28 December 2013

Real-world Weapons: The Stick

Even more venerable than the spear, the stick is almost certainly the first weapon used by humanity. Only the stone is possibly older.

But, much like the spear, the stick suffers nothing in usefulness for its advanced age.

Master George Silver, writing ~1600, was of the opinion that the stick (the quarterstaff, in his case, a monstrous 8' ash shaft) was the "best weapon against all manner of weapons".

Description

The form of the stick varies perhaps the most amongst weapons. In its simplest form, it is simply a section of tree branch, perhaps two feet in length.

At its most advanced, we have the English quarterstaff (also known as the short staff), 6-8' in length, with steel or iron caps on the ends.

Other variations are the long staff, 12' in length; the walking stick (an exemplar being the Irish shillelagh), 2-3' in length with a weighted handle; and shorter staffs such as the 4' stick used in Jogo do Pau.

So, there is a great deal of variation in the stick - probably more than any other weapon.

Luckily for us, each type of stick weapon is similar to another weapon we've already discussed. The quarter staff is very similar to the spear. The shillelagh is similar to a mace. Short staffs are like inferior swords. The long staff is like the pike (which I have not discussed, as it is only relevant to formation combat). So, we can simply treat the differences between each type of stick and its closest relative.

Offense

The Quarterstaff

The quarterstaff is superficially similar to the spear, and there are similarities in their fighting techniques. However, the quarterstaff is typically somewhat longer than the spear, and it is typically gripper near the back end (as opposed to the more typical "half-staff" grip used on the spear, similar to the "half-sword" grip on the longsword).

The primary attack of the staff is the thrust, and for those doubting the power of a thrust from a staff, imagine a punch with more than double the power behind it being concentrated down to a steel or hardwood disk half the size of a fist. It's clear that a blow from a staff can be easily four or more times harder than a punch - easily enough to KO someone, collapse their windpipe, stun them, or rob them of their balance.

The staff can also strike, whipping the end quickly to hit the head, using the hips to generate power. The longer the staff, the more powerful the strike (but also the more power needed to generate the strike). The staff can perform all of the strikes the swords can - downwards, upwards (useful for groin shots), and side-to-side.

George Silver recommends using a combination, especially against a swordsman, as he finds that a swordsman has trouble defending against a thrust followed quickly by a strike (or vice versa).

The Shillelagh

A shillelagh is basically a big mace.

The Shorter Sticks

The main thing to remember when dealing with short sticks (2-4') is that, while they may be used much like swords, their capability for wounding is much less, and more attention needs to be paid to the continuation of the fight after a blow, as one blow will almost certainly never end the fight.

Defence
  
Silver is a big fan of the quarterstaff, and he is of the opinion that a man with a staff could best two equal opponents armed with swords, due to the massive reach advantage.

As with all weapons, an important part of staff fighting is grappling, perhaps even more so with stick weapons, as they lack the sharp parts that discourage the opponent from grabbing the end of the weapon. If the opponent grabs your staff and you can't get it back, you need to be immediately prepared to close to the grapple or flee. Or draw another weapon, although now your opponent has your staff, which is likely to be superior to anything else you are carrying!

26 December 2013

Castle Cost Calculator

I have linked the Excel file for calculating the cost of building castles in the sidebar for easy reference.

In case you missed it, I wrote a paper for Burgs and Bailiffs volume 2 on how to calculate the labour and materials used to build your dream castle.

The Excel file will allow you to type in the wall volume of the castle, and it will spit out the number of man-days needed to build it, how much cropland you'll need to feed all those labourers (or how much you need to pay them to buy their own food), and how much raw materials you'll need.

8 December 2013

Talking about Initiative Again

Initiative is floating around the blogosphere again. As far as I'm concerned, it's a closed matter.

Initiative belongs with alignment and the one-minute round in the dustbin of D&D history.

I've written previously about the futility of an alignment system, and how I run combat here:

http://spellsandsteel.blogspot.ca/2013/08/the-irrelevance-of-initiative.html



I've never seen a convincing explanation for why initiative is required. I'd like to deal with some of the reasons people think you should have an initiative system, and debunk them.

It allows for additional depth in character building - you can build a character with the advantage of always winning initiative!

First off, I decry the whole notion of "Character Building", but we'll leave that aside. This argument is typically seen from proponents of "board-game" systems like 3e/Pathfinder or 4e.

