The Douchey DM

The official rant-blog of Happy Jack's RPG Podcast.
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DoucheyDM is the written-word version of Happy Jacks RPG Podcast.
Jan17

For Your GM Screen Part 1

by Stu on January 17th, 2012 at 8:17 pm
Posted In: Misc

I started working on a joke GM screen a while back. I stumbled upon the files tucked away in a folder. Here is one of the panels.

I present:

2d6 Responses to Rules Lawyers

Roll

Result

2

“It’s in the errata. I don’t have it printed out, but I have the .pdf on my thumbdrive. I’ll show it to you after the game.”

3

“Nope. We house-ruled that a couple weeks ago. You don’t remember that? You know what? I don’t think you were there for that session!”

4

“Get out.”

5

“I’m pretty sure that if you pick up that rulebook and read that paragraph again, I’ll kick your ass.”

6

“You realize that after this session, half the players are going to email me and ask me to kick out of of the game, right?”

7

“STFU.”

8

“The problem here is that we don’t agree on definitions of the words in the rules. Here’s a dictionary. Look up all the words and get back to me after the game.”

9

“Well next time you’re GMing, you can make the rulings any way you like … oh! That’s right! Everyone hates your games! Never mind.”

10

“How about this. We’ll rochambeau it out. If I win, we’ll do it my way. If you win, we’ll do it my way.”

11

“I called the game designer about this. He said you’re a douchebag.”

12

“If you had kept up on things, you’d know that the Supreme Court already ruled on this in Spassky vs. Fischer. The majority opinion clearly stated that I’m right and you are a douchebag.”

 Comment 
Jan11

RPG Scenes

by Stu on January 11th, 2012 at 12:31 pm
Posted In: Adventure Design

As some of you may know, Douchey DM, Happy Jacks RPG Podcast, Angryfolk.com and the Poxy Boggards are all ramrodded by the same guy — me. While I’ve built time in my weekly schedule to record the podcast, everything else has taken a hit. With St. Patrick’s day (aka Drizztmas Eve) just two months away, I’m busily working on recording CDs for my band and another band, the Belles of Bedlam.

But I am getting some RPG related stuff done.

My first priority, of course, is preparing for my games at Orccon 2012. But I realized that much of that prep time I don’t even count as prep time as it’s brainstorming — thinking about the game, rather than sitting down with a notepad or laptop and writing stuff down.

I’ve mentioned before that I tend to organize adventures by “scenes.” Before I even put pen to paper, I like to have a firm idea about the scene:

  • Who’s in it?
  • Where does it take place?
  • What might happen?
  • What information might the party gleen?
  • What “cool” element is there that will make the scene memorable?

For an example, here’s how I’m envisioning the first scene of my Savage Worlds SMERSH! game.  Just for background, the PCs are old-guard operatives from Stalin’s SMERSH, who are being sent into 1968 Arizona to take out a suspected clone of Hitler.

The six operatives climb from the tailgate of the old panel truck. They are dressed in what can only be described as the Soviet Intelligence Community’s image of typical American imperialists. Most wear cowboy hats — some with red kerchiefs tied around their necks. There are uncomfortable cowboy boots all around.

The leader, Boris, wears a black leather vest. Mercifully, the sheriff’s star was removed at the last moment when someone realized that it was an insignia of law enforcement.

They are in the middle of the Arizona desert at the cross of two dirt roads. To the North are mountains covered with the dull green of conifer trees. Somewhere up there is Flagstaff, a logging town where they are to meet their contact. It will take them until sundown to walk that far.

To the West they see a rooster tail of dust being kicked up by another panel truck. It is quickly approaching the party.

Boris had been warned by the driver who brought them here, “the new guard sees your mission as unnecessarily provocative. ‘An act of war,’ they call it. My superiors say that Khrushchev himself may send operatives to stop you, comrade. The younger generation barely remembers the horror of that monster. Watch your back, comrade.”

As the mysterious truck approaches at breakneck speed, Boris evaluates the situation. With him are some of the most dangerous operative the Soviet Union could produce. Spies, soldiers, assassins — all loyal Party members.

