Sunday, 8 June 2014

Zarias - Creature and Class for DCC

Shared by Jovianeye under Creative Commons 2.0
Zarias are primitive humanoid cheetahs, usually found in tropical grasslands living in roving bands of hunter/gatherers.  While omnivorous, most prefer fresh meat to other foods, although zarias do not eat intelligent creatures.  They may have good relations with other humanoid settlements near their range.  They often breed cheetahs as hunting beasts, and there is a 25% chance that 1d4 trained cheetahs will be present for every 25 zarias (or portion thereof).

Zarias are able to put on a burst of speed, raising their movement rate by +5' or better for up to 6 consecutive rounds (1 minute).  If they use this ability for more than one consecutive round, they suffer fatigue – taking 1 point of temporary Stamina damage on the 1st additional round, 2 points on the 2nd additional round, 3 points on the 3rd, and so on – this damage lasts until they have a chance to rest for 5 minutes.  A zaria can use this burst of speed as part of a charge action, gaining an additional +1 bonus to hit and damage on that round.  This ability cannot be used if the zaria is wearing armour or carrying more than a light burden.

Zarias have slender builds and long tails.  They are lithe and graceful, moving with deftness and ease.  They have keen eyesight and hearing.  Both genders stand around 5 feet tall and weigh around 130 pounds.  They live to about 70 years on average.  They speak their own language, and use the Elf column in Appendix L to learn additional language.

Tactics

Zarias hunt cooperatively in groups, or by ambush as individuals.  They avoid larger game because of their relative fragility, targeting mostly small animals, such as some species of antelope and wild pig.  Whenever possible, they use ranged attacks in preference to melee.

As a group, zarias will attempt to drive prey or enemies toward waiting hunters.  If there are enough zarias, some will provide suppressive fire, using this option whenever the prey animal (or enemy) seeks to go in an undesired direction or attack the zarias with missile weapons of their own.  The ambushers seek to ambush via stealth.

Solitary zarias likewise hunt by ambush, but are unlikely to attempt to take prey much larger than a rabbit. Zarias are quite willing to drive prey or enemies toward natural hazards, such as cliffs or tar pits, whenever possible.

Zaria Characters

Hit Points:  A zaria gets 1d6 hit points at each level.

Weapon training:  A zaria is trained in the use of blowgun, club, dagger, shortbow, sling, and spear.  Zarias do not usually wear armour, but are not prohibited from doing so.  Wearing armour removes a zaria’s bonus to Initiative, Speed, and AC (see below).

Alignment:  Zarias are usually neutral or lawful. Few zarias are chaotic, and these are shunned by their kind.

Enhanced senses:  Zarias have excellent low-light vision and a keen sense of smell. They can see twice as far as a human in the dark, so long as any light is present.  Their keen sense of smell negates surprise on a 1 in 5 chance, when surprise would otherwise occur.

Initiative: An unarmoured zaria adds her level to her Initiative.

Speed:  A zaria’s movement bonus when sprinting increases as she gains levels.  This ability can only be used when the zaria is wearing no armour, and carrying no more than a light load.

AC Bonus:  An unarmoured zaria carrying no more than a light load gains a bonus to AC based on her quick reflexes, as indicated below.

Stealth:  Zarias are stealthy, gaining a bonus to hide and move quietly, as noted below.

Action Dice:  A zaria can use her Action Dice for attacks or skill rolls.

Luck:  A zaria’s Luck modifier is applied to Initiative rolls, AC, and Reflex saves.

Zero-level zarias:  A 0-level zaria has a 5’ Speed bonus and enhanced senses.

Level
Attack
Crit Die/Table
Action Dice
Speed Bonus
AC Bonus
Stealth Bonus
Ref
Fort
Will
1
+0
1d4/II
1d20
+5’
+1
+2
+2
+0
+1
2
+1
1d6/II
1d20
+10’
+2
+3
+2
+0
+1
3
+2
1d8/II
1d20
+10’
+3
+4
+2
+1
+1
4
+2
1d10/II
1d20
+15’
+4
+5
+3
+1
+2
5
+3
1d10/II
1d20+1d14
+20’
+4
+6
+4
+1
+2
6
+4
1d12/II
1d20+1d16
+25’
+5
+7
+4
+2
+2
7
+5
1d12/II
1d20+1d20
+30’
+5
+8
+4
+3
+3
8
+5
1d14/II
1d20+1d20
+35’
+5
+9
+5
+3
+3
9
+6
1d14/II
1d20+1d20
+35’
+6
+10
+5
+3
+3
10
+7
1d16/II
1d20+1d20+1d14
+40’
+6
+12
+7
+3
+4


Zaria Level Titles

Level
Title by Alignment

Lawful or Neutral
Chaotic




1
Kin-member
Kin-shunned
2
Warder
Wanderer
3
Hunter
Exile
4
Ranger
Lone-farer
5
Far-Ranger
Dark-spotted one


Background:  When I first introduced my older daughter to D&D (3.0 version), she wanted to be able to play a humanoid cheetah.  Thus was a racial type born.  Her character's name was "Zaria", and when I was working on RCFG, I used that name as the racial name of the species.  With this entry complete, they are now also possible under the Dungeon Crawl Classics rules.

