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Mazirian's Garden: Jorune Evolutions

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Evolutions</b>. <a href="http://maziriansgarden.blogspot.com/">Show all posts</a> </div> <div class='status-msg-border'> <div class='status-msg-bg'> <div class='status-msg-hidden'>Showing posts with label <b>Jorune Evolutions</b>. <a href="http://maziriansgarden.blogspot.com/">Show all posts</a></div> </div> </div> </div> <div style='clear: both;'></div> <div class="date-outer"> <h2 class='date-header'><span>Sunday, August 8, 2021</span></h2> <div class="date-posts"> <div class='post-outer'> <div class='post hentry uncustomized-post-template' itemprop='blogPost' itemscope='itemscope' itemtype='http://schema.org/BlogPosting'> <meta content='https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-238OGfUAm0RuCf9gRARkb5KFLFZT7lKhTDHP78mjImnCmXPvrJxNx1eHNpdB6-yUmAZXScuh58JrMqcylSf68GR99Vk6zPjVzIIYleW-M4eQZ73zGbYqgTpOYaOOky2r5n8rsx_ZqGE/w441-h303/5145.jpeg' itemprop='image_url'/> <meta content='4202612634352350608' itemprop='blogId'/> <meta content='2600187601803141691' itemprop='postId'/> <a name='2600187601803141691'></a> <h3 class='post-title entry-title' itemprop='name'> <a href='http://maziriansgarden.blogspot.com/2021/08/using-landmarks-in-wilderness-travel.html'>Using Landmarks in Wilderness Travel</a> </h3> <div class='post-header'> <div class='post-header-line-1'></div> </div> <div class='post-body entry-content' id='post-body-2600187601803141691' itemprop='description articleBody'> <p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-238OGfUAm0RuCf9gRARkb5KFLFZT7lKhTDHP78mjImnCmXPvrJxNx1eHNpdB6-yUmAZXScuh58JrMqcylSf68GR99Vk6zPjVzIIYleW-M4eQZ73zGbYqgTpOYaOOky2r5n8rsx_ZqGE/s930/5145.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="638" data-original-width="930" height="303" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-238OGfUAm0RuCf9gRARkb5KFLFZT7lKhTDHP78mjImnCmXPvrJxNx1eHNpdB6-yUmAZXScuh58JrMqcylSf68GR99Vk6zPjVzIIYleW-M4eQZ73zGbYqgTpOYaOOky2r5n8rsx_ZqGE/w441-h303/5145.jpeg" width="441" /></a></div><br />&nbsp;I've been continuing work on my Jorune: Evolutions ruleset. Recently I've been working on wilderness exploration rules. One thing I've been thinking about, spurred on by some of <a href="https://alldeadgenerations.blogspot.com/2021/03/so-you-want-to-build-dungeon.html#more">Gus L's recent dungeon theory</a>, is how different the role of "the map" is in wilderness exploration and dungeon or adventure site exploration. The size of the hexes means that the kind of navigation of a concrete space involved in dungeon crawling doesn't apply. There are some approaches to wilderness exploration that chase that level of concreteness by using "zoomed in" sub hexes that allow one to establish a more concrete topography, or that abandon hexes altogether, using a ruler to map movement across a fairly detailed map. Personally, this doesn't work for me for two reasons.&nbsp;<p></p><p>The first is that it makes the construction of the map a daunting task. I now need to not only assign a type to the hex, and stock it with features, but construct sub-hexes with detailed topography and geography that allow me to locate those features in the hex. This basically ensures that I will never be able to prep a sizable map.&nbsp;</p><p>But this is connected with a second issue about the point of navigating space. Why is the navigation of space interesting in a dungeon crawl? Having read Gus' reflections and run many years of location-based adventures in the retro-game style, I can think of three reasons. These don't apply to every location-based adventure in the mode of dungeon crawl, but I think the best feature all of them.</p><p></p><ol style="text-align: left;"><li>Players engage in meaningful choice vis-a-vis navigation of the space as part of an economy of risk and rewards. They decide whether to push further at risk of random encounters, or whether to turn to the left towards the ominous clanking sounds, or whatever it might be. It sustains meaningful choices.</li><li>Another way the navigation of space matters to dungeons is the way factions inhabit the space. We might think of this is the social dimension of space in the dungeon. Factions operate in different areas, which they often "hold", and they have interests in other areas, some of which opposing factions might hold, or which are otherwise inhospitable. This means the players enter into a current unstable equilibrium or conflict space that is intimately connected to the spatial layout of the location. People in one part of the space want things from other parts of the space, and the players can interact socially with this nexus of often opposed desires.&nbsp;&nbsp;</li><li>Another thing is that in a good dungeon, space is part of a puzzle to be solved. One figures out how to get from A to B optimally, for example, finding a quick way to lower levels, or learning how to directly access some place that could previously only be reached laboriously, or finding the way into some sub-level or hidden area. This is a satisfying achievement.</li></ol>It's hard for me to imagine how trying to zoom in on a map of an appropriate size for extensive wilderness travel is a good way of capturing this. I'm not saying it's impossible, I'm just saying it would require some set of systems that it's hard for me to imagine. Even with "zoomed in" topography, you still probably never going to get to a place where players are making tactical choices about what route to take on each day of travel.&nbsp;<br /><p>But I think you can capture a decent amount of it if you lean in to the abstraction and "zoomed out" scale of wilderness travel. To get 1. you need to some regular way to represent risk and rewards trade-offs in wilderness exploration. In the dungeon this is provided in part by wandering monster checks, which happen at the level of the turn (or every 3 turns). It's important that it happens per unit of movement so that there's a tradeoff with exploring the map and hazarding encounters. In the wilderness you want something similar.&nbsp;</p><p>So it's better if you don't have 1 check per day, but rather a mechanic that says: want to explore another hex? OK, roll the encounter die then. Similarly, it would be good to build in other choices that the parallel the dungeon like the choice whether to "search" for "hidden" features, i.e. explore the interior a hex in exchange for hazarding encounters. It's also good if you have mechanics for forced marching that require you tradeoff extra movement for acquiring exhaustion.&nbsp;</p><p>Similarly, it's good if you have an encumbrance system that forces choices about what to carry, with rations and acquired loot being the obvious things about which you must make tradeoffs with adventuring gear. So you'll need rules for starvation and foraging too. It would be good to build in some choices about when you start looking to make camp, and probably about how good a camp you can get set up.&nbsp;</p><p>Number (2), the social dimension, is easy. What we want is a hexmap as a social space of factions in opposition that want things from other places on the map. This is less a matter of rules and more about hex stocking. But we'll certainly want to use reaction rolls for wilderness encounters and have explicit rules about parlaying to make that option salient to players.</p><p>Number (3), about space as a puzzle to be solved is harder in a "zoomed out" wilderness map. What could it mean? Do we introduce a system of easy travel from some hexes to other hexes? Shortcuts built into the flow of the hexmap? That might work. But in this post I try something different instead, leveraging something unique to wilderness travel, namely mechanics about getting lost, to create an economy of known landmarks to navigate by. By creating archipelagos of landmarks to uncover in a sea of wilderness, the party can learn through exploration how to create routes from one destination to another and make tactical choices about movement.&nbsp;</p><p>Instead of aesthetically pleasing maps that mix a medley of different terrain types, the system in this post works best for the exploration of discrete wilderness regions that is a single base type of terrain. Mirkwood Forest; The West Trinnu Jungle Lands; The Mermist Swamp. Hexes are differentiated not primarily by terrain type, but rather by landmarks that are treated as icons on the map. Furthermore, this is not a system for traveling across friendly lands or for one-shot journeys from point A to point B. It's written for play that begins and ends in a safe home base, from which multiple sallies into the perilous wilderness can be made, so that learning the terrain over time has major advantages for the group. It also will work best with a shared electronic map resources like Hexographer or Hex Kit that allows for easy placement and deletion of hexes, although you could certainly make it work with a few sheets of blank hexpaper too.&nbsp;</p><p>A lot of the rules here are widely used. The innovation, I think, comes mainly in terms of the use of landmarks. But someone has probably already thought of something similar, so feel free to link below. Note that these rules presuppose 2d6 stat and skill checks, with a max positive modifier of +2 and max negative modifier of -1.&nbsp;</p><p><br /></p><h3 style="text-align: left;">Encumbrance</h3><p class="p2" style="font-family: &quot;Times New Roman&quot;; font-size: 14px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 16px;"><b></b></p><p class="p3" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px;">The gear you carry on a mission is a resource. Jorune: Evolutions uses a slot based encumbrance system that tracks how many significant items you are carrying. It is important that you list items on your character sheet in the order of accessibility, with lower numbers being more accessible than higher numbers. <br /><br />Clothing, jewelry or knick-knacks, and your pack do not fill slots. Armor, on the other hand, does occupy slots: (Light 2 , medium 4, heavy 6). Small items of the same kind can be bundled in 4s. Each brace of ammunition counts as one slot. Large or bulky items occupy two (or more) slots.<br /><br /></p><ul style="text-align: left;"><li>10 + Str Mod + Size Mod items or fewer: unencumbered</li><li>11-15 + Str Mod + Siz Mod items: encumbered</li><li>15-20 + Str Mod + Siz Mod items: heavily encumbered</li></ul>Animal Encumbrance:<br /><br /><ul style="text-align: left;"><li>Thombo/Horse: 20 Slots Unencumbered/21-25 Slots Encumbered/26-30 Slots Heavily Encumbered. Carrying a Rider=10 Slots.&nbsp;</li><li>Bochugon: 40 Slots Unencumbered/41-50 Slots Encumbered/51-60 Slots Heavily Encumbered. Carrying a rider=10 slots.</li></ul><br /><u>Encumbered</u>: Reduce travel movement by 1 hex. -1 to physical stat checks, physical skills, and combat rolls. Make a stamina check after a day of travel. On a 6- acquire one level of exhaustion (&#167;2.7)<br /><br /><u>Heavily Encumbered</u>: Reduce travel movement by 2 hexes. -1 to physical stat checks, physical skills, and combat rolls. Test stamina at -1 after a day of travel and at the end of each combat in which the character participates. On a 6- acquire one level of exhaustion.<br /><br /><h3 style="text-align: left;">Travel Speeds</h3><p></p><br />All travel is represented by movement across a hexmap representing a wilderness region to be explored. Travel speeds are measured in hexes. There is base travel speed depending on your method of travel. Note that everyone must employ a certain mode of transport to benefit from the higher travel speed. Travel speed is not variable by terrain type, since we assume a single base type of terrain. In regions where movement is easy, hex sizes are assumed to be larger (3 miles). In regions that are harder to move through, hex sizes are assumed to be smaller (1 or 2 miles depending on how hard the terrain is).&nbsp;<div><br /><u>Base Land Travel Speeds:</u><br /><br /><ul style="text-align: left;"><li>On Foot: 5 Hexes</li><li>Bochugon: 5 Hexes</li><li>Thombo:&nbsp; 6 Hexes</li><li>Horse: 7 Hexes</li><li>Encumbered: -1 Hex</li><li>Heavily Encumbered: -2 Hexes</li></ul><div><p class="p1" style="font-family: &quot;Times New Roman&quot;; font-size: 12px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px;"><br /></p></div><div><p class="p3" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px;">When the party has exhausted its movement on foot, the party may choose to continue pushing further. For each hex the party moves into, each character must test stamina or acquire one level of exhaustion. When mounted, the mounts make the check instead of the humans. For each exhaustion check after the first, roll a wound check for the mount to see if it dies. <br /><br /><br /></p><h3 style="text-align: left;">Exhaustion</h3><div><br /></div>It is possible to face exhaustion when encumbered, starving, engaging in forced marching, or hard labor. In such circumstances, test stamina. On a 6- you acquire a level of exhaustion. Each level of exhaustion fills 5 equipment slots. When the character surpasses extremely encumbered, their character can go no further without rest. <br /><br />To recover a level of exhaustion, you must camp and have access to whatever can address your condition (sleep, food, etc.). Upon wakening test stamina. On a 7+ remove a level of exhaustion. Some forms of exhaustion, including exhaustion from wounds, cannot be recovered through camping.<br /><br /><h3 style="text-align: left;">Travel Roll</h3><p></p></div><div><br /></div>Upon entering a hex, one player makes a travel roll (1d6). The travel roll is a version of <a href="https://www.necropraxis.com/hazard-system/">Necropraxis' Hazard System</a>. It is heavily influenced by Ava Islam's reworking of the overloaded encounter die for <a href="https://errantrpg.carrd.co/">Errant</a>.&nbsp;<br /><br /><ol style="text-align: left;"><li>Encounter</li><li>Sign</li><li>Mishap</li><li>Flora or Fauna</li><li>Local</li><li>Discovery</li></ol>More on the travel roll in another post. For now, it's enough to know that each of these results will have their own table. We all know about encounters. Signs are traces that foreshadow an encounter. If an encounter or sign is rolled in the next hex, then there is an encounter with whatever left the signs discovered in the previous hex. Mishaps are little travel difficulties that accumulate if multiple mishaps are rolled. Flora and fauna are animal encounters or the discovery of limilates or other interesting plants. Local is some region specific event or phenomenon. Discovery means stumbling across some notable feature of the hex.&nbsp;<div><br /><h3 style="text-align: left;">Hex Features and Landmarks</h3><div><br /></div>Most hexes will have 2-3 features that are like the layers of an onion, representing the more and the less obvious notable features in a hex. (I'm influenced here by <a href="https://shop.swordfishislands.com/the-dark-of-hot-springs-island-digital/">Hot Springs Island.</a>) These features can be landmarks, resources, anomalies in UVG's sense, adventuring locations, and so on. Landmarks are the anchors of exploration. They generally represent easily identifiable terrain features that allow one to locate oneself clearly on the map. In easily navigable terrain, all hexes will have a landmark in them. In more difficult terrain, like trackless wastes or dense jungle, perhaps every third or fourth hex will have a landmark in it.&nbsp;</div><div><br /></div><div>Features are always discovered in a fixed order from most to least obvious. This means that in traveling across already encountered hexes, one will sometimes stumble upon something previously undiscovered. If there is no feature left to discover in a hex, then when a discovery is made, the Sholari announces that the hex is fully explored and this is noted on the map.</div><div><br /></div><div>Note that not all keyed features of a hex are landmarks. This might be because the feature is more difficult to find in the hex or because the feature is found in multiple hexes. If they're not landmarks, they're things in the hex that are not good resources for navigating by.&nbsp;</div><div><br /><h3 style="text-align: left;">Exploring a Hex</h3></div><div><br /></div><div>The party may opt to use one movement to explore a hex. Doing this gives them a very good chance of discovering a feature of the hex. If there is a landmark in a hex, then the landmark is always the first discovery. In fact, the first search will <b>automatically</b> reveal any undiscovered landmark in the hex (no roll necessary).&nbsp;</div><div><br /></div><div>If there isn&#8217;t an undiscovered landmark remaining in the hex, the party rolls an exploration die to see if they turn up anything through their search. In doing so, they hazard an encounter. If they roll a discovery, then the party uncovers the next feature of the hex in order. Once again, if they roll a discovery when no features remain, the Sholari will inform the party the hex is fully explored.