The real fallacy here is that having a fast initiative is somehow an advantage. As I've shown before, after the first round, initiative order is largely irrelevant, the turn cycle becoming cyclical with no well-defined start or end point. If you're re-rolling initiative every round, it becomes even more arbitrary.

Additionally, due to artifacts of a turn-based system, it can actually be a disadvantage to act first in certain situations.

It adds excitement to combat.

Personally, I don't find this, but I suppose that's a matter of opinion. I find it's an arbitrary and unrealistic rule that leads to thinking about the game rather than the game world. Personally, I try to make things as fast, fluid, and realistic as possible so that the game is always about the game world rather than the game rules.


It allows you to differentiate between weapons.

I suppose this is true, but it's not particularly realistic at the level of abstraction present in D&D. Over the course of a 10-second round, there's a lot of movement, and it's just totally irrelevant that you can make two or three quick, light slashes with a knife in the time it takes to make a full swing with a poleaxe.

And there are better ways to differentiate weapons - namely by function.

It allows you to differentiate characters.

Again, I suppose this is true, but not really realistic. I find it hard to believe that over a ten-second round, someone could be so much faster than someone else that they could consistently move first every time.

And since initiative order doesn't actually matter (or make sense), it's a distinction without a difference - it's a false differentiation.

It's more realistic.

This is just absurd. Again, at the level of abstraction in D&D, there's no meaningful "first" actor in a round. Ten seconds is just so long and so much can happen in a fight in that time, that a you-go I-go turn system is patently ridiculous from a realism perspective.


As a necessary component of a you-go-I-go turn system, there's nothing realistic about initiative.


3 December 2013

Real-world Weapons: The Poleaxe

The poleaxe (aka pollaxe, polax, poll-axe, pole-axe, pole-hammer, two-handed warhammer) was one of the most popular weapons of the high middle ages. Combining the virtues of the warhammer, axe, and short spear, it was a versatile weapon designed primarily for defeating plate armour.

A hammer/axe poleaxe and a hammer/backspike poleaxe.
Description

The classic poleaxe, to my mind, is a six-foot square hardwood shaft with a hammerhead, backspike, topspike, buttspike, and sidespikes.

There are a few variations on the poleaxe, all of which revolve around the head. All will have some variation of axehead, hammerhead, and backspike. It could be axehead/hammerhead, hammerhead/backspike, or axehead/backspike. All have a long heavy-duty spike on the top, and a short spike on the bottom. Most will have a short, round hand-guard a foot or two below the head, and most will have short spikes on either side of the head.

One of the main differentiating features between the poleaxe and the very similar halberd are the langets on the sides (the metal strips running down from the head in the pictures above). A halberd head is typically forged out of a single piece, and attacked to the shaft like a spearhead via a tube and pin. The langets made the end of the weapon significantly stronger and more durable. They were part of the modular forged design of the poleaxe - each piece of the head was forged separately, which allowed a stronger construction than a single piece stretched and flattened out.

A poleaxe with an axehead would also have a smaller blade than a halberd, the better to defeat armour.

Similar Weapons

The halberd, lucerne hammer, and bec de corbin are all pretty much the same weapon as the poleaxe. The differences are basically just in head design - halberds always have axeheads and backspikes, lucerne hammers and bec de corbins always have hammerheads and backspikes.

For game purposes, I believe it's totally reasonable to treat all of the "complex" poleweapons as poleaxes - glaives, voulges, bills, partisans - all of those wacky stick/blade combos Gygax loved so much. Yes, they're all different, and all have different fighting styles, but there are distinct similarities that set them apart as a category.

Offence

The complex polearms, as exemplified by the poleaxe, are generally good for both utterly devastating two-handed swings and powerful thrusts. For an idea of the force involved, imagine smashing a melon with a baseball bat. Now imagine the baseball bat is twice as long and has a metal hammer head on the end.

The poleaxe can easily pulp the skull of an unarmoured man, the axehead can sever limbs, and the topspike can easily force its way between the links of chain mail. The topspike even has a chance of piercing through a breastplate.

The guards and actions of the poleaxe are something of a hybrid between the longsword and the spear. Its use is also something of a hybrid of the two, the main difference from the longsword being the extended reach and the ability to trap the opponent's weapon with the complex head. The main difference with the spear is the equal focus on striking and thrusting.

This guard is shared by the longsword, poleaxe, and major league baseball. Fiore calls it the "Guard of the Woman" (Posta di Donna). Much like a baseball player, the master is prepared to swing the axe around with a hip rotation, imparting devastating speed and power to the axehead.


