I had the idea that since I'm looked up in my house now is probably the best time to sign up for InDesign and see if I can convert some of my Apocalypse World playbooks into InDesign. I gotta say, InDesign feels like a very slick and user-friendly interface for somebody who wants to work quickly and easily, but the obscurity of their terminology is absolutely frustrating. Every time I want to do something I have to google it, literally. The interface is so unintuitive that I spend several minutes scrolling through every option and still can't ever find what I'm looking for.
I just started building the second page of this pdf, and only just discovered (on accident) how to create wider margins for the columns. When I try to go back to the first page and adjust, it changes nothing. Which means I can do one of two things:
1) google several tutorials on how to adjust text, images, and preserving the layout since adjusting the margins doesn't automatically do all of that
2) just rebuild the first page with wider margins
2 sounds easier, but both are ridiculous options. Scribus, at least, just moves things around when you change the spacing of objects.
Everything about Adobe's monopoly on these sorts of tools is stupid, and I hate it. And now I'm part of the problem too. Cheers!
Tuesday, April 7, 2020
Monday, April 6, 2020
Completely re-writing D&D combat; or, Blocking, Dodging, Hit Points, and You
Eva M Brown wrote "Instead of hit points use your hit die. When you're hit you can roll any number of hit die. If you roll higher than the damage, you keep your hit die. If you roll lower, you lose all that you bet.
Alternatively, you can just sacrifice hit die acting that they are maxed value. So, if you're a 4th level barbarian, and take 24 points of damage you could just take 2 HD worth of damage and call it good or roll any number of your HD hoping to roll higher than 24." and thinking about how this would change combat to being much more active is how I started on this idea.
Let's say Hit Points are supposed to reflect stamina instead of health, and Hit Dice are the real deal for determining whether a character is healthy. Low-level characters? Still easy to kill. But I'm getting ahead of myself. Ignore the magic system of D&D for a moment and let's just focus on combat. Hit points are a measure of stamina, and when they run out you're exhausted, can barely move, are incapable of taking action, and can only barely defend yourself from being attacked.
Blocking
Hit points are still there, but when you attempt to block an attack your armor (and shield and weapon altogether) provide a defense dice pool against the damage you take. You roll the dice of your armor and if the damage exceeds it, you take the difference against your Hit Points. You can add Hit Dice to this defense, but if the damage exceeds what you roll you lose the Hit Dice instead of the Hit Points.
Shields add 1d4, 1d6, or 1d8 depending.
Armor ranges from 1d4 to 1d12.
Weapons add small bonuses, anywhere from +1 to +5.
Meaning, a low-level enemy like an orc is at a disadvantage against a well-armored opponent, but the breath weapon of a dragon is going to damage its victim regardless of how well-armored they are.
If your Hit Points are reduced to zero, you can only wager Hit Dice and one piece of armor/weapon to avoid damage.
If your Hit Dice are reduced to zero, you are unconscious or soon to be dead.
Dodging
Every character has a dodge modifier that starts at +10 and is only decreased by what sort of armor they are using and the weapon they are carrying.
Most weapons are -1, but a few are -2 or -3. All polearms are -4.
Armor ranges from -1 to -5.
Shields are -1 or -2.
Meaning, yeah, you could have a -1 Dodge if you're wearing full plate and carrying a heavy shield with a halberd.
You roll a d10 and add the modifier to your roll, if it exceeds the attack roll then you successfully dodge. You can't dodge forever though because it costs Hit Points every time you use it.
She failed a dodge roll.
What about attacking?
It changes a lot. Though I think this sort of modification would work better with Lamentations ruleset, to fit it in other systems you'd need to get rid of class-based attack bonuses. Weapons would have to add modifiers to attack rolls, or you could have weapons give a variable bonus similar to the way Dungeon Crawl Classics gives warriors an attack bonus with a dice roll.
I'm not sure what the best way to modify it would be, but having an active defense is certainly more appealing to me.
Parrying
I have never seen a ttrpg create an elegant way of using parrying effectively. I'm all ears if you have an idea how to apply it in this system. For now, I expect making an attack roll against the attacker's roll is the only way to do it. Leaves a lot down to luck instead of skill, which I don't like.
Alternatively, you can just sacrifice hit die acting that they are maxed value. So, if you're a 4th level barbarian, and take 24 points of damage you could just take 2 HD worth of damage and call it good or roll any number of your HD hoping to roll higher than 24." and thinking about how this would change combat to being much more active is how I started on this idea.
Let's say Hit Points are supposed to reflect stamina instead of health, and Hit Dice are the real deal for determining whether a character is healthy. Low-level characters? Still easy to kill. But I'm getting ahead of myself. Ignore the magic system of D&D for a moment and let's just focus on combat. Hit points are a measure of stamina, and when they run out you're exhausted, can barely move, are incapable of taking action, and can only barely defend yourself from being attacked.
Blocking
Hit points are still there, but when you attempt to block an attack your armor (and shield and weapon altogether) provide a defense dice pool against the damage you take. You roll the dice of your armor and if the damage exceeds it, you take the difference against your Hit Points. You can add Hit Dice to this defense, but if the damage exceeds what you roll you lose the Hit Dice instead of the Hit Points.
Shields add 1d4, 1d6, or 1d8 depending.
Armor ranges from 1d4 to 1d12.
Weapons add small bonuses, anywhere from +1 to +5.
Meaning, a low-level enemy like an orc is at a disadvantage against a well-armored opponent, but the breath weapon of a dragon is going to damage its victim regardless of how well-armored they are.
If your Hit Points are reduced to zero, you can only wager Hit Dice and one piece of armor/weapon to avoid damage.
