Thursday, July 16, 2015

Splitting an Adventurer's League table


The extra Prep for split:
1) Have TWO OR MORE sets of combat stats for mobs preprinted.
2) Ideally, have the same printed for NPC spells details for quick reference.

The split mechanics:
As a large group, roleplay up to the point of combat start.
Split into groups of 1) similar numbers of players, and 2) similar total level. You don't want one group with 6 players and another with 3 players. You also don't want all the 4th-level PCs in one group and the 1st-level PCs in the other.
Run the combat.
The resolution mechanics:
Award full experience and treasure to winning groups.
To groups that were not successful, award exp for monsters only they defeated, and award no treasure for that room. (Reserving DM option to override.)

The join mechanics:
Use the most successful group's result to continue the story. Those involved in achieving that result already gained the most benefit.

Prepping for a D&D Encounters session - combat


For reference, my normal prep:
1) Ideally, print area map. Consider printing 1"=5' scale if you don't have Game Times or similar. Recommendations: Dwarven Forge Dwarvenite Game Tiles from DwarvenForge.com. Fat Dragon Games paper models available at RPGNOW.com. PosterRazor available from... somewhere.

2) Create list of rooms and mobs present in each room, and quantity. This is dynamically adjusted at table.

3) Add combat specs to list of mobs. My preference is to have a list of mobs with stats at top of page, and just list the names of the mobs in each room. That provides plenty of white space to record hit point and effects as battle progresses.

The combat stats I transcribe are:
S, D, C, I, W, A, PP, Vision / Senses, AC, hps, MV, MAT, RAT, Powers / Reactions / Spells / Traits / Notes. DR / DI / CI
S=Strength, D=Dexterity, C=Consitution, I=Intelligence, W=Wisdom, A=Charisma. Only the modifier; not the score because that would be 6 columns of wasted space.
PP=passive perception.
Vision / senses: dv60 Darkvision range 60', bs60=blindsense 60', ts10=tremorsense 10', etc. Not Keen Smell which
AC, hps Armor class, hit points
MV movement rates. f30 = fly 30', s20 swim, b=burrow, c=climb, etc.
MAT Melee attack, 2x lngsd +5 1d8+3 = 2 strikes per attack action at +5 to hit doing 1d8+3 damage. Bite +8 2d8+5 & 2x claw +8 2d6+5 = claw/claw/bite.
RAT Ranged attack. Like MAT with range listed. 2x lngbw +4 150/600 1d8+3
Powers / Reactions / Spells / Traits / Notes / DR / DI / CI. DR = damage resistance DI = damage immunity CI = condition immunity. Features like Keen smell, Pack tactics, Evasion, Parry, Dragon breath, Stunning Strike. Include Rchg=recharge. Reminders or listed-out effects. For spells, listed by level on separate lines using ALT-ENTER. (0) sacred flame, acid splash, guidance. 1(4) sleep, cure wounds, burning hands. 2(3) spiritual hammer = cantrips, level 1 has 4 slots, level 2 has 3 slots. 

For spellcasters I supplement the basic spell list with a printed spell sheet from http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1180

4) Ideally, in each room note special treasure like magic items, special features like traps, secret doors, etc.
5) Ideally, list exp of each mob type. This speeds nightly calculation of exp reward.
6) Ideally, list treasure of room. Again, speeds nightly reward calc.

Sunday, June 7, 2015

5ED Druid Wildshape hit points - a fix in RAW

Upon review of RAW, I believe every table at which I have played has misinterpreted how druid wildshape hit points work. The "ah ha" is in bold below.

While you gain the hp pool of the beast form chosen, RAW does not specify that the beast starts at max hp; merely that it has a different pool. It also doesn't specify that each beast form uses a different hit point pool; merely that it is distinct from your humanoid pool.

So if you use a dire wolf form with 45hp, you don't get double that per short rest. You get 45. If that form is wounded for 33, those 33 will need to be healed.