Defence

As the poleaxe is typically used by a fully armoured man against another fully armoured man, grappling is integral to defense, as even with a poleaxe it's not always easy to down a man in full plate harness. It's not uncommon for two combatants with poleaxes to get their axeheads tangled on the ground and abandon their poleaxes and switch to their daggers or to attempting a throw.


A combination axe/grappling play. The scholar (on the left) has obtained a key (a type of arm hold) on his opponent, immobilizing him for a counterstrike.







Otherwise, much like with offense, poleaxe defenses can be similar to spear or longsword plays, either seeking to knock the opponent's weapon offline and thrust, or to beat aside and land a strike.



30 November 2013

Real-world Weapons: The Spear

The spear is, without a doubt, the most popular weapon of all time. From the dawn of time until WWII, the spear was issued in vast numbers to the common soldier. Surprised to hear that WWII soldiers were issued spears? Well, a rifle with a bayonet on it is functionally a short spear. Bayonet techniques owe a heck of a lot to medieval spear techniques, which, I'm sure, owed a lot in their turn to Stone Age spear techniques.

The reason for this is simple, and two-fold: the spear is cheap and easy to make, and it is extremely effective. I've said it before, and I'll say it again: it's not for nothing that the spear is the King of Weapons.

Description

I'm not sure this is really necessary, but...

The most basic spear is simply a sharpened stick, 5-8 feet long. At it's most advanced, the spear has a steel bladed head, 18" long, with lugs at the bottom of the head, a sharpened steel buttcap on the base, and a polished and lathed ash shaft 6-7 feet long.

The butt cap is an important point - many people don't realize that medieval spears have a sharpened steel spike covering the bottom. This makes the spear significantly more dangerous than if it only had the bladed head at the top.

A spearhead and buttcap.


The lugs allow some more parrying options, but they're certainly not necessary. Fiore's spear treatise doesn't show them except in the bit on a spearman vs. a horseman.

Spearhead with lugs.


Offence

Offence with the spear is really fairly simple - insert the point into the face of your opponent. Keep in mind, though, that the spear has a point on both ends. Since any defence against the spear will involve knocking the spearhead offline, a common tactic is to absorb and use the energy from that knock to spin the spear 180° and attack with the buttspike instead of the head.

Much of the stuff that applies to the halfsword (discussed in my earlier post on the longsword) also applies to the spear, as halfswording is really just turning your longsword into a 4-foot spear.

There is currently debate about whether the spearhead or spear shaft were used for striking as well as thrusting. There is little direct evidence for spears being used for striking, but arguments can be made for it. Viking sagas speak of "hewing spears" which were used for cutting. What these are is unknown - it is possibly just a normal spear, a spear with a long head, or something more like a glaive or naginata (i.e. a sword on a stick, as opposed to a spear, which is more like a dagger on a stick).

From handling spears, I can safely say that being bashed with the end would be pretty awful. I have little doubt that a solid hit from a spear could break bones in an unarmoured target.

There's also the fact that in Fiore's medieval fighting system there's a certain universality to the techniques - since the sword can be used like a spear, it's not unreasonable to see the spear sharing some techniques with the sword.

Wiser people than me disagree the the spear is used for bashing, though, so take the notion of bashing with the spear with a grain of salt.


Defense

Striking sideways with the spear definitely comes into play on the defensive. Most of Fiore's spear guards have the point off the line, pointing up, back, or to the side. The point-forward guards, while having the point forward, can still generate significant sideways force with a passing step.

The master (in the crown) stands in a typical defensive guard. His point is facing away from his opponent so that he can swing it around forcefully to knock his opponent's spear aside. Note that the combatants are depicted much closer than they would really be standing in combat!


The basic defence with the spear is to turn and swing your spear to strike the opponents weapon aside, ending up in a position where your point is directed at the opponents face or neck and your spear is between you and the opponent's weapon. If you over-parry (i.e. your spear keeps swinging past their face), you can keep that energy going and turn the spear right around and strike their face with the butt spike.

The master has successfully parried from the previous position. The momentum of the opponent's attack has carried him right onto the master's spear.



20 October 2013

XP for Gold: Clearly Defined Lines

After wrapping up his Watchmen stint, superhero/evil genius Ozymandias was kind enough to leave this comment on my post about XP for Gold: Reputation and Confidence:
How do we delineate when gold acquisition counts for experience?

