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.

Saturday, December 5, 2015

The Nonlinear Effectiveness of Armor Class

Or, why Fighting Style (Shield) and Plate is pretty great.

So you're playing ACKS and you find a ring of protection +1 (a rare and extremely valuable thing).  The wizard with AC0 wants it, because having any AC at all would be nice.  The fighter with AC10 (plate +1, shield +1, fighting style shield) also wants it, because he thinks AC11 is much better than AC10.  The wizard argues that this isn't true, the fighter has enough AC already, and he should stop hogging all the magic items.

(Then the ghouls attack while the party is arguing, but that is neither here nor there)

Who is right?

It turns out the fighter will actually gain (much) more survivability than the wizard will.  Here is why.

The more AC you have, the better each point of AC is, on average across all reasonable monsters (up to a point).  Let us consider four characters: wizard in no armor (AC0), clumsy thief in leather (AC2), barbarian in chain (AC4), and fighter in plate (AC6).  Let us also consider a couple of hypothetical monsters: an orc (THAC0 10+), an ogre (THAC0 6+), a stone giant (THAC0 3+), a woolly mammoth (THAC0 0+), and a great wyrm dragon (THAC0 -3+).  If each of these monsters attacks each of these PCs, what is the probability that they will hit?


AC 0 2 4 6
THACO



10 0.55 0.45 0.35 0.25
6 0.75 0.65 0.55 0.45
3 0.9 0.8 0.7 0.6
0 0.95 0.95 0.85 0.75
-3 0.95 0.95 0.95 0.9


Looks pretty straightforward - +2 points of AC reduces your probability of being hit by 10%, as we'd expect (up until the monsters only miss on a natural 1, which is what the 0.95s in the bottom left mean).

But what does having your probability of being hit reduced by 10% actually mean for your survival time when fighting this monster?  It can mean a lot more than a 10% increase in survival time!  Consider AC4 vs AC6 in the case of THAC0 10+.  AC4 gets hit about once every 3 attacks.  AC6 gets hit once every 4 attacks.  So assuming each PC can take the same number of hits, the guy in plate lives 33% longer on average than the guy in chain.

What happens if platefighter gets a shield and Fighting Style, bringing his AC up to 8?  Or fighting style and various levels of magic shield and plate for ACs 10, 12, and 14?



AC 8 10 12 14
THACO



10 0.15 0.05 0.05 0.05
6 0.35 0.25 0.15 0.05
3 0.5 0.4 0.3 0.2
0 0.65 0.55 0.45 0.35
-3 0.8 0.7 0.6 0.5


AC8 only gets hit by an orc once every 6-7 attacks.  He will live twice as long as the PCs in chain, and 1.5 times as long as if he were in plate.  At AC10 (shield +1, plate +1, and fighting style), he is hit by an orc only on a natural 20, once every 20 attacks, and will live five times as long as if he were in nonmagical plate with no shield (or about three times as long as if he were in nonmagical plate+shield+fighting style).

This is what I mean by the nonlinear effectiveness of Armor Class.  The more AC you have, the more each point increases your life expectancy in combat, up to the point where your opponent needs a natural 20 to hit.  Just that one point that pushes them from 19+ to 20+ to hit doubles your life expectancy.

On the flip size, the increase in AC from 0 to 6 only changes your probability of being hit by an orc from 0.55 to 0.25, slightly more than doubling your survival time (assuming the AC0 character has the same number of HP as the AC6 character - an AC0 wizard with d4 HD thus has about a quarter the combat life expectancy in melee of an AC6 fighter with d8 HD).  At higher THAC0s, the increase from AC0 to AC6 is even less effective - it means the great wyrm will hit on a 3+ instead of a 2+, which is right around a 5% increase in life expectancy.  At that point 6 stone of armor is a liability.  Go magic or don't bother.

By comparison, at high THAC0s, even small increases in AC continue to matter.  AC12 vs AC14 at THAC0 -3+ is 12 hits per 20 attacks vs 10 hits per 20 attacks is about a 20% increase in life expectancy.  Against a stone giant (THAC0 3+), AC 14 survives one and a half times as long as AC12, and twice as long as AC10.  Those last couple of points that push your AC up into the low teens are really, really good.

