Sunday, October 13, 2024

Economics in TTRPGs

 BASICS

An economy is a closed system where goods and services are produced and traded. For instance, the local economy of your town, the regional economy of the Mediterranean, the global economy of Earth, or hypothetically the galactic economy the Milky Way. How well or how poorly people are living (called the standard of living) within an economy depends on production. Production means what people can make and how much of it they can make. People have to make stuff to trade stuff, and they have to trade stuff to have other stuff.


COST OF LIVING

If the average person in your setting earns a wage of 5 Silver Pieces per day, then the cost of food, water, and shelter should total less than that. Otherwise, no one buys anything because they can't afford to, and so no one will earn anything because nothing is being bought, and the economy doesn't work.


SUPPLY AND DEMAND

If there is a market demand for a product or service, then the market will find a way to supply it. If there's no market demand for something, there will be no market supply. Do you really think the that the average person needs healing potions? Not if the average person earns 5 silver pieces per day, and the cost of a healing potion is 50 gold pieces. This means alchemists and alchemists with work are extremely rare.


SILVER OR GOLD?

Your setting's currency system ought to have a silver standard rather than a gold standard. At the time of writing this, an ounce of silver is worth $30.00, and an ounce of gold is worth $2,466.00. That means that the value of gold is 82 times that of silver. If a gold piece is a US dollar, then a silver piece is a coin with a value of 1.25 cents, not the neat 1 to 10 conversion rates given in your TTRPG book. Values are based on SCARCITY. Food, water, and shelter are much more common than gold. Would you trade a $10 silver coin for a cheeseburger or an $820 gold coin? Only merchants and nobles use gold coins.


FIXING THE ECONOMY IN YOUR TTRPG

Whatever you do with money in your TTRPG, don't worry about it feeling realistic, just worry about it being simple and feeling fair to the players. If possible, big IF, you want players to be able to develop an intuitive understanding of the value of a silver or gold piece in-setting, similar to how they might have an appreciation for the value of a dollar. Apply some basic principles of economics to your setting. Healing Potions are not a common household item like cough medicine. Common household objects, meals, and stays at the traveler's lodge don't cost 1 whole gp. Emphasize that people make a lot of their own stuff.

Sunday, October 6, 2024

Primer for No Speech Mechanics in TTRPGs

INTRODUCTION

A primer is something that prepares you for a new idea. This might be a long one! So far, this document is over 3.2k words. I'm almost as verbose as the Angry GM. In my experience with roleplaying games and conversations about them, people seem to think that speech mechanics are necessary and important, or for some reason, FUN? I want to suggest to you that speech checks were not always a part of roleplaying games. Think about that, and DON'T make any assumptions about the regularity or depth of roleplaying before speech mechanics were added. Don't assume roleplaying was somehow less prevalent or serious in the before times. In D&D at least, speech skills were added to the game with the publication of 3rd edition, 25 years into D&D's existence. Players got along fine before that. Charisma represented one's aptitude for leadership and was primarily used to determine how many followers you could lead. It did not represent your appearance or how charming you were.

If you wanted to have a conversation with an NPC, you had a conversation; either that, or you described what you would say and how you would say it, and the GM would describe how the NPC responded. In a no-stakes or low-stakes conversation, the GM roleplayed his NPC, and if the PC made a fair proposal, there would be no need for the NPC to reject it. In a conversation where there were stakes, (something significant to gain or lose), then it was up to the player's creativity to convince the NPC that it was in their best interest to help the PC. I'll teach you how to do this later on. 


COMPLAINTS

Here's my first complaint about speech mechanics: SPEECH MECHANICS are for video games. Why's that? Because game mechanics are necessary ONLY for simulating actions we cannot do ourselves, and video games as a medium have a few more limitations. In a live roleplaying game with people, we cannot hit each other with swords, so we have a mechanic for that. We can however, persuade, intimidate, and deceived each other at the table. Therefore, speech is an unnecessary thing to mechanize. In general, I believe unnecessary mechanics make a game system needlessly complicated which means it's harder to learn, harder to play, harder to run, and harder to prepare a game for.

For all I know, Charisma checks might have started in video games, which have limitations. If I could prove conclusively that Charisma rolls began with say Fallout 1 for example, I would use that as evidence to make this case and argue that you'd be using tools that were given to computers for the purposes of handling human interactions, but you're not a 90s Mac or PC and you don't need to use those tools. To reiterate, rules are for simulating actions that we cannot do, but we can have conversations at the table, and we can use our judgement about whether to create a character who is a poor speaker or better, and to play our characters accordingly.

There are games that do not mechanize speech (for example, GURPS and Cogent Roleplay don't have a personality stat, all versions of D&D that I can see prior to 3e use Charisma for reaction, loyalty, and hiring rolls, that's it). These are some other games I've heard of that supposedly don't use speech rolls, but I haven't verified myself: Troika, Cypher System, Into the Odd, Mausritter, Electric Bastionland, Principia Apocrypha, and Cairn. Cairn in fact in a section called Principles for Players, under a subsection called Agency, states your stats do not define your character, they are tools. In other words, stats should NOT define your character to the extent that it affects your agency. I've heard Realms of Peril has a charisma stat but is loose about when / how to use it. Knave has a charisma stat, but I hear Knave 2e might not. I've heard Dungeon World (powered by the apocalypse) might just be RP over Mechanics enough to disregard the stat. RuneQuest (one word), Fate, Numenera? I know for a fact that Lamentations of the Flame Princes (LotFP for teh win!) explicitly states Charisma does not represent your beauty, appeal, or personality, and that the player must portray their character! This is way James E Raggi IV is the goat.

Here's my second complaint. In my experience, speech mechanics discourage player engagement. I have played low-charisma characters in types of games which emphasized dice rolls for speech. Essentially, I played characters not suited for an entire aspect of the game based on the rules of the game. Therefore, the rules of the game actively discourage me from trying to have conversations with non-player characters and from engaging with the setting. Even if the GM set the difficulty of a charisma check to easy, rules as written, that meant a 50/50 chance to fail to get what I wanted whenever I talk to anyone. I think it's fair to say that most players expect moderate difficulties instead of easy ones, which usually means a 75% chance to fail with no speech skill bonuses! This creates some disconnect in my mind where I could just plain make a damn good argument, then the GM calls for a roll (because the rules say so), I fail, then the GM has to come up with some arbitrary and unsatisfying reason why my argument was rejected, and it feels contrived. It feels like a badly written scene in a movie. I find it unsatisfying and immersion breaking. It doesn't FEEL FAIR. Most importantly, and this might get a little meta, if I the PLAYER use my own communication skills, it's not fun to roll a die for the CHARACTER'S communication skills. It feels punishing.