One problem. Their equipment was with their contact in Flagstaff. If this truck carried Khrushchev’s hit squad, this could be a short mission. If it’s just some cowboy or farmer, then maybe we could get a ride into Flagstaff…

This is how I envision the opening scene of the game. I have more in my head, obviously. For instance, I have a clear idea who is in that truck. I know what might transpire depending on what the party does.

The most important part to me is the “feel” of the scene. In other words, what makes it cool or interesting.

In the case of the above-mentioned scene, I’m looking to convey the “fish out of water” feel of a group of Soviet spies trying to fit into a very rural 1960s Southwest United States. I’m also forcing them to start the game with nothing but their wits. The idea here is to start them in a “holy shit” situation and allow them, by their own actions, to improve their situation.

How they do this is completely up in the air, of course, as I’m only going to provide opportunities, not solutions.

 

 

1 Comment
Dec27

JiB on GM’ing: Pathfinder Variant Rules, Character Advancement

by JazzIsBlues on December 27th, 2011 at 3:23 pm
Posted In: Adventure Design, Alternate Views, General Gaming

Our final exploration of the variant rules for Pathfinder found in the Ultimate Combat Guide discusses character advancement, the effect of magic and magic items, and takes a look at creatures and how to convert them to use the variant rules as well.

Several people have raised some very valid thoughts, questions and even concerns about the variant rules and their impact on game play. Based on the test combats that I have run it seems to me that combat in Pathfinder is a bit more dangerous for the player characters now and the game ends up being a little bit grittier. There are lots of ways to measure the effect of a rule on combat but the one I use is, “How long does a creature stay in play in a combat.” eg. How many rounds does a creature stay in the fight? By that measure the variant rules are pretty much a an even exchange with AC and hit points, but the flavor of the fight is grittier and more dangerous. I think the effect on players would be an increased level of caution on the part of the player characters. Also, depending on the physical mechanics of rolling a round of combat can take longer to resolve than with hit points and armor class. Author’s Note: My rule of thumb is that combat should resolve for each character/creature’s action in less than 1 minute.

Our Hero … Bobs Uruncle

We will use the same character we have used as our example all along. Bobs Uruncle started his career as a 1st level fighter and progressed through to 20th level. Along the way he learned some things and acquired new equipment. The following table demonstrates how Bobs might have advanced.

 

CLASS/LVL CR STR DEX CON INT WIS CHA DEF DR CRDEF VIG WNDS NOTES
FTR 1 ½ 17 12 14 13 10 8 13 5 9 10 28 Chainmail (5), Heavy Shield (2)
FTR 5 4 18 12 14 13 10 8 15 9 13 39 28 Average hp at each level, +1 STR (4th level), +1 Breastplate, +1 Heavy Shield, Amulet of Nat Armor +1
FTR 10 9 21 12 16 13 10 8 16 15 19 74 32 Average hp at each level, +1 STR (8th level), +2 Mithril Full Plate, Amulet of Nat Armor +2, Belt of Physical Might +2 (STR, CON), Cloak of Resistance +2
FTR 15 14 24 12 18 13 10 8 17 18 23 109 36 Average hp at each level, +1 STR (12th level), Amulet of Nat Armor +4, Belt of Physical Might +4 STR, CON
FTR 20 19 27 12 20 13 10 8 23 28 36 144 40 Average hp at each level, +1 STR (16th level), Full Plate +5 (5/dr mag), +5 Heavy Shield, Amulet of Nat Armor +5, Belt of Physical Might +5 STR, Con

By comparison the same character at 20th level with the same equipment has an AC of 37 and 240 hit points.

A couple of notes about this information.

  • I did not include information about his Critical DC which I should have. I gave Bobs several Feats that caused his critical dc to go up dramatically.
  • There are ways that Bobs could have been optimized and made stronger, but the point here was to illustrate how the numbers advance rather than how to optimize a character for Pathfinder using these rules.
  • As with any game system there is always an Uber Stat (Tappyism). With these rules it seems to me that there are two, Dexterity and Constitution because those two more than anything else affect the character’s defensive abilities. Dexterity impacts defense and constitution impacts Wounds.
  • A wizard REALLY doesn’t want to get into melee combat now. Because their defensive values and their vigor and wounds are low which is more impactive than having a lower ac and fewer hit points.
  • Having armor even at high levels is valuable.

