• Rules Sketch: Classes Part 2

    If you’re walking in on the middle of this series, there’s an index here.

    So, I’ll start sketching out classes. I decided that for each class, a picklist consisting proficiency slots, ability, spells, HD size increase, and HD number increase. Take two at first level and pick a third, and then take one additional at each level.

    Fighter

    Gain proficiency in a weapon of your choice and proficiency in an armour of your choice at first level. Take one advancement from the following list at first level and an additional one at each level. You have advantage on saving throws against steel.

    Add a new proficiency slot

    Decrease a saving throw by 1

    Increase the size of your hit dice before 9th level

    Increase your number of hit dice before 9th level

    Add 3 HP to your HP total from 9th level

    Can take elite followers from 9th level

    Add a second attack per round once from 7th level

    Add a third attack per round once from 13th level

    A fighter gains no abilities in second edition, but can get elite followers, and is the only class to be able to specialise in weapons, as well as gets a unique strength bonus. All warriors can multi-attack. I’m happy to revise proficiency to give fighters the unique specialisation. That way, weapon specialisation rules can be a fighter subsystem, and allow things like their being able to fire into melee. Multi-attack should be a fighter only option, given then evening out of benefits and drawbacks across classes.

    Paladin

    Gain proficiency in a weapon of your choice and proficiency in an armour of your choice at first level. Take one advancement from the following list at first level and an additional one at each level. You have advantage on saving throws against steel or domination (your choice).

    Add a new proficiency slot

    Gain the spiritual mission downtime proficiency

    Decrease a saving throw by 1

    Turn undead (once per turn and once per creature)

    Divine smite (spend 1d6 HP to inflict 1d8 additional radiant damage on a successful attack, or other patron-appropriate damage at GM’s discretion)

    Detect magic in ranged rank (devilry)

    Lay on hands (2 HP per level, touch rank, once per day)

    Cure disease (touch rank, once per week)

    Aura of protection (+1 saving throws to allies in same melee range)

    Increase the size of your hit dice from 9th level

    Increase your number of hit dice before 9th level

    Add 3 HP to your HP total from 9th level

    Learn a priest spell from 9th level, as per a priest of 8 levels lower.

    We need to write rules for turning undead, and added divine smite because it’s a pretty iconic power from subsequent editions. I removed the less iconic “whistle for horse”, and I like how I can add a bunch of powers to paladin from the get go because advancements are self-limiting.

    Ranger

    Gain proficiency in a weapon of your choice and proficiency in one of tracking or calm animal at first level. Take one advancement from the following list at first level and an additional one at each level. You have advantage on saving throws against steel or wands (your choice).

    Add a new proficiency slot

    Decrease a saving throw by 1

    Gain a favoured enemy (favoured enemies are always threatened with an additional 1d8 damage when attacked by the ranger)

    Gain advantage on reaction rolls with beasts

    Increase the size of your hit dice before 9th level

    Increase your number of hit dice before 9th level

    Add 3 HP to your HP total from 9th level

    Learn a priest spell from 9th level, as per a priest of 8 levels lower.

    Gain animal followers from 9th level.

    Writing this, I realised that followers aren’t included on any lists aside from the ranger, because they’re a feature of building a stronghold for everyone else. This means I need to add follower rules into strongholds, or add them here. My inclination is strongholds, so that’ll need a thorough revision. Need a list of animal followers, and favoured enemies that are very specific.

    Thief

    Gain proficiency in a light weapon of your choice and proficiency in one of pick pockets, open locks, detect noise, sneak, climb walls, decipher script at first level. Take one advancement from the following list at first level and an additional one at each level. You have advantage on saving throws against wands.

    Add a new proficiency slot

    Gain a new proficiency in pick pockets, open locks, detect noise, sneak, climb walls, or decipher script.

    Decrease a saving throw by 1

    Increase the size of your hit dice before 9th level

    Increase your number of hit dice before 9th level

    Add 2 HP to your HP total from 9th level

    If you are hidden from your opponent, you can backstab them to threaten an additional 1d6 damage. This can be taken again from 7th and 13th level to increase damage threatened by an additional 1d6 HP each time.

    You can always try to use wizardly scrolls – although the GM will roll 1d6 and on a 1, the magic will backfire and likely be dangerously overpowered in its effect or do the precise opposite of what you intended.

    So, writing the thief list reveals the challenge in making proficiencies open to all: I can’t say “this class only gets this”. I think the solution is free specialisation for this class. Then, on revision, I realised that you get proficiency slots on advancement, but you need to train in downtime to assign them. I’ll clarify that in the downtime rules, but it opens a decent level up simplifications and makes for a neat “delayed investment” in proficiencies which I like. And, it makes the “get a proficiency” ability so much more powerful for thieves and bards!

    Bard

    Gain proficiency in a light weapon of your choice and proficiency in one musical instrument at first level. Take one advancement from the following list at first level and an additional one at each level. You have advantage on saving throws against wands.

    Add a new proficiency slot

    Decrease a saving throw by 1

    Gain a new proficiency in disguise, acrobatics, juggling, forge documents, climb walls, ventriloquism, or any game

    Increase the size of your hit dice before 9th level

    Increase your number of hit dice before 9th level

    Add 2 HP to your HP total after 9th level

    Learn a random wizard spell after 3rd level, as per a wizard of one third the level, rounded down

    You gain advantage on reaction rolls with non-beasts

    You learn to give a performance for one turn that grants all allies who hear it advantage on their next morale check, next saving throw or next attack roll, their choice.

    You learn to how to counter any magic associated with music by performing against it.

