Excessively Righteous Blossom and Hatred of THAC0: Difference between pages

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(New page: __NOTOC__ OK. Confession time. I hate THACO. It was a dumb mechanic in 1st Edition AD&D. It remained a dumb mechanic in 2nd Edition AD&D. And ditching it in Enroth would make make it eas...)
 
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__NOTOC__
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{| border="0" cellpadding="0" cellspacing="0" align="right" width="225" class="statsText"
OK. Confession time.
|-
|'''Name:'''||Excessively Righteous Blossom
|-
|'''Gender:'''||Male
|-
|'''Birthdate:'''||  
|-
|'''Height:'''||215 cm
|-
|'''Weight:'''||138 kg
|-
|'''Eye Color:'''||
|-
|'''Hair Color:'''||
|-
|'''Skin Color:'''||
|-
|'''Caste:'''||Moonsilver
|-
|'''Nature:'''||
|-
|colspan="2" style="vertical-align: top"|'''Attributes'''
|-
|''Appearance'': ||{{Dots|4}}
|-
|Charisma: ||{{Dots|2}}
|-
|''Dexterity'': ||{{Dots|5}}
|-
|Intelligence: ||{{Dots|3}}
|-
|Manipulation: ||{{Dots|4}}
|-
|Perception: ||{{Dots|3}}
|-
|Stamina: ||{{Dots|4}}
|-
|Strength: ||{{Dots|4}}
|-
|''Wits'': ||{{Dots|4}}
|-
|Compassion: ||{{Dots|1}}
|-
|Conviction: ||{{Dots|4}}
|-
|Temperance: ||{{Dots|2}}
|-
|Valor: ||{{Dots|4}}
|-
|Willpower: ||{{Dots|10}}
|-
|Essence: ||{{Dots|3}} 19/53
|-
|Health: ||-0x1/-1x2/-2x5/-4x1/Inc
|-
|colspan="2" style="vertical-align: top"|'''Abilities'''
|-
|Archery: ||{{Dots|5}}
|-
|Athletics: ||{{Dots|3}}
|-
|Awareness: ||{{Dots|2}}
|-
|Bureaucracy: ||{{Dots|2}}
|-
|Dodge: ||{{Dots|5}}
|-
|Endurance: ||{{Dots|2}}
|-
|Linguistics: ||{{Dots|2}}
|-
|Martial Arts: ||{{Dots|5}}
|-
|Performance: ||{{Dots|4}}
|-
|Presence: ||{{Dots|4}}
|-
|Resistance: ||{{Dots|3}}
|-
|Socialize: ||{{Dots|3}}
|-
|Stealth: ||{{Dots|5}}
|-
|Survival: ||{{Dots|4}}
|-
|'''Languages''':||Autochthonic<br>Old Realm<br>Firetongue
|-
|colspan="2" style="vertical-align: top"|'''Backgrounds'''
|-
|Artifact:||{{Dots|5}}
|-
|Backing:||{{Dots|2}}
|-
|Class:||{{Dots|3}}
|-
|Followers:||{{Dots|2}}
|-
|Resources:||{{Dots|3}}
|-
|Vats:||{{Dots|5}}
|-
|colspan="2" style="vertical-align: top"|'''Charms'''<br>''Sustained Augmentation of Dexterity''<br>Sustained Augmentation of Stamina<br>''Sustained Augmentation of Wits''<br>Transitory Augmentation of Dexterity x3<br>Transitory Augmentation of Strength<br>''Accelerated Response System'' x5<br>Chemical Fog Generator x2<br>Electrification Onslaught Dynamo<br>Adamant Synthesis Wave Emitter<br>Auxiliary Essence Storage Unit x2<br>Pain Suppression Nodes<br>Strain Resistant Chassis Modification x3<br>Subcutaneous Armor Plating x3<br>Alloyed Reinforcement of Flesh<br>''Transmodal Rapid Targeting System''<br>Aim-Calibrating Sensors<br>Dedicated Harmonic Targeting<br>Synergy-Promoting Upgrade<br>''Tactical Analysis Engrams''<br>''Eidetic Processing Core''<br>''Synaptic Acceleration Node''<br>''Aura-Dampening Component''<br>''Dynamic Cloaking Module''<br>''Optical Shroud''<br>Perfected Lotus Matrix<br>&nbsp;&nbsp;''Five Dragon Style''<br>&nbsp;&nbsp;&nbsp;&nbsp;Five-Dragon Blocking Technique<br>&nbsp;&nbsp;&nbsp;&nbsp;Five-Dragon Fortitude<br>&nbsp;&nbsp;''Violet Bier of Sorrows''<br>&nbsp;&nbsp;&nbsp;&nbsp;Blade of the Battle Maiden<br>&nbsp;&nbsp;&nbsp;&nbsp;Flight of Mercury<br>&nbsp;&nbsp;&nbsp;&nbsp;Joy in Adversity Stance<br>&nbsp;&nbsp;&nbsp;&nbsp;Life-Severing Blow<br>&nbsp;&nbsp;&nbsp;&nbsp;Secrets of Future Strife<br>&nbsp;&nbsp;&nbsp;&nbsp;Violet Bier of Sorrows Form<br>&nbsp;&nbsp;&nbsp;&nbsp;Death-Parrying Stroke<br>&nbsp;&nbsp;&nbsp;&nbsp;Metal Storm<br>&nbsp;&nbsp;&nbsp;&nbsp;Conclusion-Pursuing Approach
|-
|}


