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Tuesday, June 25, 2013
Dominion - Fun!
Apparently Dominion is what my coworkers play in the office while the machines are crunching numbers and we're blocking on results. Watched a game last night, played two tonight. Didn't win, but had a good time. Always nice to add a new "known fun" game to the repertoire.
Sunday, June 23, 2013
Work-Life Balance - Rather Tilted
Sorry about the lack of updates - work started, and then I went on a surprise week-long training excursion to a distant state. Went sort of like this:
My boss, on Monday: "There's a training thing in Elsewhere, but they're out of slots."
On Tuesday: "There's a training thing in Elsewhere, and a couple of slots opened up, but we're not sure if we can let you go because you're not really in the personnel system yet."
Wednesday morning: "Hey, are you packed and ready to go? Turns out they only have one slot, but you're here early, so it's yours if you have a suitcase in your car. You'd leave today, and it starts tomorrow morning at 8AM."
Being the old-school 'equipment, intel, and preparation for contingencies' person that I am, I did in fact have a loaded suitcase en car, right next to the MREs and sleeping bag. And so here I am, in Elsewhere, working lots of overtime, sleeping little, and learning many interesting things. The food, the folks, and the work are all good, though.
But not doing much gaming. One thing that came out of a facebook discussion is that I need to write a Thrassian Devourer class - a cleric variant with a special Contemplation-like ability to recover spell slots by eating the bodies of fallen foes, implemented mechanically with a combination of the spell point and divine power backends that Alex has been talking about on the fora.
Also, neat setting post from Edward at DM from Outremer. And Micah had a solid post last week on handling monster templates in ACKS by adding *s to their XP value. I guess if I can't actually post, I may as well aggregate.
My boss, on Monday: "There's a training thing in Elsewhere, but they're out of slots."
On Tuesday: "There's a training thing in Elsewhere, and a couple of slots opened up, but we're not sure if we can let you go because you're not really in the personnel system yet."
Wednesday morning: "Hey, are you packed and ready to go? Turns out they only have one slot, but you're here early, so it's yours if you have a suitcase in your car. You'd leave today, and it starts tomorrow morning at 8AM."
Being the old-school 'equipment, intel, and preparation for contingencies' person that I am, I did in fact have a loaded suitcase en car, right next to the MREs and sleeping bag. And so here I am, in Elsewhere, working lots of overtime, sleeping little, and learning many interesting things. The food, the folks, and the work are all good, though.
But not doing much gaming. One thing that came out of a facebook discussion is that I need to write a Thrassian Devourer class - a cleric variant with a special Contemplation-like ability to recover spell slots by eating the bodies of fallen foes, implemented mechanically with a combination of the spell point and divine power backends that Alex has been talking about on the fora.
Also, neat setting post from Edward at DM from Outremer. And Micah had a solid post last week on handling monster templates in ACKS by adding *s to their XP value. I guess if I can't actually post, I may as well aggregate.
Friday, June 14, 2013
Mapping - Rivers
One difficulty I always have with mapping is determining a reasonable density of rivers. This provides an interesting answer - when in doubt, more waterways. Doesn't really show size, but I get the impression that I should never be afraid to throw a creek into a wilderness encounter, or to have ambushers hiding in a dry streambed.
Thursday, June 13, 2013
Domains at War + Roll20
Worked pretty well together, actually. Spent about half as much time assembling unit images (well, getting image editing working on arch linux...) as playing, and ran Battle of the Fangs against myself. It was extremely bloody and inconclusive; by the end, the only units left on-table were the chieftain's unit of ogres and the palatine's cataphracts. There was a moment where the last other human units had been eliminated (the archers finally got pulped by the ogres, and the last stand of heavy infantry, disordered and facing the map edge with 1 uhp remaining, voluntarily retreated), the cataphracts had 1 uhp left, and the beastmen still had six units on-table, where I kind of went "A sane commander would voluntarily retreat now to screen his army during the pursuit phase... but we're both over the break point, and my morale's better. If I evade and knock off one or two more units via archery and shock rolls, I think they'll collapse under morale." And they did, and it came down to the two elite units with commanders, both of whom were going to converge on full hit points via rallying... and I got bored. I expect eventually the ogres would roll a Flee result, and be run down by the cataphracts. Perhaps we need a rule for advancing off the enemy's table edge.
I also realized that during our previous game, we had used a much larger map than intended - I think we may have gotten the orientation wrong. Also, we missed the rule that "The target [of an attack to be declared] must be a unit that has not already been attacked this command phase, if possible," which helped pile damage on the ogres. Terrain this time consisted of a few hills and a lake, and was not of much import, though the hills did generate a few to-hit bonuses and provided cover for the light cavalry from the orcish crossbows a few times. Now I'm curious to start playing with the formula - wolf-riders, goblins instead of orcs, human conscript infantry, more terrain, mid-level characters, and so forth.