Saturday, 7 June 2014

Xorn for DCC

A xorn is a roughly barrel-shaped creature from the Elemental Plane of Earth.  It has three arms ending with rock-hard claws, and three short legs.  Three eyes surround the gaping maw at the top of its body.  Its skin is made of greyish-brown rock-hard material that is quite difficult to damage.  They are extremely heavy – even a small xorn weighs over 800 pounds – due to their rocky makeup.

Xorns have the ability to teleport from the Elemental Plane of Earth to the material plane and back once every three centuries, and are able to transport up to three willing creatures no larger than themselves when doing so.  They can swim through earth and stone at will, as though it were water, leaving no opening behind them.  

Likewise, they can treat earth and stone as solids whenever it suits them.  This is a natural part of any move action they take, and makes it extremely easy for a xorn to escape almost any conflict that is going poorly, although they cannot transport other creatures through stone or earth in this manner.  In addition to having infravision to a range of 60 feet, xorn can see through solid earth or stone to a range of 30 feet.

Xorn eat precious metals and gems, which they can scent at a range of 120 feet, even through solid earth and stone.  They usually only come into conflict with beings from the material plane over these “tasty treats”.  Often, xorn attacks can be headed off by offering some portion of treasure (typically 50 gp x the xorn’s Hit Dice), and in some cases xorn have carried adventurers to the Elemental Plane of Earth in exchange for precious metals and gems worth 100 gp x the xorn’s Hit Dice, per person carried.

Sometimes, undigested gems may be found within a xorn’s primary stomach.  In addition, it is 20% likely that a xorn on the material plane is encountered within 100 yards of a seam of metallic ore.  Such as seam is able to produce 10d6 x 100 lbs. of refined metal if the labour necessary to follow, extract, and smelt the ore is performed (1d6 days of labour per 10 lbs.).

There is a further 10% chance that, after 2d6 days of labour, another vein is located, intersecting the first.  Determine value and type randomly, as with the first vein.  There is a 5% chance of encountering a third intersecting vein, a 2% chance of a fourth, a 1% chance of a fifth, and a 1% chance of additional veins thereafter until no vein is encountered.

Xorn (small):  Init –4; Atk claw +1 melee (2d6) or bite +0 melee (2d8); AC 20; HD 2d8+8; MV 30' or swim through stone 60'; Act 3d20; SP DR 10/magic, ignore stone at will, transport to Elemental Plane of Earth, infravision 60', see through stone 30'., smell gems and precious metals 120', swim through stone; SV Fort +20, Ref +0, Will +8; AL N.

Xorn (medium):  Init –5; Atk claw +3 melee (2d6) or bite +1 melee (2d8); AC 22; HD 4d8+16; MV 30' or swim through stone 60'; Act 3d20; SP DR 10/magic, ignore stone at will, transport to Elemental Plane of Earth, infravision 60', see through stone 30'., smell gems and precious metals 120', swim through stone; SV Fort +22, Ref –2, Will +10; AL N.

Xorn (large):  Init –7; Atk claw +6 melee (2d6+3) or bite +3 melee (2d8+3); AC 24; HD 8d8+8; MV 30' or swim through stone 60'; Act 3d20; SP DR 10/magic, ignore stone at will, transport to Elemental Plane of Earth, infravision 60', see through stone 30'., smell gems and precious metals 120', swim through stone; SV Fort +25, Ref –4, Will +15; AL N.


Alternate Yeti for DCC

You will find one version of the yeti in Michael Curtis' excellent (and highly recommended) Frozen in Time.  And, while this is a good version of the creatures, as with Appendix N fiction, there is always enough space for another take on the same basic theme.  This version of the yeti was what I had written for RCFG, rewritten slightly to make use of the Dungeon Crawl Classics ruleset.


Yeti by Wanida, W., shared under Creative Commons 3.0
Yeti are large, ape-like monstrous humanoids dwelling in the cold, high regions of the world.  Their fur is a dirty white, and their eyes blaze with reddish or yellowish light.  They are often described as smelling faintly like skunk spray. 

