Monday, December 28, 2020

Further Joy of Hex

 Hex maps and RPG campaigns go back to the very first fantasy campaigns due to the wargaming roots of  the hobby. One of the features of the hex map I have always disliked was the monolithic nature of the hex symbol. In the standard hex map a single symbol defines the entire contents of an area outside specific notes that a GM may have on said hex. One way around that is to denote general elevation or terrain type by a color code (I have done some of that in the sample map here). Another way to expand on the utility of the hex map and get a use out of those hexes is a detailed hex border.

The detailed hex border adds a layer of detail that expands on the GM's descriptive repertoire and in the player's agency in making informed decisions. In the example map here I have provided a number of border details to expand details and to clarify.

In the sample map we have six general types of terrain. Border hexes expand on the relation between some hexes by indicating troublesome or notable differences in travel between hexes. The border details show are for elevation, forest travel, swamp hazard, and shoreline danger. Each border detail has 1 to 3 little marks for each symbol denoting the level of significance at that border from notable, serious, and major. 

A notable border feature would provide risk only to the unprepared and unskilled in navigating that feature. A serous border feature indicates a degree of hazard to experienced travelers and the major border feature indicates a rigorous challenge to the skilled. It is possible to mix border features as well and this compounds the potential hazard. 

 How serious each border hazard is would of course be relevant to  game, campaign, and even the adventure as what is noted could vary on map scale.  For ease of handling in old-school play a hazard can be avoided on a 1d6 roll over the number of hazards noted on the border detail, requiring specific equipment to make that roll, give a re-roll, or to avoid the impact of a hazard can expand utility an increase the utility in player choices.  One difference in elevation may just slow progress but failing a check against two could indicate a party member has stumbled, failing against could indicate no progress at all in absence of ropes in addition to the greater risk of a potentially deadly fall.

A GM could of course elaborate in notes as to the contents of a hex:

  • D.2: The Village of Buckmay sits secluded in the forest and is difficult to approach due to the thick tangle of trees in the southwest and north. The forest opens up clearly to the northwest but the going looks rough to get into the hills, anyone traveling without a local guide stands the risk of falling far enough as to suffer 2d6 damage. 

I'm going to work on this idea some more and share it here of course. Difference in scales intrigues me the most as it may serve as a functional means to make more local hex travel meaningful. I'd be delighted in any reader's input.


Monday, December 21, 2020

Teaser List of Guns

 Just a teaser peek at a project I'm working on, here's a list of firearms I'm working on for my Rust and Runes RPG setting rules and guidelines. Might get trimmed down, might get expanded.  

