Showing posts with label AFF. Show all posts
Showing posts with label AFF. Show all posts

Monday, May 26, 2014

Holiday Themed NPCs

Originally posted to Rpggeek.

Frost the Snow Demon

SKILL 10
STAMINA 20 (varies, see below)
ATTACKS 2
Intelligence: High
Reaction: Friendly at first, then Hostile
Armor: varies with size and thickness of figure
Weapon: Any

Frost is a demon attached to an enchanted hat which will animate any figure built of snow. He likes to inflict cold, frosty doom upon anyone he can get his hands on, especially children. He's been known to bury victims in snow, or throwing them into frozen lakes, or impaling them with icicles. Anyone who tries on his hat will become obsessed with building a snowman at the first opportunity (with all the typical accouterments) and placing the hat upon it. It will not be obvious to anyone but the wisest that there's something wrong with the hat.

Frost takes double damage from heat based attacks and spells but is resistant to cold. Frost can use additional snow to repair injuries. Removing the magic hat from his head will de-animate the snowy figure.

Frost's Stamina and Armor will vary with the size of the snow creature. If Frost will inevitably melt in the spring weather, he'll pick a place where his magical hat is likely to be found by some child to be used the following year.

Santa Claus
SKILL 9
MAGIC 9
STAMINA 20
ATTACKS 4
Armor: Light Monster Armor (Heavy coat and fat belly)
Intelligence: High
Reaction: Friendly

Santa Claus can gain Stamina from any number of provisions in a day. He knows Sorcery spells. Santa Claus carries a magic sack of gifts. He will give a gift to any well behaved character. He will not give a gift to any character who has behaved badly in this or the previous game session. Such as: Killing a surrendered or defenseless creature, stealing, telling lies to cover up evil. To such persons he will give a small pouch of coal.

Santa will attempt to strike any attacker with a large chunk of coal. Anyone hit by the coal will be cursed with intense shame and take -2 Penalty to all actions. May test Luck each hour to remove the curse or wait 24 hours for the curse to be lifted.

Santa is loathe to hurt anyone and will use his knowledge of sorcery for defense, escape, and to help deliver gifts. Santa can use the spell GOB to summon a small elfish servant (rather than a goblin).

If Santa's Sack is stolen, it will contain 1d6 random items (spoons, socks,chalk and slate, wooden toys, etc), 1d6 items useful for adventurers, 1d6 magical items, and luxury gifts worth 1d6 x 100 gold pieces.

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

Sunday, January 26, 2014

NPC Encounter

I've been obsessing over "filler" encounters for some time and figured I'd start sharing them to get them off my mind. I hope you find them useful.

Wood Cutters


A logging crew working just off the road, felling trees. Roll 2d6 for their temperament. Low rolls are hostile or fearful, high rolls are especially helpful, near 7 are neutral.

The logging crews could be working for a sawmill, or felling trees for ship masts, firewood or getting logs for log houses. If undecided, roll d6:

1-2 Sawmill 3-4 Masts 5 firewood 6 building a log house

The crew consists of 6+2d6 men equipped with typical logging implements: axes, hatchets and huge two-man saws. The crew will have one or more teams of draft horses nearby to haul away the logs or will be awaiting a team to arrive to take the logs away. There also may be tents or pavilions and a pot of stew on a fire. There will be someone working a grinding wheel to sharpen implements, someone tending to the animals, someone on watch if the region is dangerous.

These men are hardy, used to working long hours and hauling heavy loads, but are not warriors. Some suggested stats: SKILL 6 STAMINA 8.


If you use minions in your campaign, then make most of them 1 hit minions.

Neutral or friendly loggers may be willing to trade food or services with the party. They may welcome a good bard or story teller in the evening in exchange for a meal and a bed.

Fearful or hostile loggers will encourage the party to move on. They may act violently if they feel threatened.

Plot hooks

The loggers may be harassed by some beast that picks off their horses or their workers.
They may be slaves to an evil baron or other power.
They may want to hire the PCs to escort the shipment of logs to their destination.