    You always know a legend or rumour about a hero or magical item, although the GM will roll 1d6 and on a 1, that rumour or legend will not be entirely true.

    You can always try to use written magic – scrolls, books, glyphs – although the GM will roll 1d6 and on a 1, the magic will backfire and likely be dangerously overpowered in its effect or do the precise opposite of what you intended.

    I pulled some of the proficiencies from the rogue list in second edition, but otherwise this is identical. I need to double check that advantage works for the bardic inspiration ability, but while it’s a little rule-breaking, we can break rules as a treat.

    Priest

    Gain a granted power appropriate to your deity (see the granted power list for examples), and proficiency in religion at first level. Take one advancement from the following list at first level and an additional one at each level. You have advantage on saving throws against domination.

    Learn a priest spell of a level equal to half of your level rounded down.

    Add a new proficiency slot

    Gain the spiritual mission downtime proficiency

    Decrease a saving throw by 1

    Turn undead (once per turn and once per creature)

    Increase the size of your hit dice before 9th level

    Increase your number of hit dice before 9th level

    Add 2 HP to your HP total after 9th level

    I need to write a granted powers list, but aside from that, both priests and wizards are quite straightforward, as a lot of their content is offloaded to their spell list.

    Wizard

    Gain one spell at first level and proficiency in arcane at first level. Take one advancement from the following list at first level and an additional one at each level. You have advantage on saving throws against transformation.

    Learn a wizard spell of a level equal to half of your level rounded down.

    Add a new proficiency slot

    Gain the inscribe scroll, study spell book, charge wand, or create spell book downtime proficiency

    Decrease a saving throw by 1

    Gain proficiency in magical research.

    Increase the size of your hit dice before 9th level

    Increase your number of hit dice before 9th level

    Add 1 HP to your HP total after 9th level

    Wizards are more simple again, and reminded me to incorporate the paladin and priest downtime proficiencies.

    This leaves me with a lot of revisions:

    • Armour proficiency
    • Weapon mastery is for fighters only
    • Proficiency slots being “spent” at downtime training
    • Animal followers
    • When followers can arrive
    • Elite followers for fight
    • Favoured enemies
    • Advantage on morale, attacks, saving throws
    • Granted powers
    • Turn undead

    This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on this approach, whether I’ve overlooked anything glaring, or anything of the sort!

    Idle Cartulary

    7th June 2022

  • Rules Sketch: Heritage Part 2

    If you’re walking in on the middle of this series, there’s an index here.

    To build our heritage, I need four lists: Heritable traits, heritable foibles, ethos and rituals. I’ll refer to the ethos section for a list of ethos.

    For your heritage, pick:

    Two minor heritable traits or one major heritable trait

    One heritable foible

    One ethos

    Create a small action or daily ritual your heritage performs

    Name your heritage

    For the lists, I want nice even randomisable numbers if I can. Minor heritable traits are typically limited or low-level:

    1. Magic resistance (sleep)
    2. Magic resistance (charm)
    3. Magic resistance (fear)
    4. Proficiency (weapon)
    5. Proficiency (language)
    6. Proficiency (favoured enemy)
    7. Proficiency (speak to animals)
    8. Proficiency (hide in foliage)
    9. Proficiency (hold breath)
    10. Proficiency (mimic sound)
    11. Proficiency (track by scent)
    12. Proficiency (sense slope, direction or depth)
    13. Proficiency (sense tunnel safety)
    14. Proficiency (sense secret doors)
    15. Daily Affect Normal Fires or other spell cast at 1st level at hp cost of 1d6
    16. Natural armour against fire (2d6)
    17. Natural armour against cold (2d6)
    18. Powerful leap (unencumbered only)
    19. Prehensile appendage (tail, tentacle, etc.)
    20. Natural attack (1d4 melee)

    Major heritable traits are more specific but powerful and all spell-like abilities last until sunrise and can only be used on self.

    1. Daily Invisibility or other spell cast at 2nd level at hp cost of 2d6
    2. Daily Monster Summoning I or other spell cast at 3rd level, at hp cost of 3d6
    3. Daily Polymorph Self or other spell cast at 4th level, at hp cost of 4d6
    4. Natural armour against non-silvered weapons (2d6)
    5. Natural armour against slashing damage (2d6)
    6. Natural armour against piercing damage (2d6)
    7. Natural armour against bludgeoning damage (2d6)
    8. Immunity (charm)
    9. Immunity (sleep)
    10. Immunity (fear)
    11. Advantage on saving throws (poison)
    12. Advantage on saving throws (wands)
    13. Advantage on saving throws (ill-fortune)
    14. Magic resistance (priestly)
    15. Magic resistance (wizardly)
    16. Magic resistance (devilry)
    17. Natural attack (2d4 melee)
    18. Natural attack (1d4 reach)
    19. Natural attack (1d4 charge)
    20. Flight (unencumbered only)

    Heritable foibles are typically special consequences or abilities with significant drawbacks

    1. Infravision, but no normal vision
    2. Ultravision, but no normal vision
    3. Too large for common armour and clothing
    4. Too small for common armour and clothing
    5. Always recognisable as heritage (horns, tentacles, skin colour, eyes, etc.)
    6. Vulnerable to magic (charm)
    7. Vulnerable to magic (fear)
    8. Cause magical items to malfunction when using them as a consequence
    9. Disadvantage when exposed to hot weather
    10. Disadvantage when exposed to dry weather
    11. Disadvantage when exposed to cold weather
    12. Threaten damage when exposed to loud noises
    13. Vulnerable to fire damage
    14. Vulnerable to lightning damage
    15. Vulnerable to cold damage
    16. Vulnerable to poison damage
    17. Vulnerable to silvered weapons
    18. Magic (divine) ineffective at random
    19. Magic (wizardly) ineffective at random
    20. Magic (devilry) ineffective at random