Yeti are believed to be shy and secretive, avoiding encounters with intelligent creatures more often than attacking.  As a result, yeti tracks are seen more often than the creatures themselves.  However, reports claim that yeti sometimes trail folk travelling the high passes, learning what they can about them.  Sometimes, this results in an attack, and when a yeti chooses to attack, its attack can be devastating.

A yeti attacks with claws and fangs.  Its weird, ululating cry can freeze opponents in terror, as can its malevolent gaze.  A yeti can use its cry with an Action Die, or its gaze against a single opponent as part of a move or attack, once per round.  Those who hear the cry or meet the gaze must make a save (Will DC 10) or be stunned for 1d6 rounds, and unable to take any action.  In addition, the yeti’s body radiates intense cold, so that any creature engaged in close melee combat with a yeti takes 1d6 points of cold damage each round (Fort DC 15 for half).

A yeti that hits with both its claw attacks can rend for an additional 2d8 damage.

Yeti sometimes lead bands of white ape-men (see the core rulebook, p. 395).  They may keep shiny objects, but the remainder of their treasure is usually found in some hidden area where they store the remains of their victims.  For some reason, yeti are attracted to holy relics and clerical scrolls, and hoard the writings of mountain priests.  There are rumours that yeti with dark fur roam some isolated temperate forests, occasionally terrorizing the inhabitants of remote settlements, hunting cabins, and logging camps.

Tactics

Yeti will attack lone travellers without reservation, but may observe a group for many days prior to making any attack.  They observe from a distance, using stealth.  There is a 20% chance that a yeti will use its cry, observing the effect on travellers (and avoiding those who seem to easily resist repeated attempts); there is a 10% chance each time that a distant yeti will return the cry (with the same effects).  If a yeti observes a group already engaged in a dangerous encounter, it is 75% likely to use its cry.

When an actual attack is made, the yeti chooses some location that allows it to get close without being observed.  The yeti then uses its cry, charges, grapples a random character, and carries him off (the victim is subject to the yeti’s gaze and cold aura).  The yeti will choose an ice or rock crevice if possible, so that pursuing creatures must use a hazardous route to overtake it.  The yeti is 50% likely to have piled rocks atop the crevice to drop on pursuers (2d4 rocks, causing 2d10 damage each).  It is 25% likely to use its cry, possibly causing stunned climbers to fall to their deaths.

Yeti prefer intelligent victims to unintelligent ones, and thus always choose humans and their close kin over pack animals.

Once the yeti has secured a victim, it will tear it limb from limb, consuming the victim over a period of several hours.  Thereafter, the yeti will plan one ambush attack every 24 hours (60% at night, 25% during daylight hours, and 15% either at dawn or dusk) to renew its food supply.  This will continue until the yeti is slain, or until the group escapes its territory.  Worse, there is a cumulative 5% chance ever 24 hours that an additional yeti will begin making raids on the group.

Yeti:  Init +2; Atk claw +7 melee (1d8+3) or bite +5 melee (1d5+4); AC 14; HD 10d8; MV 40' or climb 30'; Act 2d20; SP rend for 2d8, stunning cry or gaze (1d6 rounds, Will DC 10), radiate cold (1d6, Fort DC 15 for half); SV Fort +8; Ref +6; Will +10; AL C.

Public Domain image from Wikimedia Commons, Panaramic View of Everest from the Kala Patthar, Fabien 1309

Wednesday, 4 June 2014

Have Another?

The last bunch of fudging posts comes about as a result of discussions on Facebook and Dragonsfoot.

The last bunch of monsters come about from work I did for RCFG; these are just being converted from one system to another (in fact, there is a monster class coming up).

Is there anything you would like to see me cover?

If so, let me know, and I'll see what I can do.

Vargouilles for DCC

These hideous creatures appear to be foul-featured heads, which fly on bat-like wings protruding from where a human would have ears.  A mass of short, writhing green-grey tentacles depends from the area where the neck of a humanoid would meet the head’s base.  Their skin has a reddish cast and a puckered texture, as though scarred by the fires of Hell.  Their eyes glow with a lambent greenish-yellow light.

Vargouilles have the power to mesmerize humanoids with their gaze.  Any given vargouille can mesmerize a single humanoid within 100 feet (Will save DC 10 negates), and the target remains mesmerized until the vargouille breaks eye contact.  If the vargouille is injured, it must make a Will save equal to 10 + the damage done in order to maintain eye contact.