I also realized that during our previous game, we had used a much larger map than intended - I think we may have gotten the orientation wrong. Also, we missed the rule that "The target [of an attack to be declared] must be a unit that has not already been attacked this command phase, if possible," which helped pile damage on the ogres. Terrain this time consisted of a few hills and a lake, and was not of much import, though the hills did generate a few to-hit bonuses and provided cover for the light cavalry from the orcish crossbows a few times. Now I'm curious to start playing with the formula - wolf-riders, goblins instead of orcs, human conscript infantry, more terrain, mid-level characters, and so forth.
Wednesday, June 12, 2013
Midnight ACKS: Further Thoughts
Upon further discussion of the matter with my brother, I think I was wrong.
Robin Hood is the wrong way to play Midnight+ACKS. It's the stupid-hero way, and it is a good way to get killed in short order.
The right way is closer to what my Midnight True20 players did back in 2011 or so. That party of escaped slaves had a Dornish former mercenary, a gnomish channeler, and a halfling thief. They put the halfling in chains, attached the gnome as a mercantile aide, and walked right in to the Governor of Highport's keep looking for work. And work they got, in the name of the Shadow - temporary service with a legate who needed a champion for a challenge by combat for the mercenary and miscellaneous servant's work for the others, which allowed them to pass unnoticed and intercept the delivery of their own wanted posters. Then they sprung a crew of gnomes out of slavery, sabotaged the harbor defenses, walked on to a ship and said "Hello, we're here on orders from X legate with our crew of gnomish slaves," and sailed on out like nothing was up, with the city of 20,000 orcs none the wiser.
That's how you play Midnight. Deception, cunning, and occasionally giant cojones / refuge in audacity. Midnight is not a place for heroes after the paladin in shining moral armor model, but rather for rat bastards who lie, cheat, and steal to get by.
Very suitable for old-school play, indeed. This is combat as war brought out of the dungeon and into town. I might need some new statistics for enemy leadership (loyalty, integrity, cruelty, stats like that) as guidelines for making their behavior consistent... and I will need to look at and build towns as another adventure locale. Though given some experiences with ACKS, Tim and Drew might argue that's something I already do.
I also realized that ACKS' solid values for mercantile goods would be extremely useful in a Midnight-like barter economy, since you could use them to award consistent XP for hijacking caravans and ships, as well as as currency. The other wonderful thing is that with Domains at War, I can figure out exactly what sort of orc-density a territory would need to be considered 'controlled' by the Shadow, what level of legate might command a company of 120 orcs out hunting for rebels in the woods, and how to reasonably resolve strategic wilderness movement, detection, and combat between those 120 orcs and a band of Merry Men, should the PCs decide to do the stupid, heroic thing, or to lead double-lives as collaborators and conspirators with both the Shadow and the Resistance. No fiat about it.
Robin Hood is the wrong way to play Midnight+ACKS. It's the stupid-hero way, and it is a good way to get killed in short order.
The right way is closer to what my Midnight True20 players did back in 2011 or so. That party of escaped slaves had a Dornish former mercenary, a gnomish channeler, and a halfling thief. They put the halfling in chains, attached the gnome as a mercantile aide, and walked right in to the Governor of Highport's keep looking for work. And work they got, in the name of the Shadow - temporary service with a legate who needed a champion for a challenge by combat for the mercenary and miscellaneous servant's work for the others, which allowed them to pass unnoticed and intercept the delivery of their own wanted posters. Then they sprung a crew of gnomes out of slavery, sabotaged the harbor defenses, walked on to a ship and said "Hello, we're here on orders from X legate with our crew of gnomish slaves," and sailed on out like nothing was up, with the city of 20,000 orcs none the wiser.
That's how you play Midnight. Deception, cunning, and occasionally giant cojones / refuge in audacity. Midnight is not a place for heroes after the paladin in shining moral armor model, but rather for rat bastards who lie, cheat, and steal to get by.
Very suitable for old-school play, indeed. This is combat as war brought out of the dungeon and into town. I might need some new statistics for enemy leadership (loyalty, integrity, cruelty, stats like that) as guidelines for making their behavior consistent... and I will need to look at and build towns as another adventure locale. Though given some experiences with ACKS, Tim and Drew might argue that's something I already do.
