21 August 2014

Easy Cover

Hard cover against missile fire is incredibly easy to adjudicate. (For the few who don't know - hard cover will stop the projectile, soft cover merely conceals you. A stone wall is hard cover against pretty much anything, plywood is hard cover against arrows but not bullets, a hedge is soft cover).

Estimate the amount of cover - 1/4, 2/4, 3/4.

Then, when rolling your attack, also roll a d4. If you don't roll higher than the cover amount, you miss, no matter what the d20 says.

Simple, predictable results. Fast to play. Easy to understand. Realistic. Everything you need in a rule.

This is unlikely to be an original idea, but apparently 5e uses an AC modifier, which is a very stupid way to handle cover, and this was my alternative.

EDIT: Caveat - this only makes sense when the marksman's original chance to hit is 100% or less, so that any reduction in target size causes a commensurate reduction in chance to hit. That's not necessarily always going to hold true - I'm sure that I could put 20/20 arrows into an 8ft2 target at 6ft, and 20/20 arrows into a 4ft2 target at 6 feet, but I don't ever see >100% CTH in my games, so I'm unconcerned about that oddity.

2 March 2014

Castle Cost Calculator Error Fixed

There was an error in the Castle Cost Calculator spreadsheet in the sidebar - the amount of land required was mistakenly based on the time to completion, instead of the workforce size. This has been rectified.

21 February 2014

Simple Fatigue Rule

I've been struggling with fatigue rules that aren't just some lousy modifier to keep track of, and this is what I've come up with. I'm trying it currently in my game, and it seems to be working - it's simple to understand, and fairly severe in its implications.

When exhausted, lose all levels, and move as if fully encumbered. If already fully encumbered, you movement is at a shuffle (essentially 0 for overland travel).

Thus class skills are no longer accessible - Burglars can't free-run or climb, Magicians can't cast spells, Fighters get no attack/defense bonuses.

You're just a slow, normal human when exhausted.

19 February 2014


Here is my take on summoning spirits, demons, fey, etc., and a few other bonus spells.
  • Ex Aethere, Servus (Out of the Ether, a Servant) (Mathias Penshawe)
    • PL: 20 + X
    • Duration: Until task is performed
    • Mechanism: 
    • Summary: Summons an arbitrary fey or daemon to perform one task. Requires an envoy, a path, a gift, and a timer. 
    • The envoy seeks out the summoned being, the path brings them to the caster, the gift binds them to serve, and the timer forces them to appear at a specific time.
    • Onerous service, complicated tasks, or tasks "beneath" fey can offend. They will comply, but may seek retribution.
    • X can be added to the PL to summon a more powerful fey:
      • 0: minor sprite, brownie, etc. - can do minor physical tasks (fetch this, mend that)
        • Gift: food
      • +5: lower fairie: some minor magic, can enchant people to misdirect them
        • Jewelry, etc. worth ~1£
      • +10: lower demon: will directly harm foes as a 5HD monster
        • animal sacrifice, goat or pig
      • +15: fairie: magic: can create masterful illusions
        • Jewelry, etc. worth ~10£
        • Must know specific name of fairie to be summoned, requires research
      • +20: daemon: very dangerous to summon, will directly harm foes as a 10HD monster
        • multiple animal sacrifices or human sacrifice
        • Must know specific name of demon
      • +25: fairie noble: exceedingly dangerous to summon - will almost certainly resent being forced to serve, but can perform any magic (this is, for instance, the only way to resurrect the dead)
        • Unique magic item, human slave
        • Must know specific name