&nbsp;</div><div><div><br /></div><div><ol style="text-align: left;"><li>Encounter</li><li>Sign</li><li>Flora or Fauna</li><li>Discovery</li><li>Discovery</li><li>Discovery</li></ol></div><div>There are some instances where a landmark is so obvious that it can be identified by anyone passing through the hex,&nbsp; and so does not require a discovery roll to uncover.</div><div><br /></div><div><div><h3 style="text-align: left;">Getting Lost</h3><br />Each day the Sholari makes a secret survival skill check for the relevant wilderness type to see if they get lost using the wilderness survival skill of the mission member with the highest score. This is a 2d6 check modified by skill level in the relevant type of wilderness (untrained -1/trained +0/skilled +1/master +2). On a 6- they become lost. Since no one starts higher than skilled, and since becoming a master in a skill is not easy, this means that people will often get lost. (This is an intentional design choice that emphasizes the importance of uncovering landmarks, more on which shortly.)<br /><br />If lost, the Sholari will dice to see in which hex of the day's travel the party goes off course. The Sholari will then roll 1d6 to see which way the party moves out of that hex. (Note there is a 1 in 6 chance that becoming lost has no ill effect if they end up moving in the intended direction.) All further moves after that point reorient the hexfaces so that the erroneous direction is treated as the intended direction.&nbsp;</div><div><br /></div><div>Suppose the party goes awry in a particular hex, intending to move north. This in the normal key:</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0UXSoz-_4Jv10uHj1APbIHiDN6lFxeKLOflauH9TjGSN3oiD6dNVmtOwdvW4SWgaUpr78Ov8_r0dUoF3xmrcfntq_jdvY3Nx7Xc_Z07n6CSHz8sn4jJ_pi2lpuuYvxt5r4L1jYfZ75XI/s1200/hex.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0UXSoz-_4Jv10uHj1APbIHiDN6lFxeKLOflauH9TjGSN3oiD6dNVmtOwdvW4SWgaUpr78Ov8_r0dUoF3xmrcfntq_jdvY3Nx7Xc_Z07n6CSHz8sn4jJ_pi2lpuuYvxt5r4L1jYfZ75XI/s320/hex.png" width="320" /></a></div><br /><div>Suppose the Sholari rolls 6. Instead of Moving N the party goes NW. For the remainder of the day's moves, the Sholari moves the party using this reoriented hex key for movement.&nbsp;</div><div><br /></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmMNH-Ep7SDB38MdZRccgWoetKkyWrNyNkf4wv16gdY2snzcGxrRosYPpROFBs-xsvEvFD0PEIZ4m_j1MzVoCK6Jx71nrc5djVaMcd1EPvCTVtRyY4_HN_c5daXPFplxV1ipD6NeY4KJE/s1200/Shifted+Key.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmMNH-Ep7SDB38MdZRccgWoetKkyWrNyNkf4wv16gdY2snzcGxrRosYPpROFBs-xsvEvFD0PEIZ4m_j1MzVoCK6Jx71nrc5djVaMcd1EPvCTVtRyY4_HN_c5daXPFplxV1ipD6NeY4KJE/s320/Shifted+Key.jpg" width="320" /></a></div><br /><div><br /></div><div><br /></div><div>Note that if the party stops traveling for the day before that hex comes up, then they do not become lost.&nbsp;</div><div><br /></div><div>While lost, the Sholari will refer to the hexes on the shared player-facing map as though the party were moving along the intended route, while tracking the real location of the party on the private Sholari map. If the party is lost on a second day, the Sholari will repeat the process, starting from the party's erroneous orientation and then swiveling the departing hex face once again by rolling 1d6.<br /><br />The party can definitively realize it is lost in two ways. The first is by succeeding at a survival skill check for a new day after camping, representing the fact that they realize they were not quite traveling in the right direction the previous day. The second is when the party fails to reach a known landmark they expect to reach along their intended route. At this point the party may move using the regular hex key with any moves they have left from their current location and try to find their way back to terra cognita.</div><div><br />When the party enters a hex with a landmark they have previously discovered they stop being lost. As long as they have not been lost for multiple consecutive days, the party will be able to reconstruct their movements, and the Sholari may now tell the party the hexes the party moved through while lost on the normal map, and will place any landmarks they discovered along the way on the map.</div><div><br /></div><div>While lost, if the party believes themselves to be in hexes they have previously explored that do not contain a landmark, they may try to locate themselves by exploring the hex to try to discover features with which they are familiar. In such circumstances, rather than revealing the next new feature of the hex, the Sholari should first give them features from the hex key they have previously discovered. If it's a unique enough feature found solely in that hex, then the Sholari may declare them no longer lost.&nbsp;&nbsp;</div><div><br /></div><div>If this sounds complicated, I provide an illustrative example at the end of the post. I promise that it's not as complicated as it sounds in play. Also, if it's not already apparent, discovering landmarks to tether your wilderness travel is utterly crucial in this system.</div><h3 style="text-align: left;"><br /></h3><h3 style="text-align: left;">Camping </h3><br />If the party wishes to camp in the wilderness, the mission member with the highest wilderness survival skill rolls a check for the group in their effort to find a suitable camp site. In inclement weather, this check receives a -1 penalty. For the result, consult the following table:<br /><br /><ul style="text-align: left;"><li>6-: Uncomfortable camp: Party takes disadvantage on their grit roll and receives -1 on stamina checks to recover from exhaustion.</li><li>7-9: Suitable camp: Party rolls for grit in the morning as usual.</li><li>10+: Choose 1</li></ul><ul style="text-align: left;"><ul><li>Comfortable camp: Party rolls for grit (hp) with advantage in the morning and receives +1 on stamina checks to recover from exhaustion.</li><li>Hidden camp: As a suitable camp, but the party does not check for an encounter during the night.</li></ul></ul>Note that one may make a camp at any point in the day. If the group sets up camp and still has moves remaining, they may explore the hex or hunt and gather. They may also try to find a better campsite, expending a move to have a different player roll a second wilderness survival check in the hopes of finding a better campsite. The party may repeat this process as many times as they have moves.</div><div><br /></div><h3 style="text-align: left;">Hunting and Gathering</h3><br />At the cost of one hex move, and a roll of the travel die, the party member with the highest survival skill may test survival to hunt and gather. If the terrain is lush they may add +1. If the terrain is barren -1.<br /><br /><ul style="text-align: left;"><li>6-: the party comes up empty handed</li><li>7-9: one half the party (rounding up) need not consume rations for the day</li><li>10+ no one in the party need consume rations for the day</li></ul><br /><h3 style="text-align: left;">Starvation &amp; Dehydration</h3><div><br /></div>If when the party camps, they do not have sufficient rations for everyone then someone must go hungry, or the party must ration their food spreading the effects more evenly. If someone goes hungry they make a stamina check. On a 6- they acquire one level of exhaustion. On subsequent days they test stamina at a cumulative -1: on a 6- they acquire another level of exhaustion. Levels of exhaustion acquired in this way go away when the exhausted individual eats a full meal and camps for the night. Each meal eaten removes one level of exhaustion, at a maximum of one per day. <br /><br />Rationing spreads the check to more people but gives a bonus to the check corresponding to the number of people with rations. <br /><br /></div><div><ul style="text-align: left;"><li>Two people splitting 1 ration: each checks stamina at +1</li><li>Three people splitting 2 rations: each checks stamina at +2</li><li>Four people splitting 3 rations: each checks stamina at +3</li></ul><div><br /></div><div><br /></div><h3 style="text-align: left;">Example</h3><div>We're sorely in need of an example of travel using landmarks, and the procedures for getting lost. Suppose the Sholari's map of a certain region of the West Trinnu Jungle Lands looks like this (I used Hex Kit as the program):</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3-io9WADV-vyMeV1_WOwpGxsMKr5MVRFEzo3cAimQdXe12KO-KRQDPixYe7J67HQlKhFCdqE1xTO2xWjrmhJq1_MglOWhiPoDpu3F8BhNGxeVuBnNop6Cg7kUL0si3tgHiGkSggXt5xc/s902/Screen+Shot+2021-08-08+at+8.29.02+AM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="592" data-original-width="902" height="278" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3-io9WADV-vyMeV1_WOwpGxsMKr5MVRFEzo3cAimQdXe12KO-KRQDPixYe7J67HQlKhFCdqE1xTO2xWjrmhJq1_MglOWhiPoDpu3F8BhNGxeVuBnNop6Cg7kUL0si3tgHiGkSggXt5xc/w424-h278/Screen+Shot+2021-08-08+at+8.29.02+AM.png" width="424" /></a></div><br /><div><br /></div><div><br /></div><div>Let's suppose that off the bottom of the map that white is grasslands, and so a change of terrain where the map ends. Keep in mind that the "blank" hexes each have their own keys with 2-3 features to be discovered, some of them significant. All that is represented on the map visually are the landmarks. Let us suppose through exploration, the players have uncovered this many of the landmarks on the map:</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyG_tYG3W8OY_0XR_fLOAP_sULSclv6QmIIUV-NM7RFBhg3DIK48tSwHj3QuBiHmIbrgHAb5KRCd8lRYyZvj92Ld1ePzTMtHmv05ebAG6CPx-bgjHctylpG1pB3-iX1tIANkWS-7coLv8/s1166/Screen+Shot+2021-08-08+at+8.27.58+AM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="794" data-original-width="1166" height="290" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyG_tYG3W8OY_0XR_fLOAP_sULSclv6QmIIUV-NM7RFBhg3DIK48tSwHj3QuBiHmIbrgHAb5KRCd8lRYyZvj92Ld1ePzTMtHmv05ebAG6CPx-bgjHctylpG1pB3-iX1tIANkWS-7coLv8/w426-h290/Screen+Shot+2021-08-08+at+8.27.58+AM.png" width="426" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div>The players are now planning an expedition. They are marching on foot beginning in hex 0610. They are not encumbered and so have a base move of 5. They would like leisurely to travel on to the NE to hex 0710 with its unmistakable brown fens. Then they will continue NE into hex 0809 and 0909, before turning north to end up at the Great Gate in hex 0909, where they can take the extra time to make a nice camp or further explore the hex. The next day they're hoping to cautiously strike out&nbsp; into terra incognita in the unexplored hexes around 0908, because they have heard that skull dungeon is somewhere to the east of the Great Gate. In short, the players are being cautious, using two known landmarks to navigate, and giving themselves time to make a nice camp and do a bit of exploration. Let us assume they also have one PC with them who is skilled (+1) in jungle survival. The following narrative focuses solely on movement and so I pass over the adventures they have along the way as a result of their travel rolls, encounters, and so on.</div><div><br /></div><div>At the start of the day, the Sholari rolls a jungle survival roll 2d6+1=5, which means the party will become lost somewhere along the way. Since the party is only traveling 4 hexes today,&nbsp; the Sholari rolls 1d4 to see what move they go off track. The Sholari rolls a 2. So the party moves into hex 0710 with the brown fens successfully, seeing the landmark they expect there. But with the next move, they go off track. The Sholari rolls 1d6 to see which they move with 1=North. So instead of moving into hex 0809 they move into hex 0709. They then continue straight into hex 0708. (They do not discover the muadra encampment in the hex, because they didn't roll a discovery on their travel roll and did not choose to explore the hex.) They then in their last move turn what they believe is N, but is in fact NW, ending in hex 0607. Arriving in the hex, they do not see the landmark they are expecting to find there (the Great Gate) and so realize they are lost.&nbsp;</div><div><br /></div><div>The Sholari no longer pretends they know what hex they are in. They tell the players they are lost and do not know what hex they are in. They deliberate about what to do. They know they are within 3 hexes of the brown fens 0710, and quite possibly within 2 hexes, depending on where they went awry. They have one move left for the day. They reason that they have enough rations for two days, and a very good chance of making their survival roll the next day (72%). Their plan is to explore the hex they're in to see if they can uncover a landmark or some feature that might be familar, and then make camp for the night. Their search discovers a feature rather than a landmark and some adventure is had before they make camp.</div><div><br /></div><div>The following day, they make their survival roll and head due south from their current position, exploring each hex as they move through it. They move to hex 0610 and explore it, turning up a previously unknown features. They then move south to hex 0609 and explore again, this time finding something that sure seems familiar from their previous explorations--a small copse of a rare limite (a psycedelic herb), lit by the unearthly light of glowferns. The Sholari then reveals to them where they are in the map. The party breaths a sigh of relief and uses their last move to return to the brown fens in 0710 to deliberate about what to do next.<br /><div><br /></div></div></div><br /><br /></div> <div style='clear: both;'></div> </div> <div class='post-footer'> <div class='post-footer-line post-footer-line-1'> <span class='post-author vcard'> Posted by <span class='fn' itemprop='author' itemscope='itemscope' itemtype='http://schema.org/Person'> <meta content='https://www.blogger.com/profile/04568198881628052274' itemprop='url'/> <a class='g-profile' href='https://www.blogger.com/profile/04568198881628052274' rel='author' title='author profile'> <span itemprop='name'>Ben L.</span> </a> </span> </span> <span class='post-timestamp'> at <meta content='http://maziriansgarden.blogspot.com/2021/08/using-landmarks-in-wilderness-travel.html' itemprop='url'/> <a class='timestamp-link' href='http://maziriansgarden.blogspot.com/2021/08/using-landmarks-in-wilderness-travel.html' rel='bookmark' title='permanent link'><abbr class='published' itemprop='datePublished' title='2021-08-08T07:13:00-07:00'>7:13&#8239;AM</abbr></a> </span> <span class='post-comment-link'> <a class='comment-link' href='http://maziriansgarden.blogspot.com/2021/08/using-landmarks-in-wilderness-travel.html#comment-form' onclick=''> 15 comments: </a> </span> <span class='post-icons'> <span class='item-control blog-admin pid-401723375'> <a href='https://www.blogger.com/post-edit.g?blogID=4202612634352350608&postID=2600187601803141691&from=pencil' title='Edit Post'> <img alt='' class='icon-action' height='18' src='https://resources.blogblog.com/img/icon18_edit_allbkg.gif' width='18'/> </a> </span> </span> <div class='post-share-buttons goog-inline-block'> </div> </div> <div class='post-footer-line post-footer-line-2'> <span class='post-labels'> Labels: <a href='http://maziriansgarden.blogspot.com/search/label/Hex%20Crawl' rel='tag'>Hex Crawl</a>, <a href='http://maziriansgarden.blogspot.com/search/label/Jorune%20Evolutions' rel='tag'>Jorune Evolutions</a>, <a href='http://maziriansgarden.blogspot.com/search/label/Rules' rel='tag'>Rules</a>, <a href='http://maziriansgarden.blogspot.com/search/label/Wilderness%20Exploration' rel='tag'>Wilderness Exploration</a> </span> </div> <div class='post-footer-line post-footer-line-3'> <span class='post-location'> </span> </div> </div> </div> </div> </div></div> <div class="date-outer"> <h2 class='date-header'><span>Sunday, April 18, 2021</span></h2> <div class="date-posts"> <div class='post-outer'> <div class='post hentry uncustomized-post-template' itemprop='blogPost' itemscope='itemscope' itemtype='http://schema.org/BlogPosting'> <meta content='https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUeUwTSeHsNe_rRSQnSwLckVPn4g9H3ZBLkW1OHV9qwVcxyhmnQU6ejZSksf4DjmlI4-EY65-W2qAA_5P6Wi3gwGHKxO8dli3xGypN70vOJodhzUqJnw6WNzbfs2xS8vMXzPOvjJTWSL8/w295-h400/squatfighter+%25282%2529.png' itemprop='image_url'/> <meta content='4202612634352350608' itemprop='blogId'/> <meta content='5028816119817668911' itemprop='postId'/> <a name='5028816119817668911'></a> <h3 class='post-title entry-title' itemprop='name'> <a href='http://maziriansgarden.blogspot.com/2021/04/injury-and-abstract-combat-round.html'>Injury and the Abstract Combat Round</a> </h3> <div class='post-header'> <div class='post-header-line-1'></div> </div> <div class='post-body entry-content' id='post-body-5028816119817668911' itemprop='description articleBody'> <p>&nbsp;</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUeUwTSeHsNe_rRSQnSwLckVPn4g9H3ZBLkW1OHV9qwVcxyhmnQU6ejZSksf4DjmlI4-EY65-W2qAA_5P6Wi3gwGHKxO8dli3xGypN70vOJodhzUqJnw6WNzbfs2xS8vMXzPOvjJTWSL8/s509/squatfighter+%25282%2529.