Showing posts with label reaction tables. Show all posts
Showing posts with label reaction tables. Show all posts

Wednesday, March 6, 2019

Humpday Blog-O-Rama 3.6.19

Blogs are an integral, vital part of the RPG hobby. They serve as incubators for new games, sounding boards for new ideas, and platforms for up-and-coming talent. They keep "forgotten" games alive, foster discussions, and build communities. Not everyone can work for a big game company, command a large audience on Twitch, or get paid for their art or cartography, but every RPG enthusiast can easily create a blog and start sharing their passion with the world. Every Wednesday on the Thought Eater podcast, I take a look at what is going on in the vibrant RPG blog scene.



LISTEN TO THIS WEEK'S EPISODE HERE



LINKS FROM THIS WEEK'S EPISODE


Maps

https://www.blueswordgames.com/blog/maps-as-art

http://shadekeep.com/shamat/shamat.html



https://www.cartographersguild.com/showthread.php?t=43609



http://paratime.ca/ff2019.html



Reviews

https://geekandsundry.com/five-great-changes-in-the-new-edition-of-savage-worlds-rpg/

https://doomslakers.blogspot.com/2019/03/al-qadim-golden-voyages.html

https://tabletopbellhop.com/game-reviews/shadow-of-the-demon-lord-review/



https://dungeonspossums.blogspot.com/2019/03/review-mothership-rpg-by-sean-mccoy.html
https://dungeonspossums.blogspot.com/2019/03/review-dead-planet-for-mothership-by.html
https://dungeonspossums.blogspot.com/2019/03/interview-sean-mccoy-talks-mothership.html
https://dungeonspossums.blogspot.com/2019/03/interview-fiona-maeve-geist-talks-dead.html
https://dungeonspossums.blogspot.com/2019/03/interview-donn-stroud-talks-dead-planet.html




https://ongoingcampaign.blogspot.com/2019/03/obscure-games-heroes-heroines.html



Random Tables and Generators

https://elfmaidsandoctopi.blogspot.com/2019/03/d100-things-elves-dislike.html
http://elfmaidsandoctopi.blogspot.com/2019/03/exilon-real-estate-hex-rush.html

http://archonsmarchon.blogspot.com

https://tarsostheorem.blogspot.com/2019/03/mapping-with-playing-cards-part-2.html

https://chaudronchromatique.blogspot.com/2019/03/slumber-city_5.html
http://www.lulu.com/spotlight/chaudronchromatic
https://www.patreon.com/evlynmoreau/posts


Cthulhu Corner



https://rollingboxcars.com/2019/03/04/call-of-cthulhu-aboard-r-m-s-lusitania/

https://creatfeatforever.blogspot.com/



Pure, Uncut B/X

https://lithyscaphe.blogspot.com/2019/02/quintessential-bx.html



Reactions

http://drbargle.blogspot.com/2019/03/how-to-resolve-everything-that-comes-up.html

https://dndborderlands.blogspot.com/2018/11/this-blog-post-was-prompted-by-michael.html

http://lizardmandiaries.blogspot.com/2019/03/alignment-dependent-what-does-npc-do.html



Appendix N



https://akraticwizardry.blogspot.com/2019/03/hawkmoon-is-coming-to-small-screen.html

http://heropresstwo.blogspot.com/2019/03/robert-e-howard-creating-age-undreamed.html





Miscellany



http://mojobob.blogspot.com/2019/03/mister-blobby.html

http://monstersandmanuals.blogspot.com/2019/02/campaign-hooks-in-spam.html




https://theymightbgazebos.blog/osr-anchorites/



New Blogger Spotlight: MTZE Writes About Games

http://matzewrites.blogspot.com



If you enjoy my free zinepodcast, and/or blog, please consider supporting my work for only $1 per month. 