(I strongly suspect that there is some connection here with something like the harmonic progression or some other known sequence, but mathematical insight is failing to strike today)

Incidentally, this also explains why some of my past players felt vehemently that classes who can't use plate shouldn't be in melee, and that if you roll an 18 Dex and a 9 Str, you should use that statblock for a fighter (AC11 with shield and fighting style at 1st level and no magic?  Yes please) rather than a thief, explorer, or other dex-based class.  This is also, I suspect, why there are basically no spells that increase other peoples' AC in ACKS (except protection from evil, which has some drawbacks).  Shimmer (+2 AC for 3 turns) with range touch is probably absurdly good for keeping the monsters from breaking through your fighter-line.

To return to our AC10 fighter and AC0 wizard, the wizard gains, against opponents with THAC0 10+, only 10% survivability by increasing his AC by 1, and that falls as THAC0 increases to the point where it is irrelevant against opponents with THAC0 1+ or better.  The fighter, by comparison, doubles his survivability against opponents with THAC0 9+ by increasing his AC to 11, and even against great wyrms with THAC0 -3+, that +1 point of AC increases his expected survival time by about 8%.

Then the question becomes, "Is expected survival time in One Monster vs One PC combat a representative metric of utility in an adventuring context for item allocation purposes?"  I think it's pretty arguable - you can't do the party any good if you're unconscious in a pool of your own blood.  Likewise, if you live twice as long, you get twice as many chances to attack before dying, and your odds of successfully escaping from combat are much improved too.

This post roughly reflects the state of the dungeoneering fighter metagame in my group - shields are king.  I am curious under what circumstances other fighting styles make sense for classes who have access to plate and fighting style shield.  I think constructing an ACKS combat simulator and just running like a million trials is probably a better plan that doing math for that, though.

Wednesday, December 2, 2015

Bundle of Holding: Magical Society: Ecology and Culture: Review

Or, "how many colons can I reasonably put in a post title?".

There is a new Bundle of Holding, Worldbuilding III.  I picked up the base bundle, as it contained two of the Magical Society series, of which I have generally heard high praise.  I read the first, Ecology and Culture, this evening.  This is relevant to a project I am considering to automate worldbuilding at a large scale (in the Dwarf Fortress worldgen tradition, starting with plate tectonics and ending with a hexographer map with stocked 6-mile hexes).

This book is not well-proofread.  The most glaring issue is the repeated misspelling of "arctic" to "artic", though the replacement of "band" (as in, "band together") with "ban" is also recurrent.

Their treatment of geology is adequate for fantasy worldbuilding.  I was somewhat disappointed with the ecology section (granted, I totally skipped the substantial treatment of magiotrophic organisms due to differing cosmological assumptions about the nature of magic), and am not sure if placing ecology and biomes between geology and weather was the correct organizational choice.  I'd've probably gone geology, weather, ecology, biomes, in a causal ordering.  Overall this part of the book was decent and I learned some stuff.

The cultures section is strongly reminiscent of Guns, Germs, and Steel, which was an OK book but has attracted substantial criticism.  Several assumptions, including the ever-upward Progress of Civilization from hunter-gatherer to pastoral to agrarian to urban (with each better than the last, minus a brief note on magic forsaking advanced societies) and the assumption that war is the near-inevitable result of contact between civilizations, are very GGS.  Overall a very instrumentalist, geographically-determinist account of culture - every piece of culture is viewed as an adaptation to an environmental or social stressor.  It's not bad advice, but it's also not very interesting.  I would have liked to see a treatment of alternate social value-structures, but so it goes.  I guess it might be accurate to say that this felt like a fairly shallow treatment of culture to me, with cultures generated likely to be "us in funny hats"; details (food sources, clothing types, deities, taboos) altered but ultimately pretty similar in value-system and ways of thinking to oneself and one's players (which does raise the Tekumel/Rokugan Problem - if the natives are too foreign, I'm going to have a hard time running them.  But I have had good fortune with players being interested in strange philosophical groups in my past games).

