Wednesday, May 20, 2020

Random Regnal Nickname Table

So there's this super useful random reign length table I've used many times to populate my setting's history, but every time I use it I find myself ad-hoc-ing anew... well, the contents of this post. A list of monarchs is dullsville if they don't have any nicknames! So, culled from real life and Crusader Kings II, I give you: a table of random regnal nicknames.

1-209 [not notable enough to have a nickname]
210-211 [pick a color]-Beard
212 Blood[weapon]
213-214 Crooked/Fork/Twisted-Beard
215 Do-Nothing
216 First-Crowned
217 Flatnose
218-219 From Overseas
220 Half-Hand
221 Iron Hand
222-224 Lackland
225-226 Longhair
227 Moneybags
228 New-Day
229 of a Thousand Faces 
230 of Good Memory
231-234 of Noble [parent]
235 of the Empty Pockets 
236 of the Wilds
237 One-Eye 
238 One-Hand 
239 One-Leg 
240 Peg Leg 
241-242 Priest-Hater
243 Roundhead
244 Stern Counsel
245 the [compass direction] Wind
246-248 the [conquered culture, as a victory title]
249-253 the [cultural weapon]
254-263 the [culture of origin]
264 the [culture]-Marauder
265-266 the [culture or religion]-slayer
267 the [fruit or vegetable]
268-270 the [mother/father]
271-280 the [pick a color]
281-288 the [pick a metal]
289-293 the [pick a mythological beast]
294-303 the [pick a real beast]
304-313 the [priest]
314-323 the [religion]
324-325 the [religious weapon] of [deity]
326-328 the Able
329 the Abomination 
330 the Absolutist
331-334 the Accursed
335 the Adopted
336-337 the Affable
338 the Aggressor
339 the Alchemist 
340 the Allower
341 the Ambitious
342 the Ancient
343 the Apostate
344-345 the Apostle
346 the Armorsmith
347 the Artist
348 the Astrologer
349 the August
350-351 the Avenger
352-355 the Bad
356-359 the Bald
360 the Bane of [location]
361-365 the Bastard
366 the Battler
367 the Beanstalk 
368 the Bearded
369 the Beautiful
370 the Beguiling 
371 the Beheader 
372 the Beloved
373-374 the Benefactor
375 the Betrayer 
376-377 the Bewitched
378-382 the Blessed
383-390 the Blind
391 the Bloodthirsty
392-393 the Bloody
394-398 the Bold
399-400 the Boneless
401 the Bookish
402 the Brash
403-408 the Brave
409 the Brilliant
410 the Brute 
411-412 the Builder
413 the Burden 
414 the Candid
415 the Capable
416-417 the Careless
418 the Caulker
419 the Ceremonious
420-424 the Chaste
425 the Chief
426-431 the Child
432 the Cleansing Flame 
433 the Clerk
434 the Clubfoot
435 the Clueless 
436 the Clumsy 
437-438 the Confessor
439-446 the Conqueror
447 the Constant
448 the Courteous
449 the Crosseyed
450-459 the Crowned
460-465 the Cruel
466-469 the Crusader
470 the Curly
471 the Cyclops 
472 the Damned
473 the Debonaire
474 the Decadent 
475 the Deed-Doer
476 the Defender 
477 the Depraved 
478-480 the Desired
481 the Despoiler 
482 the Destroyer 
483 the Determined
484-488 the Devil
489 the Diplomat
490-493 the Drunkard
494 the Dung-Named
495 the Edifier
496 the Educator 
497 the Effeminate 
498-501 the Elder
502 the Elegant
503 the Eloquent
504 the Enlightened
505 the Evil 
506 the Executioner
507-508 the Exile
509 the Faceless 
510-519 the Fair
520-521 the Farmer
522-528 the Fat
529-530 the Fearless
531 the Festive 
532 the Fighter
533 the Flayer 
534-536 the Fortunate
537-538 the Fowler
539 the Frail 
540-542 the Fratricide
543-545 the Generous
546-549 the Gentle
550 the Giant 
551-554 the Glorious
555 the God-Given
556 the God-Like
557 the God-Loving
558 the Goldsmith 
559-568 the Good
569 the Gouty 
570 the Gracious 
571-585 the Great
586 the Guardian 
587 the Hairy
588-592 the Handsome
593 the Hardy
594 the Headless 
595 the Heathen 
596 the Hideous 
597 the Hollow 
598-601 the Holy
602 the Hopeful
603 the Humane
604-606 the Hunchback