Once a victim is mesmerized, the creature will approach, wrapping its tentacles around the victim’s neck, and attempting to kiss the victim.  A mesmerized creature is unable to resist these attacks, and is kissed automatically; otherwise the vargouille must make an attack roll with a +4 bonus because of its grappling tentacles.  A Strength (DC 10) or Agility (DC 15) check can free the victim.  

The kiss of a vargouille causes 1 point of temporary Stamina damage.  If pressed, a vargouille can also bite for 1d3 damage.

Any victim slain by a vargouille’s Stamina damage undergoes a terrible transformation.  1d4 rounds after death, its face begins to redden and pucker, and its features distort into an evil visage.  Its ears stretch and transform over the next 1d6 minutes as the head becomes a new vargouille, which struggles to free itself from its old body, pulling ropes of its viscera after it as its new tentacles.  

The vargouille is vulnerable at this time, although not helpless, and it can attempt to mesmerize a victim if need be (although the target gains a +4 bonus to its save).

Vargouille: Init +0; Atk bite +0 melee (1d3); AC 12; HD 2d4; MV fly 30’; Act 1d20; SP mesmerize, grapple, kiss, create spawn; SV Fort +2, Ref +4, Will +6; AL C.

Tuesday, 3 June 2014

Fudging: I Fail My Will Save (Shoulda Fudged?)

I make two broad assertions: (1) playing with fudging is a difference in kind (not merely style) from playing without fudging, and (2) fudging is not a good solution to the problems that pro-fudging people usually claim it to solve.

In examining arguments here, I point out that there is a problem with how the discussion itself is being "fudged". I do contend that there is potential harm in fudging, and I do think that any pro-fudging position that purports to address the material honestly is going to have to address that factor.

Answering these questions demonstrates a willingness to engage honestly; it does not answer the broad assertions. It may provide data that does help examine the broad assertions, however. In a poll on Dragonsfoot, of 112 respondents, 55% prefer that their GM does not fudge (41% strongly), but 14% did say that they prefer fudging (2% strongly), so if your group consists of that 14%, and especially if your group happens to consist largely of that 2%, not fudging may harm your game, and you will have to take that into account. Those people would, undoubtedly, hate my game.

But, to the degree that the polls discussed here reflect the norm, the odds are in my favour. If Ulan's poll is reflective, and over 40% of GMs fudge die rolls, including combat die rolls, and 55% of players prefer not to have these rolls fudged, there is a large enough spread that everyone might simply line up nicely. We have no way of knowing from Ulan's data how many GMs might be suitable for that 55% of players who prefer no fudging, or especially for the 41% of players who strongly prefer no fudging, because he is not only looking at fudging in the poll, so other material (such as house rules) skew the data.

As to (1) determining what is a difference in kind (not merely style) is a subjective evaluation. Dogs and cats are both mammals, and they are both living things. They are both kept as pets. Is keeping a dog a difference in style or kind from keeping a cat? Are the animals themselves just different "styles" of mammal, or different kind? What about coyotes and wolves? Do you want to cut "kind" off at class, order, genre, or species?

This is no different than examining whether or not different editions of D&D (or related games) are different versions of the same thing, or different things. In both cases, the evaluation is subjective.

As to (2) if you are not fudging to solve the problems that pro-fudging people usually claim it solves, then the reasons why these specific claims fail shouldn't affect you. If you want to argue that pro-fudging people do not claim that they fudge to solve those problems, it is easy enough to find discussions of fudging (including in this thread) where those claims come up.

Or perhaps you take exception to the claim that choosing to accept the result of a die roll does not make you a slave to the dice?

Or do you take exception to the fact that I strongly prefer no fudging, and believe that it makes for a better game? Because I do strongly prefer no fudging, and I do believe that it makes for a better game. While it is certainly true that the type and degree of fudging are important in determining how it may affect a game, I don't believe that fudging does not affect a game. And while one may make a claim that fudging is just another form of GM fiat, and that I am okay with GM fiat in general, it does not follow that I am okay with any form of GM fiat. I would not recommend "Tiamat First" dungeon design, for instance. Nor is "I can do worse than X, therefore X is okay" a valid argument in my book.

(Obviously, I also disagree with Frank Mentzer's assertion that giving these ideas consideration is going to harm your game.  Whether you agree with me or not, thinking about these things is more likely to help your game than anything else.)