But wait, there's more! Before you start preparing a defense of speech rolls and preparing an explanation that speech rolls somehow do not discourage player participation, or that it encourages player participation, I submit for your consideration a hypothetical game table with one high-charisma character and a bunch of low-charisma characters. Yes, one player at the table makes a character who has a stat that says they're better at talking, even if the player is average or below average. Shy players will immediately stand back and let the high charisma character do all the talking, as well as players who are only here to kick ass and chew gum or hang out with their kids. And all players who are strategically minded will rationalize that one character has a better talking stat, and in a decision that might count as a form of metagaming, they will stand back and let that character do all the talking. This also diacourages Roleplay and engagement. This isn't all players, but many players. In fact, most players will recognize that when you create a character, you either commit to a high speech character, or you neglect the skill because most games encourage optimizing and min-maxing. So, you have some high stats and some low stats to allocate somewhere, might as well stick the high stats where you want to excel at, and then dump the low stats elsewhere. Mid-stats do what? 

What do you think of alignment in D&D? I think charisma is just another roleplay restriction like alignment. You have no choice but to have alignment and you have no choice but to have charisma. The game designers of modern D&D use this roleplay restriction (the charisma ability and its skills) to balance social interaction with the other aspects of the game, namely combat and exploration, and these aspects of the game don't need to be balanced against each other. Gaming doesn't need to be this way. In my experience with D&D, no one enforces alignment. Most players self-regulate their alignment if they use it. Most new RPGs I've read don't use anything resembling alignment. I do not think social interaction is an aspect of the game that needs balancing! Roleplay your character. Treat social interaction like a puzzle and solve it with your own creativity.

Why do D&D 5e and other games with speech mechanics (so many games these days!) get applauded as well-designed games? To me, speech mechanics are a glaring weakness in a game's design. Do these game designers not recognize that players are actively disincentivized by their own games from playing the game? If it's a roleplaying (spelled r o l e) game, why are we using rollplaying (spelled r o l l) instead? Why is it important for there to be a line item on the character sheet that describes my character's ability to engage in conversation as well as rules for when and how to use it? Why isn't this something that is left up to the skill of the player, and the logic of the scene, characters, and story being told at the game? I would rather play a game where my character sheet and in essence the rules of the game don't effectively BENCH me for an entire aspect of the game, thank you very much. I do not see how this mechanic improves the game, and I think it's definitely not necessary.

Here's two games that are a bit more freeform and rules lite. Neither have alignment, either at all or as it is conventionally understood. Basic Fantasy Role-Playing Game (BFRPG) is a game that is based on D&D Basic from the 70's and 80's. In BFRPG, in the section where the game breaks down the six classic abilities, it tells you when you apply your charisma bonus or penalty, and it lists only three things: Reaction Rolls, Number of Followers, Loyalty. Rules as written, BFRPG has no charisma checks or even ability checks. Lamentation of the Flame Princes (LotFP) is another game based on D&D Basic. In LotFP, it explicitly states what charisma does not represent, and it explicitly tells you that the player must portray the character.

Before I move on for good, I'll remind you all in case you forgot that Skyrim has no personality stat! Speech gets you discounts at stores. Queue Darth Vadar's theme Imperial March for your Daedric Armor-clad beefcake on his way to get a hot deal! Praise Todd, it just works!


HOW TO TALK TO PEOPLE

OK, so as promised, here's how you do speech in games. First, the only mechanic you need is a roll to randomly determine the starting disposition of a randomly generated NPC, modified by the PCs reputation or something, with room for the Game Master to veto the need for a roll in the right circumstances. Established NPCs with an established relationship with the player characters do not need a die roll as they have their previous experience with the PCs to inform their opinion. Older D&D called this roll a Reaction Roll, and it was a 2d6 roll which meant it had a bell curve distribution that favored average results (like a neutral reaction) over extreme results (like immediately hostile or immediately friendly). I speculate that this was intended to simulate what it would be like to meet someone random in real life. People tend to not have a strong opinion of complete strangers.

Let's discuss Persuasion. As an FYI, in D&D 3e, this skill was called diplomacy. Diplomacy does not require charm, thought it helps to be respectful. Diplomacy is about two parties finding compromise. Simply put, I want something you have, here's what I have to offer. It's a trade offer. That's it. Two parties who are interested in making a trade try to find an agreement that is mutually beneficial. People who are fair and who are engaging in good-faith diplomacy understand this might mean some compromise. You're not trying to take advantage of the other person. Your goal is to get something out of them, and to make it worth it to them. That encourages them to trade with you again in the future, less they get a bad taste in their mouth or buyer's remorse. Everyone wins. This for that, tit for tat. No, you cannot seduce the dragon. Don't even try. Seduction BTW is IMO a bad player behavior because it ruins the tone of the game, and the mechanics of the game should not support it. Charisma and Persuasion sounds like they could be multipurposed for seduction. Nay. Reject.

Let me ask you this before moving on. If you find any of this primer persuasive, do you think that's charisma or intelligence? I'm not speaking. I'm working out ideas and just trying to make sure they make sense. In that regard, are there any of you who think charisma should be restricted to charming people only and not dull speakers who just make a lot of good points and do it clearly? Are you at least having second thoughts about only using Charisma for speech?

Now for deception. Most people are decent folks who assume that most other people are also decent folks. When someone tells you something that seems plausible, you don't usually doubt it. Let me repeat that for you in case you missed it. If a story is plausible, most people don't doubt it. "My girlfriend left me, my dog died, and I got let go from my job this week." is a plausible lie. All of this misfortune in one week? Unlikely, but stranger things have happened.

