Monday, October 14, 2013

A Unique and Special Snowflake

As I was making dinner, I got to thinking about Aristocratic games and, in particular, the notion that PCs are supposed to be unique and special.  Being a math nerd, it got me wondering, "What is the probability that, rolling on 3d6 in order, you will roll a set of stats that you have rolled before?  How many ACKS PCs do you need to roll (in expectation) before you will get one which is not unique-from-your-perspective in terms of ability scores?"

This, it turns out, is not immediately obvious to me.  It looks like a variation on the coupon-collector's problem, except that the coupons have varying base probability, which is not really something accounted for in the typical formulation of the problem.

This is going to be fun!  But I should perhaps leave solving it for another night, ideally one where I do not need to work the next morning.

(And if someone finds a known general form, don't tell me.  Well, maybe tell me that one exists, but no spoilers.  And if I solve this one, I may move on to 'functionally unique', in terms of ability score modifier bands.  Actually that might be a simpler form to solve first...)

Sunday, October 13, 2013

Today in Herpetology...

I learned that komodo dragons have only cones in their eyes (no rods), which means their night vision is terrible.  Suddenly, the fact that lizardfolk are one of the only three races in 3.x lacking low-light or darkvision makes way more sense (the other two were halflings and humans), and I no longer feel bad at all for removing Thrassian class darkvision.  Komodos also have only a single earbone per ear, which results in a much-reduced range of hearing compared to humans.  The implications for lizardman language are interesting.

On the flip side, they can smell carrion from 2.5-6 miles away, which means that hauling the bodies of your fallen comrades back with you permits monitor-lizard-men to pursue you on wilderness-map scales...

("Thanks wikipedia!" - my players, being pursued by lizardmen)

Thursday, October 10, 2013

Darkest Dungeon

This looks like fun... (possibly !!!FUN!!!).  The OSR megadungeon-crawling experience comes to video games.  And they're planning to have a linux version, too.

Wednesday, October 9, 2013

Colonial Battlefleet - First Game

Played a game of CBF against Matt yesterday evening, and it went fairly well.  We rolled 2d10 for tech points, receiving 13 each (not very many), then decided to play an Unprepared Defense scenario, as was suitable for our actual unpreparedness.  Fleets were constructed, point values were misunderstood, and we ended up with two fleets of three ships each.  I sort of won, by taking out his two escorts and reducing his battleship to half hull while he had only inflicted 1/3 damage on each of my escorts and none on my battleship, so we called it because it was getting late.  Observations:
  • This system loves big, fat battleships.  The fleet composition rules favor them, the caps on defensive systems and weapons per battery favor them, and the weapon availability table favor them.  An armor-10 battleship with heavy railguns and some sort of shield-stripper weapon (phasers, heavy phasers, torps) is nigh-invulnerable to the fire of light ships and can destroy them with impunity.  It fears only other battleships (and possibly things carrying lots of anti-ship missiles or heavy torps).  Matt commented at one point that this was "OGRE in space."
  • I am not yet sure what the proper function of light ships is.  Filling out extra tonnage available after buying a battleship is good, but having two smaller battleships instead is probably better.  The light ship roles (scout, screen) seem like useful support functions but I'm also sort of dubious of light ships' ability to survive near battleships.  They are also good, however, for jumping in front of missiles to protect your battleship (unless destroyed by enemy fire first).  I guess "cloak in, launch ASGMs at close range, run away" might work.
  • Missiles are sort of scary because they ignore shields, come in packs, are hard to shoot down, and penetrate armor well, but can also only move in a fairly restricted lattice pattern (think bishops in chess).  Humans are liable to make mistakes and move ships into missile-threatenable areas, but I suspect an optimalish computer player could avoid them most of the time.
  • Max shields + Defender is pretty good.  I had a pair of cruisers constructed in this fashion, and each was capable of surviving about three turns of close-range fire from Matt's battleship.
  • Maneuver is tricky; I went fast, Matt went slow, and I ended up making two passes through his line.  Movement seems much more important than in Starmada (despite wider firing arcs), and the trick I think is keeping one's own concentration of force tighter than that of one's enemy.  This permits you to focus the fire of multiple ships on a single shield facing of a single target, while causing the enemy to split his fire across multiple of your shield facings (though this can also be bad if those are the weaker rear facings).  Their inertial system, while unrealistic for space, played pretty well (except when we forgot to write down new velocities) and added a nice wrinkle.
  • Initiative and the tactical vs aggressive decision is really important.  Matt had a flagship for +init, but my d10s were hot and I won init for three decisive turns in a row (wherein I did most of my damage).  And then he started winning init again and I started running away from his battleship that I could barely hurt.
  • Fighters are more annoying than lethal, but can serve to knock down shields and let punchy weapons through.  I could see a carriers+railguns fleet working pretty well.  I also want to try a quantum+laser fleet with phasers for breaking shields and disruptors for hull, with ASGMs for punching through on heavily-armored targets like BBs.
  • I think spacial disruption torps, grapeshot, and missiles all sort of serve the aim of breaking up enemy concentrations so you can achieve superior densities of fire.
In any case - an interesting and fun game.