    Rituals are often related to a trait or foible, but it’s hard to do a picklist. I wonder if the better approach is a ritual grid:

    A ritual or social action is something that happens regularly, and is reflective of your heritage. Usually it consists of a call or external prompt, and a response that you and your folk do Use these prompts to help create your ritual or social action, or roll 1d10 on each table:

    Call: 1. Celestial sign; 2. Animal activity; 3. A specific accident; 4. A weather event; 5. A magical sign; 6. A meeting of minds; 7. An injury; 8. A request for assistance; 9. A death or loss; 10. An unexpected change

    Response: 1. Celebration; 2. Meditation; 3. Prayer; 4. Utterance; 5. Gesture; 6. Physical Touch; 7. Ward; 8. Garment; 9. Grooming; 10. Mourning

    Now, the basic rule is create your own, but I will do in the end is provide common sets of traits to relate to say, high elves, mountain dwarves, or forest gnomes.

    Wood elves. Magic resistance (charm), proficiency (hide in foliage), ultravision. Protect the borders of the Forest of Murk from outsiders. We must celebrate drinking honey wine with our family each month when both the Maiden and the Full Moon are in the sky together, taking no rest.

    I’ll do a few of those, just to cover the basic races. I think that’s a neat framework.

    This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on the heritage lists, whether I’ve overlooked anything glaring, or anything of the sort!

    Idle Cartulary

    6th June 2022

  • Rules Sketch: Saving throws

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

    I realised working on monsters, that I didn’t have a saving throw table for each class or for monsters (which are, in second edition, as warriors). The saving throw rule is:

    If you are attacked, make a saving throw by rolling 1d20. If your position is controlled, roll with advantage, and if it is desperate, roll with disadvantage. On a full success, take no damage and no effect. On a partial success, take half damage and temporary or partial effect. On a failure, take full damage and effect.

    The save you roll depends on the type of attack: Domination for psychic, enchantment, or death magic, Poison for physical fortitude, Wands for magical attacks, Transformation for anything that changes the nature of your flesh, Steel for physical attacks and Ill-Fortune for all else.

    Second edition has this table to calculate your saving throw. Based on this we have for each class, a strong and two weak saves.

    Or, focussing on strengths, you could say that warriors are strong against steel and poison, wizards are strong against wands and transformation, rogues are strong against steel and wands, and priests are strong against domination and transformation. Nobody is strong against ill-fortune, and there are plenty spare combinations for the supplementary classes I expect to appear.

    But what does strong mean? And what are we rolling against? I like incorporating position here, but really positioning should change consequences, and be GM-facing (more or less). Maybe I need to go back and talk about consequences and positioning as part of the basic procedure – because it really should be. If I do that, I can forget about it here, and different classes can have advantage on different saving throws. Disadvantage, is not mentioned, mirroring ability checks.

    If you are attacked, make a saving throw by rolling 1d20. Roll with advantage if your class has advantage on that saving throw. On a full success, take no damage and no effect. On a partial success, take no damage and full effect, or half damage and temporary or partial effect at GMs discretion. On a failure, take full damage and full effect.

    The save you roll depends on the type of attack: Domination for psychic, enchantment, or death magic, Poison for physical fortitude, Wands for magical attacks, Transformation for anything that changes the nature of your flesh, Steel for physical attacks and Ill-Fortune for all else.

    If I’m mirroring ability checks, we need a unique saving throw score, just like an ability score, between 0 and 20. We should generate saving throws exactly as we generate ability scores or, we should relate them directly like in fifth edition. It adds unnecessary complexity to randomly roll them; but it also gives the potential for interesting contrasts and balancing; I’m inclined to give both as options at character creation.

    To generate your saving throws, either roll them as you’d roll for your ability scores, or derive them from your ability scores: Domination is equal to your intelligence score; poison to constitution; wands to dexterity; transformation to charisma; steel to strength and ill-fortune to wisdom.

    Warriors have advantage against steel and poison, wizards are strong against wands and transformation, rogues are strong against steel and wands, and priests are strong against domination and transformation.

    Looking at this rule, honestly, it feels a bit overpowered: Advantage on one saving throw is enough, because it’ll stack with heritage options like the halflings. In addition, the generation rule seems overly complex.

    To generate your saving throws, either roll them as you’d roll for your ability scores, or assign the value of each of your ability scores to a saving throw.

    Warriors have advantage against steel, wizards are strong against transformation, rogues are strong against wands, and priests are strong against domination.

    But, by divorcing saving throw scores from class, I’ve caused a monster problem; albeit a minor one because only boss monsters use saving throws. Basically, do I scrap saving throws for monsters altogether (and relate them to the success of the PC’s roll), or do we give them a specific array? Or we give certain monsters the ability to inflict disadvantage for a saving throw? Or we just make inflict disadvantage on an ability check or saving throw a hard move? That last one, I think. So, when a monster says “save as”, they can cause disadvantage on those kind of attacks as a move (wands and transformation for example). I’ll have to add the the monster conversion rules:

    A monster requires the following statistics:

    Number appearing, attacks/damage, save as, armour, hit dice, movement type, morale, treasure type, special notes on attacks and defences.

    All numbers are compatible with the basic and second edition versions of the game, except for armour and morale.