Honorary Lector ''Excessively Righteous Blossom'' is a brave but flawed [[caste::moonsilver]] caste [[race::alchemical]] exalted. ''Blossom'' has been known to be overly idealistic to the point of folly — hence his name — and routinely goes to great rhetorical lengths to defend his unrealistic points of view. Despite these flaws, ''Excessively Righteous Blossom'' is a lethal combatant and is always willing to face whatever dangers stand against him or his country. Unfortunately, he has no head for strategy, as witnessed by his utter defeat at [[involves::Gem]]. He did, however, manage to kill the lunar [[involves::Ten Stripes]].
I hate THACO.


{| class="altdata" style="width:auto"
It was a dumb mechanic in 1st Edition AD&D. It remained a dumb mechanic in 2nd Edition AD&D. And ditching it in Enroth would make make it easier to learn and play. THAC0 has a number basic problems:
|-
! !!'''Combat'''!!'''Ranged'''!!'''Stealth'''!!'''Social'''
|-
|'''Installation'''||17||15||11||12
|-
|'''Trait changes'''||Dex +1, Sta +1<br>Peripheral +20<br>Six additional -2 health levels<br>Soak +7L/+10B||Dex +1, Sta +1<br>Peripheral +20<br>Three additional -2 health levels<br>Soak +4L/+6B||Dex +1, Wits +1, Sta +1<br>Soak +4L/+6B||Dex +1, Wits +1, Sta +1<br>Soak +4L/+6B
|-
|'''Dedicated Slot'''||colspan="4" style="text-align:center"|Sustained Augmentation of Dexterity
|-
|'''Dedicated Slot'''||Transitory Augmentation of Dexterity&dagger;||Transitory Augmentation of Dexterity*||Transitory Augmentation of Dexterity||Eidetic Processing Core
|-
|'''Dedicated Slot'''||Accelerated Response System (parry)&dagger;||Accelerated Response System (parry)*||colspan="2" style="text-align:center"|Accelerated Response System (parry)
|-
|'''Dedicated Slot'''||Accelerated Response System (dodge)&dagger;||Accelerated Response System (dodge)*||colspan="2" style="text-align:center"|Sustained Augmentation of Wits
|-
|'''General Slot'''||Chemical Fog Generator&dagger;||Chemical Fog Generator*||Personal Gravity Manipulation Apparatus||Synaptic Acceleration Node
|-
|'''General Slot'''||Transitory Augmentation of Strength&dagger;||Aim-Calibrating Sensors*||Parabolic Leap Overcharger Device||Synergy-Promoting Upgrade
|-
|'''General Slot'''||Moonsilver Synthesis Wave Emitter&dagger;||Transmodal Rapid Targeting System*||colspan="2" style="text-align:center"|Tactical Analysis Engrams
|-
|'''General Slot'''||Adamant Synthesis Wave Emitter&dagger;||Dedicated Harmonic Targeting*||colspan="2" style="color:#777;text-align:center"|empty
|-
|'''General Slot'''||Electrification Onslaught Dynamo&dagger;||colspan="2" style="text-align:center"|Optical Shroud&sect;||style="color:#777;text-align:center"|empty
|-
|'''General Slot'''||Alloyed Reinforcement of Flesh&dagger;||colspan="2" style="text-align:center"|Aura-Dampening Component&sect;||style="color:#777;text-align:center"|empty