Tuesday, February 19, 2013

Let's Clear Up A Few 4e Myths

Howdy. I had a few disparate blog ideas running thru the head, and I realized they all could be used to dispel a few 4e myths, so I have combined them together. First off, don't get me wrong, 4e isn't perfect and I don't claim it to be. Readers of this blog know that I constantly tinker with 4e to make it something I like more. That's sort of the essence of D&D after all: making the game your own. But I am undoubtedly a huge fan of 4e. Anyway, here are some common 4e myths and my response:





"It is difficult to convert old modules to 4e"

I don't now who started this one, but it simply isn't true. I've mentioned before that I drop Skill Challenges from my games. One of the reasons for this is that, on its own, the 4e skill system is very smooth, intuitive, and covers pretty much anything that comes up (and if something else comes up, you can roll with Ability Checks). Anyway, in my experience the 4e skill system works like a charm in updated adventures. I updated Ravenloft (I6) for 4e. There are all kinds of roleplay moments, exploration, etc where skills came up. I just rolled with it if the players wanted to use one, or called for a check if it was really needed. So there is really no conversion necessary for an old modules' out-of-combat material. It can be handled on the fly quite easily.

The monster conversion is where the real challenges would appear to begin. Now, I am not going to say converting monsters from 1e to 4e is as easy as 1e to B/X or 2e, because it isn't. But 4e does have a strength that those games lack: 4e monsters have specific formulas to work from. This can help DMs determine difficulty fairly accurately, but more importantly, it is very easy to make 4e monsters.

Confronted with the need to convert a monster in an old module, the first step I would encourage is to see if there is a 4e version within your party's level range. If so, check the source and see if it is post MM3. If it isn't, try these tips to upgrade old crappy monsters on the fly. If the monster isn't in your party's range, it is fairly straightforward to adjust. The design remains the same, you just plug in different numbers. Make sure you are using the DMG errata though.

If you can't find the monster in a 4e source, or if you don't like what 4e did the monster, build your own. This doesn't have to be laborious. Use this guide to make quick 4e monsters. Try to distill the essence of the original monster and keep it simple.



The last step is to make sure the adventure doesn't run like a sloggy mess. There are several ways to do this. You could drop the wandering monsters from an adventure and just run the prepared encounters, or you could drop a lot of planned encounters and instead just use the wandering monster tables. Or you could drop a little of both. This isn't just in response to 4e combat length (more on that below); the fact is, some old modules feel like a grind to begin with. You should also use Morale and Reaction Tables. If you are using an old module that has Morale scores, just port them over. Otherwise you can check my 4e Morale rules. Ok, so that leads us to the next myth.

"Combat was fast in old editions, never approaching 4e length"

This is simply not true. It is true that classic edition combat COULD be quicker, but it wasn't always. I know this because I DM and play old editions. At even moderate levels, old edition spellcasters could have a ton of choices, and adjudicating their effects was often not a cut and dried proposition. A typical PC's percentage chance to hit was often lower, so there are more misses. There were also huge throngs of monsters in old adventures, like all the time. I am reminded of one of my faves, Descent Into the Depth of the Earth, which was a combo module of D1-D2. There are like 20 Drow here, 40 Kuo-Toa there, 30 Troglodytes here. Heck, even in the Village of Hommlet, you will have 16 or more enemy combatants!

Now I KNOW combat can drag in 4e. I have tried to provide some tips and ideas to help with that. Simplifying monsters, using groups of the same monsters, using Morale, lowering hit points-all of this helps. But it is simply disingenuous to act like old combat couldn't take a while, especially when casters had some actual spells to cast. This has also been true of my experience with 5e so far. We had a two hour combat last week and we just hit level 2. Combat often takes an hour or more at level 1. I am not saying it isn't fun, or that this is too long, I am just saying that combat length can drag in multiple editions; it isn't only a 4e phenomenon.

