The new version of the Roll20 character sheet is up, I pushed the code to github and thought it might take a couple weeks but they pushed it right away and so I haven't had a lot of time to write up a good blog post on the subject. My idea to publish something on the Beacon Blog weekly is not going to happen and although I am hoping to meet a monthly schedule, honestly I'm pretty happy with the pace of the playtesting and the recent changes to the sheet. No reason to complain about that.
The new sheet has a bunch of changes. It looks prettier with a less crowded layout and more colour. I incorporated the Beacon logo colours into the page headers and the repeating list controls. I cleaned up the fonts, added a new Notes tab and moved spellboox to the end of the sheet. I put in a minimum and maximum width for the sheet so it doesn't compress or expand and throw off the labeling.Tuesday, March 23, 2021
Roll20 Sheet updated
Thursday, November 12, 2020
November update
Still running twice weekly games and having a good time. Roll20 is working well for this kind of campaign and the sheets are working as is keeping various maps in play for overland travel, dungeon exploration and managing handouts.
In the playtest some players are starting to hit level 4 as they explore and fight their way across the wilds. I think that the rate of advancement is about perfect, combats are averaging about 3-4 encounters and around 250-300XP per six player session and they are spending a good amount of treasure to top up to next level when they return to town. It will be interesting to see how this shapes up as they hit the mid levels 5-7 and see if it still seems to track.
The overland map is expanding outward as they explore and looks like this now:
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The northern wilds |
Using the VTT features in roll20 is great although I wish I could use a tablet or something to do the live drawing part since using a mouse with their tools is very obtuse. The players are able to add annotations to the maps and I am using copy/paste to lay out the terrain icons which works well. In Roll20 the DM needs to manage the map I think although I would love if the players did take on more mapping and notetaking.
I'm currently working on the 7.4 rule update which is a bunch of minor tweaks and fixes more than any big changes. Still slowly updating the spell descriptions to make them more skill facing and still working on more challenging monsters. One player bought a bunch of war dogs and we quickly realized that adding 2HD for trained animals was too much, so that buff got scaled back to 1HD.
I'm tightening up the language around combat round actions a bit, each round you get an attack action and a maneuver or two maneuvers.
Attack actions are:
- weapon attacks;
- aiming;
- casting spells;
- defense.
I specifically listed Aim as an attack action since PCs with multiple attacks could then use an attack to take aim if they wanted. I also called out the Defense action here which makes it more clear how that works to provide AC bonus.
Maneuver actions are:
- movement of various kinds;
- manipulating items;
- swapping gear;
- assist;
- or other miscellaneous actions.
The assist action is new here and I see this as a replacement for things like flanking or other ways to give another player advantage and still leverage the initiative system. The way announcing actions and movement happens it is too hard for players to rely on combat positions for bonuses so having this action will mitigate that I hope. It also lets other players set up surprise attacks for rogues which would let them act sooner in the round than if they had to set themselves up. These are not really changes so much as clarifications to existing mechanics and hopefully its all a lot more clear for those reading the rules now.
I also formalized overland travel and rest around the 4 hour "watch" period, generally rolling for an encounter and giving a travel description for each 4 hour period. I standardized the journey encounter rolls to a d6 where 1 is an encounter on the relevant table and 6 is a 'character moment' where a PC will give some information about themselves either in a story or in interaction. I like that idea since it gives some sense of time and getting to know one another on overland treks. Players were kind of hesitant at first but since they know its coming up they are starting to warm to the idea and prepare things for it. I like it a lot, especially since its an exploration game and I am discouraging long backstories at character creation. I also added a petite rest because I noticed when they are resting players fall into the idea of first and second watch pretty quickly but it was a bit hard on PCs who only had minor wounds as they usually got tapped to keep watch. I decided to give PCs who only rest for 4 hours a small HP recovery equal to their level. I also want to make sure that PCs who didn't get at least 4 hours rest in a day would have disadvantage until they did.
No firm date on when I push this latest update out, but it will be soon.
Monday, September 14, 2020
Changes to the Rogue and to Spells
Updated beacon rules posted. This is version 7.3 and has a bunch of changes.