.32 Muzzle-loading Pipe Pistol

.36 Muzzle-loading Pipe Pistol

.44 Muzzle-loading Pipe Pistol

.50 Muzzle-loading Pipe Pistol

.54 Muzzle-loading Pipe Pistol

.22 Zip Gun

.32 Zip Gun

.38/9mm Zip Gun

.44/.45 Zip Gun

.32 Muzzle-loading Derringer

.36 Muzzle-loading Derringer

.44 Muzzle-loading Derringer

.50 Muzzle-loading Derringer

.54 Muzzle-loading Derringer

.32 Black-powder Pistol

.36 Black-powder Pistol

.44 Black-powder Pistol

.50 Black-powder Pistol

.54 Black-powder Pistol

.32 Black-powder Revolver

.36 Black-powder Revolver

.44 Black-powder Revolver

.45 Black-powder Revolver

.22 Pocket Pistol

.32 Pocket Pistol

.38 Pocket Pistol

.44 Pocket Pistol

.22 Revolver

.32 Revolver

.38 Revolver

.44 Revolver

.45 Revolver

.22 Snub-nosed Revolver

.32 Snub-nosed Revolver

.38 Snub-nosed Revolver

.22 Pipe Pistol

.32 Pipe Pistol

.38 Pipe Pistol

.44 Pipe Pistol

.45 Pipe Pistol

.22 Pistol

.32 Pistol

.38 Pistol

.44 Pistol

.45 Pistol

.50 Pistol

9mm Pistol

.45/410 Pistol

.22 Machine Pistol

.32 Machine Pistol

.38 Machine Pistol

9mm Machine Pistol

.44 Machine Pistol

.45 Machine Pistol

.410 Black powder Shotpistol

20 gauge Black powder Shotpistol

16 gauge Black powder Shotpistol

.410 Black-powder Shotgun

20 gauge Black-powder Shotgun

16 gauge Black-powder Shotgun

12 gauge Blackpowder Shotgun

10 gauge Black-powder Shotgun

8 Bore Black-powder Sportsgun

6 Bore Black-powder Sportsgun

4 Bore Black-powder Sportsgun

3 Bore Black-powder Sportsgun

.410 Shotgun

20 gauge Shotgun

16 gauge Shotgun

12 gauge Shotgun

10 gauge Shotgun

.410 Double Barreled Shotgun

20 gauge Double Barreled Shotgun

16 gauge Double Barreled Shotgun

12 gauge Double Barreled Shotgun

10 gauge Double Barreled Shotgun

20 gauge Sawed-Off Shotgun

16 gauge Sawed-Off Shotgun

12 gauge Sawed-Off Shotgun

10 gauge Sawed-Off Shotgun

20 gauge Double-Barreled Sawed-Off Shotgun

16 gauge Double-Barreled Sawed-Off Shotgun

12 gauge Double-Barreled Sawed-Off Shotgun

10 gauge Double-Barreled Sawed-Off Shotgun

.410 Pump Shotgun

20 gauge Pump Shotgun

16 gauge Pump Shotgun

12 gauge Pump Shotgun

10 gauge Pump Shotgun

.410 Riotgun

20 gauge Riotgun

16 gauge Riotgun

12 gauge Riotgun

10 gauge Riotgun

20 gauge Combat Shotgun

12 gauge Combat Shotgun

10 gauge Combat Shotgun

.45 Pipe Musket

.50 Pipe Musket

.54 Pipe Musket

.58 Pipe Musket

.45 Musket

.50 Musket

.54 Musket

.58 Musket

.45 Muzzle-loading Rifle

.50 Muzzle-loading Rifle

.54 Muzzle-loading Rifle

.58 Muzzle-loading Rifle

.45 Muzzle-loading Longrifle

.50 Muzzle-loading Longrifle

.54 Muzzle-loading Longrifle

.58 Muzzle-loading Longrifle

.22 Lever Action Carbine

.32 Lever Action Carbine

.38 Lever Action Carbine

.44 Lever Action Carbine

.22 Lever Action Rifle

.32 Lever Action Rifle

.30-06 Level Action Rifle

.22 Bolt-action Carbine

.32 Bolt-action Carbine

.38 Bolt-action Carbine

.44 Bolt-action Carbine

.30-06 Bolt-action Carbine

.22 Bolt-action Rifle

5.56 Bolt-action Rifle

.32 Bolt-action Rifle

7.62 Bolt-action Rifle

.30-06 Bolt-action Rifle

.50 Bolt-action Rifle

.22 Carbine

5.56 Carbine

.32 Carbine

7.62 Carbine

.30-06 Carbine

.22 Rifle

5.56 Rifle

.32 Rifle

7.62 Rifle

.30-06 Rifle

.22 Assault Rifle

5.56 Assault Rifle

.32 Assault Rifle

7.62 Assault Rifle

.32 Battle Rifle

7.62 Battle Rifle

.30-06 Battle  Rifle

5.56 Automatic Rifle

.32 Automatic Rifle

7.62 Automatic Rifle

.30-06 Automatic Rifle

.50 Automatic Rifle

.22 PDW

4.5cl PDW

5.2cl PDW

6cl PDW

9mm PDW

5.56 DMR

7.62 DMR

.50 Anti Materiel Rifle

5.56 IAR

7.62 IAR

5.56 Squad Automatic Weapon

.32 Squad Automatic Weapon

7.62 Sqaud Automatic Weapon

.50 Squad Automatic Weapon

.30-06 LMG

.50 LMG

4.5cl Advanced Combat Rifle

5.2cl Advanced Combat Rifle

6cl Advanced Combat Rifle

5.56 Compact AR

7.62 Compact AR

9mm Compact AR

Personal Defense Laser

Laser Pistol

Laser Rifle

Maser Pistol

Maser Rifle

Multi-Laser

Infantry Tactical Laser

Squad Support Laser

Plasma Gun