Now, the important question is what does this person want out of you? We assume that when someone lies, they either want something or they want to avoid something. If this person then asks if you can buy them one drink, that sounds reasonable, and you might not have any objections to the request. If this person asks you to pay for a meal, that's kind of pushing it. If this person asks you to pay for their hotel room, that's a really big ask and you'd have to be really generous to say yes. If this person wants to stay at your place till they get back on their feet, that's also a really big ask and you might even be afraid to say yes or no.

A person might still believe in the lie because it's still a plausible lie, AND at the same time, they can also object to fulfilling the liar's request. Belief in the lie does not mean behavior will be affected by the lie. Some people might suddenly become skeptical, maybe because they're more untrusting or cynical. So, it's possible that they now DOUBT the lie simply because you asked for too much. Even still, when a person suspects you of lying, few people are going to be able to say THEY KNOW YOU'RE LYING. In fact, most people are too nice to accuse you of lying. To catch someone in a lie is not so simple, and accusing someone of lying wrongly is socially embarrassing and might make you feel guilty if the lie turns out to be true, especially if their story is about hardship. Catching someone in a lie usually requires finding details in a story that contradict other details, or details that contradict some other knowledge. You have to interview them. When someone gives you a simple lie, there's not that many details. If a person gives you a detail like "I got fired from my job as a builder from Bob's World Building Company," you now have some very concrete details. Maybe you know Bob from Bob's World Building Company, maybe you work for Bob and you don't know who this person is, or maybe you ARE Bob and you didn't fire anyone lately. Lies, in other words, need to be simple and plausible, and whatever it is you're trying to con someone out of or into needs to be somewhat reasonable or the lie becomes suspicious.

Now for Insight. In D&D 3e, insight was called Sense Motive. It was explicitly used to contest lying, and nothing else. To be clear, it was not an idea roll *spits*. It was not a psychic power that gave you all the answers or gave you certainty that someone was lying. It was not divination magic. As described in my explanation for catching someone in a lie above, you're a reasonable person. If someone's story doesn't pass the smell test, YOU DO NOT NEED TO ROLL. Useless skill! When you talk to an NPC and they tell you a story, if you really want to probe them for more details, just act like you've taken an interest in their story and just ask them questions to get more details out of them. More details mean you're more likely to find something that doesn't fit into place. It's hard for people to remember details they make up, or to keep them straight. And complicated stories are difficult to make up. Interrogations and interviews are ways people can find contradictions in the story.

Now for intimidation. By the by, I have a question for you. Do you use intimidation to creep people out? What if you wanted to? Just asking. For reference, if you did something creepy in-character, I think most GMs would just say, "yeah, that's creepy. Good job." We don't need a "creepy" stat. So why do we have an intimidation stat? If you're 7 feet tall and jacked, and you're irate and threatening indiscriminate violence, most people would find that intimidating. If you call for a roll for that, I will pull this game over. I will turn this game around right now! I mean it! Just watch me!

In order to do intimidation, you need something to legitimately threaten someone with. That's it. It's about having leverage over someone. A viable threat. Historically in many cultures, being thought of as a coward was a shameful thing. Some people might even prefer death to being a coward. Even average people might not give into yelling and screaming and threats of violence. So, you would intimidate people in secret rather than openly. That way, they're less likely to put on a pretense of bravery to impress anyone else and in effect they get to maintain their dignity. In addition, other people (witnesses) aren't going to have firsthand knowledge of you going around and openly threatening people, which is generally detrimental to your reputation.

You would NOT roll intimidation to demand a police officer or soldier to get out of your way if it's their job to stand in your way. By the same logic, you would not roll intimidation when threatening an enemy. If, however, you defeated half your enemies in a combat and your side still looked fit, you might shout a demand for their surrender or for them to flee with an offer to spare the rest of them. That's viable because you've demonstrated that you are dangerous to them. The GM would make a roll called a Morale Check in past editions of D&D. This was a roll to randomly determine how random NPCs felt about fighting. But one roll only, no piggybacking or dogpiling. A successful morale check meant the enemy has decided they're not giving up no matter the costs. Morale checks were an ordinary part of ALL combats (except maybe set piece combats). Further, it does not require an action *scoffs* to yell "gtfo losers and we'll spare you!" By the way, add this to the list of complaints; if yours is the type of game that makes GMs and players question whether it's a (major) action, or a minor (aka bonus) action, or a free action to yell a threat at someone, that's the kind of game that can go straight to hell. That's lousy design logic. What kind of world are your rules trying to simulate! Eff you!

To reiterate, intimidation requires having something to threaten someone with (like my ability to threaten you with shame for poor use of the rules and to affect the way you use them as in the end of the last paragraph). If you were in a street gang with a reputation for making violent threats and following up on those threats and getting away with them, then people took you seriously and gave in to your threats or suffered. If you told a city guard that you know a prostitute who could describe his birthmark to his wife, that could be an example of a viable threat if it's true. Were I a PC trying to coerce some behavior out of an NPC, I would also consider simultaneous use of black mail with bribery; Show them the stick, then force the carrot on them. Now they've accepted a bribe, and you can threaten them with that too. Intimidation is about threatening people, and you need something to actually threaten them with before they'll cave. If you have nothing to threaten them with, they'll just be offended and rightfully so, and so a FAILED attempt to intimidate someone, which can be determined WITHOUT ANY DICE, can and should backfire. Congratulations on making an enemy out of someone by being an asshole and nothing more.


CONCLUSION

So that's it! An explanation about why speech mechanics are stupid in a live TTRPG with live people, and how to actually use the so-called skills in real life or in play. So, when would you use speech checks in a game? What if you thought speech checks were fun and cool? Pfft. You don't. You want to use speech checks to SIMPLIFY the game because you either A don't feel like roleplaying every damn thing, and that's fine, just default to yes for all reasonable requests and no for unreasonable requests; or B you suck at talking and want to skip it because it's hard. I believe that part of the value of roleplaying games is that they are tools for teaching and learning, so learn to talk to people here and now, and stop using mechanics for every damn thing! Or maybe you think that speech mechanics somehow give the game some needed structure. With the exception of turn-taking and logical progression, actual conversations tend to be free-form and so mechanics can make a conversation conspicuously inauthentic, and stopping a conversation to roll dice is like pausing a movie! Stop it!