    It may be beneficial to in addition add information for the GM’s inspiration, on frequency, organisation, intelligence, ethos, diet, sleep cycle, climate and habitat, society and ecology, or tactics.

    If using a monster in B/X, if their B/X morale score is <5, their morale rating is 5; if their B/X morale score is 6-9 their morale rating is 10; if their B/X morale score is >10, their morale rating is 15. If the monster is in Second Edition, use their morale rating.

    To convert an NPCs armour class in B/X or AD&D 2e to Advanced Fantasy Dungeons, consult the armour table and assign an equivalent armour type.

    To convert a monster’s “save as” in BX, simply impose disadvantage on attacks for their equivalent class: Warrior equivalents impose disadvantage against steel, wizard equivalents against transformation, rogue equivalents against wands, and priest equivalents against domination.

    Thoughts going forward: Disadvantage needs to be clarified in its role and it’s consistency across systems, I think, and likely this belongs in the GM section as a GM action. Having eliminated positioning entirely (but it still being a useful concept), I think that needs to be incorporated into the basic rules and procedure and GM actions.

    I also realise that there’s no way to increase ability scores or saving throws; should increasing scores be possible? Second edition says no for ability scores, but yes for saving throws, which suggests saving throw improvement should be a common class advancement. I haven’t written class advancements yet, so I can add that in easily.

    Finally, I need to revise the basic procedure section and the GMing section to include the concepts of desperate and controlled positioning, and how those things affect consequences. This is about consistency between systems, and the inconsistency that’s been baked into the piecemeal way I’ve developed this should be ironed out as I work things together into an alpha document.

    This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on saving throws! I don’t think I’ve missed any glaring things, but on the other hand I missed saving throws until this late stage so anything could happen.

    Idle Cartulary

    5th June 2022

  • Rules Sketch: Further combat: Monsters and ranged attacks

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

    I forgot a few details in combat again: Namely, how a GM runs a monster from a stat block, and how a ranged weapon hits an ally when attacking into melee rank.

    A stat block consists: Number appearing, attacks/damage, save as, armour, hit dice, movement type, morale, treasure type, special notes on attacks and defences. So, what does a GM so with all this?

    • Initiative is equal the highest facing on the damage dice.
    • Roll hit dice to calculate HP.
    • Move up movement.
    • For each attack, threaten damage equal to a roll of a damage dice within range.
    • Take damage first to armour and then to hit points.
    • Roll a morale check when appropriate.

    Cool. Rolls are supposed to be player-facing, so no saving throws at all, however HP work the same, so too-and-fro should continue. Let’s see in play how that works, or whether we need to incorporate saving throws into the GMs side of combat.

    Now for ranged attacks. This is easy.

    If attacking with a ranged weapon into melee rank, on a fail or missed success, randomly select an ally, and threaten damage against them instead.

    Cool. Just filling in the gaps.

    This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on further developments in combat.

    Idle Cartulary

    4th June 2022

  • Rules Sketch: Factions with gravity

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

    Factions are groups of people who share a similar goal and have collective power to shape the world around them. The community collectively considers them essential for making a world feel responsive and independent of the characters, but second edition has almost nothing to say about them.

    I was hoping to run factions just like I ran NPCs, but it feels weak. Here’s what a A-DNA, A-VOW looks like for a faction:

    The Garrulous Guild of Thieves have the map to the Jewel of Ichor, a jester’s hat tattoo, want access to the Vault of St Lemay, and want the ascension of St Lemay’s undead soul to godhood.

    They pretend to be a thieves guild, but at high levels are a cult, and their leaders seek divine relics obsessively, but cannot allow the body of St Lemay to be disturbed before the ascension.

    But if I instead base factions on apocalypse world fronts:

    Factions are groups of people who share a similar goal and have collective power to shape the world around them. They might be a council, coalition, cabal, cartel, conspiracy or more. Give them one or more of:

    A goal that will impact the PCs

    An insignificant sign that they are impacting the world

    A significant warning that they are close to achieving their goal

    An action they can take to derail the PC’s plans

    An action they can take to spur the PC’s to action

    So, let’s try again:

    The Garrulous Guild of Thieves

    They access to the Vault of St Lemay so that St Lenays undead soul may ascend to godhood.

    Thieves throughout the city bear their mark; a jesters hat.

    When the Vault is claimed, the undead rise every night in the city in small but significant numbers, causing fear and unrest in the population.

    They can send their thieves to set traps and thwart their gains.

    They can frame the PCs for crimes they did not commit.

    Which one is better? I honestly am not sure?

    This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on factions! What’s better? Is on on the right track?

    Idle Cartulary

    3rd June 2022

  • Rules Sketch: Your session

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

    Having separated out the advice for building a campaign and the advice for preparation. into their own sections, the advice for running a session is spread out throughout it the many books in sentences here and paragraphs there. As I read further in response to the impression the advice was absent, I realised it wasn’t, but rather wasn’t organised. Relying on a relationship with the legacy second edition inherited.

    In terms of the GMs role, I summarised it earlier as:

    The GMs job is to generously and truthfully say what every thing and every one in the world says and wants to do except the PCs, and to prepare for the campaign to the degree necessary to achieve this.

    The GM’s job is also to make rulings where the rules are not clear or are unknown, and to maintain consistency in doing so.

    This, plus the rules so far really govern what the GM does. So, this section is really an Apocalypse World style set of principles on how to do this. The work has been done for me, most effectively in my opinion Into the Odd and Mausritter.