Sunday, October 6, 2013

RennFest, Colonial Battlefleet, and Setting Work

Just what it says on the tin:

Had a good time at the Maryland Renaissance Fair(e) this weekend.  Rediscovered mead; much like honeyed whiskey, but with strong overtones of water.  The jousting at German renn faires was better, but this one had elephants and pythons and a cursing well which I am stealing for my upcoming campaign, so hey.

Also picked up a copy of Colonial Battlefleet from the wargame vault today.  Interesting system.  Their initiative mechanic and the roles mechanism are both interesting changes from Starmada, and the fact that they provide a Big List of Weapons should prevent some of the guncheese we had in Starmada: Admiralty. I don't like how they laid out said table (by weapon tonnage, rather than alphabetically by weapon name or weapon 'family'), but that is at least a useful ordering during ship contruction.  Their shields are also very different from S:AE shields (would be interested in seeing some non-forward-focused shields, but I'm happy enough as-is without the extra complexity).  I like the way they handled tech levels, mostly, except for Laser Weaponry, which I think they screwed up with regards to Screen role availability.  One thing that does torque me off a little is some of the really implausible faux science used to justify mechanics that are in place for game balance reasons - things like "When you teleport something, all inorganic chemical reactions in it cease.  As a result, you can only teleport marines, not bombs."  That grinds my gears a bit; you could've just said "You can't teleport bombs because the yield isn't sufficient for a man-sized bomb to damage a starship" (since scale is intentionally vague), or built a bomb-teleporter weapon, or left the players to not think of it like we didn't in six months of Starmada games with teleporter-marines, but no.  Instead you had to make something ridiculous up and call attention to it, which might produce a counter like "OK, that's cool, we're the Tyranids and we're going to build living bomb-marines with organic detonators.  Wheee-BOOM."  That said, upon running a test game against myself with some converted Homeworld ships, it was quick, bloody, reasonable simple, and overall satisfactory.  So if any of the old Starmada Crew is reading this, I'm down for some games over internet (it's hex-based, so should work fine with VTTs).  Fair warning, though - I have been growing out my beard since the weather cooled off... (for those unfamiliar, we observed that gamers with beards were significantly more likely to win at Starmada than were clean-shaven gamers.  The prevailing hypothesis is that this was due to the increase in planning efficiency acquired by stroking one's beard)

Oh yeah.  The editing is not fantastic, and some areas are lacking examples, but the intent of the rules is generally clear, so it's just sort of annoying rather than obstructionary.

Finally, ACKS setting.  Contemplated Wilderlands of High Fantasy, Northern Reaches (Western Marches into mythic Scandinavia), and Midnight in the Late 3rd Age.  Am currently settled on "The Scaled Continent".  The pitch:

In elder days, the children of squamous gods ruled the world, and man, elf, and dwarf suffered beneath their forked and envenomed lash.  But now their empire has fallen to ruin under rebellion and internal strife, and the men of Aura seek the reclaim the treasures that were once stolen from them and taken across the Sea of Tears, to line the jungled halls of the serpent-kings.  From the Isle of Voltager, their settlers and adventurers struggle against the environment, the natives, and sometimes each other for the riches of... the Scaled Continent.