Frankly, in the series of posts (blog and forum), I should not have let myself be drawn down the rabbit-hole of ever-finer distinctions.  The point was never "Your game will suck if you fudge!" - and that is a straw man which is easy to burn.

crossposted, with slight alteration, from http://www.dragonsfoot.org/forums/viewtopic.php?f=11&t=63701&start=420#p1514721

Monday, 2 June 2014

Nymphs

Nymphs are nature spirits that take the form of impossibly beautiful young women.  They may have some inhuman features, such as pointed ears or unusual hair, eye, or skin tones.  

Nymphs are tied into some natural site or phenomenon, or exist as the entourage of a mortal incarnation of a deity or powerful cleric.  Thus, there might be a Nymph of the Crystal Grotto, Nymphs of Springtime, Nymphs of the Darkwine River, and so on.  

Nymphs enjoy hunting and other sports.  They are noted for their skill with spear and bow.  Some 25% of encounters with nymphs will include 1d6 hunting dogs per nymph.

Many nymphs seem to enjoy mortal company.  Most nymphs limit this company to the presence of women, whom they allow to join in their sports, but 20% of all nymphs are also interested in taking comely mortals – both male and female – as paramours.  Nymphs can bear children with mortal lovers.  Such children gain a +2 bonus to Charisma and a +1 bonus to Dexterity, but are otherwise treated as mortals of their race.  They may have other visible signs of their fey ancestry, based upon their mother’s appearance.

Nymphs prefer to pursue rather than to be pursued, and run away when approached by amorous satyrs and men.  When a nymph runs, she is untiring, able to run at full speed for six hours without a break.  It is difficult for any creature to harm a nymph due to her supernatural allure.  A DC 15 Will save is required to target a nymph with any attack, although once this save succeeds once, the attacker cannot be affected by the nymph’s allure again that day.  As a final method of outwitting pursuit, a nymph may merge with nature as an action, becoming reeds, an island, stalks of grain, or anything else appropriate to the area.  A nymph must succeed in a DC 20 Will save to merge with nature, and this merger is permanent.

Nymphs who are tied into a particular time, such as a season or a time of day, are only present in the material world during that time.  It is as though the intervening time did not exist for the nymph.  Thus, the last day of autumn of one year, and the first day of autumn the next year, are sequential days for an autumnal nymph.  If the nymph has a mortal paramour, she can choose either to take him with her (so that he ages one year for every four, from the perspective of a mortal creature of the material plane), or not, so that he can act in the world throughout the year, but seems to age swiftly before her eyes.

Nymphs may have 1d5 class levels as (roll 1d5) (1-2) a warrior or (3-5) a wizard.

Nymph:  Init +3; Atk spear +2 melee (1d6) or short bow +6 ranged (1d6); AC 14; HD 1d8; MV 40’; Act 1d20; SP untiring, supernatural allure, blinding, merge with nature; SV Fort +4 , Ref +8, Will +7; AL variable (often N or C).

Divine Nymph:  Roughly 15% of all nymphs have divine blood.  These nymphs can blind any mortal being who sees them as a reaction (Reflexes or Will DC 20 negates).  If a divine nymph is viewed by a mortal while disrobed, she can cause them to die (Reflexes or Will DC 15 negates).  A divine nymph may have 1d7 class levels as a (roll 1d7) (1) cleric, (2-3) thief, (4-5) warrior, or (6-7) wizard.

Divine Nymph:  Init +5; Atk spear +4 melee (1d6+2) or short bow +8 ranged (1d6); AC 16; HD 5d8; MV 50’; Act 1d20; SP untiring, supernatural allure, blinding, cause death, merge with nature; SV Fort +8 , Ref +12, Will +14; AL variable (often N or C).

Fudging & the Aleatory Element

"Lucky rolls!  I can't believe that he kept missing me!"
Some interesting counters to my arguments on Dragonsfoot

Apparently, my counters to Argument A do not counter Argument B, and my counters to Argument B do not counter Argument A.  

Therefore, my position is invalid.  

Also, because I only address the most common reasons given for fudging, and do not address every possible reason, my position is invalid.  

Likewise, an argument made to demonstrate that choosing not to fudge the dice is turned into imagining that the roll is “inherently special” and “fetishising the dice”…already answered of course by the context that the poster in question (Classicdnd) chooses to leave out.

Or an argument that the poster fails to see the difference between rolling a Find Traps check behind the screen, whether there is a trap or no, and abiding by the result if there is, and fudging the die roll.

On the other hand, I was very pleased to be pointed to this survey by Ulan Dhor. It is difficult to determine how many folks do not fudge, when things like adding house rules or altering a module are included in the poll, but if one assumes that the people who say they fudge in one case are largely the people who also fudge in other cases, then over 90% of the respondents do not engage in fudging.  That’s a hopeful sign, and suggests also that the majority of respondents have a good understanding of the problems inherent in the practice.

