Solo Rules {{{1 MR = [(20 x avg dmg) - 35] / 17 = [(20 x 16.5) - 35] / 17 = 17
~~What about group combat? How does magic & missiles play into that? On the one hand, if the attacker hits, their damage essentially counts double if it's bundled into the group attack; on the other, the rest of the team suffers if the attacker's roll isn't counted towards the group total. One solution is to count these as extra damage, with the limited ammo (WIZ points and number of arrows) acting as a counterbalance. Another is to hand-wave all that in group combat and not allow individual attacks at all. It's tempting to ignore WIZ points entirely and make casting magic spells a roll vs. WIZ (after all, where's the fun in a wizard once he runs out of magic?). Same for archers: make it a roll vs. DEX to hit a specific target, when the need arises. If damage needs to be taken into account, roll one-sided attacks as described above. For spells that can scale with WIZ use, up the difficulty of the saving roll. But what about spells which scale damage or effect with WIZ consumption? Making it more difficult would not result in more damage (without making an extra damage roll). Solution: Add spell level to saving roll target. casting roll, making it easier or harder depending on the situation. It makes sense for a 5th-level wizard to find it trivial to cast a level 1 spell. ~~
But this is getting too complicated. Make all magic free-form. Describe the intended effect and assign a difficulty level to it. Use existing spell lists for inspiration. Roll vs. WIZ. Wizards routinely cast magic in battle; that's what they do. Anything beyond garden-variety magic missiles requires a roll, and failures subtract the difference between the roll and target from the player's WIZ. Once they reach zero, they can't cast any interesting spells until they recharge fully (1 WIZ per turn, passively). Archers can't shoot arrows during melee combat. Othwerwise roll vs. DEX. Or just treat failures like stunts.
| Point Difference | Odds |
| ===== | ===== |
| 0 | 50% |
| 1 | 62.50 / 37.50 |
| 2 | 74.07 / 25.92 |
| 3 | 83.79 / 16.20 |
| 4 | 90.74 / 9.25 |
| 5 | 95.37 / 4.62 |
| 6 | 98.14 / 1.85 |
| 7 | 99.53 / 0.46 |
2023-03-06: Setup {{{1 I've been hired to rescue the local Mayor's daughter from the bandits who kidnapped her.
So: the bandit is a lowlife with delusions of grandeur, on a personal mission to eradicate magic. He kidnapped the mayor's daughter to stall him from pursuing them, but also out of spite because the mayor's daughter is magically gifted.
So: Gronk gets the location from the mayor and sets out.
First Attempt {{{
2 Bandits (MR 8, 1d6+4 each): {{{2
Gronk: 14 Bandit 1: 8 Bandit 2: 8
Bandits: 19 (1s) Gronk: 10 Gronk takes 19-10-2 = 7 damage
Gronk: 7 Bandit 1: 8 Bandit 2: 8
Bandits: 15 Gronk: 19 Bandit 1 takes 19-15 = 4 damage
Gronk: 7 Bandit 1: 4 (1d6+2) Bandit 2: 8 (1d6+4)
Bandits: 13 Gronk: 7 Bandit 1 takes 1 dmg
Gronk: 7 Bandit 1: 3 (1d6+2) Bandit 2: 8 (1d6+4)
Bandits: 16 Gronk: 16 Draw
Bandits: 15 Gronk: 16 Bandit 1 takes 1 dmg
Bandit 1: 2 (1d6+1) Bandit 2: 8 (1d6+4) Gronk: 7
Bandits: 9 Gronk: 16 Gronk kills Bandit 1 and does 5 damage to Bandit 2
Bandit 2: 3 (1d6+2) Gronk: 7
Bandit: 8 Gronk: 20 Gronk handily dispatches the last bandit. 8 AP. }}}2
Gronk searches the bandits.
He rests and uses 4 salves (2, 1, 1, 2) for 6 CON (13)
Second Attempt {{{
A large bandit (MR 16) emerges from the woods, draws his flail and starts approaching. Suddenly the air is filled with angry chattering -- the oafish bandit has trodden upon a pixie nest, and they all come out in a swarm, attacking both of them. They find themselves joining up to save their own lives.