607 the Hunger
608-610 the Hunter
611 the Ill-Ruler 
612-613 the Ill-Tempered
614-617 the Illustrious
618-619 the Impaler
620 the Impotent
621 the Inconstant
622 the Independent
623 the Indolent
624 the Inexorable
625 the Inquisitor 
626 the Invincible
627 the Jolly 
628 the Jovial 
629-634 the Just
635-638 the Kind
639-641 the Lame
642-643 the Last
644-646 the Lawgiver
647 the Law-Mender
648 the Lazy
649 the Learned
650 the Lecher 
651 the Legendary 
652 the Leper 
653 the Lewd 
654-656 the Liberal
657-659 the Liberator
660 the Lisp and Lame
661-662 the Loyal 
663 the Lucky 
664-668 the Mad
669-677 the Magnanimous
678-682 the Magnificent
683 the Maid 
684-685 the Maiden
686 the Manifest
687-690 the Martyr
691 the Memorable
692-693 the Merry
694 the Middle
695 the Mighty
696 the Mild
697 the Missionary 
698 the Monster 
699 the Moon
700 the Mouth
701 the Mule 
702 the Mutilator 
703 the Navigator
704 the Nimble
705-707 the Noble
708 the Oath-Taker
709-718 the Old
719-723 the One-Eyed
724 the Oppressed
725 the Oppressor 
726 the Orphan
727 the Outlaw
728 the Pacific
729 the Pale
730-733 the Peaceful
734-735 the Peacemaker
736 the Perfect
737 the Persevering 
738 the Pest 
739 the Philosopher
740-742 the Pilgrim
743-747 the Pious
748 the Plaguebearer 
749 the Popular
750-752 the Posthumous
753 the Powerful
754 the Precious
755 the Princeling
756 the Prodigy 
757-759 the Proud
760-761 the Prudent
762 the Purifier 
763-765 the Quarreller
766 the Quiet
767-768 the Rash
769 the Reaver
770 the Redeemer
771 the Reformer
772 the Repulsive 
773 the Resilient 
774-778 the Restorer
779-781 the Righteous
782 the Rightly Guided
783 the Ruthless 
784 the Sacrificer
785 the Sailor
786-792 the Saint
793-797 the Savior
798 the Scholar 
799 the Scourge of  
800 the Sea-Devil 
801 the Seducer 
802 the Seer
803 the Servant
804 the Shadow 
805 the Sheriff/Constable
806 the Shieldmaiden 
807-808 the Short
809 the Shrewd 
810-812 the Silent
813-816 the Simple
817 the Singer
818 the Sluggard
819-822 the Soldier
823 the Son of [deity]
824 the Sorcerer
825 the Spirited
826-827 the Stammerer
828 the Star
829 the Stout
830 the Strange 
831 the Stranger 
832-834 the Strict
835-841 the Strong
842 the Sun
843 the Survivor 
844 the Swift
845-848 the Tall
849 the Tattooed Monk 
850 the Taxer
851 the Temptress 
852 the Tenacious 
853-857 the Terrible
858 the Terror of [location]
859 the Theologian
860-861 the Thunderbolt
862 the Timely Rain 
863 the Tiny
864 the Tormentor 
865 the Tough
866 the Trader 
867 the Treacherous
868 the Trembling
869 the Tremulous
870-873 the Troubadour
874-875 the Tyrant
876 the Unavoidable
877 the Unchaste 
878 the Undying 
879 the Unfaithful 
880 the Unique
881-883 the Unlucky
884-885 the Unready
886 the Unrestrained 
887-888 the Usurper
889 the Vain
890-893 the Valiant
894 the Valkyrie 
895 the Vengeful 
896-900 the Victorious
901 the Virgin
902-908 the Warlike
909 the Warrior
910-911 the Weak
912 the Wealthy 
913 the Weaponsmith
914-915 the Well-Beloved
916 the Whirlwind 
917 the Whisperer 
918-921 the Wicked
922 the Wily 
923-929 the Wise
930 the Witch 
931 the Witch Hunter 
932 the Wizard 
933 the World Burner 
934 the Wrymouth
935-938 the Young
939-942 the Younger
943 Wartooth 
944-945 Who Fights Alone
946-970 [roll again, appending "king"/"prince"/specific whatever]
971-980 [roll again, appending "little"]
981-990 [roll again, appending "most"]
991-1000 [roll again, appending "son/daughter of"]

Friday, July 26, 2019

Asya, Goddess of Disgust

Asya is the goddess of everything a reasonable person might find disgusting, formerly a major pantheon member. She is represented as a horrible, corpulent, festeringly tumescent humanoid woman.