    Mausritter’s are principles are; make the world seem huge, create situations not plots, present the world honestly, make the world a consistent and understandable place, be an impartial arbiter of the rules of the game and the world, telegraph danger, don’t pull your punches and reward bravery. These are solid principles in keeping with the Principia Apocrypha.

    Into the Odd’s aim differently: Give information , present choices and show impact. These principles focus on narration and improvisation focused rather than on preparation, which I like.

    Throughout this project, especially once the benefit of introducing clocks became obvious, I’ve had to refrain from remarking how like Blades in the Dark the implied structure of second edition is. So, let’s go further afield to Blade’s principles, which are a bulky and cumbersome affair but insightful in my opinion.

    In Blades the GM’s Goals are to play to find out what happens, convert the world honestly and bring the location to life. To achieve them, they use GM actions and are guided by GM principles. Actions are ask questions, provide opportunities and follow the player’s lead, cut to the action, telegraph trouble before it strikes, follow through, initiative action with an NPC, tell them the consequences and ask, tick a clock, offer a devil’s bargain, and think off-screen. Effectively, a GM takes an action when there’s a consequence as a result of a roll, or when a scene loses momentum. Note that there are a bunch of these in the other principles, but I like giving the GM concrete things to do, it’s one of my favourite tbh kings about Powered by the Apocalypse lineage games: The GM has a character sheet as well.

    The GM principles are: Be a fan of the PCs, let everything flow from the fiction, describe evocatively, assess the characters and the players, consider the risk, and hold on lightly to your plans.

    But then it has best practices (maintain the integrity of the fiction, be interesting, create an atmosphere of enquiry, help the players play the game to pursue their goals, sont block, keep the meta channel open, advocate for the interest and capabilities of the NPCs, play goal-forward, cut to the action, be aware of potential vs established function, zoom in and out of the action, being the game system to life on screen, put it on a card) and bad habits (don’t call for specific rolls, don’t make the PCs look incompetent, don’t overcomplicate consequences, don’t let planning get out of hand, don’t hold back on what they earn, don’t say no, don’t roll twice for the same thing, edit ahead and don’t get caught up in minutiae). All of these are good pieces of advice! But this is too much for me, so how could I include anything like this in the game?

    My gut is to use the structure of goals and actions to simplify the most important of these principles into narrative-creation oriented actions and player-enjoyment oriented goals. The principles guide everyone’s actions, including the players. The actions indicate how you engage, and they differ between GM and players. Then, we have a clear list of things to do for the GM, which is the way I like it, and the major weakness for me in second edition, because there is no clear indication of what a GM does.

    I think extending out the players principles and GM principles so that they mirror each other is a good idea. What are players equivalent to rulings? What is player prep? What is player improv? How do players bring fun to the table? These questions should be answered, mirrored, on one page, so that the players feel an equal part of the team. I’ll come back to this I think.

    So, what are the GM and player goals?

    Let the PC’s goals drive the story

    Let the consequences of the PCs actions change the world

    Hold lightly to your plans

    Describe the world truthfully

    Maintain the world’s integrity

    Maintain the integrity of the rules and any rulings

    Bring the rules to life on screen

    These goals are for everybody, are general enough to apply to everybody, but are still key to driving the GMs preparation and how they direct their actions. Seven feels reasonable.

    GM actions are always directed at a PC unless otherwise stated. When a session begins, when a scene loses momentum take an action, or when a consequence is the result of a roll, take an action. The actions are:

    Ask an establishing or provocative question

    Describe the fantastic

    Differentiate options

    Foreshadow danger

    Threaten damage or something dear

    Face temptation alone

    Escalate the stakes

    Offer an opportunity at a cost

    Give what they earnt

    Tell a secret

    Show the impact of their actions

    Follow their lead

    Cut to the action

    An NPC does something impactful

    Something happens off-screen

    That’s sixteen actions. That’s a lot. I’m not sure it’s too much. But it’s supposed to be o be inspirational. Ok, and finally, the the five don’ts (better name please help):

    Don’t prepare plots, instead prepare powderkeg situations.

    Don’t block the players; instead say yes, if they can first do this.

    Don’t make the PCs look incompetent when they roll badly, instead make their foes look badass

    Don’t overcomplicate consequences, instead choose the simplest logical consequence

    Don’t roll twice for the same thing, instead hold the first result until the PCs are in a more desperate position

    Ok, so this is still a lot, isn’t it? I feel like it’s digestible in a way that the Blades in the Dark ones isn’t, but practical in a way that Mausritter isn’t as well. They’re more supportive to acting during play than Into the Odds, which is something I think is a strenfrh. I think they’re comprehensive, too?

    I’m not sure where to go with mirroring player and GM principles from here. I feel like there’s more to say to help players make choices. Consider how players of third through fifth editions look to their power list and proficiencies to choose how to a act. A similar action picklist to this so they know what to do instead of “I make a perception check”. I’ll have to come back to this, I think.

    This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on GM principles and running a session. Have I developed this out too much? Too little? Mausritter, Into the Odd and Blades in the Dark expanded each of these. Should I expand them as well? I’m inclined to, but there are a lot of actions and principles here. This is one where I’d really appreciate input from the few people reading along, and I’d appreciate input about player actions mirroring these (albeit briefer).

    Idle Cartulary

    2nd June 2022

  • Rules Sketch: The basic procedure and revising procedures

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

    Second edition does not describe play at all except through the examples of play. Those examples are good, in my opinion, and I’ve gleaned a lot of designers intent from them. But I like to be more clear about what the procedures of play are. I’ve spoken previously about how different locations in second edition are effectively different boards for the same game, upon which the same rules apply. Like board games, those boards should have common elements. For Advanced Fantasy Dungeons, this is the basic procedure, which isn’t a new thing, but most recently I liked Prismatic Wasteland’s and I’ve adapted that here in combination with second edition’s first chapter.