|-
|'''General Slot'''||Subcutaneous Armor Plating&dagger;||colspan="2" style="text-align:center"|Dynamic Cloaking Module&sect;||style="color:#777;text-align:center"|empty
|-
|'''General Slot'''||Strain Resistant Chassis Modification||colspan="3" style="color:#777;text-align:center"|empty
|-
|'''General Slot'''||colspan="2" style="text-align:center"|Strain Resistant Chassis Modification||colspan="2" style="color:#777;text-align:center"|empty
|-
|'''General Slot'''||colspan="2" style="text-align:center"|Auxiliary Essence Storage Unit||colspan="2" style="color:#777;text-align:center"|empty
|-
|'''General Slot'''||colspan="2" style="text-align:center"|Auxiliary Essence Storage Unit||colspan="2" style="color:#777;text-align:center"|empty
|-
|'''General Slot'''||colspan="2" style="text-align:center"|Sustained Augmentation of Stamina&Dagger;||style="color:#777;text-align:center"|empty||Sustained Augmentation of Stamina&Dagger;
|-
|'''General Slot'''||colspan="2" style="text-align:center"|Subcutaneous Armor Plating&Dagger;||style="color:#777;text-align:center"|empty||Subcutaneous Armor Plating&Dagger;
|-
|'''General Slot'''||colspan="2" style="text-align:center"|Subcutaneous Armor Plating&Dagger;||style="color:#777;text-align:center"|empty||Subcutaneous Armor Plating&Dagger;
|-
|'''General Slot'''||colspan="2" style="text-align:center"|Pain Suppression Nodes&Dagger;||style="color:#777;text-align:center"|empty||Pain Suppression Nodes&Dagger;
|-
|'''General Slot'''||colspan="4" style="text-align:center"|Perfected Lotus Matrix
|-
|colspan="5" style="font-size:smaller"|*Tactical Targeting and Response Array<br>&dagger;Flexible Response Array<br>&Dagger;Body Preservation Array<br>&sect;Stalking in Plain Sight Array
|}


== Options and arrays ==
# It's confusing. I've played D&D for ''decades'' and still have to think about it every single time.
# It adds a new type of "adjustment" to a system that already has to many, for no reason. As an example: what is the ''actual'' difference between "reducing THAC0 by one" and "a +1 'to hit' bonus". Answer: none whatsoever.
# It's makes the game inconsistent: it creates a system where high numbers are good in some situations and bad in others. Again, for no reason. Similarly, getting a '+1' is usually good... unless you mean AC, when it is bad. Unnecessarily complicated.


Some alchemical charms come with options chosen when they are purchased or have particular modules that can be installed. ''Excessively Righteous Blossom'' has made the following choices:
One of the best things done in 3E was the elimination of THAC0. The technique used to do so could also be used in Enroth, in such a way that a) the system is easier to follow, b) results in the exact same chance to hit as the current system, and c) scales better.