Sunday, June 2, 2024

Final Fantasy Tactics - Jobs Evaluation

Every now and then I come back to this 20+ year old game. Here's my list of essential or notable job stuff in this game. Thanks to the changes made in the War of the Lions version, some stuff is just too effortful to get IMO.


Physical Jobs

Squire
Yell / Tailwind (for Ramza, I use it for most of the game. Did you know Knives and Ninja Swords use ((PA + Speed) /2) * Weapon Stat for their damage calculations?), Move +1, JP Boost, Focus / Accumulate (very useful for grinding. In any real fight, wait for the enemy to come to you while boosting your PA). Ramza's other Ramza-only skills are good, except note that Ultima is only as powerful as a Fire 3 / Bolt 3 / Ice 3, which are half as powerful as Flare or Holy.
Unlocked: At the start

Archer
Speed Save / Adrenaline Rush (take a hit, gain +1 speed; Knives and Ninja Swords use PA + speed for their damage calculations), Concentrate (improves success % of some stuff, and makes your attacks hit at 100% if every you find someone particularly dodgy)
Unlock: Squire 2

Knight
Speed Break (speed break the last enemy while grinding so you don't have to put up with them, or just any enemy in general. Synergizes very well with Dual Wielding / Two Swords from ninja, works with ranged weapons like longbows and guns), Power Break (reduce your own characters PA to 1 and have them attack each other to grind exp and jp)
Unlock: Squire 2

Monk
Chakra (restores HP and MP for free! amazing for grinding), Stigma Magic (cure conditions), Revive. other stuff is fine shrug. Brawler from the Monk and Two Swords / Dual-Wielding from the Ninja is supposedly the highest damage dealing combo in the game, but I don't use it.
Unlock: Squire 2, Knight 3

Thief
Move +2, Steal GP (not bad for grinding, amount of GP stolen affected by speed stat! triggers an enemy counter)
Unlock: Squire 2, Archer 3

Geomancer
Attack Up (it's been a while, but I remember this boosts the damage of Holy Sword for Agrias and Orlandu)
Unlock: Squire 2, Archer 3, Monk 4

Lancer / Dragoon
Auto-raise / dragon spirit, Ignore Height (ignore height is amazing for one fight in particular in CH4, at Zeltenia Castle against Zalmour the Heresy Exclaimer)
Unlock: Squire 2, Archer 3, Thief 4

Samurai
Blade Grasp / Shirahadori (get this on someone cursewording ASAP). I don't use anything else from this class but Draw Out / Iaido skills are affected by the Magic Attack (MA) stat, so this skill set might suit a female magic character or synergize with a male character using the Bard's MA Save. 
Unlock: Squire 2, Archer 3, Knight 4, Thief 4, Monk 5, Dragoon 2

Ninja
Two Swords / Dual Wield (too bad the duplicate weapon glitch was patched out), Shuriken and Bombs are fine
Unlock: Squire 2, Archer 4, Knight 3, Monk 4, Thief 5, Geomancer 2

Dancer
Too much effort for me. PA Save / Attack Save for possible niche strategies with female physical attack characters
Unlock: Squire 2, Knight 3, Archer 3, Monk 4, Thief 4, Dragoon 5, Geomancer 5


Magic Jobs

Chemist
Potion, Phoenix Down (all outdated by Monk IMO, except that Phoenix Down has a 100% success and Revive doesn't); Note that general use of auto-potion is just a good way to waste potions; specific-use only. There are better reactions for general use. 
Unlocked: At the start

Black Mage / Wizard
Frog (get this asap! Frog doesn't wear off on its own. It makes a character do damage in the single digits and stops characters from casting spells. When grinding, kill off all but one enemy, then turn them into a frog so that they are basically useless)
Unlock: Chemist 2

White Mage / Priest
Cure 3, Raise 2, Esuna, Holy, Wall (all excellent for Math Skills. Get anything else and I think it clutters up the Math Skill list. Holy is cheaper and more powerful than Flare from the Black Mage / Wizard spell list).
Unlock: Chemist 2

Oracle / Mystic
Repose / Sleep is notable as a poor-man's Frog. I don't really use anything from this class, but its spells look cool.
Unlock: White Mage 3

Time Mage
Haste, Teleport (ignores height and obstacles, can increase the number of squares you can move with a chance to fail of 10% per square beyond you Move stat, so Move +1 90%, Move +2 80%, etc.)
Unlock: Black Mage 3

Calculator / Arithmetician
I think you need a dedicated magic character in your roster to learn all these action abilities. All the action abilities are essential for this classes' skillset. 
Unlock: Chest 2, White Mage 5, Black Mage 5, Mystic 4, Time Mage 4

Mediator / Orator
Entice / Invitation (want to steal an NPC's gear? Just add them to your party roster instead), Preach, Enlighten / Solution, Praise, Intimidate / Threaten, Equip Gun (this is actually one of my favorite support classes although the stat growth is poor)
Unlock: Chemist 2, White Mage 3, Mystic 3

Summoner
I don't use this class or anything from it. Best MP growth (chakra and Math Skills roll eyes)
Unlock: Chemist 2, Black Mage 3, Time Mage 3

Bard
Too much effort for me. MA Save / Magic Save for possible niche strategies with male magic characters, Move +3
Unlock: Chemist 2, White Mage 3, Black Mage 3, Mystic 3, Time Mage 3, Orator 5, Summoner 5


Others

Mime
Too much effort for me / I don't use this class.
Unlock: Squire 8, Chemist 8, Knight 3, Archer 3, Monk 4, Thief 4, Dragoon 5, Geomancer 5, Chemist 2, White Mage 3, Black Mage 3, Mystic 3, Time Mage 3, Orator 5, Summoner 5

Dark Knight
I unlocked this class once. Once.
Squire 2, Knight 4 (Master), Monk 4, Archer 4, Thief 4, Geomancer 8, Dragoon 8, Samurai 8, Ninja 8, Chemist 2, Black Mage (Master), also supposedly you must kill / crystalize 20 enemies.

Onion Knight
Too much effort for me. Apparently, this class starts off poor and gets better after MASTERING all the other jobs. The exact mechanic, I've read, is the Onion Knight's job level goes up by 1 for every 2 jobs you master, and when the Onion Knight reaches job level 8, it gets some big boosts to its stats.
Unlock: Squire 6, Chemist 6

Monday, May 20, 2024

Pokemon Yellow Legacy - Please Fix This Cursed Back Sprite!

