Showing posts with label Combat. Show all posts
Showing posts with label Combat. Show all posts

Monday, 14 November 2011

Anti-Climactic Critical Hit!

Critical hit systems are a great way to add colour to combat and leave characters with wounds and scars from a source other that the fiat of a cruel GM. They can, though, kill off villains a little too quickly.

A few weeks ago, our WFRP game reached the climax of Shadows Over Bogenhafen. For all the praise that has been heaped on this scenario, it didn’t play out as well as I’d hoped. The players sent their characters round in circles, making little headway in uncovering the diabolic scheme of Johannes Teugen, and seemed to grow more and more frustrated with each session. They wanted adventure, but ‘every time we thought we were rich, it all went wrong’. Perhaps there was a mismatch between the expectations of the players (only one of the four could be described a properly familiar with WFRP, one had played it a couple of times, one had played D&D back in the day, and one had never played an RPG before) and the tone of WFRP 1e. And perhaps I’m just not that good at running an investigative, combat-light game for characters with few resources in world quite so grim.

Nevertheless, the party saved Bogenhafen. Despite everything, but with more than a little help from the ‘let-me-tell-you-what-is-happening-NPC’, they managed to secrete themselves inside the warehouse-cum-temple. With the party split, hiding either side of the room, I prohibited talking between the different groups – someone was going to have to declare an action.

They leapt to the ambush just before the human sacrifice was made. With surprise on his side, Stanley, the Elven Agitator, managed to loose an arrow at Johannes before his mind was wiped by Gideon’s magic. ‘Exploding’ 6s later, and Johannes is bleeding to death, an arrow in the groin. With Johannes down, with filthy brutish armed men and a woman leaping from the darkness, and with Gideon revealing his true, demonic form, the fight was immediately in the party’s favour. The ordinary cultists were screaming in terror, and the hired muscle waiting outside the warehouse were unwilling to assist a demon, even if they could pass their Cool tests, so the fight was 3 on 1. For all Gideon’s powers, the accumulation of attacks will produce enough d6 rolls for damage to take him down. A failed Cool test or two was all that stopped him being hacked to the ground in a single turn.

An anti-climax. But then, it was an anti-climax to me, as GM. None of the players (much less, the characters), had any idea of just what was at stake as they disrupted the ritual. For all they knew, they simply rescued a young woman and smashed a demonic cult.

Funnily enough, our experience appears to be very similar to the ‘playtest’ of this RPGnet review. Except, at the final moment, ALL the dice all fell right for the player-characters. Which suggests to me that, for all Shadows Over Bogenhafen’s undoubted qualities, it is very often played poorly by players and GMs.

Tuesday, 1 June 2010

Unstoppable Pincushions - HP in D&D


In D&D, characters steadily amass HP at each level, which means that a fifth-level character has, on average, five times as many HP as that character had at first level. Now, it doesn’t make that much sense to imagine that a fifth-level Magic User has acquired five times the capacity to have pointy bits of metal stuck in him. Without an injury system, the idea that each ‘hit’ scored in combat is an actual stab, slice, or bash with a club breaks the coherency of the fiction pretty quickly. Characters can quickly end up imagined as Saint Sebastian crossed with a Terminator.

Criv_St Seb80
Crivelli's Saint Sebastian says, "Is that all you've got? I'm a Paladin with 80 HP!"

If the concept of HP makes any sense, it is better to understand and, more importantly, to encourage players to conceive of them as ‘Hero Points’. Rather than the number of times the character can actually get hit, think of
HP as the number of times the character can nearly get hit, can manoeuvre so as to take a glancing blow, can absorb sub-injury fatigue and bruising; the dead legs, the aching shoulders, the bruised ribs, the burning, gasping lungs, before a character takes a telling, fatal blow. Think of HP as a combination of fighting skill, experience, conditioning to the peculiar physical and psychological – e.g. dealing with stress, terror, and exhilaration – demands of combat, and perhaps most importantly luck and/or the blessings of fate. For human-sized characters at least, only a very small component of HP should be the ability to fight on with actual wounds. Because a human or demi-human ought to need only get stuck with a sword once before he dies, no matter the level, but then no ‘hero’ ought be killed by the first ‘hit’ in a role-playing game such as D&D.

Of course, the HP value of monsters need not represent exactly the same thing as it does for characters. HP is an abstract value. A Fighter’s 50 HP does not represent exactly the same thing as the 50 HP of a dragon. A dragon should be able to take many more actual sword blows than the human, in which case a greater proportion of the HP value is taken up by physical resilience, and less is derived from luck, fate, and that peculiar ability to make that last minute, but exhausting adjustments in the face of potentially lethal blows.

Narrating combat of this kind as a GM can be demanding. Draw on the choreography of the sword fights of cinema – characters arms grow heavy from constant parrying, the deflected blows of edged weapons still strike their victims, but on the flat, when weapons are locked the character with the upper hand is able to land a kick, a knee, a punch, or a headbutt, and characters scoring a 'hit' will have put their opponents in a series of awkward positions. And yes, a sub-lethal hit will sometimes be a nick or a graze. When done well this helps new players pick up on the level of abstraction found in most
RPG mechanics – I have found that it breaks the coherence of the fiction for some new players when they are faced with the idea that they can ‘hit’ for maximum ‘damage’, but their opponent is able to fight on without any injury of significance to the game mechanics.

Healing lost HP can present new narrative problems – if the physical aspect of HP are ‘sub-injury fatigue and bruising; the dead legs, the aching shoulders, the bruised ribs, the burning, gasping lungs’ etc., surely a simple rest will be enough to restore a character to full HP? Having played rugby as a front row forward – a sub-lethal level of physical confrontation – I know that this is a gross underestimation of the effects of a physical contest, even when they do not produce discrete, identifiable injuries such as sprained joints and broken bones. Sub-injury pain and fatigue can last for days. The biographies of professional rugby players talk of them having to be helped out of bed and into their clothes on the days after particularly brutal matches, and as for boxers… These are sub-lethal physical contests. Add in the psychological stress of engaging in deadly combat, and the concept of ‘using up’ luck, or the blessings of fate, and there is a good reason why it can take a character some time before they are back up to full HP after a particularly brutal fight – in game terms I allow recovery of 1 HP per Hit Dice(HD)/Level per day, with 1D3 HP per HD/Level per day if properly resting, and more if being nursed. Add in any narratively/mechanically significant injuries you might impose on the characters, perhaps when ‘hit’ within the range of their last HD, and you have a recipe for justifying why characters can’t simply bounce back to full HP after a good sleep, while at the same time maintaining that high HP characters aren’t being stuck with pointy bits of metal over and over again.