"It is harder to houserule 4e than other editions"

I am tempted just to say "read my blog" as a response to this one, because there are dozens of houserule examples on here, but just to expound on it a bit, 4e is no different from any other edition of D&D. You can houserule it and make it your own with ease. The difference between 4e and classic editions is that the mechanics in 4e are "on display". The math is predictable and easy to grasp. This is already sort of covered above with monsters. This makes houseruling and homebrewing very easy. Since you have clear expectations for damage, defenses, DCs, etc at all levels, it becomes very easy to slide the scale towards "easy" or "hard". See Fourthcore. I have tweaked monster design, traps, disease, combat, and on and on, and I have only scratched the surface of the possibilities. 4e does not deviate from D&D's proud history of homebrewing and houseruling, it embraces it as much as any other edition.

That's all I have for you today. As always, I welcome comments! Take it easy!

Wednesday, November 7, 2012

Tips for Simplified 4e Monster Creation

Hello all. This post compiles several ideas that I have shared over the last year regarding monster creation for 4e. Using these methods has made designing monsters a far more pleasurable experience for me, so I thought I would combine the basic ideas into a single post in the hope that it helps others.

You only need a few pieces of paper to make monsters for all levels of 4e play. You need the updated DMG monster errata (page 7 of this document).  You need a copy of the updated DCs; you can get this in the Rules Compendium, DM Kit, or free here. You need a list of experience point values broken down for monster type and level, which you can find in the DMG, DM Kit, RC, etc. Finally, you will want to use a few tables and formulas from this blog that are easy to memorize, or can be jotted down on a sheet of paper.

Start with a monster level in mind. Lets just make it simple and say we are making a Level 3 monster. Most 4e DMs can probably put together a monsters defenses and attack bonuses without looking, but if you need to, use the DMG errata. Ignore specialized roles, and go with the basics. AC is level+14 (17); NADs are 12+level (15). Attack bonus vs AC is level+5 (+8), vs NADs is level+3 (+6). Damage expressions are right there on the sheet, but hold off for a second.

Next, we completely ignore characteristic scores and derive the skill and initiative bonuses from the DC list. We look at the moderate and hard DCs of a monster's level; the level 3 moderate and hard DCs are 13 and 21. Subtract 10 from these to get 3 and 11. The monster's trained skill modifier is +11, untrained modifier is +3. Do not add half their level to these. Adjudicate skill use on the fly; for example, if it is a sneaky monster that lives in dark caves, perhaps it is "trained" in Stealth. If the monster is a dexterous, quick type, its initiative mod is +11. If typical, its mod is +3.

Use the 4e Forever unified hit point formula. (Level x 8) +20 is the formula for a Standard monster's hit points. Multiply the total times 2 for Elites and Savages, or times 4 for Solos. Minions of course have one HP. It is super easy to memorize this, and you do not have to fiddle with multiple formulas.

Add the XP total to the monster statistics if you award XP, or if you calculate your encounter difficulty levels from it.

Add Morale and use the Reaction Tables. Trust me, this is going to help a lot of your encounters go from slogs to skirmishes.

The only thing left is the actual power design. We get the updated damage expressions from the same DMG errata page mentioned above. Resist the urge to over-complicate your monsters. Most of the time they will be dead before they can get through some long list of powers. Focus on a single go-to power, possibly one that has multiple-attacks as a single Standard action. If needed, add another ability or two that back up the flavor of the monster, but don't overthink it or overdo it. It is kind of the same thing as designing an entire world before the campaign has even started: unnecessary.

You can likely just make a mental note of any other bits such as Alignment, Languages, Keywords, etc.



And there you have it. Nice and easy 4e monster creation! I will never go back! Once you are comfortable with this, you can make a monster in a matter of seconds. If you liked this post and want to see some ideas on resurrecting your old pre-errata monsters from the MM1, MM2, and other old 4e books, check this out!

Monday, October 8, 2012

4e Forever Sneak Peek: Random Flavor Tables

I thought I would drop a quick post today to show off something from the mag. As readers of my blog know, I love random tables. I take the view that random tables hone and sharpen your DMing skills. They have helped me become better at improvisation, and to be much more fearless. I also like how they can really add color and flavor to a setting or location. Sure, you can always write out a few sentences detailing the common monsters in the area, but there is something I like about this same information just being inferred by a Wandering Monster Table. 