 Hi Pokemon Yellow Legacy team! I have a request: Please fix this cursed back sprite! I have redrawn it three different times, taking a few liberties with each iteration.



Friday, April 12, 2024

HOW TO HEX CRAWL

INTRODUCTION

I want you to think of hex crawling as playing your TTRPG like a board game. On the players turn, they travel a number of hexes and then roll to see what happens, good or bad. Hex crawling is a very simple, rules lite way to explore a portion of the game world as large as a 10s or hundreds of miles. Rules for hex crawling have been explained more clearly in legacy editions of D&D and in retro clones than in current editions, which is one reason why I'm writing this. Hex crawling emphasizes exploration and discovery rather than combat or talking. The risk-reward elements and in essence the "game" elements are in resource management including time and food, avoiding hazards and obstacles, plotting routes, evading dangerous wild beasts or wandering warbands or scouts, and discovering secret locations.


BASICS OF A HEX

Why a hex? A hex represents a circle, but circles do not interlock as neatly as hexagons, so we use hexes instead. A hex assumes you are standing in the very center of the hex, and the boundaries of hex represent your horizon.

A hex represents a distance in miles. That distance is based on the scale of the map. If you look at an entire continent, one hex might be 60 miles, but we don't hex crawl hexes that big. We zoom in so that a hex is more manageable. There are different philosophies about how big a hex can be or should be, but to keep the math at the simplest, we're going to assume all hexes are either 2, 4, or 8 miles. The math below is based on humans being able to marching 24 miles per day which is reasonable. 

Your map will have a hex-grid on top. Hexes themselves come in different scales and sizes. I don't know if there are standard shaped and sized hexes for this practice. I've seen sheets of paper with 15 hexes on the short side and 27 hexes on the long side, 15 hexes on the long side and 20 hexes on the long side, 15 hexes on the short side and 18 hexes on the long side. You could probably do this with square gird paper (graph paper) perfectly well. The goal is to have paper that is a lot of grids across, so it's not too quickly explored.


HEXCRAWL MOVEMENT RULES

  • Scales: Maps can show an area or region at different SCALES. Make these assumptions:
    • Large Scale or Kingdom Scale: 1 hex = 8 miles. The hex counts shown below are for traveling pace are based on 8-mile hexes.
    • Medium Scale (a seldom used in-between scale): 1 hex = 4 miles, double hex counts shown below. 
    • Small Scale or Province Scale: 1 Hex = 2 miles, quadruple hex counts shown below.
      • Note, province scales are actually1 mile hexes. Using 2 miles hexes simplifies my mini-game.
  • Normal Pace: Move 3 hexes per day.
  • Slow Pace: Move 2 Hexes per day. Bonus to stealth and perception.
  • Fast Pace: Move 4 Hexes per day. Only navigation is possible and possibly penalized.
  • Difficult Terrain: -1 Hex
  • Encumbered: -1 Hex if movement while encumbered is possible.
  • Forced March: +1 Hex per day and roll vs exhaustion. The roll is more difficult in Difficult Terrain or if encumbered.


GENERAL HEX RULES
Note that rules are intentionally rules-lite. GM rulings are encouraged.

  • 1 Day = 1 Turn. Players can move a number of hexes per day, and can do one action per turn.
  • Players subtract 1 day's rations / provisions at the end of each day. If you are out of rations, make a roll vs exhaustion.
    • Hot regions double water requirements per day. 
  • Assume you are in the center of the hex. 
    • Don't do fractions of a hex.
  • You automatically discover any landmarks or locations in a hex you're in.
  • You can see for 2 miles in all directions unless obstructed by terrain. This is true at sea level. At higher altitudes, people can see further. 
  • Roll 1 encounter per day and 1 encounter per night. 
    • Roll more or less encounters depending on the region. 
    • Encounters are not always detrimental; they can also be beneficial or neutral. Having potentially good encounters may make rolling for encounters exciting. 
    • For the purposes of defining an encounter, an encounter roll may be an event such as weather or anything that may provide an interesting roleplay prompt.


PLAYER ACTIONS
Players can do 1 thing per day:

  • Other / Specify: Be creative, I can't think up everything.
  • Navigate: The lead player character in marching order navigates. Navigation is automatically successful on roads or in familiar regions. If success is uncertain, make a roll. 
    • On a failure, stray off course by one 8-mile hex without realizing. 
    • On a really bad failure, end the day in either the same hex or in a random adjacent hex and the party is sure they're off course but they don't know how badly.
    • Some terrain and weather may make navigation more difficult.
    • Hire an NPC guide who knows the region. Such a guild does not need to roll to navigate.
  • Map: This player may make a map of the party's progress on blank hex paper. 
    • They must map their progress faithfully to the navigation rolls, even the failures.
  • Forage: Search for wild edibles, drinkable water, medicinal plants, firewood and tinder. On a success, add 1d4+Perception Provisions.
    • Geography can affect the availability of resources. This generally makes the difficulty higher or lower, but can also make foraging impossible.
  • Hunt / Track: Search for signs of wild game or some other quarry. Roll to succeed / fail. On a success, you encounter wild game or track it to its den.
  • Scout: You search for enemies, hazards, and other sources of danger. On a success, you detect the danger in time and can't be surprised by it. You may also have a bonus to surprise enemies at the GM's option.


OPTIONAL RULES
You could use the standard and more traditional 6 mile hex for kingdom scale and 1 mile hex for province scale. In which case, use the adjusted chart below. 
  • Scales: Maps can show an area or region at different SCALES. Make these assumptions:
    • Kingdom Scale: 1 hex = 6 miles.
    • Province Scale: 1 Hex = 1 mile, sextuple hex counts shown below.
  • Normal Pace: Move 4 hexes per day.
  • Slow Pace: Move 3 Hexes per day. Bonus to stealth and perception.
  • Fast Pace: Move 5 Hexes per day. Only navigation is possible and possibly penalized.
  • Difficult Terrain: -1 Hex
  • Encumbered: -1 Hex if movement while encumbered is possible.
  • Forced March: +1 Hex per day and roll vs exhaustion. The roll is more difficult in Difficult Terrain or if encumbered.