Anyway, I'm glad I did not pay full price for this book.  A decent overview of earth science for DMs, but hardly the 4.5 stars it has on rpgnow.  You could probably do about as well with a copy of Guns, Germs, and Steel and a couple of hours on wikipedia.  The only thing this book does is save you time.

Wednesday, November 18, 2015

Maneuver Warfare Handbook

I read most of Lind's Maneuver Warfare Handbook this evening, and as usual when reading this prompted a few thoughts relevant to gaming (although, unusually, more ideas related to my job - maneuver warfare applied to software development looks like a particularly weird, German flavor of Agile I expect).  The quick summary is that maneuver warfare is a mode of fighting which emphasizes distributed action rather then central control, and which has a few standard tools (mission orders / commander's intent, schwerpunkt, and the search for gaps in the enemy's surface) to make that organizational structure work.  When used properly, the more rapid reaction times of unit leaders closest to the action (who no longer have to wait for high command's permission to act) allow them to out-react their adversaries, forcing confusion, panic, and defeat.  Also emphasized are adaptability to circumstances and initiative by small-unit leaders.  This allows a smaller force to defeat a larger one by capitalizing on failures in enemy command and control.

Which sounds a lot like the sort of thing a human force in Domains at War could use to defeat the numerically-superior orc force in Battle of the Teeth, for example.  Create and exploit weaknesses in their formation as a result of their poor command and control, punch through, kill their commanders and force morale collapse.

Some of the small-unit fire-and-maneuver examples also had me thinking about Stargrunt again (where suppress-then-assault is king), though to some extent using ranged units to disorder troops in Domains at War is similar, and the section on never doing the same thing twice reminded me of the Starmada metagame of old (and that one time I cloaked ships but didn't move them, because my opponents were used to cloaked ships reappearing on their flanks and rear and had started turning to counter).

There was an excellent line about how attrition-warfare forces seek to engage and destroy the enemy "where and whenever" possible via superior firepower, which reminded me of 3.x gamers and how hard it is to get them to refuse a battle when they start playing ACKS.

One thing that I haven't gotten much sense for while wargaming has been friction (and in general properly confusing fog-of-war), though.  To some extent Starmada's written orders created some of this, because it was easy to goof and put your ships out of position.  Unfortunately, that's about as far as serious fog-of-war and friction can go without becoming a huge pain on the tabletop.  Computers could handle the sheer volume of chaos required better, but most computer wargames these days are not for audiences interested in unpredictability (to the point where some players argue that a good competitive RTS should have no randomness).  Perhaps I ought to write one.

In any case, pretty good book.  Very to-the-point!

Saturday, November 14, 2015

DaW: Mercenaries of the Vale of Traitors

Last session, the players in my Midnight Vikings ACKS game received a grant of (terrible, unsettled) land from the Troll Lord in exchange for having slain a dragon in his realm.  On their way out of his capital, they decided to hire more mercenaries, which left me in a bit of a quandary.  The normal mercenary availability table just doesn't quite fit a part of the world where horses are rare and most sentients-at-arms are orcs.  So I cooked up some custom setting-appropriate units using Domains at War and this very helpful post on the forums.