Quick summary of some changes:
- Add reactions,
- Static weapon damage,
- Dwarves get an initiative penalty,
- Halflings can't use heavy weapons,
- Added some weapon and armour limits directly to the classes,
- Merged the Rogue and the Non-class class,
One of my players in the play-test said, "Rogues should have the most skills". I thought about that and I decided that they were probably right. Instead of having the unclassed character option, I should just give rogues more skills that they can spend on doing tricky stuff. Climbing- physical skill, sneaking - subterfuge, disarm traps - crafting etc. This solves a long standing problem of what to do with the horrible "non - classed" class which was always needed but never used. Merging these two classes means you can now be a sneaky merchant or a backstabbing assassin, or even a tricky sage type pretty easily in the game by choosing a rogue class. In return I've also changed the equally terrible rogue surprise attack mechanic to be a simple "if you have advantage add your subterfuge to the damage", a blend of 5th edition and Microlight mechanics. Hopefully this works as well as it looks on paper. Its too bad really because I had finally resolved to rename the non-classed class to "Journeyman". This does leave room for a third non magic class. I was thinking of a ranger type but, Druids might become jealous and recently I had the idea some kind of Tinker might be more appropriate.
- Arcane casters get a new spell every level,
- Reworked a lot of the level 1-3 spells.
The other thing I've decided to do is to rework all the spells and bring skill points into a more prominent role for spell effect. One of the big changes is that many of the spells with scaling effects are based on caster level and I am working on making these rather be skill based instead. This means there is actually a reason for a cleric to pump points into Communication and for Enchanters to increase their Subterfuge or Knowledge skills. I will try to base these changes on the nature of the spells themselves but obviously the classes will have more spells that use their 'primary' skills than others. All arcane casters will benefit from having higher Knowledge, but Druids will benefit from having higher Survival as well. I think the effect of this will be casters will be more diverse, even within the same class, and it will really add value to the skills.
There's a bunch of other stuff too. Yes I am changing a lot more than I intended to change at the beginning of this year. The old game was pretty crap actually... huzzah!
Sunday, September 13, 2020
Initiative and Damage Changes

So the play testing has been going very well and the players seem to agree that the new initiative system is very good and makes for some interesting and dynamic combats. Using the Mike Mearls "Greyhawk" system of declaring actions and using that to roll lowest on different dice creates interesting scenarios where players weigh their need to act faster or take more time to move into advantage. Having initiative every round makes the combats more dynamic and players are reacting to the events rather than just waiting out their turns. Monsters have fled battle and been caught fleeing or fled successfully based on their initiative rolls over a couple rounds. Its all been pretty good.
There are a couple things I want to add to lean into this concept even more. I want to add a rule that if you are holding your action you can REACT to an opponents attack if they are later in initiative order. You roll a 3 to cast a spell and the opposing wizard rolls a 6, you can cast your spell and hope to stop them or you can hold your action and try to counter their spell. This is a more interesting choice I think. Same as blocking, if your quick enough you can move to intercept an opponents attack and block it, saving the poor halfling rogue from being impaled on the bad guys spear.
The block and counter-spell actions have been in the Beacon rules since the beginning but are rarely used. I think because they required you state your intention at the start of the round and forgo your attack, players thought they were both less fun and harder to execute. In any system where you have to choose to attack or try some mitigating action, you are usually going to attack since its the simpler option and it has a net effect of taking out your opponents and ending the combat. However in a specific instance it may be better to react to mitigate damage and so when you see those situations and can react to them its pretty fun. You are now PLAYING the game. I think it much more likely you will choose a block or counter-spell to interrupt an opponents action than it would be to declare that as your action at start of a round. It also means that blocking or countering a spell cannot happen unless you have initiative, which I think is a good limiter to those actions and so they can be a bit more powerful than they might otherwise be if they were just regular actions. I might look for other reactions to add as well, things to make the combat flow more fun, it seems to be a natural fit for this initiative system to have these type of reactions.
However not all is sweet in our delicious candy-land. The other side of this initiative system is that it means that you are rolling three times in combat for every attack and this is causing things to go slower. Rolling lots of dice is fun but also slows down the game. Picking out dice and adding up the results is slow and so usually games will try to get rid of as many rolls as possible. They usually start with initiative and I get that, but I think that's the wrong approach since initiative is such a great tool for modeling combat. Why get rid of the good and interesting rolls where luck really does play a huge part? I would rather get rid of the other side of things and get rid of the damage rolls, and in fact that's what I'm going to do.
Beacon already has simplified damage for weapons, based on if they are light or heavy, and I think its time to go even further and just set the damage for those weapon types. My initial thought is you would take the middle number and say its 3 points for light weapon and 4 for a heavy weapon and critical hits will always do double that, so 6 and 8 respectively (and +1 for two handed heavy weapons). This takes out a whole roll and makes things resolve faster, and you still add all the STR and fighter damage bonuses etc. so the numbers will work out the same as they do now. I'm not sure what to do with monsters at this point, although the obvious thing is to take half their HD type as the base damage amount. Monsters in combat need some other attention in any case.
