Showing posts with label swords and wizardry. Show all posts
Showing posts with label swords and wizardry. Show all posts

Wednesday, June 23, 2021

Rest, Healing and Hit Points

This is a set of healing and rest house rules I came up with for the Swords and Wizardry Forgotten Realms campaign I'm running. They should be usable for any retroclone or relative of D&D from Basic through to 2e AD&D; design notes are at the bottom.

They speed up healing hit points (and only hit points), as my game uses a Death and Dismemberment table with a fair amount of grievous wound results that lead to actual convalescence. The rules also add more detail to resting, including inn room quality, camp preparations, and so on.

Feel free to use these, hack them, and adapt them for your own game. If you do use them, I'd love to hear how they work for you!

These rules replace the standard natural healing rules. These rules only handle recovering lost hit points, not recovering from grievous wounds, diseases, or other such conditions.
A creature that can naturally heal from injury (ie: not undead or a construct), heals hit point
damage as long as it rests for an extended period. By default, this is eight hours of sleep, for
humans and many other such creatures. Depending upon a creature's abilities, the duration
and nature of this rest may differ:
elves dream in the reverie instead of sleeping; thri-kreen do
not sleep or dream but must still rest. This period of rest can be interrupted (such as by
nighttime attacks) to a limited degree, but severe or prolonged interruptions or poor
conditions may prevent any healing from occurring. Rest for healing's sake can only be
accomplished once every 24 hours, unless a special effect allows otherwise.
The basic rate for such healing is the formula (
X+Constitution bonus) x HD = hp healed per rest.
X as a value represents the quality of rest, and is 1 by default unless modified. (Most modifiers
to rest affect the value of
X.) X can never be reduced below 1 and can never exceed 5. A
creature's constitution bonus is the bonus for having a high Constitution score which is added
to hit points per Hit Die. (If a creature would have a Constitution penalty, treat it as 0 for the
purposes of resting.) Every creature has Hit Dice; only whole Hit Dice count for the formula. (ie:
A monster with 4+1 HD has 4 HD for this formula.)
The default values for the formula which apply to many creatures are (1+0) x 1 = 1 hp healed
per rest. This includes low-level monsters, most NPCs, and first-level PCs. (Exceptions do apply,
of course.)
Resting In Communities
Resting in a community can increase the value of X, depending upon the quality of
accommodations used. In general, accommodations (including inns, boarding houses, and cost
of living expenses during extended downtime) are rated 1 to 5 for quality. The
accommodation's quality is the value for
X when resting in that accommodation. (Example: a
first-level character with no constitution bonus is resting in a rating 3 quality inn room. Their hp
healing rate is (3+0) x 1 = 3 hp healed per rest.) Higher quality accommodations are usually
more expensive, or require some other basis (such as a well-outfitted stronghold.)
Even if a creature is resting on the streets,
X would remain 1. (Yes, this does mean there's not
really much benefit gained from the absolute worst common room resting spot.) Sleeping
rough does possibly risk guards pushing the sleeper to move, pickpockets, and other such
calamities, possibly severely interrupting rest and allowing for no healing. Paying for
accommodation reduces the risk of any such interruptions to nil, unless danger is already
established in some way. (ie: assassins in the night,
Psycho-style accommodations, sudden
cataclysmic events.) In other words, paying for or establishing accommodation guarantees safe
sleep without the random encounter tables coming into play. (And now the worst common
room resting spot has a use again!)