    My gut is that this goes at the beginning of the book, because it’s setting up the books structure, both in terms of we have a basic procedure and we iterate on it, and in terms of these are the PC rules and now here are the GM rules that reflect them. I can’t see anyone playing Advanced Fantasy Dungeons, a strange paraclone of a middle-school role-playing game as their first game, but it’s important to me to clearly set expectations for the rules text, even as it should be tossed aside.

    First, we need to define player and GM:

    Most players pretend to be a person in the world, their player character (PC). One player, the Game Master (GM), pretends to be everything else in the world.

    The players job is to say what their player characters (PCs) say and want to do, what they think and feel, and to answer questions about their background and surroundings.

    They depend on the GM to understand their surroundings and what is happening, and when, and where, so that they can do this.

    The GMs job therefore is to generously and truthfully say what every thing and every one in the world says and wants to do except the PCs. The GM’s job is also to make rulings where the rules are not clear or are unknown, and to maintain consistency in doing so.

    Everyone’s job is to be ensure that everyone at the table is enjoying themselves.

    Then, we clarify the general procedure.The general procedure is this:

    The basic procedure of Advanced Fantasy Dungeons is:

    1. The GM describes the situation and what the PCs see, hear, feel, smell and hear.

    2. The players ask clarifying questions and the GM answers until the situation is clear to them.

    3. If a clarifying question would require a PC to take action, the GM confirms that they want to take action and if they do, resolve such actions to provide an answer.

    4. The players state the action they want to take in response to the situation.

    5. PC actions are resolved, changing the situation, and starting the cycle again.

    If the actions result in a change of procedure (to combat, social, dungeon, wilderness or town procedures) transition to those procedures as appropriate. The basic procedure always applies.

    Then, so I know this works, we fold in the combat, dungeon, wilderness and town procedures so we know they fit around this procedure and where they fit:

    Most actions taken in a dungeon – movement, lockpicking, searching, bandaging, spell casting – take a turn. A turn procedes as follows:

    1. Roll the exploration die and follow the instructions.

    2. Follow the basic procedure until each PC resolves their action, transitioning to other procedures as appropriate.

    3. If you do not carry a light source, spend 1d6 HP.

    Repeat the cycle as long as the PCs remain in the dungeon.

    The exploration die is a 1d6, +1 per turn with no result , interpreted as follows:

    1-4, Nothing happens; 5-6. Wandering monster; 7. The environment changes; 8. Light sources exhaust; 9. Spells expire; 10+. Rest or spend 1d6 HP

    If you are stranded in the dungeon at the end of a session, each PC rolls to return to the surface. Roll fortune or an appropriate proficiency, against a target equal to the number of turns traveled to escape the dungeon. For every point you fail by, choose either to spend that amount in HP or ten times that amount in GP.

    Thinking about this, it might be beneficial to reintroduce the ten minutes dungeon turn because actions can vary in length depending on the location you’re in. Wilderness travel is next, and I note that the procedure is neat, but not clear.

    Most actions taken while journeying through the wilderness take one watch. Each day has three watches. A watch proceeds as follows:

    1. Players choose whether they will travel or rest for the new watch.

    2. For each watch, the GM rolls on the wilderness grid. Roll d100 for what encounter, and 1d8 for the type of encounter:

    What encounter: 1. Very rare; 2-3. Rare; 4-6. Uncommon; 7-10. Common; 11-14. Common; 15-17. Uncommon; 18-19. Rare; 20. Very rare; 21-100. Nothing.

    What type of encounter: 1-4. Nothing; 5. Monster Traces; 6. Monster Tracks; 7. Monster Encountered; 8. Monster Lair.

    Random encounters prevent a watch of rest from being completed, but do not prevent a watch of travel from being completed.

    3. Follow the basic procedure until each PC resolves their action, transitioning to other procedures as appropriate.

    Repeat the cycle as long as the PCs are journeying in the wilderness.

    If you travel for a watch, move forward one hex. You must spend 1d6 HP to travel for a second or and 2d6 HP to travel a third watch.To travel on difficult terrain, roll fortune or a relevant proficiency or spend 1d6 HP.

    If you rest for a watch, perform a rest action such as heal, memorise spells, prayer, or repair. There is no formal lists of rest actions, but rather you can only perform one such action per watch (in addition to all of the other things you must do while travelling). You cannot travel and rest the same watch.

    Using vehicles or mounts does not allow you to travel further, but horse-sized mounts provide 10 inventory slots and wagon-sized vehicles 20 inventory slots. Flying mounts do not provide inventory slots. Your mount or vehicle may not be able to travel on some difficult terrain (for example wagons in swamps, or horses on mountains). Some vehicles or mounts allow you to travel on terrain that is otherwise impassible (for example boats over lakes, wyverns through the sky).

    If you are stranded in the wilderness at the end of a session, each PC rolls to return to the nearest settlement. Roll fortune or an appropriate proficiency, against a target equal to the number of days travel to the nearest settlement, plus the number of turns traveled to escape the dungeon. For every point you fail by, choose either to spend that amount in HP or ten times that amount in GP.

    We also need to clarify combat, although it’s very straightforward:

    Most actions taken while in combat take one round. A round proceeds as follows:

    1. Combatants declare their weapons.

    2. Combatants proceed in order of speed factor.

    3. Follow the basic procedure until each PC resolves their action.

    Repeat the cycle as long as the PCs are engaged in combat.