I might in the future look at trying some kind of system where I'd lower the amount of set damage and use the value on the to-hit roll to determine how much damage is done. For example you roll 3 points higher than the target AC so you would do 3 with a light weapon and 3+1 with a heavy weapon (plus all the other damage bonuses). This might work but it would need some thought to model that out without breaking the game, since you can roll a LOT higher than the required to hit in some cases, and that number goes up the higher the character levels so it would have a real scaling effect. It would also really impact low AC monsters (and PCs) disproportionately which would be bad. Also it would be a lot of adding stuff up which is doable, but again takes time. If you know your hit is going to do 3+2 damage unless you crit that's easy to keep track of. If you need to ask the GM the specific AC and calculate it multiple times in a fight, or Hermes for-fend, make the poor GM do all the damage calculations for the combat, then obviously not so much joy.
So just the fixed damage for now.
Wednesday, July 22, 2020
Some bigger changes
- The 'biggest' change is also the smallest, Clerics will use their CHA bonus for casting divine spells. I thought that was a really good idea since it makes sense that divine magic comes from personality and not smarts and also CHA was the odd one out with little mechanical effect hanging off it.
- Beastmen will be able to become clerics but they will also get a -2 CHA as a racial modifier. I think this balances the extra HP but we will see. I hated having Beastmen so limited to classes that I considered cutting them out, but I think this might work and give some more options while not inadvertently making them the go to race for clerics. They still can't use arcane magics but everyone should be able to have a spiritual life.
- I added in the encumbrance rules but I dropped the numbers a bit and changed the 'stone' to 'weight' as a custom unit of bulk. Average PC can carry 6 weight of stuff and not the 10stone/100lb situation I was talking about before. I also put in a table of common weights which should make it simple to track. This hopefully will remove any cultural/realism overhead but accomplish the same thing as the stone system.
- Made some additional balance changes to creature ACs, spell descriptions etc.
- Changes to costs of some items, notably hirelings, rations and ammo.
- I changed the way taking damage works. Now you cannot choose to take STR damage instead of HP. Casters can however choose to spend STR instead of HP for spells.
So that last two obviously are obviously pretty big but I think that the system of choosing STR vs hp was not working at all and some players were burning out their STR and others were not and falling unconscious all based on how they saw the situation instead of arising from the situation. I think this rule was totally destroying the feeling of immediate danger in combat and was forcing players to meta game at exactly the wrong moments. It also was super confusing to those familiar with other d20 systems and it broke the whole low levels is deadly vibe I want the game to have. Now you hit 0 and then the damage spills over to STR as you would expect.
Wednesday, July 8, 2020
July Update
Characters who have taken 2 or more STR damage cannot DASH and can only move once per round or half speed overland. A character taking 4 or more points of STR damage in one round are in Shock until they have had a Rest or proper attention. Characters in Shock are at disadvantage on all rolls. A character having 6 or more points of STR damage are in considerable and debilitating pain. They cannot take any actions unless they make a DC 12 Physical save to overcome the pain.
Thursday, June 18, 2020
The bear and the maiden fair
Thursday, June 11, 2020
Four Against the North
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The town |
Monday, June 8, 2020
Half a fence
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The Fence |
Wednesday, October 31, 2012
My dinner with Arnulf
Other guests included the Captain of the Watch (the Lords right hand man apparently), the lord's personal abbot, and three dwarven merchants from the village of Baudoc Se (Bad Axe) which lies to the southeast. The young Lord was a gracious host and although the table was not grandly set (he made mention that the silverware ordered in from Kingstown that spring had not arrived) the food was well prepared. Dinner conversation revolved around the troubles of the plague to the north, the poor harvest and the exploits of the party in the recent weeks. The Lord made mention that he was concerned that the exploits of a transient band of freebooters was a somewhat disrupting influence on his people and indicated that perhaps a more circumspect approach should be taken so not to incite farmers and common soldiers to leave their occupations and turn to adventuring. Case in point that very afternoon had seen a hanging of three men whom had attempted to make their fortune through adventure - only to fall into petty banditry when they found themselves destitute. The Lord also made mention of the need for reliable leaders to carve out holdings and manses in these dangerous south lands - for it was only through strength and order that the region could be maintained. The dwarves agreed to this and conveyed their impressions on the state of the south road. There was some implied friction between the young Lord and these merchants, the implication that outrageous prices were being charged for spirits and goods in these times of need sat heavy on the the table. Also the abbot (a orthodox cleric with Ulgarite leanings) expressed his concern that Tim (a professed Ulgarite) had been seen in the company of the village priestess who in his opinion was uncomfortably lenient with church law and likely not an adherent to the teachings of Ulgar.
