Showing posts with label inspiration. Show all posts
Showing posts with label inspiration. Show all posts

Sunday, January 11, 2015

Scary Combat Choreography

I'm not a big fan of wargamey PvE or PvP (PvX?) fighting.

I want something quicker, more cinematic, more desperate and brutal.

So this.

I'm giving you the 5e version here, but it's pretty adaptable if you shove hard enough. Some steps have different settings; so just do you.

STEP 1: ROLL INITIATIVE
Everything is normal. Breathe.

STEP 2A: A PC WON INITIATIVE
  1. Ask the player what they want to do.
  2. If it's attack, say "Set up your finishing move." 
  3. Freeze the action at the moment of uncertainty before the finishing move happens, when it could go either way.
  4. Judge: do we even need a roll here, based on what happened in the setup and what's happened with the fight so far and who the PC is and who the monster is? If not, it just happens. Return. Else, proceed.
  5. Judge advantage or disadvantage.
  6. Have the player make the roll (or rolls if they're using multiple attacks: multiple mechanical 'attacks' can and should group into one fictional attack)
    1. On a hit, they do the finishing move. If the monster could reasonably still be up and kicking, apply hp damage and other effects as normal. 
    2. On a miss, apply miss effects as normal. If this kills the monster, then of course it's killed. If it doesn't kill the monster: 
      1. If this is a melee engagement, the monster seizes initiative. 
      2. If this was a missed ranged or spell attack and the monster isn't in melee range, initiative passes to the next character in order. 

What's a finishing move? It's whatever they intend on doing to the monster when they get in position to do it.

What's 'setting up' that move mean? It's whatever's involved in getting to the moment of uncertainty before the finishing move might happen.

Example
Jansen, you have the initiative.

I attack the goblin. 

Okay, set up your finishing move.

I run up to it and sweep its legs out from underneath it with my glaive.

And? [The player didn't set up a finishing move. This happened in my game tonight. It's more choreography-authority than people are used to; so the player stopped short.]

I want to drive the blade down into the middle of its back. 

[There's our finishing move and set up. I would judge that the goblin may turn the situation around; so we do need to roll, but the PC will have advantage since the goblin's on its face.]

OBJECTION! Won't the players just put themselves in an advantageous position every time? 

ANSWER: Yes. That's the point. They will have to engage the fiction at every point because they will want to find a way to give themselves advantage. There is fictional friction all the time. They can ask you questions about how the monster is reacting; you can just offer this information; it's not a problem for the PC; this is still part of their setup. But don't worry, we're making it harder on the PCs too; read on.

STEP 2B: A MONSTER WON (OR HAS SEIZED) INITIATIVE 
Note that you can use monster-groups as a single monster here to simplify things and make them a little easier on the players. But feel under no compulsion to do so.
  1. Set up their finishing move. Beat up the PC a bit in the process (not applicable to ranged or magic, of course; that's just chanting and aiming). It's okay to break gear here, put them in precarious positions, make them bleed. Or just to put them on their backs, crawling away. 
  2. Freeze the action at the moment of uncertainty before the finisher. (Before the spell goes off, before the arrow flies, before the blade falls.)
  3. Ask if anyone who has held their initiative wishes to jump in now to interrupt; if so, resolve as 2A; if a missed attack wouldn't put the monster out of position, a miss might mean that the monster's attack continues straightforwardly—the arrow just flew past them. 
  4. Make your attack roll. 
    1. On a hit, subtract hp as normal. If they're dead they're dead. Otherwise, make things irrevocably worse in the most interesting way you can think of. If you can't think of anything, default to injury. If death is the last interesting and honest thing, then they die. Any special effects might proc here as well, like a ghoul's paralysis. You'll have to think about the fiction: how does the paralysis work? It may warrant a second save (the "AC save" being the first), depending on how you conceptualize it. 
    2. On a miss, the targeted PC seizes initiative if this is a melee engagement; otherwise, play passes to the next in the initiative order.
OTHER SITUATIONS
Other saves or dangers work the same way: choreograph to the moment of uncertainty, then make the save or attack roll (which is basically an armor save) to see what happens.

AN EXAMPLE FROM THE CINEMA
Roll for initiative!

Orc wins, sets up finishing move by tossing Aragorn against a tree the better to slice.