(While many may "fiddle with" the game, few fudge.)

EDIT:  As Predavolk points out here, the above numbers are more than a bit wrong, depending upon the number of respondents, which we do not know but can deduce is probably 36.  We know that Pred is wrong about his 92% as well, because 21 respondents is the highest number that agree they would alter a roll in any given instance (58.3%), and 19 the maximum that would alter a roll that is necessarily occurring during play rather than setup (wandering monster roll) (52.7%).  A good 38.8% are altering combat rolls.

(Including those who introduce house rules as "fudgers", for example, results in the skewed number Pred suggests.)

Whereas Ulan Dhor said that "This suggests to me that most people already stay away from fudging dice rolls. This suggests to me that the concerns about fudging are overstated. I think people already avoid the more egregious sort of fudging." the actual percentages in the survey, when looked at more closely (actual numbers rather than the rather misleading values posted by Ulan in the fudging thread), this cuts against my earlier optimism, which I leave in place, above, for the record.

Thanks, Pred, for the correction!

And still, of course, those assailing my position (with the partial exception of Spartakos) refuse to address these questions:  Do you tell your players that you fudge? When you fudge?  If not, why not?

"Whaaaa!?!  Why are you picking on me?!?"
For example, given the premise that the party fighter encounters a rust monster and beats it with a cudgel (not exactly thinking outside the box!) and brings it to within 1 hp of death on the third blow, why would the GM adjust the rust monster's hp secretly so that it finished off, rather than saying, "Well, it has only 1 hp left, and it can't really hurt you, so let's call it dead." I.e., why be secret about it?

In the above example, we are told that the fighter makes a cudgel by cutting a thick branch from a tree. How long did this take?  What did the rust monster do while the fighter was cutting through the branch?  Why didn't it run away when it became obvious that there was no meal coming, and it was getting beaten on the snout?

(In one game I ran, the party used the cudgel trick to instead beat a rust monster into submission, with the intent to use it as a weapon of their own.)

The rest of this post has nothing to do with whether you should or should not fudge, unless, like myself, you desire an aleatory element in your fantasy rpg.  If you do, I strongly recommend Dungeon Crawl Classics to you.

Folkways, by William Graham Sumner, 1906, p. 20:

There was an element in the most elementary experience which was irrational and defied all expedient methods. One might use the best known means with the greatest care, yet fail of the result. On the other hand, one might get a great result with no effort at all. One might also incur a calamity without any fault of his own. This was the aleatory element in life, the element of risk and loss, good or bad fortune. This element is never absent from the affairs of men.

I not only expect this aleatory element in a fantasy rpg, I have no interest in a fantasy rpg that fails to evoke it. IMHO, fantasy (novels, films, short stories, or games) is interesting specifically because it can evoke the more primitive, fundamental aspects of our minds....what lies below rationality....and then give it meaning within a framework that our rational minds can comprehend.

I expect a fantasy game to allow me to step outside modern modes of thinking, at least to some degree, and gain a wider appreciation not only of the rational process that created the game, but of the "mythic universe" as well. Likewise, I don't want a game that treats magic like technology; I want a game that treats magic like an extension of a universe that is rife with consciousness and will.


Anything less seems sterile to me.

Sunday, 1 June 2014

More on Fudging: Point the Gun, Even When it is Pointless

Mock26 wrote a post on Dragonsfoot (http://www.dragonsfoot.org/forums/viewtopic.php?f=11&t=63701&start=210#p1512235) which I have reproduced below. In my version, I have broken the wall of text into paragraphs, but you are welcome to read the original if you think that I have changed anything salient.

DM is running a campaign with a long story arc (say, a group is going to Mordor to destroy a magical ring). One of the problems to overcome is for the group to discover where Morder is, because it is only a rumored land far to the North.

The DM plans the campaign and decides that one evil NPC knows where there is a map to Mordor. The group tracks down this guy and confronts him. The NPC, however, is going to try and resist and plans on actually trying to get away. But, if he cannot get away and takes a certain amount of damage he would surrender and reveal the information.

They all meet and the NPC starts to talk, trying to buy time so he can escape. But, the group wants nothing to do with this and right off the bat the PCs attack, before even speaking to the guy. They win initiative and the two fighters both roll critical hits, both roll near maximum damage and right away the NPC is at just above half his hit points. The mage then launches a lightning bolt and rolls 5s and 6s on all his dice. The NPC fails his saving throw and is suddenly at -15 hit points.