I also realized that ACKS' solid values for mercantile goods would be extremely useful in a Midnight-like barter economy, since you could use them to award consistent XP for hijacking caravans and ships, as well as as currency. The other wonderful thing is that with Domains at War, I can figure out exactly what sort of orc-density a territory would need to be considered 'controlled' by the Shadow, what level of legate might command a company of 120 orcs out hunting for rebels in the woods, and how to reasonably resolve strategic wilderness movement, detection, and combat between those 120 orcs and a band of Merry Men, should the PCs decide to do the stupid, heroic thing, or to lead double-lives as collaborators and conspirators with both the Shadow and the Resistance. No fiat about it.
Tuesday, June 11, 2013
ACKS - A Thief Variant
One of our complaints about thief (and other classes using the thief skills, like assassin) was that their skills were so unreliable as to be useless at low levels, but really ridiculously good at high levels, for all skills across the board. The only means of skill specialization was through a handful of proficiencies like Alertness, Skulking, Cat Burglary, and so forth, and for the most part thieves were minimally differentiable from each other - fighters get frequent class proficiencies and a wide variety of gear to choose from, wizards get spell selection, and thieves get... not all that much, especially considering that Precise Shooting is almost a class proficiency tax on low-level thieves. At least in fighter-stacked parties, the argument was "Yeah, you could take the second line with a spear... but we'd rather have a fighter in plate with a polearm, because his to-hit and damage are better due to high strength and fighter damage bonus. Plus, if the first rank falls apart then we still have a solid second line rather than a guy in leather with d4 HP. So no, stand behind us with a crossbow and be quiet." Thus were thieves relegated to archery, then largely replaced in that function by explorers, who were better at it, which moved thieves to strictly henchman-in-town status.
So, the two aims of this alteration - make thief skills better at low levels and marginally more difficult at high levels, and provide a means of significant differentiation between thieves by way of skill choice.
The essential conceit here is to make thief skills function like tiered proficiencies, with target values 22+/18+/14+/10+/6+/2+. Find Traps and Hear Noises both have base difficulties of 18+ (the value at which anyone may attempt them), while Open Locks, Remove Traps, Pick Pockets, Move Silently, and Hide in Shadows have base difficulties of 22+ (not possible to use untrained). Backstab has a base value of +2 to hit and x1 damage, then progresses +4x2/+4x3/+4x4/+4x5. Climb Walls, Read Languages, and Use Scrolls are all odd. I'm inclined to use Arcane Dabbling as a precedent for Use Scrolls, with a base DC 22+, base trained DC of 18+, and then make advancement 'easy' since it usually grows at 2/level, unlike most of the other thief skills - perhaps 18+/13+/8+/3+ rather than the usual progression. Climb Walls and Read Languages both fall into the 'start off easy and don't grow that quickly, but not available to non-thieves' category. I guess --/6+/2+ would work for both; sort of considering adding another tier, for --/10+/6+/2+, but curious to hear some feedback first.
A class whose thief value provides it n skills (after any tradeoffs for proficiencies and custom powers) starts with n skills 'trained' and the remainder untrained. For example, assassin's thief value of 1 provides it 3 skills. It starts with Hide in Shadows, Move Silently, and Backstab trained, at 18+, 18+, and +4/x2. It can also Find Traps and Hear Noises on 18+ (their untrained values), but cannot Remove Traps (for example) because the untrained value of RemTraps is 22+. A thief, by comparison, gets 10 skills, and chooses Read Languages as the one to not be trained in at 1st level. This gives a 1st-level thief 18+ for most standard thief skills, 14+ for Find Traps and Hear Noises, 6+ for Climb Walls, 18+ for Use Scrolls, and +4/x2 backstab. If you wanted to keep the 'core skills' closer to the normal values, choose Find Traps as the untrained; then you have 18+ on Find Traps like a normal 1st-level thief, but gain Read Languages at 6+ (this is one reason I think a 10+ tier for Climb and Read might not be a bad thing).
The number of 'skill advances' a class receives per level is a function of how many skills it has. A class with n skills should receive n/4 advances per level on average (I considered taking the Level-Lock Tradeoff rules and basing advancement off of those, but those were going to be more complicated, and would've done poorly with classes that did partial trade-offs like Venturer). Thus, an assassin with three skills gains three skill advances spaced out evenly over every four levels - one each at 2nd, 3rd, 4th, 6th, 7th, 8th, 10th, 11th, 12th, and 14th ought to do. A thief with 10 skills would get 2.5 advances per level, so 2 advances at each even level and 3 at each odd level after 1st. A character may spend an advance to raise the rank of an existing skill by 1 (eg, Hear Noises from 14+ to 10+) or to raise an untrained skill to trained (so an assassin might slow his stealth growth to pick up Climb Walls at 6+ rather than burning a class proficiency on Climbing).