Saturday, October 12, 2013

Converting NPC races to PC characters: First Attempt

The AFF manual includes guidelines for converting any NPC to a playable race. A few days ago, I converted Orcs. I do not have the "Out Of the Pit" suppliment, so I'm doing this based on the basic entry in the AFF Manual for Orcs and my general understanding of orcs based on fantasy literature and my experience with Role Playing Games in general.

So I began with the entry for Orc. Skill 6, Stamina 5. subtract 3 points from Skill. That is the base skill for this race. Then divide the stamina by two, and add that to the base skill. This becomes a base value for the race.

So we get Skill 3 + Stamina 2 = 5. If this total is less than 8 (and it is, obviously), note the difference and add it as points in the next phase. If the total exceeds 8, then deduct the difference from the default Luck value of 8.

The next phase I determine any racial stats that apply to Orcs. You normally get 6 points to buy talents, stat bonuses, or skills. Here is where it gets tricky. Each race should have a bonus to one characteristic or another. So thats Skill, Luck, Stamina or Magic.

I picked Stamina, because Orcs are hardy. So I spend 2 points from the (6+3=9) 9 points to give +2 to to Stamina (2 points to get +1 to a characteristic, and +1 to Stamina gives 2 points).

Combat Talents cost 4 points, non-combat cost 2.

Orcs have Darkvision in OSR games, so I gave them Darkvisions here. A 2 point Talent. I have 5 points left to spend. They're divided as follows:

Any Weapon 1
Brawling 1
Strength 1
Underground Lore 1
Any Movement 1

Language skills are not included. So I gave the Orc:

Orcish 4
Common 2

The player then has 8 Characteristic points to spend on Skill, Luck, Magic and Stamina per the standard character building rules, and 12 points to customize the character's Special Skills. Lastly, pick one additional Talent at no extra charge.

I am not entirely happy with this build, because the default starting Stamina exceeds the stamina of the NPC Orc. So I must either conclude that I should put the bonus in another stat (like Luck), or that a PC adventurer will tend to have a little more Stamina than your run-of-the-mill Orc.

So my final Orc (for now):

SK 3, LK 8, ST 7, MG 0, Darkvision, Weapon 1, Brawling 1, Strength 1, Underground Lore 1, Any Movement skill 1, Orcish 4, Common 2


After finish the Orc, I picked something a little more challenging. Here is my Ogre PC.

Ogres NPCs have SKILL 8 and STAMINA 10.

Subtract 3 from SKILL (SK = 5).

Add half of Stamina (5) to SKILL to get base value (10).

10 Exceeds default LUCK of 8 by 2 points, so LUCK is reduced to 6.

The NPC Ogre gets 2 attacks per round, and +1 to damage rolls. I see no reason to deny this to a PC Ogre. So these are two combat talents. Only 6 points are allowed at this phase, so 4 points are spent on 2-attacks and 4 points are spent on +1 to damage, resulting in a balance of -2. If you're going to give the Ogre a bonus to a Characteristic, then that's another 2 points. Let's say they get 2 extra points to stamina (2 points, Resulting in a balance of -4. If you skip buying a Characteristic bonus to SK, LK, or ST, then the balance is -2. I'm going to skip the Stamina bonus.

This negative balance is deducted from the special skill points allowed for the player to customize the Ogre. So the Ogre gets 8 (or 10) points for Special Skills instead of 12.

I'll give it language skills of:
Ogreish (if it exists) 4
Common 2

Would there even be such thing as Ogreish language skill of 4? It all depends on what AFF Ogres are supposed to be like. I imagine their tongue to be crude, so even the most eloquent speakers might be a skill of 3. But I will, for now, assume a possible fluency rating of 4.

So we're left with base Ogre PC stats of:

SK 5, LK 6, STA 10, MG 0, 2 Attacks/Round, +1 Damage rolls, 8 (or 10) build points for Special Skills

The manual gives the Ogre Light Monster Armor. I don't know if this is due to tough skin or just the scraps of animal hide that it might wear for armor. Without "Out of the Pit", I can't say whether a proper ogre should have naturally tough skin and what the cost would be.