Norsemen:
Reavers: 2/4/6 Loose Foot, AC 4, HD 1-1, UHP 6, ML -1, 3 battle-axe 11+.  Wages 12gp/mo, availability as Heavy Infantry.
Norse warriors equipped with a chainmail byrnie and a battle-axe in both hands.  Traditionally used for crewing longships and raiding coastal settlements.  They are capable sailors and possess the Seafaring proficiency.  Reavers are probably best used to chase down and kill enemy light infantry, which cannot withdraw from them (because the reavers are fast) and probably cannot match them in melee.  Reavers may also be useful for harassing slow heavy infantry like dwarves.  They don't really have the morale or AC for a slugfest with fast melee infantry like orcs or for holding the line against cavalry, though.
Veteran Reavers level into the Jutland Barbarian class.  Their stats are as follows: 2/4/6 Loose Foot, AC 4, HD 1, UHP 8, ML 0, 3 battle-axe 10+, wages 24gp/mo.  Veteran Reavers can scale walls and cliffs without siege ladders ("In your monastery, killing your monks"), and are hard to kill - after a battle, only a quarter of their casualties are killed or maimed, while the remaining three fourths are lightly injured (instead of a 50-50 split for most units).
Huskarls: 2/3/4 Formed Foot, AC 5, HD 1-1, UHP 6, ML 0, 2 spear and shield 11+ melee (with bonus damage on charge) or 2 spear 11+ ranged.  Wages 11gp/mo, availability as Heavy Infantry.Norse warriors equipped with spear, shield, and chainmail and trained for defensive and field engagements.  They also possess the Seafaring proficiency.  Pretty basic heavy infantry with accompanying tactics; form a battle line for bonus morale, advance towards the enemy in a shield wall (to avoid disruption by his ranged troops and accompanying breakdown of formation), spear-charge, and then slug it out (ideally with another element of the army turning the enemy's flank).
Veteran huskarls level into Fighter, and have the following stats: 2/3/4 FF, AC 5, HD 1, UHP 8, ML 1, 3 spear and shield 10+ melee with bonus damage on charge or 3 spear 10+ ranged, wages 23gp/mo.
Skoglanders: 2/4/6 Loose Foot, AC 2, HD 1-1, UHP 6, ML 0, 3 greataxe 11+ or 2 longbow 11+.  Wages 14gp/mo, availability as Bowmen.  Upcountry tree-cutters, hunters, and inexperienced bandits armored in leather with great timber-axes and flatbows.  Skoglanders are effective missile troops (as longbowmen), but more lightly armored, stronger in melee, faster, and cheaper.  Fairly standard archer tactics; strongest before melee is joined, deploy in front of the heavy infantry, disrupt the enemy's units to delay his advance or put holes in his line that your heavy infantry can later exploit, and withdraw through the friendly heavy infantry line if under attack.  Not sure how to best use them later in the battle.
Veteran skoglanders level into Explorer, and have the following stats: 2/4/6 LF, AC 2, HD 1, UHP 6, ML 1, 4 greataxe 10+ or 3 longbow 9+, wages 26gp/mo.  Veteran skoglanders are also difficult to spot; when in obscuring terrain, they gain an additional +2 to AC against missile attacks (for a total of +4).

Skami:
Skirmishers: 2/4/6 Loose Foot, AC3, HD 1-1, UHP 6, ML -1, 2 spear 11+ or 2 javelin 11+.  Wages 6gp/mo, availability as Light Infantry.  Tribesmen from the far north practiced in hit-and-run raiding and equipped with crude ring mail, spears, and javelins.  They are trained in winter survival and the use of skis, and maintain their strategic mobility (ie, overland movement, not combat movement) in snow.  Their javelins are effective at disrupting the shield walls of enemy heavy infantry.
Veteran skirmishers level into Ivory Kingdoms Barbarians (weird, right?  But it actually makes sense with their tech level, weapon selection, and mobility focus), and have the following stats: 2/5/8 LF, AC3, HD 1, UHP 8, ML 0, 3 spear 10+ or 3 javelin 10+, wages 18gp/mo.  Veteran skirmishers are very fast for infantry (2/5/8) and hard to kill.
Hunters: 2/4/6 Loose Foot, AC1, HD 1-1, UHP 6, ML -1, 2 handaxe 11+ or 2 shortbow 11+.  Wages 8gp/mo, availability as Slingers.  Skilled hunters from the far north, proficient in the use of skis and winter survival (maybe I should make Skiing a general proficiency like Riding...).  Equipped with a shortbow, a hand-axe, and a quiver of arrows, and clad in furs.  They are effective with standard archer tactics; they're basically Bowmen with worse equipment and lower wages.
Veteran hunters level into Ivory Kingdoms Barbarians, and have the following stats: 2/5/8 LF, AC1, HD 1, UHP 8, ML 0, 3 handaxe 10+ or 3 shortbow 10+, hard to kill, wages 20gp/mo.
War Mastadons: 2/4/6 Formed Mounted, AC8, HD 19+2, UHP 6, ML +2 Unpredictable, 5 lances and tusks 6+, 6 tramples 0+ on a charge, and 2 composite bow 11+.  Wages 630GP/mo per mastadon and 6 crewmen, availability is 1d3-1 in Class I markets and 33% chance of 1 in Class II markets, with 5 mastadons per unit at company scale (only one per unit at platoon scale).  Great hairy mastadons in ring-mail barding, with an armored war-yurt containing six archers and lancers on their back.  As indicated by their unit HP, you don't have to kill the mastadon, just the guys guiding it.  Terrifying for the enemy when they charge, terrifying for their allies when they retreat.