And so then Henril decided to channel Abbie Hoffman and spend the next morning trying to incite the townsfolk to revolt. Much to the horror of his companions he began spending money like a boatload of sailors and actually handing out coins to people in the streets. When the guards began to take notice he also attempted to hand them money and soon there were a great number of angry and confused soldiers fingering their crossbows and wondering exactly what they should be doing to keep the peace. As the rest of the party returned with their supplies and gathered up Henril and headed out of the keep, a more devout gate-man leaned over to Brother Tim and suggested that they might not want to return to Red Towers any time soon.
On their way back to the monastery, they came across the badly mauled corpses and ruined wagons of the turnip farmers they had met before. A careful study of the scene and they concluded that a manticore, possibly the very one they had run from in the cave depths, had killed these farmers. With some trepidation they continued to the caves and made their way to the stairs leading up to the monastery. They noticed that the barred doors to the Crypt was burst open and when they started to investigate the fallen bodies of the goblins and ferrits that they had killed some little while ago reanimated and attacked. After a short battle they dispatched these zombies and made their way up into the monastery proper - examining the ruined courtyard and the empty hallways until they came across the chapel and the abbots office in behind. There they found a series of scrolls outlining a history of the monastery and also a suit of plate armour with a gauntlet missing (substituted by a gauntlet from another suit of plate in fact). They gathered up this armour and read some of the scrolls but as they left they wandered into an area where a un-restful spirit began to take shape and wildly throw objects around the room at them. Soon they were fleeing from a hurricane of stone and broken furniture as they fled back though the abbots office (which got trashed) until Brother Tim finally managed to cast Turn Undead and drive the spirit back. They fled back across the courtyard and with the knowledge they had gained form the scrolls found the old scriptorium and located the vault hidden behind it. In that vault they discovered many ruined scrolls and books but also a ancient copy of the Trials of St.Ulthur and a treatise on hobgoblins.
Then they left to head back to the woods and decide what to do next.
Monday, October 1, 2012
Return to Hellmount Monastery

Pressing onward, the party reached the hidden cave. They were very wary as they were concerned about the manticore that had chased them out of the dungeon might still be lurking around. On entering the cave they noticed that the mule body Henril had left as a distraction had been dragged off to the south, and on investigating they were attacked by two giant ferrets who had made their lair in the cave. After dispatching the beasts, they noticed that indeed these ferrets had been living well on the carcasses of many giant rats and the mule remains left in the wake of the adventurers.
They decided that instead of returning to the staircase downward, they would explore some of the passages to the north east, and soon stumbled out of the caverns and into a carved hallway - very clearly the lower levels of the monastery on the hill. They found a barred door with a crude skull drawn on it in soot and not being the type to heed casual and probably meaningless graffiti they decided to go in there and look around. The room they found themselves in was dusty and unused but contained many candles along the walls and a large font in the middle. Tim identified it as a holy water font used for church purifying rituals and not 'Helvitca' as was surmised by Ann. Further into the room they found a sarcophagus, and with no hesitation they chose to desecrate it and slide the lid off. Inside there was a corpse with a dagger transfixing it's chest and Klyte immediately snatched the dagger up. The corpse rose into a sitting position just in time for Henril to smash it to bits with his two handed sword.

After recovering somewhat they made ready to continue their explorations. They had been very underwhelmed by the lack of swag a holy man was afforded in his grave - beholding his saintly bones not being reward enough apparently. I blame video games. To his credit Brother Tim did try to 'straighten up the mess' a bit - probably due to his many years of devout religious training. They left the tomb and came across a room with a staircase going down deeper into the hill where they fought some goblin rat-catchers and their half-trained ferrets. They ran into some goblin lookouts and managed to stop them from running off and warning the others - one attempting to run up a stairwell and one attempting to run west down a hallway. They then went west and found the goblin guards and dispatched them - but not before a very large goblin came barrelling into room to see what all the commotion was. They killed this boss goblin and traced his steps back to the room where he kept all the goblin loot. Then they finally made their way up the stairs into the monastery and after fighting some more large goblins, they came upon a large open courtyard arboretum now overgrown and wild. Then they decided that they were pretty banged up and needed to replenish themselves and their supplies so they left the monastery (without incident) and returned to Red Towers.