    Each weapon has a speed factor equal to its highest face. Order of action is by speed factor. If more than one person has the same speed factor, choose randomly.

    To make an attack, make a strength check for melee attacks, a dexterity check for ranged attacks, or a proficiency check if you have proficiency your weapon.

    On a success, threaten injury. On a partial success, threaten injury and suffer a minor consequence. On a failure, suffer a major consequence.

    Consequences are at GM discretion. Minor consequences might include you are threatened with injury, the opposing side goes next or your morale is shaken. Major consequence might be two of these, or something else.

    When you threaten injury, roll your damage dice to find out how much HP your target must spend to avoid injury, or how much damage their armour suffers.

    On an NPCs turn, the GM declares who is threatened with damage. The PC makes a saving throw, and spends HP and armour as they see fit.

    When your morale is shaken, make a morale check against either your morale rating (if you are an NPC) or your wisdom (if you are a PC). The GM may grant you advantage or disadvantage depending on factors such as training, overwhelming opposition, ethos, and how your allies are faring.

    On a full success, you rally and fight on. On a partial success, your first concern is calculated retreat. On a failure, your first concern is immediate escape.

    The social procedure is, it is revealed, not a procedure, just a rule, triggered by the basic procedure. Downtime looks like this:

    Downtime is measured in real-time weeks occurring between gaming sessions. Downtime actions are of different lengths, represented as a clock, the length of which is dictated by the action. When the clock is full, you have completed the downtime action. For each week:

    1. Choose an available downtime action that the PC took during that week.

    2. Follow the basic procedure until the PC resolves their action, transitioning to other procedures as appropriate. The GM must agree that the action makes sense, that the activities being described are within the power of the PC, and that they would indeed plausibly progress you towards your goal.

    3. If the downtime action is completed, resolve it and change the situation accordingly.

    Repeat the cycle for each PC until you have

    Downtime actions can have walls; walls are points at which you cannot process with any more ticks until you perform an in-world task. Downtime actions can have branches; branches are points where the clock ends prematurely, and you have the option to continue with one of a number of new clocks.

    On a failure, tick one section of the downtime clock and there is a complication. On a partial success, tick two sections. On a full success, tick three sections. A complication is usually an unexpected wall, an unexpected branch, a relationship consequence, or a hook for further adventure.

    A 1 step clock will result in a minor and temporary advantage. A 6 step clock a slight campaign goal or minor advantage. A 10 step clock a minor campaign goal or moderate advantage. 20 step clock moderate campaign goal or significant advantage. A 40 step clock is an epic or campaign-changing achievement.

    War fits into the Downtime procedure, and social or appears to not be a procedure of its own, but merely a roll associated with the basic rules. Notes going forward: Revise timekeeping again to reintroduce rough time periods.

    This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on basic procedure, the revised piar procedures, or if I’ve overlooked anything glaring!

    Idle Cartulary

    1st June 2022

  • Rules Sketch: Spells and Magical Items

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

    Similar to monsters, I really want spells and magical items to be cross compatible between B/X and Second Edition.

    What do those spell descriptions consist of? For B/X, it appears to be range, duration and spell description. For Second Edition, range, duration, area of effect, casting time, and saving throw. These seem all to be present in equivalent spells, it’s just more structured in Sexond Edition.

    Translating range and area of effect will require I incorporate the optional positioning rules into spellcasting, and add a range band called “touch” that is closer than melee. Saving throws are already a direct translation, but I suspect they are best ignored as new saving throw names are easier for the GM to rule. Duration and casting times should be equivalent, but casting time has an option for it to be added to initiative, which needs a ruling.

    Magical items have a much broader range of descriptions and are not easily adjudicated. A lot of the spell conversion advice applies, as does some of the previous monster advice. I think there will likely be a conversion page sitting in an appendix somewhere, to centralise all of this, but it’ll take playtesting I think to iron out the creases across so many magical items and monsters, although spells aren’t so much of a problem.

    Spells and magical items from previous editions will need to be converted. Some rules of thumb apply and will make this process simple and able to be done during play. In outlying or unsatisfying cases, the details of the spell or magical item are at the GM’s discretion. Basic rules of thumb are:

    Range is equivalent. In combat, ranges that require touch are closer than melee, and hence always provoke a consequence, ranges in feet are in the reach rank and ranges in yards are in the ranged rank.

    Area of effect spells always affect a single battlefield or 1d6 people if not in combat.

    Saving throw choice is at GMs discretion.

    Duration is equivalent, remembering roughly ten rounds to a turn, and six turns to an hour. Random durations are kept in secret by the GM, but the spell ending should be forewarned in some way when the time comes.

    Casting time is equivalent, remembering roughly ten rounds to a turn, and six turns to an hour. In combat, casting times of one round are always last in the order of actions, and for casting times with only a number, this represents their speed factor.

    This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on spell and magical item conversions if you have any!

    Idle Cartulary

    31st May 2022

  • Rules Sketch: Perception

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

    Thinking about a common question that will come up with my particular group who was born and bred on fifth edition: How do I make a perception check?

    The obvious answer, and — I think — the boring one, is they don’t exist. A better answer is that every proficiency is a lena through which you perceive your surroundings.

    “GM, I have proficiency in stonework. I’m going to examine the statue.”

    While I’m not opposed to player skill and attention, I am opposed to wilfully withholding information. Information should be easy to find, and I don’t want it gatekept behind one specific roll, but this approach gives the GM an avenue through which they can hand out information, I think.