Orcs:
Orc Pikemen: Straight from the book.  Wages 9gp/mo, availability as Slingers.
Orc Crossbowmen: Straight from the book.  Wages 6gp/mo, availability as Slingers.
Orc Boar Riders: Straight from the book.  Wages 33gp/mo, availability as Light Cavalry.

Iron Faces:
Iron Face Glaives: 2/3/4 Formed Foot, AC5, HD 1+1, UHP 10, ML 0, 3 polearm 9+.  Wages 17gp/mo, availability as Longbowmen.  The Iron Faces are disciplined, veteran orcs from the East.  They served the Great Dragon in his wars against the Wolf Khans for many years, but fell out of favor after a defeat and fled to the Troll Lord's lands, where they serve as mercenaries.  Their heavy infantry are equipped with standardized glaives, banded mail, and fearsome helmets that cover most of their faces (hence Iron Faces).
Iron Face Archers: 2/3/4 Loose Foot, AC5, HD 1+1, UHP 10, ML 0, 2 scimitar 9+ or 2 composite bow 9+.  Wages 27gp/mo, availability as Horse Archers.  The Iron Faces adopted the composite bow from their Wolf Khan opponents, and their archers, equipped with banded mail, composite bow, and scimitar, are rightly feared for their range and accuracy.
The Iron Faces do have boar cavalry (porcelry?) units, but they are typically not for hire, being the personal guards of Iron Face leaders.

Dwarves:
Dwarven Spearmen: 1/2/3 FF, AC7, HD 1, UHP 8, ML 0, 3 spear and shield 10+ (with bonus damage on charge) or 3 spear ranged 10+.  Wages 30gp/mo, availability as Heavy Cavalry (for the time being, as Gnupur the Shaven has been hiring as many dwarves as he can for his crusade to reclaim the mountainhome.  Their base wages without competition are 20gp/mo and their availability would be as Longbowmen).  Dwarven heavy infantry with plate, shield, and spear.  Slooow but hard to kill, excellent for holding a fixed position or fortification.
Dwarven Crossbowmen: 1/2/3 FF, AC6, HD 1, UHP 8, ML 0, 3 hand-axe 10+ or 3 arbalest ranged 10+.  Wages 39gp/mo, availability as Cataphracts (again, their base wages are only 26gp/mo and their base availability is as Medium Cavalry, but Gnupur is hiring aggressively).  The dwarves take an unorthodox approach to ranged combat, with their plate-armored arbalestiers holding their own in the main battle line.

Saturday, November 7, 2015

Variant Legates - Scholastics

It only makes sense that if there are legates with different doctrines, they ought to be at least a little different mechanically.  My biggest concern here is obviously the Scholastic Legates, because they are probably least intolerable to the existing PCs and so might make acceptable henchmen.  Unfortunately, it turns out that getting a decent mix of Divine, Thief, and/or Arcane values with no fighting produces some very anemic classes.  Divine 3 / Thief 1 leveled even faster than thief, but was horrifically bad at low levels, while Arcane 3 / Divine 1 didn't get 3rd-level arcane spells until ~70kXP (whereas normal wizards get them at 20kXP).  I considered Arcane 4 / Divine 2 with lowered maximum level and telling the rules where to shove it, and that might still be an option, but managing such a character sounds like a pain in the ass.

So.