It was a short but sweet session, and lots of player bickering and one one-upmanship which is always fun. I think most players managed to level up as well since they realized that the rules say that it's 1000xp multiplied by your current level - not the target level to level up. There was some grumbling over this since I probably told them wrong and they likely had levelled up a little while ago - however that's one good reason I like to print out the rules - I can't remember everything. Also, as GM I'm never wrong - just less right at times. So Henril hit level 4 I think and Kane gets second level spells. I let him roll twice to get two new spells from the crazy old magic tutor he 'found' at Red Towers since it's not explicitly covered how mages gain spells when they level and it's probably something the GM will want to manage anyway.
Friday, September 21, 2012
Welcome to Red Towers
The gang arrived at the keep near dusk and were very surprised to meet up with an old friend, Brother Tim of Fox Hollow, upon their arrival. They lodged at the Bell and Weasel inn just outside the walls and caught up with each other over the bad local beer. Brother Tim had been treating the sick in Milham and had been asked by the Prior in Milham to come south with a contingent to ask the young Lord Erik (the current Baron's youngest son - now overseeing Red Towers) for an easement of the food levy for the fall. Brother Tim in turn learned of the gang's adventures from the previous session, and once they all caught up they agreed it was time to retire and prepare to go treasure seeking in the morning. Henril had to have his armour repaired due to a critical hit he took in the previous session (estimated the cost at 10% of original price per AC point damaged) and it was good to see that this mechanic working to drive the narrative along. Armour that need to be maintained serves two functions - it uses up player resources and it adds to the verisimilitude and drama of the story to have these little concerns to take care of. I wouldn't want to have to track weapon and armour status to make this work, so having weapon and armour damage as a by-product of the critical hit system seems like a good solution. Henril decided to also get some 'ornamental' epaulette spikes added to his chain mail and took much pride in this enhancement throughout the session.
The party then left town and travelled to the cave under the old monastery. They explored the cave and slew a number of giant rats before finding a staircase leading downward. They went down and found another cave with rats, some dead rats and evidence of something that was preying on the rats. During their investigation of the rat cave, brother Tim was attacked from behind by a gaunt humanoid in old rotted finery and was paralysed by its touch. At the same time the cornered rats attacked, however the party managed to fight them off and kill the strange man-thing. Kane the mage took a page from the adventurers guidebook and made sure to loot the corpse, finding some rare jewellery and a gold key on the body. The party continued on and came upon another descending stairway carved into the rock. At the bottom of the stairs they were injured by rocks falling from the weakened roof and then further injured by a handful of skeletons in the room beyond. They managed to defeat the skeletons but Brother Tim severely damaged his hand and so the party decided to return to the keep and recover.
After a 5 day hiatus in which time the party had their loot apprised and XP awarded for their previous exploits, and the helpful local priestess had tended to Brother Tim's hand, they were eager to return to the 'dungeon'. They journeyed back and managed to avoid any encounters as they made their way back to the place where they had fought the skeletons. Deciding that deeper was better they went down another staircase and came upon a series of thick wooden doors all scratched on on one side - obvious indications of some fell beast. They entered one room that turned out to be a trapped chamber and were almost overcome with a noxious gas before Ann the rogue managed to bypass the door mechanism. Further along the same hallway, Kane's hired man Klypt* was busy chopping open a locked door, when they caught sight of a terrible black beast. They quickly readied themselves and charged it as it launched terrible spikes at them from it's tail. The fight was short but satisfying and they managed to dispatched the beast - Henril chopping off it's head to take back to the keep.
Klypt the hired man finished chopping out the door lock of the room and inside spied a number of goblins all barricaded in and shouting in terror - so he charged them - taking a chest full of crossbow bolts. The goblins were dispatched but the party was in bad shape and decided to return to the keep. On their way back they heard the sound of a second black beast coming behind them and they decided to run for it. The beast took chase and launched it's tail spikes. Ann was hit, falling unconscious in the passage. Quickly Klypt grabbed her up and they ran as fast as they could back to the stairs and upwards. They fled through the passages, chased by the beast, however they were lucky not to encounter any resistance. When they reached the entrance Henril slew their waiting mule and tossed it's body into the stairwell to throw the creature off their trail. They fled back to the keep, manually pulling their unconscious companion behind in the wagon.
