Friday, April 10, 2020

AD&D 2e Combat Overview

Iron Seer's Dragon

Combat!

It's what's good for you...err, no.  It's what's bad for everyone.  However, for me, the tactical and strategic elements of certain games are part of the draw.  The 'roll-play' if you will.  Combat is one of those things where anything can happen, and you should be on your toes if your adventurers encounter a lot of battle.

...and they do, so...let's go over some of the basics and then a brief overview of combat.

AD&D Basics
  1. Ability Scores & Character Creation
    • 4D6, drop the lowest, arrange as desired.  Roll two sets, and choose between the two.
    • If neither set is to your satisfaction, you can discard both and roll a new set.
    • If you do not take the third set, you may discard it and roll a new set.  
    • For each set after the third, a cumulative -1 penalty must be assessed from any score in the set.  For example, on the fourth set you must select 1 score and subtract one from it.  The fifth set requires a total of -2 be assessed against the scores, and so on.
    • You can dig this hole as deep as you like.
  2. Race, Class & Kits
    • Your race and class dictate a lot about your character.
    • Customization is further allowed through 'kits'.
    • A kit is a template that is applied to your character, granting certain benefits and restrictions.
  3. THAC0, Saving Throws & Ability Checks
    • There is no unified mechanic.
    • THAC0 (to-hit armor class 0) Score is the score you need on a D20 (after modifiers) to hit Armor Class 0.  
      • Armor Class goes down.  Basic armor class is 10.  0 is quite good.
      • To get your required 'to-hit' score, simply subtract the target's armor class from your THAC0.
      • Example:  Fighter with THAC0 15 attacks an armored goon with armor class 4.  Fighter will need an 11 (after modifiers) to hit the goon.
    • Saving Throws are special defenses that are used when called for.
      • Saving throws are determined by class, but invoked by spells and other special circumstances.
      • To make a saving throw, roll a D20 and add any relevant bonuses.
      • If you equal or exceed the required score, you succeed.
    • Ability Checks are rolls made to perform special actions during an adventure.
      • To make an Ability Check, roll a D20 and compare it to the Ability being utilized.
      • If your roll is equal to or less than your Ability score (after modifiers) then the Check has succeeded.
      • The amount by which an ability check succeeds is sometimes relevant.  Therefore, it is best to get a low score.
  4. Weapon & Non-Weapon Proficiencies
    • Proficiency Checks are rolls made to perform actions related to character proficiencies.
    • The process is the same as an Ability Check, except each Proficiency may modify the Ability in question.
    • Weapon Proficiencies can be spent on individual weapon proficiency, group weapon proficiency, weapon specialization and style specializations.
    Overview of the Combat Round

    Timekeeping is a critical issue.  Combat Rounds are LONG in AD&D 2e, that is to say, each round is one minute.  That's between ten and twenty times the amount allotted in other systems!  When you're used to a combat round that's three to six seconds in length, the time involved in your actions is the first thing to get used to.  Your characters in AD&D 2e won't get as much done in 1 minute, so get over the idea that you will be able to make ten to twenty attacks in that time.

    After that, it's the REST of the structure of the combat round.

    Some example actions are given in the Player's Handbook (pg 93) and also examples of actions that one might recognize as 'free actions'.  The time in each round given to your actions represents a lot of things happening in that small time, including the trading of blows, dodging, ducking behind cover, feints, dodges and probably smack talk.

    Combat Sequence
    1. NPC / Monster Determination
      • The DM determines all monster actions.
    2. Player Action Declaration
      • The players indicated their intentions.
    3. Initiative
      • 1D10 for each side / group.  
      • Individual modifiers for actions and bonuses apply for individual initiative.
    4. Attacks and Actions Resolved
      • Lowest Initiative to highest.  Low rolls are best.
    Movement in Combat
    • Facing
      • A maximum of six combatants can fight any single opponent if all combatants are the same size.
      • A creature has three 'front', 2 'flank' and 1 'rear' facing.
    • Close to Combat
      • A PC can move up to half their move rate in a round and still make a melee attack.
    • Missile Fire & Movement
      • A PC can move up to half their move rate in a round and engage in missile fire at up to half their normal fire rate.
    • Charge
      • A PC moves 150% of their move rate and makes a melee attack.  Charging grants +2 to hit, and adds +2 to Initiative*.  It also removes Dexterity bonuses to Armor Class from the charger.  Further, the charger suffers -1 to Armor Class.
    • Withdraw
      • A PC moves away carefully from combat, up to 1/3 of his normal movement rate.
    • Flee
      • A PC who turns their back and runs can move up to his full movement rate.  Opponents immediate get a 'free attack' on the fleeing character.
    * RAW: The official rules state the opponent gets -2 to Initiative, but this is fiddly.  Iron Seer rules the penalty applies to the charger in the form of +2.  