Pretty much any bodily fluid or excreta, disease, incest, corpses, maggots, tumors, cannibalism, and mayonnaise are holy to Asya.


In the last century before the Inundation, a nation of plaguelords following Asya arose, but it transpired that lack of personal hygiene, incest, unburied corpses, defecating in the streets, and so on is not, in fact, a social plan with much longevity, and the plaguelord nation collapsed. Soon after, running short on worshippers, Asya found herself demoted from the primary pantheon in the tremendous shakeup following the Inundation and Quasxthe's ascension.

Asya is Chaotic Evil. She lives on the Deathly Plane of Shadow.

Her favored weapon is the bastard sword.

Her holy symbol is an open, infected wound -- usually a literal one the cleric carves open daily with a dirty knife, not a mere facsimile of wood or silver.

Her priests usually wear minimal clothing.

Her holy text is a collection of books with such names as the Book of Pus, the Book of Vomit, the Book of Bile, the Book of Incest, and so on. It is agreed that there are thirteen canonical books, but various priests consider different books canonical or apocryphal.

Her domains include: (3.5) chaos, death, decay, evil, gluttony, lust, pestilence, and slime; (PF) chaos, death, evil (including cannibalism, corruption, or plague), vermin, plant (decay subdomain only), charm (lust subdomain only), animal (insect subdomain only).

Tuesday, July 2, 2019

What To Ask About Your Game's PCs

So there are about a million lists like this floating around, some long, some short, of questions for your players to answer about their characters to generate a backstory or deepen their character or give you hooks to plot upon or whatever. Here's my contribution.

I recently asked my players to, for a new campaign I'm running, give me the answers to any three of these questions:

  • a goal, something your character wants or something you want for your character
  • something your character hates or fears
  • an NPC your character knows positively (a childhood friend, a romantic interest, etc)
  • an NPC your character knows negatively (an enemy, a rival, etc)
  • a secret your character knows, or one about your character that they do not know
  • something your character regrets
  • your character's zodiac sign (for my campaign, that's "what Wanderer was in prominence in what Constellation when your character was born?" -- you can use your own setting's zodiac-equivalent if you've made one, or one or more real-world ones, or whatever)
  • a virtue or vice your character prizes, partakes of, or strongly disapproves of
  • what motivation your character has for joining the campaign
  • some connection/bond your character has with another character in the party

I only asked the party to do any three, but then I did all of them for a major NPC by way of demonstration. Example:

  • Tess Corm's main goal is to make the colony into a powerful nation. A stretch goal involves conquering and subjugating Shell.
  • Tess has grown to hate the whole corrupt oligarchic establishment of Shell, a place she has not been since she was 10.
  • Tess's closest advisor is a human named Tristram Groxer, who has been a good friend and retainer of her father's.
  • Tess's nemesis is Bob Varakas, Serene Doge of Shell, who ruined her father.
  • Tess has taken out many debts, mostly monetary, in the service of financing this expedition. One dark secret, known by few but suspected by more, involves the exact natures of some of her creditors.
  • Tess's first true love went awry when her drive and ambition got in the way. She regrets this, but not enough to actually tone it down with the drive and ambition or anything.
  • When Tess was born, red Othag (which represents change) was in the Fist (which represents taking what you want by force).
  • Tess approves of industry, diligence, envy, and pride. She disapproves of sloth.
  • Tess set up this expedition as her ambition is to rule a great nation.
  • Employment is the connection Tess has with the rest of the party. She hired them. (This one wound up being a bit of a cop-out.)

Sunday, November 12, 2017

BY CROM

So the Iron Heart Surge maneuver (Tome of Battle) has many known problems. Among them:

  • It doesn't limit what Conditions it can end, leading to preposterousness like ending the Dead condition, or only-slightly-less-preposterous ending Ability Damage or Drain.
  • When it ends a spell or effect, it ends it entirely, not just on the initiator. Drow uses IHS to BY CROM away the blinding effect of the sun? No more sun.
  • It takes a standard action to initiate, meaning that most of the most devastating Conditions in the game (Stunned, Paralyzed, Nauseated, etc) are not susceptible to being IHSed away.
Any IHS fix needs to address at least the first two problems. The third is a misfortune (and perhaps unintended) but not outright dysfunctional, so an IHS fix doesn't need to address it, but it's nice if it does.