Thematic elements:
  • Settings: 
    • heavily-trapped temples to bloodthirsty gods
    • overgrown and ruined cities of the Old Masters
    • human frontier settlements (incl. abandoned and overtaken)
    • the Serpent's Tongue (major river)
    • sailing ships anchored off the coast
    • volcanoes
  • Opposition: 
    • Lizardmen, frogmen, toadmen, turtlemen, crocodilemen, &c
      • With accompanying witch-doctors and guardbeasts
    • Prehistoric and/or gigantic beasts 
      • yes dinosaurs 
      • also giant cockroaches 
      • and dire armadillos carrying dire leprosy
    • Monsters from South American and/or African myth and ecology
      • (some research required, void where inaccurate)
    • Dragons 
    • Pirates
    • Dragon-pirates
    • Screaming river-eels
    • Wereleopards (forvalaka)
    • Anything with scales that didn't fall into the above categories
    • Ambulatory plant life
    • Dysentery and worse jungle diseases
    • Monsoon season
  • Resources:
    • Local guides
    • Mules
    • Dugout canoes
    • Treasure maps of dubious veracity
    • Steel and alcohol (as trade goods with the natives)
    • Gullible henchmen (but when aren't those a resource?)
  • Treasure:
    • Golden idols
    • Crystal skulls
    • Rubies the size of a man's fist
    • Holy grails?
    • Spellbooks containing forgotten and forbidden spells of the reptile mages, written on halfling-skin vellum (demium?)
    • Exotic spices and hardwoods
    • Rescued slaves
    • Cities of gold
    • Fountains of youth
    • Possible untimely death
  • Modules:
  • Thematic fiction:
    • "Lost World" stories
    • Heart of Darkness
    • Pulp portrayals of the tropics (eg, King Kong)
 So!  Time to map!  Oh wait, I can just write "JUNGLE" in great big capital letters on a hexmap and be mostly good to go.  Just have to draw a coastline, some islands, a river, and a distant mountain range...

Friday, October 4, 2013

Hijinks Again

Been thinking about hijinks again.  This time about sort of the core mechanisms of it, rather than the ecosystem surrounding it.

One thing that bugs me is that most domain activities are measured in increments down towards weeks, while thief hijinks are in solid-month blocks.  This somewhat hampers the utility of PC thief hijinks at the mid-levels.  Consider the case where a mid-level party decides to take two or three weeks of downtime.  The fighter can recruit mercs in that time, and he gets to exercise his +morale modifier.  The wizard and cleric can each attempt to make a potion or scroll or two.  And the thief... can't do his thing because he's a week or two short.  Now, I get that setting up a good heist takes time and planning.  But it doesn't necessarily need to be a contiguous month's planning.

Another thing that somewhat bothers me is the perhaps-unnecessary complexity involved in having many different hijinks, each with different rates of return, different rates of success, and different possible punishments, all of which ultimately serve to just generate gold at different rates.  When combined with proficiency selection (stacking, for example, Skulking and Lip Reading for +3 to spying), the system gets to be a bit complex mathematically, and the consequences for choices become...  not opaque, but somewhat obfuscated, for effects which are (except for stealing) largely identical.  Consider by comparison the spell research system - you get a target number based on your level, stats, and one proficiency that applies across the board, and then you apply situational modifiers based on the thing you're attempting.  One mechanic with a bunch of functionally-different and interesting applications to a wide variety of ends, rather than many mechanics which all lead to the same end.