* Transitory Augmentation of Strength: has three versions in his panoply, two in different arrays and one for general use.
== Problem ==
* Accelerated Response System: has five different versions in his panoply, three for parry, two for dodge. Two arrays (see below) contain one of each, while the remaining parry version is more general.
* Chemical Fog Generators are contained in two of his arrays, both of which contain the following submodules:
** Knockout Gas
** Tear Gas
** Nerve Gas
** Soul Gas
** Ignition Gas: This gas is invisible (so does not provide visibility penalties), but has a volatile smell (so causes coughing and choking as normal). Once deployed, it can also be easily ignited by a spark, open flame, etc. When this happens, any mundane flammable material within the gas cloud instantly catches fire. Those caught in the initial ignition are subjected to environmental damage as if standing in a bonfire for that turn (core.244).
* Strain Resistant Chassis Modification: All versions of this provide three -2 health levels.
* Subcutaneous Armor Plating: since one of his martial arts styles does not allow armor, each of the three versions of this charm are internal.


=== Tactical Targeting and Response Array ===
The math in the ''current'' system basically works like this:


'''Installation Cost''': 6<br>
:Let R be the number you rolled.
'''Charms''': Aim-Calibrating Sensors, Transmodal Rapid Targeting System, Transitory Augmentation of Dexterity, Chemical Fog Generator, Accelerated Response System (dodge), Accelerated Response System (parry), Dedicated Harmonic Targeting
:Let T be the total 'to hit adjustment' from magic equipment, etc.
:Let H be the number needed to hit. If you roll (R + T) &ge; H, you hit.
:Let L be an adjustment based on skill level.


When this array is activated, ''Excessively Righteous Blossom'' may (optionally) use his main action to use his Transmodal Rapid Targeting System, attacking up to four different targets at full pool for 3 motes each. While this array is active, the following effects may be activated reflexively:
:H = THAC0 - AC


* 1 mote: cancel a penalty die on a ranged attack
:THAC0 = 20 - L:
* 2 motes: cancel 1 point of difficulty penalty on a ranged attack, or prevent a success from being canceled.
::Knight/Paladin/Archer (bow) L = (skill level-1)
* 1 mote: buy a die to augment any Dexterity pool (however, see Charm activation tactics).
::Archer (other)/Cleric L = (2 * (skill level-1))/3
* 2 motes: dodge an attack with full pool
::Druid/Sorcerer L = ((skill level-1)/2)
* 2 motes: parry an attack with full pool
* ''x'' motes: spew a cloud of any one type of smoke with a radius of 3''x'' yards
* 3 motes: a ranged attack ignores all obstacles, shields and other cover


=== Flexible Response Array ===
:AC = 10 + A, where
:A = negative bonus from armor - (armor skill-1)/5 - AC adjustments*


'''Installation Cost''': 6<br>
* Note that AC adjustments (e.g. +5 plate) make a target harder to hit, so they must be subtracted. This makes AC decrease. Since AC is subtracted from THAC0, this makes H increase.
'''Charms''': Transitory Augmentation of Dexterity, Transitory Augmentation of Strength, Adamant Synthesis Wave Emitter, Moonsilver Synthesis Wave Emitter, Electrification Onslaught Dynamo, Chemical Fog Generator, Accelerated Response System (dodge), Accelerated Response System (parry), Alloyed Reinforcement of Flesh, Subcutaneous Armor Plating, Alloyed Reinforcement of Flesh


This array is activated in combat, providing a slew of reflexive options:
Note that A is always a negative number.