Plasma Assault Weapon

Plasma Rifle

Plasma Pistol

Pulse Gun

Pulse Rifle

Pulse Pistol

Sonic Stunner

Sonic Stun Rifle

Sonic Stun Pistol

Sonic Blaster

Sonic Blaster Rifle

Sonic Blaster Pistol

Tandem SL Blaster Gun

Tandem SL Blaster Rifle

Tandem SL Blaster Pistol

Man Portable Railgun

6mm Rail Rifle

10mm Rail Rifle

13mm Rail Rifle

6mm Squad Bolt Rifle

10mm Squad Bolt Rifle

13mm Squad Bolt Rifle

6mm Bolt Pistol

10mm Bolt Pistol

13mm Bolt Pistol

3mm Hyper Needle Rifle

4.5mm Hyper Needle Rifle

3mm Infantry Ribbon Gun

4.5mm Infantry RibbonGun

3mm Hyper Needle Pistol

4.5mm Hyper Needle Pistol

4.5mm Advanced  Flechette Rifle

5.2mm Advanced  Flechette Rifle

6mm Advanced  Flechette Rifle

Rocket Rifle

Anti-Materiel Rocket Rifle

Stick RPG

RPG launcher

Fusion Torch

Fusion Rifle

Gyrojet Rifle

Gyrojet Pistol

Tazer Pistol

I've got damage ratings for all the weapons to fit in line with old-school dungeon games and moderate compatibility with related post-apocalyptic games. Working on ranges now.  Also fiddling with my version of weapon speed and recoil impact on targeting multiple shots, that will definitely be included to use or ignore as GMs wish. I had briefly toyed with weapon vs armor charts for all the weapons but that might be a bit much as I eventually want to have stats for variations in construction and quality as well.

Friday, December 18, 2020

Alternate Attack Tables For Old-School Dungeon Fantasy

 These Alternate Attack Tables for Old-School Dungeon Fantasy RPG games are written to play combat as a challenge between the fighting prowess of combatants. These charts are written with the notion characters do not merely progress in their skill in striking through or past armor but in outwitting opponents and outfighting opponents.

Armor Class is still factored in standard missile combat and in combat between classed opponents.  If one wishes to match prowess of combatants instead it is adequate to convert character level to HD.

All of the tables show the modified attack roll or greater required to hit an opponent of specific HD or a range of HD. When there is an exception due to much greater capability of the attacker vs a foe that is noted in the chart with a special letter notification.

Fighter Types Attacking


Hit Dice of Monster Being Attacked

Level

1/2

1-1

1

1+1

2

3

4

5

6

7

8

9

10

11

12

13

14

15 to 16

17 to 20

21

0

Level

13

14

15

16

17

18

19

20

20

20

20

20

21

22

23

24

25

25

25

25

Man-at-Arms

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

23

24

25

25

1

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

20

20

20

20

2

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

20

20

20

3

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

20

20

4

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

20

5

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

6

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

7

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

8

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

9

A

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

10

A

A

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

11

A

A

A

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

12

A

A

A

A

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

13

A

A

A

A

A

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

14

A

A

A

A

A

A

2

3

4

5

6

7

8

9

10

11

12

13

14

15

15

A

A

A

A

A

A

A

2

3

4

5

6

7

8

9

10

11

12

13

14

16

A

A

A

A

A

A

A

A

2

3

4

5

6

7

8

9

10

11

12

13

17

A

A

A

A

A

A

A

A

A

2

3

4

5

6

7

8

9

10

11

12

18

A

A

A

A

A

A

A

A

A

A

2

3

4

5

6

7

8

9

10

11

19

A

A

A

A

A

A

A

A

A

A

A

2

3

4

5

6

7

8

9

10

20

A

A

A

A

A

A

A

A

A

A

A

A

2

3

4

5

6

7

8

9

Notes:
A- indicates any attack regardless of modification shall hit except for a natural d20 roll of 1 which will miss. 