On their arrival in the mid afternoon, the local children spied them returning and saw the monster head and the signs of combat on their clothing. By the time they reached the keep there was a full gathering of guards and farmers awaiting and even the young Lord himself had come to meet them. Everyone was amazed by their story and the Lord complimented them on their bravery and paid them a bounty for killing a Manticore, a dangerous and fell beast. The Lord's personal priest was asked to revive their fallen companion so she could give her account of the tale. And so they were encouraged to tell and retell their tale of heroism that evening to the locals as they were feted and plied with beer - and on the whole seemed very pleased with themselves.
*I'm going to say Klypt is his name but the rest of the party was always calling him derogatory names like 'yon lackwit' based on his low MIND score, so I'm not sure what it really was. I'll revise it when I get another look at his character sheet.
Saturday, September 15, 2012
I like playing Beacon
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The Beacon of Progress |
The last game session was probably the best we've had with Beacon, or if not the best game session, at least the best in terms of my satisfaction with the rules. I didn't have to house rule anything (that I can recall in any case) and the rules seem to be working out. I am very happy with the HP numbers now as opposed to last year and combats seem to be much more level appropriate now. Or at least more in accordance with the various Old School adventure source material that I'm using in my games - I can't speak for newer Pathfinder or D&D level expectations. Before the revision, a party of 5 second level characters would pretty much wade through gangs of 5-6 goblins and have no problem with something like a pair of giant scorpions. Now that same party will go toe to toe with 5 goblins and still expect to prevail, but not without a decent chance of having a player knocked out. They also still have enough firepower to take down a larger monster, but since they no longer carry around 4d6 HP at first level, will more likely to actually notice if they take a couple hits from something doing d8 or d10 damage. This last session 5-6 giant rats were a legitimate threat and there were a couple characters knocked into 0 HP after facing down 4 goblins and manticore (not in the same encounter).
Physical damage and the critical hit table are all working well. Tim the Cleric rolled an exciting '3' on the combat fumble table and wound up with -4 DEX and a smashed hand that took 10 days to heal (well 5 once he ponied up for clerical health care). This ability for players to recover after a short rest from fatigue but still incorporate more serious injury into the game works for me. The two phase combat seems to be working and combat is still nice and fast, but there are interesting things happening with spell interruption and movement. I haven't seen a lot of player use of this for tatics yet, but I had goblins use missile phase to deal some decent damage on charging players where before they would have just been slaughtered if they lost initiative.
I am also pretty happy with the spell reworking, especially to Cure Light Wounds and Magic Missile. Since those spells cost 3 HP to cast in Beacon, I had to change the point value for their damage so casters didn't get screwed with a bad roll, and I think I have got it right now. Kane the mage has had a fantastic run of finishing off monsters with a well placed Magic Missile, much to the annoyance of the two fighters in the party. Again the overall drop in HP probably impacts the magic using classes the most but they seem to be within the expected power level for a d20 caster (at least based on the OSR adventures I'm referencing and Beacon monster stats). As I said before spell interruption during combat seems good, at least three occasions in the last two games had spell casters get hit and have their DC for casting bumped from 11 to a 16 and it was a simple and interesting interaction.
The change to the Rogue surprise attack was well received and certainly worked much more smoothly than before. Rolling 2d20 at once is certainly faster and even if the subterfuge skill doesn't factor into the chance to hit, it does factor into melee damage so I can live with it. I'll have to watch that one over the long term to see how it holds up. TSo far the amount of XP seems good for the speed I like to see players gain levels, and now that they are getting a little buffer of cash they seem more eager to spend it on advancement as well. I want to see how that scales as we get into the middle levels game.
In fact it it's waaaay to early to announce that I'm satisfied with Beacon. The special combat rules like polearms, duel weilding, and unarmed combat rules we don't use nearly enough yet to be considered tested. No one has actually chosen to take stat damage over HP damage yet. There's still a lot of higher level spells that we haven't used in game - probably some of those need tweaking. And seeing how the XP system holds up over the long haul- still have to monitor that. Class skills balance out ok at level 10? Do the bigger monsters still hold their own with the HD for damage system? So many things still untested. I haven't even had a chance to try it from the players seat.
But so far it's a hoot.