If your Hit Dice are reduced to zero, you are unconscious or soon to be dead.
Dodging
Every character has a dodge modifier that starts at +10 and is only decreased by what sort of armor they are using and the weapon they are carrying.
Most weapons are -1, but a few are -2 or -3. All polearms are -4.
Armor ranges from -1 to -5.
Shields are -1 or -2.
Meaning, yeah, you could have a -1 Dodge if you're wearing full plate and carrying a heavy shield with a halberd.
You roll a d10 and add the modifier to your roll, if it exceeds the attack roll then you successfully dodge. You can't dodge forever though because it costs Hit Points every time you use it.
What about attacking?
It changes a lot. Though I think this sort of modification would work better with Lamentations ruleset, to fit it in other systems you'd need to get rid of class-based attack bonuses. Weapons would have to add modifiers to attack rolls, or you could have weapons give a variable bonus similar to the way Dungeon Crawl Classics gives warriors an attack bonus with a dice roll.
I'm not sure what the best way to modify it would be, but having an active defense is certainly more appealing to me.
Parrying
I have never seen a ttrpg create an elegant way of using parrying effectively. I'm all ears if you have an idea how to apply it in this system. For now, I expect making an attack roll against the attacker's roll is the only way to do it. Leaves a lot down to luck instead of skill, which I don't like.
Sunday, April 5, 2020
re-introducing the Haunted
Everything we have is robbed from graves, from corpses entombed in their own homes, from the dead cities buried under dirt and water, from the past and its memories. Do you think they see you, with their crowpicked eye-holes? Can you hear them speak, with their black and bloated mouths? Yeah, go ahead, son. Brush it off. But there’s more things under these shattered heavens than you think. The dead far outnumber the living now. And I have to wonder: is there still room enough in hell?
I realize that it's been a whole fucking year since I worked on these playbooks, and I'm sorry. All of the work was done, all of the artwork was finished, but one day I was just lazy about sitting down and formatting the pdf, and then I kinda forgot that I had this project to finish. One day turned into a week which turned into a month, and all of a sudden people online are asking if more of these playbooks have been converted to second edition and I think "Oh shit! I never finished those playbooks!"
Long story short, once upon a time Johnstone Metzger granted me permission to convert his Heralds of Hell playbooks into a legal-size format, and I asked him again for permission to revise those same playbooks to the second edition rules for Apocalypse World, which he granted.
Here is the Haunted, with new artwork provided by Marie Ann Mallah.
LINKS
letter size
legal size
full book size
(only one Herald left!)
I realize that it's been a whole fucking year since I worked on these playbooks, and I'm sorry. All of the work was done, all of the artwork was finished, but one day I was just lazy about sitting down and formatting the pdf, and then I kinda forgot that I had this project to finish. One day turned into a week which turned into a month, and all of a sudden people online are asking if more of these playbooks have been converted to second edition and I think "Oh shit! I never finished those playbooks!"
Long story short, once upon a time Johnstone Metzger granted me permission to convert his Heralds of Hell playbooks into a legal-size format, and I asked him again for permission to revise those same playbooks to the second edition rules for Apocalypse World, which he granted.
Here is the Haunted, with new artwork provided by Marie Ann Mallah.
LINKS
letter size
legal size
full book size
(only one Herald left!)
Thursday, April 2, 2020
River Banshee
When newborn daughters are thrown into rivers, the grim necessity of a desperate family to rid of itself of another mouth to feed, they sometimes rise again as the whispering undead. These creatures become one with the waters of the river, seeing and hearing everything along the ripples of water. They will whisper sweetly along the riverbanks, hoping to draw the curious out to them. Legend says that any who draw near a river banshee are stricken with deep sadness, and their voices will become paler and softer until they can only whisper out their words. In truth, a river banshee collects secrets and often places slivers of these secrets into a victim's head, literally. Someone who has succumbed to a river banshee's whispering will have a razor thin line of flesh that is scored or scarred. Anyone living with a river banshee's secrets in their head will slowly start to die, their sadness will slowly overtake everything they do until they collapse and refuse to move, or simply never rise out of bed in the morning. Only magical intercession can remove the secrets in one's head, for the secrets must be drawn out of the victim's head through placation and inducement.
A river banshee literally opens its victim's skull and whispers the secrets into their brain. Being interrupted in this task can mean the victim will be instantly killed. The safest time to approach a river banshee is while it is trying to lure a victim to the river it resides in.
A river banshee is frail with malleable bones that protrude from skin mottled and thin like lace. If one is near, the whispering sounds like a young girl's voice, eager to share her knowledge with a wily accomplice. If it is tricked into revealing itself it rarely fights and always flees when outnumbered. Lights and loud noises can also prevent a river banshee from appearing.
HD 1
Defense as hide
Attack +4 or DR 13
Ribcage grapple 1d6
Save vs Petrification or Wisdom, to avoid the lull of their whispers
Morale 5
A river banshee literally opens its victim's skull and whispers the secrets into their brain. Being interrupted in this task can mean the victim will be instantly killed. The safest time to approach a river banshee is while it is trying to lure a victim to the river it resides in.
A river banshee is frail with malleable bones that protrude from skin mottled and thin like lace. If one is near, the whispering sounds like a young girl's voice, eager to share her knowledge with a wily accomplice. If it is tricked into revealing itself it rarely fights and always flees when outnumbered. Lights and loud noises can also prevent a river banshee from appearing.
HD 1
Defense as hide
Attack +4 or DR 13
Ribcage grapple 1d6
Save vs Petrification or Wisdom, to avoid the lull of their whispers
Morale 5