The reason I'm unsure about the cost of Light Monster Armor, is that the sample Rhinoman has medium Monster Armor because of it's Rhinoceros skin, and the cost is 4 points for that. So would Light Monster Armor also cost 4 because it's a combat Talent? Or would it cost 3, perhaps, and Heavy Monster Armor would be 5 or 6, or even 8?

The Ogres I'm familiar with aren't especially bright or talented, so going into the player build phase with only 10 points makes sense to me. There's no generic racial special skills because it was all blown on fighting talents. I don't think they need tough skin, so I'm going to assume their armor is just leather hides or scraps of metal sewn together.

After I acquire Out Of the Pit, I look forward to creating more playable races.

Saturday, September 21, 2013

AFF Armor Soak Statistics


Average Damage Soak of Armor Types


In Advanced Fighting Fantasy


This data compilation is public domain








Odds of armor
Armor Avg 1-6 Avg 1-7 soaking any dmg X/6
Leather Cuirass 0.33 0.57 2
Leather Hauberk 0.83 1.00 5
Chain Cuirass 0.83 1.14 3
Chain Hauberk 1.50 1.71 5
Breast Plate 1.00 1.43 3
Plate Armor 2.00 2.29 6




Monster Light 0.50 0.71 3
Monster Med 1.00 1.29 4
Monster Hvy 1.83 2.14 5




Sm Shield Special: +1 to total soak
2
Lg Shield Special: +1 to total soak
3
















Dodge 1 0.17 0.43 1
Dodge 2 0.33 0.57 2
Dodge 3 0.67 1.00 3
Dodge 4 1.00 1.29 4
Dodge 5 1.50 1.86 5
Dodge 6 2.00 2.43 5

AFF Weapon Damage Statistics


AFF Weapon Statistics



This Compilation of Data is public domain







Weapon Avg Dmg 1-6 Avg Dmg 7+ Most Weapon Notes



Common
Great Sword 3.50 3.86 3,4 2h
Battle Axe 3.33 3.57 3 2h
Pole Arm 3.17 3.43 3 2h
Crossbow 3.00 3.29 2,3,4 2h missile
Long Bow 3.00 3.29 3 2h missile
Javelin 3.00 3.29 3 missile
Lance 3.00 3.29 3,4
Sword 3.00 3.29 3
Spear 2.83 3.14 3
Mace 2.83 3.00 3
War Hammer 2.83 3.00 3
Morning Star 2.67 3.00 2,4 -2 Attack total
Hand Axe 2.50 2.71 2,3
Quarter Staff 2.50 2.71 3 2h
Short Bow 2.33 2.57 3 2h missile
Short Sword 2.33 2.57 3
Club 2.17 2.43 2
Sling 1.83 2.14 2 missile
Dagger 1.67 1.86 2
Throwing Dagger 1.50 1.71 1,2 missile





Improvised 1.50 1.71 1,2
Unarmed Human 1.17 1.43 1
Unarmed Large 2.50 2.86 2
Bite/Claw Small 2.67 2.86 3
Bite/Class Med 3.17 3.43 3
Bite/Claw Large 4.17 4.57 3,4

Saturday, September 7, 2013

Review of Advanced Fighting Fantasy The Role Playing Game


Bibliography
I'll cite pages and quote passages in part of review.  This review is for the 2011 edition of the game: "Advanced Fighting Fantasy The Role Playing Game.  Copyright 2011 Steve Jackson and Ian Livingstone."

I acquired a copy of Advanced Fighting Fantasy last week and have been soaking up the manual as best as I can.  My purpose in buying it was hopefully to expand the Fighting Fantasy game I'm playing with my wife with a skill and magic system that's easy to handle.  Also, I'd like to convert my current Dungeon World game to Fighting Fantasy as I prefer the FF system.