One thing to note about the variant rules, it’s still a game of attrition. Now you’re trying to attrit vigor points rather than hit points but the overall nature of the fight is one that is grittier and more hard hitting than before. There are also attacks that bypass vigor alltogether and the effect on wounds is much more telling. There are game impacts on the creature as their wounds points are eaten away.

The Effect of Magic

Defensive magic items and magical effects basically fall into 3 categories. Those that impact defense, those that impact damage reduction and those that impact statistics which in turn effect vigor and or wounds. It seems to me (somewhat anecdotally) that improving damage reduction and vigor are the most bang for the buck investments. From an offensive standpoint magic that bypasses damage reduction and vigor would be the most valuable.

This would tend to create all manner of possibility for new magics and new magical effects.

Our example character started life with a 14 constitution which gave him 28 wound points. By the time he finished his career we had magically elevated his constitution to 20 which increases his wounds to 40 which represents a 30% increase. However, his Vigor went from 10 to 144 and his damage reduction went from 5 to 28. These represent a 93% increase and an 82% increase resepectively.

Converting Creatures to Use DR

Converting any creature to use damage reduction instead of AC and vigor/wounds instead of hit points is the same process as converting a character:

  1. Calculate defense – (Defense = 10 + shield bonus + Dexterity modifier + other modifiers (including armor’s enhancement bonus but not armor bonus or natural armor bonus))
  2. Calculate damage reduction – (DR = Armor Bonus + Natural Armor Bonus)
  3. Calculate vigor – (Vigor = Hit Points – Constitution Bonus)
  4. Calculate wounds – (Wounds = 2 * Constitution)

So, an adult red dragon (CR 14 creature) has the following:

  1. Defense 10
  2. Damage Reduction 29
  3. Vigor 212
  4. Wounds 46

This does not take into account any magical protections that an individual dragon may have access to.

Some things to remember when converting creatures, damage reduction stacks with other forms of damage reduction, and allowances may need to be made for special cases. I recommend consulting the Paizo forums for recommendations and assistance.

Conclusions and Parting Shots

I have enjoyed exploring the variant rules for the Pathfinder game found in the Ultimate Combat Guide. The authors at Paizo have done a wonderful job of blending the variant rules seamlessly into the existing game without altering the power or impact of any single item. I do not make any value judgements as to whether the variant rules as written are any better or worse than the core rules. I will say that I plan to use the variant rules in the Pathfinder games that I run in the future. Individual gm’s and groups will decide for themselves what works best for their game and gives them the flavor of game that they’re after.

I hope that this exploration has provided some useful information or at least some food for thought.

 

-JiB

 

└ Tags: advice, char gen, Character, game prep, gamemaster, gamemastering, gaming, gm, GMing, GMs, Pathfinder, players, variants
1 Comment
Dec22

JiB on GM’ing: Vigor and Wounds vs Hit Points in Pathfinder

by JazzIsBlues on December 22nd, 2011 at 3:29 pm
Posted In: Adventure Design, General Gaming

When last we spoke …

 

We were talking about armor as damage reduction in the Pathfinder game. The next part of the variant rules available from the Ultimate Combat Guide involve replacing hit points with a Vigor score and a Wounds score. As unpalatable as Stu finds armor class, I have the same problem with hit points. As long as I’ve been playing variations of the d20 rules I have thought that hit points were a really bad way to express a characters health or their ability to withstand, or avoid, damage. It has always been one of those things that everyone ends up house ruling to some extent or another. Paizo has provided players with a much better representation. The purpose of this JiB on GM’ing article is to explore the rules about Wounds and Vigor vs Hitpoints, and Critical Hits.

What are Hit Points Anyway?

Hit points are, depending on who you ask, a measure of the creature’s health, or resistance, or ability to avoid damage, or … I give up, I don’t really have a good working definition of hit points except to say that they are what get taken away pretty much any time anything harms a creature. I agree with Tappy that combat in d20 games become fights of attrition where you are trying to attrit away the other guy’s hit points hopefully faster than he attrits away yours. For this reason d20 combats become more about the bonuses than they are about the actual die rolls. On average weapons do in the range of 1d10 of damage on their own before the other stuff gets involved.