* 1 mote: buy a die to augment any Dexterity pool (however, see Charm activation tactics).
So, a Knight with a level 3 weapon skill against a target with studded leather and 6 levels of skill in it, with no other modifiers to either:
* 1 mote: buy a die to augment any Strength pool, or add a dot to Strength for other purposes, such as damage. Depending on how you read it, Alloyed Reinforcement of Flesh may double this effect.
* 2 motes: dodge an attack with full pool.
* 2 motes: parry an attack with full pool.
* 2 motes: reduce the armor soak of a target by 4.
* 2 motes: add 2 accuracy dice to a hand-to-hand attack. These do not count against caps.
* ''x'' motes: spew a cloud of any one type of smoke with a radius of 3''x'' yards.
* ''x'' motes: shock someone who makes contact (either hit or being hit) for ''x''L or 2''x''B damage, soaked separately.
=== Body Preservation Array ===


'''Installation Cost''': 3<br>
:H = (20 - 2) - (10 + (-3 - 1 - 0)) = 18 - 6 = 12 (i.e. 60% chance to hit)
'''Charms''': Sustained Augmentation of Stamina, Subcutaneous Armor Plating, Subcutaneous Armor Plating, Pain Suppression Nodes


This array takes advantage of the rule that arrays can hold ''any'' Attribute-based charms, even those that are not comboable. While no combos can be formed out of these charms, installing the array provides +1 Stamina, +4L/+6B soak and allows ''Excessively Righteous Blossom'' to reduce wound penalties by two.
What happens here is that there is a relatively complicated formula to figure out the "target number" (H), using both positive 'penalties', negative 'penalties', positive 'bonuses' and negative 'bonuses', depending on what is being adjusted. There is also an adjustment to the roll itself.


=== Stalking in Plain Sight Array ===
== Solution ==


'''Installation Cost''': 3<br>
What 3rd edition did was to tweak this idea a bit by making two simple changes:
'''Charms''': Optical Shroud, Aura-Dampening Component, Dynamic Cloaking Module


Another array that provides no combos, but allows invisible motion. While this array is installed, all stealth effects, anima powers and Transitory Augmentation charms can be activated with one additional mote to prevent impact on anima banner.
# Change the dynamic to a roll (modified by an adjustment) vs. a target number (also modified by an adjustment).
# Make all adjustments positive numbers.


Optical Shroud, by the way, is a speedbump here, but is required for the installation of the charm that supplants it: Dynamic Cloaking Module.
This seems like no difference at all really, but it makes resolution a lot easier to understand.


== Charm activation tactics ==
Note one thing here:


=== Transitory Augmentation of Dexterity ===
:R + T &ge; H
:R + T &ge; THAC0 - AC
:R + T &ge; (20 - L) - (10 + A)
:R + T &ge; 20 - L - 10 - A
:R + T &ge; 10 - L - A
:R + T + L &ge; 10 - A


''Excessively Righteous Blossom'' will rarely use this charm directly. Instead, he will use its benefits to activate his anima power to buy Dexterity dice for two motes each. These dice can be used repeatedly for three turns.
Now, remember that A is always a negative number, because AC "bonuses" are negative numbers. But what if you change that? What if bonuses are always positive numbers and penalties are always negative and a higher AC is better than a lower one. For example, what if studded leather, for example, gives a +3 AC bonus instead of a -3 AC bonus? Well, then the sign of A flips, and you get:


=== Combat configuration ===
:R + T + L &ge; 10 + A


Combat configuration assumes conflict with many opponents at once, so is based around providing very good parrying capabilities, decent dodging and armor penetrating damage. It is not at all stealthy, however, and burns a lot of essence and willpower to gain the full effect. Some power-up time is needed to make this really work, in most likely order:
That is:


* 5 motes - Joy in Adversity Stance: Lets Blossom roll three dice on every successful parry, gaining two motes for each success. In theory, if he can parry well enough, this would allow him to use Accelerated Response System at a net gain of 1 mote on average, essentially giving him a persistent-like parry (though likely requiring a combo each round).
* Your roll (R)
* 5 motes - Violet Bier of Sorrows Form: Blossom will usually target Valor with this charm, combining this with the effects of soul gas. Also gives a ping of five.
* ...plus any to hit bonuses (T) (from magic or the like)
* 10 motes, 1 Willpower, 1 health level - Conclusion-Pursuing Approach: Covers Blossom's largest combat weakness, his dependency on willpower. Since most combats are shorter than ten rounds, if he doesn't get this up in time, it isn't the end of the world.
* ...plus adjustments from your level (L)
* must equal or exceed ten
* ...plus adjustment from armor
* ...plus adjustment from armor skill


Once these are up, most rounds will be spent activating the combo in the Flexible Response Array. This will work like this:
The math is actually completely the same, but you can explain the above to anyone, and they will understand and remember it within 30 seconds.