So here's my proposed fix:

---


Iron Heart Surge
Iron Heart
Level: Warblade 3
Prerequisite: One Iron Heart maneuver
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: See text

By drawing on your mental strength and physical fortitude, you break free of a debilitating state that might otherwise defeat you.

Your fighting spirit, dedication, and training allow you to overcome almost anything to defeat your enemies. When you use this maneuver, select one of the following effects currently affecting you. That effect ends immediately.
  • Blinded
  • Confused
  • Dazzled
  • Deafened
  • Entangled
  • Shaken
  • Sickened
  • Ability or HP Bleed (does not restore lost ability score or hit points, but does stop further loss)
  • Poisoned (does not remove the effects of poison you've already taken, but does prevent the poison's secondary effect)
  • Any spell, power, spell-like ability, maneuver, or other effect with a listed duration other than Instantaneous
When you use this maneuver, the effect ends on you. It does not end at its source; other characters may still be affected.

While this maneuver can end most charms and compulsions, your character (depending on the exact nature of the effect) may not realize they are affected by such an effect, or may not be able to act against the will of the caster of the compulsion by initiating this maneuver.

When you initiate this maneuver, you also surge with confidence and vengeance against your enemies, gaining a +2 morale bonus on attack rolls until the end of your next turn.

If your initiator level is at least 10, you may initiate this maneuver on your turn even if a condition or effect currently renders you otherwise unable to take Standard actions. The effects you can end at this level include the above, and:
  • Frightened, Cowering, or Panicked
  • Dazed
  • Fascinated
  • Nauseated
  • Paralyzed (unless paralyzed because of Ability Damage or Drain)
  • Petrified
  • Stunned
  • Turned or Rebuked

Thursday, October 12, 2017

On Stacking Metabreath Feats

Ok, so, it is generally accepted (and possibly even RAW-correct) that you can stack metabreath feats (Draconomicon) with themselves on a single breath attack. For example, you can use Enlarge Breath twice to turn a 50-foot cone into a 100-foot cone in exchange for increasing the recharge time by +2 instead of +1.

Do you see the problem yet?

Consider that there is nothing preventing you from stacking Enlarge Breath on your breath weapon a billion times, and therefore blowing up most of the world (or all of it, depending on the world shape involved and your location on it -- if all else fails, you can throw on a couple uses of Split Breath and breathe in four directions simultaneously), at the low cost of never being able to use your breath weapon again.

That is, to say the least, a little silly.

The obvious solution is to say no, you can't stack metabreath feats with themselves after all. (This is probably the real intended solution, considering metamagic feats stopped being stackable with themselves in the 3.0-3.5 changeover, so metabreath feats should have, too.)

Or you can say you can, but you can only do it up to 3 times or 5 times or your Constitution modifier times or whatever.

But today I had a better idea: You can take metabreath feats more than once, and you can stack them with themselves as many times as you've taken them.

This is better because soft caps are always better than hard caps.

Wednesday, August 2, 2017

The Four Mary Sue Races

The Drow. Drizzt Do'Urden. Synonymous with Mary Sue.

But "Mary Sue" isn't actually quite exactly what I'm talking about, despite the title of this post.

I want to throw in the word "edgelord", but that only has aspects of what I'm talking about.

But between "Mary Sue" and "edgelord", we're about 78% of the way there, so maybe you'll be able to figure out what I mean.

The four races are Drow, Tiefling, Dragonborn, and Warforged.

I suppose "edgelord" applies mostly to Drow and Tiefling. But all four are... if you want to play a character for whom their race is the primary focus, you play one of these? (Or maybe a Half-Orc or a Dwarf, I guess.)

Newbies and noobs like to play these races and tell inferior stories with them -- but that's not right, that comes off as much more judgemental than I'm actually inclined to be here.

(I'm talking as someone who's currently playing one Drow and one Warforged, and not long ago played a Tiefling, so I'm not actually inclined to be very judgey at all here. Although the Tiefling-ness of Dr. Blelyj was secondary, Keyla the Paladin of Bahamut keeps being annoyed and infuriated when people keep bringing up her Drow-ness, and Tanner's Knife is attempting to craft himself into a more perfect organic meatbag through Fleshwarper levels, so the race isn't the primary focus of any of these characters like it is for the kind of characters I'm almost-but-not-quite-criticizing.)