Thursday, April 11, 2024

5 Things I don't like about D&D 5e

1. THIS corporation I disagree with. The edge of D&D is gone because of WotC. I can understand making a family friendly product, but omitting the word "savage" to be culturally sensitive, and making different races bland and interchangeable and humanizing monsters to avoid non-existent racism is infantilization and nonsense. I don't think this corporation is taking good care of the game, and I don't want to support them.

2. The game is too easy, or in other words, it's too difficult for a GM to challenge 5e player characters. You can mathematically show how some monsters just don't have a chance against player characters. This is probably why they don't publish the math of their challenge rating (or CR) system.

3. Rulings over rules to me means a rules-lite game that relies on GM rulings in the absence of rules or clear rules. I want a rules-lite game that gives the GM more flexibility. 5e has too many rules I don't like and would like to play without, like furries, skills, monks, and charisma checks to have a conversation. 5e doesn't give the GM clear permission to do what they want to the 5e rules. I think it shows a lack of confidence in the customer.

4. 5e puts talks about three pillars of game play, combat, social interaction, and exploration, but it's clearly heavily weighted towards combat. In 5e, exploration is crap. 90% or more of the books are dedicated towards combat, and 5e combat is BORING. Few rules are dedicated to say, hex crawling. In fact, the core books give no instruction on how to run a hex crawl. Exploration is about tension, mystery, and discovery, but some basic character features allow players to NEGATE the risks of exploration, which eliminates the risk reward aspect of exploration and make it lame. Examples: 1st level Rangers who can negate movement penalties in difficult terrain and can't get lost except by magical means, the Outlander background who can always recall maps and general terrain and can always forage enough food and water for 5 people per day if the biome has food and water, and lets not forget the 1st level Goodberry spell. At least Create Food and Water is a 3rd level spell, geez. There are no rules for running a dungeon crawl either. I challenge you to put together a presentation for GMs on how to run a dungeon using ONLY what's in the 5e core books. 5e even has concepts like passive perception so that the GM can play your character for you and tell you when you notice something even when you don't state you're looking for anything. 

5. Too much like a Computer Game? Video games are a medium of art with their own limitations and conventions, like needing to follow a script, having overly designed character builds, an excessive catalogue of player options, High and easily replenishable HP, and an emphasis on game balance. I don't like that some of these computer game-y ideas are prevalent in my table top RPGs either. One of the advantages of paper and pencil RPGs is DIY! Why are people buying supplemental books when they can just DIY? I don't know. I have my fair share of books I don't need.

Fantasy Adventure Guilds for RPGs

Historically speaking, the entire purpose of a guild was regulation of goods and services.

Diegetically speaking, Elder Scrolls III Morrowind's three Imperial Guilds for adventurers, the Fighter's Guild, the Mage's Guild, and the Thieves' Guild, which were ALL very clever because they were all implemented by the government, yes even the Thieves' Guild, to control the more dangerous elements of the society by channeling their dangerous behaviors rather than just imposing laws to restrict their more dangerous behaviors.


The Fighter's Guild was implemented to control independent mercenaries and give wayward soldiers and vagabonds something productive to do and keep them from becoming brigands. Membership grants you training, an income, work that is productive for society, opportunities for advancement and a good reputation, etc. The fighter's police themselves.


The Mage's Guild is like the Fighters Guild, but there's the addition of what is considered acceptable magic and unacceptable magic. Now your mages are restricted from doing the "bad magic" to keep their membership. The mages police themselves.


The Thieves' Guild is the most clever. The Thieves' Guild is the ultimate government psy-op. Members are given expectations about what crimes are OK, and what crimes are not OK. This means thieves' guild criminals are less dangerous than non-member criminals who have no such rules. Further, if you're in the thieves' guild and you get caught by the law, the guards will accept bribes and let you go to thieve again. If you're not in the thieves' guild, the guards will NOT accept bribes. Independent criminals and competing criminal organizations cannot compete with the thieves' guild. The thieves' guild police themselves and they police other thieves' without even trying. Additionally, by accepting bribes from the thieves' guild, the government just found out how to tax crime. 


All these organizations are incentivized to keep their charter, which is the document from the government that permits them to operate, by operating effectively. If they go rogue or fail to operate effectively, the government does some culling or some quality control for the members and leaders.

Tuesday, April 9, 2024

Track the value of money, not the types of coinage

If money in D&D has a gold standard, then instead of tracking the number of gp you're carrying, the number of sp, the number of cp, etc., you just track the value of gp you have instead. Example, 1 cp = 0.01 gp, 1 sp = 0.1 gp, 1 ep = 0.5 gp, and 1 pp = 10 gp (all values based on 5e PHB). So 5 cp = .05 gp and 9 sp = .9 gp. Therefore, if I had 5 gp, 9 sp, and 5 cp, why not just write down 5.95 gp? If the cost of most goods and services are based on GP, then no depth of gameplay is lost. 


Pros:

  • Players are already programmed to track only one value for their money by video games, so they don't have to learn anything new.
  • Reading that I have 5.95 gp is faster and simpler to understand and to communicate than reading that I have 5 gp, 9 sp, and 5 cp.
  • Save time on conversions.
  • Simplify your character sheet. Get rid of useless coins like ep, the fifty-cent piece of D&D, and cp, the penny of D&D.
  • Players can get good at math if they suck.


Cons:

  • Loss of flavor for people who value it. Note that a PC can be assumed to be carrying different coins.
  • Probably not compatible with VTT or digital applications.


Charisma Checks suck

 Dump Charisma checks!


Sunday, March 17, 2024

D&D 5e Economics

What is the first think you need to know about economics?

If your economy has a gold standard, meaning the value of everything is based on how much gold you can trade for it, then **you need to establish the value of a gold piece in your setting** and the most intuitive way to do this is to determine what is fair pay for an honest day's labor. This is how an individual knows what their labor (meaning their skill, knowledge, and time) is worth, and therefore they know how much of their labor they are trading for a meal, a drink, and a room at the inn, or rent. For example, in real world US dollars, federal minimum wage is $7.25/hr. If you earn minimum wager and if a burger and fries costs $7.25, then you know you're trading an hour of your labor for this meal. Actually no, taxes. Nevermind.