This game system expands on the basic features of Fighting Fantasy by adding a skill based character build, as well as more detailed combat rules, three magic systems, a small beastiary and campaign setting, and a GM guide.

To summarize Fighting Fantasy for the uninitiated, I suggest this review here: http://rpggeek.com/thread/579545/the-3-characteristic-introductory-rpg

BUILDING CHARACTERS

There characters have the basic stats of Skill, Luck, Stamina and Magic.  Instead of rolling 6+d6 for Skill and Luck and 2d6+6 for Stamina (as in the original FF), you get a base character of 4 Skill, 8 Stamina, 8 Luck, 0 Magic.  You get 8 points to allocate to these stats.  There are limits.  For example, you can only allocate 3 to skill and luck, 7 to magic, 4 to Stamina (giving 2 times the points given in Stamina).  If you want higher powered characters you can give more points for the characters.

Characters then get points to allocate to special skills, and pick a talent.

Special skills are just specializations that add to your base Skill when you attempt that task.  So if you put a point into Lock Picking, you add 1 to your Skill before doing a Skill test.  There are special skills that cover a wide variety of adventuring skills such as weapons, armor, climbing, swimming, thief skills, magical skills, knowledge skills, etc.  So specializing in something lets you become an expert in minimal time, while increasing the base Skill score makes you better at everything, just at a slower pace.  Characters with a higher Magic than Skill can do all knowledge tests with their Magic score.

Your character gets to pick one Talent as well that helps distinguish him.  He might be able to cast low level spells with ease, befriend animals, shoot a bow with extra accuracy, heal more quickly, etc.  Elves and Dwarfs also get Dark Vision in addition to anything else picked for the character.

COMBAT

The combat system uses the same method as FF, adding your skill plus 2d6 and the highest total wins.  You also add any special skill in the weapon you're using.  So if you wield a club with club skill 2, then you add 2 to your combat total.

The weapons also do variable damage, and armor soaks damage at a variable rate as well.

The weapon damage is interesting because it's not just a die roll (d4, d6, d8, etc) for damage total, but rather each weapon has a small chart for a D6 roll that indicates the damage done and this data has a space on the character sheets.  A dagger will do 1 to 2 points of damage, and occasionally 3.  Whereas a Great Sword will do 2 to 5 points of damage, and occasionally 6.  AFF is not a high damage system.  Most weapons average 2 to 3 points of damage, so it's more important to have the highest Skill + modifiers + 2d6 than to do a lot of damage.

For armor, a Cuirass (basically a shirt of Leather, Chain or Plate) will soak damage 50% of the time.  A leather or chain hauberk will soak damage 5/6 of the time and full plate armor will always soak some damage.  The best defense is to have the higher combat total.

There's plenty of situation modifiers for battles.  Fighting in darkness, up stairs, down stairs, swimming, larger than opponent, smaller than opponent  ganging up on a single target, attacking from behind, etc.  The list was intimidating for me at first.  Then I realized that combat Skill totals are important, so it's good to give the players as many options as possible to fight tactically.

A nice part of the battle system is you can throw 3 dice, and the third die will either give you the damage done if you won the round, or the armor soak if you lost the round.  All you need to do is color the third die or otherwise indicate it as different.

The magic systems are Wizardry, Sorcery, Priest, and Minor magic.  Wizardry and Sorcery spells are cast via a 2d6 roll under check, just as with Skill or Luck.  The target number is Magic + Wizardry or Magic + Sorcery.   The Wizardry is powered by spell points derived from your Magic Skill plus your Wizardry special skill.  Magic points are restored with a night's rest.  Sorcery is very similar to the Sorcery! series of books and the "Sorcery! Spell book", and is powered by Stamina rather than magic points.  Many of the spells require components to function.  So there's a spell to listen to an unknown language, but requires that the caster wear a green wig, whereas a spell to make a target dance requires a bamboo flute.