"Fan favorite" may be a word to throw around in this context, too.

The point I'm gradually angling towards is this: in 3.5, none of these races were Player's Handbook races. Two (Tiefling and Drow) were Monster Manual, two were other splatbooks. Two came saddled with level adjustment (unless you consult yet more splatbooks for Lesser Planetouched and I think there was some sort of Lesser Drow variant floating around at one point).

In Pathfinder, Dragonborn and Warforged were not available for non-SRD reasons, and Tiefling and Drow were eventually made slightly more playable by virtue of being a bit more race points rather than having LA.

In 4e, Dragonborn and Tiefling were Player's Handbook, Warforged and Drow were Monster Manual. (These choices bumped previous PHb classics like Gnomes to later PHbs -- somebody in development said "which is more central to D&D, Dragonborn/Tiefling or Gnome?" and was answered "Dragonborn/Tiefling".)

In 5e, three were Player's Handbook and the last (Warforged) was recently Unearthed Arcana'd. At long last you can play a Drizzt clone right out of the box without pulling from any books other than PHb.

The point I'm making is this: Over the course of 3.5 to 5e, the design philosophy has shifted. Put deprecatingly, we're shifting towards being more fanservicey; put less deprecatingly, we're shifting towards letting players play what they want without restriction.

(Or it could just be that nobody publishing 3.5 yet realized just how popular these four races would eventually become. Although Drizzt first appeared in 1988 -- early 2e -- so there should have been some clue there.)

I'm not really making any deep point here, just pointing in the general direction of a vague observation.

Monday, July 10, 2017

Loot as Balance Solution

So it's well-known (by me) that 3.5e's biggest flaw is balance between classes. (This flaw is slightly lessened but not really entirely fixed by Pathfinder.) Monks are crap, druids are boss. It is known.

In my opinion, the best way to fix this is to go well beyond standard wealth by level guidelines.

You can just spam extra gold and it'll ameliorate the problem, because a fighter is more improved by doubling his WBL than a druid is.

But there's an even better way, and that's to drop extra loot tailored to the party. Specifically, loot that the underperforming characters can use and characters performing adequately can't.

Is the party's monk underperforming? (Yes of course he is, don't be silly.) Give the next encounter a Monk's Belt and a Necklace of Natural Attacks.

Warlock? Chasuble of Fell Power (Magic Item Compendium). MIC has a lot of these items, tailored to specific classes in this way. Vest that gives the rogue more sneak attack, boots that give the scout more skirmish, etc.

Got a fighter that's getting outperformed by a warblade? Give a Holy/Unholy/Anarchic/Axiomatic weapon opposed to the warblade's alignment. Or the Crown of White Ravens and its brethren from Tome of Battle (this is useful to a warblade, so you'll need to encourage the warblade to give it up to the fighter), which serves as an introduction to ToB and might encourage the fighter to multiclass to an initiator class (which, unlike multiclassing into a spellcaster and being forever behind, is a favorable choice, because your initiator level is half your non-initiator-class levels plus your level in initiator classes, and which maneuvers/stances you can pick depends only on your initiator level, so a fighter 4/warblade 1 has an IL of 3 instead of 1 and can pick 2nd-level maneuvers right off the bat).

Even a wizard or an archivist can underperform through being played by an unsavvy player, so you can drop scrolls of better spells for them to copy into their spellbooks to subtly encourage their use. E.g., archivist wasting all his time healing? Drop him some divine scrolls of entangle and hold person and stuff. Alternately, and this works for pretty much any caster, drop a wand of something useful that's on the underperforming caster's class list.

Tuesday, June 20, 2017

Rust Monster Ecology

So it's a long-known problem that rust monsters, which eat metal, are difficult to justify in an ecosystem containing, say, locks, iron doors, and so on.

Lore Sjöberg: Speaks With Monsters
Possible partial solution: rust monsters don't actually eat rusted metal; that's an assumption that in-character scholars make which is not entirely accurate. Instead, the rust monster's antennae deliver a catalyst that induces rapid oxidization (i.e., rusting), and the rust monster actually feeds on the energy released by this oxidization reaction. (Mumbo-jumbo about the catalyst is magical and that's why it can rust kinds of metals that normally don't rust.)