Thursday, August 23, 2012
A stranger comes to town
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He looked a little like this, but much dirtier |
Naturally they met a woodcutter right out the gate. He was the nice man who had let them stay in his cabin to heal some while ago. The woodcutter informed them that he had taken the money they paid him and had bought him a fine wife to chop the wood while he brought it to the market. He thanked them for allowing him to double his business. They continued south for a day and a half, passing said wife, before their next encounter - a young ogre! The ogre surprised the party and caused their donkey to dump the cart and flee, but they managed to dispatch it pretty easily. They retrieved their ass, and continued on into the hills where they encountered a stag and managed to take it down. The dim witted hired man managed a terrible field dress of the stag and they got a meagre amount of meat from it. The next day had them travelling the hills uneventfully and they passed the ruins where Hollaway met his demise. They decided to give it a pass for the moment and continue on to find the monastery. They were waylaid by goblins that night and managed to dispatch them - but not without a decent fight. They travelled through some forested hills and there was a bit where Henril fought a pair of wolves. They eventually managed to find the high hill that the monastery was on, and after searching the area they found a promising cave entrance. However it was getting late and since they were near Red Towers castle they decided to press on to rest there before entering the caves.
Analysis:
I like that the random encounters shape the story. I would have never planned for the woodcutter to be such a campaign fixture but he has become one because I keep rolling woodcutters. I would have never thrown an ogre along the road by design, but it came up on the encounter table and provided some needed colour. I am also pleased at how the revised hit points are working out. I think that the battles are a little more reasonable now, especially the fight with the goblins. It was much more balanced where four goblins managed to incapacitate two party members before they were dispatched. This didn't cause any permanent damage to the party and there was little doubt that the party would win, especially with Henril being a 3rd level fighter, but it made the fight a lot less one sided than it would have been in the past. Also Kane was still a very effective force in the combats - firing magic missiles often and dealing enough damage even with the reduction in HP.
I also found that there was a still lot of D&D hangover happening even with players a bit familiar with Beacon. It was obvious that the players were basing their play on other similar game rules and not the Beacon rules. There was still a tendency for the players to try to 'use their skills' rather than describe their actions. I had to actually stop players from saying things like 'I use my Subterfuge to...'. I found that playing with the novices during my camping trip was a lot different in this respect, as they had no problem with the narrative aspect of the game and therefore were much less skill orientated and much more creative in their actions. Skill based games have poisoned the whole hobby in this respect I think. I also noticed that the players didn't really leverage the combat phases and so would do stuff like ready a bow in the missile phase - and then have to sit out the melee phase and wait till next combat round to attack - a basic misunderstanding but one causing a lot of dissatisfaction. I was told that they thought that missile phase was the 'ready weapon' phase - but it clearly isn't. Some of this stuff requires the player to have knowledge that they can ready a weapon or move in either (or both) phases and then leveraging their actions accordingly. But some of that is stuff I can fix - mostly by renaming the phases to 'Ranged' and 'Close' as was suggested by the players. I also think I need to make some types of weapons available instantly (like throwing daggers) because of the way the phases work they will otherwise get nerfed. I think I better take this phased combat discussion off to another post however. I like how it works - I feel it's almost there - but there are still a few tiny tweaks needed I think.
Tuesday, August 21, 2012
Another Suprise Attack
I think the main reason it has proved to be problematic in play is because a player has to make two separate rolls in order to pull the manoeuvre off, which is OK if they succeed but very not OK if they fail. At the table the rogue player may be happy to make the stealth check and then miss the attack roll which not only is a bummer, but also may place the character in a bad position. Some of the suggestions from around the table were to just automatically add in the extra damage on a 'first strike' or to add the subterfuge bonus to the attack roll but I think both those approaches don't scale very well, especially at the low end.
Since last session where it was very obvious there was some kind of issue, I've been trying to think of a solution. My initial thought is to simply have the rogue player announce their sneak attack or ranged double strike and then roll two d20 and if they get one success then it succeeds as a normal attack, however if both rolls are successful then the rogue has accomplished the special attack as they stated. I like this because it's simple but I realize that it doesn't reward stealth except as a damage bonus. It does however factor in AC which is supposed to fold in all those kind of abstractions that would be relevant such as target reflexes, situational awareness and toughness. It doesn't mean an automatic success (although it does give a big bonus to the basic attack success) but it scales up well as the character's attack bonuses increase and when opponents are tougher as well. It also kind of fits nicely with the missile double strike portion of the ability. I haven't thought of anything else that I like better yet either. Perhaps the there is a better way to organize the stealth roll and to hit roll in the existing rule so that the problem doesn't arise, but that doesn't mess with the statistics as much as this double roll mechanic will. But I'll take elegant over minor probability changes in most cases.