The priest spells come from a deity and each priest gets only 4.  There's a common pool of priest spells that many deities share, and there's a special spell for each deity.  For example, Telak the God of Courage and Combat gives a spell to let the priest boost his Skill and Damage for one encounter.  Each spell can be used once a day, and a single spell can be used twice a day for the cost of a Luck point.  While most deities give a healing spell, the limit to once or twice a day makes the Priest less of a medic than in other RPGs.  The priest also has one final spell called "Salvation" that he can cast once in his lifetime to rescue himself and his party from danger.  The nature of the rescue narrated by the GM.

The priest need not roll to cast his spells, they happen automatically.  The intensity of a spell, such as the amount of Stamina restored by Heal, or the number of meals made by Create Food, is determined by the Magic skill + Priest magic special skill.

Lastly there's Minor Magic, which are known as cantrips.  They are very basic spells that perform simple utility such as drying a soaked object, making somebody drunk, freshening food, minor illusions, causing mischief, etc.  The spells are powered by magic points, and only if the spell fails.  It's not clear to me whether priests and sorcerers are allowed to take this skill as they don't use magic points for their spells.  Perhaps the sorcerer could power cantrips with stamina and the Priest gets them as daily freebies like his other spells.

WORLD SYSTEM

The campaign setting is the world of Titan and the book gives a map of the world plus descriptions of the cultures and peoples of the various regions and cities.  There's small a bestiary of common monsters.  If you want more you can get the Out of the Pit supplement  import beasts from other game systems, or create your own.  There are even guidelines to walk you through creature creation.

GM Guide

There's a chapter devoted to creating new adventures with advice on plot hooks and adventure settings.

There's also nice random dungeon generator for creating quick adventures on the fly or even long adventures.  Toss a number of dice onto the table for the number of rooms.  The landing places of the dice give clues to where the rooms go, and the number on the die indicate how many exits.  Then you draw the map, stock it with monsters, traps and treasure, and you're ready to go.  You can theme the dungeon or just make it eclectic like The Wishing Well adventure.  The generator is not exhaustive, but you can easily modify it to suit your needs.  The same concept can be applied to above ground adventures, generating cities with different districts, rooms in a castle, etc.  I'm psyched about this because I personally love old school dungeon crawls and it's nice to have a tool to get things rolling when my creative juices aren't flowing.

PROOF READING

My one complaint is some proof reading errors that confused me.  I struggle with proof reading (my own recent Dungeon World session had a few errors), so I'm not being condescending.  Three examples:  A sample boss monster character sheet has skill of 31 in Leadership (Page 121).  Later in the text it's actually described it as 3, not 31.

The sample character Manath the Rogue (P.21) has a dagger skill and a brawling skill, but there is no dagger skill in the list of combat skills.  Rather, there is a brawling skill that is for fist fighting as well as small weapons, including daggers.  Does the rogue apply both when using the dagger?  Was there even supposed to be a dagger skill?

The last example involves the use of luck in combat.  The text mentions a first and second method, and then refers to a third but not describing it:  The first option is to reduce the damage done by the enemy with a Luck test.  If successful, the enemy does minimum damage.  "...Secondly, LUCK can also be used to increase the damage caused by a successful attack.  This option may not be chosen if LUCK was used to win the combat round." (Page 59) The rules for using Luck to win the combat round were either accidentally omitted, or maybe the author meant to delete them but failed to delete all references to that method.  I'm going to guess that the player can test Luck to win a round of combat.  Faced with a Skill 18 Earth Elemental, I'd say burning your Luck to hurt the thing is a fair trade.  If your luck runs out it'll smash you to pudding.

All in all I look forward to giving Advanced Fighting Fantasy a try.  It's a good all-in-one fantasy role playing game with simple rules, a fantasy world ready to run, and a decent GM guide to creating adventures.  If you like to create custom characters, or if you were a fan of the Fighting Fantasy game books, then this game or the original Fighting Fantasy are for you.

I shall attempt to convert the basic Dungeon World classes to this system.  I'll post a message at a later date with the results of that experiment.