilderness Fatigue, Quantum Caves

I get the feeling that there is something I'm missing with the mid-level wilderness game.  I'm not super-excited to prep and run it, and my players don't seem particularly excited to be playing it.  On my end there is definitely the possibility of some DM fatigue (supplemented by ordinary work-deadline and performance review fatigue), but I think it's worth considering the pain-points.
  • Wilderness travel is slow
    • It is slow in game-time because of plate and bad terrain.  One good solution to this could be horses...  or rocs.
    • It is slow in real-time because of counting hexes and multiplying for bad terrain.  This is a surprisingly challenging operation to do mentally when crossing multiple terrain types with different multipliers in a single day of travel.  Could definitely stand some automation operating on hexographer map files.
  • Logistics (estimating how many mules they'll need to carry their water) is not exciting, and also time-consuming.
    • Again, automation.  You hire an NPC muleskinner, you tell him how many mans, how many days, and how much slop factor you want, I put that in a script, and I tell you a number of mules and a rations-cost.
    • Logistics gets a lot more exciting if hungry monsters target the tasty, tasty mules over the guys in plate.  The problem here, though, is that if this happens near the end of the journey, your mules are probably mostly empty, and if it happens at the beginning, you can just return home.
  • Random encounter results so far have been unsatisfactory
    • Part of this is that the default random encounter tables don't really fit my setting.  I need to rework them, but for that I also basically need new monsters, and I don't have a good source for monsters in quantity.
      • I want to do Western Marches-style per-biome (Blight, Cinderwood, Bjornskog, Bjornfells, Dvagrfells, Mithrskog, Vestrifen, ...) encounter tables, but hexographer doesn't have a good way to draw biome-division lines.
      • I should also remember to include natural hazards, "roll on adjacent biome table, no chance of lair", and "roll twice and combine" results on these tables
    • I think I've also been confusing the wilderness encounter rate for borderlands travel with the one for fixed settlements in the borderlands, which has led to unusually infrequent random encounters, hence boring travel except when they stumble upon a pre-placed lair (more on that below).
      • I really want to check the math on the radius of civilization that gets generated by large settlements.
  • I've been failing to use dynamic lairs (again).  So far my PCs' routing has taken them through or within spitting distance of some fortuitously-placed lairs, but there are also some that they're basically never going to hit.
    • I also want to start placing dynamic nonlairs; dynamic points of interest.  Wilderness shrines, circles of standing stones, moon portals, magic pools, barrow mounds, runestones, &c.  I call them quantum caves because they're just probability distributions on the random encounter tables until collapsed by observers.  No relation to quantum ogres.
Two things that are going OK are forced marches and my weather subsystem.  The choice to forced-march is one that my players have been making regularly, and they are well-aware of its risks and tradeoffs.  I like that it is a simple choice with consequences.