Further, a Moon Druid (using Combat Wild Shape) can expend spell slots as bonus action to heal the beast form. We mostly ignore that because it is unimportant if your beast mode (wrongly) starts at full hp every time. However, if beast form did indeed start at full, then to heal using the fewest resources you'd just use 2 bonus actions to flip to humanoid mode, back to beast mode to start over at full. Given the way players may choose the timing of spending bonus actions, you're only "stuck" as humanoid from end-of-this-round to the beginning-of-next.

Essentially we've been treating the beast mode as temp hit points. Instead, I believe this is the way it is intended to work:
1. Your beast form has a separate hit point pool. It is not specified, but my personal take on this is you have one pool for all beast modes.
2. Damage to that hit point pool does not heal on its own. (If you try to take a long rest as a beast, a druid cannot remain in beast mode for a long rest due to automatic reversion to humanoid when you become unconscious.
3. If you try to assume a beast form with fewer hit points than damage from your pool, you go unconscious and revert to human form. (Interestingly this can leave you unable to assume beast form until someone else heals your beast form before it reverts to humanoid. That time is the time to perform 1 action or possibly a bonus action for a moon druid, which means a healer can ready an action to perform the heal, provide a healing potion, apply a healer's kit, etc.) I would permit a moon druid to expend spell slots to self-heal upon changing form, though I am not sure how a land druid could do so. I suppose I'll consider that when someone plays a land druid at my table.

Monday, January 19, 2015

Comparing 5ED DnD Races with +1 vs +2 in primary ability

I was curious about balance issues between 5ED DnD  races with +1 versus +2 in the primary ability for their class. Obviously, this type of analysis targets minmax gamers, so obtaining the highest bonus in the primary ability as quickly as possible is the main objective. Analysis shows the two type are in mathematical balance, but there is still significant advantage for a +2 race.

The math of a +2 race:
A +2 race, say an Gnome Wizard with +2 INT, starts with a 15+2=17 (+3 bonus).
At level 4 you get an ASI and take, say, Observant feat that grants you a few powers and a +1 INT; 17+1=18 (+4 bonus) 
At level 8 you take the full ASI for +2 INT and max out; 18+2= 20 (+5 bonus).

The math of a +1 race:
On the other hand, a Human Wizard with +1 INT starts with a 14+2=16 (+3 bonus).
At level 4 take a full ASI for +2 INT; 16+2=18 (+4 bonus)
At level 8 take a full ASI for +2 INT; 18+2=20 (+5 bonus)

So the difference is a +2 race has a combo feat/ASI and gain the benefits of the "extra" feat for 8 levels. 

OR, they can use it as a full ASI and add a point to another ability, say a +1 ability which maybe they used a 14 base so 14+1=15 (bonus +2), which means that first ASI at 4th level would add bonus +1 to the prime by taking it to 18 (+4 bonus) and another bonus +1 to the secondary via 15+1=16 (bonus +3). Double whammy!

ASI: Ability Score Improvement. 2 points added to one or two abilities. OR, take a feat. Some feats award 1 point to one ability in addition to other benefits.




Thursday, November 6, 2014

Wow. Just, wow.

Based on a list of geological features of Mars, I wanted to sort by proximity to Olympus Mons. The formula on this page was amazingly helpful:

 http://bluemm.blogspot.com/2007/01/excel-formula-to-calculate-distance.html

List of features sourced from Wikipedia.
Diameter of Mars sourced from Google Search.