* 1 willpower: Fire up the combo
== Even Better ==
* 12 motes: Buy six Dexterity dice with anima power (discounted by Transitory Dex Augmentation). These will last for three rounds, so this step is only needed once every three rounds.
* If attacked:
** 2 motes: Buy a fully-pool defense, preferably a parry. Roll for motes if successful.
** 1 mote: Empower the Electrification Onslaught Dynamo to do 1L damage to attacker. Use more if they are lightly armored, none if they have hardness.
* On attacks:
** 1 mote: Empower the Electrification Onslaught Dynamo to do 1L damage to attacker. Use more if they are lightly armored, none if they have hardness.
** 2 motes, if the target has really good defenses: add 2 accuracy dice (un-capped) . This should make the pool at least 19 (Dex 6 + MA 5 + anima dice 6 + accuracy dice 2)
** 2 motes, if it might matter: reduce the armor soak of a target by 4.
** 6 motes, if it might matter: increase strength by 6 (or 12, if Alloyed Reinforcement of Flesh allows it, which I doubt). These latter two combined can essentially get past 10 points of soak. But since ping is likely to be 5 anyway, on average this will only help if attack_pool/2 + base_damage - soak > 5.
* Spew smoke at any time.


An alternate idea is to try to build a real persistent parry, but the cap limit probably hoses this idea, depending on how you interpret Blade of the Battle Maiden (there is text there which ''might'' read as allowing a higher cap, but probably doesn't). Even though this could build a nine die persistent parry, Blossom can probably only use six of these dice. It also costs a crapload of willpower, which blossom is going to need for his combos. Still, if he can activate the previous charms, it might be worth doing. At the very least, it would prevent him from needing to spend six motes every three rounds to buy Dexterity dice. On the other hand, you can't dodge with the dice from BoBM.
Something else interesting happens here as well. The result is basically a roll, plus stuff that helps the player, against a target number that is scaled for difficulty. In short, what you have here is a ''universal mechanic''. In combat, the target number happens to be based on AC, but there is no reason that other types of tests couldn't be based on something else. Want to find a secret door? Roll, add your skill (perception or the like, maybe an attribute benefit) compare to a difficulty number (ten plus some modifier for how well concealed the door is).


* 4 motes, 1 willpower - Five Dragon Blocking: Adds Essence to parries. Supplies a persistent parry of Essence dice.
Something else comes out of this as well: it is easier to scale things for the PCs. At any given level, the PC is likely to have a certain bonus available from skill level and equipment, plus or minus a few. Knowing that, you can easily figure out what AC or other targets will present a challenge to that PC.
* 12 motes, 2 willpower - Blade of the Battle Maiden. Gives six dice to unarmed attacks and parries.


=== Ranged configuration ===
To convert Enroth to use this idea, all you need to do is:


The idea here is to remain stealthed for as long as possible, making minor ranged attacks. Once discovered, abandon stealth and attack full blast at range. At first, these charms:
* Eliminate all mention of THAC0
* Set starting skill bonuses (for lvl one, untrained characters) to zero.
* Set starting AC bonuses (for clothing) to +0.
* Instead of skill levels subtracting from THAC0, they add.
* Instead of armor levels reducing AC, they add.
* Change the mechanic from figuring out the number needed to hit to instead focus on the adjustments made to the roll and the adjustments made to a base target number.