    Missile Weapons
    • Range
      • Attacks against targets at medium range suffer -2 to hit.
      • Attacks against targets at long range suffer -5 to hit.
    • Rate of Fire
      • Up to three small thrown weapons can be thrown in a round.
      • Up to two arrows can be shot in a round.
    • Firing Into Melee
      • Targets randomly determined based on size.
    • Taking Cover
      • Cover and Concealment are different things. Concealment is basically 'light cover' while Cover is 'hard cover'.
      • The penalty is based on the amount of the target obscured and whether or not it's concealent or cover.
      • An attack against a target that is 25% hidden suffers -2 if in cover and -1 if concealed.
      • An attack against a target that is 50% hidden suffers -4 if in cover and -2 if concealed.
      • An attack against a target that is 75% hidden suffers -7 if in cover and -3 if concealed.
      • An attack against a target that is 90% hidden suffers -10 if in cover and -4 if concealed.
    Parrying
    • By forgoing all other actions (including movement) and concentrating on defense, a character gains an Armor Class bonus equal to half their level.  A Warrior class PC gains an Armor Class bonus equal to half their level +1.
    •  (Complete Fighter's Handbook) Alternatively, a character can elect to parry attacks by expending attacks.
    Healing
    • A character is incapacitated at 0 hit points.
    • Each round, an incapacitated character loses 1 hit point unless tended to for 1 round.
    • A character dies when their hit point total reaches -10.
    • Natural healing occurs at a rate of 1 hit point per day of rest.
    • Complete bed rest heals 3 hit points per day.
    • Complete bed rest for a full week grants an additional hit point recovery equal to the Constitution hit point bonus.
    Critical Hits
    • On a natural 20, PC's and certain monsters score a critical hit.
    • Roll damage dice twice, add bonuses once to obtain the final damage number.
    Morale
    • Monsters and NPC's have morale ratings and may flee combat if it is going poorly.  This applies to all monsters and NPCs.
    • Specific triggers in combat call for morale checks.  Mostly, this is to see if a creature or force routs and flees from combat.
    • To make a morale check, 2D10 is rolled against the creature's current morale rating.  If it is equal or less after modifiers, the combatant is unaffected.
    • Some monsters and NPCs may not have to check morale and thus are not subject to routing in this manner.  These special creatures may or may not have another trigger / action altogether.  Be wary.
    Special Maneuvers
    • The following special maneuvers are found in the Complete Fighter's Handbook.
      • Called Shot
        • By taking a -4 to-hit roll and a +1 penalty to initiative, a warrior can direct an attack at specific body parts or something held in the hand.  
        • Special results can be generated by using called shots.
        • Alternatively, called shots can be the only way PC's can bypass an enemies defenses. 
      • Disarm
        • A variant of the called shot.  One-handed weapons are easier to disarm than two-handed weapons.
      • Grab
        • A variant of the called shot wherein you can grab an object.
      • Hold Attack
        • A combatant waits until later in the round to make their actions.
      • Pin
        • A called shot where the target's weapon or shield is trapped and cannot be used.
      • Pull / Trip
        • A normal attack roll that, if successful, forces the target to check against Dexterity or fall prone.
      • Polearms
        • Polearms can be set against charges, inflicting double damage.
        • Polearms can be used to trip moving animals, or pull / trip targets further away.
      • Sap
        • A called shot with an additional -4 penalty (total -8 to-hit).  If successful, the combatant rolls normal damage.  For each point of damage there is a 5% chance (max 40%) that the blow incapacitates the target.
        • 25% of this damage is normal, 75% is temporary damage that wears off shortly.
      • Shield-Punch
        • An attack with a shield that does 1D3 damage.  Once a shield-punch is performed, the combatant loses the AC bonus for the rest of the round.
        • Can be used with bucklers and small and medium shields.
      • Shield-Rush
        • A combination of Pull / Trip and Shield-Punch.
        • Can be performed with a medium or body shield.  
        • Attacker must start at least 10 feet away.
        • If the attack hits, it deals damage as Shield-Punch and the target must test against Dexterity or fall prone.
        • The attacker may also fall prone.  If the attack is successful, the attacker must test against Dexterity or fall prone.  If the attack is unsuccessful, the attacker must test against Dexterity with a -6 penalty or fall prone.
      • Surprise / Flash Maneuvers
        • You can do whatever you can imagine.  If it doesn't neatly fall under some other heading, the Dungeon Master may grant you a chance to perform some ridiculous stunt of daring and skill.
        • You will be told of the circumstances during the game as the situation develops.
    These are the grim basics.  We're not covering all the myriad modifiers to much of this, nor are we covering non-lethal, mounted or other weirder forms of combat.  Maybe we'll visit that on it's own someday.  For now, these basics will get

    Sunday, January 26, 2020

    Warhammer 40,000

    Warhammer 40,000 Logo, Property Games Workshop
    Today, I introduce Warhammer 40,000 to the blog.