Potential pitfalls:
So, the two aims of this alteration - make thief skills better at low levels and marginally more difficult at high levels, and provide a means of significant differentiation between thieves by way of skill choice.
The essential conceit here is to make thief skills function like tiered proficiencies, with target values 22+/18+/14+/10+/6+/2+. Find Traps and Hear Noises both have base difficulties of 18+ (the value at which anyone may attempt them), while Open Locks, Remove Traps, Pick Pockets, Move Silently, and Hide in Shadows have base difficulties of 22+ (not possible to use untrained). Backstab has a base value of +2 to hit and x1 damage, then progresses +4x2/+4x3/+4x4/+4x5. Climb Walls, Read Languages, and Use Scrolls are all odd. I'm inclined to use Arcane Dabbling as a precedent for Use Scrolls, with a base DC 22+, base trained DC of 18+, and then make advancement 'easy' since it usually grows at 2/level, unlike most of the other thief skills - perhaps 18+/13+/8+/3+ rather than the usual progression. Climb Walls and Read Languages both fall into the 'start off easy and don't grow that quickly, but not available to non-thieves' category. I guess --/6+/2+ would work for both; sort of considering adding another tier, for --/10+/6+/2+, but curious to hear some feedback first.
A class whose thief value provides it n skills (after any tradeoffs for proficiencies and custom powers) starts with n skills 'trained' and the remainder untrained. For example, assassin's thief value of 1 provides it 3 skills. It starts with Hide in Shadows, Move Silently, and Backstab trained, at 18+, 18+, and +4/x2. It can also Find Traps and Hear Noises on 18+ (their untrained values), but cannot Remove Traps (for example) because the untrained value of RemTraps is 22+. A thief, by comparison, gets 10 skills, and chooses Read Languages as the one to not be trained in at 1st level. This gives a 1st-level thief 18+ for most standard thief skills, 14+ for Find Traps and Hear Noises, 6+ for Climb Walls, 18+ for Use Scrolls, and +4/x2 backstab. If you wanted to keep the 'core skills' closer to the normal values, choose Find Traps as the untrained; then you have 18+ on Find Traps like a normal 1st-level thief, but gain Read Languages at 6+ (this is one reason I think a 10+ tier for Climb and Read might not be a bad thing).
The number of 'skill advances' a class receives per level is a function of how many skills it has. A class with n skills should receive n/4 advances per level on average (I considered taking the Level-Lock Tradeoff rules and basing advancement off of those, but those were going to be more complicated, and would've done poorly with classes that did partial trade-offs like Venturer). Thus, an assassin with three skills gains three skill advances spaced out evenly over every four levels - one each at 2nd, 3rd, 4th, 6th, 7th, 8th, 10th, 11th, 12th, and 14th ought to do. A thief with 10 skills would get 2.5 advances per level, so 2 advances at each even level and 3 at each odd level after 1st. A character may spend an advance to raise the rank of an existing skill by 1 (eg, Hear Noises from 14+ to 10+) or to raise an untrained skill to trained (so an assassin might slow his stealth growth to pick up Climb Walls at 6+ rather than burning a class proficiency on Climbing).
Potential pitfalls:
- Super-stacking everything into one skill. A third-level thief could max out a single skill at the expense of all others if he so desired. At the very least, a restriction that one can't put more than one advance per level into any given skill might be wise.
- Backstab - 3rd-level assassins with x4 backstab are a concerning possibility. Backstab might warrant a 'no more than one advance per three levels' exception. I think I'm OK with people accelerating their backstab progression some at the cost of their skills, but not all the way up to once per level, or even once per two levels.
- Interoperability with existing +skill proficiencies. I think this would mostly work itself out; Skulking still gets you +2 to Hide in Shadows and Move Silently, Lockpicking still gets you +2 to open locks, and so forth. I'm inclined to keep 2+ as a hard floor for difficulty, though. Where this does get weird is with proficiencies like Climbing and Eavesdropping that let you do X as a thief of your level. Again, I think we could mostly leave those alone and have them refer to the original skill table. About the weirdest I could see coming of this would be like... an Assassin with Alertness and Eavesdropping who also put advances into Hear Noises. But that would be rather silly because of opportunity cost, both in class proficiencies and skill advances.