You also need to establish the value of other trade goods, like spices, tobacco, wine, wood, cloth, other materials, beasts of burden, land and property, food, drink, etc. That sounds pretty effortful, but it's all based on the idea of how much gold or labor is fair to trade for it.


Data

Let's look at some numbers from chapter 5 of the 5e PHB and Chapter 6 of the 5e DMG (why not 5e?) to get an appreciation of the value of a gold piece to a person in the 5e setting.

1 gp = 10 sp

1 gp = 100 cp

(we can also write these coinage conversions as 1 gp = 10 sp = 100 cp)


An untrained hireling (assume this is an ordinary peasant laborer or servant) earns 2 sp / workday (let's ignore how many hours are in a workday). 

A person living a squalid lifestyle spends an average of 1 sp / day on expenses such as food, water, shelter, clothes, etc.

A person living a poor lifestyle spends an average of 2 sp /day on expenses

Note that lifestyle expenses do not explain if the expense is the cost of YOU or the cost of YOU AND YOUR FAMILY.

A night at a poor inn is worth 1 sp (ouch), squalid is 7 cp per night

A gallon of ale costs 2 sp (ouch again), 4 cp per mug (I assume the poor drink really watered down stuff considering they spend 6 cp on "Meals (per day)" per page 158).

A loaf of bread is worth 2 cp.

A "hunk" of cheese is worth 1 sp (ouch! Can I assume this is the equivalent of buying a block of cheese from the grocery store?)

A "chunk" of meat is worth 3 sp (son ova! Can I assume this is the equivalent of picking up a cut of steak or some ground beef at the grocery store?)

(A sandwich must be expensive in faerun. Good thing I don't live there.)


A skilled hireling (assume this is a skilled laborer or tradesman, likely still a member of the peasant class) earns 2 gp / workday

A person living a modest lifestyle spends an average of 1 gp / day on expenses

A person living a comfortable lifestyle spends an average of 2 gp / day on expenses


Analysis

"Rations (1 day)", weighs 2 lbs, although an adventurer only needs 1 lbs of food per day (reference Chapter 8, Adventuring, section Food and Water on page 185), is worth 5 sp. Really think about this one. 5 sp is the same as 50 cp. 50 / 2 is 25. If a chicken costs 2 cp, then you can buy 25 chickens for the price of 1 day of ration. Poor people spend 6 cp on meals per day. 1 day of rations costs 8 times more money than a poor person spends of food per day. Rations which is defined as an allowance of a commodity during a shortage! The 5e books do not give the weight of a chicken, but I googled it and got a result of 5.7 lbs. Let's round down to 5 lbs because the people of faerun aren't using steroids on their chickens. You can buy 5 lbs of food (one chicken) for 2 pieces of copper, or you can buy 2 lbs of food (one days rations which the book describes as jerky, dried fruit, nuts, and effing HARDTACK) for 5 pieces of silver. Someone is being exploited, and I think it's the idiot adventurers. Call it murder-hobo tax.

As an exercise, look at Maintenance Costs table of page 127 of the 5e DMG. An abbey cost 20gp to maintain per day and requires 5 skilled hirelings and 25 untrained hirelings (30 staff). If 5 skilled hirelings worked full workdays, they would earn 2 gp each and cost 10 gp total per day. 25 Untrained hirelings working full workdays earn 2 sp each for a total of 50 sp per day. 50 sp equals 5 gp. The total cost of your staff is 15 gp per day. Where are the other 5 gp of daily maintenance costs going? Well, this table doesn't have a supplies cost, but we can assume supplies may include food and lodgings for the staff because it's common for the staff of an abbey to be a live-in staff.

Chapter 5 of the PHB has a table for Food, Drink, and Lodging. "Meals (per day)" says 3 sp for a modest lifestyle, and 6 cp for a Poor lifestyle. Notice that people living a modest lifestyle spend five times more money on food than the poor. Our abbey has 30 staff. 30 * 3 = 90 sp. That's 9 Gold, so the abbey probably isn't feeding these guys this well. 6 cp * 30 = 180 cp which comes to 1 gold, 8 silver.  Sounds better. We still don't know about the other 3 gold, 2 sp cost of daily maintenance. 

The same table also says Inn stay (per day) is 7 cp for squalid, 1 sp for poor. We can assume the abbey is not providing inn service for profit, and if the staff is live-in, then laundering beddings and clothes is part of their duties. I would just assume the cost of soap, which is 2 cp, but we can't quantify how much soap is used based on the information in in the PHB, and so we can't say what the total cost of soap is. I'm just going to shrug and throw my hands up at this point.  That other 5 gp allows you to assume some loosey-goosey other stuff. It works perfectly well for your pretend elf-game needs, and that's the point.


Conclusion

I think the costs of things given in the 5e books are inconsistent but functional for a game. Most importantly, I can't say prices are intuitive so that I can't intuit the value of any damn thing and I have to look it up. I think it's fair to say people are easily POOR or worse in Faefun. I mean this game doesn't even tell me about EFFING TAXES. Could I do better at designing an economy in my own fictional setting. I think I could, but it would take me as long as it took Tolkein to write his books. I think what would really strains my suspension of disbelief (if I actually cared about economics) is the cost of adventuring rations vs the cost of meals per day for the poor. And you know what, I say 5e a lot, but for all I know these tables could go back to the first edition in the 1970s and maybe they haven't been updated since. I don't know if any of this data is based on real world data, and if so, how much of it is based on real data and how much is arbitrary.


Proposals

Proposal 1. Make all food and drinks cost 1 cp minimum and 2 or 3 cp maximum. Remember a whole chicken is worth 2 cp in the rules. People cannot break money down into amounts smaller than 1 cp without bartering. So, when a restaurant puts a dish together to serve to a customer, the amount of food in the dish will be based on what is equal to 1 or 2 or 3 cp worth of food and service (cooking, cleaning, waiting on customers). A poor person spends 6 cp on food per day. Assuming three meals a day, 6 cp divided by three meals is 2 cp. This makes the math simple.  If a tavern serves you some drink, they give you a minimum of 1 cp worth. 1 cup of ale is 4 cp, making ale a drink for a special occasion. The taverns probably water their ale down into grog unless you ask for ale to be served without being watered down. 