The simple option is to bring it back in and get something closer to cleric.  Divine 2 / HD 1 / Fighting 1 is a workable basis for a class.  If we trade armor down to leather, we can get two custom powers.  Probably want to keep weapons at Narrow, which lets us get wizard weapons (darts, slings, staves, clubs, saps) and swords and daggers (because if you're in leather with 2-per-4 to-hit, you probably should be able to use all those magic swords that get found, and also daggers are traditional for blood sacrifice).  Plus, this gives another reason the rest of the legates think they're heretics - they use blood-spilling weapons (instead of trying to save that blood for sacrifice)!  I guess they can keep shields; two-weapon fighting doesn't make much sense either, and shields are nice.

With those two custom powers, we can get Arcane Dabbling and Loremastery, which both seem appropriate.  Those two are both weak at low levels, though, which isn't great.  Black Lore (swapping the turning bonus for a bonus to blood sacrifice rolls, maybe), Familiar, Prophecy, and Contemplation would also be defensible choices.

The rest of the customization we can do on the spell list and the class proficiencies.  They get 28 class proficiencies, which are sort of a mix of cleric, thief, and wizard: Alchemy, Ambushing, Apostasy, Battle Magic, Black Lore (replace control undead with +2 bonus to Blood Sacrifice research throws), Collegiate Wizardry, Contemplation, Disguise, Divine Blessing, Divine Health, Eavesdropping, Engineering, Familiar, Healing, Knowledge, Language, Magical Engineering, Military Strategy, Mystic Aura, Naturalism, Navigation, Prophecy, Quiet Magic, Righteous Turning, Sensing Power, Swashbuckling, Theology, Unflappable Casting.

The spell list is sort of similar; a little cleric, a little wizard (via the witch spell list), emphasis on detection, curses, and concealment.

1st:
  1. Cause Fear *
  2. Command Word
  3. Darkness *
  4. Detect Danger
  5. Detect Magic
  6. Inflict Light Wounds *
  7. Protection from...  Evil?
  8. Read Magic
  9. Resist Cold
  10. Sanctuary
2nd:
  1. Augury
  2. Bane *
  3. Cloak in Shadow (as Shimmer)
  4. Delay Poison
  5. Find Traps
  6. Hold Person
  7. Locate Object
  8. Resist Fire
  9. Silence 15' radius
  10. Sleep
3rd:
  1. Bestow Curse *
  2. Cure Blindness
  3. Cause Disease *
  4. Continual Darkness *
  5. Detect Invisible 
  6. ESP
  7. Feign Death
  8. Glyph of Warding
  9. Invisibility 
  10. Speak with Dead
4th:
  1. Clairvoyance
  2. Control Undead
  3. Dispel Magic 
  4. Divination
  5. Inflict Serious Wounds *
  6. Nondetection
  7. Poison * 
  8. Protection from...  Evil?, sustained
  9. Speak with Plants
  10. Tongues
5th:
  1. Atonement
  2. Commune
  3. Dispel...  Evil?
  4. Fear
  5. Finger of Death *
  6. Insect Plague
  7. Quest
  8. Scry
  9. Strength of Mind *
  10. True Seeing
I think this variant would work out OK.  They would be strictly better with spears/polearms instead of either of their weapon choices, but less sensible for their background I think.  At low levels they turn, do knowledge things, and heal OK.  At high levels, I'm not sure straight caster-offense is as viable as for most divine casters; most of their offensive spells are save-or-suck, a lot of it at touch range, and no Flame Strike or Spiritual Weapon.  They should be fairly viable in melee with magic gear, Shimmer, and Swashbuckling, and once they're in close they can deliver those touch spells.  Taking Apostasy for Chameleon, Silent Step, Swift Sword, and Striking or Sword of Fire combos pretty well with Ambushing and Swashbuckling.  Could also use Apostasy to pick up some decent direct-fire support capabilities or a top-tier healing (Cure Moderate, Cure Major, Spirit of Healing, Salving Rest or Cure Critical).  Man, Apostasy is just really good with the Player's Companion spells, especially in combination with other casting-support profs like Battle Magic, Contemplation, and Black Lore, and it's even better on a Divine 4 class like Priestess or Witch than it is on this guy.

Anyway, I will probably do a variant Skami legate next.