- Hijinks. Fortunately, the hijink income results are a function of level, not of skill result. Being specialized in a single skill would let you succeed more often, but would not boost the yield per successful hijink (except Smuggling and Stealing...). I'd also argue (from the heist genre, at least) that thieves should be specialists in a relatively narrow range of hijinks. One change I might be concerned about here is that Find Traps got easier, which makes Treasure Hunting more appealing. On the other hand, I'm a firm believer that Treasure Hunting is a vital component of thief party-support play in the mid-levels, so... not horribly concerned about making it slightly better. In any case, it might be prudent to slightly adjust hijink yields down across the board to account for the possibility of increased success rate at low/mid levels. On the other hand, keeping the high end the same is also somewhat appealing, since that's how realms are funded... I'd also not be averse to building a streamlined 'abstract/generic hijinks' system, which largely dispenses with the link between individual skills and risk/reward balance. Instead, choose a risk/reward level, and make a throw with a target value based on your level. More like the Magic Research throw than being linked to individual skills. And then hey, we could add Dex in there like Magic Research adds Int.
- NPCs. I don't want to have to choose a bunch of skill advances for NPC thieves. Fortunately, this should work sort of close-enough to the book thief skill values over time that I shouldn't need to for mooks, but if there were an infamous cat burglar repeatedly burglarizing the PC lords' vaults, I'd be able to customize for that.
- More generally, complexity. Choosing 2-3 things per level as a thief is a lot slower than just rolling HP and maybe choosing a proficiency like most classes do. The only classes that gets something comparable in complexity are arcane casters, but there it's somewhat delayed because spell formula availability for repertoire loading is limited. On the other hand, this is a lot simpler than a full skill-point system, where a thief would get like... 10 points per level to allocate between skills. I could see trading two skills for proficiencies on the thief, and then making is a flat 2 advances per level for simplicity's sake, with the dropped skills being Use Scrolls and Find Traps, and the gained proficiencies being... I dunno, Arcane Dabbling and something else useful. Why the heck isn't Disguise on the Thief class profs list, anyway?
- Levelling rate. Nominally this should keep the power of the class close to its original value, but that's a hard thing to tell without any playtesting. Being able to pick and choose capabilities to specialize in might be worth an XP surcharge.
Monday, June 10, 2013
More Thoughts on ACKS Midnight - Races
Funny that I hadn't really thought to apply the Player's Companion and Domains at War material to Midnight before last night...
One design goal is opening up the race/class combinations field a little bit, so most of these are written as booleans - one is a dwarf, or one is not (with a few dwargish exceptions). That said, it would be pretty straightforward to expand them to varying-points.
And then hero paths... are hard. Something for another night.
One design goal is opening up the race/class combinations field a little bit, so most of these are written as booleans - one is a dwarf, or one is not (with a few dwargish exceptions). That said, it would be pretty straightforward to expand them to varying-points.
- Dwarves - the mountain fey are renowned for their toughness. The simplest setup I can think of is +1 to HD value (ie, dwarf fighters -> d10 HD), +1 HP/level after 8th, +saves and stonecunning as usual, and max level 12th. They're bad at magic, and so reduce the arcane value of any class by 1 point to a minimum of 0 (and recoup an XP discount as appropriate). Possible add-ons, depending on how close to Midnight one is playing it, would include natural armor, Goblin-Slaying, Fighting Style, Craft, or Martial Training (Dorf Weapons). Good classes include fighter, barbarian, bard, and thief.
- Sidenote - pricing 'add-on' proficiencies in terms of XP value is tricky. This has some rough guidelines that seem to work out more-or-less to about +40XP per set proficiency, with some rounding. That seems like it might provide the basis for something like Midnight's hero paths in future...
- Elves - I'm OK with making Divine the major thing for all flavors of elf, and just altering their spell lists and class profs a little for subraces. Elf does come in levels, with with Elf 1 giving DV1 and min wis 9. Elf 2 has DV2 and min wis 11, elf 3 -> DV3 min wis 13, and elf 4 -> DV4 min wis 15. Now high wisdom does get you extra divine spells!... at the cost of slower levelling. Not really sure how scaling minimum ability score reqs would work with prime reqs; pretty sure it would be OK, since your XP-to-level would rise much faster than the prime req percentage, so elves might add Wis as a prime req too.
- Halflings and gnomes - +thief value, small stature, some save bonuses, and some proficiencies that make sense. Gnomes probably get Seafaring, Diplomacy, and Bribery. Gnome min stat is Cha 9+. Halflings are a little trickier, since Midnight's halflings have multiple flavors. Something like Hide in Shadows, Hear Noises, and Climb Walls probably works for both, min dex 9+. Halflings with Int 9+ can also qualify to pick up Arcane Value 1 at appropriate XP costs and reduction of max level. Halfling thieves... I dunno, maybe get Alertness, Skulking, and Cat Burglary instead. This kind of ties in to how I wanted to rebuild thieves anyway, but that's another post.