17 February 2014

More Spells

A few more spells.
  • A Spell for Heating Hearths (Miles Tilghman)
    • PL: 12
    • Duration: Instantaneous
    • Mechanism: Sight
    • Summary: Cause an allied or neutral mass of flammable material (up to a few pounds) to ignite.
  • I Need Not Hear You (Dorothy Ackworth)
    • PL: 10 + X
    • Duration: 10 minutes + X minutes
    • Mechanism: Affinity
    • Summary: Subject cannot speak or make a sound.
    • A fey or other magically attuned individual will be able to see a rose flower covering the mouth of the subject.
  • My Secrets Are Mine Own (Dorothy Ackworth)
    • PL: 15
    • Duration: Permanent until dispelled
    • Mechanism: Affinity
    • Summary: Subject cannot discuss a certain fact / event / person. Any attempt to do so leads to them  burbling nonsense.
    • A fey or other magically attuned individual will be able to see a rose flower covering the mouth of the subject.

15 February 2014

An Example of Bad Pricing in D&D

LS over at Papers and Pencils has written an interesting piece about a trouble many people seem to have - what should their players do with all their money?

I don't tend to have that problem, as I use historically researched prices and plausible starting money, which ends up resulting in what a lot of people would probably think of as a pretty meagre starting-out package.

To illustrate why I think the traditional D&D prices and starting money are broken beyond belief, here's an example.

Consider that in England about 1450, a suit of mass-produced Milanese plate armour cost about 8 pounds sterling - about 2000 silver pennies.

A skilled labourer would make about 4 silver pennies a day.

Now consider that in D&D starting gold is 3d6x10gp, and a suit of plate mail costs 60gp.

That means that an average starting character in D&D has saved up the equivalent of 750 days pay for an average day labour BEFORE THE GAME STARTS, based on this example.

Where I am, the minimum wage (what a day labourer would make) is about $11/hr, skilled labour maybe $15. 750 day's wages at that rate is about $90,000 - three years salary. Consider that for a moment - if you use Basic Edition prices, you're starting your players each with enough money to buy cash for Porsche 911, or live comfortably for about three years without working.

Think about what you would do with $90,000 in cash. What material wants would you have unsatisfied if that was dropped in your lap today?

If you're having trouble finding things for the players to buy in town, consider that things are too cheap and starting gold too high.

30 January 2014

Real-world Weapons: The Empty Hand

This is the last "melee weapon" in my Real-world Weapons series. There will be upcoming episodes on missile weapons and armour.

I lied before when I said that the stick was the oldest weapon - that honour clearly goes to the empty hand.

The man advantage of the empty hand as a weapon is that it's always available. It's also surprisingly potent.


You ask how I force others to the ground under my feet with such prowess,
I tell you that because I grapple each man and throw him down;
The victory palm is appropriately held in my right hand
. - Master Fiore Dei Liberi
I can remember a time before I studied martial arts when I wondered why throws were so prevalent - I'd fallen down before, and it wasn't too bad.

Then I learned a bit, and one of my instructors laid it out so clearly - a throw doesn't make someone fall down, a throw is throwing someone onto their head. The goal is to bounce the persons head off the ground, stunning them, knocking them out, or killing them. In any case, once they're on the ground, they're (relatively) easy pickings for a neck stomp, sword thrust, or dagger attack.

Throws are some of the most difficult maneuvers to execute (hence the Master depicting throws in Fiore's book is the most ornately dressed), but a proper throw can be devastating.

An example throw, from Fiore:

Here the Scholar (with the gold band on his leg) is depicted in the middle of throwing the student to the ground. The upper arm has disrupted the student's balance by shooting through his centre, and as the student begins to lose his balance, the Scholar "helps" the process along, directing the head down with his upper arm and propelling the student to the ground by grabbing and lifting the leg.


Because I triumph over those who fight with me,
I carry torn-off broken arms as a decoration.
[And I do not lie when I tell you that I have broken and dislocated many arms in my life.]
- Master Fiore Dei Liberi
Locking the arms of all opponents
In such a way that none can safely extend their right hand,
To show my success I carry a pair of keys in my hand.
- Master Fiore Dei Liberi
The body is organized in a certain way. Limbs bend in this direction, but not that. If you bend them forcibly in that direction, they are remarkably fragile. It's possible to cause immense pain and massive damage forcing limbs the wrong way.