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="509" data-original-width="376" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUeUwTSeHsNe_rRSQnSwLckVPn4g9H3ZBLkW1OHV9qwVcxyhmnQU6ejZSksf4DjmlI4-EY65-W2qAA_5P6Wi3gwGHKxO8dli3xGypN70vOJodhzUqJnw6WNzbfs2xS8vMXzPOvjJTWSL8/w295-h400/squatfighter+%25282%2529.png" width="295" /></a></div><p></p><p><br /></p><p>Let me give a natural description of how combat works in D&amp;D. Each person gets to make (at least one) to hit roll against an enemy per round to see if they can damage them. How high they have to roll to hit depends on how well-armored their enemy is, because being well-armored protects one from injury. If they do hit, they get to roll to see how effective their blow was by rolling damage. Different weapons do different damage, since some are more deadly than others. These weapons injure people more seriously in the way that getting hit by a sword (or a chainsaw) is likely to injure you worse than getting sliced by a switchblade. Inexperienced characters are easier to kill because they "can take" or "withstand" less damage than more experienced characters who have many more hit points and "can take" many more blows.&nbsp;&nbsp;</p><p>Here are two common dissatisfactions with D&amp;D style combat. The first is that there's something weird about how you can stab Lancelot with a knife 24 times with no chance of killing him. It suggests video game thinking, as if he had a life bar that could be "full" or "empty", a life bar that grew with each level, and shrunk eat time you got hacked with a sword. (Indeed, it may well have been the source of that video game thinking in part.)</p><p>One might object to this on grounds of realism. This might be a big deal for you. It might be hard for you to maintain suspension of disbelief with all these stabbings. Or, you may be into military simulations, and think this is missing out on the fun of simulating combat. Personally, I happen to not need that much realism in combat to sustain my immersion in the fiction of the game, and I'm not into military simulations. My objection to this picture is rather an aesthetic one, both a repulsion to the aesthetic of the life bar, as well as to the associated picture of people taking and dishing out endless beatings, like when the Hulk fights Thor.&nbsp;</p><p>The second objection is to gameplay and the role it grants violence. Standard D&amp;D makes fighting weirdly predictable, even with swingy D&amp;D dice. As a seasoned player, I can weigh the odds, and engage with confidence that I have a big HP cushion to count on, sauntering into a fight with confidence that it'll be four or five or ten rounds before I need to reassess.&nbsp;</p><p>We might want a game where the stakes to violence were potentially higher. Where death or actual injury with consequences were constantly hazarded by fighting. We might want this for a variety of reasons, for example, if we wished violence to play a different role in our game, or if we thought it would be more fun if things stayed on the knife's edge--at least when knives were involved.&nbsp;</p><p><br /></p><h3 style="text-align: left;">The Old School Fix</h3><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhv1pib7HGaM61upNRizO_k467AzON-YfQpUEZWOrAw3UJ9o1sbYtnI-p6ZS_NG4O_BIPaljpmfCBgZBGGWLKd_AtEqopKwNDajEIgLoIVSJg3wJwghkP5drP5tD-QA3X182-QWX9jRSqw/s1200/dungeons-and-dragons-1974-art.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="675" data-original-width="1200" height="247" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhv1pib7HGaM61upNRizO_k467AzON-YfQpUEZWOrAw3UJ9o1sbYtnI-p6ZS_NG4O_BIPaljpmfCBgZBGGWLKd_AtEqopKwNDajEIgLoIVSJg3wJwghkP5drP5tD-QA3X182-QWX9jRSqw/w439-h247/dungeons-and-dragons-1974-art.jpeg" width="439" /></a></div><p><br /></p><p>One old school reply to at least the first aesthetic objection is to emphasize the abstract combat round. In old editions of D&amp;D (OD&amp;D for example), a combat round lasted one minute. During that one minute all kinds of swashbuckling, ripostes, presses, and close shaves get abstracted down to a couple of rolls. Elaborating on this abstracted round, we might say that hit points and damage are equally abstract, and that they do not consist literal stabbings and such, but represent an abstract combination of luck, grit, pluck, fortitude, situational advantage, and skill that have to be overcome for a side to prevail in the course of a fight. Armor makes it harder to prevail against someone in this way, and being better at fighting makes it easier.</p><p>I think this is aesthetically much better than the picture on which every successful roll is a literal blow that lands on your opponent. But in conversation recently, Anne Hunter mentioned that although people say this all the time, no one playing retro-games really thinks about it this way at the table. This struck me as true. I got curious why. Here are some speculations.</p><p>(1) The names of things are misleading. You roll "to hit". That sure sounds like a sword swing connecting. Furthermore, only if your blow "hits" do you do "damage". That sure sounds like injuring someone. Spells that give you back hp have names like "cure light wounds" "cure moderate wounds", etc., and are described as "healing". That sure sounds like it's making literal wounds vanish!&nbsp;</p><p>(2) There are mechanics that only make sense on the picture of actual individual swings and actual wounds. For example, for every single shot you fire with a bow you mark off a single arrow. So every shot is literally firing a single arrow. This suggests strongly that a hit really is getting hit by a specific arrow. Or again, in old editions of D&amp;D, i.e. AD&amp;D 1E, if you lose hp then you need to recover it slowly by resting for days (1-2 hp a day) in the way that suggests recovering from actual injuries.&nbsp;</p><p>(3) But I think the biggest culprit here is how as players and DMs we describe combat and enter into it imaginatively. aPhilotomy is a proponent of the abstract combat round solution. Here is a nice quotation from&nbsp;<a href="http://save.vs.totalpartykill.ca/grab-bag/philotomy/#p%5BIOhIok%5D">Philotomy's OD&amp;D Musings</a>&nbsp;about the importance of giving the right descriptions of combat in order to support the abstract combat round approach to hp.&nbsp;&nbsp;</p><p><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvrcV9r0io_u2HEm1WEW8xM3bxm8OVi5vXOLEHudwJOm_va2wYAIwTkeLeDh4ogW1TFIj5iX0LbcwPqv8G7Jt3KhdwPC8nHxxutwZyolTGlnc7DSF2YPjVTqTN3dk0HXgzmkBMtcGytPE/s1568/Screen+Shot+2021-04-12+at+10.38.30+AM.png" style="clear: left; margin-bottom: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="530" data-original-width="1568" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvrcV9r0io_u2HEm1WEW8xM3bxm8OVi5vXOLEHudwJOm_va2wYAIwTkeLeDh4ogW1TFIj5iX0LbcwPqv8G7Jt3KhdwPC8nHxxutwZyolTGlnc7DSF2YPjVTqTN3dk0HXgzmkBMtcGytPE/w532-h180/Screen+Shot+2021-04-12+at+10.38.30+AM.png" width="532" /></a></p><p>I agree with Philotomy that we need to change our descriptions if we're to have an abstract combat round approach to hp. But I'm skeptical that merely sprinkling in DM narrated description now and again is going to get people out of the concrete headspace.&nbsp;</p><p>The problem is that when I, the DM, ask you at the start of a round, as the rules require, "What are you doing this round?", it's utterly natural for you to say, "I'm going to stab him with my sword." And then you roll to see if your proposed action succeeds, and then if it does succeed, you roll further to see how effective it is. So if you hit, you naturally imagine yourself as in fact stabbing someone, and you imagine them as taking more or less damage from being cut by your weapon.&nbsp;</p><p>Ron Edwards call this sequence of description and dice rolls, "fortune at the end". The idea is that you appeal to fortune&nbsp;<i>after</i>&nbsp;you have fully described what you are doing. The fortune shows you if the described action succeeds, and if it does, how effective that action is. He contrasts this with "fortune in the middle", where you describe a general goal, but then roll and narrate what actions you perform to fit the outcome of the die roll. I'll come back to "fortune in the middle" in a little bit.</p><p>The point for now is that the "fortune at the end" kind of sequential ordering, when combined with the names for the rolls and the variable weapon damage, really pushes players to imagine that their character is trying to stab their opponent all right, but the opponent turns aside the sword (if the player misses), or that the player's character does in fact stab them (if the player hits). I mean, that's what you were trying to do, and you either succeeded or failed with your binary to hit roll followed by a damage roll based on how lethal your weapon is, right? So naturally, that's how you'll be imagining the situation. There's a constant pull away from abstraction if we enter into the situation imaginatively, as we are constantly invited to do by the rules.</p><p>The point is that these three things, the language, nuances of the rules, and the structure suggested by the sequences of declaring and then executing actions, and the way this invites us into the shared imaginative space, all work against the abstract combat round type of approach to hit points.</p><p><br /></p><h3 style="text-align: left;">The New School Fix</h3><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiehqL6cGcRu5BOpieMVg9QjcATnAlJ11eEihLBHws9IKvTqQexeftYFzjwOk5Pv9l0TrJ2jMkSCF29T20K3omR7EdklVBbXKALGG4soM8EBLvIjtqCHux_KNveYq-OKPn9OomQTonDHc4/s1000/Beholder_Greyhawk_Original_D%2526D.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="756" data-original-width="1000" height="303" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiehqL6cGcRu5BOpieMVg9QjcATnAlJ11eEihLBHws9IKvTqQexeftYFzjwOk5Pv9l0TrJ2jMkSCF29T20K3omR7EdklVBbXKALGG4soM8EBLvIjtqCHux_KNveYq-OKPn9OomQTonDHc4/w400-h303/Beholder_Greyhawk_Original_D%2526D.png" width="400" /></a></div><br /><p>Suppose we eschew the abstracted combat round and stick with the surface logic of striking blows in D&amp;D. What can we do? John Bell in conversation pointed out to me that Justin Alexander interprets the strange ability of heroes to absorb so many more stabbings <a href="https://thealexandrian.net/wordpress/1034/roleplaying-games/explaining-hit-points">in a different way</a>. Individual blows really are individual blows and damage really is damage. But your hit point total represents your general fighting capacity, and damage is indexed to that. It's true a sword is (potentially) twice as effective as a dagger against Conan, but given his honed instincts, training, and the luck he makes for himself, the best you're going to do with the first eight sword blows is scratch him. He's just that good. By contrast, for a 1st level recruit, a sword will still be twice as effective as a dagger, but a single blow from a sword might very well kill them. Here's a nice quote:&nbsp;</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4mRkCC17t8dEjyPrTR3ZX907IH_cMT4PSYE0sw4sciA2-POrQxBH404UVO1YgHID_asPqvQpifU3q2PlCET6Bk8wcSWsymlH-KM9Q-7Butxp_PgB4nv7BhrW4luRBL97sZKv8-H1iVGw/s1152/Screen+Shot+2021-04-11+at+9.38.03+PM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="458" data-original-width="1152" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4mRkCC17t8dEjyPrTR3ZX907IH_cMT4PSYE0sw4sciA2-POrQxBH404UVO1YgHID_asPqvQpifU3q2PlCET6Bk8wcSWsymlH-KM9Q-7Butxp_PgB4nv7BhrW4luRBL97sZKv8-H1iVGw/w481-h191/Screen+Shot+2021-04-11+at+9.38.03+PM.png" width="481" /></a></div><p><br /></p><p>I think this makes a kind of sense, and it's probably about as good as you're going to get while sticking with the logic of individual blows and effects suggested by a straight reading of D&amp;D's mechanics. It's true that it has a couple of problems, like why can the cleric heal a grievous wound for the peasant, but not more than few scratches for Conan? Better fighters need bigger miracles?&nbsp;</p><p>But the real issue for me is that it doesn't address my objections. This is not to say it doesn't work--it basically works, it's just if you want what I want from a game it's not going to satisfy. It leaves the endless pounding aesthetic in place, and leaves combat (starting at mid levels) in that weirdly predictably not-very-scary space. Again, I'm not saying you can't die with this kind of hp inflation, you can, but combat's got a weird "we've got this" type logic most of the time.&nbsp;</p><div class="separator" style="clear: both; text-align: left;">By the way, I facetiously called this a New School fix, but the truth is that this is, arguably, to a certain extent how even OD&amp;D is handling things from Supplement I forward, basically as soon as variable weapon damage gets introduced. Certainly there's a ton of this kind of thinking in AD&amp;D 1E. So it's an especially clear statement of a rationale for something that's not very new after all.</div><p></p><p></p><br /><p></p><h3 style="text-align: left;">Making it Abstract FOR REAL</h3><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHI4KZzN54_9zR0nO7ORQ-Pzu88R11EMSU-IkUg7JCaKcFz5Bym6A1J0BXNn1KDeFgoJO_kAxp5TO2zyFF8myMKw7OV0XBYV-XqKtRP9TyNsOWt1J2gY0nmFcNl_WXw8YKxj-fvsOS4Ak/s1500/HAKAAK.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1500" data-original-width="1085" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHI4KZzN54_9zR0nO7ORQ-Pzu88R11EMSU-IkUg7JCaKcFz5Bym6A1J0BXNn1KDeFgoJO_kAxp5TO2zyFF8myMKw7OV0XBYV-XqKtRP9TyNsOWt1J2gY0nmFcNl_WXw8YKxj-fvsOS4Ak/w289-h400/HAKAAK.jpeg" width="289" /></a></div><br /><p>My proposal is to fix the problems I mentioned so that we might take the abstract combat round more seriously. I'm going in the "old school fix" direction, although it takes me is to place where we use certain narrative practices that are not very well entrenched in retro play. I'd also like to try to make combat more a space of real injury and also stretch the peril characteristic of low levels to cover a lot more of the progression curve. I'd also like to stay away from the superheroes trading blows upon blows aesthetic.&nbsp;</p><h4 style="text-align: left;"><i>Language</i></h4><p>Let's start with language. Let's make it more abstract. Instead of calling it "to hit roll" let's call it a "combat roll". Instead of a "hit", let's call it a "success". So you "succeed" or "fail" at your "combat roll". Instead of "rolling damage", let's call it "rolling effectiveness", or "rolling effect". If you succeed at your combat roll, then you roll to see how effective that was success was.&nbsp;</p><h4 style="text-align: left;"><i>Grit</i></h4><p>Here's a&nbsp; bit of language that bleeds into more significant rules. Instead of calling them "hit points", let's follow Logan Knight (at one stage of his development) and call the counter ticking towards death "grit". The basic idea is that grit will track some abstract combination of honed instinct, resolve, situational upper hand, minor wounds, and the like. Think about grit as a tracker leading towards actual wounds. (If you are familiar with Apocalypse Worlds and Blades in the dark, think of it as a "clock".) When the grit tracker is depleted then actual wounds and death ensue (knives in bellies). If you haven't read Logan Knight's original post on <a href="https://www.lastgaspgrimoire.com/id-hit-that/">Flesh and Grit</a>, as well as <a href="https://www.lastgaspgrimoire.com/death-dismemberment/">his more evolved rules here</a> on this I recommend you do so, as my whole approach takes inspiration these, and mechanically speaking, just ring a couple of changes on them. In fact an even better version is in <a href="https://errantrpg.carrd.co/#initiative">Ava Islam's Errant here</a>&nbsp;and a post where s<a href="https://permacrandam.blogspot.com/2021/02/errant-design-deep-dive-5-combat-violent.html">he unpacks her reasoning here</a>.</p><p>To make this work, we need to distinguish mechanically bonafide wounds from the kind of thing grit tracks. We can have real recovery rules for wounds, but a different recovery mechanic (more like long rests in later editions of D&amp;D) for grit. I'll present a system below drawing on Knight and Islam's approach.