Orc misses; Aragorn seizes initaitive by ducking out from under the shield


They fight and tumble as part of Aragorn's setup
 

Then Aragorn stabs orc in the leg to set up his finisher

But misses. Orc headbutts Aragorn, shoves him away, pulls knife out

Throws it for his finisher; we freeze here to roll

Miss; Aragorn blocks it (really?) and seizes initiative

Aragorn starts his 18 hit combo and does a bunch of parried strikes that puts orc off balance

Cuts arm off (I'd allow that as setup) then goes to decapitate; freeze; hit

That just happened.

Now for some memes.





COMPLEMENTARY HACKS
(Without the stackable and expanded inspiration hacks, players are going to be getting injured and killed left and right when you run out of interesting way to make things worse for them. It also lets you really incentivize whatever it is you require in order to get inspiration hint hint.)

Stackable inspiration: make inspiration stack. You can have as much as you can get.

Expanded inspiration use: you can spend inspiration after any d20 roll to reroll it: your attacks or saves, attacks made against you, attacks by teammates, whatever.

Inspiration marks: for some actions, don't award an entire point of inspiration but only a mark or tally. When the player has acquired X of these tallies (I'm thinking 3 for my game), they erase the tallies and gain another inspiration point. Recommended to incentivize those little things you want to see so badly, you pitiful control freak.

Despair: monsters have despair (like PC inspiration, get it) for use on attacks against them or saves they make. They have a number equal to HD (ignoring any pluses to HD, if you're running old school). So a 4 HD monster can force 4 rerolls for attacks against it or on saves it makes. Without this hack, humanoid creatures with discernible anatomy should be pretty quickly dispatched by the PCs, which may or may not be as you wish. Recommended for terror.

Add HD to initiative: I like this because winning initiative is really important, especially in this variant; so better fighters should win it more often.

HP damage on setup vs players: Roll damage as if you hit against PCs as part of setup, before the attack roll. If you kill them, kill them before the attack roll. Do not add any ability modifiers to this damage, just the dice. If you hit, reroll the dice and add the modifier this time. If you crit, roll the dice again. (This makes archers nasty: they do damage just by aiming at you; better hit the deck where you can't be a target.) Highly recommended. 

HP damage on setup vs monsters: as above. Makes monsters even easier to kill. Not recommended.

Heroic setups: if you want a more LOTR vibe, just say that, as part of setup, your PCs can wipe out creatures of HD equal to their own. Not recommended; you should work for every goblin.

Heroic finishers: as above, but you get to take out the mooks after a hit only. Not recommended; you should work for every goblin.

Heroic half and half: as above, but maybe kind of split it up before and after the hit? Not recommended; you should work for every goblin.

Heroic randomness: as above, but roll a die with enough faces to accommodate your number of hit dice. This turn, you can take out the result in HD before the roll, up to your max number of HD. Not recommended; you should work for every goblin.

SOME CONSIDERATIONS
B-B-B-Balance! Yeah, it messes with everything. Some spells won't be as useful anymore. Some spells you might actually have to think about: what does this thing actually do, fictionally? You're a grownup, work it out. You can't tank as well now. But maybe you can kill multiple things with one melee attack action if you narrate it right? See, I'm sure it'll be fine, in the end.

It is not very wargamey. This is true. If the wargamey style of man to man combat inherited from Chainmail floats your boat, then just keep being awesome. It's how Gary intended, after all.

Saturday, September 13, 2014

Fancy 5e Handouts for HDQ

A graphical version of this post. And this post. 

Here's my Hoard of the Dragon Queen DM screen:


Files below for your own use.



Thursday, September 11, 2014

Inspiration Guidance, Leveled XP Rewards




The 5e PHB says that how inspiration is handled is up to the DM. 

So here's how I'm going to handle it. 

AWARDING INSPIRATION
Awarding it yourself is a pain. You have enough stuff to think about. Let the players award it to themselves when they fulfill the conditions. 

Of course, the conditions need to be clear and obvious for this to work (see inspiration actions below). In other words, fulfilling inspiration conditions is something observable in the fiction, just like triggering a trap. As long as the conditions are clear, refereeing this is in principle no different from refereeing whether someone stepped on a pressure plate. 

Put tokens in a bowl or what have you. When a player reaches to take a token, you'll know they're giving themselves inspiration. If you can't imagine why, ask. You can get more clarification and, in the worst case, veto. 

Don't bother arguing and slowing the game down. Deal with misunderstandings afterward, and let them know beforehand that that's how it's gonna be. 