There are a couple basic kinds of locks - keys and bars. For an example of a key, extend your arm straight out to the side, then - bending only at the elbow - point straight up. Now, try to rotate your arm at the shoulder to point backwards - you almost immediately hit the end of your range of motion.

If someone were to force your arm back like that, it would be immensely painful. They could apply a great deal of force, likely damaging your arm and almost certainly driving you forcefully to the ground.

The classic bar is the arm bar - this is basically forcing the elbow joint backwards by grasping the hand of an outstretched arm and applying force just above the elbow. Very little force is required to do massive damage to the elbow joint.

The Scholar executing an arm bar. Here, the hand of the outstretched arm is held in place by the Scholar's head (every part of the body is dangerous!) and the Scholar's arm is applying force behind the elbow. From here, the elbow can be stressed to breaking, or (more likely), the Student will bend to relieve the stress, and the Scholar could propel the Student's head into the ground.
The point with locks is applying force in a way that the victim cannot resist, either because (like an armbar) it's a 2-on-1 situation (two arms vs. one) or because the body has few muscles that can operate in that axis (like the key I described). Or both.

Various empty-hand defenses against weapons result in locks, for instance a two-handed defense against a vertical dagger strike can transition into the key I described, or an off-hand defense against a dagger attack from the high left side can be blocked and transitioned into an armbar.


In my right hand I hold your dagger, and I gained it through my skill, which is so good that if you draw a dagger on me, I will take it from your hand. -Master Fiore Dei Liberi
While a popular TV/Movie trope is the "trick" sword move that disarms the enemy, this is highly unlikely. In order to take a weapon away, you have to get your hands involved.

This can arise from an empty-hand defense against an attack, or as a natural result of weapon play.

For instance, if an attack ends with the opponent's pommel in reach, it may be possible to grasp the pommel and twist it against the opponent's thumb, forcing the sword out of their hand while your sword ensures that they cannot land a hit while you're doing that.

An ideal empty-hand dagger defense ends with a disarm - one example would be stopping a blow coming from high on your left side and redirecting their energy past you and twisting their arm down and to your right. Executed properly, your forearm will press against the flat of their dagger and force it out of their hand.


I can't find the exact passage at the moment, but Fiore reminds us that we should never forget striking with the empty hand - i.e. punches, kicks, knees, headbutts.

The ideal targets are the soft spots - the solar plexus, the neck, the nose, the groin, or places where great damage can be done - the knee, for example, can be devastated by a kick.

"Dirty" Techniques

Fiore was writing a book of war for people who would be engaged in lethal combat. As such, no effective technique is omitted or disallowed.

Someone choking you? Gouge their eyes.

Someone grappling close? Knee them in the groin (by all accounts, this is very effective regardless of their sex, despite what some may think).

Fish-hooks (digging a finger in between the teeth and the cheek) can be very effective at moving the opponent around, using the principle "where the head goes, the body follows".

Against a bear-hug from behind, grab a finger and twist it backwards until it breaks.

Someone's hand near your face? Bite their finger off.

Someone's face near your face? Bite their nose or ear off.

In a fight where you expect death is on the line, no technique can be rejected as "dirty" or "unsportsmanlike".

Integration with Weapons

I alluded to this in the section on disarms, and several times before, but the empty hand is always available, even when you're holding a weapon. It's totally possible for a winning move in a fight to be dropping your sword and attacking a vulnerable arm with a lock, or dropping your pinned poleaxe and moving in aggressively for a throw.

Summing Up

The human body is a very potent weapon with the right skill and training. I definitely know people that in a hypothetical fight to the death, I would not bet on me even if I had a sword and they did not, such is their skill at unarmed combat.

I also can't overstate how disorienting, painful, devastating some of these techniques are even in a friendly environment.

The empty hand - the first and last weapon of humanity. Don't underestimate it.