    I was going to wax lyrical about how I came to be a wargamer.  I was going to talk about where I first heard about it, how I came to have my first armies, my first campaigns and settings in the 40k universe.  That got a little long though, so I decided to get right to the point.

    Warhammer 40,000 was my first miniatures wargame.  It was a long time ago.  I have a lot invested in it...but I haven't really talked about it for several years.

    Age of Sigmar was the last straw for my old club.  We were one of the first clubs to call it out.  We even went online and decried GW to all our fellow fanbois - and suffered.  We called it the Spring of Discontent, and much Games Workshop was sold, traded and vaulted away.  You could say we were 'put-out' about it.

    So Games Workshop faded from view, a place long behind us.  Many thought we were never to return - but in an ancient vault somewhere here in my lair, 40k waited.  During this Long Night, boxes were shuffled, stacked, moved, dropped and otherwise shown contempt for.  Not so for other wargamery going on, but for the Games Workshop stuff there was now a stigma.

    It has gone on like this for many years.  Now I understand that a six-year break isn't much for some folk.  For others it is.  For me, it was...I had a lot of Warhammer stuff, but like the current ordeal with Star Wars...I just couldn't.  Even.

    Then, a while back - things began to change.  We saw Necromunda return.  Games Workshop, even though they perpetrate things like Age of Sigmar and Primaris marines - seemed to be hearing us.  Us grognards from the older demographic.  It must have been because we were showing all the new gamers NOT-Warhammer.  Whatever happened, I attribute it to the Spring of Discontent, because soon after our disavowance of GW others would begin to take up the banner and move away from Games Workshop in general.

    Last year I bought a Codex.  To my great surprise, I greatly enjoyed it.  So I spoke to some of the guys, and again to my great surprise - folk were all about it.  A return to Warhammer 40,000?

    We'll need a new campaign setting.  I guess I'll get on that.  Meanwhile, dig up your armies and clean the dust and grime off.  Fix the broken bits and get your order of battle straight.  More on the campaign setting soon...
    Warhammer 40,000: Nemesis Nihilum - An Iron Seer Setting
    Welcome to the Nemesis Sector.



    Sunday, January 19, 2020

    Frostgrave: The Iron Seer's Challenge

    Campaign Overview

    The snows melt across the tundra.  Far away, the spires of the City Under Ice can be seen as wispy shadows, gaunt in the pale skies.  Hither come the Wizards, intent on the plunder they may find.  Yet, the sun and the thaw lasts only a short while...

    The journey and trials involved in visiting the City Under Ice are daunting to all but the most driven of spellcasters, but the ultimate challenge has been laid before these poor, intrepid souls.  An unknown and powerful Wizard has contacted all of our challengers in the weeks and months before, and given them each a bargain they could not refuse.  Now they arrive on the outskirts of the Frozen City.

    Each has come to conquer Frostgrave and all that stands before them.  They will amass the most power, the most spells, the most powerful minions they can manage.  Twelve moons hence, they must stand before their mysterious benefactor and be judged in their bargain.  Only the most powerful of Frostgrave's Wizards will claim their prize!!


    Campaign Guide

    Frostgrave:  The Iron Seer's Challenge is a long form campaign for Frostgrave.  It will take place every week in 2020, wrapping up at the end of December.  This will be the first long-form campaign for the new decade!

    Each player will start with a standard warband as per the Frostgrave Rulebook.  Every so often, once a set of benchmarks has been crossed, a new set of rules will be introduced from various Frostgrave materials.  Players may recruit soldiers or use material from each supplement as it is introduced.  This progression will make sure that new players are not overwhelmed, but as the benchmarks are crossed new options will become available.

    The reason for the staggered ramping is part of the Iron Seer's Challenge!  Can our players explore the entirety of the city, uncover every secret, and complete every scenario in a year's time?

    We will attempt to use all the material from the current Frostgrave range, and showcase ALL the scenarios (even if individual players don't have to play every single one).  Players need time to get to grips with all this material, but 2020 will be a guided Frostgrave experience here!

    At the end of the campaign, the following information will be processed to create an individual player score:
    • Scenario Win Percentage in Standard and Co-Operative Games 
    • Whether the player managed to cast Ascension, Lichdom or another EPIC spell.
    • Wizard Level and Experience Points
    • Total Vault / Base Value
    However, the campaign will still not be over until the end of December!  These rules are subject to change at any time, and most likely will as new material is released.