Well, the information was not written down and was to be relayed orally. So, the DM ignores the damage and puts the gut at 1 hit point and has him fall down to his knees and he then blurps out the information.

The next round the DM wins initiative and has the guy get up and feebly try to attack one of the fighters. The fighters roll their attacks, the DM rules they both hit (even though on actually missed, but adds in a +4 to hit because the guy is so weak) and he says the guy falls down dead. He then forestalls the cleric and the priest and says that they did not lose the spells they had been planning to cast.

Now, setting aside that the DM could have set up the situation a lot better, how is his fudging in this situation bad? The end result was still the same, the group managed to defeat their opponent (and the DM actually did have a possible escape plan set up but never got the chance to use it), it was just extended by one round.

No one took any "extra" damage from the extra round. Neither of the spell casters used up any additional spells during the "extra" round. And they got the information that they would have gained by defeating him.

Use your reasoning to prove that fudging is wrong.

And by proving that fudging is wrong, I mean just the actual fudging part. The set up of the scenario, which can be chalked up to mistakes by the DM, is not fudging. That is bad/poor/inexperienced DMing.

As for the actions of the Players, that, too, has nothing to do with the fudging. It was just a quirk of the dice.

And, Yes, the DM should have had the information written down and then the group could have found it on his dead body or if they searched him when he was captured, but the DM messed up. The entire encounter could have been set up better, but it was not. And the DM did not realize this until the guy dropped dead. So, he fudged the dice.

By doing so he did not have to come up with another scenario (and possibly a new NPC) to reveal the information that the group was searching for. He salvaged what ended up being bad planning made worse by lucky dice rolling.

Again, how is his fudging bad? (And remember to only talk about the fudging!)

In a like vein, Ravendas points to DM of the Rings as a shorter version of the same set up (http://www.dragonsfoot.org/forums/viewtopic.php?f=11&t=63701&start=240#p1512247).

Mock26 clarifies his intent (http://www.dragonsfoot.org/forums/viewtopic.php?f=11&t=63701&start=240#p1512635), and again I am breaking this down into paragraphs for clarity:

It is really quite simple, not sure why you cannot see it. The reason I asked that you not address the situation is because that is not the issue.

The issue is you claim that fudging the dice is wrong. If you address the point that it is bad for the DM to have the rest of the campaign hinge upon this one piece of information, that has nothing to do with fudging being bad. It has to do with the DM making a bad decision.

If you address the point that the information could only be given orally, that has nothing to do with fudging being bad. It has to do with the DM making a bad decision.

While those bad decisions by the DM led to the DM fudging the dice those bad decisions have nothing to do with whether or not fudging is bad.

You can say, "With my vast knowledge of the stories in Appendix N I would have handled it this way," but that again addresses the issue of the DM making a bad decision. It does not address the issue of why fudging is bad.

You can say, "If the DM had done this and this and that then there would be no need for him to fudge." While that is true it again only addressed the DM making bad decisions. It has nothing to do with why fudging is bad.

That is why I asked that you not reference the situation, because the situation, while it led to the DM having to fudge the dice, has absolutely no bearing on whether or not fudging is inherently bad.

So.  That’s a lot of reading to get through before I respond, I know.  But bear with me.

The easiest response is to point out that in this post (http://www.dragonsfoot.org/forums/viewtopic.php?f=11&t=63701&start=120#p1437049), Mock26 says that

When done right, though, the Players never know that the dice were fudged, so they did in fact succeed. Or rather, they have the perception of having succeeded and for a game like D&D that is pretty much the same thing.

And how can it be a net loss in fun if the group is unaware of the fudging?


As for looking them in and telling them that you never fudge a die roll, do not tell them that. My Players know that on occasion I may fudge a die roll or two to enhance the game and make it more fun for them. And you know what? They still somehow manage to enjoy playing the game. In fact, they enjoy it so much that they keep coming back to sit down "at the table" and let me be the Dungeon Master for their game. Do they know when I occasionally fudge the dice? I do not know, because it almost never comes up. But, I do not believe so. On occasion they have asked me if a particular situation involved me fudging the dice and every single time I have been able to truthfully look them in the eye and say, "No," because they have never asked me about a situation when I did in fact fudge the dice. And if they did ask about a particular situation where I did in fact fudge the dice I would still look them in the eye and say, "No." And I would not consider it a lie, because I see the DM as primarily being a storyteller who uses the rules, the dice, and his judgment to tell a story to entertain the Players, and in that situation that "lie" would simply be part of the story.

So the idea that fudging is harmful if detected is already pretty well established, even by the person asking the question.