Well, in the mag you will find random tables for all kinds of things: Reaction Tables, Wandering Monsters, and the like, as well as something else that I have really enjoyed working on, the Random Flavor Tables. The Random Flavor Tables are pretty much what they sound like; you roll on the tables every few turns, or every hex, or whenever instructed by the text, and the tables provide a little random flavor. Not a major description or anything, just a little "vibe". These things are very fun to design, and they help you brainstorm ideas, and get the creativity flowing as well. A module's text might provide the full description of an area, then prompt you to roll for a little random flavor every now and then as the PCs explore the area. In one of the mag's adventures, I am using them for Random Zombie Flavor, so I thought I would share that table with you. This table also contains major "spoilers" about some mag content.



About the Zombie Flavor Table
If at any point you need some quick Zombie flavor, use this table.

Zombie Flavor Table
-Roll 2d20 for flavor.
2. No eyes
3. One eye dangling
4. No eyes, but another Zombie is on its back, directing and “riding” it
5. Hops on one leg
6. Young child Zombie holding a doll with its head torn off
7. Zombie chews on eyeballs
8. Zombie child holding a slingshot
9. Legless Zombie dragging itself along ground
10. Zombie playing with its exposed, dried entrails
11. Zombie in rotting military outfit
12. Bird flies out of hole in its chest
13. Squirrel crawls out of hole in chest
14. Has no bottom jaw; swollen tongue dangles
15. Neck is broken and head has flopped over its back; walking backwards
16. Zombie in long flowing dress
17. Elf Zombie
18. Zombie is munching on a severed arm
19. Armless Zombie
20. Zombie wearing a fancy wide-brimmed hat
21. Zombie being dragged by a horse
22. Zombies riding in the back of a runaway carriage
23. Halfling Zombie
24. Zombie with flute stuck through the back of its head
25. Eating a dog
26. Eating a cat
27. Dwarf Zombie
28. Lots of bullet holes; large enough that you can see through them
29. Skeletal Zombie; has a small amount of tissue bunched around its neck, otherwise bones
30. Impaled on an oar; as it walks and turns, knocks other Zombies over inadvertently with the oar
31. Child Zombie eating hard candy, which falls through a hole in belly into the street; it picks it up and eats it again
32. Wears a red satin sash
33. Long, white beard
34. Gnome Zombie
35. Spits up black liquid
36. Leaves trail of a brown-white discharge
37. Fumbles with a gun and blows own head off
38. “Reading” a book; holds it upside-down
39. Worms crawl from its eyes and mouth
40. Covered in maggots



Sunday, July 22, 2012

Frothsof 4e Errata!

So I thought I would point out a couple of bits of "Errata". I have edited some posts based on ongoing playtesting. These are mostly minor changes but I wanted to point it out to anyone using or getting ready to use the rules.

-Henchmen are now attracted to PCs starting at level 8 (as opposed to 6), and never total in number to more than a quarter of the PC's level. This used to be 1/3.

-I have edited the Reaction Tables. The chance of a monster being initially unfriendly or hostile has increased slightly.

-The biggest changes have been to the Giant Crab preview. The grab still does not allow for escape attempts, but it now automatically ends at the end of the Crab's next turn. Of course, this means it has a chance to continually "refresh" the grab, but for some PCs, particularly those with high Reflex scores, the possibility of escape is there. I have also lowered the damage expressions slightly based on the number of these it will be possible to encounter. The AC was lowered to the standard number for its level, and its attack bonus verses grabbed creatures was lowered. It is still very nasty, but it did get "nerfed".

-I have added some extra information to the No. Appearing post, providing information on the formulas being used to balance the random numbers of creatures encountered.




Thursday, June 21, 2012

Reaction Tables and 4e


Today I offer you some Reaction Tables for DMs to improvise with. You have seen something like this before if you are familiar with older versions of the game.