Clerics or Thieves Attacking 


Hit Dice of Monster Being Attacked

Level

1/2

1-1

1

1+1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

to 16

17

to 

20

21

1

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

23

24

25

25

2-3

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

23

24

25

4-5

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

23

24

6-7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

23

8-9

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

10-11

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

12-13

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

14-15

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

16-17

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

18-19

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

A

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

Notes:
A- indicates any attack regardless of modification shall hit except for a natural d20 roll of 1 which will miss. 


Clerics Smiting Undead by Any Means


Hit Dice of Undead Being Attacked

Level

1 

or less

2

3

4

5

6

7

8

9

10

11

12

13

or more

1

12

13

14

15

16

17

18

19

20

20

20

20

20

2

11

12

13

14

15

16

17

18

19

20

20

20

20

3

10

11

12

13

14

15

16

17

18

19

20

20

20

4

9

10

11

12

13

14

15

16

17

18

19

20

20

5

8

9

10

11

12

13

14

15

16

17

18

19

20

6

7

8

9

10

11

12

13

14

15

16

17

18

19

7

6

7

8

9

10

11

12

13

14

15

16

17

18

8

5

6

7

8

9

10

11

12

13

14

15

16

17

9

4

5

6

7

8

9

10

11

12

13

14

15

16

10

3

4

5

6

7

8

9

10

11

12

13

14

15

11

2

3

4

5

6

7

8

9

10

11

12

13

14

12

A

2

3

4

5

6

7

8

9

10

11

12

13

13

A

A

2

3

4

5

6

7

8

9

10

11

12

14

A

A

A

2

3

4

5

6

7

8

9

10

11

15

F

A

A

A

2

3

4

5

6

7

8

9

10

16

F

F

A

A

A

2

3

4

5

6

7

8

9

17

F

F

F

A

A

A

2

3

4

5

6

7

8

18

F

F

F

F

A

A

A

2

3

4

5

6

7

19

F

F

F

F

F

A

A

A

2

3

4

5

6

20

F

F

F

F

F

F

A

A

A

2

3

4

5

Notes:
A- indicates any attack regardless of modification shall hit except for a natural d20 roll of 1 which will miss.

F- indicates any attack regardless of modification shall hit except for a natural d20 roll of 1 which will miss. If the spell or magical device normally allows an opens to make a saving throw that saving throw automatically fails.


Magic-Users Attacking Physically


Hit Dice of Monster Being Attacked

Level

1/2

1-1

1

1+1

2

3

4

5

6

7

8

9

10

11

12

13

14

15to 16

17to 

20

21

1-4

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

23

24

25

25

5-8

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

23

24

25

9-12

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

23

24

13-16

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

23

17-20

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

21

22

Magic-Users Attacking with Spells and Magical Devices


Hit Dice of Monster Being Attacked

Level

1 

or less

2

3

4

5

6

7

8

9

10

11

12

13

14

or 15

16

or more

1

12

13

14

15

16

17

18

19

20

20

20

20

20

20

20

2

11

12

13

14

15

16

17

18

19

20

20

20

20

20

20

3

10

11

12

13

14

15

16

17

18

19

20

20

20

20

20

4

9

10

11

12

13

14

15

16

17

18

19

20

20

20

20

5

8

9

10

11

12

13

14

15

16

17

18

19

20

20

20

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

20

7

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

8

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

9

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

10

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

11

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

12

A

2

3

4

5

6

7

8

9

10

11

12

13

14

15

13

A

A

2

3

4

5

6

7

8

9

10

11

12

13

14

14

A

A

A

2

3

4

5

6

7

8

9

10

11

12

13

15

F

A

A

A

2

3

4

5

6

7

8

9

10

11

12

16

F

F

A

A

A

2

3

4

5

6

7

8

9

10

11

17

F

F

F

A

A

A

2

3

4

5

6

7

8

9

10

18

F

F

F

F

A

A

A

2

3

4

5

6

7

8

9

19

F

F

F

F

F

A

A

A

2

3

4

5

6

7

8

20

F

F

F

F

F

F

A

A

A

2

3

4

5

6

7

Notes:
A- indicates any attack regardless of modification shall hit except for a natural d20 roll of 1 which will miss.

F- indicates any attack regardless of modification shall hit except for a natural d20 roll of 1 which will miss. If the spell or magical device normally allows a target to make a saving throw that saving throw automatically fails.