32 Pixies (each MR 1; 4d6 as a swarm; no adds, but each rolls for spite damage) {{{2
32 Pixies (4d6) Big Bandit: 16 (2d6+8) Gronk: 13 (3d6+5)
Pixies: 18, 6 spite G&B: 30 They manage to crush 12 of them before as they're still exiting from their nest; however the bandit takes a couple of hits (6 dmg)
20 Pixies (3d6) Big Bandit: 10 (2d6+5) Gronk: 13 (3d6+5)
Pixies: 7, 5 spite G&B: 27 Bandit takes 5 spite, but the remaining pixies are exterminated. (32 AP) }}}2
As the bandit opens his mouth to speak, an arrow zips through the air from the depths of the forest.
He slumps to the ground, dead. Gronk dives for cover, scanning the woods for signs of the hidden archer.
Archer (MR 16, 2d6+8) {{{2 Archer: 16, 2d6+8 Gronk: 13, 3d6+5
Archer shoots: L1SR vs DEX (11) = 18, misses Gronk charges at the archer, roaring.
Archer: 16 Gronk: 15 The Archer's blow glances off Gronk's +2 armor.
Archer: 9 Gronk: 14 Gronk does 5 dmg to the Archer
Archer: 11 (2d6+6) Gronk: 13 (3d6+5)
Archer: 10 Gronk: 17 Gronk does 7 damage to the archer
Archer: 4 (1d6+2) Gronk: 13 (3d6+5)
Archer: 5 Gronk: 12 Gronk kills the archer }}}2
Gronk searches both corpses.
The soldiers look at Gronk, then at the bodies. They tell him they've been sent by the province Duke to pursue these bandits. Gronk says he's employed by the mayor for that same purpose, and they decide to join forces against the bandit clan.
2 Soldiers: MR 20 (3d6+10)
The soldiers tell Gronk that they've been tracking these bandits to their hideout nearby.
The Hideout {{{
The party cautiously approaches the hideout.
The soldiers dress Gronk up in the archer's clothing and tell him to play along. They approach the fort, carrying Gronk, and throw him on the ground face-down. "Come out, Bartholemew!" they shout. "We have your brother!"
Bart, the leader, looks out, sees Gronk lying there, and immediately sees through the ruse. "Do you think I'm that stupid?" he laughs. "Men, let's show our guests a good time." And they come out to attack in full force.
Bart the Bandit & Friends {{{2 Bart: 24 (3d6+12) Bandit 1: 16 (2d6+8) Bandit 2: 16 (2d6+8)
Soldier 1: 20 (3d6+10) Soldier 2: 20 (3d6+10) Gronk: 13 (3d6+5)
Baddies: 53, 1 spite Goodies: 57
Bart: 24 (3d6+12) Bandit 1: 14 (2d6+7) Bandit 2: 14 (2d6+7)
Soldier 1: 19 (2d6+10) Soldier 2: 20 (3d6+10) Gronk: 13 (3d6+5)
Baddies: 53, 2 spite Goodies: 53, 1 spite
Bart: 24 (3d6+12) Bandit 1: 13 (2d6+7) Bandit 2: 14 (2d6+7)
Soldier 1: 18 (2d6+9) Soldier 2: 20 (3d6+10) Gronk: 12 (3d6+5)
Baddies: 49, 2 spite Goodies: 50, 1 spite
Bart: 24 (3d6+12) Bandit 1: 12 (2d6+6) Bandit 2: 14 (2d6+7)
Soldier 1: 18 (2d6+9) Soldier 2: 20 (3d6+10) Gronk: 10 (3d6+5)
Baddies: 47, 1 spite Goodies: 58, 3 spite
Bart: 24 (3d6+12) Bandit 1: 7 (1d6+4) Bandit 2: 8 (1d6+4)
Soldier 1: 17 (2d6+9) Soldier 2: 20 (3d6+10) Gronk: 10 (3d6+5)
Baddies: 32, 1 spite Goodies: 55, 3 spite
Bart: 16 (2d6+8)
Soldier 1: 17 (2d6+9) Soldier 2: 19 (2d6+10) Gronk: 10 (3d6+5)
The bomb explodes, doing 11 damage
Bart: 16 (2d6+8)
Soldier 1: 13 (2d6+7) Soldier 2: 15 (2d6+8) Gronk: 7 (3d6+5)
Baddies: 17 Goodies: 43, 1 spite
Gronk thrusts his sword and catches Bart square in the throat. 56 AP }}}2 Gronk and company enter the fort to find the mayor's daughter.