Proposal 2. Hand wave all inconsequential expenses and don't worry about this minutia. It's easier, and players don't really care as long as it feels fair and plausible. 

Proposal 3. Assume players have been throwing money around and making minor transactions all day, and just have the players deduce from their money the amount based on the lifestyle they choose to live by for each day they spend in a town or city, with a cap of Poor for a village. This is also fair and simple.

Proposal 4. Come up with your own fictional currency, like the shilling, farthing, doubloon, or whatever. Work out your own values for everything from the ground up. You can make something more intuitive and therefore easier to use, you won't have to track types of coins, you won't have to do any conversion, and it can give character to your setting, but it's probably effortful.


Recommendations

Proposals 2 and 3 together, or just eff it.

Tuesday, February 6, 2024

Custom Pokemon for Rom Hacks

I have an idea for custom Pokemon feature in a pokemon Rom hack, were I to make one. Let's face it, I won't. Note that I know nothing about coding. I assume that if you have a rom-hack making tool, there is probably a wysiwyg (what you see is what you get) user-interface like RPG Maker with an option for writing code. Either way, I expect this to be laborious, possibly too laborious for something that players might dismiss as a gimmick that would also likely be incompatible with the games trading mechanic if the players somehow find a way to work that. I can also see players boxing the custom starter.

Here's the in-game premise for your custom pokemon: Your pokemon professor / researcher mentor character is studying genetic engineering of pokemon. Assume some deep lore that this pokemon researcher used to work with the guys on Cinnabar Island who attempted to clone mew and who made mewtwo. He wants a young pokemon trainers (like the plyer character) to gather data for his genetically created pokemon for him by training it. At the beginning of the game, he gives you a starter pokemon with specifications that the player chooses. The options are: Type, sprite, cry, a stat to be good at, and a stat to be poor at.

"What type is it?"
A1. Fire
A2. Water
A3. Grass

"What should it look like?" The game gives the player a list of options related to appearance. A custom sprite or re-purposed sprite applicable for the description chosen by the player will be applied to the custom pokemon at the end. By default, there could be 3-8 choices. Samples descriptions for choices are below which I'm basing on the 8 or 9 menu sprites that Gen 1 made for pokemon. Player choice affects back sprite, front sprite, menu sprite. 
B1. Plant
B2. Beast
B3. Serpent
B4. Bug
B5. Winged / Bird
B6. Cute
B7. Cool
B8. Aquatic / Marine
B9. Fissile or Egg
B10. Odd shape (pokeball shape like Electrode)

"What should it sound like?" This is the choice for its cry. For the in-game descriptions for the players to choose, I'm basing these on the descriptions the games used to give to moves from the beauty contests.
C1. Tough
C2. Cool
C3. Beautiful
C4. Smart

Next the game is going to ask you two questions to generate what kind of stats and move sets the pokemon has. For reference, this idea comes from Kingdom Hearts 1. 

"What should it be good at?" If the player chooses a pokemon good at attack, their starter will get a slightly higher Atk and Speed. If they choose to be good a Special, they get a slightly higher Special. If they choose to be good at Defense, they get a slightly higher Def and HP. 
D1. Attack
D2. Special
D3. Defense

"What should it give up in exchange?" This will offer the player two options for the stats they did not pick in the previous question. If they choose Attack, their pokemon's Attack and Speed go down slightly. If they choose Defense, their defense and HP go down slightly. If they choose special, their Special goes down slightly.
If Player chose D1, offer choices E2 and E3 now. If player chose D2, offer E1 and E3 now. If player chose D3, offer E1 and E2 now.
E1. Attack
E2. Special
E3. Defense

For it's stats, if you want to add a fourth option for speed, you could, but the more options you make available to the player, the more complicated this becomes for the designer. 

One possible way this all comes together is in your games pokemon database / index is this; You'll have a number of spaces reserved for the different combinations of your player's choices based on the type they chose, the stat they want it to excel at, and the stat they want to give up. Each combination gets its own list for moves learned by level up and moves learned by TM / HM / tutor. For each type (Fire, Water, Grass), 18 spaces will need to be revered for a total of 54 spaces. I hope you copy paste efficiently. The combination of choices will look like this for just one type:

Pokemon Index Numbers
152
153 Combination D1, E1
154
*NOTE: in the Combination above D1 is to be good at Attack, E2 is to give up being good at defense.

155
156 Combination D1, E2
157

158
159 Combination D2, E1
160

161
162 Combination D2, E3
163

164
165 Combination D3, E1
166

167
168 Combination D3, E2
169

For each combination, the first index number is for the first form, the second index number is for the intermediate / second form, the third index number is for its third / final form. The second and third index numbers have a higher base stat total, the move learn levels are delayed, etc. If breeding is an option in your generation, then the combinations would also have an egg group associated and breeding compatibility.

Next the game will apply the sprite and cry to that pokemon based on the players other two options. For the sprite's colors, the color pallet will depend on the type. If all pokemon in gen 1 games have 4 colors, [white, black, color 1 (or light grey) and color 2 (or dark grey)], color 1 could be blue for water, and color 2 would be a color that suits being paired with blue.

Finally, the game will ask the player to name their pokemons species and then offer the player to offer it a nickname. The game will apply the player's input to the index numbers for the combination the player chose. All indexes will have a generic description that based on the choices the player made for its stats, something like "A genetically created pokemon! It is strong but does not appear to be that smart / bulky." The player's custom pokemon is complete.

When the pokemon is added to the players pokemon roster/team, Stat IV's will be generated as per normal.

Now, for the Rival's pokemon! If the player chooses pokemon number 152, have the game give the rival pokemon 1xx. Work that out however you feel it's appropriate. If the player chooses to have high attack, maybe the rival should get a pokemon who sacrifices either attack or special but keeps defense. If the player chooses to have high special, maybe the rival chooses to sacrifice defense and keep special. Etc. Give the rival's pokemon a species name from a database of 10 to 20 pokemon names (Cait Sith, Balrog, Titanoboa, or good names, whatever). Choose a sprite and cry that the player did not choose and apply that to the index number. Call it a day.