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Created by Douglas H. Cole

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Sneak Attack! Cut content and an example
over 5 years ago – Mon, Jan 07, 2019 at 02:38:46 PM

A question about Sneak Attacks came up on my discord channel, and I thought the answer was fun, and revealing about why those that play Dragon Heresy have said that it rolls like 5e but kills like the OSR.

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Dragon Heresy made a few changes to things – notably in the implementation of Wounds and Vigor to make explicit what Hit Points leave abstract (you’ll have to grant me a bit of dispensation for utility here; I like it, and it helps with certain narrative-mechanical consistency issues). Wounds for Joe Average start at 10; a 20th-level Berserker (barbarian) with STR and CON 24 can have 31 wounds. Creatures that are very large (like dragons and giants) multiply calculated wounds; small creatures divide wounds. It’s easier to smush a pixie than a dragon. On my Discord channel for Gaming Ballistic, someone asked me about Sneak Attack. Since I’m about to release some direct support for the Dragon Heresy system via an upgrade to Lost Hall of Tyr, it’s very topical.

The formula for wounds is CON + the STR bonus. So with starting Strength and Con scores ranging from about 8 to a high of 16 for starting characters; characters with the standard array could start with CON 16 and STR 15 for 18 wounds; a 9 CON and 11 STR would be about 10 wounds. There might be ways to have lower, but starting characters will range from 10-18 wounds, with 14 being about in the middle for PCs.

If you exceed your wound maximum, you die. Over half your wound maximum and you risk unconsciousness. So even a few dagger thrusts or a single arrow can do you in, doubly so with a critical hit.

Wherefore art thou, Rogue?

That’s an inappropriate use of “wherefore,” I know, since in context is means “why” and not “where.” But much like the appropriate meaning for the phrase, Rogues are absent from Dragon Heresy. I had to cut somewhere – a lot of somewheres – as getting from my three-volume, 420,000 word initial draft to something I could afford to publish (a single, 288-page volume) required basically cutting two words in three from the draft.

So rogues, whose primary mission of sneaking around and stealing stuff is dishonorable in Viking culture, and which did not appear in some of the original source material, got the axe.

No, really. What about Rogues and Sneak Attack?

Without the Rogue class, the Sneak Attack debate could be shelved. That being said, during the game’s design phase we worked through multiple versions of Sneak Attack. This is the one that we chose. Some of the changes to the published rules might not be reflected in the version below, but this is what the starting point for revision would be. My design efforts have been trending towards “simpler!” for a while, so at the end, I’ll go through and make some notes – but the changes, if any, are already in the draft.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. Advantage can come from any source, but the most common are striking from hiding and striking when the foe is flanked.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table (basically 1d6 every five levels, capping at 4d6 at the top tier).

Sneak attacks also have the following two benefits:

  • A sneak attack is considered a Swift Attack, and scores a hit so long as the attack exceeds the Threat DC of the foe.
  • The DR of the foe is halved due to the ability to precisely target the weaker points in the armor. This does not stack with magical potency or damage type—armor DR can only ever be halved once.

If the rogue also wants to make a called shot to gain +5 to the critical threshold, she must give up advantage to do so. Giving up advantage for this purpose does not disqualify the attack from being a Sneak Attack.

Example: Eydis, an 11thlevel rogue with a dagger, has lain in wait for a guard that is barring the way to the treasure room of a dungeon chamber. At the right moment, she eases out from her hiding place, striking her target, who has Threat DC 12, 50 vigor, and a wound maximum of 18. The humanoid is wearing heavy armor with DR 6. As the blow is a Sneak Attack, any Threat will count as a hit to armor and wounds, with only frantic defense able to convert wounds to vigor.Eydis chooses to give up advantage to also increase her critical threat range from 20 to 15-20 on her attack roll. She will normally do 1d4+4 piercing with her dagger based on her Dexterity 19 (+4).

If she rolls lower than 12 she will simply miss. If she rolls between 12 and 22, she will hit, and her damage roll of 1d4+4+3d6 will face DR 3 (absorbing this attack via frantic defense will take 16-52 vigor!). If she rolls 23 or higher she scores a critical hit and inflicts 2d4+4+6d6 damage (requiring 24-96 vigor to absorb!) against DR 3.

If the GM rules that the target is a “mook,” and is caught unaware, then if Eydis hits, she will deliver from 5-23 damage through the DR 3 armor, averaging 14, enough to render her target unconscious. If shecriticallyhits, she will average 27 wounds, and the foe will start making death checks.

If the target isnota mook, and can avail himself of Frantic Defense, an average hit will drain 34 vigor, while a critical hit will result in a total vigor loss and 5 damage remaining—the armor will absorb 3, and the target will suffer 2 wounds and must make a morale check. Sneak attacks against “worthy” opponents are not auto-kills, but they drain vigor from the foe very quickly.