&nbsp;</p><h4 style="text-align: left;"><i>Keep Grit Dice Low</i></h4><p>We'll need to keep grit low throughout the duration of a campaign if things are to stay on the knife's edge. In Jorune: Evolutions, you can only gain a Grit Die (GD) through what I used to <a href="http://maziriansgarden.blogspot.com/2020/08/sandbox-advancement.html">call "Big Ticket Sandbox Advancement"</a>, and now call Signature Achievement Advancement (diegetic accomplishment of some task that makes you a badass). Since signature achievements are hard to accomplish, characters will likely remain at 1 GD for a while. Also, the system maxes out at 4 GD as the most a player can ever get. So we'll never get into superhero range, although 4 HD could arguably represent a Conan figure pretty well.</p><h4 style="text-align: left;"><i>Ditching Variable Weapon Damage</i></h4><p>Let's also decouple "effectiveness" from how big a blade a weapon has. In other words, let's ditch variable weapon damage and go back to OD&amp;D pre-supplement 1's flat 1d6 for damage. This will help a lot with abstraction and is exactly what Jorune: Evolutions does. Variable weapon damage probably does more than anything to push us to imagining combat rolls as concrete blows that injure our foes to a greater or lesser degree. (There are other,&nbsp;<a href="http://maziriansgarden.blogspot.com/2020/08/weapon-proficiencies-for-classless-d.html">more interesting, ways to differentiate weapons that I discuss here</a>.)&nbsp;</p><h4 style="text-align: left;"><i>Sundry Rules Modifications</i></h4><p>Perhaps we can handle the ammo question the way Gus L does (and many others) with a usage die for ammunition. This will drive us towards abstraction and away from arrow counting. With different healing rules for grit and real injury this will smooth over the "cure light wounds" difficulty.&nbsp;</p><h4 style="text-align: left;"><i>Describing Combat</i></h4><p>Now for the harder bit: how to describe and imaginatively enter into combat. The most interesting change will be in how we <i>describe</i> and think about combat narratively by replacing "fortune at the end" with "fortune in the middle".&nbsp;</p><p>Players will still be asked what they want to do at the start of the round. They still say what their character is going to be doing in combat that round, like trying to kill someone or attacking with a sword. But combat as it actually unfolds will be described differently. I think we need to bring the players into combat imaginatively in a different way to make this work by asking them the right kinds of questions as DMs.&nbsp;</p><p>I'm thinking of the way even in retro gamist heavy play, DMs will often ask a player to describe how they kill someone, giving narrative control over the moment of victory to the player, asking "What does it look when you take them out?" Here I'm envisioning something similar but re-centered on an abstract understanding of grit.&nbsp;</p><p>Suppose the player succeeds at a combat roll and rolls a 6 (max) on the effectiveness die. The DM might say, "Wow, that was pretty effective. Tell us how you're gaining the upper hand." Or, supposing the grit counter has ticked low for the enemy as a result of the roll, we could go with the more melodramatic: "Tell us how we know that the hour of your enemy's doom is approaching."&nbsp;</p><p>This will encourage players to enter into a space where they think of the struggle of combat as leading up to grievous injury, rather than consisting of a mechanic series of blows. It may also add a bit of (welcome) flavor to what is famously kinda dry combat in OSR games.&nbsp;</p><p>Now, to make this work, the rule will have to be that the player may not describe the opponent as suffering a (real or serious) wound when all we're talking about is the loss of grit, since that hasn't happened yet. Furthermore--and this is the really tricky bit--there needs to be an understanding that what is described doesn't constitute fictional positioning with mechanical benefits. There already are mechanics for combat in place.&nbsp;&nbsp;</p><p>So, for example, the player can't say, "I split his breastplate and give him a gash from shoulder to rib." That would be a wound, so the DM might say, "Well you didn't wound him yet, so let's say you actually dent his breastplate, and you hear him groan and gasp in breath as his ribs bruise." Players will pick up on this soon enough and it will effect how they imaginatively enter the combat space, "I beat him back and the best he can do is frantically parry my blows".</p><p>A harder case: what if they say, "I strike him hard, and he tries to parry, but the blow knocks the sword across the room"? The problem is that some weapons and unarmed combat have rules for disarming people, and so this is already covered by the rules elsewhere. They can't get that condition "for free" through narrative control. You don't want players "double dipping", both gaining the benefits of an effective blow that significantly advances the tracker towards wounds and death, and also gives them further mechanical benefits. Trust me, if players have this power in a gamist space where they're required to "try to win" it's not going to work.&nbsp;</p><p>As a DM, I would redirect this description in a "yes and" way, "Amazing. But he's not disarmed per the rules, so he dives for his weapon and retrieves it, sweat forming on his brow."&nbsp; &nbsp;</p><p>Whether as DM you allow the cinematic narration to bleed into tactical advantage via fictional positioning will be delicate. Probably you can't stop it altogether, and you'll just have to use your judgment and not let it get too far. For example, take a still more subtle case. Suppose a player describes bashing against someone and driving them back towards a canyon behind them. It's a judgment call whether you redirect that in a "yes and" sorta way.&nbsp;</p><p>If you allow it, it will have tactical consequences, for example, about the possibility of someone trying to grapple the foe and toss them over the edge in later rounds. But the flip side is that opponents can wriggle out, or gain some fictional positioning, when they score effective attacks too. So it's a two-way street and given the right dynamics at the table, this might be pleasing.&nbsp;&nbsp;</p><p>What I would say is that it's a judgment call, and something to be worked out in practice. Generally speaking, my advice would be that the DM should use the abstraction and narrative flavoring to try to keep separate directly mechanical effects from narrative descriptions via gentle "yes and" redescriptions where necessary.&nbsp;</p><p>This approach will work best with theater of the mind play, where tactical maps are used (if at all) only roughly to indicate where people are at in a fluid situation. This approach requires a degree of abstractness that is a poor fit with five foot squares and the like. The mantra is to make combat mechanically abstract, as a counter towards wounds and death, and then allow narrative descriptions to shape the space of our shared imagination by asking questions that lead away from the concrete narration of trading blows.&nbsp;</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhck1-Xj8P_K60bcvuCUr5l9tZmBW4cIIfTgzNWMr7DZg9_yiP8AJx9LKdBBoDqTZrfOrN_AZwHyYepGEc_nU0_0zvkjC_oD-x35a0GReob1OylKY6-TchzZIUYD-C8KEyjQtuWOv0h-Ro/s1000/Die-Volume-1-Fantasy-Exclusive-Variant-Cover-2406707_1024x1024.webp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1000" data-original-width="700" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhck1-Xj8P_K60bcvuCUr5l9tZmBW4cIIfTgzNWMr7DZg9_yiP8AJx9LKdBBoDqTZrfOrN_AZwHyYepGEc_nU0_0zvkjC_oD-x35a0GReob1OylKY6-TchzZIUYD-C8KEyjQtuWOv0h-Ro/w280-h400/Die-Volume-1-Fantasy-Exclusive-Variant-Cover-2406707_1024x1024.webp" width="280" /></a></div><br /><p></p><h3 style="text-align: left;">The System&nbsp;</h3><div><br /></div><div>Here's a first pass at implementing the approach I've been outlining in this post for a particular game, Jorune: Evolutions. A classless OD&amp;D inspired sword and planet game.&nbsp;</div><div><br /></div><h4 style="text-align: left;"><i>Combat</i></h4><p></p><ul style="text-align: left;"><li>To attack in Jorune: Evolutions make a <b>combat roll</b>, which is 1d20 + Modifier (Strength for Melee, Aim for Missile Weapons) against the target's AC.&nbsp;</li><li>If you tie or beat the AC this is a <b>success</b>.&nbsp;</li><li>On a success, you make an <b>effectiveness roll </b>which is always 1d6.&nbsp;</li><li>Subtract the effectiveness roll from the opponent's <b>grit</b>, which is a tracker towards wounds and death.&nbsp;</li></ul><h4 style="text-align: left;"><i>Wounds and Death</i></h4><p>Grit never falls below 0. When it reaches 0, the target makes a Stamina check, which is 2d6 + their stamina modifier. (These are like deathblows in the video game The Darkest Dungeon if that helps you, except that the blow that takes you to 0 also induces one.) Note that starting stamina modifiers range from -1 to +1 and never go higher than +2.</p><p>6- Target slain.</p><p>7-9 Target wounded.</p><p>10+ Only a scratch.&nbsp;</p><h4 style="text-align: left;"><i>Wounds</i></h4><p>The wounded target receives a -1 for the duration of combat to all rolls (including future stamina checks, effectiveness rolls, etc).&nbsp;</p><p>Consult the effectiveness roll of the attack that wounded the target.&nbsp;</p><p>(1)-(3) The target gets to describe the wound received.</p><p>(4)-(6) The attacker gets to describe the wound dealt.&nbsp;&nbsp;</p><p>Such descriptions can have consequences for healing, and also fictional positioning, although for mechanically speaking, the total effect is -1 to physical rolls.&nbsp;</p><p>Here's a chart:</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjo0rTz-pPPomIttDZADhDNb0g93_iMzfFulVd3Jf7bW04oJCBoFmNFRRntHbCH75gbjPhseEHVFEL5zAZR7tV5qgsRh2HKqpR4LDVqbPTm8eoF3nb_6vpsRnMQ7ZBOqStW1vtEu6q8J4/s1232/J_E+Combat+Simple.jpeg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="1232" data-original-width="1103" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjo0rTz-pPPomIttDZADhDNb0g93_iMzfFulVd3Jf7bW04oJCBoFmNFRRntHbCH75gbjPhseEHVFEL5zAZR7tV5qgsRh2HKqpR4LDVqbPTm8eoF3nb_6vpsRnMQ7ZBOqStW1vtEu6q8J4/w572-h640/J_E+Combat+Simple.jpeg" width="572" /></a></div><br /><p><br /></p><p><br /></p><p><i><br /></i></p><p><i><br /></i></p><p><i><br /></i></p><p><i><br /></i></p><p><i><br /></i></p><p><i><br /></i></p><p><i><br /></i></p><p><i><br /></i></p><p><i><br /></i></p><p><i><br /></i></p><p><i><br /></i></p><p><i><br /></i></p><p><i><br /></i></p><p><i><br /></i></p><p><i><br /></i></p><p><i><br /></i></p><p><br /></p><div><h3 style="text-align: left;">Recovery</h3><div><br /></div><div>All GD can be recovered with a full night's sleep. Whatever your grit score upon falling asleep, roll all your GD afresh as you would normally upon wakening.&nbsp;&nbsp;</div><div><br /></div><div>Wounds on the other hand heal more slowly and perilously. The penalty to rolls persists until proper healing can take place over downtime.&nbsp;</div><div><br /></div><div><u>During the Adventure</u></div><div><br /></div><div>If a party member is wounded, reduce overland travel for the wounded by 1 hex per day for each wound they received. Having to camp in the wilderness with wounded party members is not a good situation. When the party makes camp for the night, the person with the highest medical score must check to treat their wounds:</div><div><br /></div><div>6- <span>&nbsp;&nbsp; </span>The wounded must check vs. stamina or acquire an infection</div><div>7+&nbsp; &nbsp;No infection</div><div><br /></div><div>Infection: Open a three step infection tracker and give it one step. On three steps the character dies. Each night a further stamina check must be made. (There are limilates and the like that can help with recovering from infection.)</div><div><br /></div><div>6-<span>&nbsp; &nbsp; Add a step&nbsp;</span>to the tracker</div><div>7-9<span>&nbsp; Remove a step from the tracker</span></div><div><span>10+ Remove two steps from the tracker</span></div><div><br /></div><div><span><br /></span></div><div><u>During Downtimes</u></div><div><u><br /></u></div><div><i>Resolving Infection</i></div><div><br /></div><div>If the party has not yet camped, when the party returns to the village, you should first test for infection by having the member of the cohort with the highest medical skill make a check as above. (The party may also recruit an NPC to treat the wound if someone has a relationship with the NPC.) Resolve the rolls for recovering from the infection all at once using the above rules with one exception.&nbsp;</div><div><br /></div><div><i>Surgery</i></div><div><br /></div><div>If the character reaches three steps on the infections tracker while at the village, the player can opt to undergo surgery. The person with the highest medical skill in the cohort then makes a medical check.&nbsp;</div><div><br /></div><div>6- Death</div><div>7+ Recovery with permanent injury</div><div><br /></div><div>The player may decide what the permanent injury is. It must have a mechanical effect of some kind, and needs to fit the description of the wound.&nbsp;</div><div><br /></div><div><i>Rest and Recuperation</i></div><div><i><br /></i></div><div>Once it is determined that the character will live and whether they have suffered permanent injury, the character must rest. They may not go on missions or perform downtime actions for 1 week for each wound received. If they underwent surgery, add 2 additional weeks to their recovery. During this time, the player of this character can play with their alternate character during recovery time. (Here modest troupe play makes these injury rules workable and perhaps even fun as a change of pace).</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvJ7GWUpIzFsbxrZVoqQz0kurf-ustie1h-Wi7MDvpQzKeR05qmsGCiqi3DhAu6zMYFSQfsEzPs1oLDxQYtthm2_Knd_HEQS_UY6h7sNj89Lv4Cm_ABRr5V-c3psO5z1XlL1X844h1ffU/s318/download+%25287%2529.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="318" data-original-width="159" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvJ7GWUpIzFsbxrZVoqQz0kurf-ustie1h-Wi7MDvpQzKeR05qmsGCiqi3DhAu6zMYFSQfsEzPs1oLDxQYtthm2_Knd_HEQS_UY6h7sNj89Lv4Cm_ABRr5V-c3psO5z1XlL1X844h1ffU/w200-h400/download+%25287%2529.jpeg" width="200" /></a></div><br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCmA3nDv87IWB4DLQsMi01bLANL6_dYdz3me4EPjO6ouE-akt4YcrfeSj6f1RGnkYQEcAT4O7bIvOy31v3dycKYE_kfIDHl7Rsxwu0A4RNTfG-XW49dNjqxgwOeIOcZMqMNq4lBhksT0A/s1492/J_E+Combat.jpeg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><br /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCmA3nDv87IWB4DLQsMi01bLANL6_dYdz3me4EPjO6ouE-akt4YcrfeSj6f1RGnkYQEcAT4O7bIvOy31v3dycKYE_kfIDHl7Rsxwu0A4RNTfG-XW49dNjqxgwOeIOcZMqMNq4lBhksT0A/s1492/J_E+Combat.jpeg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><br /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCmA3nDv87IWB4DLQsMi01bLANL6_dYdz3me4EPjO6ouE-akt4YcrfeSj6f1RGnkYQEcAT4O7bIvOy31v3dycKYE_kfIDHl7Rsxwu0A4RNTfG-XW49dNjqxgwOeIOcZMqMNq4lBhksT0A/s1492/J_E+Combat.jpeg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><br /></a></div></div> <div style='clear: both;'></div> </div> <div class='post-footer'> <div class='post-footer-line post-footer-line-1'> <span class='post-author vcard'> Posted by <span class='fn' itemprop='author' itemscope='itemscope' itemtype='http://schema.org/Person'> <meta content='https://www.blogger.com/profile/04568198881628052274' itemprop='url'/> <a class='g-profile' href='https://www.blogger.com/profile/04568198881628052274' rel='author' title='author profile'> <span itemprop='name'>Ben L.</span> </a> </span> </span> <span class='post-timestamp'> at <meta content='http://maziriansgarden.blogspot.com/2021/04/injury-and-abstract-combat-round.html' itemprop='url'/> <a class='timestamp-link' href='http://maziriansgarden.blogspot.com/2021/04/injury-and-abstract-combat-round.html' rel='bookmark' title='permanent link'><abbr class='published' itemprop='datePublished' title='2021-04-18T07:16:00-07:00'>7:16&#8239;AM</abbr></a> </span> <span class='post-comment-link'> <a class='comment-link' href='http://maziriansgarden.blogspot.com/2021/04/injury-and-abstract-combat-round.html#comment-form' onclick=''> 37 comments: </a> </span> <span class='post-icons'> <span class='item-control blog-admin pid-401723375'> <a href='https://www.blogger.com/post-edit.g?blogID=4202612634352350608&postID=5028816119817668911&from=pencil' title='Edit Post'> <img alt='' class='icon-action' height='18' src='https://resources.blogblog.com/img/icon18_edit_allbkg.gif' width='18'/> </a> </span> </span> <div class='post-share-buttons goog-inline-block'> </div> </div> <div class='post-footer-line post-footer-line-2'> <span class='post-labels'> Labels: <a href='http://maziriansgarden.blogspot.com/search/label/Abstract%20Combat' rel='tag'>Abstract Combat</a>, <a href='http://maziriansgarden.blogspot.com/search/label/Grit' rel='tag'>Grit</a>, <a href='http://maziriansgarden.blogspot.com/search/label/Hit%20Points' rel='tag'>Hit Points</a>, <a href='http://maziriansgarden.blogspot.com/search/label/Jorune%20Evolutions' rel='tag'>Jorune Evolutions</a>, <a href='http://maziriansgarden.blogspot.com/search/label/Rules' rel='tag'>Rules</a> </span> </div> <div class='post-footer-line post-footer-line-3'> <span class='post-location'> </span> </div> </div> </div> </div> </div></div> <div class="date-outer"> <h2 class='date-header'><span>Tuesday, March 2, 2021</span></h2> <div class="date-posts"> <div class='post-outer'> <div class='post hentry uncustomized-post-template' itemprop='blogPost' itemscope='itemscope' itemtype='http://schema.org/BlogPosting'> <meta content='https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheG3QsxasrujkZ4jYmTRrvqOT4BlgJJtYXhRajJEpgg-4OfHEAa5v9MBLH1-WLUwoO9J3i59zUGtufeyryprVrXppkxZzZnDwNxf_SIamQGrMsYMwUK8Qmd6XQ7dkw0oaETnl1zLz9zmI/w400-h225/intro-1575042931.jpg' itemprop='image_url'/> <meta content='4202612634352350608' itemprop='blogId'/> <meta content='4039530331549884444' itemprop='postId'/> <a name='4039530331549884444'></a> <h3 class='post-title entry-title' itemprop='name'> <a href='http://maziriansgarden.blogspot.com/2021/03/unarmed-combat.html'>Unarmed Combat!