- Humans - I really just want to leave humans alone, with the exception of possible tweaks to class proficiency lists.
- Orcs - +1 fighting value, some natural armor, min strength 9, inhumanity. Still not sure how I want to handle dark/infravision yet. I like that +1FV makes 1st-level orc fighters fight as orcs from the monster listings.
- Half-breeds: Not seeing a good way to differentiate some of these. If you want to play a dwarrow, play a gnome or a dwarf and make it part of the fluff. Elfling sort of likewise; might work as halfling + another point of thief value, but mostly it's just more halfling without being any different. I know an elfling assassin player who would be very happy if they got Acrobatics. Dworg... might work as dwarf +1 fighting value and min str 9, with a great heaping dose of Inhumanity social penalties and daylight vulnerability.
And then hero paths... are hard. Something for another night.
Sunday, June 9, 2013
A Perfect Setting for Divine Elves
One of the original notions from the Dragonsfoot thread that spawned Micah's divine elves for ACKS was that in the Lord of the Rings model, healing and support functions fell to elves rather than Old Testament-flavor clerics, and that one potential 'OSR alternate history' would be to run a game with elves replacing clerics rather than duplicating their capabilities.
And so upon further consideration, I believe Midnight is a perfect setting for such a substitution. On the immediate / explicit level, it's already a setting where all true clerics are evil and the elves do have innate 'elf powers' like speaking through the whisperwood. On the implicit level, it's a setting which is essentially a twist on Tolkein. This is one of the endearing things about it, I think - anyone who has read Tolkein already has a feel for it. The one-sentence pitch is really "What if Sauron won?", and everything else is just massaging for intellectual property and adherence to the way D&D is usually played.
And so, if any setting other than Middle Earth itself would do well with the Tolkeinesque substitution of divine elves for clerics among PCs, it would be Midnight.
Aaaand now I want to run Midnight ACKS again. Damnit.
And so upon further consideration, I believe Midnight is a perfect setting for such a substitution. On the immediate / explicit level, it's already a setting where all true clerics are evil and the elves do have innate 'elf powers' like speaking through the whisperwood. On the implicit level, it's a setting which is essentially a twist on Tolkein. This is one of the endearing things about it, I think - anyone who has read Tolkein already has a feel for it. The one-sentence pitch is really "What if Sauron won?", and everything else is just massaging for intellectual property and adherence to the way D&D is usually played.
And so, if any setting other than Middle Earth itself would do well with the Tolkeinesque substitution of divine elves for clerics among PCs, it would be Midnight.
Aaaand now I want to run Midnight ACKS again. Damnit.
Friday, June 7, 2013
Divine Elves - Proposed Spell List
Well, this was going to be a post on this thread, but autarch's forums are 504'ing me again, so it's going here instead. As context, there's been some discussion of cherry-picking spells for custom divine classes, and how it may cause the Divine value, particularly from a +divine race like divine elves, to be too small for what the class is getting. Hence, for the development of my own divine elf classes, I wanted to build a list which captured 'elfy' divine spellcasting and would constrain me from going out and stealing arcane spells.
Thematically, this list captures the following capabilities:
- Elves are good at fixing people. Stabbed with a morgul-iron blade? They have a spell for that.
- Elves know things beyond human kenning. The list has a lot of divination as a result. Also read languages, glyph of warding, ESP, speak with plants and animals, eye of the eagle, and tongues.
- Elves are enchanting in their natural beauty, and as a result can charm, enthrall, and inspire others. However, they prize free will, and as a result lack access to 'direct' enchantments like Command and Hold spells (some academics hold that it is not moral opposition but their essentially fey and fickle nature; a prank is no good if the target lacks the agency to bring about their own downfall)
- Elves are attuned to nature and natural forces, and are at home in the wilderness. They can speak with, summon, enbiggen, and command animals and plants, as well as controlling the winds and creating fog. They're also sneaky in the wilderness. They avoid fire and lightning, however, as these threaten their natural habitats, and they find indiscriminate destruction distasteful and lacking in finesse or grace.
- Elves are the favored firstborn children of celestial powers, and as a result have power over light and can repel creatures of darkness and provide protection to others.
1s (need to prune a few of these to get down to 15):
Cure Light Wounds
Delay Disease
Detect Danger
Detect Evil
Detect Magic
Faerie Fire
Fellowship
Light
Locate Animal or Plant
Pass Without Trace
Predict Weather
Protection from Evil
Purify Food and Water
Read Languages
Remove Fear
Resist Cold
Sanctuary ('Elbereth')
Salving Rest (the canonical 'hang out in Rivendell for a week and you feel much better' spell)
2s:
Augury
Bless
Charm Animal
Chameleon (gotta have some way to make those cloaks and boots...)