So if a door or a lock is already rusted all to heck, it's no good for the rust monster to feed on, unlike, say, combat-ready weapons and armor. (Allowing for metal objects in the dungeon to exist at a very specific level of rusted, not fresh enough for the rust monster to eat but not rusted enough to be inoperable.)

This in turn suggests the possibility of a related, perhaps more powerful species of monster, one that induces oxidization not in iron, but in carbon-based (i.e., flammable) materials. Which is to say, it sets you on fire and eats the resulting heat.

Sunday, March 12, 2017

Some Math on Removed Iterative Attacks

Recently, a Pathfinder DM I play with instituted the Removing Iterative Attacks rule from Pathfinder Unchained. A player immediately objected on the basis of a perceived negative effect on critical hits. (I don't have a dog in this fight because I'm playing a sorcerer who won't get iteratives until level 12 and won't use them even then.) Let us now analyze its actual objective effect on critical hits (and fumbles), using the power of math!

(I'm not super-great at probability these days, as high school algebra was a long time ago, so feel free to correct my math.)

I don't know if we're using the "half minimum damage if you miss by 5 or less" rule, it didn't come up, and seems an unnecessary complication, but it shouldn't really affect critical hits or fumbles. We definitely don't seem to be using the part of the rules regarding natural attacks.

We're using a fumble rule where a natural 1 is a critical fumble threat, which you need to confirm like any critical threat: if the confirmation roll would hit, it's only a miss; if the confirmation roll would miss, it's a critical fumble.

In this setting, where critical hits and critical fumbles are precisely mirrors of one another, our first and most obvious conclusion will be that any effect the Removed Iterative Attacks rule has on critical hits, it will have pretty much the same effect on critical fumbles. (Human psychology is such that we will tend to want to avoid risk, so anything that reduces both critical hits and critical fumbles should ultimately be considered more desirable than something that increases both. But that's not math, that's psychology.)

Now, let us consider the variant's actual critical hit rule:
When you threaten a critical hit, roll to confirm at your full bonus and apply the effects of the critical hit to any one of your hits. If your original attack roll scored multiple hits and the critical confirmation roll also falls within your weapon’s critical threat range, you score two critical hits and can apply them to any two hits.
 Jeez, that actually makes the math way complicated. This will be harder than I thought.

Okay, so: under normal rules, you can potentially score up to n critical hits, where n is the number of attacks you make. Under the variant rule, you can potentially score up to 2 critical hits, if you are making at least two attacks. It's starting to not look good for the variant rule, at least in situations where you have more than 2 attacks.

---

Okay, to make it as simple as possible, let's imagine a situation where you're getting two iterative attacks (so you're a 6th-level fighter or the equivalent) and your opponent's AC stacks up against your total tohit such that you hit (or confirm) on an 11-20 on the die, and your weapon is a 20/x2 crit range. (Increased critical multiplier, such as  a scythe's 20/x4, won't have much effect on the numbers, though it makes critical hits more desirable; increased critical threat range, such as a rapier's 18-20/x2, may have significant effect on the numbers and will be scrutinized second.)

Under the regular rules, you have a 5% chance -- 1/20 -- per die roll to threaten a critical hit. On two dice, therefore, you have a 9.75% chance -- 39/400 -- to threaten at least one critical hit, and 1/400 -- 0.25% -- of threatening two. But since you only confirm 50% (10/20) of the threats, that's a 4.87% chance of confirming one critical hit and 0.12% chance of confirming two.

Under the removed iterative rules, you have a 5% chance -- 1/20 -- to threaten one critical hit. Of those 5% of rolls that will be critical threats, you will confirm 50% and confirm an additional critical hit on 5%. So that's a 2.5% chance of confirming one critical hit and a 0.25% chance of confirming two (the case where you roll a 20 and then roll a 20 to confirm -- 1/400).

So, in this situation, you're a bit better than half as likely to confirm one critical hit but twice as likely to confirm two.

---

Consider two attacks (as a 6th-level fighter or equivalent) with a rapier, with its 18-20/x2 crit range.

Under the regular rules, you now have an impressive 27.75% -- 111/400 -- chance of threatening at least one critical hit (getting at least an 18 on at least one die), and a 2.25% -- 9/400 -- chance of threatening two (getting at least an 18 on two dice). Again, halved for the 50% chance of confirming the critical hit, that's 13.87% chance of one confirmed critical hit and 1.12% chance of two.

