Sunday, February 16, 2014

Review of Out of the Pit

I just received a copy of Out Of the Pit (1985 edition) from a UK books distributor. Its a delightful 128 page bestiary of Fighting Fantasy creatures with stats, descriptions and lovely black and white illustrations for each creature. There's maps of Allansia and Kakhabad. And there are a few full color fantasy illustrations in the middle of the book. There are random encounter tables, and there's a simple treasure generation table near the back of the book which may be sufficient in a pinch, but I suggest creating your own.

Statistics in Fighting Fantasy are quite simple: Skill and Stamina are the primary values. Also listed are the habitat they're typically found, the number encountered, Type (undead, humanoid, animal, other), Reaction (ranging from friendly to hostile) and Intelligence (high, average, low, none). All these are guidelines and the GM is encouraged to vary the statistics as needed.

What truly gives substance to the creatures are the descriptions of the creatures' various habits, abilities and tactics. When GMing a campaign, as opposed to playing a game book, the encounters need to be dynamic or they'll be a boring slugfest, and this book delivers on that need. Little creatures like Grannits (SK 4 ST 3) that one might easily crush in simple combat become menacing because their hides are indistinguishable (that word exactly) from the rocks in their environment and get a free first hit when they choose to attack. Imaging getting bit, falling back and landing in more that crawl all over you. Nip nip nip, the wizard panics and throws a fireball, blasting everyone. The goblin in the party dines on roasted Grannit.

The creatures are written for Fighting Fantasy: The Introductory Role Playing Game. As such, creature abilities are narrative (such as the aforementioned Grannit), involve tests of Luck or Skill by the Player Characters, or are an odds in 6 chance of succeeding. For example, Black Elves will hit with their bows 4/6 of the time, a test of Luck is required to dodge Gold Dragon breath, and a bite by a Cockatrice calls for a 2d6 roll on a table for the fate of the victim (Death, partial paralysis and skill loss, or nothing).

Not all the rules for different creatures can be readily plugged into your current FF or AFF campaign. For example, an Iron-Eater, a blob that drops from the ceiling and eats your metal armor, will causes a 1 Skill point loss for each item eaten. If you assume the players are equipped with armor from the beginning, then this diminished combat Skill may make sense. However if you don't have armor function as a boost to combat Skill, then you need to remember to rule a different consequence for the loss of a piece of armor.

This book is an excellent source of creatures for your FF or AFF campaign or to be adapted to use in any other game system. I recommend picking up a copy if you're a FF enthusiast or want a bestiary for your game system.

Wednesday, February 5, 2014

More Rules Revisions and Simplifying Battle

I've finished my tinkering with the AFF combat system.  Here's what I'm going with at my next game:

All 1 handed weapons do 2 damage.  Two-handed heavy weapons do 4.   If non-weapons are used as weapons, I'll improvise their damage as needed.  Monster attacks, if they're basic FF monsters from the old version of Out of the Pit, will do the damage described.  
Armor has a per-encounter damage soak.  Light armor soaks 2, Medium soaks 4, Heavy soaks 6.

A shield will soak 2 per encounter.  This is when the shield is used passively.  If the character decides to take a purely defensive action, it will give a bonus to the contested die roll.  Not sure about other gear like helms, gauntlets, etc.

Armor skill will be similar to AFF.  Leather needs 1, Chain 2, Plate 3 (maybe 4).  Any deficiency in Armor Skill will penalize actions taken while wearing it.

For extended encounters, I will "reset" armor from time to time so they can take more hits. 

Players can burn their Luck without rolling to boost damage or die rolls. 

I'm still torn about character generation.  If they want to port their characters from Dungeon World, then that's ready to go.   

If they want new characters, I'm not sure whether to use the die roll system near the back of the AFF2 book:  Start with: SK 3 ST 3 LK 5 MG 0 and roll 4 dice, adding one die to any stat, and up to 2 dice to Stamina.  

Or do I use the old system from AFF1: D6+6 for SK and LK, 2D6+12 for Stamina.  If I use the old system, then Special Skill points will be given inversely to the quality of the Skill stat.  ((12 - SKILL) * 2)  + 6.  And then for each Special Skill you put into Magic, it deducts one point from base Skill.  Your total Magic Stat then is SKILL + Magic Special Skill.  

I don't like making hugely powerful characters at level 1.  12 Skill in the FF books was fine, because the vast majority of the time it was combat skill.  A 12 Skill now means you're a superhero.  If you're a superhero, why are you adventuring?



Tuesday, February 4, 2014

Encounter: Swamp Witch

The Swamp Witch

In a hot, thick, foggy swamp resides this witch to whom the local swamp dwellers come for favors, medicinal aid, to get their fortunes told.  Moss grows on all sides of the exterior of her shack, and from the eaves hangs two hornet's nests with insects busily buzzing around.

Inside of this shack is the usual assortment of witch's equipment.  Through the smoke from the fireplace  or incense one can see flasks of potions and powders, a few books on a shelf, assorted dried ingredients for spells.

The witch will cast one of many beneficial spells or cantrips, or produce potions, for a price. Perhaps she needs the party to fetch some spell components from a dangerous area, such blood-flowers that grow in a cemetery haunted by ghouls and zombies or even worse things.  

Anyone attacking the witch will be set upon by the hornets in the two nests outside.  The hornets will cause 1 stamina damage per round and put the offender at -2 to all actions until he escapes.  The witch will use her spells to help her escape, as she is not a strong fighter.

The Swamp Witch Stats

SKILL 5   STAMINA 14   MAGIC 10  MP 20

Suggested Spells

Cantrips: Attraction, Burn, Cool, Dry, Enhance, Inebriate, Instil, Mistake, Repulsion
Wizardry Spells: Befuddle, Flash!, Thunder, Weakness, Fog, Find, Weather Control