Now, many monsters will automatically attack, and many NPCs in your campaign might always be friendly. That's expected. But on occasion when using wandering monsters, or if the PCs take that right turn at Albuquerque, you might want to inject some randomness to the proceedings and flex your improv muscles.

Basically, if you have any creature or NPC that does not already automatically feel one way or the other about the PCs, if their reaction is in question, or if you are making it up as you go along, try the tables below. Keep in mind these are initial reactions. That bar wench with a heart of gold could turn nasty if she is treated rudely, and the vicious monster is just one morale check away from fleeing into the wilderness. Look for opportune moments to use these. For example, if the PCs approach a hireling they have never met before, you might check their reaction.

4e Reaction Table for NPCs
Roll 2d6 once for NPCs and check the table below
2 Unusually friendly
3-5 Friendly
6-8 Neutral; indifferent
9-10 Prickly; rude
11-12 Openly hostile; instigates conflict

4e Reaction Table for Wandering Monsters
Roll 2d6 once for monsters and check the table below
2-3 Friendly
4-5 Neutral; indifferent
6-8 Unfriendly; will attack if approached or if their environment has been entered
9-12 Hostile; immediately attack

You can modify these based on the situation, if a PC has an extremely high Charisma, or however else you desire. I think you will find it adds a layer of unpredictability that makes it fun to DM; it also helps prevent every single encounter from turning into combat.

Anybody using something like this? Leave a post!

Thursday, December 15, 2011

Random Encounters in 4e

On the 4e forums the subject of random encounters came up. Most complaints really came down to encounter speed in 4e, or just hatred of random aspects in the game.

Random encounters can work great, but remember you are rolling for 'wandering monsters'. If used correctly this adds flavor and doesn't necessarily lead to combat.

In B/X D&D,  movement as you might recall was a little different. There was the combat round but also a unit of time called a 'turn'; this is 10 minutes. Your speed in an encounter, say you have speed 6 on your PC, that is 1/3 of your 'exploration speed', or how far you can go in a dungeon in a turn (10 minutes). This assumes you are kind of being cautious and 'mapping' where you are at. So, say for a 4e PC w speed 6, your exploration speed is 3*6 or 18 squares

Any encounter is assumed to take a turn even if it doesn't; the rest is made up by the short rest or looking for treasure or what have you. Any time you disable a trap, that takes a turn. Stop to work on a stuck door, takes a turn etc. and anytime you have a PC move 18 sqrs thru a dungeon it has taken a turn. In B/X, you had to rest once every 5 turns, or 10 minutes of every hour.

Then you say ok, every so many turns, say 3 or 4, I will roll for wandering monsters. Roll a d6, and a 1 (or a 2 if you want more to happen) means they encounter wandering monsters.

Now remember in old editions a monster was really just a blanket term for anything you came across; in 4e it is more accurate to say 'roll for random creatures'. You can have memorable, flavorful random 'encounters' that dont all have to be combat based. There is also some cool random flavor. Here is an example table.

Roll for wandering creatures once every 3 turns.
A roll of 1 on a 1d6 indicates an encounter. Then roll a d8. If you roll the same thing twice, reroll it.

1. 3-8 Eladrin explorers looking for a relic
2. 5-10 Gnomes carrying the carcass of a large creature
3. A sleeping (snoring) adventurer lying in the hallway
4. A large swarm of bats flies by; the walls are covered in guano
5. 2-12 giant rats feeding on dead bodies; they scatter when seen
6. A woman tied up in a corner with a gag over her mouth
7. 5-10 rot grub swarms gestating
8. 3-10 monks meditating in front of a strange image on stone a wall

If you really want to kick it old school and test your ability as a DM to improvise, you can roll the reactions of intelligent creatures randomly.

Roll a d6
1. Run from the pcs/scared
2. Hostile
3. Indifferent
4. Friendly
5. Beg the PCs for help
6. Act friendly and ask to join PCs, then betray them first chance

This is literally just off the top of my head. Hopefully it gives you some ideas on how it could add a little unpredictable flavor to your game.