Cure Moderate Wounds
Delay Poison
Detect Charm
Divine Grace
Enthrall
Holy Chant
Obscuring Mist
Resist Fire
Silent Step
Speak with Animals
Warp Wood
3s:
Charm Person
Continual Light
Cure Blindness
Cure Disease
Cure Major Wounds
Detect Curse
ESP
Eyes of the Eagle
Glitterdust
Glyph of Warding
Growth of Animals
Locate Object
Prayer
Remove Curse
Sphere of Visibility
4s:
Command Animals
Create Water
Cure Serious Wounds
Death Ward
Dispel Magic
Divination
Fate
Neutralize Poison
Prot Evil Sustained
Speak with Plants
Spirit of Healing
Sticks to Snakes
Summon Animals
Tongues
Vigor
5s:
Atonement
Commune
Control Animals
Control Winds
Cure Critical Wounds
Create Food (sprinkles seeds on the ground and asks them politely to grow)
Fear
Growth of Plants
Quest
Reincarnate
Restore Life and Limb
Scry
Strength of Mind
Summon Weather
True Seeing
Thursday, June 6, 2013
Markov-Chain Name Generation
I haven't had internet for the last week, and honestly it was mostly rather nice. Moved, got furniture, did a lot of leisure reading largely undistracted. My modem came in today, though, so now I'm back, and am pleased to report that last night I wrote a simple script to tear apart names from the Onomastikon, find general probabilistic patterns of "given that the last n letters have been 'abc', the probability the next letter is 'd' is .9" using a markov chain of arbitrary order, and then generate great heaping piles of NPC or PC names which sound vaguely like they're from a particular part of the world.
Here's a sample of names derived from Medieval male German names (note that this set of names is comprised solely of names generated by the algorithm that were not in the original sample):
Adalberdus
Adalbertus
Adelstein
Aganhard
Aginhardus
Aginmund
Alarich
Albert
Albgastne
Albirichart
Amalrichart
Andhariman
Anshelm
Anshelmhart
Ansoberct
Ansobertus
Aranoldus
Archari
Archimbald
Arenher
Arenheri
Arenheribehrt
Arnolf
Arnwaldheri
Audegerus
Audes
Bald
Baldemar
Beraht
Berht
Berhtolfus
Berich
Bericus
Berinhart
Bernandus
Bert
Burcharat
Burgundo
Chonradus
Chonrat
Chustaf
Cunrad
Deigenandus
Diderich
Ditmar
Draganald
Ebert
Eburhard
Eckardis
Edelstan
Egino
Eidhere
Eidheri
Eidheribehrt
Einolf
Embricus
Emelrich
Emmericus
Ercanbaldavin
Ermenold
Ermenolf
Ernoldus
Ernus
Faramundo
Faramus
Fersomeric
Fersomerich
Fersomericus
Filiberct
Filibertus
Flanberct
Fraomanifred
Frid
Frideberht
Frideric
Fridus
Gadfridus
Gairbertus
Gairhart
Garih
Gast
Gautzelinus
Gebhardus
Gelfradulf
Gerbert
Gerbodolev
Gerbodoloff
Gerhard
Gerhartmudus
Gernardus
Giselbertilo
Gisilbertus
Glaupertus
Godafridus
Godesmann
Godohard
Godohelmhart
Godscalo
Gomerico
Gomericus
Gosberthar
Gosbertus
Gotzstaffus
Gundo
Gundus
Guntar
Guntmarus
Guntramund
Haimiricho
Hannes
Hapert
Hari
Harimannus
Hariwaldhere
Harpernust
Hart
Hartmann
Heimer
Heimeric
Heimeris
Helfradulnus
Helm
Helmus
Heri
Hertwinus
Hildebert
Hildebraht
Hildegar
Hildibragtus
Hluodohardus
Hnaufrid
Hrodeberhtolf
Hrodebertus
Hrodricho
Hrudoldus
Hrudolfus
Hruodlandico
Hunbert
Hunbertus
Isenbardo
Jofrid
Johanno
Judberthard
Judbertilo
Kuonrad
Lallobaudus
Land
Landeberht
Landeberhtolf
Landobald
Landobertus
Launobaud
Leonhart
Liukardus
Luitfrid
Luitgar
Lvfridericus
Lvfridurih
Madulf
Maganbold
Maganboldus
Magin
Maginfridus
Maginmund
Maginradus
Malberdus
Mallo
Mallobaudus
Manifrid
Manius
Meinfred
Meinfrid
Merobaud
Merobaudus
Mund
Nordemannus
Nordemar
Nordemarus
Ortolf
Radus
Raga
Raganbold
Raganboldus
Raganhardus
Raganheri
Raginmundo
Ragino
Raginolf
Reinbold
Richo
Ricohardus
Rudegaud
Rudolf
Rutha
Rutharimann
Sibert
Sibold
Sibrandus
Sifrid
Sigenhard
Stallobaud
Starchembalt
Tallobaudes
Thanchard
Theodemannus
Theodila
Theodorieks
Thiudoricus
Ulrich
Walahfridus
Wald
Waldhari
Waldhariwald
Waldhart
Waldheri
Walhbertus
Warenvald
Warin
Warinhard
Weidhar
Weidhartmann
Wercho
Wibilo
Widogastne
Willehelmus
Winther
Withar
I want to do town names next. Still working on getting a good place to store my scripts for proper sharing, though...