Both of these lead me to a proposal inspired by Iron Heroes' token mechanics.  The gist is as follows:
  • Single hijink throw number as a function of level and Dex, much as with magic research.  There's an argument to be made that in a multi-part operation of reasonable duration, aggregate skills and ability to perform consistently (level) matter more than any one single skill.  Some of the hijink-skill mappings, like Treasure Hunting for maps to Find Traps and Stealing bulk cargo to Pick Pockets seemed sort of forced anyway.
  • Thieves can generate 'intel points'.  Intel points are attached to a particular settlement and represent the groundwork, rumor gathering, and connections the thief has made in that community.  Intel points expire at some uniform rate as operational intelligence goes stale - sometimes the guard you bribed retires, they sold the piece of artwork you were after, and the plumbers' guild changed their uniforms.
    • Intel points are gathered by spending time performing a carousing-like hijink in town and making a hijinks throw.  Taking more time than the baseline provides a bonus, while taking less time provides a penalty.  Every n points of success beyond your target number generates an extra intel point.
      • Possibility of bonus to intel-gathering attempts for spending gold?  For bribing guards and buying drinks.  Requires some math to get right, probably.
  • Actual hijinks can be attempted with an expenditure of intel points, a small amount of time (somewhere between a day and a week - most of the groundwork has already been done), and a hijink throw.  Intel points may be spent to lower the target number or boost the payout (to a cap based on performer's level and market class - payouts now a function of intel points spent, rather than per-class-level).  Higher payout levels increase risk of being auto-caught (as with experimentation in ACKSPC magic research) and penalize sentencing roll.
    • Ex: Assassination: per intel point allocated to payout, +1 to victim max HD, -1 to hijink throw.  At 5 HD, auto-fail on 1 or 2, -1 on sentencing.  At 9 HD, auto-fail on 1-3, -2 to sentencing.  Per 'ease of use' intel point, +1 to hijink throw.  XP on success: per target's hit dice.
    • Hijinks should serve distinct purposes - assassination is for killing a guy (I'm OK with this; high-power opponents rarely stay dead anyway, they just come back madder and uglier than before.  Might warrant a save vs death anyway).  Spying is for learning a secret (possibility of secrets as a second, higher-tier type of intel point?  "The only way you're going to pull that off is if you blackmail the prince...").  Stealing is for acquiring commodity cargoes.  Treasure hunting is for getting maps.  Smuggling is for avoiding tariffs.  The Domains at War: Campaigns hijinks already fit into this mould.  Some means to find stuff on the black market would be a neat one (or maybe a class prof - spend an intel point to reroll an availability roll, but also increases price if available), as would fomenting rebellion to penalize domain morale.  Conflicted on having one to just generate gold (fraud?), and if it does exist, should have low RoI relative to treasure hunting, smuggling, and stealing, due to necessity of follow-up effort (ie, interesting play) on those.  
    • Thief hijinks as urban toolbox, rather than thief hijinks as slot machine.
  • Thieves may pool or transfer their intel points.  Carousers now useful to a guild in that they gather intelligence that higher-level thieves can act upon.
    • Some math would need to be done here to re-figure simplified guild incomes.
Is this proposal actually simpler?  I dunno.  But it does seem a bit thiefier than "I'm going to sit in town for a month and then hope I don't roll a 1."  There's an element of resource management present here which is not present in the main system, as well as ideally an increase in thief versatility at the cost of gold-generation capabilities.  Thoughts on this structure?  Any glaring holes before I try to start filling in specifics?

Wednesday, October 2, 2013

Leisure Reading and Domains at War

Finally got around to reading more of the Black Company series; previous attempts at the Books of Murgen left me cold due to perspective shifts, but making good progress this time.  Read Bleak Season last friday night and then She is the Darkness on sunday (aside: the kindle as a device is terrifying in its ability to enable bibliophilia).  Have postponed starting Water Sleeps until I have recovered from the late nights resulting from the last two bouts of bookserking.

Having run ACKS, however, puts a slightly different light on them.  The line "Combat is mostly fear and fear management" stuck out at me in particular following our Domains at War: Battles playtesting, where morale is how battles are won and lost.  Which has got me thinking...  how hard would it be to set up some of the battles from the books as DaW scenarios?  Two troubles, naturally, are the near-omnipresence of powerful spellcasters who operate outside the Vancian paradigm and copyright complications.  The caster problem is probably surmountable, but I haven't looked too deeply at it yet.  That the BCCS' casters are so damn durable further irritates the problem, though I suppose most of their durability is on the strategic scale (in that the Taken can be killed, but it's hard to keep them dead).  Finally, it might be easiest just to seek out battles where caster presence on either side was fairly minimal; the siege of Dejagore, which got me thinking along these lines in the first place, seems a prime candidate.

I suppose it also might be worthwhile to just model them as high-HD casters / monsters with casting abilities and give that a shot as a "good enough first stab".  The main thing is that when we were playing DaW:B, we lacked enthusiasm due to lack of context within a setting.  Stealing battles from an existing setting might remedy this (and also might provide some good 'sample' DaW:C scenarios too).  Granted, most fantasy literature does not provide good estimates of troop strength or even good maps, which makes this something of a matter of interpretation.

In unrelated news, setting creation progresses.  More to follow.