</a> </h3> <div class='post-header'> <div class='post-header-line-1'></div> </div> <div class='post-body entry-content' id='post-body-4039530331549884444' itemprop='description articleBody'> <p>&nbsp;</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheG3QsxasrujkZ4jYmTRrvqOT4BlgJJtYXhRajJEpgg-4OfHEAa5v9MBLH1-WLUwoO9J3i59zUGtufeyryprVrXppkxZzZnDwNxf_SIamQGrMsYMwUK8Qmd6XQ7dkw0oaETnl1zLz9zmI/s1000/intro-1575042931.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="563" data-original-width="1000" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheG3QsxasrujkZ4jYmTRrvqOT4BlgJJtYXhRajJEpgg-4OfHEAa5v9MBLH1-WLUwoO9J3i59zUGtufeyryprVrXppkxZzZnDwNxf_SIamQGrMsYMwUK8Qmd6XQ7dkw0oaETnl1zLz9zmI/w400-h225/intro-1575042931.jpg" width="400" /></a></div><br /><p></p><p>Unarmed combat and grappling is a poor fit with the main combat rules as written in early editions of D&amp;D, which are focused on armed opponents striking their weapons against armored opponents so as to wound them. They do not speak to a situation where someone unarmed tries to get past a weapon, or disarm someone, or wrestle them to the ground and immobilize them. And yet this kind of thing comes up all the time in my experience, enough that there really need to be rules for it.</p><p>Where they have been developed as add-ons to the combat system, they have tended to take&nbsp;<i>absurdly </i>complicated forms, like Gary Gygax's bizarre grappling mini-game in 1E AD&amp;D, perhaps the most <i>sui generis</i> and complex of the many crunchy sub-systems introduced in the wonderfully incomprehensible 1E <i>Dungeon Master's Guide</i>. People who have taken the time to understand and use Gygax's grappling system tell me they love it. But I, who even use segment initiative with casting time, look at it and think: what the actual fuck Gary.</p><p>So I want to develop a simpler system for grappling that fits with the weapon rules and stat-check system for Jorune: Evolutions. As I see it, there's a tension here with trade-offs, in that one needs a few options that are more granular than melee combat options, since grappling is often about wanting to do something that breaks the trying-to-wound-an-opponent mold. So you want some complexity, but without introducing a grotesquely granular grappling mini-game. Hopefully, the system below walks that line, keeping things simple enough while allowing a little granularity in.</p><p>The system draws on my <a href="https://maziriansgarden.blogspot.com/2021/02/a-simple-2d6-skill-system.html?showComment=1614536607282#c3214546529824803503">simple 2d6 stat check system,</a> as well as <a href="https://maziriansgarden.blogspot.com/2020/08/weapon-proficiencies-for-classless-d.html">my rules about weapon types</a> (particularly "close weapons" that can be used in grappling), and some new unarmed combat proficiencies explained below. I remind you about those rules as I go so as to not lose anyone who is interested in this as a discrete topics. It presupposed non-variable weapons damage and low stat modifiers.</p><p>I'm sure that many people have created good systems for unarmed combat that are OD&amp;D or B/X friendly. If you know of a good one, please drop it in the comments! My system is builds, like so much of what I'm doing, on that masterpiece of OD&amp;D-inspired rule design, Gus' HMS Apollyon Player's Guide.&nbsp;</p><div><br /></div><h3 style="text-align: left;">Unarmed Melee Combat</h3><p>Unarmed melee combat is just like armed melee combat, except that when you strike you do 1d6/3 points of damage rounded up (i.e. 1-2). Someone who is armed gets no special bonus against someone unarmed except that they will do more damage to them if they hit.&nbsp;</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLny1qgi1NbCQzxTxhyphenhyphenvsOfftWPZIUm1pBFd5Z10Ob6KPxEz34TGAlMY6Bug8MSU8YL905A0gk_4oSVc1sb5uPncBJoml1GMWG5oCK218lFfncEbHQ0J6Qq-g-uSteraF5PKJgGaHf5hQ/s400/4eaea034ecad04734c000004.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLny1qgi1NbCQzxTxhyphenhyphenvsOfftWPZIUm1pBFd5Z10Ob6KPxEz34TGAlMY6Bug8MSU8YL905A0gk_4oSVc1sb5uPncBJoml1GMWG5oCK218lFfncEbHQ0J6Qq-g-uSteraF5PKJgGaHf5hQ/w400-h300/4eaea034ecad04734c000004.jpeg" width="400" /></a></div><br /><h3 style="text-align: left;">Grappling</h3><p>A player can only grapple a foe that is at most two sizes larger than them. On their turn, a PC who can close with such an opponent can initiate a special grappling attack sequence. It works like this:</p><p></p><ol style="text-align: left;"><li>If the opponent subject to the grapple attack is armed, they may melee attack the grappler as they close. (They may make this melee attack even if they have already attacked this round.)</li><li>The grappler rolls to hit as though the opponent is unarmored--agility mods to AC still apply.&nbsp;</li><li>If the attack hits, the two are now grappling. Neither may act for the rest of the round except to resolve the grapple.</li><li>The grapplers now must make an opposed strength check (2d6 + Str Mod). If one side is a size larger they receive advantage (+1), and if two sizes larger they receive great advantage (+2). Tied results are a stand-off.&nbsp;</li><li>The winner chooses 1: damage, disarm, immobilize, or break grapple.&nbsp;</li></ol><ul style="text-align: left;"><ul><li>Damage is 1d6/3 points unless one has a close weapon (or some unarmed combat proficiencies see below), in which case it is 1d6 with disadvantage (2d6 discard the highest). If one chooses damage, one may draw a close weapon for these purposes, provided one drops any other weapons one was carrying. One cannot otherwise draw a weapon while grappling.</li><li>Disarming knocks a weapon far enough away that it can't be used by the grappled foe (1d4x5 feet away).</li><li>Immobilizing the foe allows others to melee attack them without danger of hitting the grappler, or to join the grapple on them without needing to make an attack roll.</li><li>Breaking grapple ends the grapple.&nbsp;</li></ul></ul>&nbsp; &nbsp; &nbsp; 6. If the losing side still has a close weapon drawn and are not immobilized&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; they automatically deal 1d6 damage with disadvantage to the winner.&nbsp;<br /><div><br /></div>In a round where both parties enter it already grappling, resolve the grapple after melee weapon attacks.&nbsp;<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjafeK7Aq-_1Eqbrstop5PKBbsW3QCz2iaGFcOBHVqiBkJzYhVHbR48oeSmTKbmbuW9i82UJziPcUWvSHqpChxC1Ur4ZlfkjSsVRmSl3j9M2pg-OHWOHzZh98zw_EnZ5W-GzM7AMWPFGYo/s259/download+%25284%2529.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="195" data-original-width="259" height="301" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjafeK7Aq-_1Eqbrstop5PKBbsW3QCz2iaGFcOBHVqiBkJzYhVHbR48oeSmTKbmbuW9i82UJziPcUWvSHqpChxC1Ur4ZlfkjSsVRmSl3j9M2pg-OHWOHzZh98zw_EnZ5W-GzM7AMWPFGYo/w400-h301/download+%25284%2529.jpeg" width="400" /></a></div><h3 style="text-align: left;"><br /></h3><h3 style="text-align: left;">Multiple Grapplers</h3><p>Once someone is grappled, other people can pile on by using their attack to grapple as normal.&nbsp;</p><p></p><ul style="text-align: left;"><li>If they are immobilized then no addition attack roll is needed.</li><li>&nbsp;Each additional grappler adds a bonus of 1 to the grappler with the highest bonus to the grapple check (strength or largest size).&nbsp;</li><li>When multiple people grapple a single foe, then they can tie up the foe with two immobilize results on subsequent rounds if they have a rope or other bonds handy.&nbsp;</li><li>If a single grappler wins against multiple foes and chooses to do damage, they may select to whom to apply the damage.&nbsp; &nbsp;</li></ul><p></p><div class="separator" style="clear: both; text-align: center;"><br /></div><h3 style="text-align: left;">New Grappling and Unarmed Combat Weapon Proficiencies</h3><p>Note that these unarmed proficiencies can be combined and stack. For example, someone might use chuko to reverse the strength bonus of an opponent, and when winning the grapple, use braz juju to inflict 1d6 damage with disadvantage on them.</p><p><i>Mantis Boxing</i></p><p>This is a catch-all standing in for many different techniques, from brutal street brawling learned in the gutters of Ardoth to disciplined martial arts like mantis boxing.</p><p></p><ul style="text-align: left;"><li>Those proficient in brawling do 1d6 damage with disadvantage in unarmed melee combat.&nbsp;</li><li>This proficiency does not affect grappling.&nbsp;</li></ul><p></p><p><i>Chuko</i></p><p>This elegant fighting art involves using your opponents strength against them to toss them like a rag doll.&nbsp;</p><p></p><ul style="text-align: left;"><li>Those proficient in chuko turns the strength bonus of their opponent into a minus for the purpose of the grapple check.&nbsp;</li><li>When winning a grapple check, they may opt to break the grapple by throwing their opponent 10' and doing 1d6 damage with disadvantage.</li><li>This proficiency does not affect unarmed melee combat.</li></ul><p></p><p></p><div class="separator" style="clear: both; text-align: center;"><br /></div><i>Braz Juju</i><p></p><p>This ancient vicious fighting style involves coiling about your opponent like a serpent and inflicting the maximum pain.&nbsp;</p><p></p><ul style="text-align: left;"><li>Those proficient in braz juju who win a grapple check and opt to damage their opponent do 1d6 damage with disadvantage.</li><li>This proficiency does not affect unarmed melee combat.&nbsp;</li></ul><p></p><p><i>Secret Fighting Techniques</i></p><p>It is rumored that there are other fighting techniques suited to the specific capabilities of different post-human species, but they are either obscure or positively proscribed in Ardoth.&nbsp;</p><p><br /></p><p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmcuerQltAO0hySqHrlnXqO7P_yyAFGjxFueABgjPlsEOfAs9il7XCMYBVZvCe2-omZP34W4h_VFHfmVZZtuGvulrs4srLxWk4QT-x_Ugbtx8Q_VVKv-elJSl7pO2Qyp0Djetx8fkA8gY/s300/download+%25283%2529.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="168" data-original-width="300" height="224" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmcuerQltAO0hySqHrlnXqO7P_yyAFGjxFueABgjPlsEOfAs9il7XCMYBVZvCe2-omZP34W4h_VFHfmVZZtuGvulrs4srLxWk4QT-x_Ugbtx8Q_VVKv-elJSl7pO2Qyp0Djetx8fkA8gY/w400-h224/download+%25283%2529.jpeg" width="400" /></a></div><p></p><h3 style="text-align: left;"><br /></h3><h3 style="text-align: left;">A Grapple Example</h3><div><br /></div><div><b>Round 1</b></div><div><b><br /></b></div><div>Our party of four tauthers consists of Ling and Max (humans), Leenda (woffen), and Tomar (muadra). An unnerving parlay with a band of three ramians in chiveer, huge thin humanoid aliens undergoing a period of cruel rage, devolves into combat beneath the jungle canopy. While two of the ramians wear only leather cuirasses and wield spears, their leader wears strange metal armor and wields a giant sword of alien metal, with a knife sheathed in his belt.</div><div><br /></div><div>The ramians win initiative and attack. The two spear wielding ramians attack Ling and Leenda respectively and the leader strikes at Tomar. Only the leader hits,&nbsp; but it's a devastating blow, because the weapon has the tags "two-handed" and "sharp", and the leader has +2 to damage because of the size difference with his diminutive muadra target. He rolls 3,5 and as a result, he does 7 points of damage total! Tomar reels under the blow, almost going under with 1 hp remaining and losing the dysha he was sculpting. Now it is the player's turn.</div><div><br /></div><div>Max's player sees a bad situation. The leader is well-armored and will be very difficult to hit, and capable of dealing great damage. He needs to be taken out of the equation if the party is to have a prayer of surviving this brutal assault. He draws his knife and he decides to charge in for a grapple, hoping his close weapon and strength modifier (+1) will give him an edge.&nbsp;</div><div><br /></div><div>The first step is that the leader gets an attack roll on Max as he charges, even though the leader has already attacked this round. Max is wearing boiled leather armor, in which he is proficient, so his AC is 13. The leader's weapon has the tag sharp and so receives +3 to hit, and he needs to roll a 10 or higher on 1d20 to hit Max. Max's player holds his breath: this is a big roll that may determine whether he lives or dies in the subsequent struggle. Max is in luck, and the leader misses on the attack with an 8!&nbsp;</div><div><br /></div><div>The second step is to see if Max hits with his grappling roll. Ignoring the leader's armor, his AC is 10. Max's strength bonus of +1 means that he hits on a 9+ on 1d20. He rolls an 11! Closing he slips past the leader's weapon and is on him.&nbsp;</div><div><br /></div><div>The third step is to make an opposed grapple check. The leader rolls 2d6 adding 1 for the advantage of his greater size, and Max's player rolls 2d6 +1 for his strength modifier. The ramian gets 5 (2d6 roll) + 1 (moderate size advantage) + 0 (strength modifier)=7 and Max gets 3+5+1=9. Max wins the grapple, overwhelming the ramian for now.&nbsp;</div><div><br /></div><div>He may now choose whether to damage, disarm, or immobilize the ramian. Max's player doesn't want to immobilize him, because&nbsp; the party needs to handle the other ramians and so won't be able to take advantage of the immobilized leader. He could do damage, but he worries that if the leader breaks the grapple next round, they'll be right back where they started. So he chooses instead to disarm the ramian, batting the alien weapon from his hands and knocking it far away, so that if he breaks the grapple the leader won't be just able to attack the party with it again.&nbsp;</div><div><br /></div><div>Tomar grabs the leader's sword and ducks back behind his compatriots for cover taking it out of the combat. Ling strikes one of the two remaining ramians with a sword and takes a serious blow in return. Leenda and the other ramian unsuccessfully trade blows.</div><div><br /></div><div><b>Round 2</b></div><div><br /></div><div>In the next round, the two grapplers make another opposed grapple check. This time the ramian wins rolling 3+6+1+0=9 against Max's pitiful 2+1+1=4. The ramian works his knife free, hoping in his blood lust to slaughter the human. Close weapons have disadvantage and he rolls 2, 5=2 modified by his size bonus to damage (+1) for 3 points of damage total. Max has 6 hp remaining.</div><div><br /></div><div>Since Max's has a close weapon drawn, as the loser Max now automatically does damage to the ramian as well. Rolling 2 six-sided dice he gets 3, 4=3. Max gives as good as he gets in this brutal and bloody exchange, as the two cut each other with knives. The leader now has 12 hp remaining.&nbsp; &nbsp;</div><div><br /></div><div>With the leader occupied, the fight is going considerably better for Max's companions, who slay one of the two ramians with a mix of swordplay and a deadly dysha from Tomar.&nbsp;</div><div><br /></div><div><b>Round 3</b></div><div><br /></div><div>In the third round, Max and the leader face off again. This time the leader prevails with an 6+4+1=11 against the Max's 4+4+1=9. The leader has a close weapon drawn, so he does damage to Max, rolling 3,6=3+1=4. Max is now at 2 hp.&nbsp;</div><div><br /></div><div>Tomar races over joining the grapple, aided by a length of rope he has pulled from his pack. Tomar makes an attack roll to join the grapple, needing to roll 10+. He rolls a 12. Since there are now multiple people grappling the leader, Tomar does not get a separate grapple check this round. Meanwhile their companions face off against the remaining ramian, trading blows.</div><div><br /></div><div><b>Round 4</b></div><div><b><br /></b></div><div>In the fourth round, Max and Tomar grapple the leader. Tomar adds a +1 to Max's roll. Max's player draws a deep breath: if he loses, Max may well die at the hands of the ramian.