* 5+1 motes, 1 Willpower - Dynamic Cloaking Module: Pay with peripheral, as it will be dampened.
[[Campaign:Enroth]]
* 12+1 motes - Buy six Dex dice with anima power, augmented by Transitory Aug of Dex. Also using peripheral, as these will be dampened.
 
Once cover is blown, use Tactical Targeting and Response Array each turn.
 
=== Stealth configuration ===
 
This works a lot like the Range configuration, but replacing the ranged attack bits for intelligence gathering and movement:
 
* 2 motes - Personal Gravity Manipulation Apparatus: Pay with personal.
* 5+1 motes, 1 Willpower - Dynamic Cloaking Module: Pay with peripheral, as it will be dampened.
* 12+1 motes - Buy six Dex dice with anima power, augmented by Transitory Aug of Dex. Also using peripheral, as these will be dampened.
* 2 motes - Tactical Analysis Engrams: Pay with personal.
 
=== Social configuration ===
 
Is used for cognitive and social interaction, and is generally used when ''Excessively Righteous Blossom'' is not in the field. It also reflects his lack of patience for tactics, using the charms to make quick decisions.
 
== Gear ==
 
=== The Barisage Device ===
 
Artifact {{Dots|4}} (Commitment 13) A barbed moonsilver daiklave fitted with a mechanical assault crossbow in the guard, triggered by a switch on the pommel. The barbs can be animated to grab onto weapons; on a successful parry, five motes may be reflexively spent to make a disarming attack at full pool. This is a counterattack. The arms of the crossbow can be similarly animated: if empowered with up to Essence motes, they speedily reload the weapon, adding one to the rate for each mote spent.
 
Blade: Speed +3, Accuracy +2 (+4), Damage +6L, Defense +4<br>
Bow: Accuracy +3 (+4), Damage 8L, Rate 1, Range 250 (350)
 
=== Quicksilver Guidance ===
 
Artifact {{Dots|2}} (Commitment 4) In its unattuned state, Quicksilver Guidance is an amorphous blob of dull silver metal, about the size an apple. When attuned, the object liquifies into a mercurial metal that flows over the owners hands and arms, coating them to just below the armpits with a thin layer of fluid metal that continuously shifts in slow ripples. This layer feels weightless to the owner and doesn't inhibit him in any way, but rather helps him slide away from attacks that connect.
 
If the user unsuccessfully attempted to dodge or parry an incoming attack, Quicksilver Guidance mitigates the impact somewhat, adding +2L/+2B to the owner's soak. This soak is considered natural and is not effective against aggravated damage. The device also provides four dice to attempts to escape from a clinch.
 
Quicksilver Guidance is made from moonsilver and, for those fully attuned to it, its soak effect gains another +2L/+2B.
 
=== Minor artifacts ===
 
* {{Dots|1}} - Fire Pearl
* {{Dots|1}} - Perfected Boots
* {{Dots|1}} - Respirator module
* {{Dots|2}} - Soulgem
* {{Dots|2}} - Courier Drone
 
[[system::Exalted| ]][[campaign::Forgotten Suns| ]]
[[Category:NPC]]

Revision as of 19:47, 26 December 2008

OK. Confession time.

I hate THACO.

It was a dumb mechanic in 1st Edition AD&D. It remained a dumb mechanic in 2nd Edition AD&D. And ditching it in Enroth would make make it easier to learn and play. THAC0 has a number basic problems:

  1. It's confusing. I've played D&D for decades and still have to think about it every single time.
  2. It adds a new type of "adjustment" to a system that already has to many, for no reason. As an example: what is the actual difference between "reducing THAC0 by one" and "a +1 'to hit' bonus". Answer: none whatsoever.
  3. It's makes the game inconsistent: it creates a system where high numbers are good in some situations and bad in others. Again, for no reason. Similarly, getting a '+1' is usually good... unless you mean AC, when it is bad. Unnecessarily complicated.