So What to do About That?

Back to the Pathfinder Ultimate Combat Guide, in chapter 5, “Variant Rules,” we get the following; “Just as Armor Class is an abstraction, so are hit points – after all, just because a dagger does 1d4 points of damage doesn’t mean a high level fighter is somehow immune to having his throat slit. This alternate system attempts to better represen the differences between injuries and impeded performance.”

Wounds and Vigor

Instead of hit points, creatures using this system have a number of wound points and vigor points. These two scores are kept track of separately, and represent different ways a creature handles the damage inflicted on them.

A creature, typically, has a number of wound points equal to double their constitution and a wound threshold equal to its constitution. Wound points represent the amount of physical punishment a creature can take before it dies. When the number of wound points drops below its wound threshold it becomes “wounded”. When a creature is wounded it gains the “staggered” condition until it is no longer wounded. There are other game effects that come into play as well making it much more unpleasant to get wounded. This is similar to the effects of taking wounds in Savage Worlds. If a creature takes constitution damage (from poison or other effects) this will also lower the number of wounds points as well.

Vigor points represent a creature’s ability to avoid the majority of actual physical damage from an attack. When a creature is damaged from an attack, typically, it affects vigor points first. Some types of attacks effect wounds directly. Vigor points are gained much like hit points in the core rules but without the addition of the constitution modifier. Likewise healing (and similar skills and effects) generally affect vigor before healing actual wounds. I will leave the exact effects of healing as a research project for the reader (It’s on page 206).

An Example

Our example character from the previous article Bobs Uruncle is a 1st level human fighter. He has the following statistics (STR-17, DEX-12, CON-14, INT-13, WIS-10, CHA-8). Being a 1st level fighter he gets the maximum vigor points for first level 10 (1d10), and having a 14 constitution he gets 28 wounds and a threshold of 14. (In the next article we’re going to take a look at Bobs at several different level points and with differing equipment and we will take a look at how magic effects these numbers.)

So now let’s see what happens when he gets hit. Bobs finished off the goblin in the previous article without any ill effects but the noise has drawn the attention of an orc. The orc swings his falchion at Bobs and gets a 19. This would have missed Bobs if we were using AC but we’re not. So the orc gets past Bobs’ defense and rolls well on his damage getting max damage for 9 points (2d4+1). Five points get taken away by the damage reduction from our hero’s chainmail leaving 4 points that gets transferred to Bobs. He has 10 vigor points from which we will subtract the 4 leaving him with 6 vigor. Bobs is starting to feel winded from the fight and the hit the orc gave him but he’s still in the fight. If the attack after damage reduction had done more than 10 points those excess points would have gone to wounds instead.

Critical Hits and Special Considerations

Some attacks, like critical hits, bypass vigor points and do damage directly to wounds or to both vigor and wounds. Critical hits are another variant rule and they behave much differently than in the past as well. When a creature threatens a critical hit they no longer confirm the critical hit. The affected creature must make a save against the critical hit. The save roll is determined by rolling a d20 and adding the Critical Defense Check Bonus which is calculated thusly:

 

Critical Defense Check Bonus = Damage Reduction + Dexterity Modifier + Shield Bonus to Defense + Deflection Bonus

 

The DC for the check is based on the attack roll that is threatening the critical:

 

Critical Defense DC = critical hit roll + 1/2 attacker’s base attack bonus + 1 for each critical feat + 1 for each size category the attacker is larger than the target.

 

On his turn Bobs rolls a natural 20 to attack with his longsword which threatens a critical hit. His DC is:

 

CDDC = 20 + (1/2 * 1) + 0 + 0

 

Because Bobs’ BAB = 1 and he has no critical feats and he is the same size category as the orc giving him a 21 DC.

The orc rolls his save against the critical:

 

CDCB = dr (3) + dex mod (0) + shield bon (0) + deflection (0)

 

He rolls a 10 and ends up with a 13 not enough to save against the critical.