&nbsp;Max rolls 3+4+1+1=9, while the ramian leader rolls 6+1+1=8.&nbsp;</div><div><br /></div><div>As their companions drive the other ramian into flight with further injuries, Max and Tomar use their success in the grapple check to immobilize the leader, struggling to bind his arms with Tomar's rope.&nbsp;</div><div><br /></div><div><b>Round 5</b></div><div><br /></div><div>Freed of enemies, the remaining companions pile on to the leader, not needing an attack roll to do so because he is immobilized. Adding their bonuses to Max (+1 for each), he now rolls 3+2+1+3=9 and the ramian leader rolls 3+3+1=7. Max chooses to immobilize him again, trussing him up like a turkey. Combat is now over as the leader is their captive. Max's derring-do, luck, and savvy use of grappling has snatched victory from the jaws of death, and likely saved his companions!</div><div>&nbsp;</div> <div style='clear: both;'></div> </div> <div class='post-footer'> <div class='post-footer-line post-footer-line-1'> <span class='post-author vcard'> Posted by <span class='fn' itemprop='author' itemscope='itemscope' itemtype='http://schema.org/Person'> <meta content='https://www.blogger.com/profile/04568198881628052274' itemprop='url'/> <a class='g-profile' href='https://www.blogger.com/profile/04568198881628052274' rel='author' title='author profile'> <span itemprop='name'>Ben L.</span> </a> </span> </span> <span class='post-timestamp'> at <meta content='http://maziriansgarden.blogspot.com/2021/03/unarmed-combat.html' itemprop='url'/> <a class='timestamp-link' href='http://maziriansgarden.blogspot.com/2021/03/unarmed-combat.html' rel='bookmark' title='permanent link'><abbr class='published' itemprop='datePublished' title='2021-03-02T04:00:00-08:00'>4:00&#8239;AM</abbr></a> </span> <span class='post-comment-link'> <a class='comment-link' href='http://maziriansgarden.blogspot.com/2021/03/unarmed-combat.html#comment-form' onclick=''> 19 comments: </a> </span> <span class='post-icons'> <span class='item-control blog-admin pid-401723375'> <a href='https://www.blogger.com/post-edit.g?blogID=4202612634352350608&postID=4039530331549884444&from=pencil' title='Edit Post'> <img alt='' class='icon-action' height='18' src='https://resources.blogblog.com/img/icon18_edit_allbkg.gif' width='18'/> </a> </span> </span> <div class='post-share-buttons goog-inline-block'> </div> </div> <div class='post-footer-line post-footer-line-2'> <span class='post-labels'> Labels: <a href='http://maziriansgarden.blogspot.com/search/label/Grappling' rel='tag'>Grappling</a>, <a href='http://maziriansgarden.blogspot.com/search/label/Jorune%20Evolutions' rel='tag'>Jorune Evolutions</a>, <a href='http://maziriansgarden.blogspot.com/search/label/Rules' rel='tag'>Rules</a>, <a href='http://maziriansgarden.blogspot.com/search/label/Unarmed%20Combat' rel='tag'>Unarmed Combat</a> </span> </div> <div class='post-footer-line post-footer-line-3'> <span class='post-location'> </span> </div> </div> </div> </div> </div></div> <div class="date-outer"> <h2 class='date-header'><span>Saturday, February 27, 2021</span></h2> <div class="date-posts"> <div class='post-outer'> <div class='post hentry uncustomized-post-template' itemprop='blogPost' itemscope='itemscope' itemtype='http://schema.org/BlogPosting'> <meta content='https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFPBMR982LJcjn4POJFq32jeNd7KUkbBY4TVZnRPzEa86O9ScwpfWUwuMeqhWW6-rl0oe_j-DL03bwScD_BNaV-R7lNPRLQaY7b_mKptPO0wNTjZ4fqGXNaa6QxVl_0fX9w-3ylz-xgY0/w400-h163/42b8992db67029da445ac892137844bf--millennium-falcon-harrison-ford.jpg' itemprop='image_url'/> <meta content='4202612634352350608' itemprop='blogId'/> <meta content='1430177657334822682' itemprop='postId'/> <a name='1430177657334822682'></a> <h3 class='post-title entry-title' itemprop='name'> <a href='http://maziriansgarden.blogspot.com/2021/02/a-simple-2d6-skill-system.html'>A Simple 2d6 Skill System</a> </h3> <div class='post-header'> <div class='post-header-line-1'></div> </div> <div class='post-body entry-content' id='post-body-1430177657334822682' itemprop='description articleBody'> <p><span style="font-family: helvetica;"></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-family: helvetica;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFPBMR982LJcjn4POJFq32jeNd7KUkbBY4TVZnRPzEa86O9ScwpfWUwuMeqhWW6-rl0oe_j-DL03bwScD_BNaV-R7lNPRLQaY7b_mKptPO0wNTjZ4fqGXNaa6QxVl_0fX9w-3ylz-xgY0/s540/42b8992db67029da445ac892137844bf--millennium-falcon-harrison-ford.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="220" data-original-width="540" height="163" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFPBMR982LJcjn4POJFq32jeNd7KUkbBY4TVZnRPzEa86O9ScwpfWUwuMeqhWW6-rl0oe_j-DL03bwScD_BNaV-R7lNPRLQaY7b_mKptPO0wNTjZ4fqGXNaa6QxVl_0fX9w-3ylz-xgY0/w400-h163/42b8992db67029da445ac892137844bf--millennium-falcon-harrison-ford.jpg" width="400" /></a></span></div><span style="font-family: helvetica;"><span face="calibri, sans-serif"><br /></span></span><p></p><p><span style="font-family: helvetica;"><span face="calibri, sans-serif">Jorune: Evolutions uses a stat and skill check system that is different than the mechanics used in combat. Since Jorune: Evolutions is OD&amp;D inspired, in <a href="http://maziriansgarden.blogspot.com/2020/08/a-rules-lite-system-for-stat-or-skill.html">another post</a> I tried out a unified mechanic that employs the </span><span face="calibri, sans-serif">1d6 that OD&amp;D uses for most things.&nbsp;</span></span><span style="font-family: helvetica;">It was simple and the math was very transparent in a player-facing way. It also had a certain cleanness to it in that progression is linear and even a +1 opens up the ability to meet challenge levels that were previously closed.&nbsp;</span></p><p><span style="font-family: helvetica;">A possible downside is that it makes those low modifiers very significant, especially when it comes to opposed rolls where having an advantage can lead to stacked modifiers.&nbsp;</span><span style="font-family: helvetica;">This would have been OK, except for the fact that I'm using opposed rolls for grappling in unarmed combat and giving a +1 modifier for being large sized. (My next post will explain.) This would have resulted in each group having at least one unarmed boccord specialist in it, i.e. a half-giant professional wrestler. That game sounds amazing, but it's not the game I'm trying to design.&nbsp;</span></p><p><span style="font-family: helvetica;">The other possibility, with which I originally started, was to use a 2d6 system. This fits with the reaction roll mechanic and downtime system I'm using. Also, as Alistair mentioned in the comments on the 1d6 skills post, classic Traveller used a (janky) 2d6 skill system, so it has a nice pedigree for old school sci-fi gaming. That it picks up the PbtA resonance is a welcome result for me, and Cepheus system games use it as well.&nbsp;</span><span style="font-family: helvetica;">If you put a chart--like the one below--that shows the probabilities of success as a percentage chance on the character sheet, then you can make the math transparent enough to the players I hope. And as Tom Killion mentioned, it's fun and more dramatic feeling to roll more dice than one.&nbsp;</span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvEmQEOicmxZdxsw64XF5zLnjZRwA5hHJWF9J9liOVPV-THSslzOPOI_Sa2WOu9U1MM6WNs_boEvA9Z0opC18qu4M-1y5CVXZHZgU_dUMEjx7XPiHcxYkpptMPV4C8IjqxA4D2kEQq-sU/s900/Traveller.webp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="610" data-original-width="900" height="271" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvEmQEOicmxZdxsw64XF5zLnjZRwA5hHJWF9J9liOVPV-THSslzOPOI_Sa2WOu9U1MM6WNs_boEvA9Z0opC18qu4M-1y5CVXZHZgU_dUMEjx7XPiHcxYkpptMPV4C8IjqxA4D2kEQq-sU/w400-h271/Traveller.webp" width="400" /></a></div><br /><h2 style="text-align: center;"><u>Types of Checks</u></h2><p class="p2" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: helvetica;"><br /></span></p><p class="p1" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px;"><span style="font-family: helvetica;">There are four kinds of stat and skill checks in <i>Jorune Evolutions</i>. A roll can be opposed or unopposed. Each of these kinds of rolls can be a straight roll or a mixed roll. The Sholari will tell the player which of these types the roll is, and what modifiers will apply, before the player decides to roll the dice.<span class="Apple-converted-space">&nbsp;</span></span></p><p class="p2" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: helvetica;"><br /></span></p><p class="p1" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px;"><span style="font-family: helvetica;">Unopposed checks are tests against the PC&#8217;s skills or stats where the only opposition are the circumstances of action, inanimate objects, or natural forces. Opposed checks are made when the PC is attempting something that is resisted by another sentient being.</span></p><p><span style="font-family: helvetica;"></span></p><p class="p1" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px;"><span style="font-family: helvetica;">Straight rolls are rolls with binary results: success or failure. (Almost all rolls in classic D&amp;D are straight rolls, with the exception of reaction rolls.) Mixed rolls are made in circumstances where the effect of success is uncertain and feels narratively like it should be a scale of possible outcomes. Since <i>Jorune Evolutions </i>takes inspiration from classic D&amp;D, straight rolls are the default. <span class="Apple-converted-space">&nbsp;</span></span></p><p class="p1" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px;"><span style="font-family: helvetica;"><span class="Apple-converted-space"><br /></span></span></p><p class="p1" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px;"><span style="font-family: helvetica;"></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-family: helvetica;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiLnm3KKqzlw8scS-Wtb7jTA9tRY5uo8V2nCGXdkNQYV8_vn65Fh9NzwpHNlXXKjcKP4pcXX9y5UeoCWRRHmGyH_FSAnGZLorr9CDZPYD5w7TeNPhQDsY5Phkf1551HvuVBvK98VT6Q-4/s538/A1BgORMDeL.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="538" data-original-width="350" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiLnm3KKqzlw8scS-Wtb7jTA9tRY5uo8V2nCGXdkNQYV8_vn65Fh9NzwpHNlXXKjcKP4pcXX9y5UeoCWRRHmGyH_FSAnGZLorr9CDZPYD5w7TeNPhQDsY5Phkf1551HvuVBvK98VT6Q-4/w260-h400/A1BgORMDeL.jpg" width="260" /></a></span></div><span style="font-family: helvetica;"><br /><span class="Apple-converted-space"><br /></span></span><p></p><h2 style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; text-align: center;"><u style="font-family: helvetica;">Unopposed Checks</u></h2><p class="p2" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: helvetica;"><br /></span></p><p class="p1" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px;"><span style="font-family: helvetica;">Roll 2d6 + stat or skill modifier + difficulty modifier. (Note: it is always a stat OR a skill check. The modifiers do not stack.)</span></p><p class="p1" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px;"><span style="font-family: helvetica;"><span class="s1" style="text-decoration-line: underline;"><br /></span></span></p><p class="p1" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px;"><span style="font-family: helvetica;"><span class="s1" style="text-decoration-line: underline;">Results (Straight)</span>: <span class="Apple-tab-span" style="white-space: pre;"> </span>6- failure 7+ success</span></p><p class="p1" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px;"><span style="font-family: helvetica;"><span class="s1" style="text-decoration-line: underline;">Results (Mixed)</span>:<span class="Apple-tab-span" style="white-space: pre;"> </span>6- failure 7-9 mixed result 10+ Success</span></p><p class="p2" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: helvetica;"><br /></span></p><h3 style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: left;"><span style="font-family: helvetica;">Stat Modifiers</span></h3><p class="p2" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: helvetica;"><br /></span></p><p class="p2" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: helvetica;">-1 Sub-par</span></p><p class="p2" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: helvetica;">0&nbsp; Average</span></p><p class="p2" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: helvetica;">+1 Excellent</span></p><p class="p2" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: helvetica;">+2 Supreme (You can only reach this level through <a href="http://maziriansgarden.blogspot.com/2020/08/sandbox-advancement.html">big ticket sandbox advancement</a>)</span></p><p class="p2" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: helvetica;"><br /></span></p><h3 style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: left;"><span style="font-family: helvetica;">Skill Modifiers</span></h3><h3><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: left;"><span style="font-family: helvetica; font-size: small;"><span style="font-weight: normal;">-1 Untrained</span></span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: left;"><span style="font-family: helvetica; font-size: small;"><span style="font-weight: normal;">0&nbsp; Trained</span></span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: left;"><span style="font-family: helvetica; font-size: small;"><span style="font-weight: normal;">+1 Skilled</span></span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: left;"><span style="font-family: helvetica; font-size: small;"><span style="font-weight: normal;">+2 Master</span></span></div><p class="p2" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px;"><br /></p><p class="p2" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: helvetica;">Difficulty Modifiers</span></p><p class="p2" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px;"><br /></p><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: left;"><span style="font-family: helvetica; font-size: small; font-weight: normal;">+1 Easy&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: left;"><span style="font-size: small; font-weight: normal;"><span style="font-family: helvetica;">0&nbsp; &nbsp;Moderate&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</span></span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: left;"><span style="font-family: helvetica; font-size: small; font-weight: normal;">-1 Challenging&nbsp; &nbsp; &nbsp; &nbsp;</span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: left;"><span style="font-family: helvetica; font-size: small; font-weight: normal;">-2 Hard&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: left;"><span style="font-family: helvetica; font-size: small; font-weight: normal;">-3 Severe&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: left;"><span style="font-family: helvetica;"><span style="font-size: small; font-weight: normal;">-4 Heroic</span></span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: left;"><span style="font-family: helvetica;"><span style="font-size: small; font-weight: normal;">-5 Epic&nbsp; &nbsp; &nbsp; &nbsp;</span> &nbsp; &nbsp; &nbsp; &nbsp;</span></div></h3><p></p><p></p><h3 style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: left;"><span style="font-family: helvetica;">Automatic Failure Rule</span></h3><div><span style="font-family: helvetica;"><br /></span></div><div><span style="font-family: helvetica;">A penalty of -4 or worse is an automatic failure. This caps absurd attempted rolls.&nbsp;</span></div><div><span style="font-family: helvetica;"><br /></span></div><h3 style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: left;"><span style="font-family: helvetica;">The Math</span></h3><p class="p2" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px;"><br /></p><div class="MsoNormal" style="background-color: white; margin: 0in;"><span style="font-family: helvetica;">The following chart shows the probability of making a straight check (7+) conditional on the difficulty and your stat or skill modifier. To see the probability of getting a success on a mixed roll (10+) simply move down 3 rows. (At the difficulty rating of severe and higher it is not possible to roll a 10+.)