If a creature is resting for a tenday in the same community and has had no severe interruptions
to rest or other taxing activities during that time (combat, extreme exertion, etc), they regain all
of their hit points at the end of the tenth rest.
Resting In Dangerous Areas
Equipment, skills, and preparation by adventurers can increase the value of X.
Especially good food eaten during rest (premium rations, exotic treats, a well-cooked meal)
increases
X by 1. Any source of food may only provide one bonus per rest in this way: for
example, a character could eat a well-cooked stew of freshly caught deer and then share a
bottle of elvish wine with their comrades, providing two separate +1 bonuses to
X.
Especially luxurious equipment (a premium bedroll, finely-made tent or similar) can also
increase
X by 1. Any single piece of equipment can only provide one bonus per rest, and only
for the people directly using it to rest. (Only one character can sleep on a premium bedroll, but
multiples could share a large exceptionally-well made tent.)
Engaging in acts of camaraderie and morale can also increase
X by 1. (A bard might tell stories,
the party could play dice or cards before going to rest, et cetera.) This bonus can only be
gained once per rest.
Poor environmental conditions can reduce
X if not properly handled. Freezing in cold weather
or sweltering in hot weather without proper preparation would reduce
X by 1, as an example.
Extremely poor conditions (such as severe dehydration) may count as severe interruptions,
preventing effective rest at all! The GM will inform the PCs of any such conditions that apply
and give them an opportunity to resolve them as part of making camp as appropriate.
Resting in dangerous areas always risks interruption and random encounters. Unless resting is
persistently interrupted (a foe using guerilla tactics or a particularly unlucky night), rest is not
prevented by interruptions during the rest period. In general, a party resting in dangerous
areas should expect that between making camp, resting, any interruptions, and beginning-of-adventuring-day preparations (including tearing down camp), the party has actually been
resting for twelve hours or three "watches" as a rule of thumb. (Most actions in D&D, S&W, and
similar games that are described as taking an entire "day" actually describe an eight hour long
period similar to the North American workday, so twelve hours at rest does not prevent
traveling, exploring, or day-long activities from other sources.)
If a party wishes to reduce their chances of being interrupted in dangerous areas, they may rest
clandestinely
, without lighting a fire. This reduces
X by 1 by default, prevents engaging in acts
of camaraderie to increase
X, and other bonuses may not be available (such as preparing a
well-cooked meal.) However, resting clandestinely generally halves the chances of random
encounters while resting (depending upon the location and possible encounters, the exact
amount may differ.)
Special Note: There are many spells and magical effects, from
rope trick to Mordenkainen's
magnificent mansion
that help make resting in dangerous areas safer or more pleasant. These
effects are adjudicated on an effect-by-effect basis. Particularly strong effects may allow
creatures to rest like they are in a community.
NPCs Resting
NPCs have access to the same tools as PCs, depending upon their level, wealth, and other
resources. NPCs usually do not have a Constitution bonus to hp, and the quality of their home
determines their rest quality in their communities. NPCs are unlikely to have special
preparations for bonuses to
X while resting in dangerous areas, but will act to resolve poor
environmental conditions.
Monsters Resting
Monsters are extremely unlikely to have access to any bonuses to X while resting in dangerous
areas, and monsters never have Constitution bonuses to HP. Monsters are immune to any
environmental conditions in their native environments/habitats or other areas they are resistant
to. For example, a fire elemental can rest safely in a volcano, even though it is not their native
habitat and would count as a severe interruption for most creatures. However, a monster
does
count as resting in a community if it's in its lair or a similarly safe space, and may receive a
bonus to
X for high quality accommodations. (This is dependent upon the monster. A dragon
resting on its massive hoard of coins has no soft bed nor royal meal, but certainly counts as
sleeping in quality 5 accommodations.)
Design Notes
This system makes healing hit points, and specifically hit points, much easier than the default in
many old-school editions of D&D, clones, and relatives. It assumes that you have other systems
in place to promote downtime, including downtime spent resting or healing. (Diseases,
poisons, or severe injuries from critical effect or death and dismemberment tables are common
examples.) Healing hit points this quickly makes them clearly luck/grit/exertion in the narrative,
instead of direct meat points. This system does not work for all games or all narratives, and it's
not meant to.
Tenday is what the
Forgotten Realms uses instead of weeks, a period of ten days of which there
are three to a month. If your world uses a different calendar, replace tendays with a significant
number of days in your world. If you don't have days or your timekeeping is wildly different, let
me know how you've hacked this! Similarly, accommodation quality going from 1 to 5 is taken
from the 2e
Volo's Guide supplements for the Forgotten Realms; you may change this for your
own setting.
Sources
The Retired Adventurer's Into the Depths house rules:
https://retiredadventurer.blogspot.com/2017/04/into-depths-update.html
The Infinity Engine series of D&D computer games
Swords and Wizardry Complete Rulebook (SW)
Player's Handbook (2E AD&D)
These Dragonsfoot threads: https://www.dragonsfoot.org/forums/viewtopic.php?t=39957 &
https://www.dragonsfoot.org/forums/viewtopic.php?t=20240

Saturday, August 19, 2017

The OSR Campaign: System Selection

Hello everyone!

My first step in planning my OSR campaign was simple to imagine, but surprisingly complicated to achieve. I had to choose a system to run the game in, of course. I'm going to walk you through how I did it, and why I made the choice that I made. There's a lot of different systems, and a lot of different options in OSR gaming.

It's 2017, so I of course googled around to find some discussions of different retroclones and their qualities. There's not actually very much substantial discussion out there that I found, at least not recently. There's always new retroclones, and maybe I'd missed out on the right game for me! (Remember, I'm starting this as "the game I've always wanted to run," so I'm picking what I like.) The only good resource I found was the grand list of retroclones of all shapes and sizes, which is here.

With little discussion I could use, I had to figure this out for myself. If I'm going to find the right system, I want to find one that fits the game I'm going to run. Nothing hurts more than fighting a system to make it work for the game you want to be playing (and I usually run Pathfinder, so I know that pain very well.)