Bobs rolls his damage 1d8 + 3 and multiplies by the critical hit modifier for the weapon (2x). He rolls a 7 and ends up with a 17 after we double the damage and add his strength modifier. The orc’s damage reduction of 3 takes off 3 points leaving 14. The orc (being an orc) has a vigor of 11 so he ends up with 0 vigor and 21 wounds left. Most telling is that all wounds from this point will be actual wounds and if he takes 7 more points he will gain all the effects of being wounded. Author’s Note: When a creature loses all of its vigor or gains the wounded condition are wonderful places for a morale check.

Conclusion and Parting Shots

That’s the very quick and dirty view of how the vigor, wounds and critical hit variant rules work in Pathfinder. All of these rules are of course optional. As with the rules for damage reduction they make the game a bit more crunchy and make it a little harder to do. I think that they do make a better (if not perfect) representation of combat and also make the game intrinsically grittier.

For dealing with critical hits it’s a good idea to precalculate the Critical Defense Check Bonus and the Critical Defense DC.

Additional variant rules allow for piecemeal armor and for called shots with greater granularity and representation than the core rules and do make sense alongside the damage reduction and modified hit point rules.

As with all things I recommend experimenting and seeing what works for your game.

I would like to take this opportunity to thank the people at Paizo for the Pathfinder game Ultimate Combat Guide. I hope I have represented your work accurately.

 

JiB

└ Tags: char gen, Character, gamemaster, gamemastering, gaming, GMing, GMs, Pathfinder
3 Comments
Dec22

My New Year’s Wishes

by Stu on December 22nd, 2011 at 3:05 pm
Posted In: General Gaming

Christmas is almost here and the impending doom of 2012 is right around the corner. So in an act of defiant denial, I now present my hopes and wishes for the new year of table top RP gaming.

  1. Acquire and Play Shadowrun. Shadowrun is one of those games I never played. We recently had an email from a listener on the podcast, and he detailed much of the good stuff about Shadowrun. So next year, I want to buy and try Shadowrun. I almost bought it while we were recording the show, but I remembered that I’m not supposed to buy stuff for myself between Thanksgiving and Christmas.
  2. Game Every Week. Right now it’s all I can do to game about twice a month, but I really wish it was an every week affair. Preferably two different games, alternating every other week. This might be a pipe dream, but maybe not …
  3. Run an Online Game for Listeners. One of the podcast contributors, Tappy, runs a Mongoose Traveller game using the Google+ Hangout feature. He talked about how well this works. While I prefer face-to-face, I’m planning on running a game online, and since it’s online, I don’t have to limit it to people I already game with.
  4. Play in a Call of Cthulhu Game With a Really Good Keeper. I haven’t played Call of Cthulhu since the late 1980s. Back then, it was a lame attempt at best. I’d really like to play a game with a keeper who really gets the horror genre and players who really get the investigative nature of the game.
  5. Figure Out a Way to Record Games. We’ve had people ask us to record our games many times. I’ve only taken the time to do it once. It was a Savage Worlds Ghostbusters game. We played outside. I brought out my “portable” recording rig and set up 4 omni condensers over the table. The sound quality wasn’t terrible, but I’m certainly not satisfied with it.
    (if you’d like to hear it, here’s the audio file.  fair warning — it’s about 7 hours long and completely unedited — several interruptions, side conversations, etc.)
    I’ll keep racking my brain for ways to do this.
  6. Run Another Savage Worlds Mini Campaign. I ran a SW fantasy campaign that was a sort of pick-up game while my main campaign was on hiatus. It was fun. Currently, I only run SW at conventions (it is one of the best game for cons). I’d like to run it again. Maybe a pulp game or sci fi. Or pulp sci fi…
  7. Finish My Book on Gamemastering. It’s in its second revision and it just keeps getting bigger.
  8. Release the Opening Songs. I have four or five songs and are damn near ready to be released. It would probably take about 4 hours of studio time to complete. It might happen before year end.
└ Tags: Actual Play, Call of Cthulhu, New Year's Resolutions, Online Gaming, Recording, Savage World, Savage Worlds, Shadowrun
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