Under the removed iterative rules, you have a 15% chance -- 3/20 -- of threatening one critical hit. This has a 50% chance of confirming (7.5% chance of one confirmed critical hit), and a 15% chance of confirming a second critical hit (2.25% chance of two confirmed critical hits).

Again, you've got a bit better than half the chance of one confirmed critical, and twice the chance of two confirmed criticals.

---

Now a harder one: a 16th-level fighter (or equivalent) getting 4 iteratives with a 20/x2 weapon.

I don't know that I understand probability enough to do this, but... there are 130321/160000 ways to not get any 20s on a die roll of 4d20. That's an 81.45% chance of no critical threats, meaning an 18.55% chance of at least one. If one of your dice is a 20, there's 6859/8000 -- 85.73% -- ways for the other three to turn up no 20s, so of the 18.55% of the time you get one critical threat, 14.26% of the time you'll get a second -- so 2.64% of total rolls, you'll get at least 2 critical threats. Of those times, there are 361/400 -- 90.25% -- ways to not have any 20s, so 9.75% of the times you get two 20s, you'll get a third -- 0.26% of the time you'll get 3 20s. And there are of course 19/20 -- 95% -- ways for the remaining die to not be 20, 5% chance of 20, for a total of 0.0129% chance for 4 20s. And then halve all the numbers for the 50% chance of not confirming.

The math is the same as the first example for the variant rule, because you can only get at most two critical hits. 2.5% chance of confirming one critical hit, 0.25% chance of confirming two, 0% chance of more than two.

  • Chance of one confirmed critical hit: 9.27% vs 2.5%
  • Chance of two confirmed critical hits: 1.32% vs 0.25%
  • Chance of three confirmed critical hits: 0.13% vs 0%
  • Chance of four confirmed critical hits: negligible vs 0%
Now the player who objected is right, it's looking much more in favor of the old way.

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However, as mentioned above, everything that applies to critical hits also applies to critical fumbles.

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An additional concern: consider how you do damage for a critical hit. Some DMs want you to roll once and multiply, other DMs want you to roll multiple times. Rolling once sucks because you could get a 1 (woo, my critical hit did 2 damage!) or you could get max (woo, pretty much instant kill!) -- it's way too swingy. Rolling multiple dice gives you a nice bell curve, and bell curves are always more pleasant than straight lines.

The same applies here: if you roll a 20 under the removed iteratives rule, you've hit four times; if you roll a 1, you've missed four times. If you're using the base rules, you're much more likely to hit some of the time and miss some of the time, which is much better.

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So for that last reason, not the critical hit/fumble reason, I ultimately side with using the base rule instead of the variant rule.

Tuesday, February 28, 2017

Ettin Genders

Have you ever encountered or used an ettin that was anything other than two male heads and an implicit penis (or two)? I don't think I have (I don't think I've ever actually encountered or used an ettin at all, though I once used an ubue, which is a giant with three heads, three arms, and three legs -- this one was basically the Three Stooges sharing a body).



But never let it be said that I passed up an opportunity to slip some genderfuckery into my setting, as I have decided that in this setting, ettins (of which there are probably rather fewer than a hundred in the world, so this may never actually come up) can have differing genders between the two heads, either of which can be the same or different from their genitalia (of which they have one set per ettin, Lore Sjöberg notwithstanding). Which of course leads to eight different possible combinations (though if you count "male right head, female left head" as the same as "female right head, male left head", then it's only six).

  • male left head, male right head, donger
  • male left head, male right head, verguba
  • male left head, female right head, donger
  • male left head, female right head, verguba
  • female left head, male right head, donger
  • female left head, male right head, verguba
  • female left head, female right head, donger
  • female left head, female right head, verguba

Naturally, any given ettin is willing to bang whatever (even more than the usual "90% of NPCs in Gus are bi"), because trying to navigate the murky waters of only being attracted to some set of specific combinations would be far too difficult for the feeble ettin brain to handle and would probably result in the extinction of the ettin race.

But I suppose we must now think of mammaries, as ettins seem to be mammals. Simplest solution: no ettins have enlarged mammaries like humans do (leading to the assumption among adventurers that all ettins encountered are male), but all ettins are capable of giving milk (or else the half of ettins with female genitalia can give milk). Less simple solution: each ettin either has or does not have breasts, regardless of other characteristics, doubling the number of combinations. Least simple solution: each ettin has zero, one, or two enlarged breasts, quadrupling the number of combinations. I think I'm going to go with the simplest solution.