Sunday, June 24, 2007

An HotDC Article On Dice & An HotDC Update

Work continues on Heroes of the Dungeon Crawl on two fronts this weekend. I have written more material for the Basic HotDC Rule Book itself, and I have been working on the HotDC Quick Charts, renamed the HotDC Quick Start Charts. Why? I am considering a Lulu release of these charts. Early consideration. More on this when I make the decision. I have lots of thoughts as I continue the creative process.

Anyway, I did a chart explaining the HotDC Combat Process and wrote a section for the Rule Book explaining it. Plus, a few other things, and a basic description of Elves for Part 2 of the Rule Book. I have put stats together for 2nd Degree Creatures, which will go into the Quick Start Charts pdf soon. I am on Version .657 at this point. I am adding a Table Of Contents and Page Numbers for printing. This pdf will also be rearranged in the interest of continuity. This is why I have been considering the possibility of an official release. We'll see how it goes.

While writing, I did a section about rolling dice in the game and when not to do it. This sort of ties into the Monty Haul thing I've been talking about, so I'll end this post by including this article. I want to expand on the subject in future articles.

Don't Let The Dice Rule You
It's easy to fall into the trap of looking at all of the charts and just rolling for everything. Don't. The charts are there as a reference, particularly for the newcomer Hero Guide. Certainly in Combat, Rogue, Priest Repel and Safety Throw situations, the dice will roll. Other times, they may not be needed. As an HG, you will instinctively learn when to use that judgement. HotDC rules have been intentionally crafted to allow an HG to make adjustments as he sees fit, but beware of getting too far away from the known rules and charts without discussing why you are doing it either before or after your gaming session.

One instance when leaving the charts behind may be the right thing to do is rolling for treasure. Please bear in mind that the treasure charts are merely guidelines to let the HG know what might be available. Don't fall into the trap of using them as a crutch. For one thing, lucky or unlucky rolls will give the GC's too much or too little. As an HG, you will no doubt know what you want to have in your dungeons or various adventures. You may set up a certain amount of coins, gems/jewels and magic items available, based on the Degrees of the adventuring party involved.

This will help ensure game balance. For instance, a Warrior with +1 plate mail armor, a +1 shield and a +2 elite sword at 1st Degree is NOT a good thing. The gamer may love it, but game play will be effected by it. Now, at 7th Degree or so, those items make sense. The GC will have adventured quite a bit and will have earned it. On the other hand, you may need to throw your games a bone now and then, or boredom and frustration will set in.

At lower Degrees, GC's will get hurt, so healing potions and potions in general are a good reward. Like potions, scrolls are used up after one use and are a good low Degree GC reward. At 1st Degree, one +1 item or ring, wand or other special item should be possible. You also have to take into account that certain items will be available for purchase in town as per the item chart, allowing GC's to get stronger that way. A 0 Degree Warrior won't start out with the best stuff, but gold earned along the way will enable the purchase of better items.

Reactions are another example. You don't have to roll for Creature reactions at every encounter. There will be times where a fight is going to happen or times when you are planning a talking encounter to advance the plot and encourage role play from the gamers. Other times, gamers actions will mandate a Creature reaction one way or another without a dice roll. Don't be afraid to fake a roll to add to the excitement, while going with your instinct.

Some charts are there as a reference to give an idea of how to proceed. As you get more comfortable in your role of Hero Guide, you will be better prepared to wing it. This will serve to make the dice a part of the game, but not the only part.

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