(Image stolen from We Are Rogue)

Looking at it a bit More

The core rules have changed a bit since this was written. Not a ton, but let’s break down the draft and see.

More Dice, Upon Advantage. This is the same rules basis for the SRD, and it hasn’t changed. If you can rack up advantage from any source, you can use this sneaky attack to add dice. This aids penetration of DR by virtue of extra damage, and your odds of a critical are higher, because advantage.

Surprise Attack. You lose reactions with a surprise attack, but the rules call out being able to use Frantic Defense, and you can’t use reactions (which Frantic Defense is) when surprised. The change for Frantic Defense to consume your reaction came late in the design phase. Rephrasing this as a Swift Attack, like bows, fixes this.

Halves DR. This is cool because it lets a rogue or someone else with this ability target foes in heavy armor, but doesn’t make them inherently more deadly by virtue of large piles of damage dice. That’s one of the benefits of the Aim/Evaluate action, so it’s basically getting that for free. You never quarter DR in the game, though; not yet. That’s for simplicity, just like “you can’t stack advantage.

Can Increase Crit Threshold. You’ll have to trust me on this one: +5 to the crit threshold is about balanced with other things of similar ability. It’s not as overpowering as you’d think, even if you roll double dice on a 14-20 instead of just a 20.

Mook Rules. The example clearly has a “mook rule” where only heroes and important folks can avail themselves of frantic defense. The fact that the example is also a true surprise attack means that mook or no, in the current published version of the rules, they can’t avail themselves of Frantic Defense. To folks familiar with regular Fifth Edition, what this means is that facing a CON 16, STR 20 fighter with 85 vigor (read that as hit points) means if you hit, you’re attacking vs 21 wounds (so risking KO at 11 or more, death at 22 or more), and who cares how many HP they have?

In the End

So a thrust with a rapier from a Dexterity 18 rogue will do 1d8+4+Sneak Attack damage. At 10th level (since the fighter above might be 10th level) you’re looking at +2d6 extra and DR is halved. That’s 7-24 (16-17 average) on a normal blow, and 14-48 (average 31). That’s a strong possibility for a one-shot KO with a regular success, and on the average, dying with a crit (and possible instant death at more than 42 wounds, no saving throw, no death checks, just dead).

Even with “only” 1d6 and a +3 bonus at 1st level, that’s 5-17 points, 11 on the average; 10-34 on a crit (average 22). Still enough to lay low even a 20th level barbarian, with the maximum wounds available to a human in the game: 31.

So sneak attack is plenty dangerous when done from surprise, and a ridiculous drainer of vigor (because frantic defense absorbs damage as vigor as 2 vigor to 1 damage), and makes armor half as effective.

Surveys: 2/3 Completed; Funds: $4907 of 6000
over 5 years ago – Sun, Jan 06, 2019 at 04:05:24 PM

Survey Status

As of this morning, about 2/3 of folks have filled out their surveys. Nice work, y'all.

I did a bit of checking, and there are plenty of folks with physical product who haven't completed their surveys - not surprising given the relatively low fraction of folks that went digital-rewards-only. If you can work that in today that will help.

On the flip side, we're about $1,100 away from the offset print run stretch goal, though about 50% of that is related to a single backer who is interested in one of my viking-style shields.

(Which everyone should be. They're awesome. Ahem. Sorry.)

How can we get the rest of the way?

  • We have no pre-order backers yet. Share the Backerkit preorder link and get the word out. 
  • While the adventure is Dragon Heresy . . . 5e is really just "turn Threat DC/Hit DC/DR into armor class" and this adventure can be played nearly as-is. A bit of cross-promotion will go a long way.
  • There's a great opportunity for game stores to pick up Dragon Heresy and Lost Hall at a discount. Mentioning this to your Favorite Local Game Store would be helpful. And it only would take eight such orders to push us over the edge to the print run.

New Maps

Glynn is making great progress on the new maps, which are a heck of a lot more on-point than the more generic maps that used to be there. I'll start inserting the images into the layout that I've got going starting today.

He's got at least two maps completely finished, with more on the way. He's knocking them down very quickly.

New Maps - Art Version!
New Maps - Art Version!

This shows a sample spread with "maps as art." The maps are actually full-size for a page: 8.5x11, and will appear with scale bars and references for what a 5' or 10' square would be. These full-page maps will be available in the back of the print copy, as well as a separate file for drag-and-drop into your favorite Virtual Table Top.

I think the new style of maps integrates much better than the old one, especially when compared to the map styles Glynn did for the new Logiheimli section, as well as the broad area maps locating the Hall more precisely - something missing from the old edition of the book.