Stripping down my campaign idea, I want these qualities:

  1. I want simple character creation. There's going to be PCs dead a plenty, and I'd like something where someone can roll up a new character in 5 minutes and get thrown back into the action Paranoia clone-style.
  2. I want a relatively simple, clean ruleset. Something easily digestible. I have a lot of players who like me as a GM, and would like to play whatever I run. Which is why I'm not worried about having people to play whatever game I come up with - but they might not necessarily be familiar with the system, and I want them to be able to play easily.
  3. I want something for relatively traditional fantasy-style play. Part of what I like about the OSR is the endless inventiveness, the unwillingness to settle for the usual goblin or elf, but I don't know how far I'm going to go with that. I do know that there's going to be swords and monsters in a dungeon, so it should support the classics.
One easy question suggests itself: Why don't I use an actual older edition of D&D or AD&D? I have in the past, I've run Rules Cyclopedia BECMI, and that was a lot of fun. But I want something more recently published and with cleaned up language. I like the freedom of rulings, not rules - but I want to know what my rules are and not worry about interpreting commas in Holmes Basic or something.

First place to check for options was my own OSR folder. Second place was the list of retroclones I linked above. Third was asking some people on a cool OSR Discord server I hang out on. (You can join it here!) My general list of options after that was: Adventurer, Conquerer, King System; Beyond the Wall; Castles and Crusades; Dungeon Crawl Classics; Hackmaster; Labyrinth Lord; Lamentations of the Flame Princess; OSRIC; Swords & Wizardry; and The Black Hack. I did a cursory skim of all of these to winnow them down a bit, and pulled these out as not suiting what I wanted to do:

  • Adventurer, Conqueror, King System. ACKS is really notable for its extended, detailed rules for high-level play. It's got developed trade rules, strongholds, mass combat. But I'm not anywhere near that. I'm thinking goblins, dungeons, level 1. And ACKS' higher-level emphasis involves a campaign focus with long-lasting that I'm not sure my death trap will ever get to.
  • Beyond The Wall. Developed to emulate some novels that don't fit what I want to do with my game.
  • Castles and Crusades. Too detailed, too much stuff to it. If I wanted a bunch of supplements, I have my Pathfinder stuff.
  • Hackmaster. Even more detailed. Way too much stuff. Cool game, but I don't think I have the fortitude to actually run it.
  • OSRIC. A straight conversion of 1e seemed a little bland-ish for me. I've used OSRIC before and it's fine, but it was a bit too much with not as much reward.
  • The Black Hack. Way too simple. I don't want things simplified that much; I do want something recognizably D&D in both feel and actual rules. I've run Dungeon World before and hated it; this wouldn't be quite the same but I don't think it would be fun for me.
What's left on the list? Dungeon Crawl Classics; Labyrinth Lord; Lamentations of the Flame Princess; Swords & Wizardry. For each of these, I ended up breaking it down into a pro and con list. At this point, I was starting to consider support for the system in question. I don't want something with a ton of player-facing options or complexity, but I did really start playing D&D with 3e, and I do want something with some good DM support if I need it.

  • Dungeon Crawl Classics. Pros I actually have this in hard copy, and I really like referencing actual books. I really like the gonzo, table and crazy-dice heavy style. Cons This is a big book, even just for players. All those tables add up. It has some great support, but its support is mostly prewritten adventures, and I want to do my own thing. I'm not sure how the funnel would interact with a lot of changing players.
  • Labyrinth Lord. Pros Great support, with the Advanced Edition Companion if I really need more player options. All of Chris Kutalik's Hill Cantons stuff is for this, as well as some other highlights (Dwimmermount, Stonehell, Barrowmaze, ASE.) Nice, succinct rules. Cons Uh, not much. Looks a little drab?
  • Lamentations of the Flame Princess Pros Amazing horror-fantasy style, and the game definitely lives up to the art. Reasonable core rules. Plenty of support in all kinds of ways, from game industry luminaries like Kenneth Hite and D. Vincent Baker. Cons Amazing horror fantasy style might be a bit too much for a lot of people. I like black metal, but I'm not sure how many people would want to join me in that kind of game. There's a lot of confusing different versions of the core rules, and it might be difficult to find a single one to refer players to. LotFP also has a fairly strong implied setting that I might not want to include.
  • Swords and Wizardry Pros The third printing core rulebook is gorgeous and with amazing representation. I look at those sample characters and I want to play them all. Plenty of good support, and I like Frog God's stuff a lot already from using it in my Pathfinder games. Nice, clean core rules. Cons Suffers a bit from the lots of basic rules versions problem as LotFP, but a reliable usable version is available for free. I'd want to try to show people third printing though, because OMG.
I ended up bouncing my ideas off my partner next, who's a big OSR fan and I know would want to play in whatever I do. They agreed with me that LotFP was going to be a bit offputting for a lot of our usual RPG social circle, and pointed out that a lot of what interested them about Dungeon Crawl Classics was closer to campaign-style play, which I'm not necessarily going for. The final two contenders were Labyrinth Lord and Swords and Wizardry. My partner suggested Swords and Wizardry, and with that wonderful third printing it was easy to agree with them. I've already read through the entire core rulebook, and I definitely like it and can work with it. It'll be a great starting place for my own tinkering, and that's just what I wanted. I'm definitely going to add some gonzo randomness that I could never pull off for balance reasons in Pathfinder - critical hit/fumble tables and so on.

Back to considering house rules now!