</span></div><div class="MsoNormal" style="background-color: white; margin: 0in;"><span style="font-family: helvetica;"><br /></span></div><p class="p2" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px;"><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgbw6GD-t10FQglKaqnlv6WY_X5AITSu4YZolW4VBrDYOql6JMqkiDCybvnfnLvZUsiJWZaBlvANMsc5VM2P0FP4acva08z6K_Yg0BIFhBbVtM9YMEVn963I4jgA6fRf0U2vkhNG-7FZI/s1038/Screen+Shot+2021-02-28+at+12.09.27+PM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="648" data-original-width="1038" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgbw6GD-t10FQglKaqnlv6WY_X5AITSu4YZolW4VBrDYOql6JMqkiDCybvnfnLvZUsiJWZaBlvANMsc5VM2P0FP4acva08z6K_Yg0BIFhBbVtM9YMEVn963I4jgA6fRf0U2vkhNG-7FZI/w400-h250/Screen+Shot+2021-02-28+at+12.09.27+PM.png" width="400" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghlaKnzeeBYIXkYKZSgZfrnYc1SlUTxlaf85HAKEmAhpceE23Oku4Fjc1mBADApi3ELp-1D2MrFL6stfVhxIY1PwpLw3WUfmEFX4Wzjkcv6D0aH4uK33dFdjDYenoONPuZSxxhldjI5tE/s1280/28__83969.1601226199.webp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="712" data-original-width="1280" height="223" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghlaKnzeeBYIXkYKZSgZfrnYc1SlUTxlaf85HAKEmAhpceE23Oku4Fjc1mBADApi3ELp-1D2MrFL6stfVhxIY1PwpLw3WUfmEFX4Wzjkcv6D0aH4uK33dFdjDYenoONPuZSxxhldjI5tE/w400-h223/28__83969.1601226199.webp" width="400" /></a></div><br /><span style="font-family: helvetica;"><br /></span><p></p><h2 style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: center;"><u style="font-family: helvetica;">Opposed Checks</u></h2><p class="p2" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: helvetica;"><br /></span></p><p class="p1" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px;"><span style="font-family: helvetica;">To make an opposed check, each party roll 2d6 + advantage modifier + stat or skill modifier. The advantage modifier is applied only to the party whose situation is more advantageous. In a straight opposed roll, whoever gets the higher total number prevails. In a mixed roll, consult the winner&#8217;s roll to see whether it is a mixed result or a success. A tie always results in a temporary stalemate. (Check again next round.)</span></p><p class="p2" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: helvetica;"><br /></span></p><p class="p1" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px;"><span style="font-family: helvetica;"><span class="s1" style="text-decoration-line: underline;">Opposed Checks</span>: <span class="Apple-tab-span" style="white-space: pre;"> </span>Each party rolls 2d6 + stat or skill modifier + advantage modifier</span></p><p class="p3" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 0px 108px; text-indent: -108px;"><br /></p><p class="p1" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px;"><span style="font-family: helvetica;"><span class="s1" style="text-decoration-line: underline;">Results (Straight)</span>: <span class="Apple-tab-span" style="white-space: pre;"> </span>Whoever&#8217;s results are higher prevails.</span></p><p><span style="font-family: helvetica;"></span></p><p class="p3" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 0px 108px; text-indent: -108px;"><span style="font-family: helvetica;"><span class="s1" style="text-decoration-line: underline;">Results (Mixed)</span>:<span class="Apple-tab-span" style="white-space: pre;"> </span>Whoever&#8217;s results are higher prevails. Consult the winner&#8217;s result: 9- mixed result 10+ Success</span></p><span style="font-family: helvetica;"><br /></span><div class="MsoNormal" style="margin: 0in;"><span style="font-family: helvetica;"><br /></span></div><p style="margin: 0in; text-align: left;"><span style="font-family: helvetica; font-size: medium;"><b>Advantage Modifiers</b></span></p><div><br /></div><div><span style="font-family: helvetica; font-size: small;">+2 Great Advantage&nbsp;</span></div><h3 style="margin: 0in;"><span style="font-family: helvetica; font-size: small;"><span style="font-weight: normal;">+1 Advantage</span></span></h3><div><span style="font-family: helvetica; font-size: small;"><br /></span></div><h3 style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: helvetica;">Automatic Victory Rule</span></h3><h3 style="margin: 0in;"><span style="font-family: helvetica; font-size: small;"><div style="font-family: Times; font-weight: 400;"><span style="font-family: helvetica;"><br /></span></div><div style="font-family: Times; font-weight: 400;"><span style="font-family: helvetica;">If the difference between the modifiers of the two sides is 4 or greater, the side with the higher modifier automatically wins.&nbsp;</span></div></span></h3><h3 style="margin: 0in;"><span style="font-family: helvetica; font-size: small;"><br /></span></h3><p style="margin: 0in; text-align: left;"><span style="font-family: helvetica; font-size: medium;"><b>The Math</b></span></p><div><span style="font-family: helvetica; font-size: small;"><br /></span></div><div><span style="font-family: helvetica; font-size: small;">Let's consider the chance of winning for a PC based on the difference in modifier with their opponent. So start with their total modifier and subtract the opponent's total modifier from it. The result will range from +3 to -3. For example, if a PC has excellent strength (+1) and advantage (+1) and their opponent has subpar strength (-1) we get 1+1-(-1)= +3. Keep in mind that there is also the possibility of ties, so this doesn't measure your chance of losing, only your chance of winning:</span></div><div><br /></div><div><span style="font-family: helvetica; font-size: small;">+3 = 76%</span></div><div><span style="font-family: helvetica; font-size: small;">+2 = 66%</span></div><div><span style="font-family: helvetica; font-size: small;">+1 = 56%</span></div><div><span style="font-family: helvetica; font-size: small;">0&nbsp; &nbsp;= 44%</span></div><div><span style="font-family: helvetica; font-size: small;">-1 = 34%</span></div><div><span style="font-family: helvetica; font-size: small;">-2 = 24%</span></div><div><span style="font-family: helvetica; font-size: small;">-3 = 16%</span></div><div><br /></div><div><span style="font-family: helvetica; font-size: small;"><br /></span></div><div><span style="font-family: helvetica; font-size: small;"><br /></span></div> <div style='clear: both;'></div> </div> <div class='post-footer'> <div class='post-footer-line post-footer-line-1'> <span class='post-author vcard'> Posted by <span class='fn' itemprop='author' itemscope='itemscope' itemtype='http://schema.org/Person'> <meta content='https://www.blogger.com/profile/04568198881628052274' itemprop='url'/> <a class='g-profile' href='https://www.blogger.com/profile/04568198881628052274' rel='author' title='author profile'> <span itemprop='name'>Ben L.</span> </a> </span> </span> <span class='post-timestamp'> at <meta content='http://maziriansgarden.blogspot.com/2021/02/a-simple-2d6-skill-system.html' itemprop='url'/> <a class='timestamp-link' href='http://maziriansgarden.blogspot.com/2021/02/a-simple-2d6-skill-system.html' rel='bookmark' title='permanent link'><abbr class='published' itemprop='datePublished' title='2021-02-27T06:06:00-08:00'>6:06&#8239;AM</abbr></a> </span> <span class='post-comment-link'> <a class='comment-link' href='http://maziriansgarden.blogspot.com/2021/02/a-simple-2d6-skill-system.html#comment-form' onclick=''> 7 comments: </a> </span> <span class='post-icons'> <span class='item-control blog-admin pid-401723375'> <a href='https://www.blogger.com/post-edit.g?blogID=4202612634352350608&postID=1430177657334822682&from=pencil' title='Edit Post'> <img alt='' class='icon-action' height='18' src='https://resources.blogblog.com/img/icon18_edit_allbkg.gif' width='18'/> </a> </span> </span> <div class='post-share-buttons goog-inline-block'> </div> </div> <div class='post-footer-line post-footer-line-2'> <span class='post-labels'> Labels: <a href='http://maziriansgarden.blogspot.com/search/label/2d6' rel='tag'>2d6</a>, <a href='http://maziriansgarden.blogspot.com/search/label/Jorune%20Evolutions' rel='tag'>Jorune Evolutions</a>, <a href='http://maziriansgarden.blogspot.com/search/label/Rules' rel='tag'>Rules</a>, <a href='http://maziriansgarden.blogspot.com/search/label/Skill%20Checks' rel='tag'>Skill Checks</a>, <a href='http://maziriansgarden.blogspot.com/search/label/Stat%20Checks' rel='tag'>Stat Checks</a> </span> </div> <div class='post-footer-line post-footer-line-3'> <span class='post-location'> </span> </div> </div> </div> </div> </div></div> </div> <div class='blog-pager' id='blog-pager'> <span id='blog-pager-older-link'> <a class='blog-pager-older-link' href='http://maziriansgarden.blogspot.com/search/label/Jorune%20Evolutions?updated-max=2021-02-27T06:06:00-08:00&amp;max-results=20&amp;start=4&amp;by-date=false' id='Blog1_blog-pager-older-link' title='Older Posts'>Older Posts</a> </span> <a class='home-link' href='http://maziriansgarden.blogspot.com/'>Home</a> </div> <div class='clear'></div> <div class='blog-feeds'> <div class='feed-links'> Subscribe to: <a class='feed-link' href='http://maziriansgarden.blogspot.com/feeds/posts/default' target='_blank' type='application/atom+xml'>Posts (Atom)</a> </div> </div> </div></div> </div> </div> <div class='column-left-outer'> <div class='column-left-inner'> <aside> </aside> </div> </div> <div class='column-right-outer'> <div class='column-right-inner'> <aside> <div class='sidebar section' id='sidebar-right-1'><div class='widget BlogList' data-version='1' id='BlogList1'> <h2 class='title'>Gateways to Wonder</h2> <div class='widget-content'> <div class='blog-list-container' id='BlogList1_container'> <ul id='BlogList1_blogs'> <li style='display: block;'> <div class='blog-icon'> <img data-lateloadsrc='https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_sayRdlBORiQHj5vTGTAFeAV233SpxPHArlvYFKqe3OVZgaRClIQ544WB15W76WcM4B3cDqEDfEy6ovE7R-VIODJ1q-OHyrndLWKaCbug=s16-w16-h16' height='16' width='16'/> </div> <div class='blog-content'> <div class='blog-title'> <a href='https://seanmccoy.substack.com' target='_blank'> Win Conditions</a> </div> <div class='item-content'> <span class='item-title'> <a href='https://seanmccoy.substack.com/p/writing-a-novel-from-a-twitter-thread' target='_blank'> Writing a novel from a twitter thread </a> </span> - 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<span class='item-snippet'> Gary Gygax is probably the best known name in Role Playing Games -- still, nearly 15 years after his death. Considered Dungeons &amp; Dragons&#8217; co-inventor and... </span> <div class='item-time'> 3 weeks ago </div> </div> </div> <div style='clear: both;'></div> </li> <li style='display: block;'> <div class='blog-icon'> <img data-lateloadsrc='https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_tqZXhqTrA_2kMB7ieilMwiek_WYc75uRZM75xoFClrv6EA26ddVMibjqIVPa8BWvHjhOgglzXA052RH7M7rN9_fuK8Prr6RHa-hYMgLnZOfoBa=s16-w16-h16' height='16' width='16'/> </div> <div class='blog-content'> <div class='blog-title'> <a href='https://noisesanssignal.blogspot.com/' target='_blank'> noise sans signal</a> </div> <div class='item-content'> <span class='item-title'> <a href='https://noisesanssignal.blogspot.com/2024/10/simple-system-to-run-detective-game-in.html' target='_blank'> Simple system to run the Detective game in City Dark </a> </span> - <span class='item-snippet'> Iteration on City Dark proto-system, with big thanks to E. Steiner for the inspiration to revisit the previous proto-system, and "Disco Elysium" for crea... </span> <div class='item-time'> 4 weeks ago </div> </div> </div> <div style='clear: both;'></div> </li> <li style='display: block;'> <div class='blog-icon'> <img data-lateloadsrc='https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_tKpPzvW7ngubXbul4dJvpfAudBL4pfeITmmMY8TGNqf_uGwKBIvjGcT2WMhyaGX47llvC7RMOqTlgHwzL0DohicZjy2Z-ELUG5YbWcjJvWG64=s16-w16-h16' height='16' width='16'/> </div> <div class='blog-content'> <div class='blog-title'> <a href='https://diyanddragons.blogspot.com/' target='_blank'> DIY &amp; dragons</a> </div> <div class='item-content'> <div class='item-thumbnail'> <a href='https://diyanddragons.blogspot.com/' target='_blank'> <img alt='' border='0' height='72' src='https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtBkYeUs75i8bjjf7tqQ_hUOL7o6I3mTlLOHbNLVCApA_TXvUcS_0SxEQ0fTBaiMIL_IA_G2SCo9e-sCYESfrjgA1Od_9AjpOUXH5vaYBsmcLST-AypP4HBus7d7ZfuUAhBAXG9sLJaAhzo_GBf2Mj8xqklAugf_0DRPMd8b8VE4jEGPbvYvtV1CBo/s72-w400-h86-c/Prismatic%20Wasteland%20-%20Barkeep%20Jam.png' width='72'/> </a> </div> <span class='item-title'> <a href='https://diyanddragons.blogspot.com/2024/08/my-barkeep-jam-entry-cockatrice-tail.html' target='_blank'> My Barkeep Jam Entry - The Cockatrice Tail </a> </span> - <span class='item-snippet'> *This is my entry in the Barkeep Jam hosted by Prismatic Wasteland. I wanted to write something as different as possible from my previous pubcrawl locatio... </span> <div class='item-time'> 3 months ago </div> </div> </div> <div style='clear: both;'></div> </li> <li style='display: block;'> <div class='blog-icon'> <img data-lateloadsrc='https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_tm-Ljavkg2J0PBDOzjpB6Bh1gElx9W1Uf9DKFghlFW5bXMwiABeXmtmMLnGlnGMqFbp5o5lgGeV0dz_CT4yGQHot4Er3slwQHfKCJ0VNi_Ij0=s16-w16-h16' height='16' width='16'/> </div> <div class='blog-content'> <div class='blog-title'> <a href='http://sheepandsorcery.blogspot.com/' target='_blank'> Sheep and Sorcery</a> </div> <div class='item-content'> <div class='item-thumbnail'> <a href='http://sheepandsorcery.blogspot.com/' target='_blank'> <img alt='' border='0' height='72' src='https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhML7URGRHAGm_bTx52OErgXbfLRXDhnQ_bUg8dxABnk9YKETZqMVkbjgKhMOY-Ij-fPTP6M27V9HDX2h_OqXhkmqamSgnjNPkziesBGCSklfc17mHU8kIp5ZOOC8Ma90rqODBxEY1iJc05gpcOmYmCcDiiXTNwOV8RHy9BvTJHWM2sXaYbiJ8w1UmWCoo/s72-w400-h299-c/829f9cff4aee8f05b093e5d82c1e0a1d.jpeg' width='72'/> </a> </div> <span class='item-title'> <a href='http://sheepandsorcery.blogspot.com/2024/05/dragons-great-victims-of-worldbuilding.html' target='_blank'> Dragons: The Great Victims of Worldbuilding </a> </span> - <span class='item-snippet'> I'm not a fan of Wizards of the Coast dragons. I don't really feel like this should be that controversial. The organization of dragons based on the colo... </span> <div class='item-time'> 6 months ago </div> </div> </div> <div style='clear: both;'></div> </li> <li style='display: block;'> <div class='blog-icon'> <img data-lateloadsrc='https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_stT4obueesma5svNio4e2-YgJ5EQS4fJE1RZ-6fms0LBCUxXWbiXhC63Ro-RW6ZvzOmYYe5JZy8PX_GBqb6mELD7d_ypt6DXh2BurPbY-arZUnE0AZxQU=s16-w16-h16' height='16' width='16'/> </div> <div class='blog-content'> <div class='blog-title'> <a href='https://underworldadventurer.blogspot.com/' target='_blank'> Underworld Adventurer</a> </div> <div class='item-content'> <span class='item-title'> <a href='https://underworldadventurer.blogspot.com/2024/04/red-riders-of-drinking-crow-sessions-91.html' target='_blank'> Red Riders of the Drinking Crow Sessions #91, 92, 94, 95, and 98- Delving Towards the Long Night of the Cave Elves </a> </span> - <span class='item-snippet'> On a mission to restore the petrified Fredrick Featherstone to flesh, Bors the Bald made some decision of regret involving the cave elves. Bors gathered ... </span> <div class='item-time'> 6 months ago </div> </div> </div> <div style='clear: both;'></div> </li> <li style='display: block;'> <div class='blog-icon'> <img data-lateloadsrc='https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_tA7FzLz2DJemjVzMOxaj8j6SCqyFWd_kTZrMInljRbTPhNqCbM8wku1MKBEn2oq0G06S8YI39HJm-70wrMB-g_GYymz0ZGjUZiNmU0t-b0CFZu=s16-w16-h16' height='16' width='16'/> </div> <div class='blog-content'> <div class='blog-title'> <a href='https://viridianscroll.blogspot.com/' target='_blank'> The Viridian Scroll</a> </div> <div class='item-content'> <div class='item-thumbnail'> <a href='https://viridianscroll.blogspot.com/' target='_blank'> <img alt='' border='0' height='72' src='https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhftoF5jAxxCadboVPCOyOs8mA10CRA-w2O0l_-BEeAe2R0_BPWRhFPBB38Gm3Rnx09zjVZ4pL3DNZL8y4LIYUNKZJk7fC_wQO7q8VT2hFr5NRMokVezhkph7hjZPZNgie-G4eDSQ0JMPGAAgHeTjlMayljpfCUkxM4XArITbqKZFvN0oegU_n2Fd36Yg/s72-w159-h200-c/Level%200%20Map.png' width='72'/> </a> </div> <span class='item-title'> <a href='https://viridianscroll.blogspot.com/2023/05/what-happened-to-dungeon-23.html' target='_blank'> What happened to #Dungeon23? </a> </span> - <span class='item-snippet'> Lots of people are still creating and enjoying the Dungeon 23 challenge issued by Sean McCoy. (Challenge may be too strong of a word for it; creative exe... </span> <div class='item-time'> 1 year ago </div> </div> </div> <div style='clear: both;'></div> </li> <li style='display: block;'> <div class='blog-icon'> <img data-lateloadsrc='https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_sHAkLlzjf8CFzlYZJkSzx413l1qmqVVzts2-3ylslpbuGm0q2cveMKM6HKBOjLDNb8RE0Z-Hq_D6KvK1AXWmOP_udNWfQTJSYTug=s16-w16-h16' height='16' width='16'/> </div> <div class='blog-content'> <div class='blog-title'> <a href='http://www.hereticwerks.com/' target='_blank'> Hereticwerks</a> </div> <div class='item-content'> <span class='item-title'> <!--Can't find substitution for tag [item.itemTitle]--> </span> - <span class='item-snippet'> <!--Can't find substitution for tag [item.itemSnippet]--> </span> <div class='item-time'> <!