You can see that I still have a bit of conversion work left - eliminating references to the Powered by GURPS Dungeon Fantasy RPG. In nearly every case, this sort of conversion is very easy: I can either look at my old 5e notes from Lost Hall (1st Edition), or convert on the fly. Lots of room in the book to accommodate layout reflow as well.

So things are going well and quickly, and I don't see a reason to shift schedule at this time!

In the meantime: Surveys, surveys, surveys!

Backerkit Surveys are on the way!
over 5 years ago – Fri, Jan 04, 2019 at 10:43:38 PM

I just hit "SEND" on the Backerkit Surveys. They should show up in your mailbox (check spam if you don't see yours in a few hours) Real Soon Now.

Drop me a note if you have any questions or concerns, and please use the provided Social Media buttons to spread the word, if you would. Every bit helps.

Price Fixing: Life got cheaper
over 5 years ago – Fri, Jan 04, 2019 at 10:43:25 PM

An astute backer (thanks, Dan!) pointed out that the add-on prices advertised during the sale and campaign were not reflected in add-on pricing as listed. I'd had a sale going on during the campaign that lasted until Jan 2 . . . and I created the Backerkit surveys using my not-on-sale price list.

Regardless: if you plussed-up with add-ons, they got cheaper. I also added "Print+PDF" bundles to Dragon Heresy, Hall of Judgment, and Dungeon Grappling.

Sorry for the confusion (on my part). No ill intent was meant, and it's fixed now.

Glynn Seal: WIP on New Maps
over 5 years ago – Fri, Jan 04, 2019 at 10:40:50 PM

Maps and Expenses

When Lost Hall of Tyr (1st Edition) was being made, I budgeted for a Kickstarter that equaled my first: about 300 folks. I also spent a bunch of money on a really prime piece of artwork that was (and still is) the most expensive single image I've yet procured.

(It is really awesome though.)

Even so, I couldn't afford bespoke maps. Bogie Maps - and Dan was a pleasure to work with - had stock maps in hand, and was able to mildly customize a few for me using assets he already had.

As an example, he created a generic location for "Rival Claim" using a stock map. The advantage was obviously cost. The disadvantage was that it had no real tie to the adventure description: it was just a big map.

That has its charm, as it's portable. And the full-scale combat maps are still part of the book package. But when I got the opportunity to upgrade content of the book for the Dungeon Fantasy RPG as Hall of Judgment, the project required more maps. Specific maps, that would let the linear convention-style demonstration adventure - Lost Hall's purpose was to demonstrate the concepts in Dungeon Grappling - turn into something much more non-linear and sandboxy. Not a true sand-box; it is a quest adventure, after all. But something with more geography, and a lot more detail and options on the approach.

Glynn Seal's The Midderlands

I got to know Glynn through his Midderlands kickstarter(s). I was impressed by his high production values on the book, and also with the quality of his cartography and artwork. Very evocative, and really brought the feeling he was going for to the work.

 When I decided to produce new maps, and new locations, from the Village at Logiheimli to the Goblin Warrens (two of them!) to make mincemeat out of adventurers . . . um, provide a suitable challenge for adventurers . . . I reached out to see if he was available for commission.

Well, he was. 

Logiheimli; an Easy Choice

He was (and remains) extremely easy to work with. I sent really, really coarse sketches of what I was looking for - I'm a stick-figure kind of guy when it comes to de novo art creation, though I'm a fair hand at digital compositing of existing work.

He turned it into something glorious, which is of course included in Lost Hall 2nd Edition.

 So when it came time to upgrade the maps such as Rival Claim to something better as part of the Lost Hall 2nd Edition conversion . . . Glynn was the obvious choice.

I sent him some art notes, and of course he has a copy of Hall of Judgment since he worked on it (and super-easy to get it to him, since the books were printed in the UK).

Now that the New Year is here, he's already hard at work, and has documented his creation of the new Rival Claim map on his blog.

I can't recommend Glynn enough as a creator and a collaborator.  You can see the first of seven new maps below . . . stay tuned for more, and of course please help steer your friends and Favorite Game Store folks to the Pre-Order page!

 Thanks for staying with me!

Update on Surveys

The "Smoke Test," which vets the survey for effectiveness and function, is nearly complete. I will likely send it out to all backers shortly.

It will run for three full weeks, during which time I hope you'll help me get the word out, as the Pre-Order Store is open, and if we can hit extra stretch goals during that time, I'm all for it. 

I should be seeing the initial Kickstarter campaign funds settle sometime between today and Sunday. That will allow me to, in earnest, get cracking on the finalization of text, maps, and printing.

That's it! Hope you guys had Holiday breaks that were eventful in only good ways.

Also, if you're curious to how 2018 treated Gaming Ballistic, read about it below and see what's coming next.

Gaming Ballistic 2018 Year in Review