    There is no perception proficiency. If you have a proficiency relevant to your situation, tell the GM. The GM will provide any insight your training might grant in the situation, although they may prompt you to clarify the extent of the insight (“Are you just looking, or do you touch? Smell?”).

    I also want a GM facing rule here:

    If a PC is using their proficiency to grant insight into the situation, take this as an opportunity to tell them secrets or foreshadow what is to come. Use clarifying prompts (touch, smell, listen, taste as well as sight) to provide them with more information if they agree to follow the prompt.

    This is neat, I think. Is it necessary?

    This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on perception, particularly if this short rule is necessary at all!

    Idle Cartulary

    30th May 2022

  • Rules Sketch: Monsters

    If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

    Remembering that whatever weird design approaches I take, this is full intended to be a cross compatible D&D clone, there are two things to talk about on the topic of monsters: Compatibility in the context of changing combat systems and their role in the campaign itself.

    In terms of compatibility second edition and B/X stat block looks awfully similar: Number appearing, attacks, THAC0, damage, armour class, hit dice, movement, morale, treasure, special notes in attacks and defences. The only differences are save as and intelligence. In second edition, all monsters save at their HD level of warrior, so Save As is unnecessary. I can’t speak for the importance of intelligence, though. For Advanced Fantasy Dungeons, we can eliminate the need for some of these, to remain compatible with both B/X and Second Edition. This minimum is:

    A monster requires the following statistics:

    Number appearing, attacks/damage, save as, armour, hit dice, movement type, morale, treasure type, special notes on attacks and defences.

    All numbers are all compatible with the basic and second edition versions of the game, except for armour and morale.

    It may be beneficial to in addition add information on frequency, organisation, intelligence, ethos, diet, sleep cycle, climate and habitat, society and ecology, or tactics, to assist the GM in running the monster.

    Morale is equivalent to second edition, but B/X uses 2d6 roll. I want simplicity, so rather than directly translating probabilities we’ll use rough equivalents:

    If using a monster in B/X, if their B/X morale score is <5, their morale rating is 5; if their B/X morale score is 6-9 their morale rating is 10; if their B/X morale score is >10, their morale rating is 15.

    Armour is more complicated, because it’s more meaningful under the Advanced Fantasy Dungeons rules. Simplifying, I suspect, will result in weird edge cases in conversion, particularly for high level monsters, but nevertheless:

    To convert an NPCs armour class in B/X or AD&D 2e to Advanced Fantasy Dungeons, consult the armour table and assign an equivalent armour type.

    This makes me realise that I probably need a “natural armour” comment somewhere, but that should just amount to “natural armour as leather”, or instead perhaps I need to include examples like “Red dragonscale armour” to give an indication of the breadth of possibility in the armour system.

    I mentioned earlier in “stat blocks” frequency, organisation, intelligence, ethos, diet, sleep cycle, climate and habitat, society and ecology, or tactics, which brings me to different types of monsters: There are two types of monsters, the mythic and the natural.

    Second edition leans into the natural monster. Paraphrasing Dan D.: A natural monster isn’t evil; it is a symptom, merely the the immediate threat. When it is defeated another will come, because the conditions that created it will create another. Those conditions are complex and rooted in past events, and are the true challenge to overcome (or perhaps, impossible to overcome). The question in response to a natural monster is: “What is disrupting the world?” How do I codify this?

    For a natural monster, consider first the immediate cause, then the distant cause which caused that. Finally, choose a sign that might point you to each of those causes. All natural monsters have IDS.

    For example, there is an bear-owl rampaging through the farmland, killing the dairy cattle that keep the locals in coin. The bear-owl’s diet consisted easy to catch humming-bloods, but a local priest ordered them hunted down and their nests burnt to prevent further plague. That plague was being spread by the humming-bloods, but only because they’d been used by a young love-witch who used them to steal blood for love potions for the youth of the local town. Corpses of humming-bloods full the bear-owls den and it is pocked with scars from their proboscis, and there have been a run of marriage among the young of the town lately, against all the expectations of the village gossips.

    Mythic monsters on the other hand are without cause outside their own determination. Regardless of intent, a mythic monster is likely to be perceived as evil by those it imposes its will on. The dungeon hates you is the most prototypical version of this, but anything can be an incursive force. If your orcs are mythic, they are not born but bubble up from the ichor vomited out by their god Gruul when they died in range battling Ellicon the Bright. There might be only the five dragons, or better a singular Dragon. The Planetar of Elflander bringing their myopic vision of justice from above. Monsters are also often uncategorisable – perhaps a place, perhaps an animal, perhaps a spirit of vengeance? Most monsters in dungeons are mythic, and most monsters in the wilderness are natural. How do we codify the mythic monster?

    For the mythic monster consider first the monsters alien purpose, secondly how it’s environment and its associated monsters, act in concert with its intent, and finally what it are it’s eyes to learn how to achieve them. Mythic monsters have PIE.

    My biggest hesitation is that I’m not sure that this adds anything to the previously existing NPC framework. Should all monsters be NPCs? How do I choose when to IDS or PIE and when to A-DNA or A-VOW? This all feels a bit fucking much to me at this points. I’m going to rewrite them as a set of principles and not rules.

    For a natural monster, always have an immediate cause in mind, then the distant cause which caused the immediate one. For the mythic monster, consider how the environment and any associated monsters will act in concert with it, and what it’s malign intent is.

    That’s less concrete, but also less complex and clearer. The example for the natural monster is still useful, and I can write a similar example at a later date for the mythic monster.

    This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on monsters, converting monsters, and how monsters fit into your campaign!

    Idle Cartulary

    29th May 2022

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