The list:

Feature Name Type N Lat W Long Diam km Peak km Proximity to O M Side by Proximity Odds 9/33 being on Trytan Final side
Anseris Mons         9587.3592 Unknown Telthys Telthys
Euripus Mons         9587.3592 Unknown Telthys Telthys
Gonnus Mons         9587.3592 Unknown Telthys Telthys
Hellespontus Mons -45.5 317.5 681   11222.131 Telthys   Telthys
Horarum Mons         9587.3592 Unknown Telthys Telthys
Labeatis Mons         9587.3592 Unknown Telthys Telthys
Octantis Mons         9587.3592 Unknown Trytan Telthys
Peneus Mons         9587.3592 Unknown Telthys Telthys
Peraea Mons         9587.3592 Unknown Telthys Telthys
Ausonia Montes         9587.3592 Unknown Telthys Telthys
Australe Montes         9587.3592 Unknown Telthys Telthys
Centauri Montes         9587.3592 Unknown Telthys Telthys
Chalce Montes         9587.3592 Unknown Telthys Telthys
Coronae Montes         9587.3592 Unknown Telthys Telthys
Libya Montes 2.7 271.2 1229   9827.1152 Telthys   Telthys
Tanaica Montes         9587.3592 Unknown Trytan Telthys
Xanthe Montes         9587.3592 Unknown Trytan Telthys
Australis Tholus         9587.3592 Unknown Telthys Telthys
Charitum Tholus         9587.3592 Unknown Telthys Telthys
E.Mareotis Tholus         9587.3592 Unknown Telthys Telthys
Jovis Tholus         9587.3592 Unknown Trytan Telthys
Kison Tholus         9587.3592 Unknown Telthys Telthys
N.Mareotis Tholus         9587.3592 Unknown Telthys Telthys
Uranius Tholus         9587.3592 Unknown Telthys Telthys
W.Mareotis Tholus         9587.3592 Unknown Telthys Telthys
Zephyria Tholus         9587.3592 Unknown Telthys Telthys
Arsia Mons -9.4 120.5 485 16 2238.7775 Trytan   Trytan
Ascraeus Mons 11.3 104.5 462 18 2095.3028 Trytan   Trytan
Elysium Mons 25 213 432 12.5 5402.3709 Trytan   Trytan
Galaxius Mons         9587.3592 Unknown Telthys Trytan
Oceanidum Mons         9587.3592 Unknown Trytan Trytan
Olympus Mons 18.4 133.1 624 27 0 Trytan   Trytan
Pavonis Mons 0.3 112.8 375 8.7 1979.5233 Trytan   Trytan
Pindus Mons         9587.3592 Unknown Telthys Trytan
Tyrrhena Mons         9587.3592 Unknown Telthys Trytan
Charitum Montes -58.3 44.2 1412   7719.62 Trytan   Trytan
Echus Montes 6.8 78.2 203   4014.5295 Trytan   Trytan
Erebus Montes 39.9 170.5 594   2842.7235 Trytan   Trytan
Geryon Montes -8 80.7 274   4266.408 Trytan   Trytan
Hellas Montes         9587.3592 Unknown Trytan Trytan
Hibes Montes 3.9 188.9 177   4145.1886 Trytan   Trytan
Nereidum Montes -41 43.5 1677   7473.2785 Trytan   Trytan
Phlegra Montes 40.9 197.4 1310   4324.2224 Trytan   Trytan
Sisyphi Montes -69.8 346.9 198   9163.1249 Trytan   Trytan
Tartarus Montes 25.1 188.7 1011   3802.8912 Trytan   Trytan
Tharsis Montes 2.8 113.3 2105   1829.5928 Trytan   Trytan
Scandia Tholi 66 135.4 1232   3501.0046 Trytan   Trytan
Albor Tholus 19.3 209.8 165 4.5 5287.061 Trytan   Trytan
Apollinaris Tholus         9587.3592 Unknown Telthys Trytan
Ceraunius Tholus 24.2 97.2 108   2488.6119 Trytan   Trytan
Hecates Tholus 32.7 209.8 183   5091.12 Trytan   Trytan
Iaxartes Tholus         9587.3592 Unknown Trytan Trytan
Issedon Tholus         9587.3592 Unknown Telthys Trytan
Ortygia Tholus         9587.3592 Unknown Telthys Trytan
Tharsis Tholus 13.4 90.8 153   3006.6325 Trytan   Trytan