    Warband Construction Rules

    The following soldiers are available for any Wizard to hire.  Note that Legendary Soldiers other than the Captain are not immediately available at the start of the campaign.
    1. Frostgrave Rulebook
      • Apprentice
      • Apothecary
      • Archer
      • Barbarian
      • Crossbowman
      • Infantryman
      • Knight
      • Man-At-Arms
      • Marksman
      • Ranger
      • Templar
      • Thief
      • Thug
      • Tracker
      • Treasure Hunter
      • War Hound
    2. Spellcaster #1
      • Musketeer
      • Coachman
      • Duellist
    3. The Frostgrave Folio
      • Captain
    4. Thaw of the Lich Lord
      • Bard
      • Crow Master
      • Javelineer
      • Pack Mule
    5. Into the Breeding Pits
      • Trap Expert
      • Tunnel Fighter
    6. Forgotten Pacts
      • Assassin
      • Demon Hunter
      • Monk
      • Mystic Warrior


    Scenario Rules

    How to Play a Iron Seer's Challenge Scenarios

    1. All Wizards present roll for Campaign Initiative.  A Campaign Initiative Roll is 1d20 + the Wizard's level.  The highest roll chooses the Scenario from those available to that Wizard.
    2. Co-Op Games (all Scenarios from Perilous Dark) cannot be selected unless the all other wizards consent.  If they want to be enemies, another scenario must be selected.
    3. Scenario Chains must be played in sequence.  Once a Wizard begins a Scenario Chain, they will automatically choose the next scenario in the chain if they win Campaign Initiative.  
    4. If your opponent is a Wizard on a Scenario Chain, you can simply agree to play the next scenario in that chain without rolling for Campaign Initiative.  You cannot do so if you have started any Scenario Chain for your Wizard.
    5. It is possible for Wizards to be at different points in the same Scenario Chain.  The Scenario played will be down to Campaign Initiative.
    6. Solo scenarios must be 'ran' by another player or judge.  That is to say, they are not 'solo'.  Another player will be responsible for adjudicating the scenario and witnessing your deeds.
    7. Follow all scenario rules as presented for setup and resolution.
    8. Follow the post-game sequence to record XP, Gold and Treasure changes.


    Campaign Rule Updates

    The following changes will apply to the basic rules once certain benchmarks are passed.
    • Dark Alchemy 
      • "Potions in Frostgrave" is in effect once any Wizard completes the Dark Alchemy scenario chain.
    • Forgotten Pacts
      • "Mystic Brand" can be one of a Wizard's starting spells.  Afterward, the only way to obtain this spell is to buy the Grimoire.
    • The Maze of Malcor
      • The entirety of the "Rules Update" section is put into effect once a Wizard reaches Level 20.  In addition, players may not start a warband as a Pentacle Wizard.
    • Spellcaster #1
      • "Firearms" in effect at beginning of campaign and are available for any character that can carry them.
      • "Horses in Frostgrave" in effect at beginning of campaign.
      • "Knightly Orders" available at beginning of campaign.  When hiring a Templar or Knight, you may pay 20gc to select an Order.
    • Spellcaster #3
      • "Friends in Low Places" and Underworld Favors are available to Wizards level 10 or higher.
      • "The Auction" will be held once per month once all Wizards are level 12 or higher.
    • Spellcaster #4
      • "Legendary Soldiers" can be hired by any Wizard that is level 15 or higher.
      • "Casting Roll Criticals" are in effect for Wizards higher than level 5.
    • Spellcaster #5
      • "Monster Hunting" can be used by any warband whose Wizard is level 10 or higher.


    Campaign Participants
    • Dave Bone as Orrick Vos, Enchanter
      • A strange Wizard seemingly from another world altogether, he and his band of machinists and automatons seek a strange form of magical metal alloy.
    • Vin Propane as Skud Stormhand, Summoner
      • Not much is known about this Wizard, but his command of skeletal warriors and ghastly nether spirits seem to indicate he is as dangerous as he is insane.
    • Lady Foley as Glinda the Good, Witch
      • A powerful Witch from far away, her cohort seems to be looking for some trace of a long lost sage.
    • GameDoc as Immianthe, Witch
      • An elven spellcaster from a faraway land, not much is known about her.  Yet faeries, dryads and even stranger fey creatures seem to flock to this wizard's presence.
    • You (?) as [Your Wizard's Name], [Your Wizard's School]
    More to be added here as players and their Wizards make their final preparations.  Spots on the leaderboard are still open!  Make sure we know you're throwing down at the Frozen City!  Plenty of DOOM for everyone.  


    Scenarios and Scenario Chains