Do they know when I occasionally fudge the dice?... On occasion they have asked me….And if they did ask about a particular situation where I did in fact fudge the dice I would still look them in the eye and say, "No."

We also have a confirmation of the basic claim about how this can erode the relationship between players and GM, and about whether that relationship is on a firm foundation or not:

And I would not consider it a lie, because I see the DM as primarily being a storyteller who uses the rules, the dice, and his judgment to tell a story to entertain the Players, and in that situation that "lie" would simply be part of the story.

This is obviously not the position of everyone who advocates fudging.

Okay, so here’s the situation.  The PCs are heading to Mordor to destroy a magical ring, but they don’t know where Mordor is.  It is only a rumoured land far to the North, where they are from. The GM decides that one evil NPC knows where there is a map to Mordor, but the PCs kill the guy. What then?  Should the GM fudge to allow the NPC to blurt out the map’s location, or should the GM shrug and go with it?

Apart from the (im)plausibility of the NPC just “blurping” out where the map is, and then attacking ineffectively and dying, let us point out the obvious:  The PCs simply attack the NPC without thought to the consequences.  That they cannot kill the guy and get the information should have made the encounter interesting; these players seem pretty confident that they can do whatever they feel like, and the information is going to get to them anyway. And they are right.

This is different than in the “DM of the Rings” version, where “Legolas” doesn’t know who he is shooting (Gollum).  Nonetheless, the outcome is the same – Gollum knows a secret way into Mordor that, if killed, Frodo and Sam cannot later use.

Why does Legolas shoot the unknown creature on the river? Why are the PCs in Mock26’s example not worried about accidentally killing their target?

Because there are no consequences for this behaviour, while not killing every foe has consequences. By fudging in this instance, the GM not only reinforces the “kill it on sight” mentality of the players, but by doing so he increases the chance of feeling the need to fudge again in future situations where the players are confident that the GM will make sure needed information falls into their hands no matter what they do.

The problem is not that the situation is badly thought out. The problem is not that the information is not written down.  The problem is that the players, never having experienced the consequences of thinking things through before acting, do not think things through before acting.  And why do they not need to think things through? Because experience tells them they will get the information anyway.

The players are not at fault in any way.  Their characters live in a milieu where rashness is rewarded (or at least not punished), and without some reason to avoid rash behaviour, the easiest and safest way to deal with a threat (or potential threat) is immediately and finally.  Hear something on the river?  Dude, the longer you wait, the more the chance that you are attacked by it. 

Interesting choices (see http://ravencrowking.blogspot.ca/2011/05/c-is-for-choices-context-and.html, etc.) require that the “right” answer isn’t obvious.  By fudging, this GM is making the “right” answer obvious, even if it is not what he wants the answer to be.

The important thing to remember is that the players here are acting rationally: their characters live in a world in which things try to kill them on a regular basis, and those things don’t always announce themselves more than “You hear something on the river”.  There is no reason not to attack, and not to attack to kill.  Unless, of course, the occasional negative consequences are not fudged away.

The GM did not salvage bad planning made worse by lucky dice rolling. There was nothing necessarily wrong with his plan. There was nothing wrong with the dice. The only thing that was wrong was the willingness of the players to use lethal force. The GM didn’t salvage that; he reinforced it.  And, had he not reinforced it earlier, he might not have had to worry about it now.

It will later in the thread be suggested that, had the GM not fudged, he would have had to found some other way to convey the information, or would not have been able to continue with the adventure.  This last may be true if the adventure was such a narrow railroad that nothing existed outside the tracks, but otherwise there is no reason whatsoever for the adventure not to continue.  The players have made things harder for themselves.  It is they, not the GM, who needs to find some other way to get this information into their hands.

The wise GM does not fudge the result; rather, he makes certain that the context (that the PCs slew their potential informant, and deprived themselves of information thereby) so that the players think twice the next time.  Or the time after that.  Or however many times it takes.

Because we can be certain in this case that fudging removes consequence.  And we can be certain that, with negative consequences removed, the players not taking chances is the safest, most rational course available to them.  Fudging begets more situations where fudging is needed.

When anti-fudgers imply that GMs don’t learn from fudging, this is what they mean. Rather than poor planning or dice rolls, what occurs is the obvious consequence of the type (not style) of game that the GM in question is running.  And Mock26 clearly does not see the obvious relationship between fudging away consequences and the players not taking those consequences into consideration.  

Not only has the GM set himself up for more of the same, but in selecting this as a good example of why fudging can be positive (or needed), the individual in question demonstrates that he hasn’t learned from his previous experiences.


But he might look you in the eye and tell you he has.  And he might not consider it a lie.