MAXIMUM INSPIRATION
RAW, if you have inspiration, and then you do something that would earn you inspiration again, nothing happens. 

I'm changing that to: if you have inspiration already and you do something that would grant inspiration, instead gain XP. 

How much you award is up to you. I'd say 5 or 10 percent of the XP difference between your current and next level is fine (i.e., subtract the current level's XP threshold from the next level's and multiply by your percent). I think I'll stick with 10%. 

Here's a table. The tiny reward is 1% of XP needed to level; the small reward is 5%; the large reward is 10%. You could hand these out for other things as well, like quest completion. 

Tiny / Small / Large Individual XP Rewards by Level
  1. 3/15/30
  2. 6/30/60
  3. 18/90/180
  4. 38/190/380
  5. 75/375/750
  6. 90/450/900
  7. 110/550/1100
  8. 140/700/1400
  9. 160/800/1600
  10. 210/1050/2100
  11. 150/750/1500
  12. 200/1000/2000
  13. 200/1000/2000
  14. 250/1250/2500
  15. 300/1500/3000
  16. 300/1500/3000
  17. 400/2000/4000
  18. 400/2000/4000
  19. 500/2500/5000
  20. stack inspiration
INSPIRATION ACTIONS
There are six conditions under which you can earn inspiration. I'll give examples afterward. 

Get inspiration / XP when you:
  1. Answer or react to answer of personal question 
  2. Judge or react to judgment of  actions or motivations
  3. React to suffering, yours or another's
  4. Become more intimate with another character
  5. Get closer to your personal goal
  6. Make a serious vow with full intention to keep it (punish fatuous or long unfulfilled vows with XP freeze or an XP reduction equal to the large award)


SCENE FRAMING
Sometimes a player might want to do something to get inspiration, but he needs the cooperation of NPCs, the environment, or the the other PCs to do so. Like, he might have some
backstory nonsense he's super hyped about. Or maybe she's missing a body part, and there's some story behind that, like Ahab's peg leg. 

Answering or reacting to the answering of a personal question is inspiration action #1, and that's definitely what this would fall under. 

But unless someone asks Ahab about the peg leg, he can't answer, and maybe nobody's thought to ask because they don't know if there's anything interesting behind it.

So, if you permit scene framing, it would be fine for Ahab's player to say, hey guys, does anyone want to ask me about how I got this peg leg? If they do, remember, they would get inspiration too. If none of the players want to, Ahab's player could ask if an NPC who's around might be interested. And then the interaction could play out. 

But, if you don't want that kind of business, just don't encourage or allow it. 

DIRECTION
Don't let things drag. Feel free to say CUT! and move on. 

Think about how good TV does this. Someone gives up personal info or becomes more intimate, someone else reacts, maybe there's a counter reaction, and then some transition occurs ("we've got company!"), or the scene abruptly cuts. 

Do that. 

WEAKNESS
Don't allow it. If someone doesn't know another person and then shares a meal, that's becoming more intimate, sure. Inspiration. But sharing another meal doesn't make them more intimate. That's just weak repetition and water-treading.

If someone tries to claim inspiration for that, let them know it's weak and that something stronger will be required, something that takes us somewhere. They can either reformulate or give you one argument. If that doesn't change your mind, move on without permitting inspiration. 

Like, you can drink to oblivion once to show suffering from alcoholism. Doing it again is just boring. Now we need you to hurt someone or endanger someone, etc. 

PACING
Let's not all take turns asking probing questions about childhood, okay? One inspiration action per scene, thank you, unless you think it's really good. 

WHY
Because I'm a hippie who likes a bit of drama in the elfgames. 

EXAMPLE INSPIRATION ACTIONS
Sharing a blanket with someone for warmth. 

Sharing a meal with someone. 

Fighting with someone. 

Condemning someone's religious views. 

Defending your own views against the condemnation of others. 

Vowing to track down the men who did this and bring them to justice (or wear their skins, whatever floats your boat).

Answer the villager's question about why you'd risk your life for this. 

Vow to never let this happen to him again. 

Scouring all the libraries of the city for info on the burial place of your great great grandfather, last warden of the south. 

Asking how you got that scar. 

Asking what you'll do after all this is over. 

Answering what is best in life. 

Holding the dog's head in your lap as it dies. 

Bringing wine and bread to the grieving widow and sitting quietly with her.