Friday, February 28, 2014

Wargaming With My 4 Year Old

Yesterday my four year old son came into the room while I was drinking a cup of coffee and watching the news on televison and said "Dad I want to play with you".  I put down my cup and turned the news down and said "sure let's find those paper soldiers from christmas". They were a quick find, a number of space soldiers I got from : http://www.gwindel.eu/Autre/Figs/Figurines.html.
I decided it was time to introduce him to wargaming. He's watched me do it and play RPGs his whole life (he actually played an RPG before he could talk much) so it wasn't alien to him.

I decided to start really simple; we each had six soldiers on opposite sides if the living room and a little base built of legos, the goal was to takeover the other sides base,  each turn you could move one of your soldiers or shoot at an enemy soldier. Movement and shooting were resolved with rolling a normal six sided die. We used the floorboards on the dining room floor as spaces.  You could shoot an enemy soldier if you rolled higher then the number of boards 2 soldiers were apart.

I won game one, but my son loved it. He made up a more complicated rule for the second game: If you rolled high enough to land on a board with points left on the die roll you could beat up a soldier on the other side. He won game two (actually easier than game one despite having one more rule).

Game three I introduced cover using legos to make barriers that 2 soldiers could hide behind scattered about the battlefield and reinforcement squares that allowed for extra soldiers. We got rid of the melee rule from game 2 but had a close combat roll that beat a foe on a die roll of 2 or higher if on the same board. The little guy made a dash for all the reinforcements and got all but one of them so his force ended up being 50% larger. It was a bitter battle down to the last two soldier in each force fighting it out in my son's base. He won that one as well.

He and I had a ton of fun and we are going to add robots into a future battle.

Saturday, February 22, 2014

Alternate Lockpicking


An alternate lock picking system. Thieves start knowing how to pick 3 locks at 1st level. At each level afterwards they gain 2 new locks they may pick, selection of lock types is limited by thief level.


A lock can be quickly picked in but a round on a d6 toll of 1-5 if thieves tools are on hand. three rounds with improvised tools.

A lock can certainly be picked within a full turns (10 minutes) by a thief in the know with thieves tools, twice as long with improvised tools. No roll needed.

A lock of a type unknown to a thief may not be picked by that thief.

Minimum Thief Level
Lock TYPE
Lock Determination by Dungeon Level
1-3
4-6
7-9
10+
1st Level
Pin Lock
1-10
  1-3
1-2
1
Warded Lock
11-20
 4-6
3-4
2
Lever Tumbler
21-25
  7-9
5-6
3
Detector Lock
26-30
  10-12
7-8
4
Double-acting Pin Tumbler
31-40
  13-15
9-10
5
Wafer Tumbler
41-45
  16-18
11-12
6
2nd Level
Double-Warded Lock
46-60
19-25
13-15
7-8
Cam Lock
61-65
 26-30
16-18
9-10
Rim Cylinder Locks
66-70
 31-35
19-21
11-12
Mortise Lock
71-75
 36-40
22-24
13-16
Rim Latch
76-80
 41-45
25-27
17-18
Gnomish Double-lock
81-90
 46-50
28-30
19-20
Brass Lattice
91-95
 51-55
31-33
21-22
Fool’s Fob
96-100
 56-60
34-36
23-24
5th level
Triple Warded Lock

61-65
37-41
25-29
Serpentine Keyway

66-70
42-46
30-34
Disc Tumbler

71-75
47-51
35-39
Dancing Pin Lock

76-80
51-56
40-44
False Ward

81-85
57-61
45-49
Dragontooth Lock

86-90
62-66
50-54
Charon’s Pass

91-95
67-71
55-59
Knocker Tap

96-100
72-76
60-64
9th level
Challenge Lock


77-80
65-70
Quadruple Warded Lock


81-84
71-76
Shifting Tumbler


 85-88
77-82
Spinning Disc


 89-92
83-88
Devil’s Heart


 93-96
89-94
Pandora’s Labyrinth


 97-100
95-100
 
 Notes:
A 13th level thief would be able to pick all of the locks listed above.

A Dm could require a thief to train with another thief able to pick a lock or a locksmith able to manufacture the type of lock to be able to gain the needed skill (cost would vary by campaign).