One of the best things done in 3E was the elimination of THAC0. The technique used to do so could also be used in Enroth, in such a way that a) the system is easier to follow, b) results in the exact same chance to hit as the current system, and c) scales better.

Problem

The math in the current system basically works like this:

Let R be the number you rolled.
Let T be the total 'to hit adjustment' from magic equipment, etc.
Let H be the number needed to hit. If you roll (R + T) ≥ H, you hit.
Let L be an adjustment based on skill level.
H = THAC0 - AC
THAC0 = 20 - L:
Knight/Paladin/Archer (bow) L = (skill level-1)
Archer (other)/Cleric L = (2 * (skill level-1))/3
Druid/Sorcerer L = ((skill level-1)/2)
AC = 10 + A, where
A = negative bonus from armor - (armor skill-1)/5 - AC adjustments*
  • Note that AC adjustments (e.g. +5 plate) make a target harder to hit, so they must be subtracted. This makes AC decrease. Since AC is subtracted from THAC0, this makes H increase.

Note that A is always a negative number.

So, a Knight with a level 3 weapon skill against a target with studded leather and 6 levels of skill in it, with no other modifiers to either:

H = (20 - 2) - (10 + (-3 - 1 - 0)) = 18 - 6 = 12 (i.e. 60% chance to hit)

What happens here is that there is a relatively complicated formula to figure out the "target number" (H), using both positive 'penalties', negative 'penalties', positive 'bonuses' and negative 'bonuses', depending on what is being adjusted. There is also an adjustment to the roll itself.

Solution

What 3rd edition did was to tweak this idea a bit by making two simple changes:

  1. Change the dynamic to a roll (modified by an adjustment) vs. a target number (also modified by an adjustment).
  2. Make all adjustments positive numbers.

This seems like no difference at all really, but it makes resolution a lot easier to understand.

Note one thing here:

R + T ≥ H
R + T ≥ THAC0 - AC
R + T ≥ (20 - L) - (10 + A)
R + T ≥ 20 - L - 10 - A
R + T ≥ 10 - L - A
R + T + L ≥ 10 - A

Now, remember that A is always a negative number, because AC "bonuses" are negative numbers. But what if you change that? What if bonuses are always positive numbers and penalties are always negative and a higher AC is better than a lower one. For example, what if studded leather, for example, gives a +3 AC bonus instead of a -3 AC bonus? Well, then the sign of A flips, and you get:

R + T + L ≥ 10 + A

That is:

  • Your roll (R)
  • ...plus any to hit bonuses (T) (from magic or the like)
  • ...plus adjustments from your level (L)
  • must equal or exceed ten
  • ...plus adjustment from armor
  • ...plus adjustment from armor skill

The math is actually completely the same, but you can explain the above to anyone, and they will understand and remember it within 30 seconds.

Even Better

Something else interesting happens here as well. The result is basically a roll, plus stuff that helps the player, against a target number that is scaled for difficulty. In short, what you have here is a universal mechanic. In combat, the target number happens to be based on AC, but there is no reason that other types of tests couldn't be based on something else. Want to find a secret door? Roll, add your skill (perception or the like, maybe an attribute benefit) compare to a difficulty number (ten plus some modifier for how well concealed the door is).

Something else comes out of this as well: it is easier to scale things for the PCs. At any given level, the PC is likely to have a certain bonus available from skill level and equipment, plus or minus a few. Knowing that, you can easily figure out what AC or other targets will present a challenge to that PC.

To convert Enroth to use this idea, all you need to do is:

  • Eliminate all mention of THAC0
  • Set starting skill bonuses (for lvl one, untrained characters) to zero.
  • Set starting AC bonuses (for clothing) to +0.
  • Instead of skill levels subtracting from THAC0, they add.
  • Instead of armor levels reducing AC, they add.
  • Change the mechanic from figuring out the number needed to hit to instead focus on the adjustments made to the roll and the adjustments made to a base target number.

Campaign:Enroth