"Odd," says one of the soldiers. "The girl you seek is missing, and the fortress itself is strangely deserted." They search the fort for clues.
So: The letter instructs Bart to send a few of his men and bring the girl to Arrigo, who is apparently the man behind the bandit clan.
The soldiers know that Arrigo has a villa in the country; they suspect that she has been sequestered there to keep her out of sight. They set out for the villa.
}}}1 2023-03-10: To the Villa! {{{1
Gronk takes first watch. L1SR vs. INT: 13, fail
Day 2 {{{2
Bandit Patrol: MR 40 {{{
| Monster | MR | Dmg | X | Hero | MR | Dmg |
| -------- | -- | ------- | X | -------- | -- | ------- |
| Bandit 1 | 15 | 2d6+8 | X | Gronk | 14 | 3d6+6 |
| Bandit 2 | 15 | 2d6+8 | X | Soldier 1 | 20 | 3d6+10 |
| Dog 1 | 5 | 1d6+3 | X | Soldier 2 | 20 | 3d6+10 |
| Dog 2 | 5 | 1d6+3 | X | ========= | == | ======= |
| ======== | == | ======= | X | 9d6+26 | ||
| 6d6+22 |
Baddies: 41, 1 spite Goodies: 60, 3 spite
| Monster | MR | Dmg | X | Hero | MR | Dmg |
| -------- | -- | ------- | X | -------- | -- | ------- |
| Bandit 1 | 15 | 2d6+8 | X | Gronk | 13 | 3d6+6 |
| Bandit 2 | 3 | 1d6+2 | X | Soldier 1 | 20 | 3d6+10 |
| X | Soldier 2 | 20 | 3d6+10 | |||
| X | ========= | == | ======= | |||
| ======== | == | ======= | X | 9d6+26 | ||
| 3d6+10 |
Baddies: 19, 0 spite Goodies: 63 }}} }}}2 }}}1 2024-05-30: To the Villa! Still! {{{1
Is there anything on the bandits' bodies? Yes Is it information? Yes
It's a note from Arrigo, saying to beef up security patrols. Oh, well. }}}1 2025-04-26: OMG Are We There Yet? {{{1
Fuck it, we're there.
The security looks tough. Gronk looks for a way to sneak in (L1SR vs IQ: 9, fail). He looks for a distraction, but finds nothing useful. They settle for trying to take them on in small groups. They defeat 4 groups of guards on their way in.
What happens next? Flee Daughter
The trio discover that the Mayor's daughter has escaped the bandit camp. Neither they nor the bandits know where she is. But our heroes must find her before they do.
2025-05-01: Finally, Finale {{{1
Our heroes catch up to the Mayor's daughter, and not a moment too soon. Arrigo catches up to them a moment later and everybody fights. Arrigo loses, and the Mayor's daughter is free to return home.
2025-05-02: A New Beginning {{{1
Gronk bids farewell to his soldier friends and heads back to the pub for some well-deserved grog. There he picks up a notice for an adventurer to explore a nearby tomb and fetch an important religious artifact. The archaeologist who's hiring Gronk would do it himself, except for all the ghouls, zombies, and skeletons. You know how it is.
Gronk enters and fights a skeleton, which almost kills him. He retreats and comes back the next day. He then finds a ghoul, which he easily dispatches. Behind the ghoul is a door. He inspects it, but finds nothing. Shrugging, he tries to open it, but finds that it is trapped. A trapdoor opens beneath him...
2025-05-04: Fall Down, Go Boom {{{1
Gronk finds himself in a hallway. There is a coffin here. He determines that he can't climb back up through the trapdoor, even using the coffin as a stepladder. He does notice that the coffin lid has started to move, and manages to get the drop on a skeleton that was trying to emerge from it.
Inside the coffin is a magical sword. It grants a +1 on rolls to disarm or avoid traps.
Further into the crypt, he finds a wizard guarding a door. He launches several fireballs at Gronk, and they fight mightily. They both collapse at the same time. While unconsious, the crypt's guardians dump him outside the entrance and the townspeople bring him back to the inn to recuperate.
2025-05-05: {{{1