--Can't find substitution for tag [item.timePeriodSinceLastUpdate]--> </div> </div> </div> <div style='clear: both;'></div> </li> <li style='display: none;'> <div class='blog-icon'> <img data-lateloadsrc='https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_vakGg8RMoPdCgXoCPRsFgoECjFcJrMxqCrd7VmuVsaBf6DFLiJZ9FfR2l354L6K5rW07WzN6WhZWGw6aAzqLRbF_0-LzJjjXLnl-wL=s16-w16-h16' height='16' width='16'/> </div> <div class='blog-content'> <div class='blog-title'> <a href='http://rolesrules.blogspot.com/' target='_blank'> Roles, Rules, and Rolls</a> </div> <div class='item-content'> <span class='item-title'> <!--Can't find substitution for tag [item.itemTitle]--> </span> - <span class='item-snippet'> <!--Can't find substitution for tag [item.itemSnippet]--> </span> <div class='item-time'> <!--Can't find substitution for tag [item.timePeriodSinceLastUpdate]--> </div> </div> </div> <div style='clear: both;'></div> </li> </ul> <div class='show-option'> <span id='BlogList1_show-n' style='display: none;'> <a href='javascript:void(0)' onclick='return false;'> Show 8 </a> </span> <span id='BlogList1_show-all' style='margin-left: 5px;'> <a href='javascript:void(0)' onclick='return false;'> Show All </a> </span> </div> <div class='clear'></div> </div> </div> </div><div class='widget LinkList' data-version='1' id='LinkList2'> <h2>Get My Zines Here!</h2> <div class='widget-content'> <ul> <li><a href='https://throughultansdoor.bigcartel.com/'>In Print + PDF</a></li> <li><a href='https://www.drivethrurpg.com/browse/pub/13761/Through-Ultan039s-Door'>In PDF Only</a></li> </ul> <div class='clear'></div> </div> </div><div class='widget PopularPosts' data-version='1' id='PopularPosts1'> <h2>Popular Posts</h2> <div class='widget-content popular-posts'> <ul> <li> <div class='item-content'> <div class='item-thumbnail'> <a href='http://maziriansgarden.blogspot.com/2020/01/so-you-want-to-make-zine-printing.html' target='_blank'> <img alt='' border='0' src='https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinnJPRqS_0EIdHfE_TTAYYdJnELEDAIBLoSiD8pjADCafAQK4laE56j8GQ64s4QokJfmblMbKleVrZOUr9GUg1U9uLca9Pq6akEPFhOTB7V1r5TJp_ahzkf1Spq_9utIs3gXCtwItI2bI/w72-h72-p-k-no-nu/image.jpg'/> </a> </div> <div class='item-title'><a href='http://maziriansgarden.blogspot.com/2020/01/so-you-want-to-make-zine-printing.html'>So You Want to Make a Zine: Printing</a></div> <div class='item-snippet'> This is the first a series of posts about the craft of zine-making for tabletop rpgs, all intended to act as a community resource to lo...</div> </div> <div style='clear: both;'></div> </li> <li> <div class='item-content'> <div class='item-thumbnail'> <a href='http://maziriansgarden.blogspot.com/2018/10/so-you-want-to-make-zine.html' target='_blank'> <img alt='' border='0' src='https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIC2BwrIPeciXN-6gs0U0H1BJYe3mb8lR9i0ZOOk8iY49Mx2RS74k8t7r1Bmt-tEkC63cGWBjRz4JJvUGKiqVoGfREw4n_B_1GAF6tp5Dlv13KZTGiLPg_tc_pkKqtCI2cHB2Kdir5ZVA/w72-h72-p-k-no-nu/IMG_0229.jpg'/> </a> </div> <div class='item-title'><a href='http://maziriansgarden.blogspot.com/2018/10/so-you-want-to-make-zine.html'>So You Want to Make a Zine: Paper Selection and Physical Assembly</a></div> <div class='item-snippet'> So I&#39;ve been working away on my first zine, Through Ultan&#39;s Door, and the first issue is ready for physical assembly. Along the w...</div> </div> <div style='clear: both;'></div> </li> <li> <div class='item-content'> <div class='item-thumbnail'> <a href='http://maziriansgarden.blogspot.com/2019/04/pleasures-of-osr-emergent-story-and.html' target='_blank'> <img alt='' border='0' src='https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPkmuYO0aq3a2-lnID9fIU6_eq1K9j8OvvGEDimTVc3qUvnF7iUoosaBRBhTcd4U4YNulhIaP9u9KGJZUFGaA7Xw0lya2OI7X-nSAO-Ki6g-8Vm0UvgkF_ZfK1fGSWTWbimcbgs3QwoLA/w72-h72-p-k-no-nu/Explored_lvl1.jpg'/> </a> </div> <div class='item-title'><a href='http://maziriansgarden.blogspot.com/2019/04/pleasures-of-osr-emergent-story-and.html'>Pleasures of the OSR: Emergent Story and Open Worlds</a></div> <div class='item-snippet'> This is the second post in a series where I explore the OSR play style by considering the different pleasures it makes available....</div> </div> <div style='clear: both;'></div> </li> <li> <div class='item-content'> <div class='item-thumbnail'> <a href='http://maziriansgarden.blogspot.com/2020/10/rules-for-citycrawling-in-dreamlands.html' target='_blank'> <img alt='' border='0' src='https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5QBsWAM2C2aSQdLIbyBoZWiAIrfTx3ABUbNfRqc0h-lEPpeASXw2sEhFIYnGqyVd94YabkcrE1cnWmbxhm2MtZFKqFvVuF-Gw54KeEy9lThU5JM_Xnn1kUHdvJE92DCA7tGlcMNHYhQ4/w72-h72-p-k-no-nu/russian-turkish-baths-spa-branche-east-village1-1.jpg'/> </a> </div> <div class='item-title'><a href='http://maziriansgarden.blogspot.com/2020/10/rules-for-citycrawling-in-dreamlands.html'>Rules for Citycrawling</a></div> <div class='item-snippet'>Let me tell you about a game my father played with me as a child. It started when we were walking home from grade school in winter, through ...</div> </div> <div style='clear: both;'></div> </li> <li> <div class='item-content'> <div class='item-thumbnail'> <a href='http://maziriansgarden.blogspot.com/2019/04/pleasures-of-osr-secrecy-and-discovery.html' target='_blank'> <img alt='' border='0' src='https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikYcoBrWIAJaUZ_ubXCrE9B5aI2cVlyLMVtn-7TwhtB0UNuA-Feq1VQZK6HnimIwAiQshFpXSc52yl8Plr7SDM8pD9OAezTSFZ2jO1kGq7hOM8nud4G2NIUOu5rhSzBxnzEZn-pumT9NY/w72-h72-p-k-no-nu/14715642732_bbfb2cb415_o.jpg'/> </a> </div> <div class='item-title'><a href='http://maziriansgarden.blogspot.com/2019/04/pleasures-of-osr-secrecy-and-discovery.html'>Pleasures of the OSR: Secrecy and Discovery</a></div> <div class='item-snippet'> This is the first in a series of posts that try to say something about the theory of the OSR style of play. I promise never to use jar...</div> </div> <div style='clear: both;'></div> </li> <li> <div class='item-content'> <div class='item-thumbnail'> <a href='http://maziriansgarden.blogspot.com/2019/02/crossroads.html' target='_blank'> <img alt='' border='0' src='https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwI5QHbZsik290-Wy_J7V8EjKthPxK6_FYqBlMsqDv9RhAdLGvgBb-pvV31aDXVSt0xzh5Y7poeTA9oeWRzgpgp7pTZkCcBFWbRJc46p9mPxLkfNS07gfVPkbsVJGwSxx3Lp9-Xq8LLoI/w72-h72-p-k-no-nu/0_ln2VfaxAoPMIZ6Zv.jpeg'/> </a> </div> <div class='item-title'><a href='http://maziriansgarden.blogspot.com/2019/02/crossroads.html'>Crossroads</a></div> <div class='item-snippet'> I believe Mandy, Jennifer, Hannah and Vivka. If you haven&#39;t read their harrowing accounts of Zak Smith&#39;s abuse, you should go d...</div> </div> <div style='clear: both;'></div> </li> <li> <div class='item-content'> <div class='item-thumbnail'> <a href='http://maziriansgarden.blogspot.com/2021/08/using-landmarks-in-wilderness-travel.html' target='_blank'> <img alt='' border='0' src='https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-238OGfUAm0RuCf9gRARkb5KFLFZT7lKhTDHP78mjImnCmXPvrJxNx1eHNpdB6-yUmAZXScuh58JrMqcylSf68GR99Vk6zPjVzIIYleW-M4eQZ73zGbYqgTpOYaOOky2r5n8rsx_ZqGE/w72-h72-p-k-no-nu/5145.jpeg'/> </a> </div> <div class='item-title'><a href='http://maziriansgarden.blogspot.com/2021/08/using-landmarks-in-wilderness-travel.html'>Using Landmarks in Wilderness Travel</a></div> <div class='item-snippet'>&#160;I&#39;ve been continuing work on my Jorune: Evolutions ruleset. Recently I&#39;ve been working on wilderness exploration rules. One thing I...</div> </div> <div style='clear: both;'></div> </li> <li> <div class='item-content'> <div class='item-thumbnail'> <a href='http://maziriansgarden.blogspot.com/2022/12/megadungeon-2023.html' target='_blank'> <img alt='' border='0' src='https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9qDYZdMOG10GotiAOI1WqD-n1-yTpCZmatYvK1zUw-sAgrj2HpXtMD8vQjG6vlHPl5REiM12i5ZopXFyodifvkO_HawroPMrXxAvKeqlT79nmJs57Y0d43Or0n9U7_aqef4L9UL5VqjiiYFKPdDnMxwdfVVvxi4FPkAZnFn5AD5ehSDXD-Sdjtfs_/w72-h72-p-k-no-nu/Screen%20Shot%202022-12-05%20at%208.26.09%20PM.png'/> </a> </div> <div class='item-title'><a href='http://maziriansgarden.blogspot.com/2022/12/megadungeon-2023.html'>DUNGEON23</a></div> <div class='item-snippet'>&#160;So Sean McCoy posted this on Twitter.&#160; He wrote about it more on his substack here . Sean is calling the challenge #Dungeon23. The challeng...</div> </div> <div style='clear: both;'></div> </li> </ul> <div class='clear'></div> </div> </div><div class='widget BlogArchive' data-version='1' id='BlogArchive2'> <h2>Blog Archive</h2> <div class='widget-content'> <div id='ArchiveList'> <div id='BlogArchive2_ArchiveList'> <ul class='hierarchy'> <li class='archivedate expanded'> <a class='toggle' href='javascript:void(0)'> <span class='zippy toggle-open'> &#9660;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2024/'> 2024 </a> <span class='post-count' dir='ltr'>(4)</span> <ul class='hierarchy'> <li class='archivedate expanded'> <a class='toggle' href='javascript:void(0)'> <span class='zippy toggle-open'> &#9660;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2024/09/'> September </a> <span class='post-count' dir='ltr'>(1)</span> <ul class='posts'> <li><a href='http://maziriansgarden.blogspot.com/2024/09/good-lorebad-lore.html'>Good 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collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2023/'> 2023 </a> <span class='post-count' dir='ltr'>(20)</span> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2023/11/'> November </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2023/10/'> October </a> <span class='post-count' dir='ltr'>(5)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2023/09/'> September </a> <span class='post-count' dir='ltr'>(3)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2023/08/'> August </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2023/07/'> July </a> <span class='post-count' dir='ltr'>(4)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2023/01/'> January </a> <span class='post-count' dir='ltr'>(4)</span> </li> </ul> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2022/'> 2022 </a> <span class='post-count' dir='ltr'>(9)</span> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2022/12/'> December </a> <span class='post-count' dir='ltr'>(3)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2022/10/'> October </a> <span class='post-count' dir='ltr'>(1)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2022/06/'> June </a> <span class='post-count' dir='ltr'>(1)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2022/04/'> April </a> <span class='post-count' dir='ltr'>(1)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2022/03/'> March </a> <span class='post-count' dir='ltr'>(1)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2022/02/'> February </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2021/'> 2021 </a> <span class='post-count' dir='ltr'>(14)</span> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2021/11/'> November </a> <span class='post-count' dir='ltr'>(1)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2021/08/'> August </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2021/07/'> July </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2021/04/'> April </a> <span class='post-count' dir='ltr'>(1)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2021/03/'> March </a> <span class='post-count' dir='ltr'>(3)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2021/02/'> February </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2021/01/'> January </a> <span class='post-count' dir='ltr'>(3)</span> </li> </ul> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2020/'> 2020 </a> <span class='post-count' dir='ltr'>(32)</span> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2020/12/'> December </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2020/11/'> November </a> <span class='post-count' dir='ltr'>(4)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2020/10/'> October </a> <span class='post-count' dir='ltr'>(1)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2020/09/'> September </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2020/08/'> August </a> <span class='post-count' dir='ltr'>(7)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2020/07/'> July </a> <span class='post-count' dir='ltr'>(3)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2020/06/'> June </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2020/05/'> May </a> <span class='post-count' dir='ltr'>(3)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2020/04/'> April </a> <span class='post-count' dir='ltr'>(3)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2020/03/'> March </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2020/01/'> January </a> <span class='post-count' dir='ltr'>(3)</span> </li> </ul> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2019/'> 2019 </a> <span class='post-count' dir='ltr'>(15)</span> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2019/11/'> November </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2019/09/'> September </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2019/08/'> August </a> <span class='post-count' dir='ltr'>(1)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2019/07/'> July </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2019/06/'> June </a> <span class='post-count' dir='ltr'>(1)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2019/05/'> May </a> <span class='post-count' dir='ltr'>(1)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2019/04/'> April </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2019/03/'> March </a> <span class='post-count' dir='ltr'>(1)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2019/02/'> February </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2019/01/'> January </a> <span class='post-count' dir='ltr'>(1)</span> </li> </ul> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2018/'> 2018 </a> <span class='post-count' dir='ltr'>(7)</span> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2018/10/'> October </a> <span class='post-count' dir='ltr'>(4)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2018/07/'> July </a> <span class='post-count' dir='ltr'>(1)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2018/04/'> April </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2017/'> 2017 </a> <span class='post-count' dir='ltr'>(14)</span> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2017/12/'> December </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2017/11/'> November </a> <span class='post-count' dir='ltr'>(1)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2017/09/'> September </a> <span class='post-count' dir='ltr'>(3)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2017/08/'> August </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2017/06/'> June </a> <span class='post-count' dir='ltr'>(1)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2017/04/'> April </a> <span class='post-count' dir='ltr'>(3)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2017/01/'> January </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2016/'> 2016 </a> <span class='post-count' dir='ltr'>(7)</span> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2016/09/'> September </a> <span class='post-count' dir='ltr'>(1)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2016/08/'> August </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2016/07/'> July </a> <span class='post-count' dir='ltr'>(3)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2016/03/'> March </a> <span class='post-count' dir='ltr'>(1)</span> </li> </ul> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2015/'> 2015 </a> <span class='post-count' dir='ltr'>(8)</span> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2015/10/'> October </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2015/09/'> September </a> <span class='post-count' dir='ltr'>(3)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2015/03/'> March </a> <span class='post-count' dir='ltr'>(1)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2015/02/'> February </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2014/'> 2014 </a> <span class='post-count' dir='ltr'>(24)</span> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2014/10/'> October </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2014/09/'> September </a> <span class='post-count' dir='ltr'>(3)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2014/08/'> August </a> <span class='post-count' dir='ltr'>(1)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2014/07/'> July </a> <span class='post-count' dir='ltr'>(2)</span> </li> </ul> <ul class='hierarchy'> <li class='archivedate collapsed'> <a class='toggle' href='javascript:void(0)'> <span class='zippy'> &#9658;&#160; </span> </a> <a class='post-count-link' href='http://maziriansgarden.blogspot.com/2014/04/'> April </a> <span 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