Also, back to problems with the original rule, what I meant by 'combat engagement' in the original text is not obvious. The intent was that once per opponent per combat the rogue would have one chance to pull off a surprising move that would confuse their foe. It was a way to bake in the tricky but make sure that in the long run it wasn't going to usurp the fighter role of going toe to toe. A rogue in combat with a number of foes could only surprise each particular opponent once. It should also encourage rogues to change targets.
This then might be a better rule for the section on surprise attack in the rogue description.
In combat a Rogue may attempt to perform a 'surprise attack' by rolling two d20 for their initial attack on an unsuspecting foe. If one die roll is successful then they succeed in their attack as normal, but if the second is also successful, they may either add their Subterfuge skill to the damage of their melee attack or perform an additional strike with a ranged weapon (provided they have an additional one available).I would like to put in something more concrete about the attack being novel or unseen or otherwise unexpected but I don't know how to do that without getting back to the problematic skill check. Also, how this interacts with the rules for critical hits and fumbles I leave up to your imagination for the moment.
Monday, August 20, 2012
A Return to Milham

And so it was that when Kane the mage came to Milham by the north gate he was greeted by a lone guard who told him to return to the north. Kane was seeking word of his brother the mage Halloway who had come to the southlands some many months ago in pursuit of adventure and riches. His search of the town led him to the Scarlet Archer inn and to a pair of capable mercenaries, Henril of Butterbridge and Anistanja the Traveller. Also along the way he couldn't manage to avoid hiring a very insistent porter/guide who, despite having a very low intellect, knew a meal ticket when he saw one.
I'm not sure how much the players were excited to get back to playing Beacon or returning to the town of Milham after almost a year, but I was pretty excited to be back running a game in this environment. I did dabble a little in the setting when I was camping, but I was interested to see what my regular group would do with the rules changes. I was also interested to see who would take the option to create new characters and who would make the changes in HP and Skill selection to translate their old characters from the previous version we'd been using. So we got a chance to roll some dice and try out the new combat system and I got a lot of good feedback. And that's great because it was fun, and it gives me stuff to write about here.
Tuesday, July 24, 2012
Back from the wilderlands
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Fire up the Coleman it's game time! |
There were no woodcutters, goblins or giant scorpions on the south road through the hills. They journey was pretty uneventful. My sister-in-law wanted to know how I figured out what happens and I showed them the encounter charts on the Beacon GM Screen which probably didn't explain much but it does look nice and official. I think one of the hardest parts of the RPG experience to explain to new people is the role of the GM. Some people like to know the rules of the game and having a 'rules arbitrator' is a little foreign to them. Again it was more show and not tell and I tried to keep away from suggesting options or examples of play. It really helped that the kids chimed in with advice and suggestions on how the game worked. My youngest was especially helpful and kept saying that 'you do what you want to do and he tells you what to do' as the mantra for the first evening. They barely made it to the monastery the first night, their time mostly spent searching for the monastery hill and an entrance to it while I failed to roll up an encounter. We had to play in short chunks as we only had about an hour and a half to play each evening after we had finished all the night jobs around the camp and before we crawled off to sleep. I was a bit worried that we'd not pick the game up again the next day, but the kids were pretty eager to play and the adults did not seem to mind trying it again.

The third night it was all business as the party came together to figure out the history and to stomp some monster butts. So far they had not found any treasure (I don't generally give wandering monsters treasure - the ferrets had offered them a dead rat and the goblin guards had nothing more interesting than some string and a hunk of sparkly quartz) and although they had only just started exploring the monastery they knew that it would soon be getting dark and goblins and other things might arrive to cause even more trouble. They started to explore and piece together some history of the place, however they did not make a map. I didn't draw out any rooms for them either, all they had to go on was descriptions by lantern light. They were pretty good keeping spatial relations however and a couple times I was surprised with astute observations they made about how the rooms were related or where a corridor should continue past a ruined wall. I'm not going to go into the specifics of the encounters because I would like to use them again*. Suffice to say that there were traps and monsters and everyone seemed to have a very fun time playing. We didn't finish the adventure before the camping trip was over and my in-laws had to head back home, but I think the prevailing opinion was that we would be continuing this game at a later time.
All in all I think it was an unqualified success. I have to thank my fine wife, my persistent children and my sister-in-law and her husband for the great game.