The argument I've seen often goes to the extreme end right away: If I find a chest of gold on the side of the road (fell off the back of a merchant's caravan), do I get experience for it? Clearly the answer is 'no.' There was no danger. There was no trial. There was no test of the character's skills. But what about the party that avoids the dragon to lift a few choice items from its hoard? What about using diplomacy or trickery to get the orcs to leave their lair unguarded? What about a thief who spends a few days playing the crowd?

The problem with XP for GP is there's no clearly defined line when it comes to assigning the bonus. And I've been all over the 'net looking for justification or explanation; it seems the task is too difficult for people, so most of them just drop it.

If you're looking for no grey areas, play Chess. Or better yet, Go, as Go never ends in a draw (as so many Chess games do)

An RPG is a reflection of the real world, and just like the real world, there are grey areas. And the only way to deal with grey areas, whether in the rules, or in the real world, is to draw on your life experience and good judgement, and make a call.

The problem Ozymandias sees with XP for GP simply isn't a problem - the DM looks at the situation, and makes a call.

Remember that even in the most artificial and restrictive RPG ruleset imaginable, the *bulk* of the game still comes down to simple DM fiat at the end of the day (Why did that chest fall off the caravan? Was there a way to avoid the dragon? How many GP in that horde? Are the orcs willing to talk? How many orcs are there? Is the King a nice guy? Is the Vizier banging the Queen?).

The point is, *everything in the game* lacks a clearly defined line. How many orcs is too many? How many HD for the dragon are too many? How much treasure is too much? Why is the King *this* nice, and not nicer? Why is the Vizier risking everything to be with the Queen?

You can lay down endless guidelines for all of this stuff (and people try, I seem to recall 4e dictating not only how tough the monsters should be but also how many magic items the players should be getting!!!), but you can *never* get away from the fact that the DM is making the world, running the world, and that the DM is a human being, and therefore necessarily fuzzy, fallible, and not really designed for clearly defined lines.

I mean, you can ask that question about anything in an RPG. So you get XP for killing monsters. Do you get XP for killing a beggar? Maybe? What about a child? What about the blacksmith - he could defend himself. What about an orc if you're a level 10 character? The orc is certainly no more threat than a child is to a Level 2 Fighter. Where do you draw the line?

And please, don't suggest that the rulebook covers it. The rulebook can *never* clear up all of the soft edges. It can never leave a clearly defined line. There will always be grey.

And that's why we play RPGs - for the grey. For the fuzziness. For the *realness* that can only come from dealing with another human being and all the vast complexities of their mind.

That lack of a clear line isn't a flaw, it's the *whole reason RPGs exist*.

30 September 2013

My Experience with the OSR

I "grew up" (literally and metaphorically) playing Basic Edition with a little 2e mixed in and various rules-lite homebrews, ranging from completely rules-less shared storytelling type stuff to variations of D&D.

After a lapse of playing, I got a group together, and we got a Pathfinder game going. Well, long story short, it sucked. There were so many rules, character creation took sooooo long, and the zeitgeist of Pathfinder at the time was totally "dm-as-frustrated novelist" (meaning the DM writes a story and leads the players through it).

I felt like I had to prep so much stuff, boring stuff, statblocks, stories, npcs, blah blah blah. I worked so hard, and the game was no fun. Just little minis moving around a board.

If I'd wanted that, I could have played Monopoly.

Frustrated, I started looking around the Internet for what had gone wrong with my game, and stumbled upon the Old School Renaissance. Here were people that had "grown up" with the loosey-goosey old systems I had, playing dungeoncrawls and sandboxes. People who had kept the flame alive, while I had forgotten.

They reminded me that rules don't make it realistic or fun - the DM is better positioned to make common-sense rulings at the table than any game designer in their office could be.

They reminded me that prep doesn't have to be onerous - oldschool games rely heavily on improv, random tables, and because they have so few rules, statblocks are simple. A monster entry can be "Goblin, 1HD, AC5, they don't like tall people". That's enough to riff on or run a combat.

Most of all, they reminded me that the game is about the players and their choices. The DM is there to run the world, to make it interesting, and present interesting choices and opportunities.

Freed from rules, freed from onerous prep, freed from crafting a story, I was free to run the game the players wanted - whatever that might be. I was free to spend prep time on what matters - making a living world to present to the players.

I was free to fall in love with D&D again.