Here's a sample of names derived from Medieval male German names (note that this set of names is comprised solely of names generated by the algorithm that were not in the original sample):
Adalberdus
Adalbertus
Adelstein
Aganhard
Aginhardus
Aginmund
Alarich
Albert
Albgastne
Albirichart
Amalrichart
Andhariman
Anshelm
Anshelmhart
Ansoberct
Ansobertus
Aranoldus
Archari
Archimbald
Arenher
Arenheri
Arenheribehrt
Arnolf
Arnwaldheri
Audegerus
Audes
Bald
Baldemar
Beraht
Berht
Berhtolfus
Berich
Bericus
Berinhart
Bernandus
Bert
Burcharat
Burgundo
Chonradus
Chonrat
Chustaf
Cunrad
Deigenandus
Diderich
Ditmar
Draganald
Ebert
Eburhard
Eckardis
Edelstan
Egino
Eidhere
Eidheri
Eidheribehrt
Einolf
Embricus
Emelrich
Emmericus
Ercanbaldavin
Ermenold
Ermenolf
Ernoldus
Ernus
Faramundo
Faramus
Fersomeric
Fersomerich
Fersomericus
Filiberct
Filibertus
Flanberct
Fraomanifred
Frid
Frideberht
Frideric
Fridus
Gadfridus
Gairbertus
Gairhart
Garih
Gast
Gautzelinus
Gebhardus
Gelfradulf
Gerbert
Gerbodolev
Gerbodoloff
Gerhard
Gerhartmudus
Gernardus
Giselbertilo
Gisilbertus
Glaupertus
Godafridus
Godesmann
Godohard
Godohelmhart
Godscalo
Gomerico
Gomericus
Gosberthar
Gosbertus
Gotzstaffus
Gundo
Gundus
Guntar
Guntmarus
Guntramund
Haimiricho
Hannes
Hapert
Hari
Harimannus
Hariwaldhere
Harpernust
Hart
Hartmann
Heimer
Heimeric
Heimeris
Helfradulnus
Helm
Helmus
Heri
Hertwinus
Hildebert
Hildebraht
Hildegar
Hildibragtus
Hluodohardus
Hnaufrid
Hrodeberhtolf
Hrodebertus
Hrodricho
Hrudoldus
Hrudolfus
Hruodlandico
Hunbert
Hunbertus
Isenbardo
Jofrid
Johanno
Judberthard
Judbertilo
Kuonrad
Lallobaudus
Land
Landeberht
Landeberhtolf
Landobald
Landobertus
Launobaud
Leonhart
Liukardus
Luitfrid
Luitgar
Lvfridericus
Lvfridurih
Madulf
Maganbold
Maganboldus
Magin
Maginfridus
Maginmund
Maginradus
Malberdus
Mallo
Mallobaudus
Manifrid
Manius
Meinfred
Meinfrid
Merobaud
Merobaudus
Mund
Nordemannus
Nordemar
Nordemarus
Ortolf
Radus
Raga
Raganbold
Raganboldus
Raganhardus
Raganheri
Raginmundo
Ragino
Raginolf
Reinbold
Richo
Ricohardus
Rudegaud
Rudolf
Rutha
Rutharimann
Sibert
Sibold
Sibrandus
Sifrid
Sigenhard
Stallobaud
Starchembalt
Tallobaudes
Thanchard
Theodemannus
Theodila
Theodorieks
Thiudoricus
Ulrich
Walahfridus
Wald
Waldhari
Waldhariwald
Waldhart
Waldheri
Walhbertus
Warenvald
Warin
Warinhard
Weidhar
Weidhartmann
Wercho
Wibilo
Widogastne
Willehelmus
Winther
Withar
I want to do town names next. Still working on getting a good place to store my scripts for proper sharing, though...